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Topics - Fuzzpilz

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DF General Discussion / Utility: Weatherdwarf (updated for 38a)
« on: February 02, 2008, 03:26:00 pm »
 

A link exists.

This doesn't seem to have been done, although it didn't take a lot of effort. It's somewhat misnamed; what it affects is not weather but temperature, which it sets in bulk.

Why do such a thing? Well, I wanted some way to get rid of very large quantities of unneeded stone in one go. This does the trick. Of course, there have been sporadic reports of spontaneous dwarven combustion among the nobility...

Usage:

1) Run DF (27.169.33g or 27.173.38a only right now), get yourself a tile-level cursor (e.g. "look around" mode), put your cursor over one corner of the box you want to set.

2) Run weatherdwarf.exe. It'll prompt you to go back to DF and

3) move the cursor over the opposite corner. This works across Z-levels and doesn't care if you go left to right or right to left or whatever.

4) Go back to Weatherdwarf and press return. Enter your desired temperature and press enter again. Wait. Enjoy.

The temperature range is 0 to 65535, cold to hot. Sane nonlethal temperatures are slightly above 10000. I assume 1 unit is 1 Kelvin or something and 10000 is precisely freezing. 0 doesn't actually make physical sense in that case, but that's dwarves for you.

Note that it will often take a while for your change to take effect, especially if the game is already running slowly.

Thanks to Rick et al. for doing the actual research necessary for this sort of thing.

[ February 12, 2008: Message edited by: Fuzzpilz ]


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DF General Discussion / Praise and remarks.
« on: August 14, 2006, 08:18:00 am »
Hey. Glad to see this finally released - the main reason I haven't posted earlier is that I've been basically playing it nearly nonstop since the 8th. It is that excellent. However, a few things:

1) Designation rot. This really only happens with trees (not sure about plant gathering) and second-level detailing: often, the game will just forget I marked something. In the latter case, I think what happens is that when a dwarf finishes detailing something, the game erases the mark but for some reason doesn't set the tile as detailed; that or it erroneously removes the mark when the dwarf gets distracted and decides to do something else instead. The trees can't be explained the same way - I've seen that happen before my eyes with no dwarf anywhere near, so maybe it's something to do with them thinking about trees to cut.

2) Pathfinding troubles. A while ago one of my dwarves threw a tantrum and destroyed the one bridge connecting the main fortress to most of the mining tunnels east of the cave river; I kept getting "could not find path" messages even after digging a passage (which I am certain was accessible, since miners stuck on both sides worked on it, all even slightly relevant doors were unlocked etc.) connecting them to a different bridge built to access some minor tunnels further south. They only stopped after I rebuilt the north bridge.

3) Coins. Coins, coins, coins. I'm drowning in coin mandates from the bookkeeper; it's been tying up all my metalworkers and furnace operator ever since he arrived. Not really a bug since I'm sure he thinks I need that many, but will it ever stop? I finally struck iron very recently, so maybe building a lava forge and smelter will help.

4) The game intermittently runs very slowly now; if it matters, I have a population of 102, next to no wildlife, and am running on a not exactly new, but not horrendously ancient machine - an Athlon XP 1600+ with 512 MB of 266 MHz DDR RAM, if it matters. This started very suddenly (and not with a wave of migration), so I'm suspecting it's not just the strain of so many dwarves. I'm also getting lots of injury spam; might be related. And the game crashed while saving just now; luckily I had a quite recent backup because I only just switched to the newest alpha. I'm uploading a zip if you want a look.

Edit:

Here.

I also thought of another thing, although this might have been brought up already (I haven't read through all the reqs): I once had a jeweller fall asleep while using my last set of cut aventurines to encrust an item, leaving the encrust task inactive at the top of the workshop's list and the aventurines lying in the workshop. Another jeweller came along and... cancelled the task because he was unaware the aventurines existed since they were right in front of him rather than in the gem stockpile where they belonged.

[ August 14, 2006: Message edited by: Fuzzpilz ]


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