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Messages - Ariachus

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DF Suggestions / Biomes being an option in search menu
« on: May 06, 2016, 10:50:45 am »
So I am personally really surprised that it has yet to be implemented to be able search the embark map for specific biomes. AFAIK there are only about 20 different biomes, eg plain savanna and what I want this for mainly volcanos. I mean each square is already tagged as being of a certain biome so I feel like this would simply be an additional field with a simple bool to check whether its biome is the biome selected. Personally I think this would be an incredible update with a relatively simple bit of programming, however I don't program DF so I don't actually know. Please tell me what you all think and I hope this reaches the grand Toady.

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TLDR: gui launcher is screwing my save when I try to change graphics pack. Solution make sure you have preferred graphics pack selected when genning world, however may have missing content. For this reason I suggest phoebus or spacefox b/c loss of one glossable rock less significant than loss of creature(s) or scroll roller items for libraries.


As an extension to my previous post. The game I have been playing still has some issues. I am playing in the spacefox tileset
1. I was unable to blood helmets as plant seed and have not been able to request them through the caravan. It is possible regarding inability to request that my civ simply has no access. However they are listed as a legitimate crop in my farms I simply have no spawn.
2. I do have access to some of the stones I know are required for Mythos intractions ie brimstone are available to me but i think that those are in df vanilla too. I still have access to all buildings/reactions thus I would guess the issue is purely in the addition of the one stone type and in the item_raw folder.

I hope this was helpful I love what you are doing and anticipate many hours even in a slightly more limited Mythos

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TLDR: gui launcher is screwing my save when I try to change graphics pack. Solution make sure you have preferred graphics pack selected when genning world, however may have missing content. For this reason I suggest phoebus or spacefox b/c loss of one glossable rock less significant than loss of creature(s) or scroll roller items for libraries.

I'm having issues with this build and, I suspect, its because of the graphics sets and how the lnp launcher changes the raws to use them.  They are as follows
Default ASCII launcher throws error on updating savegames "would have broken raws"
CLA will install and update savegames when I tried to load my game df will launch I select continue and it says "missing item ITEM_TOOL_SCROLL_ROLLERS"
Ironhand dark ages same as CLA
Mayday dark ages same except "missing TOAD_GIANT_CAVE" (of note this is thrown before it gets to inorganics or item types so could be errors there too that I don't know about
phoebus dark ages same except "missing inorganic gloss quicklime"
spacefox exactly the same as phoebus

Also of note when I launch the game I get
Spoiler (click to show/hide)

I'm sorry I don't know what else to do. I downloaded the zip from dropbox, unzipped and started up a fort. I personally rely on the "u" "l" dfhack profession assignment utility a lot and it is unreadable in the tileset that is set as default, 90% sure its phoebus I know it also doesn't work on normal df so thats just a tileset issue and not your fault. So I set the launcher to laptop controls turn on autosave, turn off compression, turn on dfhack and all but job assignment utilities launch and start a fort. I had a lot of issues genning a world because I kept on getting an error
Spoiler (click to show/hide)
  between 20-50 or so years, which I sometimes get with normal df so I didn't think about it much, finally got a world that was  66 years and stopped it and started playing. Realized what tileset it was on and dealt with it for a while then saved changed the tileset and shutdown the comp for the night. Got it out today tried to play and started getting these errors. For the hell of it I tried to gen a new world while in spacefox, got a new world with a couple more of the previously mention access violation error. I was able to embark but on the embark screen I was totally unable to get quicklime for my party, it is possible my chosen civ had no access to it but I suspect that there is simply no quicklime in that genned world.  I was then able save and load as normal

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DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: February 04, 2016, 11:48:50 am »
Hey Peridexis, first off I absolutely love the pack and cannot thank you enough for upkeeping it through many many updates. Would there be any chance that you could tweek the copy old data to copy over custom embark profiles? i know the pack already knows how to dynamically enable or disable the specific categories so it could it just sense which hare not the default and create and carry over a new txt file possibly labeled custom embark profiles? Mainly this comes down to i'm lazy because I can recreate profiles pretty quickly but it would be convenient.

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Is there any chance you could work dfhack into this? I only ask for some of the performance enhancements for my dino computer and for the control r control p method of making macros as it can be very helpful in the adventure mode crafting menus.

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DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r18
« on: November 16, 2015, 10:11:11 pm »
Hey there just reporting a bug, not 100% sure this is where it should go. So trying to set up a hauling route and I can't remove links in a stop. I hit and dfhack pops a window that says "are you sure you want to remove this stop? esc to exit enter ok" No matter what i choose nothing happens. Just wondering if you know which plugin this is so i can disable it or if its a bug?

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Utilities and 3rd Party Applications / Military uniform challenge.
« on: June 23, 2015, 08:49:19 pm »
To my knowledge there is no copy and paste file for DF that you can move between saves in order to import military uniforms. Therefore I am issuing a challenge to the many experienced modders of Dwarf Fortress. Make a script or plugin for DFhack that allows for a person to export their uniforms and then import them into a save game. Honestly the uniform assignment is one of the most difficult aspects of the game for me specifically and I always want make themed squads, like the Night Watchmen from Game of Thrones or similar type things but I don't' because having to redo it every time is an incredibly daunting task. This would also allow a more gentle learning curve for newbies becuase they could download a file with a could of tried and true squad setups so they don't deal with ammo mixup errors because Urist McDrunkenMarksman forgot he needed a quiver or tried to take down an elephant with wood arrows. I just really feel like this is something that hasn't been done but really should be. Thank you for your time may Armok Bless your Fortresses with Elf Blood Rains.

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That would be truly awesome! I've always wanted to wander the DF universe with a loyal k-9 at my side!

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DF General Discussion / Re: Future of the Fortress
« on: May 27, 2015, 12:36:22 am »
My sincere apologies I understood this thread to be more of a suggestion thread then a question thread. I really appreciate what Toady and Threetoes do. I'm really sorry.

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DF General Discussion / Re: Future of the Fortress
« on: May 25, 2015, 03:57:52 pm »
This is a question for Toady and the design team but I was wondering if it would make sense for observer skill to factor into target priority. I recently mentioned this on a post to the DF reddit because a poster was complaining about a dwarf repeatedly going for a head attack that was being deflected by a goblin wearing an iron helm. Would it be logical for the dwarves to be able to tell how likely an attack might be parried or blocked ie factoring into target as target priority-(chance of deflect or block)*(current observer skill)/(max observer skill). I only mention this because dwarves occasionaly get stuck going for the head of a helmed enemy as opposed to the unarmored leg/hand/whatever else. I just thought this would be a reasonable way to implement a little common sense, which dwarves are not known for admittedly, in the attack priority. Admittedly I'm not familliar enough with the system to try and create a mod for this, and i'm pretty sure this is hard coded, but with my moderate degree of programming knowledge I thought this might be an easy and logical addition.

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Hey Meph I have one really quick request that I think you could do pretty quickly and a question.
Do you think you could change the adventurers friend mod so that the leather crafting/tanning worked? Its just at the moment its set for vanilla df skin as opposed to masterwork skin. It should probably still be the five skin to one leather ratio to keep it fair. I'm just not comfortable enough with modding df to try and tackle that myself.

Also do you think it would be possible to create a script and item so that in adventure mode you could buy an item from a vendor and it spawn a work or war dog that is assigned to you? I just always thought it would be so fun for that to happen and I know that you've done a lot of that kind of stuff in the masterwork mod. IDK if dfhack functions differently in the adventure mode so I'm not sure how well that would work.

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Hey Meph, I must say I really really have enjoyed your masterwork mod. I really enjoy a some of the themed massive overhaul mods, I would personally love to see more steampunk esque mods like warhammer 40k or starcraft, though i also really really appreciatte a lot of the small dfhack plugins etc, i'm not sure if you've done any of the ones in the LNP pack. A personal request would be an easy way to add your metals and weapons and perhaps the accelerated foods to the vanilla maybe along the lines of "run this program point out the right folder and automatically edit all the raws." Thank you so much to your devotion to this awesome game!!

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