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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84258 times)

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #615 on: August 28, 2013, 03:22:14 pm »

And what is the appropriate doctor skill? I use each one of the medical skills for one type of upgrade. Studying live creature is impossible, because I cant use live creatures in reactions.
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Putnam

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #616 on: August 28, 2013, 03:48:35 pm »

The appropriate doctor skill would be diagnosing, I'd say.

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #617 on: August 28, 2013, 04:00:02 pm »

I appreciate all the work you put into this, but I'll just let you know that I won't use any of these dyes or paints.

Regarding workshop sizes, I think that everything works fine as it is.  Maybe I don't have the most efficient templates, but everything works great in my template set.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

silentdeth

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #618 on: August 28, 2013, 04:09:11 pm »

What if you just have a hand? Or a partial skeleton? Do those still count as corpses?
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Repseki

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #619 on: August 28, 2013, 04:33:49 pm »

I would definitely think Diagnosing.

Quick unrelated question. Where do you make journals? My new Baron is asking for one, and while he is patient, it would be nice not to lose him right away.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #620 on: August 28, 2013, 04:41:04 pm »

Journales are crafts, just make a few batches of rock crafts...

I dont want to use diagnosing for everything, I splitted it evenly to all medical skills. Otherwise it would be very easy to get legendary diagnosers.

silentdeth: I dont use any corpses or bodyparts, but ITEMCORPSE.

BillyJack: Painter is copy pasted from kobolds, and the dyes was very easy to do. The megabeasts and biology was a lot more work. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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Repseki

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #621 on: August 28, 2013, 04:50:27 pm »

Thanks, I must have been lucky and not pumped one out.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #622 on: August 28, 2013, 05:08:39 pm »

Ore Processor is done. I added it to dwarves, kobolds and orcs. Mineral veins you find are now called "gold bearing rock" or "garnierite bearing rock" or "hematite bearing rock". They drop boulders, which can be processed in the Ore Processor. This then gives the boulder for the smelter. The slag bug is fixed, because I managed to change all slag bars into tools now, thanks to this. No more slag for walls and floors, or for moods.

Ore Processor costs 2 blocks, 2 mechanisms and 2 buckets. Reaction takes 1 boulder in, gives 1 processed boulder out.

I dont quite now yet what to add in addition. I thought for example that galena bearing rock, which appears in limestone and granite, has a chance to give galena ore + granite / limestone. Which makes perfect sense. I could also add gravel as a product, for which I dont have a function yet. Or I add rare finds of items, like crafts or relics/fossils, or an old weapon/armor.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Quarterblue

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #623 on: August 28, 2013, 06:34:25 pm »

Idea: an immigration office where you can set migrant caps, request migrants of all sorts, including from other species (if anything they'd arrive as pets and you could assign them to guard zones). A way to open the way toward multiracial forts.
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Putnam

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #624 on: August 28, 2013, 06:43:36 pm »

Idea: an immigration office where you can set migrant caps, request migrants of all sorts, including from other species (if anything they'd arrive as pets and you could assign them to guard zones). A way to open the way toward multiracial forts.

hmm...

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #625 on: August 28, 2013, 06:45:05 pm »

The embassy can already call migrants, setting migrant caps is possible in the Setting and since its an init setting (init = initialization, which means start up) it only work on restart of the game. So you can do this on a running fort, but you have to close the game, change it, restart the game. Nothing I can do about it.

Multicultural fort I SOOOO want to do. I had 5 different ideas how to make it possible, all 5 turned out to be impossible. I cant get the graphics to work right, thats the only thing missing. Your goblin or kobold migrants would still look like dwarves.

Otherwise, good ideas, keep them coming.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Putnam

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #626 on: August 28, 2013, 06:47:03 pm »

The embassy can already call migrants, setting migrant caps is possible in the Setting and since its an init setting (init = initialization, which means start up) it only work on restart of the game. So you can do this on a running fort, but you have to close the game, change it, restart the game. Nothing I can do about it.

emphasized ;)

Quote
Multicultural fort I SOOOO want to do. I had 5 different ideas how to make it possible, all 5 turned out to be impossible. I cant get the graphics to work right, thats the only thing missing. Your goblin or kobold migrants would still look like dwarves.

If friendship still worked, that could be arranged, too,  but it doesn't.

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #627 on: August 28, 2013, 06:54:33 pm »

If display_tile worked or flash_tile... that would be enough.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #628 on: August 28, 2013, 07:37:00 pm »

Well, those are both tiles, not graphics, so I'm not sure what you were expecting there.

Anyway, here's some code that can change the pop cap while running, give the user an in-game prompt to do so, and send word to the mountainhome immediately:

Code: [Select]
local dialog = require('gui.dialogs')


-- Use max to keep at least some of the original caravan communication idea
civ_stats.population = math.max(civ_stats.population, ui_stats.population)

print('Home civ notified about current population.')


local function setPopCap(arg)
if type(arg)=="number" then
df.global.d_init.population_cap = arg
else
setMigrantNumbers("Only numbers go in there, silly!")
end
local civ_stats = df.historical_entity.find(ui.civ_id).activity_stats
if civ_stats then
dfhack.run_script("fix/population_cap")
else
dfhack.run_script("fix/population_cap","force")
end
end
function setMigrantNumbers(text)
local promptArg = "200" --if not string, will give error at bottom
text = text or "What do you want your population cap to be?"
dialog.showInputPrompt("Pop cap selection","What do you want your population cap to be?",COLOR_WHITE,promptArg,setPopCap)
end

setMigrantNumbers()

--[[error report if promptArg is not set to string at first:
...\hack\lua\gui\widgets.lua:147: attempt to get length of local 'old' (a number value)
stack traceback:
        ...\hack\lua\gui\widgets.lua:147: in function 'onInput'
        ...\hack\lua\gui.lua:472: in function 'inputToSubviews'
        ...\hack\lua\gui\dialogs.lua:131: in function <...rtress\Mods\DFHack script tests\hack\lua\gui\dialogs.lua:119>
]]

I would recommend hiding it in a subfolder so that people don't just use it, hehehe. Be warned that it'll reset if you save and reload, though.

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #629 on: August 28, 2013, 07:44:51 pm »

All other scripts are available like that too ;) I will add it to the embassy asap. Thank you.

The Flash-Tile does work... the creature graphics show the tile instead, but it flickers... You dont have any idea how to do this with scripts? ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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