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Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 12, 2013, 01:45:41 am »fastdwarf
steam workshop: just copy the given one is what I would do
Dear Putnam,
I am already using fastdwarf but I want to shorten the "on break" times which only the superdwarf command can adjust.
:facepalm: Next time I will look through every dang folder before asking a stupid question.
Thanks with a redface.
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Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 12, 2013, 01:39:18 am »
Greetings.
I am trying to figure out how to automate the "superdwarf add" command instead of using press a bound key 144 times.
Would really appreciate if anyone of the scripting gurus could give me a sample on how to go about it.
Secondly, I am trying to figure out how to construct a steam engine. What do I need to do? Insert a new workshop with the token or just modify any existing workshop?
Thanks.
I am trying to figure out how to automate the "superdwarf add" command instead of using press a bound key 144 times.
Would really appreciate if anyone of the scripting gurus could give me a sample on how to go about it.
Secondly, I am trying to figure out how to construct a steam engine. What do I need to do? Insert a new workshop with the token or just modify any existing workshop?
Thanks.
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DF Modding / Re: Free Adamantine?
« on: October 30, 2012, 11:15:45 pm »
Make sure to add [PERMITTED_REACTION:ADAMANTINE_WAFERS] in the entity_default file
Secondly I would change the second line of the reaction from
[NAME:make adamantine wafers] to [NAME:create free adamantine wafers]
this is to make the job more distinct from the actual make adamantine wafers job, I am assuming that you didn't touch the original reaction for adamantine wafers here.
Secondly I would change the second line of the reaction from
[NAME:make adamantine wafers] to [NAME:create free adamantine wafers]
this is to make the job more distinct from the actual make adamantine wafers job, I am assuming that you didn't touch the original reaction for adamantine wafers here.
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Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: October 18, 2012, 09:09:26 am »Sorry if this has been answered before but my mediocre search skills didn't turn up anything. There are a few points in my fortress where I've accidentally dug into a soil layer. I've replaced the walls with constructions and would like to hide the soil tiles behind them, thus creating the appearance that it was all rock to begin with.
Here's a picture of what I'm talking about:Spoiler (click to show/hide)
From reading the readme it seems that I would want to use the tiletypes command, but I couldn't figure out exactly what sequence of commands would do the job (as opposed to hiding all soil tiles everywhere, for example). Can anyone help?
Type k, point it to any one of those rooms and type in revflood in dfhack. That should solve your problem
It won't, as revflood ignores constructions, for various reasons relating to how the game works.
in that case you can do it the hard way by using tiletypes
remove all the constructed wall
type k and point at the floor
type in dfhack "tiletypes"
type in your range for example the long part of the vertical wall on the first image would be
1) range press enter
2) 1 press enter
3) 6 press enter
4) 1 press enter
5 ) filter shape floor press enter
6) filter material stone press enter
7) paint shape wall press enter
make sure the cursor in df is pointing at the offending floor right beside the soil wall
press enter in dfhack
do the same for all the corners using "point" instead of "range"
use revflood again
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Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: October 18, 2012, 06:39:39 am »Sorry if this has been answered before but my mediocre search skills didn't turn up anything. There are a few points in my fortress where I've accidentally dug into a soil layer. I've replaced the walls with constructions and would like to hide the soil tiles behind them, thus creating the appearance that it was all rock to begin with.
Here's a picture of what I'm talking about:Spoiler (click to show/hide)
From reading the readme it seems that I would want to use the tiletypes command, but I couldn't figure out exactly what sequence of commands would do the job (as opposed to hiding all soil tiles everywhere, for example). Can anyone help?
Type k, point it to any one of those rooms and type in revflood in dfhack. That should solve your problem
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Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: September 30, 2012, 10:29:09 pm »Hello!
Got a massive update for 0.34.11. Lots of very nice things, including support for ruby scripting, extending the game UI and to some extent messing with game logic. Along with that, more new tools than you can shake a stick at and even more improvements to the old ones.
Enjoy* peterix thanks everyone involved in making this release possible. For a full list of those awesome people, check this file.
Thank you everyone that contributed to the release, every release is more awesome then the last.
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DF Modding / Re: DFHack 0.5.5
« on: March 10, 2011, 10:53:36 pm »
THANK YOU! THANK YOU! THANK YOU! THANK YOU! THANK YOU!
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DF Modding / Re: Runesmith - A DC like tool
« on: February 19, 2011, 01:01:39 am »MAKE IT AUTOUPDATE!
[sarcasm]
Boy I sure hope you can teach everyone of from the DFHack guys (who incidentally is Peterix and Japa amongst others) to all the other programmers that rely on DFHack offsets (DwarfTherapist, Runesmith and others) to do just that.
I am sure that they are just awaiting your great wisdom and intellect to be conferred upon them.
[/sarcasm]
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DF Modding / Re: Runesmith - A DC like tool
« on: January 08, 2011, 03:50:50 pm »Are you planning on making a newer version?
The answer was posted 2 pages back
Yeah, we're not compatible with anything above .16 atm since DFHack is still missing offsets
Well, let me tell you when:
First I have to finish this video processing acceleration project. Then another pile of annoying math proofs. (those things have priority)
Then, maybe, I'll have a few days for DFHack, and I'll possibly manage to automate the offset search crap so I don't have to babysit it so much. Then I'll do a release and all the tool devs will have to update/recompile their stuff. Then you'll get an update.
Lots of big IFs you see. If things don't work out, I'll have some time in February. If they do work out, it will still depend on other people when/if there are updates to tools not included in the main DFHack builds.
BTW sizeak I think to cut short all the future questions, you should just amend your first post with BIG RED letters on the current incompatibility and the reason.
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DF General Discussion / Re: A request for help from Bay 12 and its community regarding optimizing DF FPS, -
« on: August 04, 2010, 07:41:14 pm »
All of the above and i would like to add my humble suggestion
1) Try not to uncover too many layers underground. The more layers you have uncovered (dug) the more stones the system have to keep tabs on (solution: atom smasher) and the more pathfinding options you have the more calculations need to be done (solution: smaller fortress helps)
2) Don't create too many items the more you have the more the computer needs to keep tabs on. For example just on 1 stockpile you have the bin, the items inside it which depending on the stockpile can be 5 up to 15 items. That's a lot to keep tabs on just 1 tile of stockpile (solution: follow the Just in Time method build and make things only when you know you will need them)
1) Try not to uncover too many layers underground. The more layers you have uncovered (dug) the more stones the system have to keep tabs on (solution: atom smasher) and the more pathfinding options you have the more calculations need to be done (solution: smaller fortress helps)
2) Don't create too many items the more you have the more the computer needs to keep tabs on. For example just on 1 stockpile you have the bin, the items inside it which depending on the stockpile can be 5 up to 15 items. That's a lot to keep tabs on just 1 tile of stockpile (solution: follow the Just in Time method build and make things only when you know you will need them)
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DF Modding / Re: Inducing Freezing
« on: July 29, 2010, 08:59:26 pm »
Assuming the OP doesn't want to use DFHack to add obsidian as a base of the structure.
Why not channel some magna towards it and make obsidian walls naturally?
You will have a magma moat and also a obsidian support in place at the same time.
Why not channel some magna towards it and make obsidian walls naturally?
You will have a magma moat and also a obsidian support in place at the same time.
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DF Modding / Re: Dwarf Therapist (LATEST 0.5.7 7/13/10 see first post)
« on: July 24, 2010, 09:02:14 pm »Thanks for the fun guys, but I'm done with this. Please let me know if you're interested in becoming the new maintainer.
http://code.google.com/p/dwarftherapist/wiki/HelpWanted
Sorry to hear this chmod, but I think most of us could see that this was coming. Thanks to you DT is truly important to play DF.
Farewell and good luck.
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DF General Discussion / Re: Performance on Dwarf Fortress
« on: July 20, 2010, 07:49:46 pm »
It really depends on what you consider as lag.
For some anything below 50 FPS is considered lagging. Whereas I have seen threads where the player has only 2 FPS and still continues playing.
I think your PC will be hard pressed with 50 dwarfs (25 FPS and below) but it also depends on a couple of factors:-
1) The size of your embark, 5x5 is a killer, 3x3 or 2x2 might help;
2) The number of z levels you have uncovered and dug. The more z levels and rooms the more lag you will encounter this is due to the pathfinding issues;
3) The number of roaming animals you have, the more you have the worse it will be;
4) The number of items you have, more bins, more barrels, more items, more anything makes it worse.
Good luck
For some anything below 50 FPS is considered lagging. Whereas I have seen threads where the player has only 2 FPS and still continues playing.
I think your PC will be hard pressed with 50 dwarfs (25 FPS and below) but it also depends on a couple of factors:-
1) The size of your embark, 5x5 is a killer, 3x3 or 2x2 might help;
2) The number of z levels you have uncovered and dug. The more z levels and rooms the more lag you will encounter this is due to the pathfinding issues;
3) The number of roaming animals you have, the more you have the worse it will be;
4) The number of items you have, more bins, more barrels, more items, more anything makes it worse.
Good luck
