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Author Topic: 1x1 Embark  (Read 10663 times)

Manzeenan

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Re: 1x1 Embark
« Reply #15 on: December 15, 2014, 03:06:47 pm »

So this suggestion can't be implemented due to stuff?

I'd like it, I always go for the smallest vanilla embark because of fps and I like not having to scroll to see my whole fortress
Its not that it cant be implemented its just that implementing it might not be so simple.
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GiglameshDespair

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Re: 1x1 Embark
« Reply #16 on: December 16, 2014, 09:37:54 pm »

Surely, those problems should show up when done by DFhack, then?
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lethosor

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Re: 1x1 Embark
« Reply #17 on: December 16, 2014, 09:47:34 pm »

Exactly:
You can also try DFHack's embark-tools plugin (namely embark-tools enable nano).
I use that now but animals still dont come into the map underground, part of this thread's purpose is to see if anyone has a fix but the main goal is to get it on Toady's radar. I like sand indicator and think it should be part of vanilla also.
I've noticed this as well in 0.40.19, although I haven't tested extensively.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

GiglameshDespair

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Re: 1x1 Embark
« Reply #18 on: December 16, 2014, 09:55:21 pm »

From what I've seen of other people playing microforts, they've had animals come in as well. Indeed, one of the comments was things like a horde of giant badgers was much more dangerous because they would almost inevitably path near your dwarves and thus unleash the Badgerstorm.
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lethosor

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Re: 1x1 Embark
« Reply #19 on: December 16, 2014, 10:10:38 pm »

The problem is that underground animals don't seem to appear.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Manzeenan

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Re: 1x1 Embark
« Reply #20 on: December 16, 2014, 11:11:24 pm »

It is really frustrating because I always make building semi-destroyer traps like cave crocs pathing to doors under the caverns through cage traps, its my main source of food and income on maps.
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Caz

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Re: 1x1 Embark
« Reply #21 on: December 16, 2014, 11:12:18 pm »

You're able to do this with 3rd party tools. I don't see the need for it to happen in vanilla simply because some newb will do it then get frustrated about the lack of space and resources. Anyone who actually wants to do this can already.
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Vattic

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Re: 1x1 Embark
« Reply #22 on: December 17, 2014, 03:40:22 am »

You're able to do this with 3rd party tools. I don't see the need for it to happen in vanilla simply because some newb will do it then get frustrated about the lack of space and resources. Anyone who actually wants to do this can already.

Just because you can already do it with 3rd party tools doesn't mean it shouldn't be possible in vanilla, and as said it has some bugs. Any newb is likely to only make the mistake once; There could even be a popup, like the aquifer one, warning about tiny sites and the lack of space.
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Manzeenan

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Re: 1x1 Embark
« Reply #23 on: December 17, 2014, 04:56:23 am »

I like the lack of resources because it requires one to be resourceful however, I dislike underground animals not entering the map. That is all.
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Falconbridge

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Re: 1x1 Embark
« Reply #24 on: December 17, 2014, 05:21:37 pm »

just my two cent:
-existance of a work around via third party program shouldn't be an excuse not to make it vanilla... nano embark only works on windows machine ( I can still use it through wine on linux, but it's a hassle). allowing 1 tile embark in vanilla IS as easy as disableling an arbitrary limit set by Toady (thats how nano embark works).
- you do get underground creature on 1 tile embark from my experience. I'll post an old save this w-e as proof.
« Last Edit: December 17, 2014, 05:23:11 pm by Falconbridge »
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lethosor

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Re: 1x1 Embark
« Reply #25 on: December 17, 2014, 05:22:23 pm »

nano embark only works on windows machine ( I can still use it through wine on linux, but it's a hassle

You can also use DFHack, which is cross-platform:
You can also try DFHack's embark-tools plugin (namely embark-tools enable nano).
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

lethosor

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Re: 1x1 Embark
« Reply #26 on: December 30, 2014, 11:11:32 pm »

This has been implemented in the next version (as well as a fix for the problem with underground animals): http://www.bay12games.com/dwarves/index.html#2014-12-30
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

utunnels

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Re: 1x1 Embark
« Reply #27 on: December 30, 2014, 11:37:50 pm »

Cool.
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Manzeenan

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Re: 1x1 Embark
« Reply #28 on: December 31, 2014, 02:21:04 am »

I really did get too excited after reading the update
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