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Topics - Dwarfu

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1
DF Community Games & Stories / Welcome to The White Library of Southhold
« on: December 05, 2017, 11:17:52 pm »
Within the Kingdom of Lashing, at its southernmost point in The Jungles of Shaking, lies the human fortress of Southhold, controlled by The Renowned Fellowship.

At the direction of Moto Hopfolded, first lord of Southhold, a library and scriptorium was built entirely out of dolomite and dubbed The White Library.  Scholars from near and far research the history and happenings of The Legendary Continent.

These codices and scrolls are available for your work:
Spoiler (click to show/hide)

The list will be updated periodically when new items are available.

You can read a work, and once complete, read a new title or follow-up with something from what you just read (a person, place, event, item, etc. - topics will be underlined).

Where would you like to start?

2
DF General Discussion / No 42.04 Lutefisk update!?
« on: December 24, 2015, 01:10:47 pm »
I am disappoint.

3
DF General Discussion / Do you know...
« on: April 16, 2014, 04:47:36 pm »
...the PUFFIN_MAN?

4
DF Dwarf Mode Discussion / Save Needed in Tantrum Setting
« on: March 25, 2014, 05:06:44 pm »
Anyone have a save with an appointed Captain of the Guard in which there are tantruming dwarves causing 'report crime' jobs, but these jobs aren't being completed (never appear on the justice screen)?

PM on the forums with a link from http://dffd.wimbli.com, reply and post it here, or post in the in the bug report 6235.

Thanks!

5
DF Modding / Playing Race Other Than Dwarfs - 'Report Crime' Job Fails?
« on: August 09, 2012, 05:20:32 pm »
For anyone playing a race other than dwarfs, does your 'report crime' jobs complete?

I'm playing as humans and have copied the positions from the dwarfs, so there has been no changes to the sheriff/captain of the guard.  Yet, when a crime happens, such as a tantrum fist fight, all onlookers will get a 'report crime' job but they never actually report the crime, the job just disappears eventually.  The captain of the guard has an office and is available.

No crimes ever appear in the justice screen (other than failed mandates).

What have I done or need to look at to fix this (or is there any corroboration on this)?

6
DF Modding / Discussion on Plant Alignments
« on: August 21, 2011, 06:45:17 pm »
Redoing my plants from the ground up ;D and this time around I'm going to 'align' them.  I'd like some discussion on what others see as a real-world plant's alignment so I can get some ideas.  This doesn't mean that an evil plant is 'bad,' just that it may have some historical association that may be interpreted as a negative connotation but doesn't have to play out that way in-game.

Here is what I have so far:
Code: [Select]
Type Good Evil Benign Savage Ubiquitous ?
Fruit pear ? ? ? ?
Nut almond ? ? ? ?
Berry ? ? ? ? ?
Grain oat rye ? barley ? wheat
Vegetable ? ? ? ? ?
Textile ? ? ? ? ? cotton, flax, jute?
Other ? bloodroot ? ? ? dyes, extracts, etc.

Obviously I have some research to do, but it is a start.  My examples are pear (for light perry drink), almond (for prized almond milk), rye (for pumpernickel's association to the devil), oats (as an association to the phrase 'royal oats' hehe), bloodroot (for name, red dye).

I know that plants don't have a ubiquitous tag, but if they don't have any tag, they should show up everywhere (I'm eventually going to do this with some more animals, which is why I used ubiquitous).

Another example would be the apple, which has a storied history, but what alignment?

Not looking to add a zillion different plants (I've bogged myself down before with that) - just a few archtypes to fill the given roles.  I'm not doing underground plants yet, but feel free to give some feedback on them or tell a neat story as to why you think they are their alignment.

Thanks!  Look forward to what you come up with.

7
DF Modding / Bit of Butter to go with your Bread
« on: August 13, 2011, 11:51:02 am »
Yum!
Spoiler (click to show/hide)


material_template_default.txt with notes on values - if you update any of these with better values, please let me know:

EDIT:  Need to add this line to the material template for milk:
Spoiler (click to show/hide)

Butter material template:
Spoiler (click to show/hide)

reaction_other.txt:
Spoiler (click to show/hide)

building_custom.txt (I used the barrel type for dwarfs and would use the plunger type for humans):
Spoiler (click to show/hide)

creature_[whatever].txt - place this in whichever creatures whose milk you want to use - cow example:
Spoiler (click to show/hide)

Don't forget to add the reaction and building to your entities.

I don't know if I'm entirely sold on the glob/paste item type, but it works as it is.  This means it will produce individual globs (like tallow) of butter in the amount of units of milk (usually 10 at most).  Gameplay milk (milking action and caravans) will be fine, but if you use the embark-with-milk exploit, be aware the reaction will fill the barrel and the rest will be on the ground, generating however many hauling jobs it requires.

UPDATE:  even with the edible_raw tag, entities won't eat this item until it is cooked; not sure if it is the paste state that is doing this or not.

8
DF Modding / Your Own Forgotten Beasts
« on: August 13, 2011, 01:01:56 am »
This may or may not be known, but I've stumbled on a way to at least make your own forgotten beasts.

Since there was no difference in material properties for organs other than tile/color, I combined them all into a generic material called offal and pointed all the organ tissues to this new material.  The point was to change the meat name of this material to yield 'sausage' when butchered.  It worked great for my purposes.

However, when I generated a new world, I noticed error messages that it could not generate random creatures because these materials were missing (obviously hardcoded to use those materials).  It did, though, grab the first creatures (in the order they appeared in the file) from the first (alphabetical) creature file and made them forgotten beasts (my first file happened to contain the fishes, which is why it was easy to notice).  It did not generate night creatures, demons or overland titans.

Apparently, as long as you rename your materials (if you want to still use the default ones) and point your tissues at them, then put whatever creatures you want as forgotten beasts in the first creature file with enough of them to cover the count, you will at least be able to have your own forgotten beasts in your worlds.

Of course, there's more testing to be done, but I figured I'd turn everyone loose on it and see what you come up with.

(Edited for clarity.)

9
DF Modding / Script Tileset for Review
« on: February 27, 2011, 06:51:17 am »
I didn't see any script/calligraphy type tilesets on the repository, so I made my own.  It is a narrow (within the tile) font, so there is quite a bit of blackspace, but personally, I like that as it allows me to see my dwarfs more easily.  I haven't filled in some of the unused tiles yet as I'm still getting a feel for what I want to put there.  The tileset over all is relatively neat and gives a bit of a hand-drawn look to the play area/maps.

Tileset:
Spoiler (click to show/hide)

Title Screen:
Spoiler (click to show/hide)

World Gen:
Spoiler (click to show/hide)

Embark:
Spoiler (click to show/hide)

Arrival (I have varied tiles turned off):
Spoiler (click to show/hide)

Status Screen:
Spoiler (click to show/hide)


The only tile changes I've made
tile 1 & 2 - I wanted my dwarf tiles to be large enough to stand out easily, so they get simple right-facing smilies (I've been playing human fortress for the last few games, so they get these two big versions).
tile 23 - I didn't like the standard symbol, so I made it look more like a tree.
tile 28/29 - I made small right facing smilies to represent the other entity races (gobbos just get a 'g' character still), so both elves and dwarfs use these.
tile 64 - instead of the @ symbol I used a left-facing smiley so adventurers and guests of the fort (merchants, liaisons, etc.) will be facing the other direction than my own dwarfs.

I also shaded in the wall/river tiles and rounded them a bit.  Some of the other symbols I took some liberties with, so they may require a touch-up to a pixel or two.

Likes/dislikes?  Wide open on changes and will certainly want to use some of the free tiles to at least make more plant life, etc.

10
DF Bug Reports / Notes on Bug Reporting
« on: August 11, 2010, 07:20:44 am »
A few notes for your bug reporting prowess:

  • SEARCH FIRST! (See below.) There's a good chance your bug has been reported already - better to add your findings to an already reported bug than to post yet another duplicate.
  • There is no need to 'bump' a report - Mantis isn't a forum.
  • A save is pretty much always helpful (required for crashes), please upload one to the Dwarf Fortress File Depot (http://dffd.wimbli.com/).
  • Besides reporting what version of the game you are using, also report what version you generated your fort under.
  • Is your save SDL or Legacy, or both?
  • If you have a bug related to specific part of your fortress or a workshop or even an individual dwarf, please have the save zoomed to the spot the bug seems to be taking place.
  • It is extremely helpful to be able to find things via the stock screen (such as making sure you have fuel, bugged tissues, forbidden status, etc.).  Please put your bookkeepers to work:  'n'obles screen, scroll to bookkeeper, 's'ettings.
  • Please set up a profile for your computer system, some problems are OS specific, etc. (Mantis:  My Account -> Profiles).
  • Does your errorlog.txt, located in the root DF directory, contain any messages that might be related to your problem?
  • If you are posting large text blocks (world gen parameters, raw quotes, etc.), please use a service like Pastebin.
  • Hauling problems?  Check the 'j'obs screen for some info.  Also, are you using burrows?
  • If you are using an older version of the game, read about changes either in the release notes.txt file (when you download a newer version), located in the root DF directory, or look at the Change Log (Mantis:  Change Log).
  • For crashes, how much memory was the game using near the crash time?
  • There are many common issues already accounted for, review the stickied issues first (Mantis:  View Issues, stickies will appear above a gray bar).
  • If you need to reopen a bug report that is resolved, please message a Manager on the forums, being:  Footkerchief, Dwarfu, Logical2U, Knight Otu, lethosor.

INTERNAL BUG TRACKER LINKS
  • To create an inline link to a bug report, use the hash/pound key '#' before the bug report number (you do not need the leading zeros).  This will include the title of the bug report when you mouseover the link.
  • To create an inline link to a note, use the tilde key '~' before the note number (you do not need the leading zeros).  This will include the name of the reporter that made the note when you mouseover the link.

HOW TO SEARCH

Your default view is the "MY VIEW" link on the  gray menu bar.  Click on the "VIEW ISSUES" link.



Below the blue and gray criteria fields is your search box.  Type in your search terms and click the "APPLY FILTER" button.



To reset your search, look to the right hand side of the screen on the same line as the search box.  Make sure "[Reset Filter]" is selected in the drop-down box and click the "USE FILTER" button.



Thank you.

11
DF Dwarf Mode Discussion / What are the odds...
« on: January 28, 2010, 02:11:10 am »
...that Ms. èrithuvar will survive her punishment?

Spoiler (click to show/hide)

12
DF Dwarf Mode Discussion / A brave soul...
« on: January 14, 2010, 09:24:01 pm »


Never in all my forts has that announcement been in the singular.

There's a story there, I'm sure.

13
DF Dwarf Mode Discussion / This leads to broken spacebars...
« on: August 28, 2009, 02:15:21 am »
Spoiler (click to show/hide)

14
DF Bug Reports / [40d] King with no material preferences [BUG 220]
« on: August 27, 2009, 03:30:54 pm »
Maybe this is how its always been, but I started to wonder about my king never seeming to give any mandates.  I checked his profile and he as absolutely no material preferences at all.  That whole paragraph is not there.

He is still the original first king from world gen if that has anything to do with it.  Thankfully his wife was killed so I only have him to deal with - its kind of nice having one noble that is always content.

15
DF Dwarf Mode Discussion / Fortress Ratios Discussion
« on: August 26, 2009, 04:11:25 pm »
I'd like to get some feedback on what y'all think of the current ratios used in the fortress.

Guards 1:10, Royal Guards 1:20, prisons 1:10.

I've never had a situation where I questioned the guards/royal guards being sufficient or not, so those are fine by me.

The prisons (cages or chains used for justice), however, seem a bit much to me.  Maybe change it to the same ratio as the royal guards.  I may, very rarely, have 1 poor Urist that gets locked up for some mandate or somesuch, but generally the hammerer kills them.  At no time, with a population over 180, will I ever need 18 cages for justice.  I try to play naturally - I don't use cheats (cooking booze, trapping the entrance) or mods that change the non-vanilla.  I know there are areas of the game currently that are too easy (such as insta-wrestlers) that perhaps lend to the unnecessary prisons, but overall it seems a bit high.

What say you?

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