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Messages - Geoclasm

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1
Masterwork DF / Re: DFHack Error Messages - Should I be worried?
« on: September 10, 2016, 09:04:37 am »
Okay cool. Thanks for setting my mind at ease then.

2
Masterwork DF / Re: World Genning from the GUI?
« on: September 10, 2016, 08:21:58 am »
Sure, if you send me the file and a readme. :)
Check your inbox; Just PMed you.

3
Masterwork DF / DFHack Error Messages - Should I be worried?
« on: September 09, 2016, 09:30:09 pm »
Picked this up again after a few... years... Nearly had forgotten how awesome it is ( stellar work, honestly ).

DFHack is splatting out some error messages and I am curious ( on a scale from -1.0<=>1.0 ) how concerned I should be :


4
Masterwork DF / World Genning from the GUI?
« on: September 09, 2016, 09:23:46 pm »
I whipped up a batch file which will sit in a loop auto-genning worlds from X to Y.

If something like this doesn't already exist within, would it be possible to implement a feature into the GUI that lets us do the same?

5
Utilities and 3rd Party Applications / DFHack : CreateItem - Animal Bone?
« on: September 07, 2016, 06:26:15 pm »
I have a dwarf with a strange mood requiring an animal bone. I really don't want to butcher any of my livestock just for a single bone ( I mean, I will if I HAVE to but I'd really rather NOT if at all possible ).

Is there any way with DFHack to create an animal bone using the CreateItem command? Like, say, a DRAGON bone? ( haha I'd settle for a COW bone really ).

6
DF Modding / Re: Mod Boulder Volume?
« on: October 21, 2014, 10:11:02 am »
Yeah I noticed that. It was pretty sweet. There are some new features to which I am still becoming accustomed like wheelbarrows and minecarts. (Haven't done anything with those yet, that should be really fun).

7
DF Modding / Re: Mod Boulder Volume?
« on: October 21, 2014, 09:55:55 am »
Yeah this wouldn't be an issue. I generally rely on cage traps. Snap up a goblin in a trap, strip him of all his everything, use him for training exercises for my military.

8
DF Modding / Re: Mod Boulder Volume?
« on: October 20, 2014, 11:08:58 am »
I looked at the stone template but saw nothing of volume.
write a DFHack plugin to reduce their volume (from the value of 10000 listed on the wiki to something smaller).

I don't even know where to begin with that. Do you mean I would actually have to code one in C++ or C?

9
DF Modding / Mod Boulder Volume?
« on: October 20, 2014, 09:55:54 am »
I like keeping my fortress tidy, so as the miners carve everything out, I tend to designate the stones for quantum stockpiling (Dump all stones into a single tile).
However I've noticed that it takes a dwarf like for EVER to move a stone from point A to point B.
Is this a bug? Looking on the Wiki I saw that it says something to the effect of "Weight = density * volume" bla bla something like that. Then I saw it said that mined stone volume is like 10,000 good grief.

I looked at the stone template but saw nothing of volume. Is it possible to mod the volume, or will I have to mod the density to like 1? (Even that would probably still be less than ideal).

10
Did you happen to try to replace the soil layers with marble as well?  Soil will never leave boulders, and I'm not sure anyone has ever tried to make the same material be "stone" and "soil" simultaneously.  Maybe soil-ness dominates.
:o good catch. That's probably it. Also
 >:( That is very annoying. Oh well glad I kept the gen params. Wanted to make some other changes to it anyway...

11
As in after mining out several hundred (through the course of laying out my fortress), I have not yet seen a single boulder of Marble fall.

12
That did work thanks. I was able to find a suitable embark with over 1 million (!) marble on prospect.
Now, though, the problem is that when my sufficiently skilled miners mine out a marble tile, they are leaving no marble behind. Plenty of other stone is left behind, but no marble! Why would that be happening?

13
DF Modding / How to mod stone layers (Marble) so it appears everywhere?
« on: October 18, 2014, 09:00:58 am »
I want Marble to be present within every stone layer (Soil, Sedimentary, Igneous (both), and Metamorphic).
I made a change into the raw file and added those values to it but when I prospected a prospective volcano embark, the estimated value was less than 100,000. I checked another location and it was over 600,000(!), which was great, but why so slim on the volcano embark? Is the environments in which stone layers will appear hard-coded, or am I just doing it wrong?

Marble Raw:
Spoiler (click to show/hide)

14
DF General Discussion / Re: Largest playable region/embark
« on: October 15, 2014, 07:28:31 am »
The number of Z Levels has an impact on your frame rate? That explains a lot... I went with 50 above the first cavern level and 5 for each cavern level...
That sucks, since I found such a great embark. Oh well, guess I'll have to do something less like 30/1/1/1/1/1... 15 wasn't enough while having to deal with aquifers... do Aquifers affect frame rate (even when untapped)?

15
DF General Discussion / Largest playable region/embark
« on: October 14, 2014, 11:41:06 pm »
I'm currently running a 3x6 embark on a 65x65 small region of my own design. It seems to be stuttering quite a bit. It runs fine for about 15-30 seconds or so then hangs for a good 5-10 seconds (or more). I really haven't even started yet (just digging into the mountain).

What's the largest embark/region size anyone has been able to play on with relatively decent (30+) FPS?

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