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Messages - MC

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1
So if I'm reading this correctly (and I didn't screw up my prior attempts in some other way) you can't SELECT and CUT creature variations the same as with other things? How exactly are you supposed to modify them then outside of straight up redefining every single creature individually? I guess that isn't too hard to do but god is that inefficient.

2
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 06, 2021, 09:23:18 am »
Personality changes aren't meant to be prevented. The issue is if those changes make your dwarves unplayable. Are the personality changes actually causing mass unrecoverable depression spirals?

yes lol. My baron went from being one of the typically reliable starting 7 to a nervous wreck (never had a dwarf with that trait stay sane). It seems like once a dwarf gets a thought they can dwell on they're just as likely to get a personality change as before, and while a lot of the sillier dwellable thoughts have gone away basically any dwarf who experience miasma has prepatch levels of shifting. If it was just miasma from the corpses of invaders that'd be one thing, but miasma can be frustratingly common and difficult to prevent, especially if a dwarf gets retasked in the middle of eating and you get the "claimed food on ground" bug.

I get that you aren't supposed to be able to stop all !!FUN!! but going "oh crud, looks like the one dwarf it's literally impossible to replace saw something stinky and became completely useless" is just frustrating. Minor, everyday occurrences shouldn't completely shatter someone's psyche beyond all repair and doom them to inevitable insanity. Some sort of gradiation in miasma intensity so dwarves can tell the difference between "month old cheese rolls" and "my office is full of rotting crundles and my arms are going necrotic" would be nice. Maybe a special miasma thought that triggers if the dwarf also sees a corpse on the same day or something?

As it is though there doesn't functionally seem to be any difference in personality shift rates between this patch and the last, at least for me. It just feels like they've shifted from having a myriad of silly reasons to change their personalities to all remembering that one time urist mcchefface forgot to put away the dog tallow after mincing it.

3
DF General Discussion / Re: What Would Urist Do?
« on: February 05, 2021, 10:37:10 am »
If its a major threat, drink.
If it's no big deal and could wait, rush to do it instnatly, have his clothes catch fire, and burn to death. before he leaves the dining hall

WWUD if he was about to bite into a masterwork turnip roast made by a chef currently one slight away from going insane?

4
DF Dwarf Mode Discussion / Re: Stress & Psyche 47.05
« on: February 05, 2021, 10:21:45 am »
2 things, sadly I can't get any more from this fort because of some crash whenever the caravan comes in the fall:

personality changes don't really seem any easier to prevent. It just seems like now they all decide to change their worldview because someone left a plump helmet on the floor and it got stinky once. A single helmet changed 3 of my starting 7, including turning my baron into a nervous wreck.

Do any of the new conversations involve booze in any way, shape, or form? After like, a year of nobody drinking themselves to death I've had it happen more than once per fort since the patch (2/3rds of the time without the help of a tavern keeper, tho the third time the tavern keeper herself committed death by booze before her first season on the job was even over).

5
DF Modding / Re: Methods for races that undergo metamorphosis.
« on: November 18, 2020, 09:14:33 am »
Please post your findings! I'm really interested in this.

6
My last evil rain embark allows me to confirm that cans can, in fact, melt.

7
you mean the brand new update? No, I don't believe it was out when I looked through everything. I'll try again in a bit I guess.

8
DF Modding / Re: Methods for races that undergo metamorphosis.
« on: November 18, 2020, 08:45:20 am »
Secretions ARE NOT computed during worldgen. Spreading syndromes during worldgen is also a pain and while I can't say it's the ONLY method, secrets and attacks are the only really reliable way of doing it that I've found.

9
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 18, 2020, 08:39:45 am »
Sounds reasonable. Just wanted to make sure there wasn't some arcane reasoning I was missing. Thanks!

10
I'm searching in legends viewer (for sites and creatures) and finding nothing.

I'm thinking it might have something to do with advanced worldgen? I'll ceck again with deafult when i have the time

11
DF General Discussion / Re: Future of the Fortress
« on: November 17, 2020, 06:07:34 pm »
I think he's probably talking about stuff like fish dissection. I'm pretty sure most people who play the game have had enough legendary fish dissectors arrive and their fort to know how useless that skill is.

Honestly I'd rate the fact that migrants can waste their lives learning terrible skills that make even stuff like beekeeping seem good in comparison is probably more subtly impactful to the game's experience than a lot of stuff people complain about, and I'm sure that more players have started cursing and been frustrated at waves of legendary cheesemakers than the wagon despawning bug, or raid based crashing, or the age of goblins or any of bugs that seem bigger on the surface.

Its also probably not good for getting new players in if they see skills like animal caretaking and try to figure out what it does, not knowing that the answer is "pretty much nothing".

12
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 17, 2020, 05:48:52 pm »
I mean it doesn't have to target the adventurer does it? I was just wondering if there was some weird crash with unloading sites or something that I was missing. I don't think family affairs even cares about orientation all that much anyways.

13
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 17, 2020, 01:52:34 pm »
the opening movie is replaced with dino time

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2020, 12:55:00 pm »
I'd strongly recommend just slamming your face against gm-editor for a little bit until you figure it out. That's what I did (heck I only found out about the "world" dialog option by mistake) and it's an insanely useful tool for modding. just use the dfhack structures documentation on github and start breaking things until you figure out how to do stuff without crashing the game. It's SUCH a powerful tool, plus having the godlike power to alter almost anything you want on a whim without needing to write a single line of code actually makes adventure mode fun.

15
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r3
« on: November 17, 2020, 11:08:06 am »
Question about the family affairs plugin, was there some specific reason it was limited to fortress mode? As far as I can tell virtually none of the checks it runs to see if someone is eligible for marriage actually matter (from a "not crashing the game" sense at least, I get that filtering out hostiles, children, and the insane help prevent accidentally sticking yourself with unproductive relationships). Is there some adv mode specific weirdness I'm missing?

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