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Messages - GhostDwemer

Pages: [1] 2 3 ... 94
1
Masterwork DF / Re: How to disable DFhack
« on: April 21, 2017, 05:35:13 pm »
First, there is no way to run Masterwork without dfhack. Almost all of the functionality of Masterwork relies on dfhack. Second, while Masterwork does add some things, in it's vanilla form it removes even more things. Most people notice at least a modest increase in FPS in Masterwork over vanilla DF.

What operating system do you use?

2
DF Dwarf Mode Discussion / Re: Elemental Beasts been buffed?
« on: April 18, 2017, 02:26:29 pm »
Because your FB was made of fire, he was made of a non-solid material, and therefore dies to basically the first hit.  I had a similar FB, a flame quadruped, that died when it rounded a corner and found some animal men adjacent to it before it could breathe its fire at them all.  All it takes is one hit to disperse a gas cloud, don't know about liquid beasts or whatnot.

it pays to read the entire post. The OP said this was the expected behavior in previous versions, but in the latest version has had non-solid/organic FBs that were quite tough. Thus the thread title, "Elemental beasts been buffed?"

3
DF Dwarf Mode Discussion / Re: magma forges and cave moss.
« on: April 10, 2017, 04:04:26 pm »
Well, I cheat (I "use source add magma" to create pools of magma for use in magma forges after I unlock them.)  :P  Creating a giant pumping system to pull up magma from the depths, I found, is death on FPS, besides being too much of a headache.  Still required digging all the way to the magma sea (or caverns with magma pools--never did a volcano embark).  I was pretty amazed when I realized I could build magma forges without reaching the magma sea on my present map and I wondered if there is some secret method of unlocking it that I didn't know.  But it seems that this was probably a bug, then.

Yeah honestly after I proved to myself that I had learned how to do pumps, I found that it isn't worth the FPS.

I use liquids now.
Build pump stacks from the top down, and magma will be teleported from the bottom to the top without ever inhabiting the space in between. This means no temperature recalculations, and very little, if any FPS loss.

4
Masterwork DF / Re: Golems: How to?
« on: April 03, 2017, 05:30:51 pm »
What version are you using? I had much success with golems in the version of masterwork that shipped with 43.03, and I haven't played since Masterwork upgraded to 43.05, which uses 64bit DF, and thus has to use the experimental version of DFHack. If you are both using the latest version then I am guessing this issue is caused by a bug in DFHack or the scripts it uses to create golems.

5
DF Gameplay Questions / Re: Disease Resistance Stat.....Sunlight
« on: March 30, 2017, 04:40:28 pm »
Cave Adaptation is not a disease so puking their dwarfy guts out at the sight of the sun won't help raise disease resistance.

6
Masterwork DF / Re: What is the normal FPS for a high-end PC?
« on: March 30, 2017, 04:36:53 pm »
Dwarf Fortress is CPU bound. It is single threaded and does not use the GPU. The main thing that matters is CPU speed.
Refrain from using many large stockpiles. Try using quantum stockpiles, minecarts make them easy to create. Atom smashing and/or simply not creating excess junk helps. Block off all unused areas, either with walls or simply with locked doors.As weirdsound mentions, animals can be a big drain on FPD so lock 'em up when you are noot trying to breed them, or just go for an animal-free fort and import meat.

If you are using DFHack, you can use the "autodump destroy" command to quickly get rid of junk. DFHack also has some tweaks to speed things up, like simplifying temperature calculations and automatically getting rid of old clothes.

7
DF Dwarf Mode Discussion / Re: Caravan won't leave!
« on: March 29, 2017, 11:23:15 am »
That is bizarre, usually they won't double up on trade depots ever ever. They used to take a very long time to load goods if you didn't trade any bins with them, leading some people to make several trade depots for different caravans, as the humans could still be packing up while the dwarves arrived next season, and so on. But back then, they would refuse to use a trade depot another group of traders were already "using", thus multiple trade depots would sometimes fix the problem...

I think you may have found a genuine new bug, this time.
Playing with the Masterwork mod, which can add a lot of different trading civilizations, it is easy to get multiple trader caravans in a single depot. It might not have been the case in previous versions but at this point the base engine is certainly capable of handling multiple trade caravans per depot. And I mean multiple active trade caravans, not just one unloading while another loads. You can select which caravan to trade with. That's not something a mod can change.
Multiple trade depots are still bugged, last time I checked. You can get the wagon based traders going to one while the animal based traders go to another, making it very difficult if not impossible to trade.

8
DF Dwarf Mode Discussion / Re: Miasma-free Rotting!
« on: March 22, 2017, 01:36:28 pm »
I like the checkerboard garbage dump approach because it can be done at any depth. Miasma doesn't spread through diagonal gaps, it only spreads in the four cardinal directions. Therefore, a checkerboard garbage dump will keep any miasma in the tile it started in. Dwarves hauling garbage may still walk through a miasma square or two on their way to drop off trash, but that's only a very minor hit to happiness. I make a macro since it's a pain to designate a checkerboard dig pattern.

9
DF Gameplay Questions / Re: How do you make railings?
« on: March 22, 2017, 01:16:09 pm »
It's a block based game and therefore chunky is your only option. There are no edge-only pieces. I use fortifications.

10
YAY! This new update makes me so happy, thank you! I hope things are going well evictedSaint. I really love this story, and your artwork always makes me smile.

11
DF Gameplay Questions / Re: Miners getting stuck in trees?!?!?!
« on: March 14, 2017, 05:24:17 pm »
If you are willing to use dfhack, there is a plugin that pauses and recenters on any dwarf that becomes dehydrated or starving.

12
DF Gameplay Questions / Re: Alternative pump stack design
« on: March 09, 2017, 03:23:40 pm »
Thanks for that Quietust.
A follow on question is then what happens with a bottom-up pump stack: if the magma is transported from the source to the top in a single tick, will there be any magma in the air/reservoirs at the time temperature calculations are performed? If not, shouldn't every calculation come up with ambient temperature?
And would the larger reservoirs of the recommended pump stack design have any function for a single tick transport, as there shouldn't be any time for the magma to flow out into the rest of the reservoir?

I've built these single tick magma pump stacks, every time I make a magma pump stack. I do not believe they require any temperature recalculations.  It's a bit more work to create them but worth it. They do not seem to impact frame rate at all, at least until the reservoir fills up and they start to back up.

13
DF Gameplay Questions / Re: Creating Specific Statues
« on: March 08, 2017, 01:47:58 pm »
Have you examined the statue? I had the same sort of issue, kept getting a deity instead of the dwarf I wanted memorialized. However,  when I examined the statue, it was of the dwarf I wanted, worshiping that deity.

14
DF Dwarf Mode Discussion / Re: Too Injured
« on: March 01, 2017, 05:24:23 pm »
I suppose slightly off-topic, but nerves will only regrow if the nerve sheath is intact.  Basically, the nerve bundle is contained within the sheath.  I think of it like an electrical wire with insulation around the outside.  If the nerve is killed, but the sheath is intact (for instance like the electrical wire breaking inside the insulation), then the nerve will regrow.  If the sheath is cut, the nerve will not regrow (though apparently they can repair the sheath to a certain extent if you get surgery done quickly -- so if you cut off your finger, put it in ice and go as fast as you can to the hospital).

Source: Major leg injury caused my foot to be partially paralysed, but since the sheath was intact it eventually repaired itself.  Took about 10 years to get back to near 100%.

Actually, in peripheral nerve injury, the nerve sheath gets dissolved in a process called "Wallerian degeneration." This is actually part of the regeneration process. (like you I had nerve damage but mine was to the optic nerve, which never regrows.) See more here: https://en.wikipedia.org/wiki/Peripheral_nerve_injury

A long, long time ago, some DF-playing EMT made a more realistic injury and recovery mod that featured peripheral nerve regrowth among many other realistic changes.

15
DF Dwarf Mode Discussion / Re: Too Injured
« on: February 28, 2017, 05:21:12 pm »
This has always annoyed me. IRL, nerves grow back, except for the spinal cord and optic nerve. As for your crippled dwarf, just remove all job assignments and let him idle all the time.

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