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Topics - Clatch

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1
DF Gameplay Questions / Word Map view too small
« on: June 29, 2023, 07:47:07 am »
So how do we enlarge it?  I didn't have any issues with it when using my old tileset, but it's way too small to read with the new graphics.

I tried the bracket scaling, click on the map and using the mouse scroll.

Thanks!

2
DF Gameplay Questions / making animal traps
« on: June 10, 2023, 10:24:46 am »
I was messing around in 47 last night. I had queued up some animal traps. I hadn't messed with them much before.

I noticed my carpenter/wood crafter was idle when he had all these traps queued up.  When I removed them from the queue, the dwarf got straight to work.

I didn't see anything in the wiki about prerequisites for building them. There weren't any notices in the announcements for missing componants. Does a trapper build the animal traps or do carpenters?


3
DF Gameplay Questions / Where do we file grievances?
« on: June 04, 2023, 08:13:27 pm »
Just kidding.

I wanted to file a bug report, but the forum and the bug reporting system are locked. The bug report thread in Discord has been archived. Are commoners not allowed to file?  :D

I did have one grievance though beyond that. It would be nice if there were an option to introduce the cursor back to the new interface. Some of us who have been programming for years wear a nifty little thing around our wrist. Having to use a mouse is terrible for our bodies. :)  That's why Vim is so popular and all the cool kids use Lazyvim to program with.


4
DF Gameplay Questions / trade depot changes
« on: June 04, 2023, 01:28:17 am »
I used to be able to tuck my trade depot inside.  Is it two stories now, or must it be outside now?

Spoiler (click to show/hide)

5
DF Modding / Steam Mod Question
« on: June 03, 2023, 04:13:54 pm »
Rather than editing core files, I'd like to create a mod that alters the color.txt and tweaks a few settings in the init_default.txt.  I would also like to include an additional tileset in the art directory. The only examples I see for mods are tweaking the graphics. Does anyone know if it's even possible to do with a mod?  I'm guessing not, considering that some of the settings in the init_default.txt are accessible in the settings menu.

6
I recently ran into that flowchart From Caravan to Happy Days on the Wiki.  It's extremely helpful for new players.

The Steam version could have some form of that as part of a quick help system.  I could see someone like Kruggsmash doing it up quite nice! 

It doesn't have to elaborate with links or anything.  I think a quirky style pull down menu with a scrollable hand drawn flowchart by a dwarf that demoed the proper flow of fort design would be a sweet addition to the Steam release.

7
DF Suggestions / Why "Myth and Magic"?
« on: May 06, 2019, 02:57:10 pm »
To be frank, I've been on hiatus and totally missed the "Myth and Magic" update announcement.  The idea that the next big update is a quality of life one is pretty exciting!

However, I am a little perplexed on the new theme title?  I don't mind the flaming, but hear me out first.

It's been discussed several times about implementing a magic system.  I've always thought that the implementation of such a system would ruin the DF experience.  I can't even imagine what would happen at world creation with "spells" in the mix.  I've always been endeared to DF because it is the only game out there that portrays a true Tolkienesk world, where magic is inherently evil and the destroyer everything good (i.e. quantitative easing). Tolkien himself was a veteran -- which, undeniably made a huge influence on the world he created. 

Currently in DF all the magic-based tropes and borrowed similarities (e.i. necromancy, vampires and were creatures) are tied to opposing, evil forces.  The reason these tropes are so old in literature is because of the psychological symbology these traits imbue.  These real political and social-economical forces are great enough without the addition of the fantastical.  Isn't myth derived from the "master works" that are erected in the face of these overwhelming odds?  Those struggles in humanity was the foundation of Tolkein's world!

In that respect, I propose Myth and Beer -- or Myth and Metal.

8
DF Dwarf Mode Discussion / Can we designate an engraving?
« on: November 25, 2017, 01:18:05 am »
Spoiler (click to show/hide)

I guess I just noticed there was a detail option after designating smooth stone for engraving.  Is this option used to designate a specific engraving?  If so, how?

9
DF Gameplay Questions / Stockpile Puzzle
« on: February 05, 2016, 02:56:18 am »
For the life of me, I can't figure out why no dorf will use stockpile #16 which is configured to accept just about everything.  It's on the second floor of an above ground fort.  I even tried removing the doors off the hinges.

They will use an animal stockpile just across the way on the same level.  I removed a stockpile on the ground floor of my fort thinking they would relocate the misc. stuff to the closer stockpile on the second level above ground.  Instead, they are hauling the stuff to stockpiles several stories below.


10
DF Gameplay Questions / Poor Man's Well - Gathering water from ramps
« on: June 15, 2015, 01:57:59 am »
So I thought I'd trade my traditional well for a Roman style bath house.  I created a ramped room that runs about three levels deep and I filled it with water.  I made the whole area a water source.  Everything went well until the first step of the ramp went dry and now there are notices of "no water source".  So I have a puzzle, why isn't water being gathered from the rest of the ramp?

Ramp from the top
Spoiler (click to show/hide)

Water Source Designations
Spoiler (click to show/hide)

No Water Source Notice
Spoiler (click to show/hide)

11
DF Gameplay Questions / Botched Trade
« on: May 09, 2015, 02:38:42 am »
I hauled a couple of wooden bins up to the trading floor to trade with the Elves.  They were full of rock crafts.  I didn't select the whole bin to trade.  In fact, I was very careful to only select a few rock crafts out of the bins to trade with. 

The only thing the elves had were crap stuff I didn't need -- and most of it was made of wood.  I didn't select any of their wooden items, only some fruits for the seeds.  So when move forward to trade, the Elves were immediately offended of the items made out of wood and left immediately.  There are several wars with elves nearby on the map so I expect they'll be back with spears.  What went wrong on this trade?  Even though I didn't select the bins to trade, were the elves still offended by them being on the trade floor?  What gives?  Did these hypocrites set me up?

12
DF Gameplay Questions / Disturbing Tree Roots
« on: July 15, 2014, 12:12:35 pm »
First off, I haven't thrown my hat in the ring yet by saying this update is amazing!

I left a couple trees on the surface above my fort that I thought I might like to keep.  I haven't figured out how to mine around the roots without tagging them.  The warning message only comes up after the tree is already killed.  Any advice for us tree hugging dwarfs?

13
DF Gameplay Questions / FPS & optimal game pace
« on: December 24, 2012, 01:18:59 pm »
I'm finding that I went from 7 dwarves to 150 fairly quickly.  Now with a large fortress, events are happening so fast that I literally have to pause the game every few minutes and take thirty minutes just to assess the damage.  Just a few minutes produces enough events that it's quite a chore to read through the several announcements and reports (some of which have already lost their zoom ability).  The messages go by so fast, I literally don't have time to read them on the screen as they flash by.

I'm currently processing at 100 fps cap (per the Mac dwarf builder).  I realize for people that have been playing DF for years now probably don't mind speeding things up.  However, I'm curious if anyone tweaks their fps lower for a more natural game pace and what that is? 

Along with that argument, shouldn't a more optimal beginner fps cap be set by default?

14
DF Suggestions / Wheelbarrows for Dumps
« on: December 21, 2012, 03:37:39 pm »
Here ye, Here ye...  Convening the council of The Cavernous Tomb...

We've gathered toged'er on dis important occasion... to vote on whether wheelbarrows fer Dumps is a good idear.

Let's see a count...

... ?WhAAT??? ... BOOKEEEPER!!!

I fear we're missin' some hands...

Bookkeeper: y-y-y-yes yer excellency... der is' three missin'.

OH blasted!  We forgot that blasted ramp!

*** Warning Graphic!
Spoiler (click to show/hide)


15
DF Gameplay Questions / the straglers noone could move
« on: December 21, 2012, 01:25:38 pm »
I have a few pesky rocks holdin' up a construction project.  I can't seem to find any dwarves brave enough to give 'em a he-ho.  I'd really like them moved.

To add to this strangeness, I've talked with my Dwarf Therapist and ordered her to take everyone off everything except cleaning and stone hauling - and I've tried a few other housekeeping options as well.  I can't seem to get those rocks to budge.  As you can see, the dump pile's only a few toes away.

Funny thing it is, I have a construction project several beards downstairs and these idle freeloaders would rather climb that lot to drag those stones upstairs to this here rock dump before even givin' a glance at the front gate project.  They'd remove every blasted one of those rocks only to loaf around in the mess hall awaiting a better order.  Blasted!

Any ideas?


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