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Messages - psychohobbit1

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1
I need to dig put a few more tiles for a project I'm working on, but they already have masterwork engravings and I don't want to deal with that, so how can I remove the resulting unhappy thought and all associated memories?

2
DF General Discussion / How likely is a nuclear war?
« on: September 13, 2018, 06:56:52 pm »
What do you think the chances are that the magic generation will spit out huge explosions that generate necrotic dust, wiping out all life in a generated world due to a global thermonuclear war?

3
DF General Discussion / Re: What turns you off about DF?
« on: September 08, 2018, 02:31:31 am »
I didn't have any problems! I just followed the Wiki's Quick start guide to get a general feel of what was going on. Then I got a few migrant waves and keeping track of everything became an endless slog. Then I discovered Dwarf Therapist, and there was much rejoicing. The only other thing I really didn't like got solved by multi-tiled trees.

4
I plans involvong locking up my good carpenter and expedition leader aren't very practical when I've only had one migrant wave. While losing is fun, losing on purpose is not unless ot involves magma.

5
Checked the recent thoughts of my carpenter and expedition leader a few minutes after starting a new fort. Their thoughts are dominated by "fondness talking to a lover" and "love remembering a new romance."

6
If he has a high enough level in perception and judge of intent, he should be able to spot a fight about to occur and use converstion skills to break up the fight (pacifier and intimidator would probably be most useful here, but the others might also have an effect.)
Good perception would also allow spotting when someone's had too much to alcohol so they water the drinks down if there's a water source within the tavern.

7
DF Dwarf Mode Discussion / Re: Help with new world generation settings
« on: March 24, 2018, 02:15:55 am »
Okay, good to know. I'll just remove the file from dffd and start generating worlds then.

8
DF Dwarf Mode Discussion / Help with new world generation settings
« on: March 22, 2018, 08:00:14 pm »
I have a world I like that I generated in v0.40.24. I tried to recreate it in 44.07 with the export. The map I got has identically shaped landmasses but the rivers, civilization sites, and biomes are very different. Upon examining everything I realized the new version has settings not present in the old one.

Is there anyone here who knows how to manipulate these new settings enough to recreate the old world, or should I start generating dozens of worlds until I get something similar.

Files for both worlds at http://dffd.bay12games.com/file.php?id=13602

9
DF Modding / Re: Dfhack remove punishments?
« on: September 26, 2017, 06:34:54 pm »
It doesn't actually matter now, since windows decided to update in the middle of saving, so now the file's corrupted and I had to go back to a backup from last october (though I haven't played much since then.)

10
DF Modding / Re: Dfhack remove punishments?
« on: September 26, 2017, 05:52:37 pm »
Oh, I already know simple raw editing. Before multi-tile trees were a thing I would add a custom workshop that uses magma and obsidian to make lots of ash for whatever, but given a choice between having them get locked up for 151 days and rage-quitting my fortress, I think I'll choose the first one.

11
DF Modding / Dfhack remove punishments?
« on: September 26, 2017, 03:59:28 pm »
Is it possible to use dfhack to remove punishments? Those goblets weren't even restricted when that militia captain brought them to the depot!

12
Okay, thanks! Gues I forgot I was trying to designate something, then went to view a creature.

13
Spoiler (click to show/hide)
All the tiles containing random characters are detailed stone walls/floors, like the floors on the right of the image. This extends exactly 10 tiles across, and 37 tiles down, so I think it might be caused by Tiletypes, but I never used that in this area of the fortress. Does anyone know what I did, and more importantly how can I fix it?

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