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Messages - Bjorn

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1
DF General Discussion / Re: Dwarves stuck in doors when they place them
« on: February 22, 2024, 07:06:36 pm »
It seems the problem happens not only with doors, but with construction I place. Yeah, I might have to just accept that I won't be able to have graphics lol Will my game break if I keep the world and save but change the version?

2
DF General Discussion / Re: Dwarves stuck in doors when they place them
« on: February 22, 2024, 05:55:14 pm »
Have you tried upgrading?  50.12 is already in beta.

Also, AFAIK, there will be no more updates for 0.47.x.  All new updates will be to the 50.x versions (including both Steam/Itch.IO versions and the Classic version).

I'd love to, but I like using the newb pack for the graphics. I plan on buying the game on Steam, but I'm Brazilian and the conversion rates are insane between reais and dollars lol So I'll need to wait a bit more before I can buy it.

In case I relent, is it possible to update the game safely and still keep my world and save?

3
DF General Discussion / Re: Dwarves stuck in doors when they place them
« on: February 21, 2024, 07:12:37 pm »
Update: Saving the game and getting in the save again solves it. But I hope there's a more permanent solution than that :(

4
DF General Discussion / Dwarves stuck in doors when they place them
« on: February 21, 2024, 07:01:21 pm »
Hey there,

I'm currently having a problem in which whenever my dwarves place a door down they get stuck and can't move. Has anyone else suffered this before? I'm using the 47.05 version.

5
Basically, I wanted to create a Loremaster position and have it that the holder would write books constantly, like the necromancers do. Is there any token for that?

6
Utilities and 3rd Party Applications / Re: DFHack 50.09-r1
« on: July 08, 2023, 01:17:21 pm »
Is there any command to forcefully assign a specific noble position to a dwarf? (The current dwarf holding the position can't be removed)

7
DF Modding / Tobacco Pipe Smoking?
« on: January 30, 2023, 11:03:18 am »
Hey there folks,

I was wondering if anyone ever modded tobacco pipe smoking into the game and how would one go about doing it.

My basic questions are:
1) Is it possible to create plants with specific necessities like climate, temperature range, maturation period?
2) Can one create an interaction in which one has an unlit empty pipe, consume tobacco to make it so it is now an unlit full pipe and then have another interaction that turns the unlit full pipe into a lit full pipe and then every time you smoke it you use up the tobacco a bit more until it's over (and also produce smoke and happy thoughts) and when it is finished the pipe is slightly worn and if used frequently it end up breaking?

The process of preparing the tobacco lief could be made through specific workshops so that much seems easy enough. My main doubts are regarding those two points.

Thanks in advance for the answer!

8
Has anyone else been having trouble with pathing? I'm using a modified version of this mod but sometimes I have to save and reload again or else my humans don't notice they can enter certain rooms and such.

9
DF Modding / Re: What games/shows/whatever do you wanna see DF mods for?
« on: October 04, 2022, 09:59:41 am »
Ive been playing with the idea of a dune mod, with playable freman, converting corpses to water,taming sandworms. I need to figure out how to make a armor piece that slows the rate at which its wearer gets thirsty,and then there is Spice to figure out.

I'd love to play such a mod

10
DF Modding / Spawn creature through reagent/material?
« on: October 04, 2022, 09:39:14 am »
Hey there folks, I have never modded magic or anything of that sort before, but I was wondering if it's possible to mod a power that permits you to spawn a specific creature using a specific material this material being consumed by the reaction?

I was looking at the page talking about adapting existing works to mods and I saw someone suggesting a Steven Universe mod. I don't want to make that particular mod, but I'm interested in the idea of a "constructed civilization", as in creatures that don't reproduce sexually but instead through being built. Something like a golem-like civ. I can simulate that by making them genderless (which would make each one of unknown parentage), immortal and reliant in either migrants or building others. The flow I was thinking of is:
Build a spawning workshop -> harvest gems and metal -> depending on the material used, they can build an unactivated golem body (placeholder name) -> Build a golem "core" with the gem -> they "activate it" (i.e. spawn a creature and destroy the "unnactivated golem" object and gem).

If the golem dies, it should have a gem core inside it and a body of the material it was made of. Which I imagine can be stimulated with an abundance of castes.

My major question is if you can actually spawn new creatures through specific reagents and destroy said reagents.

11
It worked! Thanks mate! Very happy that this utility exists!

12
It says that the test failed and that I should see the log for details. I'm not sure where the log is placed.

13
That did the trick for starting the game, thanks! I used the installer. Now the only problem I still have is that I can't start the dwarf hack. I'm not sure what I have to put in the terminal configuration. I put "$"

14
DF Modding / Can we assign more than one Succession by Position?
« on: September 29, 2022, 08:13:11 pm »
Hey there folks! I was wondering if any of you know if it is possible to assign more than one [SUCCESSION_BY:POSITION] tag on a position. I wanted to create a position that could randomly inherit from one of two other positions. So imagine you have Position A and B, each with their own rules and such. And then there is Position C. When the holder of Position C dies either A or B would inherit randomly. Is that possible?

15
Hey there folks! I just downloaded the LinuxDwarfPack but am currently having trouble getting it to start the DF game. When I open the pack through the terminal I get some of its output, and when I click on the "Play Dwarf Fortress!" button, it gives out this output:

"./libs/Dwarf_Fortress: error while loading shared libraries: libgtk-x11-2.0.so.0: cannot open shared object file: No such file or directory"

Any idea what I have to do? I'm using a Fedora 36 Workstation

EDIT: Also I don't know what I am supposed to put in the Configure Terminal input. I put a "$" on it and the test went through, but I feel I might not be doing what it is actually asking me to do.

EDIT2: I also tried to open the df file through the terminal and it gave out the same error

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