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Messages - Putnam

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301
It is not currently possible to add new music/sounds to the game, you have to use the ones that already exist. Once that is doable, it should be possible to reimplement soundsense as a mod.

302
DF Modding / Re: Non-destructive Creature Edit
« on: December 11, 2022, 10:38:48 pm »
Since this is showing up in searches:

Quote
Would be nice being able to do [SELECT_CREATURE:DWARF]

This is straight-up possible now.

303
Wait for Tarn to finish the non-graphical interface (he's working on it right now, it's the very next thing to be released - unless another bug fix release comes first).
given steam is still seeing 'X crashed Dwarf fortress, what happened!' threads un mass, we'll prob' see major bug fixes for the next two months, (and hopefully some UI jank fixes too) before the great toad goes on to fix things up enough to release for free.
Don't think Tarn's ever done two months where he solely fixes bugs without adding any promised features. Guess he might be on a tighter leash this time and he was just mistaken. Lots of people are crashing, but, like the interface crashes, lots of people are crashing due to the exact same cause.

Quote
We just put up one crash patch and may do another before Classic, or else the next patch will also include Classic as well

0.40.01-0.40.13, 2014-07-07 through 2014-09-17

304
DF Suggestions / Re: Moving wall and floor smoothing!
« on: December 11, 2022, 07:06:12 am »
The only stonecutting in the mason workshop is blocks, everything else is what stone carving is.

305
- no way to mass dump, forbid, melt etc. from store screen

Might wanna look closer?

306
DF Suggestions / Re: Give us a 'mass tomb' option or similar
« on: December 09, 2022, 08:47:18 pm »
Yeah, but you have to close them off in a door, which is more annoying.

307
DF Suggestions / Remove doctor-associated labors
« on: December 09, 2022, 08:24:16 pm »
Right now diagnosis and I think bone setting and surgery are tied to location assignments: without a location assignment, there will be none of these done. But there's also a labor, which if it's disabled on said dwarves, those things will also not be done. There's no labor for tavern workers, so there shouldn't be one for these.

308
DF General Discussion / Re: Steam version UI
« on: December 09, 2022, 08:15:41 pm »
I'm tempted to say No on replacing Dwarf Therapist, not with what we have right now. Partly because the game design has shifted. Everyone does every labor now, and then there are settings to narrow a workshop or labor to just specialists when you need it. It's super useful when you need any random dorf to chop out some blocks or some crappy beds for the dorm. But it's not as fine-grained unless you go to the trouble to set up a "detail" for every labor.

I really don't understand this change. I mean I do get it as an acceptable 'basic' setting for people just starting out, but the lack of advanced option is baffling. I've played enough DF - I know what labours I want my dwarves to do and by whom.

If you really think that it's worth your time to make sure only certain dwarves are doing soap making, I am unconvinced that you actually know these things

309
- Hospitals now need to be converted from meeting areas. This is nonsensical, as hospitals aren't social spaces, and basically adds an additional step to setting up a hospital zone. In previous versions, hospitals were designated separately.

This is not true. You can assign any location from any zone, as you would know if you had... literally tried at all, or indeed paid attention to the UI in any respect. I usually use a water source zone for my hospital.

This isn't me having had a bunch of experience early talking, I noticed this the instant I realized I had to make a hospital, that every single zone can now be assigned to locations. Meeting areas are not required for this.

I'm annoyed not because you didn't know--that's fair--but because you didn't bother to check at all before complaining about it online, which always nettles me.

310
Nice work. Did you have to do anything special for that?

Also, stringdumpers - still looking for the Unit Type Token associated with MODSKILL##, for defining custom profession names

There isn't a unit type nor a labor, so far as I can tell, which is not ideal

311
A little off topic, but is there any equivalent to the old object testing arena?  I don't see anything obvious while poking through the menus.

If not, what's the workflow to build mods now?  I read that the game will reload changes to mods that you make in the installed_mods folder, but is our only option to build a mod, generate a new world, start a fort and tweak things while hoping that it doesn't lead to save incompatibility or crashes?

Arena's planned soon, likely far before adventure mode

312
Yeah, thumbnail image can't be more than 2 MB.

313
I have only used CUT_CREATURE, CUT_ITEM, CUT_ENTITY and CUT_INORGANIC for now. Once I discover them all, I will share.

String dump has:

CUT_CREATURE
CUT_ENTITY
CUT_INTERACTION
CUT_ITEM
CUT_WORD
CUT_TRANSLATION
CUT_SYMBOL
CUT_INORGANIC
CUT_PLANT
CUT_MUSIC
CUT_REACTION
CUT_SOUND

And SELECT_ tokens for each of these.

314
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2022, 07:10:53 pm »
Spoiler!
Is it? I genuinely have no idea what's going on with it; I'm not convinced that it's not just a bug, if it weren't so incredibly specific.

Try mining a few.

315
This would be so nice. Many forts will never use fishing or plant gathering and having those stuck at the top of a menu with a scrollbar is bad.

Having fishing in the default list allows you to set it to "nobody does this", so it still deserves a place. The work details aren't just for assigning work, they're also for unassigning work.

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