Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - PeridexisErrant

Pages: 1 ... 142 143 [144] 145
2146
The one linked in OP is not - while the core game is v0.34.11 and the latest version, it's about a year behind with all the other contents. 

Get this version instead, as it is up to date, and has more utilities too - it's even (I think) a little newb-friendly-er because the recomended settings are all on by default.  Good luck!

But read the last page of the thread before posting.  Seriously. 

2147
DF Modding / Re: Lazy Newb Pack Development Thread
« on: May 13, 2013, 06:58:17 am »
Feature request:  would it be possible to change tilesets, but preserve the settings?  Experimenting with different graphics can get rather annoying when you have to adjust the popcap and volume (etc...) every time, and on my laptop I have to keep weather and temperature off to get a reasonable frame rate.  Just seems like a logical addition to the way tilesets get changed over, if that's getting changed. 

2148
DF Modding / Re: Community Mods and utilities list.
« on: May 11, 2013, 08:30:28 pm »
Charcoal, ash for fertiliser, lye for soap, etc.  Also potentially arrows.  None of these are absolutely essential, but I'd like to have the fort run as 'normally' as possible given the circumstances. 

In the course of normal play, I keep clear-cutting the map for more bins and it'd be nice to automate that. 

The function of autolabor is zero-input labor assignment, which is essential by the time a full generation has died of old age.

2149
DF Modding / Re: Game launcher/init editor program
« on: May 11, 2013, 02:31:17 am »
Awesome - its getting updated again tonight with the biggest expansion yet.  And a sincere thanks for the work of actual devs, like you.  I just aggregate stuff.

2150
DF Modding / Re: Game launcher/init editor program
« on: May 10, 2013, 07:06:26 pm »
Since I assume this is obsolete given the development of LNP v16.x, could you stick a LNP-pointing link into the first post here, and the DFFD page?  It took me quite a while to work out whether this was worth adding to the pack I maintain...

Also:  the link above points to the front of the LNP thread, which is still handing out v15. 

2151
DF Modding / Re: Community Mods and utilities list.
« on: May 09, 2013, 09:28:45 pm »
Utility question:  does anyone know of a dfhack plugin or utility which can automate tree farming? 

What I'm after is a way to designate an area for tree-cutting each month without user input, to allow for a longer fortress timespan without any user input (auto-plant gathering would be a nice bonus).  My goal is to generate a young world, build and set up by the year 10, and then leave the fort running for so long that there is nothing else left alive in the world. 

There are a fair few tools that can help keep the fortress running relatively normally (eg autolabor, autobutcher, workflow), but all of these require raw materials from somewhere.  I've worked out how to automate indefinite production of items made of green glass, metals, and fire clay, but I need a zero-input source of wood if I want to avoid the gain-from-smelt trick with metals (for bins, armor, etc.)  I know metal is more dwarfy, but I want an immortal fortress with as little cheating as possible - and I have this image of totally insane dwarves waiting in the dark for the world to die, even willing to emulate elves if it means they can outlive every other race and  flood the world with lava at the end of time...

Sadly nothing like this seems to exist (please prove me wrong!) - surely someone has created a tool for such a trivial task? 

2152
DF Modding / Re: Lazy Newb Pack Development Thread
« on: May 08, 2013, 07:02:43 pm »
That looks pretty familiar - I managed to get one of each window pair to start minimized (the log reader for soundsense, and dfhack console) but the other would just open normally. 

I suspect that - excepting clever tricks, which seem pretty common around here - it might be a matter for the makers of the utilities to supply an option for how they start.  maybe I should post about that in their threads?

New version already?  I came here to check a detail when updating my post on reddit for v16.1!  Guess it's the update dance again...

2153
DF Modding / Re: Lazy Newb Pack Development Thread
« on: May 08, 2013, 08:05:24 am »
Derp.  I probably should have looked through the whole pack first...

Fair enough. 

I have no desire to start a competing version - I've uploaded the pack I'd like to see at DFFD and posted in the thread, but I'm not planning to maintain it long term.  I just got sick of explaining how to set it up, and just started providing a link. 

V16.1 is beautiful though,  and optionally starting utilities eg soundsense minimized and DF maximized is literally the only improvement I can think of besides the cross platform project.  I know that a batch script can do some of this - I tried with v15, to limited success - but I guess the number of windows which launch something else in a different window could make that rather tricky.  It was certainly well beyond me. 

Thanks for the new version guys, it really is worth the wait.     

2154
Someone already did [update the pack].
http://dffd.wimbli.com/file.php?id=7622
And only LucasUP can edit the links on the front page and he hasn't been active in the past month (I'm guessing due to exams).

There's also a new version of the GUI (v16.1) waiting to be made official (with LucasUP's permission). http://dffd.wimbli.com/file.php?id=7426

Hi - can anyone build a copy of V16.1, instead of just source code?  I love open source, but as a non-programmer the source is less useful to me than the actual .exe - I'll try building a copy, but with no idea what I'm doing it probably won't go too well.  EDIT:  seems to be working.  Still, could be useful for someone else. Edit#2:  actually is included in bin/Debug, and I feel like an idiot. 

Expect r2 of my LNP pack in the next few days.  EDIT:  up now, includes mayday graphics and new GUI, launches soundsense and mouse fortress by default

[also, can someone share the link markup used here?  I keep posting URLs, and would prefer to hide them.  thanks]

Also also, I'd be perfectly happy for my pack to rehosted instead of switching download links, even without attribution (though I would prefer it).  I'm maintaining it because I can atm, not planning for the long haul. 

2155
PTW - it'll be nice when the LNP I maintain is not windows-only. 

Edit:  any chance of working directly toward an equivalent of v16 instead of v15?  It would just be nice to avoid the cross-platform edition being behind from the very start - I just don't want to lose automatically launching utilities or try to explain what happened. 

2156
DF Modding / Re: Lazy Newb Pack Development Thread
« on: May 07, 2013, 08:55:39 pm »
Awesome as this new version is, would it be possible to provide a pre-built version to replace the current version?  Even clear instructions on how to update would be very helpful - if anyone wants a more recent version, compiling their own seems a little extreme for a newb pack. 

Also, a feature request for the utility auto-launch:  an option to open them minimised would be amazing, particularly for soundsense.  I would likewise appreciate an option for the main game to start windowed but maximised.  Is this easy to do, or even possible?

2157
Yeah, that's the last ever version of the classic DT - Splintermind's fork is now the only version being updated and maintained.  Unfortunately it hasn't been as well publicised as it maybe should, and this is a perfect example :-/

Get the newer version here - it has all the old functions, and some new ones along with a bunch of bugfixes. 

If you just want a grid for labor assignments, there are dfhack plugins (dwarf monitor (separate DL) and something included?) which put a box in the frame with number of dwarves at each happiness level, and add an option to the units screen for in-game grid labor assignments.  I only use therapist to check rather arcane stuff these days, and the autolabor plugin the rest of the time.

2158
Hi everyone!   

Can we please please please update the utilities bundled, at least for the advanced pack?  It's getting painful having to update dfhack, dwarf therapist, falconne plugins etc every time - I ended uploading my pack entire just to save time (except that soundsense pack can't be bundled due to file size) at http://dffd.wimbli.com/file.php?id=7622 - a third link, or rehosting, whatever it takes to get a pack which  really is for the lazy. 

GUI v16 will be awesome when debugged (I'm particularly looking forward to utilities launching with 'play df') but a content update is more urgent when compatibility with new stuff for newbs is at stake.   Steal mine - or someone else's - please.  Soon. 

2159
I actually uploaded  my expanded LNP pack recently because explaining to friends the setup required to play was a deterrent to picking it up.   It basically updates everything in the advanced lazy newb pack and includes a few extra utilities.   

Kinda clashy is still plenty usable and a net benefit;  I just noticed a little cursor jitter when moving and two behaviors when right clicking - it opens the mouse mouse fortress menu and then a second right click returns to the un paused game 

Regarding the combination, compatibility mode would be awesome a total waste of time - it's at least usable anyway.  To be honest, once this provides some kind of scroll method and cursor visibility mouse fortress will be obsolete, since those are now the only reason to use it and only just worth the jitter (mostly the scrolling so I can avoid using arrow keys). 


EDIT:  Having actually fiddled with it again, trying to work out a compatibility mode is going to be more trouble than it's worth - the clashes are really minor, and any energy going into improving the plugin would be better spent increasing functionality so that only one is necessary.  As above, the two that would do that for me are scrolling - either right-click-drag, or hover-near-edge - and the visible cursor which you're apparently already working on.  Brilliant. 

edited for link formatting

2160
I tried using this with mouse fortress, and it was both amazing and kinda clashy (as expected) - mostly just awesome.  The clashy bit is just minor jitter when the mouse stops and two programs are moving the cursor - it settles in about half a second. 

Live view is kinda like dwarf monitor:  once you get used to having that overlay, you can never go back. 

How difficult would it be to show the potential area when digging / tree cutting / etc?  It seems like essentially the same function as the 'x' to show area in construction helper?  I've just been attempting to lay out some long tunnels, and I keep getting the width wrong  :-)

Editing the keybindings was also rather painful, but I assume that getting the same results without that would be rather more difficult - and luckily its a one-time thing. 

10/10, would  will use mouse again.

Pages: 1 ... 142 143 [144] 145