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Messages - Kipi

Pages: 1 ... 11 12 [13] 14 15 ... 91
181
DF Modding / Re: Modding in a corpseworking workshop?
« on: March 14, 2012, 09:48:00 am »
I'm not sure if it works but in theory CORPSE:NONE:NONE:NONE should work.

182
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_1 (3/12/2012)
« on: March 14, 2012, 05:20:29 am »
I have been testing out the unreleased version for two days. Most things look like they ware working as intended though few things must be changed/tweaked before I will release it;

* Stones can be cut by jewelers
* Pigtails have too fast growing duration
* Dwarves arrive only with caps and mittens.

The stone thing is bug, haven't figured out yet what is causing it but my suspect is that it's related to new templates I added at some point.

Tuning the grow rate of pigtails is more or less minor tweak. Currently 10*10 farm can flood the fortress with pigtail cloth in one year. So I'm going to give those longer growing duration

The clothing problem is caused by the addition I made to the unreleased version which basically turned all cloths to armor by giving those a level of armor. This addition was to forcefix the rotting cloth problem but, as Toady has already fixed that bug, this feature can and will be discarded.

Still haven't figured out the tablet problem, I think I will focus my efforts to that once I have released the 0.34.05_2 version, which should happen either today or tomorrow.


Current list of features added by the new version:

  • 4 new above ground plants
  • 3 new creatures
  • 3 new entities
  • 2 new training reactions
  • Brute caste for dwarves
  • 3 new religion reactions
  • 2 new workshop (Furniture Workshop and Crematory)
  • 2 new reactions for crematory
  • 8 new reactions for Furniture Workshop
  • Bone Meal -mineral (Flux, produced in Crematory)
  • Siege entities don't have clothes, only armor
  • Fixed missing Block Factory
  • Fix for Stone Cutting -problem (?)
  • Tweaked growing duration for Pigtails

I will also launch a website in tandem with the releasing of the new version. The website is currently under construction. What I intend to put there is, for example, the crude manual of different features as well as more detailed explanations of each one of those. I will also remove the old release logs from this thread and move them to website, leaving only the change log of the latest version of the mod.

Stay tuned!

183
DF General Discussion / Re: Hurray for bugfixes!
« on: March 13, 2012, 08:53:05 am »
So, no more: Urist is caught in ambush. Dastot rushes out to get Urist's socks, dies in ambush. Mistem rushes out to get Dastot's socks..

I am honestly saddened; this is the end of an era. Soon the sock-claiming spiral of doom will join Elephants and Carp as an almost-forgotten terror of the past.

Actually, I can still see this happening. From now on they don't claim the sock to themselves, they just try to bring it to stockpile. At least that's what 90% of my haulers who die in annual Sock Rush are doing...

184
DF General Discussion / Re: Hurray for bugfixes!
« on: March 13, 2012, 07:58:33 am »
At last the end of nudity!

Could this also mean an end to greedy little brats who claim several cabinets worth of clothing.

I think it does. After all, at leas as I understand it, the claiming is caused by the naked dwarves. Dwarf notices he/she isn't wearing any clothes, claim new one, is unable to wear it, notices he/she is still missing clothes...

But yeah, HURRAY FOR BUGFIXES!!  8)

185
Wasn't the material mandate also fixed?

Quote from: Toady
The first cavern layer broke out again, and I put it back again. I turned off material-based mandates for the time being. Checked non-historical zombie kill records, river elevations again, sorted out an issue with how the underworld loads... down to 20 miscellaneous issues.

186
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_1 (3/12/2012)
« on: March 12, 2012, 08:38:15 am »
Even if it has been only couple of hours since I released the previous version I can reveal that the next update could be considered as huge content update. Here is a quick list of what has been added so far;

  • 3 new reactions for Religion
  • 4 new above ground plants
  • 2 new training reactions
  • 3 new creatures, one completely new and two imported from DFA
  • New caste for dwarves
  • 2 major changes to general gameplay

Right now I'm going through the DFA files and importing things from those. I'm also roaming through different fantasy books and sites for ideas, D&D books being one of the major sources.

I still haven't figured out the problem with tablets. As I stated before the reactions don't look for specific tablets, instead accepting any item of the same general type, in this case toys. Strange thing is that training reactions work like a charm so I'm quite confused what is causing this problem.

One big addition worth of special mention, even though I haven't completed it yet, is the new Elf entity. The current elf entity is considered to be group of savage, rebellious elves who shun any and everybody. The new elf entity, on the other hand, could be described as civilized elves who don't have any objection to use and trade wood. And they also have better armor and weapons due the fact that they use metals as well. And no, these new elves aren't aggressive towards dwarves.


On a side note, I'm very anxiously waiting for the next release of vanilla DF. All those old bugs gets finally fixed, especially the training and pet system.

187
DF Modding / Re: Best Mod?
« on: March 12, 2012, 08:35:39 am »
DF Advanced

While I agree with all the other mods in your list that one should be excluded as it's not and never will be updated to DFVD (or DF2012). Instead I would suggest DF: Total Mayhem, which is successor to the DF Advanced.

But yes, Genesis, Corrosion and Legend of Forlorn Realms are the ones most recommended. Haven't played My Little Fortress so can't say anything about it but it has been quite popular.

Just note that all the above mods are basically total conversations, which means the game is more or less dramatically changed.

188
DF Modding / Re: Silphium: Dwarven Babystopper
« on: March 12, 2012, 05:45:12 am »
Besides, that's what migrant animal caretakers are for!

Only until the next version of DF is released. I would say fisherdwarves are better candidates, you don't really need +40 of those...

189
DF Modding / Re: Silphium: Dwarven Babystopper
« on: March 12, 2012, 05:29:34 am »
You can burrow few selected dwarves just so that they can concentrate on producing babies for that program...  ;D

190
DF Modding / Re: Silphium: Dwarven Babystopper
« on: March 12, 2012, 05:09:27 am »
Very nice!

Do you mind if I include this to my Total Mayhem -mod? You will be credited, of course.

191
DF Modding / Re: Dwarf Fortress: Total Mayhem v. 0.34.05_1 (3/12/2012)
« on: March 12, 2012, 04:42:31 am »
New version is out!

This version contains support for the latest DF, 0.34.05.

Besides updating to the new version of DF I also did some fixing as well. All the fixes are related to the Religion -feature, which was more or less broken.

The most notable thing is that I had to remove the tablet -system for now. The reason behind this is that, for some reason, the game accepted any tool item for the reactions instead of looking for the specific tablet required. I tried to change the item type to toys but that didn't help, now the game accepted any toy available. So until I find the reason for this the tablets are removed and you can go straight to the reactions.

For those who like to run the game without temperature I also added a new reaction called "Destroy Cursed Stones". Now you don't have to worry about all the stone produced during the religion reactions, especially since I fixed the problem where cursed stones could be used in other things (crafting, construction etc.) as well. To fix that problem I had to create new material template for all the religion stones that are designed to turn gas immediately.

And here is the changelog:
Spoiler (click to show/hide)

So yes, as I had to remove the tablets from the game most of the fixes are currently meaningless. But when I solve the item problem those few things listed as fixed shouldn't bother us anymore.

192
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 12, 2012, 03:34:38 am »
I have encountered a strange problem.

I have several reactions in my mod that requires certain toy to be available. The problem is that the game doesn't make a difference between any toys. So even if I don't have the specific toy (in this case a thing called "tablet") as long as I have any toys available I can run the reaction.

Here are the raws:

Spoiler: Items (click to show/hide)

Spoiler: reactions (click to show/hide)

The usage of term TOOL, ie. ITEM_TOOL_TABLET_ACLHEMY, is leftover from the time when all the items were actually under the tools category. The same problem occurred back then as well as after turning all those to toys.

Any ideas what is causing this? I tried to look several other mods how those handled this situation and so far I haven't noticed any difference. The reactions just accept any toy instead of the specific ones.

193
DF Dwarf Mode Discussion / Re: Dwarf Pictionary
« on: March 08, 2012, 01:19:43 pm »
It's a noble's suicide lever.  Try harder.
It could double as a building-destroyer trap.

If it were why there is a lever next to the support?


While noble execution machine is possible this could also be a system to give doctors more patients for learning healthcare. I don't think one single level of floor actually kills a dwarf. Or it's a system to force a patient, whose healing process was interrupted and thus bugged, to get another round in dwarven !!SCIENCE!! healthcare.

194
DF Dwarf Mode Discussion / Re: World Viewer 2012 - Pre-Alpha Release
« on: March 08, 2012, 09:33:13 am »
Okay, here is the save:

http://www.mediafire.com/?x8los4x08tege77

For me it crashes when it reach "Match Historical Events (XML) to their links (105000/ 106769)

The errors in the picture comes when it tries to read the file

195
DF Dwarf Mode Discussion / Re: World Viewer 2012 - Pre-Alpha Release
« on: March 08, 2012, 06:55:50 am »
Alright, got your PM and downloaded the program.

I used world which has two abandoned fortresses, medium region with about 108 years of history.

Right after I pushed the Quick Load button got an error of "Index Out of Bounds", relating to .Net framework. Here is the technical stuff:

Code: [Select]
System.IndexOutOfRangeException: Index is out of the range of the table.
   kohteessa WorldViewer.clsWorld.Link_HistoricalEvents()
   kohteessa WorldViewer.clsWorld.CreateLinks()
   kohteessa WorldViewer.clsWorld..ctor(String strXMLFilePath, String strHistoryFilePath, String strSitesFilePath, String strParamFilePath, String strMapFilePath)
   kohteessa WorldViewer.frmLoad.btnLoadWorld_Click(Object sender, EventArgs e)
   kohteessa System.Windows.Forms.Control.OnClick(EventArgs e)
   kohteessa System.Windows.Forms.Button.OnClick(EventArgs e)
   kohteessa System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   kohteessa System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   kohteessa System.Windows.Forms.Control.WndProc(Message& m)
   kohteessa System.Windows.Forms.ButtonBase.WndProc(Message& m)
   kohteessa System.Windows.Forms.Button.WndProc(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   kohteessa System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   kohteessa System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

I'm using Windows 7, 64bit. I pushed the "Continue button" and World Viewer is still calculating the legends. I will let it to run longer though I suspect it has crashed as the progress bar hasn't moved in last few minutes. It has stayed in "Create Links" section while matching historical events.

And here is a picture of the World Viewer while it's still supposedly calculating:
Spoiler (click to show/hide)

I will give it ten or so minutes more and if no progress happens I will just terminate it and try again with freshly genned world.



EDIT:
Scrap that, terminated the software, genned new world (small region with 150 years of history) and everything runs fine.

Haven't checked it out too much yet but noticed one thing; accented characters aren't showed properly. An example can be seen in the picture above, instead of accented character it show strange ? symbol instead.

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