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Author Topic: [Quickfort] 2.04 released -- now with minecart track support! [DF 0.34.10]  (Read 309531 times)

Justin In Oz

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Re: [Quickfort] Version 2.00pre3 released
« Reply #255 on: December 29, 2010, 10:58:30 pm »

G'Day,
I have been mucking around a bit. Here is what I have come up with.
I have tried to create a spherical fort, 21 squares in diameter. The bedrooms are all on the "surface" of the sphere. There are 152 of them. I figure that by the time you get to that number a lot of the dwarfs will be shacking up, so you won't need 200 bedrooms. I was inspired by a description of an ultimate efficiency fort that was a hypersphere. The poster said that this was impossible so he built in a cylinder form. After finding another link to a web page that created sphere plans for lego block and the like, I thought why not have a grack at creating the sphere. I have done it in two phases. The first is carving out a few of the levels and all of the staircases. The second is everything.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I am keen to get comment and criticism. I have the whole thing in an excel spreadsheet, but I don't seem to be able to attach it. The spreaddy has a macro that converts selected areas that are filled in red but dont have anything in them to be a d for dig. It is useful in playing around and then converting to quickfort code.
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taodih

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Re: [Quickfort] Version 2.00pre3 released
« Reply #256 on: December 30, 2010, 07:48:04 pm »

Hi , as above poster I also made a simple ramp staircase.
It is a 3x3 4z (1 full spiral) , I also added an dug out area arround the staircase so it's 5x5.
Always start a zlevel down from where you want to start (ramps are upwards thus you need to dig from a zlevel higher)
I'll post both
the 3x3
Spoiler (click to show/hide)
the 5x5 grid (also center start)
Spoiler (click to show/hide)
7x7 (starts at center) it's a combination of + & x formation
Spoiler (click to show/hide)
Later on I'l look into a more compact and usefull ramp staircase
« Last Edit: December 30, 2010, 09:14:35 pm by taodih »
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Quote

Aklyon

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Re: [Quickfort] Version 2.00pre3 released
« Reply #257 on: December 30, 2010, 07:48:44 pm »

Whats a ramp staircase for?
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

taodih

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Re: [Quickfort] Version 2.00pre3 released
« Reply #258 on: December 30, 2010, 08:04:40 pm »

Whats a ramp staircase for?

seems regular stairs take alot more fps then ramps , thats is the main reason.
This have been actually helped my fps (at speed:0 dorfs).

If I mass dump items my dwarf's give a sudden decrease to my fps
(not worth noting though it is a good 10 fps with regular stairs)

and with ramps it has yet to pass the 1 fps decrease
this is all when starting out a fort ofcource.

and it is still hitting max fps (150 with me) and hardly any decrease with 40 dwarfs ^^
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rynait

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Re: [Quickfort] Version 2.00pre3 released
« Reply #259 on: January 02, 2011, 07:25:11 pm »

Hello,

been making alias for gem stone (value sorting to plots),  is there list of acceptable commands

such as...

funkysort,{down}(#sort){enter} ...

can i place comment inside the command string, and what is used for page up/page down? i assume {pgu}{pgd}?

plan do same thing with wood (ya know there are expensive wood, why  waste money to burn it into charcoal or ash?)
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rynait

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Re: [Quickfort] Version 2.00pre3 released
« Reply #260 on: January 02, 2011, 11:24:37 pm »

Hello,

window 7 pro 64 bit. quad core processor AMD.

unable to access Alt-T to enter command from aliases.txt.

is there something for me to fix-correct?  (Alt-d, Alt-F works fine)

Rynait
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rynait

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Re: [Quickfort] Version 2.00pre3 released
« Reply #261 on: January 09, 2011, 10:10:21 pm »

Hello,

edit to above, turns out there are problems with version 2.x not able to run the alt+t commands nor able to access/using aliases.txt file called in .csv file. I switched to older quickfort version  (version 1.11) had no problems with alt+t or aliases.txt access. 

R
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Aklyon

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Re: [Quickfort] Version 2.00pre3 released
« Reply #262 on: January 09, 2011, 10:23:02 pm »

dude, edit button's right there. I understand you're asking a question, but theres not really any need to triple post. Try PMing joelpt.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

rynait

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Re: [Quickfort] Version 2.00pre3 released
« Reply #263 on: January 10, 2011, 10:04:37 pm »

Hello...

triple post?!  aren't you reading.

R
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timothy taco

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Re: [Quickfort] Version 2.00pre3 released
« Reply #264 on: January 12, 2011, 03:13:58 pm »

Never mind, google is your friend.
« Last Edit: January 12, 2011, 05:17:15 pm by timothy taco »
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Starfox

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Re: [Quickfort] Version 2.00pre3 released
« Reply #265 on: February 03, 2011, 11:48:43 pm »

Win7 64
Is macro meant to be faster? Because "macro" execution takes forever compared to "key" with 2.00pre3 :c
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BigD145

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Re: [Quickfort] Version 2.00pre3 released
« Reply #266 on: February 04, 2011, 12:22:18 pm »

Win7 64
Is macro meant to be faster? Because "macro" execution takes forever compared to "key" with 2.00pre3 :c

The macro keystroke can be altered in either init or d_init in DF. I forget which file.
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Thundercraft

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Re: [Quickfort] Version 2.00pre3 released
« Reply #267 on: February 16, 2011, 06:14:05 am »

Whats a ramp staircase for?

seems regular stairs take alot more fps then ramps , thats is the main reason.
This have been actually helped my fps...

...it is a good 10 fps [decrease] with regular stairs...
and with ramps it has yet to pass the 1 fps decrease
this is all when starting out a fort of course.

and it is still hitting max fps (150 with me) and hardly any decrease with 40 dwarfs ^^

I've heard several claim that using ramps instead of stairs and sticking with 3-tile-wide corridors everywhere (except maybe 2-tile-wide in low traffic areas like isolated bedrooms) both make a significant savings in FPS. And I'm going to be using that in my new fort.

However, I'm surprised and rather disappointed that (albeit, while they are gorgeous works of art) the vast majority of .CSV Quickfort templates available stick with using 1-tile-wide corridors and stairs. I'm looking forward to trying out taodih's ramp staircases, but hasn't anyone else thought of releasing new templates with these FPS-friendly features?
« Last Edit: February 16, 2011, 06:19:26 am by Thundercraft »
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Meeker

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Re: [Quickfort] Version 2.00pre3 released
« Reply #268 on: February 21, 2011, 05:18:31 pm »

Some blueprints I made up, the designs are NOT mine... I merely imported them into a CVS file for my use.   To be honest, I cribbed the designs from the wiki.   but I do find the designs useful for building blocks.  Use as you like

Tenements
Spoiler (click to show/hide)

Apartments
Spoiler (click to show/hide)

And finally Workshops
Spoiler (click to show/hide)

Some retouched pump stacks, one going NS and one going WE
Spoiler (click to show/hide)

Spoiler (click to show/hide)



Finally one of my own designs, which is just a simple double helix staircase with ramps.
3x3 spaced, perfect as you'll note for that block of 3x3 squares I left in the middle of all the other BP's I tossed up.

Spoiler (click to show/hide)
« Last Edit: February 22, 2011, 07:28:06 pm by Meeker »
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seussghost

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Re: [Quickfort] Version 2.00pre3 released
« Reply #269 on: March 15, 2011, 08:37:17 am »

Has anyone updated the aliases file for the new versions of DF?
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