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Messages - TheBeardyMan

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151
DF Modding / Gender specific names for livestock in DF2010
« on: April 07, 2010, 07:35:07 pm »
It appears that adding [CASTE_NAME]s and [CHILDNAME]s to [CASTE]s is the right way to do this, but these features aren't used very consistently. For example, some [CREATURE]s have [CASTE_NAME]s directly within the [CREATURE] section instead of a [CASTE] subsection; can these be safely removed? And some [CREATURE]s have one [CASTE] with a [CASTE_NAME] and one [CASTE] with no [CASTE_NAME]; is this likely to cause problems?

152
DF Dwarf Mode Discussion / Re: Workshop layouts
« on: March 21, 2010, 07:58:42 am »
15x15 rooms, with 9 evenly spaced up/down (usually; sometimes only up) stairways dividing it into 16 3x3 areas, each of which gets a workshop as available labour and materials for the industry in that room increase. The up stairways lead to a similar 15x15 room above, which is always a stockpile relevant to the industry. If there are down stairways, they lead to a similar 15x15 room below, which is another stockpile relevant to the industry. The industries that don't have stairs to stockpiles below are high temperature industries (area reserved for magma channels), and mills (area reserved for axles and gearing). Fisheries are a special case that requires 4 z-levels: water, fishing platforms, workshops, and stockpiles.

153
DF Modding / Custom Text Font Questions
« on: March 05, 2010, 04:41:28 pm »
I'm trying to create a custom text font and it appears that RGB#FF00FF is drawn as the background colour and RGB#FFFFFF is drawn as the foreground colour, but RGB#C0C0C0 is used for dwarf beards.

Are the dimensions of a .png sufficient for Dwarf Fortress to compute the dimensions of a character, or are hints in the filename required?

Is the use of greyscale in the foreground universal, or is it restricted to dwarf beards in characters 1 and 2?

Does it have to be greyscale? Will an arbitrary RGB (other than #FF00FF) in a custom text font correctly modulate the foreground colour of a character?

154
DF Suggestions / Re: Emergency trade depot detail.
« on: February 26, 2010, 05:29:11 pm »
Perhaps "trading" should be a labour in its own right. For dwarves not eligible to trade with the trading labour enabled, it would generate "bring item to depot" jobs, and for dwarves eligible to trade (the broker, or any dwarf if "any dwarf may trade" is enabled), it would also generate "bring item to depot" jobs, unless all items for trade have arrived at the depot or the merchants are about to leave, in which case it would generate the "trade at depot" job. For this to work, harvesting would also need to be a labour in its own right; or at least have a normal priority - at present, its priority is so high that it can interrupt other jobs.

155
DF Dwarf Mode Discussion / Re: Whole Embarks
« on: February 15, 2010, 08:05:23 am »
I always embark on 16x16 sites. My current fortress on such a site has a population of over 100 and I still get over 40FPS.

156
DF Suggestions / Stack recombination
« on: February 15, 2010, 04:56:23 am »
Cooking and brewing should not be restricted to using whole stacks of ingredients. They should take only enough ingredients to produce a stack that would fill a barrel.

This would open the way for stack recombination to be added (cooking and brewing being the only two labours for which stack recombination could be an exploit), which would in turn fix the features that are broken without stack recombination (coins and ammo).

157
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 14, 2010, 10:14:20 am »
Tested the moat fill system. FPS dropped to 6  :(. It'll be worse when the entire volume of the moat is excavated.
Tested the moat drain system. FPS dropped to 1  :'(. Must remember to use all those rocks and sell all that goblin underwear before I refill it.

158
Not cheating: adding gender specific [SPECNAMES] to creatures that you're trying to breed so that you can see their genders in the assign to cage menu.

159
DF Gameplay Questions / Re: Some military questions
« on: February 13, 2010, 03:11:57 am »
The offending item turned out to be a waterskin. So, it looks like I need to periodically check all military dwarves and dump anything held in the hand that isn't handwear, a shield, or a weapon.

160
DF Gameplay Questions / Re: Some military questions
« on: February 12, 2010, 01:30:11 pm »
The new troops are in a new squad.

161
DF Gameplay Questions / Some military questions
« on: February 12, 2010, 12:58:27 pm »
When a squad is standing down, do I need to tell them not to carry food and water in order for them to take advantage of the booze stockpile and legendary dining room? Or do they ignore those orders when standing down?

Also, I'm expanding my army beyond its first squad of five wrestlers (now champions). I was planning to add a squad of five marksdwarves, but decided to train them in wrestling first. Four of them became elite and one of them became a champion. When I told them to start using crossbows, the elites switched from sparring in the barracks to archery practise at the archery range, but the champion continued sparring in the barracks. Is there no way to make a champion practise at the archery range?

162
Not cheating:

Draft/undraft broker if he's on break or attending a party at trading time
Completely filling the entrance corridor with traps
Trench behind archery targets to preserve bolts that miss
Stone dumping
Walling in the fortress
Modifying the raws to work around a genuine bug

Cheating:

Making billon bars from tetrahedrite
Boozecooking
Ice constructions in contact with magma or in a non-freezing biome
Exploiting the "water contiguous with natural running water settles one z-level lower beyond the u-bend" bug

163
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 10, 2010, 12:14:28 pm »
Monkeys, monkeys, everywhere! My domesticated rhesus macaque population is out of control and the butcher is desperately trying to avert monkeysplosion! They said everything's better with monkeys! They lied!

Excavation of the 15 cell wide, 3 z-level deep moat surrounding the entire fort is progressing slowly (in both the game time sense and the FPS sense) but surely.

Just tested the new execution pit; the goblin's head came off and bounced up 3 z-levels on impact.

164
DF Suggestions / Tartan
« on: February 10, 2010, 11:45:47 am »
Weavers should be able to make tartan from threads dyed with different colours.

165
DF Suggestions / Re: Further usage of the Alchemist's Lab
« on: February 10, 2010, 10:59:00 am »
Some more ideas for the alchemy lab:

   Extract arsenic from orpiment or realgar.
   Extract mercury from cinnabar.
   Low temperature silver smelting using mercury.
   Extract phosphorus although the first discovered source of phosphorus is unlikely to be included.

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