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Messages - rmblr

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46
Does a gunsmith forge not require fuel? I haven't built one yet as I was on an embark without wood and I assumed it required fuel, so I didn't build it because I couldn't build it over magma.

47
I have quick save enabled on the season change, and this never crashes. It only crashes (100% of the time) when I Escape -> Save and Exit. The save seems to complete successfully (AFAICT) so its not that big of a deal.

Played quite some time today without any crashes, so DFHack was definitely the culprit in my earlier save. I'm going to try enabling DFHack, but without any scripts or plugins, then enable one by one until I get some crashes.

Edit: two gameplay questions

  • Could you add a Magma Gunforge?
  • Could you explain a bit about how to use the Alchemy workshop?

48
I've a fort going about 5 hours now without DFHack and I haven't had any crashes, except when I save, like Arkhier mentioned. Any time I go Esc -> Save Game it crashes before returning to the main menu.

49
i get crashes when saving new world maby thats the reason i cant load it later. Is it possible for someone to upload somewhere already created world? just save folder or maby whole game folder, dunno.

Using a script I attempted to generate 60 large worlds, and only 20 completed successfully, the rest crash during the save. I repeated the test with the medium setting and in that test I got 48 successfully saved worlds. Notably I haven't gotten any crashes with pocket worlds, obviously whatever bug in the mod is causing the world gen to crash is less likely to trigger on smaller world sizes.

If anyone wants one let me know, here's a dropbox album with the world maps.

Now to try out DA without DFHack and see I still get crashes during the game.

I've not experienced any crashes on the Windows version during world gen in a long time. Including with DFHack on.

How many years old are these test worlds? Old large worlds are more prone to crashing, probably due to memory/space constraints.

I recommend turning off DFHack during world gen if you experience crashing. However, this is not a bug with Dark Ages or something that I can correct. DA pushes DF to the limit of world gen and any complications can potentially destabilize it.

I ran your saved game with DFHack off for about 45-minutes with no crashing. So it may be possible to just turn it off-and-on as needed.

I was not using DFHack and the preset was the default medium-full-y175. Also the crashes don't happen during generation itself but during the offloading part after generation. The worldgen crashes aren't so annoying as it happens < 50% of the time.

Thanks for testing my save. I'm going to play a new world today with DFHack off and see if I have instability issues.

50
i get crashes when saving new world maby thats the reason i cant load it later. Is it possible for someone to upload somewhere already created world? just save folder or maby whole game folder, dunno.

Using a script I attempted to generate 60 large worlds, and only 20 completed successfully, the rest crash during the save. I repeated the test with the medium setting and in that test I got 48 successfully saved worlds. Notably I haven't gotten any crashes with pocket worlds, obviously whatever bug in the mod is causing the world gen to crash is less likely to trigger on smaller world sizes.

If anyone wants one let me know, here's a dropbox album with the world maps.

Now to try out DA without DFHack and see I still get crashes during the game.

51
DF General Discussion / Re: Dwarf Fortress 40_19 Starter Pack r3
« on: December 16, 2014, 07:35:08 am »
Quote
Code: [Select]
- added DFHack script "burial", GUI option; auto-allow built coffins for burial
 - added DFHack script "position"; reports time in great detail

Is there an repo where the various starter packs store these non-default dfhack scripts? Maybe something to add to the LNP-shared-core?

52
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: December 12, 2014, 02:37:34 pm »
I've a recent dwarf migrant with great Organizer skills and want to appoint him as my Manager, but the Nobles assignment list have him in it. In fact the list seems to show a rather small subset of my 100+ dwarves! Whats up with that?

53
No, you need to run DT as root like it says..

Or read the documentation included in the files you downloaded: https://github.com/splintermind/Dwarf-Therapist/blob/DF2014/README.rst#running-the-program

54
How soon does cave adaptation set in? Will 10 years underground in the Education Center produce Legendary graduates who can't go outside without fear of spilling their cavvy sweetbread roasts all over the garden?

What about a dual level (three if you count the pool) school with an exposed playground? It could be all on one level if you built the whole school close enough to an edge to expose part of it to sunlight. Worth the trouble?

55
The westmost must be a proper ramp to return the cart, i.e. it must have EW track. Preferably the entry ramp (to the east) as well. A ramp must have track touching wall and track touching floor, or the game treats it as a flat tile.

Gah, I'm sorry I feel like an imbecile. I guess part of the problem is I don't fully grok normal DF ramps in the first place.

You say it must have an EW track, this means it must be a NEW ramp track? So the eastern ramp needs to be NEW too?

edit: Ok I got it working with like this:

Code: [Select]
Ramp EW, Ramp NW, Ramp NEW, Ramp W
The NEW Ramp is marked as unusable, because the z-level above has a wall in that space (see 1st screenshot. I just got my impulse elevator working, so now I just have to work out the drop chute catching mechanism!
 

56
Every kind of track that can be built can also be made by engraving, it just takes more keystrokes, removed designations etc.
Thanks for the tip! It took me a moment to figure out exactly what you meant but this works fine for the wiki design... It is very fiddly though and you have to let one of the carved pieces on each Z level finish building before you do the other one... and you have to remember to un-designate the changes to the one you've already carved when doing the second one.

I just tested it and i was able to designate it all in one go without having to wait for it to finish. I'm on 40.19 though. Also I was designating just one z-level (as shown in the diagam), not sure what you mean by multiple z-levels.

Now my current issue is trying to build this bounce-back system in the second screenshot of this post. He gives this diagram:

Quote
Code: [Select]
WWWWWW
W═╝╝═W
WWWWfW

The furthest right ╝ is an impulse ramp.  The furthest left ╝, also an impulse ramp, is what the minecart will be returning on.

Yet in my testing the minecart enters from the right (falling) then just goes to the west-most edge and gets stuck. Of course I'm testing without magma, maybe the bounceback only happens in magma?

More likely I just didn't designate it properly. What are those track pieces from left to right? My broken version is:

Code: [Select]
Ramp E, Ramp NW, Ramp NW, Ramp W
BTW, Raven I got your save and opened it up and took a peek around... good stuff! I'm just trying to do this without power for the moment as I'm trying to learn minecarts not water reactors yet. Unless you can convince me I can power it easily!

57
Yup, it works great in 0.40.19.

And yea, submitting is the main way to get more people to use it. I only found this thread cause I was trolling the forum archives for old DFHack scripts!

I'll submit it on behalf of yourself if you don't mind.

58
Working through some of these suggestions, thanks for the contribution everyone.

Here's a quick question I can't find answered anywhere.. how do you designate a series of adjacent ramps?

For example I want to create a simple line of impulse ramps like the following, where each ramp is a SW Track ramp:

Code: [Select]
═▲▲▲▲▲▲▲▲▲▲═
I can't figure out how to designate this. Whatever I do I end up with the middle ramps all being SEW ramps.

59
Stumbled across this script today! Nice work!  You should consider submitting for inclusion in DFHack by default.

60
I want to learn how to use minecarts to bring magma to the upper levels.

There are several topics on this already, but none are noob friendly. By 'noob friendly' I mean consisting of clear and precise instructions with clear and precise screenshots/ascii examples. No assumptions that the reader knows anything about minecarts or can decipher your graphics/tileset.

Several such topics are:


Some questions for the more knowledgeable:

Impulse Ramps

The wiki gives this diagram for impulse ramps:
Code: [Select]
z +0    z +1    z +2    z +3
 ░░░░░   ░░░░░   ░░░░░   ░░░░░
 ░╔░░░   ░▼╚╗░   ░░▼▼░   ░░░░░
 ░╝░░░   ░▼░░░   ░░░╔░   ░░░▼░
 ░▼▼░░   ░░░░░   ░░░╝░   ░╚╗▼░
 ░░░░░   ░░░░░   ░░░░░   ░░░░░

░       : Wall
╔,╚,╗,╝ : Track/Ramp
▼       : Down Ramp (empty space)

  • Which way is the direction of travel?
  • Could someone add a top/bottom layer that show the entrance and exit tracks?
  • Would you use this for going down, or just up?

Other Systems

As far as I can tell, the simplest magma delivery system would be composed of four parts: drop chute, fill station, impulse elevator, dump station.

I think i can reason out how to build the impulse elevator from the wiki's diagram (assuming the aforementioned questions are answered). Would anyone care to diagram the Automated Minecart Magma-Pump system? I don't quite understand.

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