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DF Modding / Re: raw tile selector
« on: April 17, 2010, 08:52:10 am »
Excellent idea, downloading now!
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And I really can't see the "high BMI = very tough" connection. Just ask your doctor/physician.My doctor/physician isn't qualified for dwarf patients. He doesn't know dwarf physiology. He knows little about their dietary requirements.
I am having a problem with DFG27: It seems the game considers rock a metal. When I set a stockpile to only allow rock and no metals, they wouldn't put stone furniture in there. When I allowed metals but not rock, they store rock furniture.
Maybe this has something to do with Mayday's previously included stone melting reaction mod thing?
Edit: Gems are also "metal", and the same problem occurs in block as well.
Seconding the request for worldgen, and a point in the right direction towards the site itself.You don't really need the worldgen. Most of the default worldgens have at least 1 volcano required. Go to that volcano and it will be very similar to this one.
By Armok's Beard! The formatting! I have delved to deep!
(Seriously though, nice work, and thanks. But you really should look into formatting the .txt file better. It's was just one unreadable mess to me, and my OCD kicked in.)
My sound has goneSound is ripped out of the mayday archive(presumably to save space since the music grows really old really quick if you play DF for very long). Copy the files manually from the vanilla release.
I changed the init to [SOUND:ON] & [SOUND:YES]
but i still don't get any.
They should leave the burrow to eat and drink. Did it say he was "starving" or was he just flashing a brown arrow?Are you sure? When I get around to using burrows I want everybody to eat and drink in whichever burrow they're assigned to, not travel 300 units to some other burrow just because they're in the mood for a puppy tallow biscuit.
My question: Are people rethinking their standard fortress designs much now that we have more z-levels, caverns, etc? What kind of ideas have you come up with/already tried out?The only elements of 2010 seriously changing my fort layout are bugs. No stockpile to stockpile transfers is making for an even more compact footprint than I usually use.
Working good here.
Labor 213 is Tan a Hide, if anybody else wants to add it to the config.
edit game_data.ini
find
[dwarf_jobs]
size=212
change 212 to 213
then find
212/type
and add these two lines after it
213/name = "Tan a Hide"
213/type = BUILD
I'm not sure that's correct. I'm showing job 213 for two of my dwarves, who are actually performing two different tasks. The common element for all 3? They're in the reaction_other file. Both of my dwarves are performing custom tasks, and in the vanilla raws, tan a hide is in reaction_other.
And yet they seem to never have any combat skills.