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.

Topics - meowmix

Pages: [1] 2 3 ... 6
1
DF General Discussion / i want to start a new game but
« on: February 23, 2015, 06:36:27 pm »
I want to know if the FPS issue has been fixed yet for larger worlds. I remember trying to play when the new version came out but my FPS dropped to like 10 because of the global updating thing in large worlds.  Does anyone know if this problem has been fixed yet, or still have to play in small world?

2
DF Modding / question about rendering tiles outside of game
« on: July 28, 2014, 10:45:43 am »
Hi

I'm trying to draw some tiles but I was wondering if there is a method in photoshop to apply color to it in a way similar to how the game does so that I can see what my tile would look in the actual game within photoshop.

Like are there any masks, layer filters etc that I can use to apply color to a black and white tile in photoshop?  I've tried using multiply in layers but that doesn't quite seem to give me the same effect.

Also are there any how to make graphic tile sets guides somewhere? thanks

3
every time one gets killed, they get back up and attack again a few seconds later.  Also i tried dropping some into a volcano using a retracting bridge trap but they don't actually "die". their fat melts off but their bones are still "technically alive" in the lava, so they still count as a unit.

there are like 400 zombies (dead migrants, invaders, traders, etc all rise up as zombies nothing gets past them now) outside my fortress and its killing my fps, so if magma doesn't work iono what i should do lol...

4
DF General Discussion / question about terrifying biomes
« on: February 18, 2012, 12:15:55 am »
when things die in a terrifying biome, do they animate as a zombie only if they are above ground? or can  things i butcher in the middle of the fortress below ground animate as well?

5
DF General Discussion / an entire corner of my map obliterated?
« on: February 16, 2012, 03:44:54 am »
I don't understand what happened. i embarked and after like 10 min of lag an entire corner of my map had been obliterated exposing the eerie glowing pits beneath.  as far as i know its still in the middle of collapsing..

luckily my dwarves were not in that corner...

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

saved and reloaded map, and collapse continues exposing hidden fun stuff
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

still collapsing, the other corner of my map is starting to fall now and a portion of eerie glowing pit has been exposed already
Spoiler (click to show/hide)
Spoiler (click to show/hide)

at this rate i wouldn't be surprised if the entire map collapses..this was the smallish corner in the above image after a massive collapse chain
Spoiler (click to show/hide)

6
DF General Discussion / question about the new undead in next update
« on: September 21, 2011, 02:08:54 am »
sorry if someone answered this before elsewhere but for the necromancers and mummies, will they be available in fortress mode?

For example would i be able to have necromancer dwarves, or have buried noble dwarfs or something rise as mummies if their tombs get disturbed.

Spoiler (click to show/hide)

7
DF General Discussion / embark only 1 dwarf?
« on: August 10, 2011, 05:06:05 am »
i just downloaded the newest version of the game (genesis mod) and embarked but i only got 1 dwarf thought we were supposed to have 7, not sure what is going on here ;c

8
DF Modding / bone healing testing results
« on: August 10, 2011, 03:29:46 am »
Ok so i modded my dwarfs bones and took it into the unit arena.  I also removed settable/splintable as well. Then i bumped the recuperation rates of my dwarf into the millions in runesmith

What i discovered was that fractures healed instantly now but broken bones remain broken. (i left the game running for like 10 minutes).  all the other injuries including bone fractures healed within the first 20 sec, but the broken bones remain broken.

So im guessing theres no way to make bones heal themselves automatically without the aid of splints and casts then right?


Spoiler (click to show/hide)


9
DF Modding / removing [has_nerves] question
« on: August 10, 2011, 02:24:59 am »
would there be any side effects to removing [has_nerves] from my dwarfs, besides the they wouldn't ever be severed thing?

10
DF General Discussion / hypothetical question
« on: August 09, 2011, 10:22:34 am »
Lets assume that i build a 3x3 cube containing a few dwarves suspended over lava.  What would happen if i disconnect any supporting tiles and drop the cube into the lava? would the cube sink with the dwarves inside surviving or will it collapse killing everything inside?

and if it does sink, what happens when it hits the final z level of the magma ocean.

11
DF Modding / help with some modding
« on: August 09, 2011, 10:07:51 am »
I want to mod my playable dwarfs so that their bones are unbreakable and their nerves un-severable, but i don't know how to go about doing this.

I guess its fine too if there's a way to make it so that bones and nerves regenerate themselves over time without using casts and stuff as well.  Actually i would prefer to have bones and nerves regenerate by themselves over making them indestructible but yea,

getting tired of half my military dwarfs staying in the hospital forever  :'(

any help would be appreciated thanks.

12
DF Modding / is it possible to mod in limb regeneration?
« on: April 25, 2011, 03:37:03 am »
is it possible to mod a creature so that it regenerates severed limbs, severed nerves, and broken bones?

13
DF General Discussion / how do i make an area unpassable
« on: April 20, 2011, 11:38:29 pm »
i remember in the older versions i could paint a zone in an area that basically forbids passage for my dwarves. is this still possible to do?


and i dont mean burrows, i just want to basically forbid passage down several tunnels leading outside in my fort without the use of doors.

14
DF General Discussion / items with an owner tag
« on: April 17, 2011, 06:56:44 pm »
i have a bunch of items around my fort that have an owned by tag under their description and they don't get dumped or put in stock piles. how do i clean these things up?

15
DF General Discussion / strange mood bug?
« on: April 17, 2011, 03:42:48 am »
ive got a dwarf with a strange mood and so far its hauled about 40 bars of metal to the workshop and isnt showing signs of stopping.

is this a bug? or do they actually need this many sometimes

Pages: [1] 2 3 ... 6