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Topics - Putnam

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16
Mod Releases / Collection of mod collections
« on: August 16, 2014, 02:46:33 pm »
DFHack Mod Manager mod collection
Wiki with instructions on installation

I've decided to simply not decide on what to use and instead make a collection of mod collections using various formats. I've started with DFHack's mod manager, since that's the easiest to install into an existing DF install.

Spoiler: Current mods included (click to show/hide)

Nothing has graphics yet, mostly because graphics are big but also because the installation may be difficult (or lengthy) with the current mod-manager Lua method of copying.

17
Masterwork DF / DFHack for 0.40 and Masterwork.
« on: July 19, 2014, 08:13:32 pm »
So I just realized something: with the way invasions, migrants etc. work in the current DF release (actual armies actually crossing the world map to get to your fort), the "force event" script I made will almost surely not work with 0.40 and may not have a replacement for a while, if ever.

So I guess you'll have to live with that...

18
Download
Github
Javascript version (works in-browser!)

A nifty little tool that does all the math and balancing for you by copying reality's conveniently existing metals. You gather the data, this thing will put the data into DF.

Installation for non-browser version:

1. Install python.
2. Put contents of ZIP into pretty much anywhere.

Usage:

Readme in the Github link and zip should explain it. If there's any more info needed... I'll add it to the readme on request.

19
fan·tas·tic  [fan-tas-tik]
adjective
1.
conceived or appearing as if conceived by an unrestrained imagination; odd and remarkable; bizarre; grotesque: fantastic rock formations; fantastic designs.


Fantastic Dwarf Fortress is a slightly irreverent fantasy mod that focuses on preventing micromanagement first, adding stuff later. The goal is to simultaneously never have the player feel overwhelmed but still at the same time feel like there's more added to the game. As of now, the mod fails at adding more stuff; in fact, the feature list is dry enough that I can tell them right here:

1. Anti-micro reactions: make steel from ore, make potash/lye directly from wood, automatic functions that make soap through multiple steps (to allow for increase in separate skills).

2. Anti-micro DFHack artifact code: when an artifact weapon or piece of armor is made, the material used to make it is summarily ignored and replaced with a much, much better material tailored specifically for the armor/weapon. Any other artifact keeps its material, of course.

3. Beekeeping made better! No longer does one have to wait an entire season for bee results; get them in a third the time! Plus, all reactions are queued automatically (or at the very least should be).

4. Weekly notifications! Learn what your dwarves are complaining about most of all.

5. Settings! Press "s" on the title screen to get mods you can turn off and on--for now, just the DFHack artifact code, notifications, Fortress Defense and Dark Wizard Tower.

6. New playable race/game mode! Dark Wizard Tower, where there is only one of you against the world--but you don't need sustenance and there's no need to gather resources! Make wealth all you want.

This is going to change, and quickly. I invite everyone to add whatever they feel like to the mod through its github. Make an account, fork the repository, test your additions, send a pull request. Maybe just add an issue. Either way, this isn't just my mod.

Though for now I guess it is. I'd better get cracking.

20
You woke up this morning feeling... funny. Like you could do anything you wanted.

On a lark, to sate some childish impulse, you decided to try to... will yourself to be a male dragon.



...it worked. You suddenly realize that the others in the room are terrified of you. You're going to change back into your standard female human form and make sure they know who you are.

Who are you, anyway? What is your name?

Spoiler: OOC, including rules (click to show/hide)

21
DF Modding / How would you like... moddable help files?
« on: October 02, 2013, 02:44:36 am »
Help files follow a pretty easily followable syntax. For example, this:

Code: [Select]
fortbent_main
[TITLE]Fortbent: The Manual[/TITLE]
Hello! Welcome to Fortbent. I'm very glad you could get here, because that means that my grand experiment was a success!
This is a [C:5:0:0]grand[C:7:0:0] project to create in-game help for Fortbent. So, let's begin with the links. You could always press [IKEY:LEAVESCREEN] to leave.
[B]

Comes out with this:



The Fortbent help is a work in progress, but you can also do it by using this perl scripts for encoding and decoding.

The main question is that of syntax; what makes these files invalid
Spoiler: invalid fortbent files (click to show/hide)
But not this one?
Spoiler: valid vanilla file (click to show/hide)

My combing of the files doesn't come up with any results.

Note especially that my method of linking up in the invalid files there--with subfolders--will NOT work, as far as I can tell. I'm not sure why, but it always comes up with a "failed to generate text" error; I got around it by replacing subfolders with underscores, which are just as good. The two invalid files crash the game, saying that there's an error in the compressed text files.

23
Masterwork is the only one, and I feel that's a waste of interface area :V

24
This was a run-of-the-mill crush. Something you would expect from anyone of my age.

She was a pretty girl. Heck, I still know her. She's still a pretty girl. I just don't have a crush. At all. There were a few things that, in my mind, set her apart, though:

1. She played the same instrument as me. I didn't know it at the time, but music was something that invaded my life just as much as it is in mine now.

2. She was pretty. I liked to pretend this wasn't a factor. That was bullshit.

3. She got better grades than me and many considered her to be smarter, me included. Ohoho. That one got me riled. And by that, I mean crushing.

Naturally, the majority of this was an ideal. The issue is how long I spent to build up this ideal. I had this crush for 3 years and didn't say a single word. Nowadays, this is kinda hilarious to me. She's not scary. The issue was me. And I was a wimp.

The entire effort I made to... something... this girl (Seriously, I can't even ascertain my motives in this situation) is that I could (and still can) tell the difference between her and her twin sister on sight. They keep different lengths of hair and play different instruments. Whoop-dee-doo. I can figure it out now on sight, immediately, when they're making an effort to appear similar, but that's what we call being around someone for long enough. Anyway, it was hilarious. I wrote things. Angsty things.

One of them, I posted on GameFAQs and used her real name. This being GameFAQs, it was posted on a livejournal for all to see. I regret this for her sake, but my emotional disconnect with my past actions is enough that I can laugh at myself all day. Anyway, to nobody's surprise, she found it. Got mutual friend to talk to me about it. Nothing interesting happened. We have an amicable relationship now, made up of nothing significant. We still play the same instrument. She thinks I'm a genius, but then everyone does (It kinda bothers me, but I like to milk it for humor). There's nothing more to say; that is the entire depth of our relationship. "S/he thinks I'm a genius" is assumed by half the population of the school, so that's not special, either. This is the best-case, all things considered.

My entire psychological state up until my junior year of high school from last year of middle school were based entirely around this envy-crush I had. I was pretentious as fuck. I thought I was surrounded by idiots. Literally used that term in my head. Then I joined Bay 12, where people actually are smarter, and got a hobby, which distracted me from doing useless shit all day :V

Lesson: GameFAQs is not where you post personal info! Also, don't get crushes. Also, hormones and the internet do not go together. Also, you'd better have a large group of friends who won't ditch you for being incredibly creepy. Also, get hobbies. Also, be friendly. There are lots of lessons you can get out of this funny little story.

Now, point of discussion: have you done anything that make you look back on yourself and just say... "how could I be so stupid?"

25
Masterwork DF / [DROW] Discussion and Suggestions (v0.9)
« on: April 30, 2013, 02:46:41 pm »
Dead. Can't work in someone else's environment, yo. Can't keep up on the latest.

Spoiler: Original OP (click to show/hide)

26
Mod Releases / Putnam's Minor Mod Collection
« on: April 15, 2013, 09:31:12 pm »
It's a collection of minor mods! I looked at my science mod and said: "wow, this mod has no direction whatsoever!". So I fixed that by splitting it up.

Spoiler: Materials Plus (click to show/hide)
Spoiler: Wands (click to show/hide)
Spoiler: Secrets n' Curses (click to show/hide)

Link

28
Mod Releases / The Legend of Zelda: Earthward Pick (v1.7)
« on: March 02, 2013, 03:33:19 am »
Here's a DFFD link

Lots of enemies, master sword gotten from plot coupons, silver arrows needed to beat Ganon (hoo boy is he a surprising badass), hinoxes throwing bombs, stalfos in the caverns, etc.

Spoiler: Creatures (click to show/hide)

Spoiler: Features (click to show/hide)

Spoiler: Weapons (click to show/hide)

Spoiler: Masks (click to show/hide)
Spoiler: Materials (click to show/hide)

Spoiler: Credits (click to show/hide)

29
DF Suggestions / New syndrome tag: [CE_APPLY_CREATURE_VARIATION]
« on: January 25, 2013, 01:33:43 am »
A bit in self-interest, but I feel that this would add a lot of capability to modding. Since there would need to be a tag added for each individual token that has arguments (extra butcher objects, for example), this could bypass some of that early on. Plus, some syndromes could take up a lot less room this way.

Advantages:
1. It would allow for wide-scale changing of a creature with no fuss--for example, prosthetic limbs without having to make a new creature for each combination of limb replacements. (If my math is correct, that would be seventy creatures--quite daunting! With this, it would require only 4 creature variations)

2. The creature variation syntax is known and fairly elegant.

3. It would make total body part changes far easier in syndromes, as well as tissue adding--but that would probably count as a full body transformation anyway! See below.

Issues:

1. I have no idea how difficult this would be to actually program, since, well, I don't have access to the code and I really have no idea quite how creature variations work in-code.

1a. Subordinate to the above--you need to make a whole new creature to have creature variations. This makes it seem a bit more complex than I think--in fact, it's fully possible that, to make syndromes work with creature variations, Toady would have to code all the syndrome effects for every tag anyway! It would probably be easier to do that in the first place, though, of course, it would still be a bit easier to just make a creature variation and call that in the syndrome, even if that's identical to using all of the CE_ADD_TAG and CE_EXTRA_BUTCHER_OBJECT or whatever comes up later in the syndrome itself.

1b. Still mostly subordinate--creature variation'd creature may still count as creatures in their own right and, thus, incur a memory overhead from their existence. This might seem minor, until you realize that--using the above example of prosthetic limbs--your 2 castes of dwarves would balloon to 140 castes from the prosthetics. If you include not just limbs, but each individual set of limbs and digits (Foot, foot + lower leg, foot + lower leg + upper leg, left first finger, etc.) it balloons to over 20000 castes, (again, if my math holds right) which I can tell you right now, in my experience, would lead to using more RAM than DF can. This should be avoided. (My math for RAM usage comes from Fortbent, which has 144*30 castes involving creature variations to make 4320 castes total, which causes over a GB of RAM usage--pretty extreme, but not as extreme as this would be).

1c. If 1b is true, then creature variations shouldn't be used at all--just syndrome effects. Oh well. Creature variations would mostly be a convenience, but a very nice one.

30
Life Advice / Windows cannot find ".
« on: December 29, 2012, 12:55:45 am »
Shit. It says this whenever I click on a folder. At all. Any file or folder gives me this error. I've already restarted explorer, and I'm kind of scared of restarting the computer for fear that I won't even be able to open Chrome.

EDIT: just checked again. My documents folder is gone. My documents folder is gone?????

EDIT 2: I deleted my documents folder somehow. False alarm. This is officially stupid!

EDIT 3: Locking because there's nothing to discuss, problem resolved, etc.

(i lol'd)

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