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Messages - steel jackal

Pages: 1 ... 8 9 [10] 11 12 ... 34
136
DF Dwarf Mode Discussion / what does "zero rent" do?
« on: November 16, 2016, 02:02:50 pm »
in df>data>init>d_init there is a config option called [ZERO_RENT]
below is an excerpt of the file
Code: [Select]
Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.

[TEMPERATURE:YES]
[WEATHER:YES]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:NO]
[ZERO_RENT:NO]
[TESTING_ARENA:YES]
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_ADV:YES]

what does it do? is it related to the unimplemented economy? if so why is the default setting "no"? wouldent setting it to "no" mean that the economy is on?

137
DF Dwarf Mode Discussion / Re: Texture packs
« on: November 16, 2016, 09:42:28 am »
If you're using Windoze and only want a nice tile set you can also use the bare bones windoze pack http://www.bay12forums.com/smf/index.php?topic=159849.0 and still use the latest DF version.

steel jackal exaggerates the depravity of the DF forum community, though. The community generally recognizes the distinction between what's done in game and reality, so there are few barriers (but still some) for what's considered OK to do in game, but there are no suggestions these things would be acceptable in reality.

everything i say should be taken with a grain of salt and some common sense ;)

138
DF Modding / Re: make collect sand its own labor?
« on: November 15, 2016, 10:34:26 pm »
never used the manager, ill have to look into it.

and thanks for the info Q, thought i had seen it done before. i must be mistaken

139
DF Dwarf Mode Discussion / Re: Texture packs
« on: November 15, 2016, 10:18:28 pm »
do note that lnp isnt updated to the latest version because of issues getting memory layouts for the 64bit version of df, which is new.

lnp has some great utilities that will help you when learning the game, but if your intrested in all the !!FUN!! you will have from playing without utilities heres how to install tilesets (thats what we call texture packs)

step 1: find the tileset you want, the wiki has a tileset repository. tilesets are just a single image. i personally reccomend taffer if your looking for something simmilar to default, but square. and obsidian for something more fancy.

then head to where ever you put df and go to (i think) data, art, tilesets. im not at my computer atm so i cant check.
put the tileset there and then look for the init folder, there should be 2 diffrent init files, init and d_init. in one of them there should be 4 lines where it says ”"curses_800x600" replace all the instances of that with whatever the file name of your tileset is called.
note that any worlds already generated will need to have their raws replaced to use the new tileset.


also, in case nobody has given you a proper welcome:
welcome to the bay 12 dwarf fortress forums, please leave your sanity at the door and throw your morals down that bottomless pit over there.
around here, throwing a child into a pit of pulsating spikes surrounded by trained war dogs constantly clawing at them for the next 8 years of their life, murdering members of nobility and passing their death off as an unfortunate accident, and torturing elves for sport is all considered common practice and good fun.

this is a safe place to let your inner psychopath that wants to commit complete global genocide upon every living creature in the most creative and horrendous ways possible roam free

140
DF Modding / make collect sand its own labor?
« on: November 15, 2016, 03:40:09 pm »
i want to make a fortress with clear glass EVERYWHERE, and its rather annoying to try and get my dwarves to collect sand to make glass

my glassmaker makes one thing, and then walks away while somebody else comes and collects the sand for him even though he has item hauling enabled.

is there a way to mod the game so that collect sand and collect clay jobs are their own labors under the hauling section?
that way i could have it so that JUST my glassmakers could collect sand, instead of any dwarf who has item hauling enabled.

141
d-b-f the entire map though all the z levels for forbid absolutely everything
You can do that across zeds? :o  Man, just when you think you've learned all the tricks, lol.  Although that still won't help him to find the inaccessible item upon reclaiming everything.

you can do all of the designations across z levels, burrow designations as well

i discovered this when making up/down staircases across multiple z levels and i tried to do it and it worked. its a huge time saver

142
d-b-f the entire map though all the z levels for forbid absolutely everything

143
as long as its just a fever its not that big of a deal, but you should probably invest some time in a cleanable bathtub if you have a source of water.

here is a top down view of how i make my tubs

Code: [Select]

##X##
#~~~#
#~~~# <bathtub
#~~~#
##X##
#~~~#
#~~~#
#~~~#<"measuring cup"
##X##
# is arbitrary floor
~ is where water should be
X is floodgate

the bathtub contains 9 tiles of water, dwarves can walk in water levels of 4 or less, so if you fill up the measuring cup with 9 tiles with a water level of 7 and then let it flood into another 9 tiles that are empty, the average water level will be 3-4, allowing your dwarves to get clean without drowning them.

first, open the floodgate into the measuring cup, let it fill to a water level of 7, close the floodgate, then open the floodgate into the bathtub, the water levels will even out to 3-4, then close the floodgate. whenever you need to clean the tub just open the floodgate leading out of the bathtub and out to wherever you drain it at. repeat to refill.

place it at the outside entrance to your fort, and the entrance to the caverns. never know if theres a dead forgotten beast down there with gut exploding secretions that will infect your entire fort without you knowing and then one day everybody just starts dying for no reason and you loose the fort (this happend to me once, ever since then i have been wary of the caverns)

144
DF Dwarf Mode Discussion / Re: Coliseum help
« on: November 14, 2016, 04:38:18 pm »
Does DF have a discord? and how close to gobos do I need to embark to get sieges. And the like/ also you can order dwarves to attack visitors could I use that in some way.

whats a discord? you mean like john de lance in MLP?

also if you press tab on the embark screen a few times you will see the neighbors panel, it will tell you everything thats within range of you.
if you see goblins on that screen, they are close enough to attack you

145
DF Dwarf Mode Discussion / Re: Coliseum help
« on: November 14, 2016, 04:11:02 pm »
well, to get hostiles into cages you can use cage traps, those will catch anything that dosnt have the [TRAP_AVOID] tag

try placing a few of them in a 1 wide hallway leading into your fort, and into the caverns.

note that you should make the cages out of metal if possible, some creatures can escape wooden cages

146
dang, hadent realized that this was still an active thing.

you sir, are absolutely amazing, and are the kind of DF player that i aspire to one day become

147
DF Dwarf Mode Discussion / Re: Dwarf won't replace uniform with civ clothes
« on: November 07, 2016, 06:44:33 pm »
he could be considering his clothing as armor and thus not want to take them off, try going to his equipment and deleting everything, then telling him to wear specific pieces of armor.
note that you need to specify that he should wear two boots and two gauntlets, or else he will only wear one of each

148
If I want to make a 20-space long hallway, should I do 20 spaces of channeling, and then 20 spaces of digging?

channeling is when you want to get rid of the floor on the z-level you designate it and mine the tile on the z-level below you.

to dig out a 20 tile hallway you JUST use dig

149
DF Dwarf Mode Discussion / Re: One of my dwarves is a necromancer
« on: November 06, 2016, 11:39:49 am »
necromancers ARE very dangerous, they have the [OPPOSED_TO_LIFE] tag which makes it so that undead and anything else that has the [OPPOSED_TO_LIFE] tag will not attack them, but a necromancer will only raise dead in combat, so as long as he dosnt get into a fight he isnt an immediate threat.

get him somewhere safe and far away from the rest of your dwarves, and either seal him up or arrange an unfortunate accident

150
DF Dwarf Mode Discussion / Re: Favorite Roof Type
« on: November 05, 2016, 10:37:23 am »
flat, its just the most easy. plus i can add another floor later if i want to

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