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Messages - nefariousD

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1
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 19, 2017, 08:57:22 am »
Does anyone happen to have a precompiled copy of the 43.05 alpha4 they can put up for download somewhere?

2
I ended up having to copy everything from rubble/addons/Libs/Powered/ into hack/lua/ and rename these files to match the naming convention mentioned in the error message. Unfortunately after all that, I start getting a lot of other errors. I'll just wait for Milo to come back, seeing as how I'm just stumbling in the dark  :P

3
Running the latest dfhack with DF 42.06 and rubble 7.5.0, I noticed when starting a new game after having selected all of the powered workshops that dfhack was producing tons of error output.. specifically, the following block is repeated for each powered workshop plugin enabled:

Spoiler (click to show/hide)

4
Mod Releases / Re: [Rubble] First Landing mod (1.3): Now on 42.5!
« on: February 28, 2016, 08:30:04 am »
Ahh ok, thanks everyone.. for some reason I was thinking I should be using 42.06. Itching to get on that version so I can start issuing dump orders to caged invaders..  :D

5
Mod Releases / Re: [Rubble] First Landing mod (1.3): Now on 42.5!
« on: February 24, 2016, 08:49:22 am »
I can't seem to add 'collect sand' or 'collect clay' jobs to the Resource Collection Area.. my precious pottery is gone again!  :'(
I noticed this comment in the raws right above the definition for the resource collection area:

# This workshop has the "collect sand" and "collect clay" jobs added by DFHack.

I don't have dfhack installed currently because theres no release yet for 42.06.. could that be why the 'collect clay' and 'collect sand' jobs are missing?

Also there are no jobs listed for the Memorial Engraver..

6
Good luck, and thank you for 7.4.2!

7
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?

Thank you for reporting this. The issue has been resolved. You should now see all Adventure Classes once you download the zip file again. This is a hot fix, so the release number remains unchanged.

Thank for so much for the awesome mod and the fix!

8
I just created a new world using one of the world gen templates and I see 18 entries, including Bushtit Man, Cardinal Man, Dwarf, Elf, Goblin, Human, Jumping spider man, Legendary Dwarf, Lizard Man, Orc, Panda Man (twice), Tiger Man, Wild boar man, Wizard, Worm man, and Intelligent Wilderness Creature.

9
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?

10
Mod Releases / Re: [Rubble] First Landing mod (1.1): Now on 42.5!
« on: February 16, 2016, 08:25:19 am »
Thanks for v1.2, Milo! So great to have pottery back again..

11
Tilesets and Graphics / Re: GemSet v1.41 [42.04]
« on: February 11, 2016, 08:49:44 am »
I know the currently targeted version is 42.04, but does anyone happen to know if it'll work with 42.05?

12
Mod Releases / Re: [Rubble] First Landing mod (1.1): Now on 42.5!
« on: February 09, 2016, 08:17:53 am »
@nefariousD: Are you still having pottery problems? In any case I'll check it out and it will definitely work next version.

Yeah, still having issues. Thanks for looking into it! I remember it working in 1.0..

13
Mod Releases / Re: [Rubble] First Landing mod (1.1): Now on 42.5!
« on: February 03, 2016, 08:32:11 am »
Hi there,

Just wondering if I've hit a bug or just mucked something up. Have DF42.05, DFHack 42.05alpha1, Rubble 7, First Landing 1.1. Everything seems to working just fine... except there are never any trees. I've tried 3 different embarks, regenerated the raws twice, no luck. There's wood in the embark list, but even embarking in heavily forested areas result in an empty plain. Any thoughts?

Great looking mod though, cheers!

EDIT: My mistake... I found trees. But it seems like the distribution is a bit off? If I embark on a heavily forested forest biome, I get trees, if I embark on a "wooded" temperate scrubland biome I get no trees at all. Seems like an all or nothing thing?

I had this problem a few times, but I haven't been having it lately.. did you remember to replace world_gen.txt with world_gen.params from inside the zip, and to create a world with the 'Design a new world with advanced parameters' menu option?

14
Mod Releases / Re: [Rubble] First Landing mod (1.1): Now on 42.5!
« on: February 02, 2016, 10:19:48 am »
Is there something required other than clay in order to produce items at the Potter's Wheel? I have one set up surrounded by a clay stockpile, but the only three jobs listed are in red text and involve glazing..

15
Mod Releases / Re: [Rubble] First Landing mod (1.0): Now on 42.4!
« on: January 31, 2016, 05:27:34 pm »
... What are the odds of getting more 'tech' related stuff? Perhaps some form of automated defense, like a turret..
Hi nefariousD! you should have a look at these, as they are surely the best base to build FL immobile creature turrets upon, the excellent masterwork turrets for DF 34.11, they are fine tuned.
http://dwarffortresswiki.org/index.php/Masterwork:Turret
Spoiler (click to show/hide)
In MW they are constructed at the machine factory from a mechanism, iron and copper bars, a clockwork part, a bullet-appropriate material and a toolkit, these come in different varieties: acid(none), bullet(copper bar), fire(oil), hellfire(oil), slade(slade), warpstone(warpstone) and web(silk thead). They can be moved by placing them in a pasture.
The critical part is the clockwork that you obtain killing an always hostile and dangerous automaton, an hybrid organic-mechanical lifeform race, those are end siegers of your fort.
http://dwarffortresswiki.org/index.php/Masterwork:Automaton
Spoiler (click to show/hide)
Alternatively if you want to have clockworks parts before the mature part and final stage of your fort, you can use changeling creatures in the colosseum to invoke, fight and kill automatons (easier to say than do) when you are in need of the clockworks parts that you obtain as a trophy if you are able to defeat the invoked automatons.
http://dwarffortresswiki.org/index.php/Masterwork:Changeling
Spoiler (click to show/hide)
With some minor adaptations (maybe use some FL tech crates instead or in addition to the MW requirements) for 42.05, could be exactly what you are trying to do.

Thanks for the tip! Perhaps I will have a peek at the code and see what it would take..

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