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Messages - Fleeting Frames

Pages: 1 ... 26 27 [28] 29 30 ... 430
406
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 13, 2019, 01:44:45 pm »
Ah, you can give them something like that via diggingInvaders dfhack plugin - just make sure to set building destruction to have higher priority than digging.

407
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 13, 2019, 08:05:28 am »
@TeaAndRum: "cheating bridge"?

408
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 13, 2019, 08:02:40 am »
I can totally understand making the conclusion that they do. If you have screen like this:

||

And it includes one thought of drinking without a mug, the natural conclusion is that lack of mugs makes dwarves insane.

409
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: November 13, 2019, 07:44:34 am »
The comment was in case there was idle processor time between embark-assistant and DF i.e. if embark-assistant waits a frame until DF has done its thing rather than reacting that millisecond. Of course, if there were, you could speed up search also by increasing fps, which I doubt is the case from looking at "do nothing" search.

410
Utilities and 3rd Party Applications / Re: DFHack plugin embark-assistant
« on: November 12, 2019, 06:36:35 pm »
I'm not certain if embark-assistant already uses it, but frames are just calls of logic() on dwarfmode viewscreens - this could be helpful maybe?

411
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 11, 2019, 10:11:33 pm »
I suppose you could dfhack to mirror the velocity from down to up, but as the code only looks at change in either direction, I wouldn't expect there to be changes.

For moving things straight up, there's also using retracting bridge below and downstair on destination z-level (at most 10 away). Sometimes item lands on downstair and stops moving.

412
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 11, 2019, 03:00:03 pm »
There is upper limit: 5x5 tiles of 7/7 magma, per the usual "spill on deconstruction" logic.

Also, I'll note that only horizontal velocity causes expelling of items; vertical can hit speed limit and still not expel. You could use some cages with magma, others with people to cleanu up corpses this way with regular minecart crash however.

413
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 11, 2019, 08:40:50 am »
@Superdorf: Yeah, if there's more than like 333 units of magma it makes 1/7 magma instead of "pool of magma." Though the pool can still set grass on fire...

There's definitely been modded experiments with magma-generating workshops showing "expel magma on destruction works" as well.

I don't know if melted cage stacks recombine, but you can melt minecarts instead. Melt enough carts to blanket 5x5 area, add a pressure plate and I guess you have new version of "trigger on building destruction" trigger.

414
DF Dwarf Mode Discussion / Re: Magma in cages
« on: November 10, 2019, 03:41:34 pm »
You can expel anything in a container by smashing that container into a wall at over 0,55 tiles/step. So you can load a cage into a minecart, push it down five accelerating ramps and have that crash into a wall, expel the cage, have cage crash into the wall and expel a pool of magma. Assuming your dwarves do move the cages.

Of course, expelling whoever you caught in cage into magma or against wall at supersonic speed (47+ accelerating ramps) can be more straightforward.

415
Hm, it occurred to me that Armok Vision displays decoration on items (mainly relevant in cases of artifacts).

Is this planned for the tileset? Are there plans to treat multi-part items (i.e. procedural instruments) like multi-part creatures?

416
Could be also that it was set only for 1 month or 1 squad (or both).

417
Sure, as long as they're not miners/woodcutters/hunters. Set them to be uniformed when inactive.

418
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: November 07, 2019, 10:02:39 am »
I expect same thing when egg inside nestbox hatches.

If using periodic kicks, might want to make it a magma workshop and forbid the egg.

Though should try to get the most basic form working first.

419
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: November 07, 2019, 08:34:33 am »
This could work (based on me being able to make unfertilized eggs hatch in a tick and Rumrusher's similar experiments with vermin eggs): Have a job that takes an egg, and outputs that same egg.

Then add onJobCompleted hook that gets the output item (egg), then sets egg's incubation_counter to 100800 (or 100799, both work) and .egg_flags fertile to true.

I guess you might and could add a initialization hook to make sure the job takes long time to complete (though thirst/hunger/sleep prevents you normally from using whole three months it'd take normally).

(PS: Also noticed it's possible to add some tags to offspring on egg item, such as marking them for butchering the moment they're born. Neat!)

420
DF Gameplay Questions / Re: Weapon crafting question(s)!
« on: November 07, 2019, 05:21:02 am »
In an existing save, you would need a dfhack script. Also works for missing high boots and such.

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