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Topics - Slitherrr

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DF Modding / Version Control for saves
« on: January 07, 2011, 12:38:11 pm »
Has anyone done any work on creating a version-control wrapper for saves?

More specifically, is there any text out there that describes how the data files are constructed well enough that someone could write a wrapper for, say, git, that would allow multiple, simultaneous changes to a saved world be committed and merged together (including the ability to resolve conflicts)? I'm envisioning a system that would allow people to check out a save, make their own branches, play the world for a while, then commit and merge the branch back into the trunk, replaying the actions of that world, allowing for a truly multiplayer (albeit asynchronous) experience.

2
DF Suggestions / Allow Soldiers to Pull Levers
« on: May 05, 2010, 11:30:45 am »
Crossposting with eternal suggestions app (#241 at time of posting):

Quote
As it says on the tin. Soldiers, lacking the restrictions civilians have during alerts, should be able to pull levers. It should possibly be defined in such a way that the lever is either pulled by a civ, or pulled by a soldier, to prevent inadvertently pulling a soldier from the middle of an assigned task.

3
DF Suggestions / Assign allowable hunting lists
« on: May 05, 2010, 11:30:00 am »
Crossposting this with the Eternal Suggestions (#242 at time of this posting):

Quote
As it is, hunters will hunt whatever is around, at their discretion. This means that sites with animals that are dangerous when angered (say, elephants) cannot be hunted at all without lots of manual engagement by the military. This proposal requests the ability to pick and choose what hunters may hunt.

4
DF Dwarf Mode Discussion / Turtle Breeding
« on: May 03, 2010, 09:36:46 am »
I noticed after buying cages from the elves (my elf-killing trap isn't finished yet, to my shame) that two of them have turtles in them. If I stick them in a pit/pond, will more turtles magically appear with them? I have the misfortune of being in an area where I can't get shells (at least, until I can find cave lobsters in the cavern level, which I hope is the case).

5
DF Dwarf Mode Discussion / New Food
« on: April 04, 2010, 08:14:58 am »
It doesn't seem that any of the items obtained from the slaughterhouse are cookable. Is anyone else seeing this, or am I the only one?

6
DF Suggestions / Male Ant Workers
« on: April 02, 2010, 06:22:43 pm »
It's a small detail, but there's no such thing as a male ant worker. The only male ants are drones whose only purpose are to mate and eat.

In particular, ant eggs are either fertilized, or not. Fertilized eggs become females, unfertilized eggs become males. Castes within the two genders (worker, breeding worker, and queen) are determined by nutrition in the larval and pupal stages.

Reference here:http://en.wikipedia.org/wiki/Ant#Development_and_reproduction

Just thought Tarn should know.

7
DF Modding / Adding Enemies Post-Embark
« on: April 16, 2009, 09:38:04 pm »
Is there something I can do that will add enemies after embark?  I started a succession game with a bunch of guys who have not played very much, so I figured starting on a place with no goblins would be a good idea.  It turns out that we would prefer the chance at death.  What can I do to appease the gods of fun?

8
DF General Discussion / Encoding in Raws
« on: March 30, 2009, 12:27:07 pm »
Does anyone know what encoding is used in the raws, specifically in the language files?  Opening in utf-8 gives me warnings, and doesn't display the accented characters.

9
DF General Discussion / Dwarf Manager with 40d11
« on: March 25, 2009, 07:04:05 pm »
Has anyone pulled out the memory locations for use with 40d11 yet?  Barring that, can anyone tell me how to do it myself?

10
Curses / Moving Hostages
« on: August 09, 2008, 11:29:57 pm »
Is it possible to take a hostage from one Safe House to another?  If someone has the "Tending to..." duty, then is moved via the 'R' screen, will he take his hostage with him?

11
Curses / Feature suggestion: Mission Time Limit
« on: August 07, 2008, 01:01:44 pm »
That's basically it.  Give missions a time limit, every step or action takes from that limit, and when it expires, something happens (the Gentleman's Club kicks you out, or the Chemical Plant wonders why one of its workers is staying past its shift).

12
DF General Discussion / Tweak for 39e
« on: July 24, 2008, 01:23:42 pm »
I'd like to use reveal and find the magma on this map so I can play with it, but Tweak needs some tweaking first.  It gives a "could not find a version, after doing a "Select Process", for the following hash: 32f68422f5b4d938549eed0565bcfb92.  I'm assuming this means there's something Rick needs to do first, but I also wonder about the LookupAddresses module--isn't looking up for new versions what it's meant to do?  If I can't select the process, I can't run LookupAddresses, but don't I need to run LookupAddresses to be able to select the process?

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