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Messages - Immortal-D

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1
DF Dwarf Mode Discussion / Re: Water is re-salted when changing zeds?
« on: January 27, 2024, 11:02:15 pm »
For anyone else who stumbles across this - Apparently the salt content of a tile functions similar to sunlight; once it is touched by the contaminant, it remains of that status forever.  The only options are either rebuild elsewhere, or use DFHack to clean the tiles.

2
DF Dwarf Mode Discussion / Water is re-salted when changing zeds?
« on: January 21, 2024, 06:43:32 pm »
This one has me perplexed.  The water is pumped and comes out clean, but changes back into salt water the moment it falls through the floor.  I removed the Wells (buckets may have been contaminated) and paved over the mud floors, to no avail.  I did remove all aquifers, possible the water is still registering an aquifer layer?  I never had this issue in Classic, or even heard of it, so I'm fully out of ideas right now.

3
Good old Therapist :D (the inflexibility of labor groups in Premium is a bit silly).  Anyways, I ran into an issue and am unsure if it's a setting I changed; I assigned a Dwarf the Stonecrafting labor, committed change, then ordered a few rock pots, but that Dwarf still shows 'no job'.  Do I need to change my ingame labor groups to 'all'? (I thought DT overwrites those).  Edit: Disregard, my joy of recreating my old professions caused a rookie mistake.

4
I'm getting back into world crafting in Premium, learning the odds and ends of the new menus.  I'm testing an ocean embark; the ocean itself is Terrifying and the immediate landmass is Joyous.  There is a stretch of sand which I believe counts as part of the ocean biome.  I'm nearly a month in, watching the Dwarves mill about on the surface and fight off the occasional zombie albatross, but there has not been any rain or cloud.  Is it possible for evil weather to spawn only rarely?  Like a couple times per year, or even not at all.  I have never known evil weather to take this long to make an appearance in Classic.  Any insight is appreciated.

5
DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: January 08, 2024, 08:37:15 pm »
The savagery of the ocean is irrelevant for my purposes, though it does tend to match the landscape.  I have found that I get more tropical regions with a double pole, as a single pole will sometimes cut short the tropical end in favor of more normal stuff.  I have created a parameter set that works reasonably well, but am now struggling with weather.  I'm trying to determine if the weather type is consistent when recreating the base seed only (leaving creature/name/history random).  I have created the same world twice and gotten different blood rain each time.  I dunno if blood rain is locked in, or there is a chance I can get something more interesting.

6
DF General Discussion / Re: Future of the Fortress
« on: January 07, 2024, 12:22:26 pm »
- Why is the number of custom labor groups limited and with numbers instead of icons?
- Are there plans to allow editing the default labor groups?
- Have you ever considered adding a world painter for precision embarks? (trying to spawn good & evil tiles adjacent is incredibly difficult)
- Do you know if Adventure Mode will be backwards compatible with existing worlds?
Yeah, the Adv mode stuff isn't directly related (despite me working to have keyboard enabled there), but Putnam's already got some keyboard stuff working in Fort mode on some additional menus.  It's already in progress.
- Does this mean we can fully remap the sub-menus? Like right now adding a hotkey for building a door requires a custom graphic corresponding to said keys.

7
Ah, that's fair.  Well for what it's worth, this plugin was by far my best friend in Classic.  I suppose we'll see what the future holds for Premium (perhaps it's time I started learning lua writing myself).

8
DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: January 04, 2024, 06:41:44 pm »
Hey folks.  The ability to paint worlds in Classic has rather spoiled me.  I want an embark that has a tropical evil ocean and tropical savage evil savanna.  A super bonus would be a good-aligned forest or plain adjacent to said savanna.  I've set Poles to 'both' and cranked up the good/evil tiles per region size (world is large x medium 257x129 if that matters), but I'm still coming up short.  Is there anything else I can change to encourage this particular combination?

9
Great minds think alike, I was just hunting for this thread.  The latest version of Premium has some limited keyboard cursor functionality, but not at the worldmap selection (that I can tell).  I hope you will come back to this plugin eventually.

10
DF General Discussion / Re: Future of the Fortress
« on: December 27, 2023, 01:23:42 pm »
Has working on Premium Adventure Mode allowed you to make any progress towards restoring the keyboard cursor in Fortress Mode?

11
That is brilliant, and I wish I could pass that on to Toady & Putnam.  Also I'm probably glossing over the keyboard option you mentioned, I do not see it anywhere in settings.  I'll give it another try soon-ish.

12
I tried it only very briefly and rolled back to 47.05. Too much muscle memory invested in the old controls, even if they're not objectively the best for new players.
If there was a way to get the new content in the old version, I would also do so.  The improvements to WorldGen are amazing, plus the new !FUN! in the underworld.  That said, it's not necessarily about muscle memory for me.  That's a bit of a pain to relearn, but it can be done.  What kills it for me is simply the mouse cursor being so very slow.

13
I've tried to make the new version work, I really have, but it's just so very slow by comparison.  The loss of macros has also been hard for me.  Used to be I could order digging of 28 bedrooms in just a few seconds.  Now designing a large bedroom floor (and really all other digging) is a cumbersome chore.  I recently had the urge to Dwarf again and stopped after half a year.  I'd spent as much real time playing a few months as I would have playing 2 years in the old version.

Any input is appreciated, though I don't think there's any help for my situation at present.  Keyboard cursor might never come back, or will be a very long time if it does.  I can get used to the new menus and make sufficient hotkeys, but anything that requires painting (dig, zone) is impossibly slow, not to mention the strain on my wrist from using the mouse in that fashion for a prolonged time.

14
Evenin all.  The front page of the HoL is back to normal, you may now return to your regularly scheduled reading, already in progress :P  I still have a few backups to link, plus uploading my own saves from the cleanup effort that include a fair amount of restored images.  Thank you to everyone who helped, with a special mention to Delphonso, King Zultan, Quantum Drop, Superdorf, AvolitionBrit, insectcalm, voliol, and everyone else.

Dawnthunder and Waterlures have been been added to the Nominees in June.  I can not for the life of me remember the code for mouse-over text, so the vote total does not display names like normal (I'll figure it out when I'm not so fried).  Be on the lookout for legends that will be marked as having restored images over the next few days.  /sleep

15
Hey everyone, sorry for the delay.  I promise I have not forgotten :-[  My goal is to everything updated tonight, in addition to recent nominations.

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