Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - pugi

Pages: 1 [2]
16
DF Modding / Re: Planters mod - workshops, tiles, questions..
« on: August 04, 2010, 08:51:44 am »
You could make 1x2 workshops with one unpassable tile and one invisible passable tile for building it. Make four of them (passable tile north/east/south/west of unpassable tile) so you can use the one that fits the best, as you can't rotate custom workshops afaik.

17
DF Modding / Re: How to get data from Dwarf Fortress
« on: August 04, 2010, 05:28:36 am »
DFHack

The topic even says "tools and memory access library"... the thread is a few lines below this in the DF Modding forum overview and should have been there when you posted this...

18
DF Modding / Re: Community Mods and utilities list.
« on: August 04, 2010, 05:03:50 am »
I noticed the link to Phoebus' Graphic Set is outdated, it links to this one, but this one is the current one.
There is also a line break in the current link which should be removed :P

19
Hey, i love the awesomeness of this graphics set, but i want to make a suggestion for the wolf. I think it would look much better with it's head held low like this or this.
A wolf isn't howling all the time...

Also all the characters are shifted too high and left in your clean set, most noticeable with the "l", whose top is inside the "\" tile. And the characters in the glowing tileset aren't arranged perfectly too, as already noted.

I recommend laying a 18x18 grid over your tileset when editing it, whch is an easy to enable function in gimp/photoshop and you can immediately see when a tile is clipping these gridlines.


Keep up the good work :)

20
DF General Discussion / Re: Dfterm, Dwarf Fortress in a terminal
« on: March 11, 2010, 10:46:07 am »
Okay, i redid my tutorial, you can see it here:
http://i44.tinypic.com/141oci.png

21
If you want to punish the next caravan that comes: Trading depot accidentally built in a pit which can be filled with magma.
If they are still at your place, you'll have to trap them and make sure they can only leave via a specified route. Preferably with rising bridges to trap them after they went over through a pit which can be filled with magma.

22
DF Gameplay Questions / Re: the gym vs training
« on: January 03, 2010, 01:01:40 pm »
As you said, pump operating does go up quickly and attributes are increased at specified combined experience levels from all skills. So being a pump operator does quickly gain attributes, more quickly than only shooting. Another benefit is that no materials are used for pumping, you only need a pump somewhere. You can let them train as marksdwarves afterwards.

23
DF Modding / Re: Dwarf Therapist (LATEST 0.3.2 9/13/09 see first post)
« on: September 17, 2009, 04:33:31 pm »
In the game_data.ini is a section called [non_labor_professions].
Remove the lines with the labors you want to be able to change with Dwarf Therapist.

So in your case you would need to remove the line:
59   = Clerk

And i think Administrator and Trader should be removed from there... and maybe some others, i am not sure :D

24
DF Modding / Re: Dwarf Therapist (LATEST 0.3.1 8/19/09 see first post)
« on: September 11, 2009, 07:19:52 am »
I've added d16 , both ini and the checksum in game_data.ini. It says it is connected to DF d16 yet nothing shows up, click on Read Dwarfs produces no results.
I had the same problem first, but then i tried renaming the d16.ini to v0.28.181.40d16.ini (like the other ones are called) and it worked :)

25
DF Modding / Re: Dwarf Manager (Dwarf Foreman Reloaded) Updated 2009-04-02
« on: September 06, 2009, 12:08:08 pm »
Try Dwarf Therapist (new tool, similar to Dwarf Manager): http://www.bay12games.com/forum/index.php?topic=39229.0

The settings for d16 are on page 15 in the thread :)

26
DF Modding / Re: New Graphics set in the making
« on: June 30, 2009, 07:51:51 am »
A 16x16 tileset requires a minimum resolution of 1280x400, as the minimum grid is 80:25.

Personally i now use 1280x800 with 80:50 grid on fullscreen with a 1680x1050 monitor, so the tiles are scaled up to 21x21. It is a little bit blurred, as 1 pixel is shown on 1.3125 pixels now, but i can see them in greater details as opposed to 1680x1050 with 105:65 grid.

Oh and by the way: Great and lovely graphics Beefmo :D

27
DF Community Games & Stories / Re: Parallel universe game?
« on: June 21, 2009, 04:45:52 pm »
I guess i'll join, as Troy forced me to via IRC :D

Pages: 1 [2]