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Messages - Intrinsic

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271
DF Modding / Re: Runesmith - A DC like tool
« on: June 18, 2012, 02:32:51 am »
Do have any other tools that allow us to edit stats on the fly?

From two pages back, in this thread...

Just wanted to mention, in light of the lack of Runesmith updates, I went ahead and made three dfhack lua scripts that replicate three functions I used in Runesmith.

First, elevate_physical.lua to adjust physical attributes.
Second, elevate_mental.lua to adjust mental attributes.
Third, brainwash.lua to "fix" personality issues.

Ah, the things I do to get a perfect mayor, eh?  :)

Anyway, I hope those are useful to those pining for Runesmith.  Any and all of those three scripts can be trivially modified to make adjustments more to your liking, if you wish.  If you don't understand how to use them, PM me or post here and I'll explain further.

and the latest make_legendary.lua along with the original.

If that's what you meant by 'edit stats'... 
These scripts are easy to modify, so if they don't do exactly what you want, you should be able to cut & paste your way to glory.

There needs to be some kind of central repository for all these scripts floating, as it stands they are spread throughout many different threads and all but a few get to see them. Like fixfat for example to fix the fat person bug which slows the game down.


And as for the original request, JDwarf is a cross platform replacement for RS.

272
Dwarves have a Push/Guide Minecart job somewhere in the labors tab, but I couldn't find it as a settable labor in the therapist. Is this supported in the current version?

Also the therapist somehow allowed me to rename some merchant bodyguard dwarves from a caravan, but only after said guards had killed a couple goblins, I could also set their labors, it didn't change anything in-game other than their name, and it confused me for a while.

I'm not sure the official DT supports the new jobs, splinterz certainly does.

I've had that merchant issue pop up before, but only once.

273
"Volcano Valley" (V1)

Mostly flat, wooded embark with sand and flat volcano. A stream bisects the embark, and there's a good amount of contiguous soil in the single soil layer. DFHAck isn't yet updated, so I can't report amounts, but there is certainly iron (hematite) as well - I hit some with a central staircase. The embark is near the south side of the world. There are two small mountains on the very southern edge of the map (west of center) where each has a volcano. North of that pair of volcanoes is a volcano on a stream.

The embark is fairly flat (Small 1-Z hills in NE/SW) and has an added FUN bonus prize - you can expect your first necromancer as early as the beginning of winter. My AAR would include getting my hunter, then my dogs, then my fort mauled by reanimated corpses (leading off with a dead water buffalo my hunter was bringing back). Bating him into cage traps when he comes (butchered animals, etc) should be a viable option, for necromancer !!SCIENCE!!.

Spoiler (click to show/hide)

1st time i've tried someone else's worldgen and that location you posted has more massive bonuses which i noticed on a quick embark test, i'll spoiler it so as not to ruin the surprise for anyone.

Spoiler (click to show/hide)


274
Utilities and 3rd Party Applications / Re: DFHack 0.34.10 r1
« on: June 16, 2012, 10:11:52 am »
...
I forgot about the dead/missing page, the single biggest unsolvable FPS issue remaining, sadly DFhack can't deal with them, and it seems the game continuse to check through that list for jobs etc, which is causing the lag. My suggestion to toady would be something that cleans up that list whenever a corpse goes missing completely from the map (atomsmash or completely destroyed some other way, perhaps decaying completely in a refuse pile) or whenever a corpse gets slabbed/buried it should remain on that list perhaps under a subheading for Buried dwarves, and after they're buried they should be hidden/forbidden from whatever process it is that's parsing through them constantly(I'm going to assume that it's the Reanimation/ghost code constantly checking for viable targets).

My fort was running super smooth(100/50 FPS) 260+ dwarves, and then i decided to clean up my animals(butcher) as i had hundreds to chickens and turkeys(300+ animals in fort), over 8k turkey eggs alone ;p and goblinite(melt) and it was only then that one of those two process brought everything down in FPS to about ~35 FPS. Pretty annoying ;p

275
BUG: If an animal is set as "Available" to be tamed ingame and then you set it to butcher it in DT then it is already treated as owned and so when it dies it gets put in the corpse stockpile and then given a tomb...it works fine if you butcher it from ingame. I'm guessing there is a flag that isn't being cleared which makes it get treated this way.

just to be sure, you mean 'Toggle pet availability' to available, and then slaughter?

Yep on the Status->Animals screen.

bah. i'm not sure what's going on then. i did some comparisons of the 'ready to slaughter' flag, setting it from DF and then from DT and it was identical. there must be something else happening  :-\

just to make certain i'm following your actions: set animal to available, then set to slaughter in DT results in corpse stockpile->tomb right?

Yep correct.

276
BUG: If an animal is set as "Available" to be tamed ingame and then you set it to butcher it in DT then it is already treated as owned and so when it dies it gets put in the corpse stockpile and then given a tomb...it works fine if you butcher it from ingame. I'm guessing there is a flag that isn't being cleared which makes it get treated this way.

just to be sure, you mean 'Toggle pet availability' to available, and then slaughter?

Yep on the Status->Animals screen.

277
BUG: If an animal is set as "Available" to be tamed ingame and then you set it to butcher it in DT then it is already treated as owned and so when it dies it gets put in the corpse stockpile and then given a tomb...it works fine if you butcher it from ingame. I'm guessing there is a flag that isn't being cleared which makes it get treated this way.

278
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 16, 2012, 01:45:41 am »
Prolly an ancient quest, but here goes:

Butchering a Giant Coati gives buckets of stuff, but everything goes into the Corpse stockpile pile. The skin can't be tanned, and meat etc can't be cooked.

Is this normal for giant animals?
Not normal behavior afaik. But the wiki doesn't say anything about it's butchering returns. Lemme check around a bit.
Edit: Got nothing.

Yeah i'd checked the wiki and did all the searches i could think of before hand but found nothing. It was the fact i'd checked the wiki and saw it had no butchering returns details that i was butchering it in the 1st place so i could fill them in :)

Butchering a Giant Coati gives buckets of stuff, but everything goes into the Corpse stockpile pile. The skin can't be tanned, and meat etc can't be cooked.

Is this normal for giant animals?
No. Have the creature raws been altered in any way?

Nope this is just vanilla 34.11.

I have a bunch of other Giant things i bought from the elves i'll savescum and butcher them and see what happens.


Update: Okay issue found, it's Dwarf Therapists fault ;p If an animal is set as "Available" to be tamed ingame and then you set it to butcher it in DT then it is already treated as owned and so when it dies it gets put in the corpse stockpile and then given a tomb...it works fine if you butcher it from ingame.

NB: Giant Coati's breed like rabbits/cats. You'll have a bazillion before you know what todo with them, they do give a lot of food stuffs though.

279
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 15, 2012, 12:52:01 pm »
Prolly an ancient quest, but here goes:

Butchering a Giant Coati gives buckets of stuff, but everything goes into the Corpse stockpile pile. The skin can't be tanned, and meat etc can't be cooked.

Is this normal for giant animals?

280
Icon issue: Milk Creature shows what looks like a Bow icon.

281
Other Games / Re: [GIVEAWAY] Gnomoria 10 copies
« on: June 15, 2012, 10:12:37 am »
Gratz to those who won :)

282
Other Games / Re: [GIVEAWAY] Gnomoria 10 copies
« on: June 15, 2012, 02:08:58 am »
Yeah rest as you need, the games still in alpha so no rush :)

283
Other Games / Re: Conlan's Claim [Sci-Fi Frontier Colony Sim]
« on: June 13, 2012, 01:50:14 pm »
This looks like a pretty darn cool idea, PTW.

284
Other Games / Re: [GIVEAWAY] Gnomoria 10 copies
« on: June 13, 2012, 01:47:08 pm »
Very interested in this project, it has a lot of potential so here goes:

Name: Intrinsic
Feature: Hotkeys for context menu items. As it stands it's pretty inefficient to be able to quickly get things placed.

285
The font looks the same it's just for some reason the letters are closer together, just looks cramped and less easy on the eyes. The dwarves names didn't get squished like that for some reason. And yeah i tried changing the font size already to get around the resize issue Tahoma 8, Cell Padding 1, Cell Size 18 works well, and then it's only some of the skill level display that are slightly off center, but it's minor really. And it's not about being resistant to change, it's just that it looked great as it was, as the saying goes "if it ain't broke, don't fix it".

The liquid in the mug just needs to be more brown then it'll stand out great, the icons you've done are really nice. And lol the elf like was just a reference to stuff being made more "pretty" :) The sleep icon is really nicely drawn, maybe adding a little Z to it in the top right hand corner could help?

The grid is great as long as i keep it at 1 cell padding, i just had it at 0 so i could fit everything on the screen so i didn't have to scroll across to see arch/alch/clean.

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