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Messages - Lasitus

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1
Utilities and 3rd Party Applications / Re: DFHack 0.40.23 PRINT_MODE
« on: December 29, 2014, 10:37:02 am »
(2D seemed only playable on the ASCII tileset.)  The message still happened, but it started in standard mode.
Please elaborate. All packs are set up so they work best in twbt mode, but fall back to 2D mode if twbt is absent. If they don't work right I need to fix that.

In 2D mode, the CLA and Phoebus pack (all I tried) started as a tiny fraction of the window and the rest was white.

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The launcher loads the default print mode from data/init/init.txt, and keeps this setting if you load a different pack. In case you mixed 40.19 dfhack with 40.2x (as I understand?) this is a side effect... Twbt print_mode is only avaliable if the launcher detects the plugin, and the plugin needs to be recompiled for every version, using a new symbols.xml is not enough to make it work. To get rid of the print mode you can delete hack/plugins/twbt.plug.dylib.

Yes, I am running Macnewbie 40.19 with 40.23 dropped in and a dfhack and Dwarf Therapist compiled with updates for 0.40.23.  I don't mind selecting standard, but thanks for the tips.

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BTW: make sure you don't use the keyboard layouts from .19 with .2x, they have changed significantly, the graphic packs should be ok, only minor changes there.

This is good to know, thanks.  So you are saying just don't select Macnewbie key bindings right?

2
Utilities and 3rd Party Applications / Re: DFHack 0.40.23 PRINT_MODE
« on: December 28, 2014, 11:43:59 pm »
That was it... TWBT must be the reason it didn't start.  I had assumed the reason for not starting was that print, since it was the last print before going down (and therefore only tried 2D and TWBT.)  I was thinking why error out of the game for something like that...  I changed it to standard, got the game to start in a reasonable view.  (2D seemed only playable on the ASCII tileset.)  The message still happened, but it started in standard mode.

Thanks for the help.

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.23 PRINT_MODE
« on: December 28, 2014, 10:54:40 pm »
Hmm, CLA worked fine for me in the 0.40.19 release version of Macnewbie as well.  I didn't see an option in the dfhack.init to turn stonesense off or mention of that ability on the readme.  I don't use stonesense, so I would much rather have the graphics pack.  I tried "disable stonesense" and "stonesense disable" in dfhack.init, but it didn't work.

4
Utilities and 3rd Party Applications / DFHack 0.40.23 PRINT_MODE
« on: December 28, 2014, 10:39:08 am »
0.40.22 works for me, but when updating to 0.40.23, I'm getting this:

Resetting textures
stonesense: Only PRINT_MODE:2D is supported on OS X
Plugin /Applications/Macnewbie/Dwarf Fortress/hack/plugins/stonesense.plug.dylib has failed to initialize properly.

Changing to 2D does start up, but is rubbish for the graphics packs, who mostly want PRINT_MODE:TWBT.  I see the error print in main.cpp for stonesense, but for some reason this is never hit for 0.40.22.

Note: Both versions are using what is currently in DFHack/df-structures/master with lethosor/df-structures/sidebar-modes-pr and DFHack/dfhack/develop with lethosor/dfhack/0.40.22-plugins

I realize this isn't a release, just reporting my findings and wondering if anyone has come across this error before on OSX using a graphics pack.

5
DF Gameplay Questions / No Iron
« on: September 22, 2011, 11:07:50 am »
So, my last two starts, I've had no iron.  I waited way too long for military, because I wanted at least iron weapons.  I need to start military earlier, so I'm looking at leather and bone armor to start and whatever metal I have for a crap squad just in case.  Now I had plenty of copper and some silver.  Seems copper and silver is terrible for edged weapons.  So, all hammers?  I know hammers don't work against certain things.  So, I guess the question is, what do you tend to do military wise if you have no metal except copper, silver, and maybe a little lead?  Also, when do you start your military (est pop wise?)  Is it worth it to have a weaponless dwarf militia at all?  (Cause I tend to get worthless dwarfs right from wave 1, which I don't know what to do with and would put them in the military if I had any weapons.)

6
DF Gameplay Questions / Re: Tell me about your custom stockpiles
« on: September 12, 2011, 05:20:08 am »
I generally get way too much into managing my stockpiles with "take from" commands that a mason using 1 piece of rock to make 1 piece of furniture can easily take 15 hauling jobs before things are "done" again. I'll have a big stockpile in the middle that collects and serves as a hub. Like I'll have specific areas for every type of food I create, (each plant will get it's own kitchen/still/stockpiles ect) which all feed into 1 big stockpile that collects all "to be eaten/drunk" stuff.  This big stockpile is then connected to a bunch of smaller food or booze only stockpiles again which many times are dividing again into single tile stockpiles inside bedrooms/dining rooms.

I do this for basically everything, and even manage some stockpiles completely manually.   (like I'll have a big ingot stockpile a little bit out of the way, but a small one right next to a smithy, and have haulers bring in whichever ingot I'm going to use, before using it, and have them carry back all the leftovers after by enabling and disabling whatever I need or don't need at that time.


In short, everything in my fort gets it's own "storage "stockpiles, hub stockpiles, "usage" stockpiles and quality/material stockpiles. (and then some special ones such a trading, or artifacts or whatever).

How do you make a "hub stockpile" without the ability to do multiple takes?  I've wanted to have combined stockpiles next to areas doing the producing and a bunch of specific stockpiles sorting and pulling from that, but I can't seem to do it without multiple takes from a single pile.  For instance, an ash and coal stockpile next to the wood burner and an ash only stockpile next to the ashery and a coal only stockpile for smelters and blacksmiths and the like.

7
DF Gameplay Questions / Re: Disable Bags as Containers
« on: September 10, 2011, 02:12:20 pm »
A stockpile close to the location you're furnishing could work too - just change the stockpile settings so it won't accept cloth or leather and that should prevent any bags being stocked there.

Well, this sounded like a great idea, but it didn't work when I tried it.  I disabled every other material except wood on the furniture stockpile and enabled everything but wood, metal, and rock containers near my seeds and they never moved the bags from the furniture stockpile...  I wonder if this is a bug; seems like it should work.
All you did was instruct dwarves not to place new bags in the chest stockpile. Now you need to give a "take from" order to the bag stockpile so dwarves actively remove bags already in the chest stockpile.

I forbade storage of cloth items in the pile I wanted them to take it from.

8
DF Gameplay Questions / Re: Disable Bags as Containers
« on: September 10, 2011, 11:52:33 am »
A stockpile close to the location you're furnishing could work too - just change the stockpile settings so it won't accept cloth or leather and that should prevent any bags being stocked there.

Well, this sounded like a great idea, but it didn't work when I tried it.  I disabled every other material except wood on the furniture stockpile and enabled everything but wood, metal, and rock containers near my seeds and they never moved the bags from the furniture stockpile...  I wonder if this is a bug; seems like it should work.

9
DF Gameplay Questions / Re: Animals and Meeting Halls
« on: September 08, 2011, 09:23:54 am »
Pastures are excellent for keeping animals where you want them. They are designated as a zones.
You will have to assign animals to them individually, but my experience is that they even improve the FPS.

Would be nice to have an auto-assign pasture.  I get random animals added/born all the time and some end up dead due to me missing that they were added.

Have you considered a Fence?

Good idea... though new(migrated/captured) animals wouldn't be in the pen.  I wonder if a door disallowing animals to pass will allow animals to be dragged to and from the pasture.  I guess I can just allow it when I need to.

10
DF Gameplay Questions / Re: Animals and Meeting Halls
« on: September 08, 2011, 06:11:50 am »
Pastures are excellent for keeping animals where you want them. They are designated as a zones.
You will have to assign animals to them individually, but my experience is that they even improve the FPS.

Would be nice to have an auto-assign pasture.  I get random animals added/born all the time and some end up dead due to me missing that they were added.

Meh. Non-pets that die of hunger still get butchered. No great loss.

Oh?  I didn't know that.  I thought they just got dragged to the refuse pile.  Well, that's better... most animals I end up butchering anyway, unless I'm raising them to try to get bigger populations/use them for milk.

11
DF Gameplay Questions / Re: Animals and Meeting Halls
« on: September 08, 2011, 05:51:12 am »
Pastures are excellent for keeping animals where you want them. They are designated as a zones.
You will have to assign animals to them individually, but my experience is that they even improve the FPS.

Would be nice to have an auto-assign pasture.  I get random animals added/born all the time and some end up dead due to me missing that they were added.

12
DF Gameplay Questions / Fun Situation
« on: September 08, 2011, 05:44:53 am »
So, I had my first fun situation (just getting into the game and started over quite a few times getting the basics of what I wanted to do down.)  I had a decent defense with a moat and a drawbridge but was stupid and let them in the gates while trying to save some dwarf outside the gates.  Anyway, this resulted in the death of about 20-40 dwarves out of about 150.  A tantrum spiral took the population down to zero in short order though.  I've read the wiki about tantrum spirals and tried making more coffins and had plenty of booze, however, it was darn near impossible to do anything with everyone in the red and going crazy.  The few that were not going crazy were getting interrupted all the time.  I managed to make 20 coffins but in that time, tantrums killed about 50...  so it got worse and worse.  Is there a way to combat this?  I am going to try a massive graveyard just in case, so no one goes unburried.  Also, I had a captain of the guard, but no jail.  Would that have stopped the tantrum spiral (does the sheriff/capt of guard throw tantrumers in jail?)

13
DF Gameplay Questions / Re: Disable Bags as Containers
« on: September 07, 2011, 05:46:42 pm »
Hmm, yeah, I think forbidding them would make them not used at all.  I want them used for seed storage.  I had a thought to just put a stockpile of bags near my farms and chests with the furniture (since they show up in the list by distance me thinks,) but alas the stock menu has boxes/bags together...

14
DF Gameplay Questions / Disable Bags as Containers
« on: September 07, 2011, 04:55:02 pm »
I'm just starting to use Quickfort to place my bedrooms more quickly.  I put an 'h' for a chest, but bags always seem to show up on the top of the list, and it places those instead.  Is there a way to remove bags from the list and just use them for seeds?

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