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Messages - zenos14

Pages: 1 [2] 3
16
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: September 30, 2016, 04:28:32 pm »

Thanks. I had to dig around for how to access some of the relevant data, but this was enough for me to put together a toggleaquifer script that suits my purposes. It seems that the rock/soil type does not in fact need to be tagged as aquifer for this to work, and in particular the veins and inclusions can be made into aquifer. So, it was necessary to test that the tiletype is not MineralWall. I also added checks for surrounding open blocks, so that exposed edges don't begin to leak. (Though it is amusing for a slope to just start leaking all over the landscape.)

This was years ago but does anyone have something similar?
Tiletypes can remove the aquifer flag but when you try to create on it just seems to make a damp wall
I got a project I want to try to work on, but I'll need an actual aquifer for it


17
I like to imagine the confused human trader as the dwarf offers him a large stack of coins and then purchases them back, one coin at a time, gleefully cackling and carefully setting each coin down separately so they are no longer stacked on top of each other.
....Why have I never realized this before?

18
is there an ETA on an update to the new version of DF?

The newest version of Dwarf Foress (v0.43.04) is a lot different from previous versions (with the new compiler and the additional 32 bits), so mapping it for Dwarf Therapist will take longer than normal. If you need Dwarf Therapist to play Dwarf Fortress, you might consider playing with Dwarf Fortress v0.43.03 instead of waiting for new memory maps for Dwarf Therapist.

Forgive me if this is a stupid question, but where would we get Dwarf Therapist for V.43.03?
I couldn't find a download link and when I tried copying the branch in the git that said 43.03 I got a access denied message


Edit: Or maybe it was the DFHack V.43.03, I tried to pull down, don't quite remember

19
DF Gameplay Questions / Re: Artificial rivers, fishing, and DFhack
« on: May 23, 2016, 01:03:37 am »
If you create a chamber specifically for fishing by re-routing a section of a river to go down a 'drain' via a set of bridges as floodgates you can fish the limited contents of a river indoors for about a season in a big room over floor grilles with careful management as river water will try to raise itself to the height of the original river tile from the bottom up.

Haven't tested exactly that but from what I can tell in the most recent versions unless it's a river tile that existed at the first embarkation it will be counted as a murky pool, I'm trying to find a way to get it counted as a river

20
DF Gameplay Questions / Artificial rivers, fishing, and DFhack
« on: May 21, 2016, 06:36:12 pm »
So recently I've found out that artificial extensions to rivers DON'T count as river tiles any more when it comes to fishing, is there any DFhack (or any other type of) trick that would let them count as part of the river?


21
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 14, 2016, 06:35:03 pm »
Another question,
Region-pops list POND says I still have 1125 turtles left in my map, but I just got the message that there is nothing left to fish
Am I misunderstanding that Region-pops is supposed to show you the surviving population of creatures your map has access to?
Are vermin handled differently or something?

22
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 14, 2016, 12:44:12 am »
What does the workflow tool do that seems to be not yet possible with the manager?  Would there be value in using the workflow UI to control the manager?

I think workflow is entirely replaced with the new job controls; the new controls have even more flexibility (eg multiple conditions) than workflow did.

One thing I really want though is workflow's (or the stockpile jobs's ability) to do stuff like "Keep making X until you have Y items of Z quality"
The new version doesn't seem to have it, unless I missed something
You could enforce it by linking the job to a workshop which is limited to the corresponding minimum skill.
...Well now I feel like an idiot, thanks for the tip though

23
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: May 13, 2016, 10:22:06 pm »
What does the workflow tool do that seems to be not yet possible with the manager?  Would there be value in using the workflow UI to control the manager?

I think workflow is entirely replaced with the new job controls; the new controls have even more flexibility (eg multiple conditions) than workflow did.

One thing I really want though is workflow's (or the stockpile jobs's ability) to do stuff like "Keep making X until you have Y items of Z quality"
The new version doesn't seem to have it, unless I missed something

24
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: May 09, 2016, 11:40:34 am »
anyone else having difficulty with AutoChop in 42.x? I'm getting a weird thing where the woodcutter seems to get stuck repeatedly trying to chop down a tree that they already chopped down a while ago.  This is in alpha1 on Windows, haven't tried alpha2 yet.  I'll load that up and run some more tests, see if I can reproduce it in a different fort.

--nomad_delta
I'm getting the same issue Nomad here is, but I'm using the new release, anyone else seeing the same thing?

25
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 07, 2013, 02:58:21 am »
I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

Well, with liquids, you can make a water source.  You might even be able to put the water source inside the aquifer stone you created with tiletypes.

Will the water source absorb water like an aquifer?

Normally, no, but I suggest checking; it could be different when an aquifer stone is present.

It doesn't work, oh well time to make a plan b

26
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 06, 2013, 07:44:03 pm »
I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

Well, with liquids, you can make a water source.  You might even be able to put the water source inside the aquifer stone you created with tiletypes.

Will the water source absorb water like an aquifer?

27
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 06, 2013, 05:56:17 pm »
I'm trying to use tiletypes to make a small underground river in my fortress and I'm trying to use aquifers as a end/beginning for the river but the tiletypes aqua command doesn't seem to do anything other than make the stone damp. Is there anyway to create aquifers with tiletypes?
I tried looking but couldn't find much at all about tiletypes

28
For an early fortress? A crossbow, quiver full of bolts, and a two level 3x3 fortification tower with stairs in the middle at the end of a 20 square path.

Works wonders

29
DF Dwarf Mode Discussion / Is it too easy to meet room requirements?
« on: March 05, 2013, 02:59:51 pm »
It may just be me but I am finding it too easy to meet the basic room requirements for nobles, I want to need to bling out the nobles furniture when I make a room. At the same time just giving the peasant dwarfs the basics (smoothed 2x2 room, bed, cabinet, coffer) I seem to end up with a higher quality room than I like. Dose anyone else feel this way?

Also, is it possible to raise the requirements for room quality? If so, how?

30
DF Dwarf Mode Discussion / Need suggestions for a megaproject
« on: January 29, 2013, 04:37:25 am »
I have a 61x61x20 underground area I want to put a city in with a 36x36 lake and island temple in the center. The top of the temple will connect to a downwards spire 6 z levels tall hanging from the ceiling by bridges that will be the kings home. The 2nd or 3rd top most floor will have a pit execution chamber that drops into lava.

My current design is an Eiffel Tower looking thing but I don't like it and I can't think of a better looking design. If anyone has any ideas or a similar project I could look at for ideas I would be very thankful.

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