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Messages - Shaostoul

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1
DF Suggestions / Re: Manager job queue suggestions
« on: August 14, 2018, 02:45:40 pm »
Oh hey, thank you! I appreciate it. :)

2
DF Suggestions / Re: Manager job queue suggestions
« on: August 11, 2018, 09:21:13 pm »
Necroing cause it's still relevant enough...

I'd like to further reinforce the need for being able to disable/hide job completion spam. I use the job manager extensively as it's a fantastic tool for taking a lot of the tedium of Dwarf Fortress out and making it a much more enjoyable experience. This however does present me with tons of announcement spam of things that are useless knowledge but, I can't set the announcements to be hidden. I'd like to be able to hide masterwork creations, job completions, and possibly other things. Additionally some extra configurable announcements would be nice, such as when a dwarf gets into combat. I love using SoundSense as it really helps build atmosphere for the game and it has the additional benefit of playing combat sounds and this alerts me to pause and find out what's happening.

On a side note, after playing again after a long while, I found out about the "planning tool" for constructions like beds, cabinets, etc. and being able to set it to be exclusively certain construction level. This makes build large arrays of rooms or complex dining halls a whole lot easier. The only downside is that while keeping my job manager running dutifully, I do get the job completion spam from completing one table. I don't want to have 10 tables waiting in my stockpile, so I like being able to create repeat jobs with only 1 job being created while checking conditions.

Is there a way to configure job manager items to check requirements of items made of a certain quality?

3
Looking for some help on perpetual orders and hiding completion spam.
Don't use perpetual. Use a fixed quantity and set it to repeat. Perpetual orders never stop, even when you run out of resources.
Do you know if that'll change or is he focused on other stuff as per usual right now instead of UI stuff?

4
Looking for some help on perpetual orders and hiding completion spam. I'm using the latest version of the Lazy Newb Pack.

Perpetual orders, from the first post, don't cancel unless resources run out but, they'll pop back up, should conditions be met, resulting in more error spam. I don't want to hide all cancellation spam cause, there's some useful info in there some times but, it can be hard to dig out of order spam. Unless this has changed recently or part of DFHack to fix?

The best way I found out to do perpetual orders that 'end' when the right conditions arise, is to set a job to be done once but, then I get tons of completion spam. Is there any way to hide the completion spam in a setup like this? I don't want to queue 10, just to delay it a little bit, cause some of the values are only 2-4 of an available empty product.

Or are we waiting on ToadyOne to give the order system some love before this is all do-able?

5
DF Modding / Re: A question on multiplayer (not what you think..)
« on: December 01, 2013, 07:42:16 pm »
Use the link in my signature to go to my wiki guide and look under "Your first custom reaction and building."

There is a program there that allows you to visually see easily and quickly export the raw data.

6
DF Modding / Re: --GUIDE-- Shaostoul's Guide
« on: December 01, 2013, 07:38:16 pm »
Thanks, I'll have to check it out.

7
I wanted to make a mod where making weapons was simpler, but I didn't know what to do first and I didn't know where to ask, so I came here.
I want to make 3 new workshops, one makes stone weapon outlines (from stone of course!), one makes synthetic ores from nothing (they are very crappy, but hey! free ore.) and the last one combines the two to make very simple weapons (Based off of a Gameboy Advance game that I still play a lot.) I need some general raw outlines, as help. sry if overpst :P

That would be a bit of work to pull off. But nothing too big. Usually the easiest way to start modding is by looking at something within the game that is similar to what you want to do, and try to expand off of it.

You are going to need to make a few different things for your mod, which would be the workshops, the ores, the reactions, and the weapon outlines, which I'm guessing would be tools. Here are some pages on the dwarf fortress wiki that may help you:

http://dwarffortresswiki.org/index.php/DF2012:Material_definition_token
http://dwarffortresswiki.org/index.php/DF2012:Inorganic_material_definition_token
http://dwarffortresswiki.org/index.php/DF2012:Reactions
http://dwarffortresswiki.org/index.php/DF2012:Building_token
http://dwarffortresswiki.org/index.php/DF2012:Item_token
I'm going to slip this link into here as well...

http://www.bay12forums.com/smf/index.php?topic=55259.0

Starting from a familiar point and working outwards has it's merits, but sometimes established content is crucial to a decyphering content.

8
Alright, so my knowledge on the latest DF is a bit thin, but for the sake of argument, I'm going to assume not much has actually changed.

For starters, when it comes to custom buildings/reactions, my guide would probably be the best place to start. It should get general concepts across quickly and hopefully provide a decent understanding of those workings.

I need to study up on 'interactions' and my knowledge on syndromes is a bit lacking, but it isn't nill. Maybe you could tie an interaction/syndrome to something and make it so you can go outside in the extreme weather.

As for vehicles... they're still out. Just keep it simple. It's not in yet.

Max workshop size for the sake of argument is 32x32. There's a program that will let you design your workshop contained within my wiki guide page.

There was a gentleman who set out to minimalize DF so his children could play. I don't know what turned out about it, but you can remove almost all of the materials that make up the world and make your own. Just keep in mind there will be A LOT of debugging and having to go step by step. Don't just remove everything and then add in a little bit for placeholder sake, remove one aspect, generate a world, see what happens, compensate for errors.


9
DF Modding / Re: Help making a less valuable cheat?
« on: December 01, 2013, 12:01:40 am »
And here I am surfing the modding section again...

My guide would be a wonderful place to start as well, if you were looking for more indepth stuff.

10
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
« on: November 30, 2013, 11:21:43 pm »
Thanks for the reply!

What are interactions? Like catapult/pump interactions or something else?

I'll see about getting back into the swing of things and making sure everything is updated. Probably start a new thread as well just for the new DF version whenever it comes out.

Is there anything in particular, in regards to improvements and interactions that would be important to know?

11
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
« on: November 29, 2013, 05:48:31 pm »
Holy crapola it's me again! I haven't been around in ages!

I'm back because, no other game out currently satisfies what Dwarf Fortress has spoiled me with.

Space Base DF-9. Not nearly as fun.
Rimworld. Same as above.

Mind you they do have 'fancy graphics' and are still in very alpha stage with not remotely the amount of work put into them yet. They still however lack what DF offers.

Anywho, I saw Darond2100's necro, in 2013, so I thought I'd pop by and say hi to all the lovelies and announce my sort of return.

I won't be working on tutorial stuff for quite some time, as I'm work on developing my own video game with a small team that's in the very early stages of development, but if I get the itch to mess with DF again, I'll be sure to do so.

-edit-

As a side question... How pertinent is all of my information still? Has enough changed that this is all obsolete?

12
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
« on: April 10, 2012, 03:54:38 pm »
Alright, so I've been reviewing the raws and it'd appear not 'too' much has changed, but I'm going to keep messing with them and see what I get.

Also, I'm starting up the live-stream again of the fortress in a few minutes, if anyone is interested in joining in, go to www.livestream.com/shaostoul
There is also skype, so if you wanted to join in on voice conversation you could, I'm not going to post the skype information until enough people just keep asking.

The first video is going to under-go heavy editing and then be uploaded to my livestream and youtube account and my buddies youtube account so hopefully I can attract more viewers.

All I ask if you join in on the voice conversation through skype, that you don't bring too much drama. If you're being rude, you'll likely be banned, as I don't really want to have that kind of stuff associated with my channel. Thank you!

---edit---

The live stream is up and running.

13
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
« on: April 10, 2012, 03:21:13 am »
Okay, so things are being rather entertaining! Even if it isn't Dwarf Fortress related!

Big shout out to Yogscast for me without-permission borrowing their diggy-diggy hole song!

Digging of the fortress is going well enough. We're up to 4 viewers.

---edit---

As a side note, this is the beginning to me relearning the game as it is now. I'll begin work on my modding guide as I learn more and am more confident at updating my guide as I progress. So, you can count me back, but my knowledge on new content is mildly lacking.

---edit---

The live-stream has for now been stopped. Thanks for everyone that decided to say hi!

14
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
« on: April 10, 2012, 01:47:32 am »
Hey guys, I'm starting up a live stream of Dwarf Fortress! I'm getting back into Dwarf Fortress so I'll make mistakes! However if you feel like chipping in go to www.livestream.com/shaostoul

Also I have a skype call going so we could chat via voice.

It's up right now!

--edit--

There is about a 10 second display and there is presently me and two others!

15
DF Modding / Re: Tutorial?
« on: August 10, 2011, 03:56:44 pm »
So a "How to make a completely custom civilization: From nothing to complete"

The various chapters will teach...

Civilization race creation
Language of the race creation
Custom weapons and armor and various other items
New reactions for new items and more
The entity file
etc...

I dig it. Good luck. :)

I'll reference your work in my guide when you've begun work on an official thread or to however it is you decide to do it.

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