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Messages - profit

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1336
DF Suggestions / Re: a "Pregnancy" status ailment
« on: December 14, 2008, 09:28:59 am »
pfft... Dwarves dont get ill because of some lil critter inside of them.. their mothers could give birth, drink a barrel of dwarven wine and be back up in 15 mins.  and the fact that their babies are born with beards does not bother them at all.. it just tickles when they come out.

1337
DF Modding / Melt that stone!
« on: December 14, 2008, 09:14:30 am »
While I do like my legendary miners, I am sure this is a fairly common sight to you all

Spoiler (click to show/hide)

And while dwarves are supposedly master metalworkers, often masses of magma smelters go unused

Spoiler (click to show/hide)

Indeed the creamatorium in the lower right hand corner would see far more action in any of my normal games.

To give my furnace operators something to do and to reduce the amount of stone laying about, this mod makes all stones smeltable.

As a bonus every once in a while it will actually produce a bar of metal. Currently the rates are for every 100 stone you melt you will get about 3 iron bars, 1 nickel bar, 1 gold bar, 1 copper bar, 1 platinum bar, and one aluminum bar.   Not enough to repave the fortress in platinum floorplates, but I have been able to make a few rose gold bins.   Think of it as a tip for cleaning your floors =)

If you wish to change the ratios of metals you get, feel free they are all in the open.   You may also consider adding a fuel result too if you wanted to do this with a non magma smelter.. but personally I find it distasteful to not use magma.

RESULTS
Spoiler (click to show/hide)

This mod appears to work on saved games.

To install: Backup your current raw\objects folder

Replace matgloss_stone_layer.txt with this

Spoiler (click to show/hide)

And if you want to melt the little pockets of mica and stuff, Replace matgloss_stone_mineral.txt with this

Spoiler (click to show/hide)

Dwarves can now (s)MELT THE WORLD!

So much more dwarvenly.

1338
DF Suggestions / Re: Progressive Child Aging; Making Children Useful
« on: December 14, 2008, 12:55:25 am »
Edit your raw/objects Creature_standard.txt

Edit dwarves to line where it says this

[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]

to this

[CHILD:1][BABY:1][MULTIPLE_LITTER_RARE]

1339
DF Suggestions / Re: Progressive Child Aging; Making Children Useful
« on: December 13, 2008, 08:32:08 pm »
I just set the blighters to grow up in 1 year.

Dwarves are not simpering humans.  The mother can give birth while walking and the child is able to be a member of society by 2.

1340
DF Suggestions / Re: Vitamins!
« on: December 13, 2008, 08:30:45 pm »
Sweet... Needless complication and useless micromanagement..

Certainly does not get any more dwarven then this..  2 beards up.

1341
DF Suggestions / Re: New embark feature: get items in tens
« on: December 10, 2008, 12:07:58 pm »
use AHK ( http://www.autohotkey.com/ ) and bind alt+ to 10 + presses.

Also works well to bind CTRL ENTER (or another key if you prefer) to 100 enter presses for selecting 100 obsidian blocks while paving. (Before I discovered shift enter would do the same thing.)
 

1342
DF Gameplay Questions / Re: Any good way to collapse large areas?
« on: December 09, 2008, 05:14:29 pm »
Children Remove constructions.

Link each floor with a single floor tile to the edge... Busy everyone doing hauling or something..

Kill 2 birds with one stone.

1343
DF Suggestions / Re: Route caching
« on: December 08, 2008, 10:47:17 pm »
Except that in a simulation there is no way of alterting the cache system that there is a new route, unless you did it EVERY time a tile was dug out.  There simply isn't a way to find new paths.

Didn't Sir Monko (the guy in the other caching thread) compensate for this by discarding older routes? Sure, it increased the processor load somewhat, but it allowed for the updating of routes over time.

I don't remember.
If all else fails just give users an option to flush the route cache manually, problem solved.

Or just every 8 uses of the cached route, discard and recaclculate.  We could have 40 dwarves instead of 5 before it lags in that case =p

* actually the real lag is caused by items that dwarves are unable to reach and too big of areas being designated.  Pathfinding is harsh but currently caching it is not the only way of optimizing it.  There is alot more messy code that can be cleaned up.

1344
Ahh's No problems then =)  Just was wondering.


1345
DF Suggestions / Re: Trees and Tree Management
« on: December 07, 2008, 04:25:44 pm »
I think farming tower caps is a good idea, But I am concerned about the very limited labor used to grow one, as they could be grown near a stockpile makes them excessively valuable.. maybe requiring every year or so they get a bucket of water in order to keep them growing,  Maybe not allowing  them to be planted next to each other so they require a bit more space to grow..

1346
There is something else now that I think about it, this was a reclaimed fortess.

*The first one the dwarves EmO'd themselves to death.

1347
The magma and pipe was pre-revealed on the map.


1348
My Volcano/Magma pipe does not seem to be refilling with the precious, precious  red gold of yummyness.   I turned off heat tracking and weather for Playability reasons (lag) do they interfere with volcanic activity?

PS my volcano is completly dry. Yes, That is a pump, I was trying to pump more magma out..


Spoiler (click to show/hide)

1349
DF Modding / Re: Modding for Speed?
« on: December 04, 2008, 07:10:45 pm »
Real Speed increases can be had by making sure no piece of anything is not accessible to your dwarfs..

A single Piece of stone in a river is enough to slow DF down.

Multiple dwarves trying to get items that are not accessable will make the game crawl.  (Dwarf Fortress 0.28.181.40d)

If something falls in the water.  FORBID IT.   


You will also experience massive slowdowns if you mark an area more than 500 tiles in size for smoothing or engraving and have more than 5 dwarves set to the task.   500 tiles is not big, Do smoothing in small increments.

Beware at flowing water.    Water spreading out over a large area kills DF. Make sure you contain all flows.    Incidentally, water inside a brook does not seem to actually matter, so you can leave it alone.


1350
DF Suggestions / Re: Shovels
« on: December 04, 2008, 04:14:12 pm »
The farming idea seems solid, Perhaps add 25% to the yield or something if a farmer has a shovel or increase planting time 100% if they don't.

* Side note a farmer should be able to carry a bag of seeds with them So they do not have to plant a mushroom.... walk back to the store room.... Plant another mushroom... Ect.. but thats just minor details....

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