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Messages - Shadetree

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / Re: 31.16 makes weird volcanos
« on: October 08, 2010, 02:55:36 am »
I had to crank down overseer setting to get it to render so no trees and crappy textures but here tis.
Spoiler (click to show/hide)

2
DF Dwarf Mode Discussion / Re: 2212 z-level above-ground Adamantine Spire
« on: October 03, 2010, 05:49:46 pm »
just bsod after however many hours this would make it. 


I do have the save where all you have to do is pull out a single support to make it drop if anyone else has a beefier core they want to put it one.

3
DF Dwarf Mode Discussion / Re: 2212 z-level above-ground Adamantine Spire
« on: October 02, 2010, 05:25:50 pm »
it 'should' drop down to form an unmined adamantine mountain.

Though since the whole map is buggy who knows.  I swear a piece of addy I mined out turned into a different type of stone at one point.

4
DF Dwarf Mode Discussion / Re: 2212 z-level above-ground Adamantine Spire
« on: October 02, 2010, 05:18:39 pm »
Using .14 I'm up to hour 12 of collapse calculations pinging 100% on a dedicated core.

either my laptop will melt or it will complete at some point.

5
Some clowns can go through fortifications, but those are the ones which can't hurt your dwarves and die easily.

In the pre 2010 version since a fortification didn't count as a breach the clowns didn't actually show up.  so you'd have a nice blue underground tower with a bunch of windows looking in on empty rooms.  until you nicked the wrong corner then all the clowns piled out of the car.

6
Semisafe blue harvesting.  (from pre 2010 fun stuff)

Find the vein on a z level
dig all the way around the vein
smooth the exposed blue (go ahead and mine the offshoots that couldn't possibly have a hole behind it)
carve fortifications into the exposed blue this will reveal if there is more blue behind it or a hole.
dig out fortifications where safe.

the funstuffs don't count fortifications as a breach as it can't path through it.  Again I havent tested this in 2010 but it couldn't hurt to try.

7
Fortifications don't render right.  the tops are missing.  Other than that it's wondermus!

8
Any chance we'll get the ability to select an in game icon for custom professions?

Say I make a "Stone" profession that includes mining, stonecraft, blah, blah, but I want them to look like engravers* all the time even if they are better miners.
Unlikely. http://code.google.com/p/dwarftherapist/wiki/VisionStatement

An actual vision statement that is useful?  How refreshing. 

9
Any chance we'll get the ability to select an in game icon for custom professions?

Say I make a "Stone" profession that includes mining, stonecraft, blah, blah, but I want them to look like engravers* all the time even if they are better miners.





10
Looks like chmod released a patch for DT that corrects the problem.  If it didn't fix it for you then submit a bug report to http://code.google.com/p/dwarftherapist/issues/entry

11
DF General Discussion / Exporting local map question
« on: June 27, 2010, 07:08:20 pm »
in 40d16 and before you had the option to "Export Raw Info" which game you a tile by tile description an example of which threw below.  I was doing some work to take this text file and a commercial map-making program to output maps useable for gaming or just for kicks.  Is this functionality going to come back, am I missing it somewhere (mayday sdl version), or is it dead forever?

Code: [Select]
---
Tile: grass floor3b
Material: Clay loam
Items: (narrow giant toad leather tunic)
, (narrow giant toad leather robe)
, (ð®narrow giant cave spider silk cloak¯ð)
, (narrow hoary marmot leather cap)
, (narrow giant cave spider chitin hood)
, (narrow cave spider silk loincloth)
, (narrow cave swallowman leather trousers)
, (narrow cave spider silk left glove)
, (narrow cave spider silk right glove)
, (*®narrow cave spider silk sock¯*)
, (*®narrow giant cave spider silk shoe¯*)
, (*®narrow cave spider silk sock¯*)
, (ð®narrow giant cave spider silk shoe¯ð)
, Ngerxung Slaxustut's corpse
Info: outside, light, above ground
---
Tile: grass floor1
Material: Clay loam
Info: outside, light, above ground
---

12
http://www.freesound.org/ might have some good stuffs.


Could you hook into a Text to Speech library?  If so that would be useful as well.

13
DF Dwarf Mode Discussion / Re: thoughts on workforce organisation
« on: June 25, 2010, 06:57:27 am »
Ah, seems I was wrong it was nine castes as I documented at my other haunt http://forum.rpg.net/showthread.php?t=474284


relevant parts
Quote

Delethkadol - The Shine of Gems - Glass and Gemworkers
Emarevon - Animal Lover - butcher, bone, other animal related tasks
Erok(alud/anir) - Plant Brother/Sister - cooking, brewing, planting, etc
Geshudcobor - Fortress Worker - Architect, Pumps, Hauling
Ikor - Warrior - ...
Omoth - The Lazy - reserved for the few I haven't cast into castes and my trader(s)/clerk
Rigothlam - The Craft of Stone - miners, masons, crafting, mechanics, etc
Ritshohil - The Cut of Wood(stick) - woodcraft, cutting, crafting, burning, etc
Sengkel - The Ring(sound) of Metal - metally stuff.

There is some overlap, Cooking is shared by Emarevon and Erokanir for example.

14
DF Dwarf Mode Discussion / Re: thoughts on workforce organisation
« on: June 25, 2010, 05:27:59 am »
Official DF dwarfy words.

15
DF Dwarf Mode Discussion / Re: thoughts on workforce organisation
« on: June 24, 2010, 05:27:00 pm »
in 40d I used DT to create custom castes based on the materials they worked with but named dwarvenly like Lamalud (Stonebrother) and Babbabin(animalfriends)

So Babbabin's would do animal training, as well as butchery, tanning, and leatherworking.  Basically, anything that had to do with animals.
the exception was for tasks like fishing that a dorf will do to exclustion of all else.  They got cast as Mot (The strangeness)

I can't remember exactly how I had them all named and split up but it was seven castes and each one was responsible for hauling it's own materials

It wasn't the most efficient but I could assign migrants a caste when they appeared and not have to deal with too much micro management.

I'll probably revert back to this system once I get my df legs back and the tools catch up, if they haven't already.
 

 


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