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Topics - nezclaw

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DF Gameplay Questions / show linked building where?
« on: September 06, 2023, 05:24:54 pm »
it's been a hot minute since i last played dwarf fortress and i don't remember where the show linked building option is in the various menus  :o
i would pull levers at random in true Dwarven fashion but I would really rather not dump magma on the tavern until i've actually pulled out the citizens. On an unrelated note, if I incinerate all these visitors who WON'T LEAVE are they going to haunt the fort and do i need to start stockpiling slabs? (on version 47.05)

[EDIT] immediately after i posted this i noticed some levers in the library that just so happened to be labeled with the relevant uses.

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exactly what it sounds like. i'll start.

Crabs are crime enabled.

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i'm curious now. has anyone made an adventurer with the sole purpose of stealing every. single. artifact? and how well has that gone?

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DF Gameplay Questions / broken raws?
« on: December 27, 2019, 10:23:17 pm »
so, i had changed my tileset from pheobus to default in order to participate in the dawnthunder community fortress, which was special in that it was a world with duplicated raws. so now that i'm done with that, I want to switch the tileset back, right? only the pheobus tileset isn't appearing in the list, despite being in the graphics folder. (i'm running it from PyLNP)

so I tried switching to a different graphics pack and updating my savegames. it says no that'll break your raws. i remove the dawnthunder saves, because those raws are already hopelessly broken. it still won't let me update my savegames. i open a game anyway using the Mayday set.

sure enough things are broken. most notably the stone walls are made up of tree tiles. additionally, it seems that a number of things are using Pheobus tiles, mostly the entities like dwarves and animals and visitors, but also bolts, clothing, and some furniture items.

my question is less "how do i fix it" because i'm fairly entertained, and more "what the heck happened"

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DF Dwarf Mode Discussion / child cap buggy?
« on: February 10, 2019, 10:19:46 pm »
how does the child cap work? because there appears to be some mysterious forces at play here. I set it to 10:15, ten kids max or fifteen percent of my total fort. it says it'll use whichever value is lower.
yet for some unknown reason ONE THIRD of my fort is children. As this fortress currently has a population of 81, that's a whopping 27 kids. does it only apply the cap that was present at worldgen? because that's the only thing I could think of that gives me that many damn kids, and this is an older world in terms of when I made it.

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DF General Discussion / issue with loading world
« on: October 14, 2018, 06:48:52 pm »
(sorry if this is the wrong section for this)
Recently, I tried to move a few of my worlds from my laptop to my family desktop, as my map has a FPS of 2 on my laptop and the desktop has a beefier processor. (the only time it went that low was when i got to the HFS) After some fiddling around to try to figure out how to import it, two of the worlds worked. the third one, aka the one that i really want to access  ::) doesn't. i'm using the LinuxLNP and the Lazy Mac Pack.
The world loads partially, but crashes and quits at "Loading Formations"
[DFHack]# /Applications/Lazy Mac Pack v0.44.05 dfhack-r2/df_osx v0.44.05/dfhack: line 30: 22148 Segmentation fault: 11  DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"

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