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Messages - Truec

Pages: [1] 2 3 ... 6
1
Was all set to settle into a bit of kobold camping, when I stumbled across a minor issue.  The option in the GUI to change group size and points and embark doesn't seem to be working. It seems to be automatically using the designated points from the world gen parameters and default 7 group size regardless of what I specify.

2
DF Modding / Re: problem with spawnunit
« on: July 27, 2014, 03:34:02 pm »
where can i find spawnunit for r3?
This question is relevant to my interests as well.

3
Using DFHack's liquids plugin you can spawn a square of magma surrounded by a donut of water. When you unpause the game the gobbos will be encased in a block of damp obsidian, no messy lava cleanup involved. All you would lose would be the traps the goblins are standing on.
you could also make that goblin into a honorary member of the fort and avoid hostilities... or slap sparring flag on it and have it run around attacking but not harming your dwarves, you also could slap tame on it so the dwarves won't react to it at all.

DFHack can do things like that?  I might have to start using it again just to see.

4
That did occur to me (last time that happened to me I ended up with playable crocodiles), and so wiped the objects folder, re-extracted from the RAR, and generated another world.  Same issue. 

Upon wiping the whole mess and starting with a freshly extracted install, it now seems to work fine.  So presumably, something I did before went terribly wrong.  As usual, the error lies somewhere roughly between the keyboard and the chair.

5
No wonder it doesnt work. You just unpack it, and that is it. You dont need DF, you dont need to sort anything, just unpack and run it. It is pre-installed, meaning that Dwarf Fortress is already included.
That was what I did.  I unpacked the RAR into it's own directory, separate form my other DF installs.

I did however figure out that, when I was unpacking, I shoved the Settings exe into the DF directory, rather than leaving it in the one above it.  So now it works.  Seems like a odd choice, requiring a certain directory structure to make something work, but I'm a terrible programmer, so I'm hardly fit to judge.

MUCH LATER EDIT: Okay, had to break away for a bit before I could start actually playing, upon returning, I genned a test world from one of the included worldgen recipes.  Nice quick generation, found a test site.  Grass, water... trees?  Maybe?  They're placed like trees, but they look like fire, the same flickering square effect.  And when I cursor over them, the tile material shifts randomly very fast.  When I caught this shot, it decided it was called Metal of Armok.
Spoiler (click to show/hide)

So I decided to try generating another world, and fed it a recipe in use in vanilla 41.11.  Upon reaching the site, same thing.  This time, the flickering square, in the frame I caught it in, decided it was bismuth bronze.
Spoiler (click to show/hide)

In addition, I actually decided to look at the embark settings this time.  I don't pretend to know all the new items added, so I'm forced to ask. Silt pickaxes, white sand anvils, petrification spell clay, hardwood chops, is this all normal?

Is anything here normal?  Is my install completely screwed up?  Is it something that could have been caused by my choice of settings?
 

6
UnRARed it all into a DF subdirectory (making this I believe the 6th concurrent installation of DF I have now), with the other files and folders from the RAR in the same directory as the game.

7
Just decided to try this mod out, after putting off trying it forever. 

A quick question; when starting Masterwork Settings 1.9.2.exe, I'm told it can't find the DF directory.  It can't find the very directory that it's sitting in.  Is there something obvious I was supposed to do before starting it that I missed?

8
DF Dwarf Mode Discussion / Re: Completely wounded migrant?
« on: March 11, 2012, 05:35:35 pm »
So, this is normal, and not a vampire, particularly well disguised zombie, or magmadiving survivor.  Good to know.

Do you seriously have an fps of 108905?
That's what it says on my FPS meter... when the game is paused.

9
DF Dwarf Mode Discussion / Completely wounded migrant?
« on: March 11, 2012, 03:45:22 pm »
So, just had another wave of migrants come through to my latest fortress.  Totally normal, boring, except for one trapper.

Spoiler (click to show/hide)

And it goes on like that all the way down.  As far as I can tell, every body part except her upper body is damaged.

Is this at all normal?

10
DF Gameplay Questions / Re: Flat Volcanos
« on: March 11, 2012, 03:10:07 am »
Well, while fiddling with some numbers based off the parameters in the OP, I got something kind of like a flat volcano, better than anything I've had in nearly a year of trying.  In as far as the magma in the volcano is flush with the flat surface, but the crater continues up another 20 z-levels.  Not even sure how useful my details would be, since my game is pretty modded out, and I didn't actually get the embark details, but I'll post the parameters in case anybody would like to try their luck with it.

Spoiler (click to show/hide)

11
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r9b
« on: February 18, 2012, 03:56:05 pm »
Is there a tool to remove aquifiers? Maybe through tiletypes somehow?
If you just want to generate worlds with no aquifers anywhere than you can change the raws Inorganic_Stone_Layer and Inorganic_Stone_Soil, just have to remove the [AQUIFER] tags.

12
DF Modding / Re: Dwarfhammer 40k?
« on: January 08, 2012, 08:42:22 pm »
Needs more Squats.

13
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 26, 2011, 02:48:59 am »
I need advice on how to creater FLATTER worlds. Not necessary flat ones, but I always embark on volcanos and would like to avoid having a 50 z-level high volcano that makes sure that I will have nowhere near the required flat land in the embark zone.

Having this same difficulty. I've reached the point where I generate a world almost completely flat, except for the required peaks and surrounding mountains, and sudden spires of mountain wherever a volcano forms.  Are flat volcanoes just completely impossible now?

14
This is something I've wondered about for some time.  I know some pieces of furniture can't be moved through (tables and statues, to my knowledge), while others, such as chairs or chests, can.  I also wonder the same regarding machines (gears and axles, specifically).

15
Well, that did it.  Figures, it was the missing bit from entity_default, which I never even thought of.  Still need to spend more time getting used to 0.31 modding, I guess.  Missing bracket probably wasn't helping either.  Thanks a bunch.

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