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Messages - feelotraveller

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1261
Best thought I have is to use proximity to (largely) achieve the desired end. 

Right next to your bookbinding Craftsdwarf set up a Farmers Workshop that only spins hair (refuse pile with relevant hair settings gives to FW).  Keep your other thread stockpiles/production as far away as possible.

But I second Patrik on it not being currently worthwhile to bind books.  YMMV.  ;D

1262
DF Gameplay Questions / Re: Embark Tab Options
« on: January 20, 2017, 01:40:48 pm »
In .../data/init/world_gen.txt there is an option [ALL_CAVES_VISIBLE:0].  Changing to 1 makes them visible.  Never used it myself.  Or it can probably be set using 'Design World with Advanced Parameters'.  See dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation for all sorts of possibilities.  These are just options to set up the world to your liking as provided by the base game.

And Legends viewing is in the game, unquestionably, Start Playing -> Legends, although I believe many people may use a viewer to make the information easier to search, or even reveal extra.  But 'cheating'?  Who ya cheating - yourself?   :o

1263
DF Gameplay Questions / Re: Embark Tab Options
« on: January 20, 2017, 12:38:36 pm »
I just choose the most distant dwarf civ.  Rationale is that means other civs are closer for contact - though not sure it makes much difference.

Then I check if they have high boots.  If not I'll usually choose another.  (I save a copy of worldgen before embark.)  But once again the difference is pretty minimal.*

The rest is just flavour as far as I'm concerned.  Different clothing, or access to iron, or garden vegetables, or whatever, does not amount to much in terms of gameplay.  (Actually creature domestication knowledge might be the biggest difference?) But the height map also matters little to me, and flatness only somewhat - so it is on a par with those.


* Occasionally instead I'll choose a civ with a name that strikes me as particularly apt for that fort/playthrough.  This is the real dwarf way.  :)

1264
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: January 18, 2017, 01:27:05 pm »
I can't get the 'teleport' script to work - linux 64bit, dfhack 43.05 alpha 4.  Terminal output:

Code: [Select]
[DFHack]# teleport -showunitid
460
[DFHack]# teleport -showpos
x                      = 72
y                      = 74
z                      = 79
[DFHack]# teleport -unit 460 -x 72 -y 74 -z 79
Cannot write field coord.y: integer expected.
stack traceback:
[C]: in ?
[C]: in ?
[C]: in field 'getTileBlock'
/path/to/df_linux/hack/scripts/teleport.lua:16: in global 'teleport'
/path/to/df_linux/hack/scripts/teleport.lua:54: in local 'script_code'
./hack/lua/dfhack.lua:562: in function 'dfhack.run_script_with_env'
(...tail calls...)

The destination is definitely a valid tile.

Does the script need tweaking for 64 bit?

1265
DF Dwarf Mode Discussion / Re: Dwarven Haiku? Not For The Weak Hearted!
« on: January 14, 2017, 08:57:38 am »
Another embark,
seven dwarves to the ready:
forgotten beast comes.

1266
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: January 13, 2017, 05:25:40 am »
Can anyone suggest some tips for creating worlds with many small biomes? ...
This should get you started..
I found quite a few embarks with 4 biomes in a 3x3, in several of those, and they generate, typically, without any rejections.
Just remove the seeds and regen to see more.

Okay so I took this and ran with it.  After various iterations I've ended up with a worldgen I'm pretty happy with.  (AKA ready to be stimulated for more tweaking.  ;))  Here's an example of what it looks like.



I find this maximises my chance to find an interesting embark.  My version uses minimum history and lots of big beasts.  I've also set it up to be pretty deep since I like building multi z-level fortresses above the first cavern.  (Note no oceans.) 

Feel free to adapt or try it out!

Spoiler (click to show/hide)

1267
Utilities and 3rd Party Applications / Re: DFHack script: showbiomes
« on: January 13, 2017, 04:46:02 am »
Vanilla returns @ in place of dwarfs.  2.5 showed same potential biomes as 2.0.  Unfortunately this a was from a quick test embark of df/dt/hack and I'm not planning to play on so elevated farms are out of the question.

Thanks for the reassurance (was thinking that it might have something to do with 64bit) and it got me updated to 2.5.   8)

1268
Utilities and 3rd Party Applications / Re: DFHack script: showbiomes
« on: January 12, 2017, 10:52:06 pm »
I got this last night with version 2.0 (sorry out of date, will check tonight with 2.5) on 43.05 linux 64, with dfhack alpha 4.  Doubly strange as there were no terrifying shears or biomes listed at all (in fact no evil biomes) on this embark.  Maybe you can understand why the terrifying dwarfs?

p.s. Everything else seemed to be displayed correctly.

Spoiler (click to show/hide)

1269
Tilesets and Graphics / Re: Taffer's tilesets. 10x/20x
« on: January 12, 2017, 10:18:49 pm »
I like the new colours more.   :D  But I would say that wouldn't I...

(Still addicted to the evil Myne but next CLA will make swapping even easier!)

1270
DF Gameplay Questions / Re: What is relative FPS impact of a waterfall?
« on: January 12, 2017, 10:04:32 pm »
Short answer: yes.

Longer answer: it might not be the only factor but it will be a major contributor.

Grumbling comment: FPS woes really detract from the game for me.  For example, instead of making elaborate self-cleaning multi-leveled magnificent waterfalls/mist generators I find myself inevitably making closed minimal drop set pieces.  Similarly with fortress design - I still dream of the day I can make a fort with multiple major stairways and corridors connecting them on most levels; but with the current state of the game this way lies madness.   :'(

1271
DF Dwarf Mode Discussion / Re: Some no-noobwie questions
« on: January 08, 2017, 09:07:29 pm »
The other way to manage brewing selections is to use the 'kitchen' menu.  So for only pig-tail brewing fortress-wide turn off brewing for all other plants.  (Beware that the default is brewing on for novel plants in the fortess stocks.)

For stocks of 6 dozen different booze types (and multiple stills) it is necessary to check on stock levels occasionally, turning off brewing for plants/fruits that you have (more than) enough of, on for those you want produced, and perhaps resorting to using job-material, or tricky forbiddings or special stockpiles for particular emergency brewings.  (Or micromanaging the kitchen menu for a few jobs...)

Cooking jobs are a bit more difficult since multiple items are used at once.  On both counts it is an older system which allowed some specification of jobs (if you think about how to use it) well before the new work orders system.  Whatever changes might be made will more than likely wait until the cooking system is overhauled.

p.s. The dfhack search ability for stockpile items is why I will always play with dfhack if possible...  ;)  In fact the plants list is very short compared to a couple of others.  :P

1272
It would be remiss of me given the discussion of anarchism/syndicalism and the possibilities for war not to recommend the Culture series of sci-fi novels by Iain M. Banks.  https://en.wikipedia.org/wiki/Iain_Banks#Science_fiction  Fun reading.   :)

1273
I am now using the recent memory addresses and a 32 bit version of the game. Therapist can no longer find dwarf fortress.

Just a stab in the dark, but have you tried deleting 'Dwarf Therapist.ini'?

1274
Version sanity.  Good call.   8)

And thankyou Hello71 for caring, at least somewhat.  ;)  It is, and/or, will be appreciated.

1275
DF Dwarf Mode Discussion / Re: Dwarf Therapist compatibility - DF 0.43.05 +
« on: December 28, 2016, 06:59:21 pm »
There is a semi-working version you can build for linux 64bit.

Of course, somebody has to work on DT for it to work....

...and those who do not have the skills to do so need to work out how best to encourage those that do.  :)

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