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Messages - Ziusudra

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406
DF Modding / Re: Gender-Specific names?
« on: May 31, 2022, 09:15:23 pm »
There's some way to display a sex/gender symbol before the names

407
Except folk is a collective noun, so the singular would refer to a single collective rather than an individual member of a collective. (Which now that I think of it, is also technically true of -kind.)

But I've just realized that plurality doesn't matter, since the only thing that would change is the [CREATURE:<some animal>_MAN] tag in the raws, which is defining the collective within which individuals are generated.

409
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r5
« on: May 27, 2022, 04:02:12 am »
The install directory is
Code: [Select]
/usr/share/games/dwarf-fortress/gamedata
I installed dfhack version
Code: [Select]
dfhack-0.47.05-r5-Linux-64bit-gcc-7.tar.bz2
You can't install DFHack directly onto the Debian DF packages - those packages change the locations of DF's files in ways that DFHack can't find them.

If you want to use DFHack on Debian, you either need to do a manual install of DF in your home and install/run DFHack on that, or find or create a DFHack deb package that somehow accounts for where the DF deb package put the DF files. For example, the experimental DF deb package puts the missing file in /usr/lib/games/dwarf-fortress/libs/Dwarf_Fortress, and that /usr/games/dwarf-fortress is probably a script that creates a folder in your home that mimics the default DF folder layout so that DF can find it's files.

Edit: Or use the LinuxDwarfPack release deb package instead - though that's a bit behind, you can find more recent versions here.

410
DF Suggestions / Re: Workshop and Stockpile naming
« on: May 22, 2022, 01:11:58 am »
Seems to hav been added in 0.44.10
Quote
and added the ability to give nicknames to all buildings, zones and stockpiles.
Edit: oh, yeah, it's in the release notes
And when DFHack adds a keyboard shortcut to a screen, the key will be displayed in red.

411
DF General Discussion / Re: Lazy Mac Pack (v0.47.05)
« on: May 21, 2022, 09:28:22 pm »
Hav you tried other PRINT_MODEs?

412
"-kind" and "-kin" are also options and naturally work as both singular and plural without the awkwardness of person/people or ?/folk.

413
DF Suggestions / Re: Workshop and Stockpile naming
« on: May 21, 2022, 06:40:10 pm »

Better solution: Just leave what it is in the name - Rice Still and Rice SP.

414
I just realized that Putin sounds like a fart themed villain that a little kid would make up.
The political officer who "slips on tea" and breaks his neck near the beginning of The Hunt for Red October is named Ivan Putin.

415
There's a DFHack for that, deep-embark - if the surface is that bad, it makes sense that they would travel through the caverns. (You wouldn't hav to use DFHack all the time, just until after a successful cavern embark.)

Herbivores can graze in the caverns, though that is a bit more area to defend - and you'll get two with the wagon anyway, though you could just slaughter them after maybe milking them.

Turkeys don't need plants to graze, give lots of eggs, and grow to full size in 2 years - similarly peafowl grow to max in 1 year but produce fewer eggs.

6 picks and 1 axe (or 5&2) so everyone can hav a weapon to start, and faster digging of a defensible position.

416
DF Suggestions / Re: Allow use of wheelbarrows for dumping
« on: May 17, 2022, 02:01:38 am »
They don't exist - stones don't prevent smoothing.

417
DF Suggestions / Re: Allow use of wheelbarrows for dumping
« on: May 17, 2022, 12:01:35 am »
The main problem that inspired the suggestion was that of using dumping to clear a large area of stones/gems/ore before smoothing.  While I could use a QSP (and assign wheelbarrows to it), there is no way to tell the QSP to get it’s items from the area I want cleared (and, therefore, no way to ensure that the area will be cleared at all).  With dumping I don’t have any of these problems.
You can forbid all loose stone then reclaim the ones you want moved. Though, it might be nice to hav a standing order to automatically forbid mined stone.

And yes, I believe that (even considering the need to go get a minecart first) using a wheelbarrow to move a large boulder will be far quicker than moving the boulder by hand (and using multiple wheelbarrows will make the overall job go all that much quicker).
I never said it wouldn't, it would only take longer for light weight items. (And I forgot about corpses, some of those can be quite heavy.)

Also, I’d like to note that QSPs aren’t something that players should be forced to rely on in the vanilla game.
Nobody is any way forced to rely on QSPs. If there's a stone in the way of building, the builder will usually move it. And if you don't want to see the stones you can hide them.

Also, I think I should add that I am fully in favor of adding DFHack’s behavior of allowing more than one wheelbarrow to a stockpile into the vanilla game (in my opinion, a 6x5 stockpile should ideally have 30 wheelbarrows assigned to it…).
I would rather they be limited to half the tiles since each wheelbarrow should occupy a tile - a 30 tile stockpile with 30 wheelbarrows in it is full.

418
DF Suggestions / Re: Allow use of wheelbarrows for dumping
« on: May 16, 2022, 10:32:12 pm »
Meh, most things wouldn't be hauled any faster with wheelbarrows and would actually take longer to haul since they would hav to go get the wheelbarrow first. So, the main use for this would be wood and stone QSPs - I don't think those should be made any easier.

Anyway, you can setup stockpiles with wheelbarrows that feed a minecarts that then dump their contents for a similar effect.

419
spears are better in both contact area and penetration depth, which is the essence of piercing combat.
Picks hav a velocity bonus that is also important, though. See
http://dwarffortresswiki.org/index.php/Military_testing#Pick_v._Spear & http://dwarffortresswiki.org/index.php/Military_testing#Armored:_Pick_v._Spear

420
The UK got 2nd place, and the question is: is that because the voters thought it was Ukraine?

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