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Topics - Ziusudra

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DF Suggestions / Pets should be able to make noise in adventurer mode
« on: January 04, 2024, 04:02:00 pm »
Your pet cats never meow at you. This is just so wrong. Even if it were only cats and in response to you talking to them 1st.

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DF Suggestions / Embark site finder needs Yes option for Soil
« on: December 04, 2023, 03:16:07 am »
Currently V50+ only has options N/A, None, ≤ Little, ≤ Some, and ≤ Deep, which leaves out Very Deep. This causes tiles with very deep soil to only match when set to N/A, but that also matches tiles with none. And since Very Deep is the highest description, ≤ Very Deep would be the same as Yes, and Yes is consistent with the other criteria options.

3
General Discussion / Israel-Gaza/Palestine war thread
« on: December 01, 2023, 12:32:19 am »
Israel announces resumption of combat in Gaza Strip as truce with Hamas expires
Quote
blaming the militant group for breaking the cease-fire.

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DF Dwarf Mode Discussion / DF v50.01+ Worldgen Cookbook Thread
« on: December 14, 2022, 07:24:16 pm »
world_gen.txt location for v50+

This file, which contains the world gen profiles, is located in the prefs\ folder in the DF folder, and might not initially exist; it can be created by having the game save its existing default profiles.

Finding what seeds were used in v50+

When generating a world with random seeds, the seeds used will be output to gamelog.txt in the DF folder.

Here's the guidelines & goals for this thread:

Post your interesting worldgen parameter sets for version 50.01+, along with a description of the 'ideal' embark you've found. Pictures of sites or directions to them (so others can find them) are especially helpful, but at the very least, try to provide others with the parameters for your new Fortress Paradise, roughly where your embark was and what you got out of it (features, resources). One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc).

Got an embark situation you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!

A screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world.
Please use spoiler and code tags where appropriate, to keep your posts a reasonable size.


To get things started, here's a couple posted to the old thread:
I know we don't have a thread for the v50 (Steam version) worldgen yet, but here's a worldgen/seed I found with a 2x2 embark with volcano, stream, steel, with sand/clay/honeybees, for those who want to explore DF with a small embark covering most of the industries. On the large worldmap, it is the central southern volcano by a stream.

Spoiler (click to show/hide)

I know we don't have a thread for the 50.01 (Steam version) worldgen yet, but here's a seed I found with a 12-tile-wide river with a 6-tile-wide tributary, a waterfall where they meet, and a surface volcano! Of course doesn't work on 47.05

The Waterfall
Spoiler (click to show/hide)

The Volcano
Spoiler (click to show/hide)

Location on the zoomed-out world map (southeast corner shown)
Spoiler (click to show/hide)

Location when zoomed in
Spoiler (click to show/hide)

The Resources (names and neighbors will differ, I used a random civ seed and I don't know how to extract it from a save in the Steam version)
Spoiler (click to show/hide)

It's not a particularly impressive waterfall, just 5 z-levels high. But it's plenty to get you started!

Because Civilizations are still random, you may have someone settled on this location already, preventing you from embarking there. I had to regen twice before it was free for me to embark there.


world_gen.txt (fyi the folder in the Steam version changed from data/init to prefs):
Spoiler (click to show/hide)


Here is an HTML form you can save (as an .html file) and open locally (in your browser) for use as a template or starting point for making specific embark feature requests. There's no logic/validation in this form, it just selects everything with a checkbox and then highlights the results so you can copy/paste that into a new post. By vjek.
Also, the HTML form is hosted here, on github pages, and should be usable by anyone.

5
DF Suggestions / Adventurer announcements should include name
« on: March 04, 2021, 06:42:06 pm »
With the addition of parties and the ability to control multiple characters, announcements that just say "You <whatever>" can be ambiguous and confusing. This is exacerbated by the fact that when you switch to another party member, the previous announcement is still shown if it was not dismissed.

With the way it currently seems to be coded, I think the easiest solution would be to have every announcement include the character's name; e.g. "You (Urist) ...".

Edit: and the status screen just says "You" but there you can hit 'd' to see which you you are.

6
DF Wiki Discussion / DFtext template strips leading/trailing spaces
« on: February 20, 2021, 06:47:40 pm »
An example can be seen with the caption for the image on the Combat page.

This can be worked around by replacing leading/trailing spaces with the HTML entity &#32;.

Should we do that or look into changing the template to not strip them? Or something else?

7
DF Wiki Discussion / incorrect layout for some pages on some browsers
« on: July 16, 2020, 12:53:05 am »
This screenshot from someone else on discord:
Spoiler (click to show/hide)

I see it happen on Chrome on Android, but not on Brave on Linux. I saw it on one other page a day or two ago, but can't remember which it was.

8
DF Adventure Mode Discussion / Swimming movement preference
« on: November 19, 2014, 09:19:51 pm »
Does it do anything? What is it meant to do?

I can't see any difference. I always have to alt-move.

9
DF Dwarf Mode Discussion / FindMagma0.2b
« on: December 17, 2007, 10:53:00 pm »
FindMagma0.2b.zip - 207.33 KB - Includes stand alone executable for those without AutoHotKey installed.

FindMagma0.2b_s.zip - 11.13 KB - For those who do have AHK installed.

Just a bug fix update from  last night's release.

Has been tested with both the Classic and XP window styles.  Should work with any other window style unless the window title area is really huge.

Thanks to ein Syndication and Quarthinos for helping track down the issue and especially Quarthinos for the great solution.  Also, thanks to all who downloaded and checked out 0.2a.

For the curious, 0.1 was downloaded 9 times, 0.2a was downloaded 35 times (in about 22 hours.)


10
DF Dwarf Mode Discussion / FindMagma0.2a
« on: December 17, 2007, 12:16:00 am »
A newer version is available here.

FindMagma0.2a.zip - 202.85 KB - Includes stand alone executable for those without AutoHotKey installed.

FindMagma0.2a_s.zip - 10.61 KB - For those who do have AHK installed.

No installation required, just unzip to where ever and double click the FindMagma file.

DF must be set to the following: windowed 640x300, 'text' mode, default color scheme and default font/tile set. ([WINDOWED:YES], [WINDOWEDX:640], [WINDOWEDY:300], [FONT:curses_640x300.bmp], [GRAPHICS:NO])

With DF at the Choose Fortress Location screen, press f to start the search.  The DF window must remain the active window at all times during the search.  Searching the entire world will take about 4 hours.  Found regions will be output to log.txt in the script's folder with the coordinates and any features found.

Once you have the coordinates you can press g (once again at the Choose Fortress Location screen) to go to a region. Just enter the coordinates from the log.txt into the windows.  Again, the DF window must remain the active window at all times.

Both downloads include a change log, but basically the script now only reports regions that are embarkable and have magma and at least one other feature.  Other features currently are mountains and named features (peak, volcano, stream or brook.)  It also reports on neighbors and highest cliffs.

This release outputs debug information to debug.txt, also in the script's folder.  If you have problems please feel free to send me that file, an Alt-PrintScreen of DF at the Choose Fortress Location screen and a description of the problem, including seed if possible.  The debug.txt file includes regions that didn't make the cut among other things, for the curious.

[ December 18, 2007: Message edited by: Ziusudra ]


11
DF Bug Reports / [33a-g] Not revealing above stairway
« on: December 22, 2007, 09:35:00 pm »
I just noticed this on 33g and checked 33a, so I assume it's on all the 33 releases.

When you build a down or up/down stairway the stone/soil directly below it on the next z-level is revealed, but the stone directly above an up or up/down stairway is not revealed.  You can designate the spot and the dwarves will follow the order and can get to the spot so it's not a big deal.  But it would be nice to know what they're digging into, especially if it's valuable or useful.

Actually I just checked (on 33g) and they will dig into damp stone without warning this way, so I assume they would with warm.  Which I suppose could be a big deal.


12
DF Bug Reports / [38c]Pressure plate stopped working
« on: April 08, 2008, 09:55:00 pm »
 
It used to trigger the floodgate right next to it on 0-3. I watched it open and the close several times. The water level has now fluctuated between 1 & 2 several times without triggering.

Its hard to tell how long its been like this, but its been in place for less than a season. The area I'm filling is less than half full.

I'm going to link a lever to the gate to open it, then once the water level on the plate is above 3/7, closing it to see if the plate starts working again.

[ April 08, 2008: Message edited by: Ziusudra ]


13
DF Bug Reports / [176_38c] 1x1 vertical shaft with ramps
« on: March 19, 2008, 12:25:00 am »
This results in the miner digging the first and second ramps, which of course removes the first ramp, but then the miner ignores the third ramp designation.

Fortunately, I was able to finish the 1x1 shaft as designed by redesignating the remaining ramps as stairs and then channeling the stairs away from the top down.

I'm not sure if the bug is that the miner dug the second ramp or that he didn't dig the rest.


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