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Messages - krenshala

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1
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: February 11, 2023, 06:49:06 pm »
got a relatively simple one i just haven't been able to figure out. that means it will turn out to be something obvious, of course, but i'm hoping someone here will help.

the pre-steam version, i'd bring up the mason's show, tell it to make a rock mechanism, then hit `d` on the job and select the rock type to use.  but in the steam version i don't see the option to even make a rock mechanism (of any kind).  so, how is it done now? all the tutorials/guides for the new version seem to assume you know how make a rock mechanism, so that leave that part out (grumble grumble). i can add one to the work orders, but it isn't getting made. :(

edit: i'm making a mechanic's workshop. hopefully that does it. 

edit 2: yep, as soon as the mechanics workshop was made, it started building mechanisms. unfornately, i forgot to limit it the four i wanted, so it had completed 10 by time i noticed.

2
DF Gameplay Questions / Re: how to set f1 to new location?
« on: January 02, 2023, 09:50:19 am »
F1 starts centered on the wagon.  You can change the location it focuses on the same way you add/update the others -manually center the map on the location you want, then tell it that is the location for F1.

3
DF Gameplay Questions / Re: steam: interior well issue
« on: December 21, 2022, 06:15:37 pm »
Nope, that was the first thing I checked, since I've made that mistake before :)

I decided to do some experimenting to see if i can easily figure out the minimum height above water for a well.

4
DF Gameplay Questions / Re: steam: interior well issue
« on: December 21, 2022, 06:02:14 pm »
For my current fort, the well itself is at elevation 18 (i dug into the hillside, made a meeting room, and then stair down from there).  I dug down through the (light) aquifer (at elevation 14) and put a cistern below the aquifer elevation 14 down to elevation 9), and currently the water has filled up to elevation 10 (soon to finish filling that z-level and start on elevation 9). Seems I misremembered how full it was when i posted above.  It is only at 11 or 12 of 7 for water depth at the moment.

Before the Steam release, this was sufficient for me to draw water from the well, but this fort claims the well is dry.

5
DF Gameplay Questions / steam: interior well issue
« on: December 21, 2022, 05:36:18 pm »
So, before the steam release I would regularly place a well at the top of a cistern multiple z-levels deep and use it just fine as long as i had a minimum of 8/7 water in the tile below the well itself (regardless of how far down the water was).  However, with the Steam release (0.50.03 at the moment), it is telling me the well is dry despite the fact there is nearly 3 z-levels (21+/7) of water below it.  I think it is due to the fact there are five z-levels of empty space between the well and the water, but was hoping folks here had more/better info on the behavior.

6
Tilesets and Graphics / Re: Tileset comparison
« on: July 11, 2020, 11:44:39 pm »
Feel free to add my Kren_13x13.png tileset to that list if you want (https://dwarffortresswiki.org/Tileset_repository#13.C3.9713).

7
I've updated the tileset image at the top of the thread with a minor update I just uploaded today (both here and the Tileset Repository on the DF Wiki).  The primary "fix" was making the D and O easier to differentiate, though there are a few other minor changes.

8
Tilesets and Graphics / Re: curses_vector - ∞x∞
« on: December 12, 2016, 04:19:11 pm »
That must be the difference then, as the 'loopy' one is what I expect to see.

9
Tilesets and Graphics / Re: How to mod tilesets in?
« on: December 12, 2016, 04:17:56 pm »
You can use 0.43.05 and just have more than one bar-keep in your tavern.  You'll get lots of over-drinking that way.

There are instructions on how to install a standard tileset in the DF wiki Tileset Repository page.  Some tilesets make changes to the raws, and for those you'll have to look at the install instructions they come with, or use something like the LNP to get them installed correctly.

10
Tilesets and Graphics / Re: curses_vector - ∞x∞
« on: November 14, 2016, 01:05:42 pm »
Very nice work.  The only problem I see with it is that glyph 237 (second to last row, third from the right) is incorrect.  It is supposed to be the glyph for lower case Phi (while 232 is the uppercase version, used for large pots).

11
Finally remembered to update the DFWiki Tileset Repository with the latest version.

12
Myself, I use my own tileset, which is not listed in the poll, but is listed in Jecowa's post (where I'm apparently the only user :) ).  I think at least one other person uses it, however, as I've seen a screenshot in r/dwarffortress that was clearly using it.

I stick to default because I assume that will be the most stable.  And I am used to it.  I have seen a few in Youtube vids that I might consider, but haven't paid attention to what they are called.

As long as it is using the default glyph order (no reordering and subsequent raw changes to support that) any tileset will work in vanilla DF with no changes other than in the data/init/init.txt config file (and placing a copy of the tileset file in data/art/, of course).

13
Yeah, I ended up redoing most of them.  If there are any other characters that people feel aren't clear enough please let me know and I'll see what I can do to improve them.  I'm still debating if I've made enough of a difference on the D vs O.

14
jecowa, i'll message you as well to make sure you see it, but I do not mind at all if you use my tileset.  I've just uploaded a new version that makes things a bit easier to see so you'll probably want to use that (the non-spoiler version).  If you want to include both feel free.

15
DF Announcements / Re: Dwarf Fortress 0.43.04 Released
« on: June 21, 2016, 01:30:04 pm »
My experience so far on Windows 10:

SDL 0.43.04: errors on launch about missing MSVCP140.dll and VCRUNTIME140.dll.
Legacy 0.43.04: no problems on launch or exit
"new df exe": no problems on launch or exit
"df xp test exe": no problems on launch or exit

This matches my experience as well in Win10 64 bit.  From checking the 0.43.04 zip I downloaded yesterday the two referenced DLLs are missing, an older version of the MSVCP (msvcp100.dll) is present, but no runtime file (vcruntimeXXX.dll) is present at all, old or new.

Installing the two files from Toady's post a few above this one resolves the problem.  I am not seeing the error/crash on exit, though I haven't even generated a world yet.

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