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Messages - Pvt. Pirate

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256
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 26, 2019, 06:42:20 am »
Aha! Everyone floods their fortress, see!?

Heh. My previous fort taught me the important engineering principle that one should not dig upwards unless one knows exactly what z-level(s) the aquifer is on. (I thought it was below me, obviously - turns out it was quite near the surface on that side of the map).

So.. Is there any way to more reliably draw in the undead aside from an open pathway for them?

My roped peacock is not doing the greatest as a lure.  The doors I keep locking and unlocking do better, but I have lost a dwarf on accident to my very special contraption just behind it.

I would expect burrows to keep your dwarves out of the way so that you can go ahead and keep that open pathway. From what I read of the thread apparently that isn't working for you though. The animal bait should work eventually. My impression is that undead will chase the nearest living thing to them, so wild animals arriving on the map (or existing ones wandering closer) will distract them, but eventually the zombies will come back.

I'm impressed that your minecart system works so well. I thought about trying something like that but figured it would surely get jammed up running into/over corpses and corpse parts. And obviously there'd be no way for a dwarf to go in and get it running again.
---
On topic: Another brief, unsatisfactory, and largely unproductive session.

Lessons learned:
1. Neither o-r-c nor forbidding them from the enhanced stocks menu will prevent dwarves from going outside to haul in those precious yak teeth and boar tusks. Laboriously d-b-f ing every z-level of the surface did work, though.
2. Rain arrives slightly before any announcement or visible indication. I really need to claim a section of Cavern 2 or Cavern 3 (for some reason nothing grows in Cavern 1) to establish an underground tree farm.
3. On the mass pitting wiki page, "All but the first z-level can actually be staircases" is a bit confusing. As best I can tell one needs to remove the up/down stairs on both the z-level of the mass pitting stockpile and pit zone, and the z-level below it. I got a lot of "cancels pit/pond, inappropriate building" message spam getting that worked out...
4. Pitting caged enemies is not safe. The first two splatted 28 z-levels down into Cavern 1 as intended, the third somehow escaped and started rampaging through the fort. :( Looks like I'll be leaning heavily on backup saves getting this crap sorted out.

Still no progress on continuing the dig toward magma or otherwise improving the fort in any way. Delay thus far: 13 months (3 months re-flooring all dirt floors as moss/fungus started sprouting; 8 month siege; 2 months and counting for post-siege cleanup). Sigh.
you might prevent them from using those if you forbid refuse from outside to be claimed in the orders menu or in the same menu have them not claim death items.
remember to turn those options on again when things have cleared.

257
It's not impossible to put together a DFHack release for an old build of DF. We've considered that before, but only for major versions (e.g. 0.34.11) and have never actually done it. It'd be a bit annoying to test, since saves aren't forward-compatible.
after the "mousequery edge" bug on 44.12 is resolved, i tried it out, loved the way it is now, but the game is still too prone to crashing.
so, could you make a version with the new features, but for 0.44.09-r1 ?
From this, it sounds like both versions are unstable for you, so I'm not seeing a clear reason to make a build for 0.44.09. Let me know if I'm misunderstanding. I also haven't seen a clear consensus on 0.44.09 being more stable than 0.44.12 (and why .09 and not .11?), but maybe I missed something.

For comparison: the weapon trap crash of 0.43.05 was something widespread enough that we would have considered supporting 0.43.04 too. However, that was infeasible due to the 64-bit changes in 0.43.05.
I feel like there was some longstanding bug in 0.34.11 too, but DFHack for 0.34.11 also supported 0.34.10 anyway since they were binary-compatible.
well, the 44.09-r1 is stable for me and the mousequery bug was fixable by using a different fork of dfhack or twbt (i don't remember right now). i can't find the necessary files online anywhere, which is why i repacked that fixed/patched version as a backup for myself.
the (now fixed) mousequery bug in 44.12 kept me from playing it at all, so i never came into any crashes, because i never played long enough.
i absolutely understand your considerations which versions to support, especially since it can be quite the work involved.

EDIT: i just found out, that even when only one embark square is marked, when i move the 3x3 embark so the flashing one is in the center, all biomes show the requirements as being met.
i always searched for ages to find a 3x3 flashing square. was i dumb before or is this not how it works?

258
DF Dwarf Mode Discussion / Re: Trivial findings
« on: May 26, 2019, 06:32:24 am »
It seems the embark wagon is placed in the biome that's in focus when the embark order is given. This means that in an embark with multiple biomes you can have some control over which part the wagon starts in. To clarify: I'm talking about the F1, F2, ... selection of biomes in the embark area.
i always wondered, why it sometimes isn't in the center. nice :)

259
I need plugin for embark directly on underworld spire.
just edit d_init to show stuff not on "FINDER" but on "ALWAYS"
then, if it is present, you'll see stuff on embark map

260
i totally understand you. i doubt they'll dive back into 44.09 though.
for now the 44.09 version works stable and your function does a great job already. thanks again for this great plugin :)

261
Yes. Death machine is restricted at max penalty-- Idiots STILL want to walk in it.


(How I imagine them thinking:)
"But UNCLE URIST!! His SOCKS are in there!! He would WANT me to bury his socks!! MUST GET SOCKS!!!!"
oh, now i got it: uncle urist is a dead undead in that machine and they want to properly bury him?

262
after the "mousequery edge" bug on 44.12 is resolved, i tried it out, loved the way it is now, but the game is still too prone to crashing.
so, could you make a version with the new features, but for 0.44.09-r1 ?

263
(loud stream of expletives)

The game crashed.  Lost HOURS of play.

I had killed over 800 zombies too! BLAAAAARRRGH

Oh well...
one of the reasons i suggested the feature of weekly autosaves - which was rejected :(
did you mark the death machine as restricted traffic area?
also PTW.

264
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2019, 09:52:13 am »
 :o we need screenshots of the setup!  :)

265
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 25, 2019, 07:50:01 am »
are those two posts related? :D

So.. Is there any way to more reliably draw in the undead aside from an open pathway for them?

My roped peacock is not doing the greatest as a lure.  The doors I keep locking and unlocking do better, but I have lost a dwarf on accident to my very special contraption just behind it.

I would like to avoid further fatalities, while ensuring maximal undead attraction.  Any ideas?


Currently:  Babysitting the undead mangling machine, as the train of undead slowly shamble into it, to keep dwarves out.  Currently over 300 undeads have been plastered.

Minecarts not assigned to a trackstop will still be pushed by rollers on tracks.

This has implications because:

Carts not assigned to trackstops dont get held for TSK if something happens to them, and will instead be propelled by the rollers.

Why is this neat?

Automated death machines.


266
the latter soudns liek cheating - the first involves building constructions, which we want to not do.
This thread isn't about how building constructions is lengthy and clunky (which is true), it's about how you can't build constructions on floors. That problem is thoroughly solved by obsidian casting. (And I think building a cast and digging it out takes less time than building normally, while giving you valuable stone and smoothable/carvable floors and walls at the same time.)
well, it also includes making a temporary fort before even casting.
including pumpstacks and magma, which is bound to be ‼FUN‼

267
still haven't figured out that schedule thing - i tried following the wiki guides and it just didn't work as intended.

268
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 24, 2019, 04:12:42 am »
I've played a lot of DF but my current fort is about 1 season away from being my first generation fort.  I've never had a fort last 12+ years before.
Congratulations. i've only once had one fort survive 4 years.

269
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2019, 06:22:09 am »
Military quickstart guide: "It is probably wise not to choose female dwarves for your primary fighting squad"
My fortress:
Spoiler (click to show/hide)
vault69?

270
I'm sorry if somebody has asked this before, but has anybody experienced some sort of "graphical tearing" in game? I'm just using the tileset straight out of the box with the masterwork launcher.

By "graphical tearing" I mean that if I have a 10x10 constructed floor, then sometimes tiles that aren't on the edges are displayed with an incorrect graphic, but if I hover over them they will revert back. I've also noticed this only happens above ground, but its very immersion breaking at times.
its because twbt doesnt redraw all tiles - you can use a command to forceit to always redraw all tiles to eliminate the bug, but it is reported to make the game unstable and cause crashes.

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