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Messages - Dirst

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226
Sci-fi concept: Get transported to arbitrary point in history on earth (relative position in universe over time be damned!) wearing nothing but your underwear. How do you become supreme ruler of the world? Bonus points for how closer to modern history you start from.
That is too easy.  Someone appearing out of nowhere, wearing nothing but underwear, sounds like a viable alternative to this year's two major party candidates for US President. :)

227
DF Modding / Re: War Unicorns!
« on: August 27, 2016, 02:31:50 pm »
One issue is that unicorns are native to [GOOD] biomes, but vanilla dwarves never settle there during worldgen.  Of course the player fort can be in a Good biome, but the dwarves are very unlikely to have previously domesticated them.  Therefore, they won't be available on embark.

228
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.

Thanks for the tip about berserk, I will look into that. Also, all sentient creatures I embark with (frog demons and HFS) show up as (Tame), not wild. Not that it's apparently relevant, but yes.
Then it must be that sentient citizens are "wild."  Thanks, I'm sure that will save me a while in troubleshooting some future bug.

229
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: August 26, 2016, 02:15:56 pm »
I figured it out, it's a bug in DF. It seems that any plant lacking one or more of the following properties is not harvestable:

* An edible main material
* A mill result material
* An extract material (vial or barrel)
* A thread material
* I may be forgetting/missing one

Surprisingly the presence of a drink material is not enough.

Once I added a "dummy" extract it worked fine. Apparently this was broken when all the plant changes were made in .40? (I think it was .40) Anyway, I'll go report this on the bug tracker in a minute.
It doesn't need to be an extract or mill product, I think just about any reaction product works fine.  Plants like this one:
Spoiler: Example gem vine (click to show/hide)
Drop their fruit upon maturing, and the plant itself seems to vanish.  Maybe add a dummy reaction product to the structural material to see if that lets it stick around.  Without a specific reaction to use that reaction product, you don't run the risk of messing up vanilla reactions.

230
Thanks.  So I've started writing some preliminary scripts like one to just sort by distance of player to quickly show items and filter out junk.   One thing I've run into is I'm not sure how to filter out items that cannot be picked up like coffer, table, throne, ... furniture-type stuff.  I'm sure there are others but I'd just want to show things that normally only show up in the get menu.   

Is there a quick way or do I need to build something based on itemtype and filter it that way which seems more error prone.   For now I'll use the item:isFurniture(false) function but it seems easy to miss other cases like that. 

Next a visibility filter would be nice otherwise will stick to small radius.   Not sure how to do this yet but I guess it would be to check the screen for this somehow on the grid cell.

Is is possible to force focus the df window back to front with focus while running a script from console?  Not sure this is a good idea for production but I keep having focus issues and would use this as a debug aide.   On a related note, moving the mouse to center of the df window would be useful for testing.  ( I will assume no on both counts but just asking)
You can center the cursor with
Code: [Select]
local dm = require('gui.dwarfmode')
local size_x = dm.getPanelLayout().map.width
local size_y = dm.getPanelLayout().map.height
df.global.cursor.x = df.global.window_x + math.floor(size_x / 2)
df.global.cursor.y = df.global.window_y + math.floor(size_y / 2)

Unfortunately if TWBT is active, this "center" will be several tiles right of the real center of the screen.

231
I wonder if Meph has met any Forgotten beast in the woods. He better have remembered to bring a pickaxe with him.
In the woods would be a Titan.  I just hope he remembered that trees refuse to be felled by wooden training axes nowadays.

232
My friend says that all df players are 13 to 14 or lone programmers...I need to show him a proof "normal" people play this game...Any help?

My help is to suggest you find some better friends. That one sounds like they're maybe a friend, or at best, a -friend-. Find yourself a ☼friend☼.
Better than having a !!friend!!.

233
DF General Discussion / Re: What Would Urist Do?
« on: August 25, 2016, 11:40:08 pm »
Bend it just by softly holding it.

WWUD with a bent Iphony?
Melt it down into a bar of metal several times the size of the original phone.

WWUD trying to explain noble mandates to Siri?

234
Make it amber and I'll start having flashbacks to Dueling Starships.

235
DF General Discussion / Re: What Would Urist Do?
« on: August 23, 2016, 10:42:31 pm »
Kill Frames Per Second

WWUD with [redacted]
Secure, contain, and protect it.

WWUD if an elf claimed to be his long-lost brother?

236
DF Suggestions / Re: Underground trade routes
« on: August 23, 2016, 03:38:27 pm »
The caravan is presently a placeholder awaiting the introduction of actual caravans that actually exist once they have left the map.
They could still appear in constructed tunnels (that is, the ones that were there before you embarked, which presumably go somewhere) without requiring a huge update.

237
DF General Discussion / Re: Future of the Fortress
« on: August 22, 2016, 06:37:33 pm »
True. It would be better to ask what Toady's next plans are regarding the impending features that would support those ideas, and make the suggestion proper in the suggestions section.
Occasionally a Suggestion thread gets to the point where a FOTF question is appropriate.  "We have a lively thread going in the Suggestion forum about restocking aquatic creatures in the caverns, but it has polarized into a debate over whether a tree that falls in a forest with no one around to hear it makes a sound or not..."

238
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 22, 2016, 06:33:25 pm »
I think you just killed the thread dude :P
Max's punishment is that he must debate GoblinCookie, on a topic of his choosing, for at least ten pages.

239
I see it says it in the OP, but I just wanted to double check – this requires DFHack, right? Just wondering if there's any point in trying to play this in Dwarf Fortress v0.43.05.
You could install TESB onto a 43.05 game, but then you would only get Awakened Stones, Incandescent Stones and Awakened Magmas as rare encounters in the caverns plus Awakened Storms near the coast but without the weather effects.  The changes to mining (e.g., Living Stone and Hidden Gems) would simply not occur.  Tributes and Altars would not function without a lot of raw editing, but without Living Stone or Hidden Gems they are superfluous anyway.  Finally, there would be no way to bring a Pet Rock or a Wyrm into existence outside the arena, and no way to generate a Gem Vine at all.

TL;DR: Correct, it doesn't work without DFHack :)

240
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.

Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.

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