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Messages - bennerman

Pages: [1] 2 3 ... 26
1
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 14, 2020, 11:32:07 am »
by big sidebar i mean that the sidebars Arent slim like normal DF but really thicc. which is bad because i dont want to see the left side only

Does pressing tab a few times help?

2
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 21, 2018, 10:30:23 pm »
So would we call this a semi-stable release then?

3
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 20, 2018, 07:54:52 am »
In the older versions in fortress mode, other civs would pretty much never invade you, even if you were close to them.

4
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 19, 2018, 10:55:41 pm »
Speaking of raids, did 0.44 fix that thing where no one would ever ever ever actually attack you? (Sorry, probably getting kinda off topic)

5
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 19, 2018, 03:50:56 pm »
So you'd say the alpha right now is probably ok to play on?

6
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 19, 2018, 11:17:20 am »
If you were in my position and still hadn't even touched version 44.xx because you were waiting for the stable release, would you keep waiting or play on the alpha? XD

7
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: January 15, 2018, 08:31:54 pm »
So are we going to get a stable starter pack release soon?

8
Masterwork DF / Re: I crash every time I load a save in adventure mode.
« on: August 12, 2016, 07:22:42 pm »
Had Stal's stuff on (Sorry for late replay)

9
Masterwork DF / Re: Crash sources and saves - Please post them here!
« on: August 12, 2016, 07:20:15 pm »
Seen it crash on Loading Squads, too

10
Masterwork DF / Re: I crash every time I load a save in adventure mode.
« on: August 09, 2016, 12:12:20 pm »
You wouldnt believe how ... surprised, confused, amused in a negative, ironic way... I am. I make an update purely focused on bugfixing and eradicating crashes, suddenly a lot more crash reports come up about something I have no idea how to test. Saves crashing at loading? Thats new.

Could you (ferals, Excaerious, DaSwayza, bennerman, scourge728) upload any saves that cause these issues?

Mine won't be very useful because I've been fucking around with them a lot, but I'll send any unmodified saves that come my way hereinafter

11
I'm guessing that's what happened when I thought I had fixed it originally. Had a bunch of times in a row where everything would load fine.

12
Edit: Nevermind. Got nothing.

Edit 2: Though actually, do I recall there being a crashing problem with TESB before? Because I have it disabled, but in one of the saves that started working by freak chance, I can select pet granite as a pet, and as it's loading, DFHack mentions living stone (both on the semi-working saves and non-working saves), again despite having it disabled from the very beginning. So if there is a problem with TESB, and the launcher is failing to remove TESB as requested, then that could be part of the problem.

13
Masterwork DF / Re: I crash every time I load a save in adventure mode.
« on: August 08, 2016, 07:16:50 am »
Yeah. Got crashes on trying to embark, trying to open adventure mode, and on the rare occasion that I succeed in creating an adventurer: Loading a save.

14
Masterwork DF / Re: No Invasions?
« on: July 31, 2016, 09:11:25 am »
Maybe the solution is to have toady set playermade forts to have a slightly higher priority than other sites? Can't really think of a roleplaying reason to justify that, but it should still allow the "Real armies" piece to stay. All that's really needed is something to make the enemies pick your fort when they send their armies out

15
Found this very old script here ( http://www.bay12forums.com/smf/index.php?topic=91166.msg4546075#msg4546075 ) and it still works as a bandaid solution.

Code: [Select]
-- Shows/resets hunger and thirst counters

function run(cmd)
local unit=dfhack.gui.getSelectedUnit()
if unit then
local name = dfhack.units.getVisibleName(unit)
if name and name.has_name then
unitname = dfhack.TranslateName(name)
else
unitname = "unit"
end


if cmd == 'status' then
print("Status for "..unitname..":")
print("Hunger:", unit.counters2.hunger_timer)
print("Thirst:", unit.counters2.thirst_timer)
elseif cmd == 'reset' then
print("Resetting hunger and thirst counters for "..unitname)
unit.counters2.hunger_timer=0
unit.counters2.thirst_timer=0
end
end
end

local cmd = ...
if not cmd then
qerror('Usage: hunger status/reset')
end
run(cmd)

Just save it as feed.lua. From there, select a creature, type "feed status", then "feed reset", then "feed status" one more time. Compare the results of the first status and second status to confirm that it is working, then just use "feed reset" whenever you need it (don't worry about the statuses)

Edit: Yes, I had the exact same problem as well. It's in the previous release for sure. Not sure of any others

Spoiler (click to show/hide)

Also, can I get an answer to the question above? I don't think I got one unless I missed it

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