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Topics - BenLubar

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1
Utilities and 3rd Party Applications / .dat file decompressor
« on: March 12, 2015, 07:30:37 pm »
A Dwarf Fortress save in an uncompressed tar is 166,123,520 bytes (158.4 MiB). Compressed using xz, region2.tar.xz is 156,374,900 bytes (149.1 MiB). That's 94.1% of the original size.

The same Dwarf Fortress save is 1,296,906,240 bytes (1236.8 MiB) when decompressed using this program before archiving. Compressed with xz using the same settings, the result is 85,715,988 bytes (81.7 MiB). That's 51.6% of the original size.

As you can see, uncompressed saves compress down to a much smaller size than compressed saves. However, you probably don't want to play with uncompressed saves, especially if you have backups enabled. This utility will decompress any Dwarf Fortress .dat file that it is given (dragged onto the program). Any file that can't be decompressed will be left alone. If you give this utility a folder, it will try to decompress all the .dat files inside it.

Windows: http://dffd.bay12games.com/file.php?id=10672
Linux: http://dffd.bay12games.com/file.php?id=10673
Mac: http://dffd.bay12games.com/file.php?id=10674

Source code: https://github.com/BenLubar/df2014/tree/master/df-decompress

2
DF Dwarf Mode Discussion / I can hear everything!
« on: January 18, 2015, 02:39:27 pm »
I changed
Code: [Select]
[REGULAR_CONVERSATION:A_D]
[CONFLICT_CONVERSATION:A_D:UCR_A]
to
Code: [Select]
[REGULAR_CONVERSATION:A_D:D_D]
[CONFLICT_CONVERSATION:A_D:UCR_A:D_D]

The messages don't show up where announcements normally do at the bottom of the screen, but they appear in the [a]nnouncements view and gamelog.txt.

Quote
Tholtig Åblelibesh, militia commander: Hello Kosoth.  It really is a pleasure to speak with you again.
Sarvesh Ralenkos, Swordsdwarf: Vanquishing a great beast on our behalf would bring us all much glory.  Galleytowns is in The Inky Hills.  Seek this place if you hunt Vafice Steelhides the Tuft of Bristling the roc.
Kosoth Luslemletmos, Herbalist: Hello.  It is good to see you.  It really is a pleasure to speak with you again.
Deler Bomrekshetbêth, Merchant: It is terrifying.
Tholtig Åblelibesh, militia commander: Months ago, Zolak Conflictmaligns became king of The Rim of Conquerors, replacing Moldath Musclemountain.
Zan Gusillerteth, Merchant: Greetings.  My name is Zan Coppertangled.
Kosoth Luslemletmos, Herbalist: It was inevitable.

Quote
Amphibian Man Spearman: Greetings.  My name is TRANS_NAME].
Amphibian Woman Blowgunner: Hello, amphibian man.  I am TRANS_NAME].
Amphibian Man Spearman: It sure is dark down here.
Amphibian Man Blowgunner: Greetings.  My name is TRANS_NAME].
Amphibian Woman Blowgunner: Hello, amphibian man.  I am TRANS_NAME].
Amphibian Man Blowgunner: It sure is dark down here.
Amphibian Man Spearman: Greetings.  My name is TRANS_NAME].
Amphibian Man Blowgunner: Hello, amphibian man.  I am TRANS_NAME].
Amphibian Man Spearman: At least it doesn't rain down here.

Quote
Earthworm Fiend: Greetings.  My name is TRANS_NAME].
Earthworm Fiend: Hello, earthworm fiend.  I am TRANS_NAME].
Earthworm Fiend: Look at the sky!  Are we in the Underworld?

3
I'm running an AI that plays Dwarf Fortress by itself. The AI automatically starts a movie recording when it starts up. I would like to force Dwarf Fortress to always use two simulation ticks for every graphical tick no matter how many frames are completed per second. That is, if my computer is capable of running at 1000 fps, it should run 1000 simulation ticks and 500 graphical frames in that second. If it can only run at 2 fps, it should only render one time during that second.

I'm doing this on Linux, so it's possible for me to modify libgraphics without needing to reverse engineer anything.

4
DF General Discussion / ambiguous languages
« on: December 17, 2014, 02:19:51 am »
I've noticed that quite a few words have ambiguous meanings between languages. This is to be expected. However, several words have multiple (sometimes unrelated) meanings in the same language:

ûd means "chaos" or "to scale" in goblin
ìle means "beast" or "vigor" in elf
iÿe means "bewilder" or "bold" in elf
ûst means "cheerful" or "knot" in goblin
ûn means "courtesy" or "to fly" in goblin
èna means "deep" or "elbow" in elf
eÿi means "droop" or "gleam" in elf
åm means "baby" or "yawn" in dwarf
èle means "ball" or "stray" in elf
oslê means "banner" or "glade" in goblin
âs means "master" or "tall" in goblin

Here's a list of words and their meanings in each language, sorted by the number of meanings for a word: http://pastebin.com/raw.php?i=syk2j3Qq

5
The first adventurer I started in v0.40.10 (a new world for a new version) started in a human town with a market being sieged by zombie elves. The elves weren't named until they killed a few people and their descriptions said they were animated by "forces unknown". I didn't have culling enabled when I generated the world, and there's no nearby tower as far as I can remember. Where did the zombies come from and why did they start attacking the market when I started my character?

6
DF General Discussion / What do you want in the next version?
« on: August 16, 2014, 03:13:43 pm »
I swear there was a topic about this, but I can't find it anywhere.

I really want adventure mode and fortress mode to add features from each other. I'd like to hear what the migrants are saying to my dwarves in the meeting hall. I'd like to be a medic in adventure mode, cleaning up after sieges performed by AI against AI.

Perhaps the simplest thing I want is to be able to harvest crops in adventure mode. Currently, you can only pick the parts of the plants that are inedible, like leaves and flowers. Trying to survive in the wild without trading or stealing food pretty much requires you to be a carnivore at all times.

On that note, I'd also like to see dwarves picking fruit from trees in fortress mode. Dwarves are short, so I'd imagine they'd climb the trees and pick the fruit while balancing on branches, possibly supplying fun

7
DF Gameplay Questions / yellow/blue "individual combat drill"
« on: August 15, 2014, 08:35:45 pm »
What's the difference between Individual combat drill and Individual combat drill on the units screen? I've seen dwarves do both of them.

http://dwarffortresswiki.org/index.php/DF2014:Combat_drills doesn't have anything on this.

8
DF Modding / Allow multiple crops on a single farm plot
« on: August 10, 2014, 05:06:35 pm »
I'm wondering if there's a way to allow dwarves to plant any seed that fits in a farm plot. That is, no plump helmets above ground, but allow strawberries and cabbages in the same plot without micromanaging.

I want my dwarves to grow the food they feel like growing instead of being told what to grow by a dictator. Plants that more dwarves like to eat will naturally have more seeds and therefore have a higher chance of being planted.

To be clear, I don't want to remove any restrictions currently in place on where plants can be assigned to fields, I just want to magically assign all the possible plants for a given field to that field.

9
DF Gameplay Questions / Fruit?
« on: August 04, 2014, 08:59:41 pm »
Is there any way to harvest fruit in fortress mode? I have quite a few fruit-bearing trees and I want my dwarves to have a balanced diet.

10
DF Dwarf Mode Discussion / Why is this a problem?
« on: May 01, 2014, 08:01:28 pm »

11
DF General Discussion / Dwarf kōans
« on: January 23, 2014, 11:32:35 pm »
uleng dôbar titthal
"losing creates fun"

urmim stesok id vúsh rîthol
"swimming [in] molten rock heats nobles"

kogan usân izkil batôk
"boatmurdered [is an] intricate problem"

12
DF Dwarf Mode Discussion / Necromancer Fortress?
« on: January 17, 2014, 04:53:50 pm »
Is it possible to get a fortress full of necromancer dwarves? Possibly by moving a necromancy slab to an abandoned fortress site in adventure mode and then reclaiming the fortress?

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