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New scripts allows creature spawning. Which type would you like most? You have 2 votes.

Constructs: Mechanical/Steampunky Creatures, like Turrets, Landmines and Golems.
Fungi: Fungus-farming dwarves create Myconids, Slimes and Blobs.
Summoning/Conjuration: Demon and/or Elemental summoned at a magical altar.
Animate/Alchemy: Animate mud, stone, gems, metals, weapons or armor into "animated sword" or "mud golem"
Entymologist: Create giant insect versions, like Giant Spiders and Giant Roaches through mutation.
Heroes/Unique Super-Creatures: Hire well trained mercs or heroes of dwarven legend. Only one at a time. (Unsure if possible)
Something else (Please give more info about your idea)
Whatever you think is best, Meph. But rather towards new types. (Fungi/Demons/Animated things)
Whatever you think is best, Meph. But rather towards existing types. (Constructs, Colosseum)

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Author Topic: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.  (Read 13203 times)

Etherdrinker

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Lets mm try to rephrase it a bit...  by killing I mean...  the game begin to slowdown

Meph

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No, it doesnt?

Have you actually run a fort with it and seen a drop in FPS?
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Asva

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Quite possibly so, even if the first entry is a bug, the other are correct. But I can change it if you like. I am working on the GUI atm anyway, file is right here in front of me. Remind me again, which PHP script?
And I'm referring to wiki raw ripper/parser. As for current progress, I managed to add graphic tiles support (somewhy works only for square images and doesn't support underground color). And now am overhauling every function to add array support, permitting fancy 2d tables - name, image, block, build items (readable), build profession - for every workshop.
"!NOTREEPLANT:!"  => "YESTREE[PLANT:" clearly doesn't follow the replacement method you used to disable|enable raws everywhere but in plants, which is "!NOSOMETHING!"  => "YESSOMETHING[". I guess, that should be fixed to avoid further confusion.


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Meph

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Yeah, I didnt even knew that I did that, its long ago... 1,5 years or so that I wrote that line. ^^ I'll change it.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Etherdrinker

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No, it doesnt?

Have you actually run a fort with it and seen a drop in FPS?

No, but my actual fortress have sometimes drops to 60-80. I use Quatum stockpiles for stones, wood. maybe is the excess of livestock.

(Wooly goats, Pekyts, Bouldercrabs, cavern birds, Dewbeetles, Tuskoxs...)

Even with the stables, I find is not that simple to manage the livestocks, because the livestock dies in some time, you must micromanage a lot, still for a small fortress, like for example, I canīt know exactly what livestock are going to die of old age (maybe I just newbie about this stuff). Then about invaders... they keep killing, disrupting the caravans, and I canīt grab all the loot without risk a lot, so the stuff stays outside that keep pumping the more a more invaders, building greatly the fps killing.

So is a vicious circle: you try to manage with few stuff, caravans get disrupted by invaders, then you try to be selfsustained, your fps drops about the excess of livestock and other stuff you need for keep running your fortress then it kills the fps and more immigrants coming, and the circle continues, but at last your fps gonna collapse in all the cases...

Then constant nuisance about Gnolls, Leprechauns, are a way more complicated than manage the Kobolds.  Thats why I donīt feel pretty comfortable about the Lighting thing. 

Maybe I need some serious tips about how to do it.

btw, my machine is not crappy  icore5 2450m cpu 2.50 duo  RAM 4.0 GB  Video AMD Radeon 7570 M. I run the normal stuff like sound sense and therapist and The manual for quick reference.

So... what I am doing wrong about the low fps?

Oh forgot to mention, the scarecrows are not working that much as intended, because I ve seen the leprechaums and gnolls, destroy then, they get scared for sometime but they backs and backs and try in all ways to steal the stuff.

zach123b

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get the program speedfan, my computer has intel i5 with 3.2ghz and 4gbs of ram, i was getting mad when my fps was 30-50 after the first year
going through the list of whats wrong i found out my computer was running 90-110 celsius using speedfan
i had to replace the thermal paste on the processor to get 40-50c : /
ran me $9 at radioshack
now dwarf fortress works properly again at 150fps

doesn't have to be speedfan as there are other programs that can check the temperature
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Etherdrinker

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nope, is not the temp, I using Speedfan, Tuneup utilities CCleaner, Razer speed booster. Also I have Disk defrag. I keep those tools running

The most temp  I get from playing a game was for playing Minecraft that why I stop playing it was 80°-90°

zach123b

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mm is the fort covered in blood and guts? have you tried the 'clean all' command in dfhack?
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Etherdrinker

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After a ton load of fun for early ambushes, and raving mad carvans (cause I was not building a tradedepot, they get striked by melancoly and get berserk because they donīt get a trade...), I shut off the invaders till I can settle a fortress than can deal for the normal unbalance in DF.

Exist pretty few dirt like vomit and blood (blood come from the butcher and some random savagery)

I have soap too for cleaning and a handy Brood close.

Meph

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Just leaving two pics here as a teaser. First one is new library system workshops and some building ideas (none are coded, its only a picture), the second one is... new. :)



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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 :::

moseythepirate

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Re: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.
« Reply #100 on: September 23, 2013, 12:09:34 pm »

Is that...a world gen menu in the GUI?

It's...so beautiful T_T
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Meph

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Re: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.
« Reply #101 on: September 23, 2013, 12:42:15 pm »

Its more advanced then the standard worldgen, but less complex then the advanced worldgen. Best part: It mods all templates at the same time, even Gaia, Shiv, Urborg, whatever I already added. So you like Garden of Gaia, but do not like the caverns and vampires? Change them, still get Garden of Gaia, but with your own cavern style and without vampires.

Besides adding invalid stuff into the textboxes (for example "asdf99999" instead of "99") its impossible to break anything. You can play around with this as you like, the world gen will not cancel. :)
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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 :::

Srial

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Re: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.
« Reply #102 on: September 23, 2013, 01:19:11 pm »

That UI screen is beautiful.  I can't wait to try it out.    Pretty much that's everything I fiddle with in my advanced world gen except maybe volcano settings.

Also, I am intrigued and looking forward to the Volcanic Oracle of Armok.   I'm dying to try out a very religious fort for my next one and any new features in the religion system make me anticipate it all the more.
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Meph

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Re: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.
« Reply #103 on: September 23, 2013, 02:20:55 pm »

I dont know if I'll manage the religion system in the next update... its rather extensive, and I want to release a few other things first. I know I have been postponing it quite a bit, but I can finally alter the UI again, so that has priority above everything else.

Spacefox Tileset is installed, btw. :)
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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 :::

BoffoDorf

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Re: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.
« Reply #104 on: September 23, 2013, 02:28:27 pm »

The world gen looks nice but can you do something about the background picture to darken it? it's looks nice sure but white text on a background with white details is less than ideal.

I Like how the Volcanic Temple to Armok has 9 for the magma level  8)
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