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Author Topic: UltraFinder 2.8 - Embark Finder (Post ideas and requests for the next release)  (Read 53642 times)

GFXiNXS

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Re: Dwarf Fortress UltraFinder (New V2.6b (Working) (W.I.P)
« Reply #105 on: July 11, 2009, 10:45:16 am »

Omg, that DF in the background looks totally vintage coloured. How can I get it that way?

That is in fact, "Another Scheme" as posted on the wiki. Duke was close :)
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Lamp

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Re: Dwarf Fortress UltraFinder (New V2.6b (Working) (W.I.P)
« Reply #107 on: July 11, 2009, 07:33:20 pm »

That is in fact, "Another Scheme" as posted on the wiki. Duke was close :)
YES! I love "Another Scheme"!


I also love this program, you're doing a great job, GFX.

EDIT: Oh oh oh! The ability to choose multiple advanced options would be awesome!
For example you could do :
Spoiler (click to show/hide)
and it would search for any of the things listed.
« Last Edit: July 11, 2009, 08:16:26 pm by Lamp »
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I would like to point out that this is not DF 3.0, but DF 0.3.

GFXiNXS

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Re: Dwarf Fortress UltraFinder (New V2.6b (Working) (W.I.P)
« Reply #108 on: July 11, 2009, 08:46:02 pm »

I'm going to go ahead and say there is a potentially large problem with this. I set it to run overnight with "run indefinately" set to "Yes". I woke up to seven hundred and fifteen worlds in my folder. There is no way that many sites matched my conditions. I'm going through the worlds to see what the common problems are.

EDIT: Though, I did turn up a 4x4 site with everything minus a bottomless pit and sand... has 100 z-levels and three nice plateaus to set up base 8)

Wow. I just found the problem. Sometimes I wonder how I even manage to navigate food to my general facial area.
« Last Edit: July 11, 2009, 10:20:06 pm by GFXiNXS »
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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #109 on: July 11, 2009, 10:28:22 pm »

I would quite like the seed for that!


What was the problem?
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I would like to point out that this is not DF 3.0, but DF 0.3.

GFXiNXS

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #110 on: July 11, 2009, 10:40:19 pm »

The problem was that some of the variables stupidly ended up outside of the main loop in one of my edits (yeah, it's embarrassing) - which meant that after a couple of cycles, everything was flagged as green and the program logged everything as a success.

*sigh*

And the world (Vanilla 40d13) 4x4 embark location:

Features: Flux, Aquifer, River, underground river, underground pool, magma pool, magma pipe, chasm, HFS and 100 z-levels.

Press "p" to allow all rejects when asked.
Spoiler (click to show/hide)
« Last Edit: July 12, 2009, 03:47:35 am by GFXiNXS »
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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #111 on: July 11, 2009, 11:24:40 pm »

Well, at least it wasn't something harder to fix...

Thanks for the map :)
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I would like to point out that this is not DF 3.0, but DF 0.3.

forsaken1111

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #112 on: July 12, 2009, 02:35:36 am »

woah, using that world init data I got 1001 rejects and a warning that it can't place grassland anywhere. I did not get the 4x4 site you mentioned either.  ???
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GFXiNXS

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #113 on: July 12, 2009, 03:13:04 am »

When it comes up with the grasslands reject, just hit "p" to ignore all :)
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gtmattz

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #114 on: July 12, 2009, 03:43:03 am »

I just found that if I switch my color scheme from the default to 'another' from the wiki that I start getting the F9 error.   The default works great tho.
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Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.

forsaken1111

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #115 on: July 12, 2009, 03:46:30 am »

When it comes up with the grasslands reject, just hit "p" to ignore all :)

Okay, ignoring all rejects I do find a 4x4 and it has all of the features you mention except a bottomless pit.
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GFXiNXS

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #116 on: July 12, 2009, 04:08:17 am »

When it comes up with the grasslands reject, just hit "p" to ignore all :)

Okay, ignoring all rejects I do find a 4x4 and it has all of the features you mention except a bottomless pit.

Whoops, my bad. I meant to type *no* bottomless pit or sand. Guess I had a brain lapse. Still, it's not a bad site.

I just found that if I switch my color scheme from the default to 'another' from the wiki that I start getting the F9 error.   The default works great tho.

Now that's just wierd. I've designed this whole program whilst using nothing but "another scheme". Haven't had a problem so far. Even the mayday DFG I tested on uses "another scheme" and that works fine too.
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Lamp

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #117 on: July 12, 2009, 10:28:42 am »

Sorry to be a bother, but I just updated to V2.6 last night, I was going to leave it on overnight but apparently the F9 bug is back for me... With FPS on or off, it's still there...

EDIT: Well then, I switched to the original colours and now it gets past the F9 screen...
« Last Edit: July 12, 2009, 10:57:48 am by Lamp »
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forsaken1111

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #118 on: July 12, 2009, 01:29:06 pm »

When it comes up with the grasslands reject, just hit "p" to ignore all :)

Okay, ignoring all rejects I do find a 4x4 and it has all of the features you mention except a bottomless pit.

Whoops, my bad. I meant to type *no* bottomless pit or sand. Guess I had a brain lapse. Still, it's not a bad site.

Oh there is sand, near the north side on one of the lower levels you can find sand walls which can be dug out for sand sources.

It is absolutely an interesting map though. I took 1 extra tile around it making it a 6x6 and I'm building up some stuff there.
« Last Edit: July 12, 2009, 01:31:37 pm by forsaken1111 »
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GFXiNXS

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Re: Dwarf Fortress UltraFinder (New V2.6c (Working) (W.I.P)
« Reply #119 on: July 12, 2009, 04:59:38 pm »

Sorry to be a bother, but I just updated to V2.6 last night, I was going to leave it on overnight but apparently the F9 bug is back for me... With FPS on or off, it's still there...

EDIT: Well then, I switched to the original colours and now it gets past the F9 screen...

It's no bother at all. I'm just having trouble getting my head around what could be wrong seeing as that is color scheme I have been using all along ???

Aside from "another scheme" are you just using a vanilla version of the game? And with what tileset? Cheers.
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