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Messages - JAFANZ

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1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 04, 2018, 08:06:28 am »
Thanks to consideration of jecowa's comment I redownloaded & reinstalled (to make sure I have the correct release pack), then I switched the tileset (to Ironhand, but I suspect any of them will work), before generating a new world (having deleted the old ones, oops) & embarking, then trying to replicate the "Black Screen of Annoyance" (aka BSoA) with Ironhand (loading a macro does it) without success (woot!).

I subsequent cycled through all the tilesets in the default package on the new fortress/save, without getting the pedestal issue once (not sure if this was because I accidentally had the experimental build previously, or just because of the initial tileset change cleaning out mods), & without being able to replicate the BSoA.

So thank you to jecowa for the quick & helpful comment (hopefully no-one will find themselves in the position of finding this post helpful, but it's here on the offchance).

2
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 04, 2018, 12:51:05 am »
Hi, I have a problem I haven't been able to find referenced elsewhere (in this thread or out of it).

Using the 43.05-r11 pack (64-bit I believe, on Win10), with mostly default config (I disabled Aquifers, Sound, & Movies), & the Phoebus tileset (since any attempt to change the tileset from the PyLNP launcher causes the game itself to CTD on world load due to the absence of "tool pedastel", this includes switching back to Phoebus), once I embark in Dwarf mode, switching to any screen which doesn't show the map itself (i.e. [Esc] to options, [n] to nobles, [?] to help) results in a black map screen segment when I return, & to get it back I have to do something like hitting [tab] (I know there are other options, but I've only used them by accident so I don't know what they are) get the map to draw again.

Is this something that is known, with known workaround? or somehow unique to my install?

3
DF Gameplay Questions / Re: Stockpile over open space
« on: January 29, 2017, 05:15:52 pm »
I know that if you have a garbage dump zone over open space the dwarves will drop the stuff into the hole. (That is, only if the neighboring tiles are not.) Does this also apply to stockpile? I want to drop my refuse into the caverns, as I'm running out of space on the surface.
I don't think so (I believe your Dorfs need to be able to walk on the tile to use a stockpile).

However, what you wish to build is essentially a Quantum StockPile (remember, amongst the earliest of these were Garbage Dumps & undumping), so you can achieve your goal with a Minecart-based QSP.

4
DF Dwarf Mode Discussion / Re: Reviving a dead Civilization
« on: June 20, 2015, 02:31:06 pm »
Making a really big mountain takes a hell of a long time (in the realm of decades, possibly even centuries), even with around 200 labourers and minimal complications. I'm talking about a mountain that takes up most of your four standard embark squares and is anywhere around 50zlvls high; making a more hollow mountain would speed things up considerably, as would casting it out of solid obsidian if you managed to get the infrastructure up for layer by layer magma and water pumping.
I'll just point out that the default vanilla maximum z-height is only 15zs above ground level.  You have to go out of your way to have a 100z ceiling like in Silentthunders.
DFhack infiniteSky allows for more sky levels
I usually just adjust the "[LEVELS_ABOVE_GROUND:15]" world_gen.init tag, though I believe that has some impact on the speed of worldgen & simulation.

5
DF Gameplay Questions / Re: General Assistance Needed :)
« on: June 20, 2015, 03:06:47 am »
I'm going to phrase this as a question because my play-style is still heavily influenced by DF2012, since I'm only just coming back to the game: Do stockpiles still need to be at least 1 tile larger than the number of wheelbarrows assigned to work properly?

Also, for the OP, if you don't mind exploits, especially ones that under the current mechanics may not actually be exploits, you should read up on Minecarts (definitely not an exploit, but quite exploitable), & "Quantum StockPiles" (the probably-an-exploit) on the Wiki linked to above.

6
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r13
« on: June 19, 2015, 10:23:45 pm »
...That would be useful info at the start of this process  :P  Old and self-installed stuff can be interestingly weird in all kinds of ways, and way harder to debug for both the obvious and other reasons.
To clarify, as I believe I originally mentioned, I started using Phoebus back when I first got into DF2010, because whatever I'd tried before that added recipes (&/or did something else that cause worlds generated to differ from expectations when using settings from the then current worldgen thread), my question in this thread was because ~10 minutes earlier than my post asking the question I'd discovered Phoebus apparently changed a bunch of things, & my admittedly unstated assumption was that that could have an impact on world & embark generation.

My mentioning of my memories being hazy was in the context of explaining that what I remembered of whichever tileset had led to me adopting Phoebus' didn't necessarily apply to current versions of whichever tileset that was (& also why I'm not sure which one it was).

I wasn't asking for debug help with the old version, just advice (which you provided) as to where I should go with my current installation of your current version (which I did a clean install of).

7
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r13
« on: June 19, 2015, 06:43:51 pm »
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?
Phoebus alters the language files to remove accented characters (as this frees up characters to use for things like stone wall types), changes a lot of creature and stone tiles to fit in with their tilesets and such, but as far as I know, that is as far as the alterations go.
I see.

Thank you.

Anything that adds in cooking recipes is probably a mod that happens to package in a tileset with them, not simply the tileset, itself.
Well this is going back to 2010 (or possibly 2011), when I was first getting into DF, & had just migrated from the 40d the tutorial that originally gotten me into DF used, so my recollection of event is a tad hazy, but I think I would've got the packs from the DFFD & installed them directly myself 'cos I doubt I was aware of the LNP (or it's predecessor?) at that point.

8
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r13
« on: June 18, 2015, 07:09:47 pm »
Much appreciated PeridexisErrant, also thank you for continuing to maintain the LNP, I've been using yours as long as I've been aware of it. :)

9
So what happens if you build a dining hall next to the spire, & include that in the Quarantine zone?

10
DF Gameplay Questions / Re: df 40_24 crashing
« on: June 18, 2015, 01:50:10 pm »
Do you have the multilayer view mode on? Forget the name of it, its part of some tilesets. Thats caused me a few crashes.

Also the new trees have some crashes where they try and geow through your constructions, and things designated for building.

Its a bit annoying, but much worse is the later game fps death.
Multilevel is a part of "TWBT", the command "multilevel 0" in the dfhack window should turn it off for the current session, or you can comment it out in the "extra_dfhack_init.init" file in the game's (not the pack's) root directory to disable it unless you specifically activate it for a session.

11
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r13
« on: June 18, 2015, 01:45:41 pm »
So... looking at the Modest Mod thread, & as a result the Phoebus tileset thread, I gather Phoebus alters more than just the graphics (I've been using it since approximately my 3rd game of DF2010, because whatever I'd been using before that [Mayday?] apparently added extra cooking recipes).

As such, may I ask which Starter Pack tileset(s) change(s) only the graphics? or at least make the fewest extra changes?

12
DF Dwarf Mode Discussion / Re: A way to MAKE an aquifier?
« on: June 17, 2015, 07:35:51 am »
Oops. Sorry for the misinformation then.

13
DF Dwarf Mode Discussion / Re: A way to MAKE an aquifier?
« on: June 16, 2015, 08:30:57 am »
DFHack's tiletypes function may facilitate this. I can't keep up with all the wizardry they keep adding though, so I'm not sure.
Liquids not tiletypes (AFAICT), using the "permaflow" setting for water (use upper-case character for a cardinal direction, e.g. pfN)

I'd place them 1 tile at a time myself.

14
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 14, 2015, 02:22:51 pm »
New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).

Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?

Non-breeders have their benefits, e.g. steady wool production without ever getting too much sheep. See also gelding.

Imo, animal husbandry is one of the areas where you profit most from DwarfTherapist. I don't change job assignments very often, but I have to slaughter dozens of animals every year and need to distinguish between them. -> You can order slaughtering in DwarfTherapist.
Yeah, I was planning to keep the non-breeding females, at least initially, when it comes time for culling that'll be a criterion though.

But for my grazers I'd really prefer to get rid of the non-breeding males, at least initially, since it's going to be a while 'til I breach the caverns.

Speaking of which, accordingo to the wiki grazers (well, sheep at least), look to have different grazer values than in DF2012, meaning the old listing of Pasturage requirements is probably not entirely helpful, has the relationship between the current formula & tiles of cave moss needed been established yet?

Also, is it still recommended for pastures to be on up-stairs for prevention of tree growth?

15
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 14, 2015, 12:39:29 pm »
New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).

Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?

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