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Messages - soul4hdwn

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1
DF General Discussion / Re: LinuxLNP STABLE - 0.44.12-r02 x64
« on: January 24, 2019, 03:40:29 pm »
nvm while somehow LNP had a launcher for therapist that wasn't working on fedora vs 29, going to therapist's source file and cmaking to (re)build worked as a fix, replacing old executable which LNP runs fine.

2
Hi, how do I put my custom/super labor to appear on the main grid/column assignation part of screen?

Do I have to make a role instead?  I couldn't find a way to edit grids (the compact labor in specific) or make a new grid view tab.

I apologize if was already asked, I see progress on customizing and custom features but I didn't see my specific and hopefully minor issue recently via the search.  I'm not quite a power user, sorry.

edit: "role" isn't related but issue still stands on using/seeing the custom/super labor on grid and or activating it on a dwarf.

3
DF General Discussion / Re: LinuxLNP STABLE - 0.44.12-r01 x64
« on: October 10, 2018, 01:43:12 pm »
enter your screen resolution in the launcher.

thank you for the solution, kinda embarrassing when i left it at default 80x50 and it misbehaved excessively

4
DF General Discussion / Re: LinuxLNP STABLE - 0.44.12-r01 x64
« on: October 09, 2018, 06:01:33 pm »
hi, not sure where to ask for help of my issue but i'm starting here because first time using lazy newb pack.

but... https://imgur.com/a/qieyBny in case don't want to look or the image is gone:  on load-up, DF only renders left side of game window... the right side is cut off as if someone dragged the game halfway off the screen to the right so only the left half is visible.

i was using linux for this, meph graphics lite.

5
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: October 09, 2018, 03:30:55 pm »
is there anything that might go wrong if i installed this with latest Linux df version?  what would i need to adjust or clean up if partial working?

6
is it too annoying to request a setting that disables teledwarves when a siege or strange mood happens in-game?  or slightly less direct, a reminder mentioning.

7
DF Modding / Re: Finding the right file to mod
« on: March 11, 2017, 09:45:46 pm »
if you're asking about dwarves, its creaturestandard.txt
because its just a creature token.  double check the wiki :)

8
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: March 09, 2017, 09:30:14 pm »
you're right, i'm using "dfhack v 0.43.05-beta1" as per listed on title screen then "v0.43.05" df per title screen.

about job orders, there's a LACK of things to do and yet the purple (aka important) break messages still occur and i can bring up my stress values if needed, they're all -40,000 or higher except for immigrants... which i will need to cull next map i play as fps plummets after 40 dwarves... yay teleporting dorfs doesn't help :D

9
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: March 09, 2017, 02:25:56 am »
43.03-r1 is still the current version even for 43.05?
No. DFHack releases never support DF versions newer than the ones they're named for. They sometimes support older versions, though (e.g. DFHack 0.43.03-r1 supports DF 0.43.03, 0.43.02, and 0.43.01).


uhh well its working fine so far, df hack of 0.43.03-r1  applied on DF 64 bit windows 0.43.05.  only issue i've been having and its impossible to tell if its default DF or because i've been using fastdwarf obsessively, is that there's a lot of "distracted" dwarves that rapidly need to perform tavern and temple activities.  still happens with normal speed and moving dwarves but i only have about 20 out of 100 dwarves legitimately working (and everyone is maximal happy), thus dorfs still desperately using tavern and temple.

edit: clarified versions.

10
DF Modding / Re: help in making cover or over helmet
« on: March 07, 2017, 12:29:54 pm »
remove both or only one ? but when i try it on turban it can be wear over helmet.
this is somewhat normal (and actually helpful if you read about armor).  if you want to "fix" that, tweek the permit and layer size (i suggest reversing the values on the two helms).

11
so far there are 32 bit and 64 bit DF then there's different systems (win, lin, mac)
therapist currently cannot do window 64 bit DF yet.
others said linux 64 bit is fine.

cannot connect to different bit type.

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 24, 2017, 10:47:51 pm »
this is likely obvious answer but...
after using "copy_tags_from:", putting normal definitions afterwards will replace whichever respective tag of previous creature?

13
DF Modding / Re: help with resurrecting creature
« on: February 24, 2017, 10:19:47 pm »
Your problem appears to be that you cannot transform a creature into the same creature and caste it already is. If you want it to heal them, then you will need to transform them into something different for a brief time.
well that explains a lot for my own issues... and the OP's code gave me idea to condense some of my own work.

14
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: February 24, 2017, 11:11:13 am »
edit: sorry there was deeper help menu explaining questions...

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 22, 2017, 09:30:48 pm »
so, i edited a creature so that it'll transform into itself (effectively repairing), supposedly in time with moon just like werebeast.
however, it gets as far as applying the syndrome (its listed) but then doesn't do the transform on moonphase dates (despite keeping track).
Code: [Select]
[CAN_DO_INTERACTION:LYCANTHROPY_A]
[CDI:ADV_NAME:Feral heritage] arbitrary name
[CDI:FREE_ACTION]
[CDI:VERB:revived:renews:NA] also arbitrary
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:0] not necessary but just in case
Code: [Select]
[INTERACTION:LYCANTHROPY_A]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE] if somehow cursed before this applied, don't and suffer curse instead, otherwise blocks extra uses.
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:unlocked heritage, renewing self every moon] for tracking, also its what it does.
[SYN_CLASS:WERECURSE] so it doesn't apply to itself again nor get replaced by a different creature
[CE_BODY_TRANSFORMATION:PROB:100:START:0]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE:CREATURE:LYCAN:ALPHA]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:INORGANIC:SILVER:2:1] because why not

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