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Messages - Quietust

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661
It seems like two rather different things are being confused here: thread resurrection and thread necromancy.

When you post a new message to a "dead" thread which contributes to or otherwise renews the discussion in a meaningful way, then the thread has been resurrected. For example, somebody might post a help request in the Modding forum and never get an answer, only for somebody years later to find the thread and have the answer to that question. Thread resurrection isn't an inherently bad thing - the only real problem is that newcomers might waste a bunch of time reading through old comments which are no longer relevant. Some forums encourage reviving threads, while others encourage starting new ones (and possibly linking to the old ones); I don't recall which is preferred on the Bay 12 forums.

On the other hand, when you post a message to a dead thread which does not contribute to the discussion in any meaningful way (e.g. "Me too!" or "Hey! Read this thread, it's awesome!"), then all you have accomplished is reanimating the thread like a zombie, just like what necromancers do to dead creatures. This act is never acceptable, and such posts should ideally be Reported as abusive behavior.

662
You could start by narrowing down the search to dwarves that have the correct profession for a high rank in your desired skill.

You'll still have to check each of them one by one, though - the only way around that is to use a 3rd-party utility such as Dwarf Therapist.

663
Utilities and 3rd Party Applications / Re: Script to stop migrants?
« on: July 28, 2016, 07:57:22 pm »
In prior versions, migrant waves were only scheduled at the very beginning of the season; given what you're describing, however, it would seem to no longer be the case...

664
Lazy Newb Pack? Nope - that didn't start until version 0.31.xx or so.
Therapist? Nope - that started with 0.28.181.40d. There were some other tools for 23a, but they were quite limited, though one of them is none other than Dwarf Manipulator (which I later ported to DFHack).
Graphics packs? Yes - support for custom graphics sets (i.e. for individual creatures) was actually added in 0.22.120.23a (8 releases before 0.23.130.23a).

There were plenty of other 3rd-party utilities for 23a, but it can be tricky finding them - in most cases, you'll have the best luck searching DFFD rather than other places.

If you're going to try the 2D versions, though, I would highly recommend getting a patched version, as the last version Toady released had quite a lot of annoying bugs in it. I've written a number of binary patches for it, and while I haven't personally released any prepatched binaries yet, I believe one was made for the !!THROWBACK FORTRESS!! succession game over in the Community forum.

A few of those patches also permit using a version of DFHack for 23a, complete with Lua and Ruby script support (though most of the scripts written for newer versions obviously won't work).

665
If you want the unit record for yourself in Adventurer mode, try df.global.world.units.active[0].

666
DF Modding / Re: List of all Tokens? [0.43.05]
« on: July 24, 2016, 06:27:20 pm »
Just having a plain list of tokens like that is fairly useless, because all tokens are context-sensitive - for example, UPSTEP can only be used in gloves/shoes/shield item definitions, BOILING_POINT can only be used in material definitons (which could potentially be within creatures or plants), and TL_COLOR_MODIFIER can only show up in creature definitions (and takes a variable number of parameters, though always an even number since they come in pairs).

667
The bug "forum" was closed over 6 years ago - nowadays, you post stuff on the bug tracker at http://www.bay12games.com/dwarves/mantisbt/, provided you are able to create an account there.

668
Pots queued up to jobs that dwarves have targeted will have a little {sign} on them to indicate they are queued for a job.
{} denotes forbidden items - containers, on the other hand, display "<#nnn>" after the item name to denote that they have been assigned to stockpile #nnn.

669
if your adventurer species does not start out with said ALCOHOL_DEPENDENT token, will killing enough things, gaining the 'drink alcohol' need and being sober for a long time still reduce your speed (i.e. does adventurer gain ALCOHOL_DEPENDENT token)?
Yes - in Dwarf Fortress, that's what it means to be an alcoholic.

670
DF Gameplay Questions / Re: deactivate outpost liason dialogue
« on: July 18, 2016, 06:18:13 pm »
If you're able to use DFHack (i.e. 0.43.03 or earlier), you can set a debug flag (":lua df.global.debug_nopause = 1") which will prevent the game from ever pausing, including diplomat dialogs. It's also possible to set it without DFHack, but you need to know its memory address, and finding it is rather tricky unless you know exactly where to look.

671
DF Dwarf Mode Discussion / Re: Miners won't carve fortifictations
« on: July 17, 2016, 09:47:19 pm »
Only thing I can think of it has to be smoothed first before it can be turned into a fortification.
By extension, this means that you cannot carve fortifications in clay or dirt - you can only carve them in stone.

672
DF Modding / Re: Is it possible to mod in brand - new sites?
« on: July 17, 2016, 11:45:13 am »
Basic site types (mountainhome, city, forest retreat, dark fortress, castle, tomb, shrine, cave, labyrinth, etc.) are all hardcoded into the game, and it is not possible to define new ones. Similarly, all building types within those sites are hardcoded as well - all you can do is define which types of sites are created by each civilization type.

673
save http://dffd.bay12games.com/file.php?id=12271
Out of curiosity, I downloaded that save (only 2 living dwarves, lol) and attempted an abandon/reclaim, and it worked without crashing. It's possible the crashiness was a symptom of the fires, and now that everything's been extinguished it's stable again.

674
DF Modding / Re: Zooming in DFHack Lua scripts
« on: July 14, 2016, 09:30:05 pm »
I also cant come up with a way to use gui.simulateInput() with the ZOOM_RESET key.
gui.simulateInput('ZOOM_RESET') does not work while gui.simulateInput('D_LOOK') for example does.
The reason that doesn't work is because screen zooming is handled by the global viewscreen logic, and gui.simulateInput is only capable of sending input to the current viewscreen. This is also why you cannot control Macros or Movie recording in this way.

675
DF Announcements / Re: Dwarf Fortress 0.43.05 Released
« on: July 08, 2016, 06:35:04 am »
If you're using the same size of floating point number (32-bit "float" or 64-bit "double"), you should always get exactly the same result whether you're running 32-bit or 64-bit code.

http://stackoverflow.com/questions/22710272/difference-in-floating-point-arithmetics-between-x86-and-x64
You learn something new every day - for those too lazy to click the link, 64-bit code uses SSE instructions (which have separate versions for 32-bit "float" and 64-bit "double") for floating point arithmetic, while 32-bit code uses FPU instructions (which upconvert all floats to 80-bit "long double", which you can't actually use directly on Windows) because of the possibility that SSE might not be available.

Apparently, though, newer versions of MSVC use (or can be told to use) SSE in 32-bit code as well to make things stay consistent, though I'm not sure if that's an option in the old version of GCC Toady's using.

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