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Topics - Halnoth

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1
DF Modding / Undoing necromancer curse
« on: January 13, 2018, 02:36:25 pm »
So, my fort has several books with the secrets of life and death. I didn't think about it while making my library and now half of my dwarves are necromancers. As odd as it sounds to many of you I don't want this. Is there a way through modding or perhaps dfhack to uncurse a dwarf in a current fort without a world regen?

I do have back up saves and do have the option of loading old saves until I get one without necromancers, but I would rather not since I have done a number of complicated tasks since.

2
DF Dwarf Mode Discussion / Attack on Perplexfurnace
« on: December 23, 2017, 09:33:11 pm »
Perplexfurnace is under constant attack. The dwarves of Perplexfurnace can expect 2-3 sieges a year. 100s of goblins, beak dogs, and trolls have been destroyed at the gates.

While expanding our gate defenses we were attacked.
Spoiler (click to show/hide)

The normal way to path into the fortress was blocked by construction, so the goblins were forced to take the back entrance which is located at the top of our mountain. Perplexfurnace has no defenses this way so the brave dwarves took the fight to the invaders.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

In case of the worst, our citizens arm.

Spoiler (click to show/hide)

May Armok be with us.

3
DF Dwarf Mode Discussion / militia dwarf becomes diplomat
« on: December 19, 2017, 04:32:03 pm »
I sent a squad out to retrieve a slab. They were successful. Upon their entering the map one of the squad gained the noble position of "diplomat"

My civ is dead or dying and one of my dwarves had become king.

Does this mean that my returning dwarves will begin receiving titles? Like general, etc? I have never had any of the king's nobles activate before.

4
DF Dwarf Mode Discussion / embark geography seems more interesting
« on: November 26, 2017, 06:15:28 pm »
Is it just me or does embark geography seem more interesting. So far, out of 12 embarks I have had 3 unexpected waterfalls on brooks that aren't joining another river. I have had unexpectedly large caverns. Half of my embarks have had height differences and hills that I wasn't expecting.

Anyone else notice this? or is it just a function of the embarks I have been choosing?

5
7 days after embarking I have a scholar already visiting. I have dug out some initial areas and I have a wagon. That is it. How did this guy even know about my new fortress? Heck, I don't even want to call it a fortress yet. Really it is just a hole in the ground.

This guy must have stalked my 7 dwarves as they made their way here. Just a tad creepy.

6
Edit: I figured out a way. Read the second post.

So, I've got it to where I can detail what I want my cloth items made of and have most of the kinks straightened out for applying constraints using the manager.

However, I can't figure out how to get the manager to recognize the fact that I have dye. If I select it as a powder and specify the material it still will show green even after the amount of dye is well over the at most inequality.

It would appear that the manager is unable to see past the bag and there is no dye container constraint.

I tested the normal lye reaction to see if it was true there too. It is.

Before anyone suggests them; no the bags are not in a barrel and yes they can be accessed.

Now I noticed that when I added the reaction token [CONTAINS:<token>] then another trait is added to the manager to reflect this. The trait is <token>-containing item.

So my idea was to in some way add this to the product, but I have no idea how to do it.

Does anyone have any thoughts or suggestions?



Note: If all else fails I will make the dye into a tool like "dye pot" or something. I thought I would check here before going down that route because I would prefer to just use the dye as per normal. However, I would much rather be able to automate the process fully.


7
I find it very annoying when marksdwarves jump through fortifications and into the middle of an army. So, I designed the system below to fix it.
                                   
Build floors on either                     _____ <---- roof
side of an outer wall -------> ___   F dwarf
Ground level ____________    |___|||||||
Channel two ------------->   ^_|         
squares in front of wall     

This way if a dwarf jumps through they only fall 1z and can get back through a door or draw bridge. Just make sure the inside where the dwarf falls is sealed off. I just connected the outer wall to the inner wall 2 squares from any fortifications (to prevent dwarves possibly jumping on top of the constructed floors).     

8
Link to download in the spoiler.


Dwarven Haberdasher Cloth Armor/Industry Mod

 ===Installation===

 Before begining either installation method;

 - If you do not want the enemy civs, then delete the text files with _civ at the end of the name. (there are 4)

 - If you do not want glass weapons, then delete the text files with _glass at the end of the name. (there are 2)

- If you ONLY want the enemy civs, then delete all files EXCEPT the _civ files and the creature_haber_dark file

 Method A: If you do not use the Starter Pack's mod tool.

 1. Unzip the file on top of your Dwarf Fortress folder. ENSURE THAT YOU WILL BE PROMPTED BEFORE OVERWRITING ANYTHING.

 2. You will be notified that raw/objects/entity_default.txt already exists. If you use no other mods, accept this overwrite.

 3. If you do use other mods, copy the contents of raw/objects/entity_default.insert (this can be opened using notepad or a similar program) and paste them into raw/objects/entity_default.txt right after [TRANSLATION:DWARF] in [ENTITY:MOUNTAIN].

 Method B: If you want to use the Starter Pack's mod tool.

 1. Unzip the file into a folder inside the Starter Pack's LNP/Mods folder, such as Dwarven Haberdasher.

 2. Cut the grahics folder (which is inside the raw folder just extracted) out of this location and paste it into the same spot under LNP/Graphics/<your graphics pack)/raw. There should be no conflicts. Do this before any graphics packs changes you make with the Starter Pack.

 3. Double-click "Dwarven Haberdasher" to move it from Available to Merged, where it will be highlighted in yellow due to overwriting a vanilla file. Mix with other mods if desired, then click Install Mods.


 ===Description===

 This mod adds cloth armor to the game. The cloth armor is based off of medieval cloth armor, cloth armor worn during Alexander the Great's time, Incan/Mayan/Aztec cloth tech, and Japanese cloth armor. The mod does not change any vanilla RAWs (except necessary tags in the entity_default file) so it should work with other mods.

 This mod adds;
 Chest Armor: Arming Doublet, Pauldrons, Surcoat
 Helm: Arming Cap
 Gloves: Bracers
 Feet: Boots
 Legs: Padded trousers

 Additional plant thread crop grown all year: Cave Moss
 A glue crop: Tower Cap Stalks
 The glue is made through process plant to barrel task.

 The system works like this;
 2 plant thread + 1 dye --> colored quilted cloth (equal to copper)
 2 plant thread + 1 leather + 1 dye --> colored padded leather cloth (equal to bronze)
 4 plant thread + 1 glue + 1 dye --> laminated quilt cloth (equal to steel)

 All new armor and cloth made at the clothier's shop.

 v1.1
 2 new dye crops added: Rock Tripe (teal dye), Liverwort (dark green dye), and Maroon dye added to the Toadstool crop

 Cloth furniture: bed, chair, table, door, and casket; made at clothier

 Quilted Carpets and Laminated Tiling; made at clothier
 The carpets and tiling come out as bars, think of them as rolls, and then you simply build them like you would a floor or wall. I made them bars so that when you "k" look at them it says "quilted fiber carpet" instead of it adding block to the end. Also, since they are building materials, you can build furniture on top of it. Makes for a cozy fortress.

 Armor adjusted so that metal armor can be worn in addition to the cloth armor.

 v1.2

 New cloth items and furniture added;

 armor stand
 weapon rack
 hatch cover
 cabinet
 statue
 bookcase
 backpack
 quiver
 splint
 book binding
 toy: doll
 shield

 Glass Weapons added to the glassmaker work shop. The material is called "glass" and is comparable to steel. All weapons normally made in dwarf mode are available. Additionally glass bolts can be made in stacks of 100.

 To make glass weapons the reaction is as follows;
 1 log + 1 laminated cloth + glue + sand = glass weapon of your choosing

 Two new reactions for raw materials. The reactions are included in the glass reactions file so if you don't install the glass weapons the reactions below will not be present.

 1. Make tower cap logs

 3 tower cap stalks + glue = 1 tower cap log; the reaction is done at the screw press.

 2. Grind blocks to sand

 1 rock block + empty bag = 1 bag of sand; the reaction is done at a quern or millstone.

 4 hostile civs

 1. Minotaur
 2. Ogre
 3. Drow (really just elves but with cloth armor and glass weapons)
 4. Duegar (really just dwarves)

 All civs worship death gods to increase the amount of towers available. Drow and Duegar creatures were added to tell civs apart while embarking. Drow are mortal to increase necromancers.

 v1.3

 Reworked making the cloth system a bit. Now all cloth types require dye.

 7 colors of each cloth; cream, cobalt, maroon, gold, charcoal, dark green, teal. 3 cloth types: quilted, padded leather, and laminate.

 Each colored cloth can be made into carpets, rugs, and tiles of the appropriate color.

 4 new crops; lichen (gold dye), puffball (cream dye), dusk fern (charcoal dye), and dawn fern (cobalt dye).

 Specific cloth material can be detailed from the manager for all cloth furniture and items, so instead of relying on stockpile links you can simply indicate what cloth you want to use through the manager or by hitting "d" on the task in the workshop.

 All dyes are edible and are called "powder" this was done so that you will have an accurate count of available materials for manager work order conditions.

 Ability to create fancy furniture complete with pillows, cushions, blankets, encrusted images, embroidery, frames, etc. Making fancy furniture requires different materials depending on the furniture. They all require a piece of cloth, some thread, and a log. Some of them require a cut gem (glass works). I posted an example previously.

 I added a lot this time so if there are any bugs let me know. As always, questions and comments are welcome. Enjoy!

 v1.4

 Can now make glass bars (same material requirements as glass weapons) so that you can make glass furniture and armor at the forge. (will work on fancy glass furniture and different glass types for next release)

 Added a version of minotaurs and ogres so that they are not attacked on sight when they come to visit your fortress. They also will not topple your fancy furniture!

 Major formatting changes to make it easier to install the mod.

 1. The glass and enemy civ components are no longer in separate folders.
 2. Added an installation readme and manifest.json file (should be easier to install via LNP).
 3. Added Ironhand graphics for Drow, Duegar, Minotaur, and Ogre.

9
DF Dwarf Mode Discussion / I found a double waterfall embark
« on: June 09, 2016, 01:56:18 am »
Hello Everyone,

I was looking for cool waterfall embarks and found this;

Spoiler (click to show/hide)

The waterfall to the left is really small but since it comes off of a minor river I figure I can redirect the river to fall into the lowest basin and basically create a 10 tile wide waterfall to build my fort around. The lower waterfall falls down by 12z.

I have never seen this type of formation before. Has anyone else seen this?

Are there any weird water pressure quirks I need to watch out for? I surmise that if I redirect the top river to fall into the lowest basin that it will simply drain off the map with the stream but for all I know the water will fill up the lowest basin.

10
DF Dwarf Mode Discussion / The new work orders are amazing
« on: May 17, 2016, 01:17:39 am »
The game is much more enjoyable now.

Before this update my play would be very limited until dfhack and therapist updated. Mostly because I would get tired of managing stockpiles, work orders, production chains, AND labor.

I have found that I do not mind assigning labors using the in game labor interface now that I don't have to do the other tedious stuff.

Not having these 3rd party tools has brought the fun back into the game for me. See I'm the type of player that will always use the cheat if its there. Things like reveal, autodump, and liquids are just too convenient. Unfortunately I found the game too tedious before without dfhack and therapist so these tools were always there.

This last weekend I logged around 20 hours on a fort. The lack of complete control over the game environment and my dwarves meant that I never felt completely secure in my fort which brought back to me the feeling I had when I was first learning the game. I hadn't played that long on 1 fort since before .4x.

I did not realize that the inefficient manager system was bogging down my play so much, but all of the little steps combined would bury me in minutiae until I would abandon the fort.

Bravo Toady for giving us this quality of life improvement!

I've added "donate to Tarn The Great Toady One" to my list of things to do tomorrow.






11
DF Dwarf Mode Discussion / Trouble Fullfilling the Need to Wander
« on: January 19, 2016, 12:55:07 am »
So while doing library research I have become a little bored. Not with the research really but there is a large amount of waiting. During that time I've pretty much hammered out a design for a high fps fort. Currently I'm at 150 dwarves and still 100 fps. I am going to keep increasing my pop cap until I drop to 95 fps or so because why not. During planning I have been trying to maximize happiness per a limited space. I have done so by trying to fulfill as many needs as possible.

However, I cannot for the life of me figure out how to fulfill the need to wander. I gather that it is related to a love of nature, so it is a little rare, but I want to fulfill it if at all possible.

Anyone have any ideas?

12
I don't know if this is a bug. I tried looking but couldn't find anything. I have a dwarf with high scholarly skills who just migrated. Everytime I assign him to the library as a scholar the game crashes. I can assign him to other jobs like performer and scribe but no scholar without the game crashing. Has anyone else seen this? I am using dfhack and therapist so I didn't want to submit a report without checking here to see if anyone else has seen this.

I thought perhaps he might still be assigned to a world gen site. Do world gen sites even work like that? I haven't had a fort in this world yet aside from the current.

13
So I'm on fort 16 for the new version (been experimenting) and this fort is the first one with real happiness problems. A bunch of keas attacked the trade depot with the dwarf caravan there and a marksdwarf caravan gaurd shot them down. This of course caused the conflict bad thought blah blah.

Normally I would try and help the unhappy dwarves, but 40.xx got me used to some of them just being depressed. I would try to cheer them up but if they are stress prone there is no hope.

I usually don't use a sheriff because I ignore production orders. However, it occured to me that I could get rid of these dwarfs with some beatings. There had not been production violations yet so I made a sheriff and also made him the hammerer. I put 5 chains in my temple between the dance floor and the coffins. I convicted the dwarves of one crime a piece. Then let the stressed dwarves rack up some more violations by attacking praying dwarfs. I then convicted them of all their crimes. Once their sentence is up they recieved thier steel hammer beating which ended it.

Of course their coffin was 2 tiles away and most dwarves got a happy thought for having seen justice done. For those that didn't... well dwarven justice is certainly efficient.

I know I could drown them or what have you but this way is more hands off for me, and has a good chance of producing happy thoughts. Also, it hardens up your general populace.

Does anyone else do this?

14
My entrance, like most of yours I'm sure, is drenched in blood and littered with corpses. This causes the human caravan to take one look at it and bolt for the maps edge. Bug or feature? I'm thinking feature. I sure as hell wouldn't go anywhere near my fortress.

Has anyone else seen this behavior?

If it isn't the blood it could be gobo visitors showing up or perhaps my military sparring but my money is on the corpses.

15
DF Modding / Modding solution to the temple worship bug
« on: December 26, 2015, 06:30:26 pm »
Currently there is a bug where dwarves will not worship all their gods.

I fixed the issue by making dwarves worship a regional force instead of a pantheon.

Basically it makes dwarves worship the home mountain and not a collection of gods. Thereby making dwarves monotheistic.

This is not ideal but it does solve the issue.

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