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Messages - dwarffun

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1
DF General Discussion / Re: Dwarf Fortress Talk #28 Feedback
« on: February 12, 2023, 03:34:26 am »
Sorry for ranting, but with versions 50.x I permanently run into frustrating situations.
1. Keybindings... WTF?! I was used to my keybindings like a century... you would not change your keybindings on emacs either, would you?
2. Mouse... WTF?! I play on a notebook on my way from/to work in a train. Imagine the satisfaction of using a touchpad in an environment (train) which permanently moves you into random directions.
3. Cursor... WTF?! Finally found out how to reactivete it (partially!) and Up/Down/Left/Right does not move the cursor by one anymore...
4. Building stairs? Fail
5. Ramps with tracks? Fail
Sorry ... not worth playing currently. Big bunch of things which simply are - no fun -.

2
DF Gameplay Questions / Re: Q: Building up+downstairs with blocks [X]
« on: January 31, 2023, 02:26:41 pm »
 >:( *yak* and thanx 4 the clarification :)

3
DF Gameplay Questions / Q: Building up+downstairs with blocks [X]
« on: January 31, 2023, 01:37:15 am »
Q: How can I build up+downstairs with blocks from a tunnel into "the unknown" above?

Currently I try to "construct" "stairs" (b-n-t) starting at the empty tunnel. When selecting the "endpoint" on any level above, an errormessage shows up, saying: "Hidden, cannot build at this location".
... any hints how to do that?

Edit: Version(s)
50.05 Windows (Download, no Steam etc.)
50.07 Windows (Download, no Steam etc.) 08. Feb. 2023

4
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 19, 2020, 04:51:32 pm »
There's one for Embark-Tools somehow causes the native DF aquifer UI string to go AWOL, but it has nothing to do with manipulation.

https://github.com/DFHack/dfhack/issues/1499
Yes, that's the one I thought it might relate. But again, I'm no developer... and might be completely wrong. Nevermind then.

5
Utilities and 3rd Party Applications / Re: DFHack 0.47.03 - 200217005
« on: February 19, 2020, 04:46:49 pm »
Are you using 0.47? Aquifers changed significantly in that version, from my understanding, but we haven't made any changes to support that, so any aquifer-related stuff probably won't work well.

Yes I do. DFHack 0.47.03(alpha0 dev) - 200217005(build) See subject.
Well, it does not crash, so it could be worse :)

6
Utilities and 3rd Party Applications / DFHack 0.47.03 - 200217005
« on: February 19, 2020, 11:22:50 am »
There already is feedback for dfhack/tiletypes aquifer on github issues tracker.
Due to not being a developer and not having a github account, my additional info here:

tiletypes aquifer does not work as expected.
The aquifer flag can be set. Obviously the aquifer information exists somehow, because revealing the map and pressing "d" (dig) shows a blue/blinking aquifer area where it was set by tiletypes. But ... dwarfes digging into the aquifer area do not start water flooding the digged tunnel.

I tried this before on a "granite" level. Set tiletypes to range 7/7/1, material soil, shape wall, special normal, aquifer 1. And replaced 7/7 granite by soil aquifer.
Former channeling into the aquifer area created a soil downward slope ... and water. Currently it produces a granite downward slope ... and no water.
It looks like the aquifer and material information is lost, when a tile becomes "digged in/out".

7
DF Gameplay Questions / Re: Version 47 - deities and temples
« on: February 11, 2020, 09:19:03 am »
"No specific deity" is working better than it used to according to some reports. Try putting up a couple of those.

It's been reported, should see a fix sometime during this arc. That's just the way early releases go. Will take a couple of updates to settle down.

Ah! "No specific deity" does mean "Just any deity". I always thought "No specific deity" was for "dwarves without specific deity set, wanting to meditate". Some kind of dwarven yoga. Sorry. Not a native english speaker here.
Btw.: in the other thread I was just pointed to the developer builds ... and remove-stress works with 0.47. Therefor: Ticket closed and thanks.

8
Utilities and 3rd Party Applications / Re: Next DFHack version => 0.47 ?
« on: February 11, 2020, 08:56:54 am »
That's what the three messages right above yours are about, an early alpha for 0.47.02. I don't know if remove-stress is tested yet.

Thanks man. My Grandson just tought an artifact (me) about build artifacts  :D
Finally I would say: remove_stress works as designed.

9
DF Gameplay Questions / Re: Moss not growing
« on: February 11, 2020, 05:25:12 am »
Same problem here, genned with 47.01 and carried over to 47.02. only cavern plants and shrooms grow on muddied Stone/excavated soil.

Well a little different, I don't even have plants or trees growing.

... perfect dwarfish environment  8) without any treehugers arround I guess.
Plants and trees are overrated.

10
DF Gameplay Questions / Version 47 - deities and temples
« on: February 11, 2020, 05:22:16 am »
Hi.

Never had problems with this before. In the past, I just setup a small number of temples and everything worked just fine.
Since version 47 my dwarfes have started to pray to a ridiculous number of deities. I currently have a fortress with 19 dwarfes and 74(!) deities... and a dwarf has an average need of 5 deities to pray to (which means, some of them develop unmet needs/bad thoughts, because there is no temple for each and everyof their 8 gods, finally throwing tantrums).
Are there any settings to reduce this to a number of deities that is "playable"? Worldgen option?
(I would care less, if dfhack/remove_stress was out for 0.47  8) but currently this requires too much of my attention  :'()

11
DF Gameplay Questions / Re: Moss not growing
« on: February 11, 2020, 05:06:54 am »
Confirmed. No mos, no plants, no mushrooms on muddied floors... Versions 0.47.01 und 0.47.02
Available: Underground cavern with water/magma/deep, made available by engraving fortifications (this usually did the trick but kept "monsters" outside).

12
Utilities and 3rd Party Applications / Next DFHack version => 0.47 ?
« on: February 11, 2020, 04:20:09 am »
Hi,

just wanted so say "thanks for a great tool" and ask ... if there could be released some kind like a "minimal alpha" for 0.47.

Due to the new religious stuff my forts keep producing "fun" ... because of dwarfes not able to pray to one god or another god.
I have a population of 19 Dwarfs and a total of about 74(!) deities (not kidding). Dwarfes pray to 5 to 10 gods, and I can't keep up with providing temples to avoid tantrums.

Being able to at least run "remove stress" would be of great help :)

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