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Messages - kaypy

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286
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 23, 2009, 10:22:17 pm »
First pass at a forge. Need to get a bellows. And maybe a better anvil. Magma forge has 2 firepits instead of water.


287
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 23, 2009, 09:53:17 pm »
I would drop the circular saw from carpentry workshop.

Heres a lower tech version



Of course, the dwarves are entirely capable of using circular saws ("large serrated disc") on goblins, so it isnt *too* far fetched to have them for civilian use...

288
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 23, 2009, 12:17:32 pm »
And a smelter (magma and regular use the same layout)



Hmm. Does a smelter have a bellows, or would that be the forge only?

289
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 23, 2009, 11:28:40 am »
Here's a take on a (ie Grey Hunter's) carpenters shop. And some miscellaneous bits and pieces.



Just don't ask me how that circular saw works. 8-)

290
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 23, 2009, 09:51:02 am »
OK, having a play with workshops

Since workshops have a combination of floor tiles and impassable tiles, I thought it might be best to have some sort of standard border plus whatever 'building' tiles are appropriate for the workshop type.

After a quick detour to pillage shamelessly from the Visual Fortress thread, heres my take on a kitchen. Or at least my rendition of Grey Hunters take on a kitchen...



(The lighter pink tiles are just to help me keep track of floor space, and should be replaces by a solid block)

291
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 23, 2009, 08:57:56 am »
We can guess at a lot by whats in the image file vs whats in DF. A list of high priority stuff would be useful though...

Heres a first attempt at chains and ropes. Not terribly happy with it, but its better than a yellow box until someone can do a better job.



Would workshops best be done as individual tiles or as one big block?


292
DF Modding / AudioDwarf: Game message filter with sound
« on: October 22, 2009, 07:16:38 am »
OK the concept is pretty simple:

DF outputs reams of information to gamelog.txt
We have regular expressions.

therefore:

A bit of python later and I have a program that will read through the gamelog (as the game writes new lines to it) and:
(a) play sounds when user defined text snippets are found
(b) also create a window of filtered messages

I've thrown a first pass up on DFFD:
http://dffd.wimbli.com/file.php?id=1511

It requires python and a sound library: http://www.speech.kth.se/snack/

Oh, and it doesn't actually come with a collection of sounds at this stage, use whatever you have lying around already. I guess that makes it a game message filter with sound without sounds...

I just wish there was a way to turn on combat messages in recent versions...

293
DF Gameplay Questions / Re: Moody dwarf wants block
« on: October 02, 2009, 09:09:50 pm »
will he draw not two pictures of cloth?
Since the game only displays one requirement at a time, its rather hard to tell. If you time how long it takes then the cloth would display longer, but its far from obvious.

294
DF Gameplay Questions / Re: Can I save my Underground Pool?
« on: September 16, 2009, 10:51:04 am »
You can make your pool Underground again!

Heres what you need to do:

(1) Use magma to make a 'natural' obsidian ceiling above the pool.

This wont turn on the 'underground' flags again, but if you then...

(2) Rig up a dungeon collapse to drop the bottom of the pool a few levels

then the ceiling from step one will mean that the pool's new location wont be marked as 'aboveground'.

Or at least, I think that should work: I was using map hacking to create my magma and water for testing so I cant be entirely 110% sure...

295
DF Gameplay Questions / Re: Formations and Filtering Creatures
« on: September 16, 2009, 08:26:57 am »
You see, I've got a theory that nobody else seems to believe, and that it's submerged fortifications don't prevent creatures from passing through them, and that they can freely path through them as if they were open, dug out tiles.
I've been of the opinion that submerged fortifications do absolutely nothing for about a year and a half now. (Full, hence still magma + solid block of ~20 fortifications + completely unobstructed fire imp = pretty conclusive). These days I fill my forge and turn the inlet pipe into a solid obsidian block.

I haven't seen anything get through a floor grate yet, though.

296
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 16, 2009, 07:39:49 am »
Baughn and some others were discussing TTF/SVG graphics earlier, which are a better solution for this problem than separate fonts.
Separate fonts can have some advantages of its own: I would rather like to see a setup that swaps from graphic to pseudo-ascii as zooming out shrinks the tile size below a certain point.

297
DF Gameplay Questions / Re: Is there any way to completely hide engravings?
« on: September 02, 2009, 10:19:43 am »
Go to the tileset and explicitly draw black around the plus sign?

298
Abusing this can lead to Ramps where there are no valid tiles to get off the Ramp on Z+1, but there are valid tiles to get onto it on Z+1.
Unfortunately the example on the wiki does not, when tested, actually work out that way- there is no path either up or down.

The Upward only ramp is nifty though.

299
DF Gameplay Questions / Re: Is there any way to completely hide engravings?
« on: September 02, 2009, 09:21:41 am »
You could always stick an unused stockpile over the top. Doesnt look quite the same as a regular floor, but close enough.

Or you could "unengrave" it by building a construction over the top then removing it.

300
DF Dwarf Mode Discussion / Re: Magma Evaporation
« on: September 02, 2009, 06:56:54 am »
Water at 8/7 will also evaporate, even underground:
http://mkv25.net/dfma/movie-1648-evaporationdemonstration

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