Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

This version of LNP is out of date

Yes and it makes me sad :(
- 82 (40%)
Yes and it makes me mad/angry/frusrated >:(
- 29 (14.1%)
Yes and it's okay because there are other versions now :)
- 94 (45.9%)

Total Members Voted: 205


Pages: 1 ... 124 125 [126] 127 128 ... 137

Author Topic: Lazy Newb Pack - Very out of date :(  (Read 2006200 times)

LucasUP

  • Bay Watcher
  • Devout Cheeseist
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1875 on: August 12, 2012, 11:58:57 am »

[0.34.11] [V15] Released
Now with Lazy Newb Pack GUI V1.5
Spoiler (click to show/hide)


Sorry guys, I didn't get around to the grazer tag thing. It just seems too much of a version-specific bug at the moment.
Also, while toggling grazing on/off completely is easy for me to program, doing specific creatures/values is wayyyy harder.
Logged
OG founder of the Lazy Newb Pack

CLA

  • Bay Watcher
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1876 on: August 12, 2012, 07:30:48 pm »

Someone asked me this a while back, and I forgot to ask here: Would you consider adding my graphic pack to the LNP?
Logged
CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Xen0n

  • Bay Watcher
  • Took joy in ‼SCIENCE‼ lately.
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1877 on: August 14, 2012, 01:16:37 pm »

As to the whole grazer issue, perhaps have a button that toggles between vanilla grazer values, and the values used in Modest Mod?  I don't know how easy it would be to just copy and past the part of the mod that changes the grazer values from Modest Mod, but I believe it's pretty reasonable in the way it makes all animals feasible to feed and keep alive.

Also, looking forward to trying out the new version/GUI!  Great work!
Logged

RabblerouserGT

  • Bay Watcher
  • ETHIC:NONBELIEVER:SHUN
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1878 on: August 16, 2012, 08:36:13 am »

Daaaw. I miss the old tooltips already.
Logged

..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

RabblerouserGT

  • Bay Watcher
  • ETHIC:NONBELIEVER:SHUN
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1879 on: August 16, 2012, 11:52:14 am »

I don't quite get the Starting Labors buttons. What's it do, exactly?
Logged

..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

LucasUP

  • Bay Watcher
  • Devout Cheeseist
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1880 on: August 16, 2012, 07:54:41 pm »

I don't quite get the Starting Labors buttons. What's it do, exactly?

I haven't done a lot of playing with it, but my understanding, is that it controls what labours are enabled by default, for both your starting dwarves, and for migrants.
With the SKILLS option, if you have a dwarf who has some skill in Mining, their mining labour will be enabled by default. If they also know a bit about woodburning, that will also be enabled.
My guess with BY_UNIT_TYPE, is if a dwarf is defined as a "Miner", then mining will be enabled, but it will probably ignore any secondary/unrelvant skills.
NONE means that you have to manually enable any and all labours for all your dwarves.

How could I explain this better in the tooltip?
Logged
OG founder of the Lazy Newb Pack

RabblerouserGT

  • Bay Watcher
  • ETHIC:NONBELIEVER:SHUN
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1881 on: August 17, 2012, 05:38:33 am »

all labours for all your dwarves.

How could I explain this better in the tooltip?
I get it now. I guess the tooltip does explain it rather well, still might stump some guys.


New question, though. What exactly are the new keybinds on LNP? I'm thinking about toying with them, seeing if they're less cumbersome than the normal keybinds, but would be nice to have a reference to look at.
Logged

..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

LucasUP

  • Bay Watcher
  • Devout Cheeseist
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1882 on: August 17, 2012, 09:26:38 am »

New question, though. What exactly are the new keybinds on LNP? I'm thinking about toying with them, seeing if they're less cumbersome than the normal keybinds, but would be nice to have a reference to look at.
This is how I know you haven't read the Lazy Newb Pack.txt readme file, because there's a description of them there  :D
But please! Tell me how you like them. They haven't really changed over the lifetime of this pack, but I certainly find them less cumbersome.

Quote from: Lazy Newb Pack.txt
ALTERNATE KEYBINDINGS
--------------------------------------
"LazyNewb" Keybindings:

UP Z Level:              "," or "<"
DOWN Z Level:            "." or ">"
Menu Select UP:          "-"
Menu Select DOWN:        "="
Menu Select PAGE UP:     "_" (shift + "-")
Menu Select PAGE DOWN:   "+" (shift + "=")
One-Step:                "/"
Zoom In:                 "]" (and mouse-wheel)
Zoom Out:                "[" (and mouse-wheel)
------------------------------------
Logged
OG founder of the Lazy Newb Pack

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1883 on: August 17, 2012, 03:36:06 pm »

I don't quite get the Starting Labors buttons. What's it do, exactly?
How could I explain this better in the tooltip?

That's the best explanation I have read for it, LucasUP.  Here is maybe a shortened version of what ya said, up there.

SKILLS - All Skills On
BY UNIT TYPE - Only Highest Skills On
NONE - All Skills Off

It doesn't appear to change what they bring along as gear.  I'm getting picks(miners), armor & quivers(ambushers) and axes(lumberjacks), regardless of this setting.  Kinda wish it would turn off their gear, as I end up just melting it down, to make new items.  To improve wealth. 

I recommend playing with NONE.  It's a great way to play with Splinterz modified version of Therapist, which includes Roles.  Many of the migrants come with poorly assigned skill sets, for their attributes.  Especially the low disease resistant military types.  Or the fisherdwarfs, that do nothing in fishless regions, but gain Agility doing nothing.  They reRole into wonderful FAST haulers. 

Knutor *crosses fingers* and hopes for more Role options by Splinterz.  Take care, Knutor
Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1884 on: August 17, 2012, 03:40:15 pm »

Could you please include one of my ASCII sets? Someone said "LNP doesn't have enough good plain ASCII tilesets" and suggested I suggest that you include this :I It's 16x16, it's hand-drawn so it makes DF look like a big ol' doodle and I think it's nifty.
Logged
My wooden badge was delicious.

RabblerouserGT

  • Bay Watcher
  • ETHIC:NONBELIEVER:SHUN
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1885 on: August 19, 2012, 10:48:09 am »

I believe Lucas said he'd get around to ASCII tilesets when (or if) he gets to revamping that tab in the LNP GUI.
Something about how having separate colors schemes for one tileset can make it a bit tougher.
Logged

..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1886 on: August 19, 2012, 10:49:07 am »

I believe Lucas said he'd get around to ASCII tilesets when (or if) he gets to revamping that tab in the LNP GUI.
Something about how having separate colors schemes for one tileset can make it a bit tougher.
Luckily, it doesn't have a specfic colourset.
Logged
My wooden badge was delicious.

TxJBxT

  • Bay Watcher
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1887 on: August 20, 2012, 03:39:45 pm »

I haven't updated my LNP in a little while so I just updated it. I noticed there is no exotic animals on the GUI anymore. Does that mean that you can tame all animals by default now? Or do I have to revert to an older version to tame exotics?
Logged

daveralph1234

  • Bay Watcher
  • Likes Dwarf Fortress for it's complexity.
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1888 on: August 20, 2012, 04:49:11 pm »

I haven't updated my LNP in a little while so I just updated it. I noticed there is no exotic animals on the GUI anymore. Does that mean that you can tame all animals by default now? Or do I have to revert to an older version to tame exotics?
Exotic creature no longer exist. Toady did an animal tameing rewrite, now all animals just have different difficulties (sucess probability based on skill) to tame.
http://dwarffortresswiki.org/index.php/DF2012:Animal_trainer

Shiv

  • Bay Watcher
    • View Profile
Re: Lazy Newb Pack [0.34.11] [V15] Updated GUI!
« Reply #1889 on: August 24, 2012, 08:35:52 pm »

Anyone know how to get animal training to work in the newest LNP pack?   Seems there's no keybind assigned and none in the in-game menu.  Haven't tried through the text files yet but I assume if it's missing in game, there's not the value in the ini either, so I wouldn't know what to add in. 

Nevermind I figured it out.  Just put these lines in your interface.txt file:
Quote
[BIND:HOTKEY_KENNEL_TRAIN_HUNT:REPEAT_NOT]
[KEY:h]
[BIND:HOTKEY_KENNEL_CATCH_VERMIN:REPEAT_NOT]
[KEY:a]
[BIND:HOTKEY_KENNEL_TAME_VERMIN:REPEAT_NOT]
[KEY:t]
[BIND:HOTKEY_KENNEL_TAME_UNIT:REPEAT_NOT]
[KEY:m]
[BIND:HOTKEY_KENNEL_TRAIN_WAR:REPEAT_NOT]
[KEY:w]
[BIND:ANIMAL_SELECT_TRAINER:REPEAT_NOT]
[KEY:t]
[BIND:ANIMAL_WAR_TRAINING:REPEAT_NOT]
[KEY:w]
[BIND:ANIMAL_HUNTING_TRAINING:REPEAT_NOT]
[KEY:h]
[BIND:CIVZONE_ANIMAL_TRAINING:REPEAT_NOT]
[KEY:t]
I think only the last four key bindings are the important ones though but I added them all and it works now.
« Last Edit: August 24, 2012, 08:47:22 pm by Shiv »
Logged
I still don't think I'm crazy enough to play this game properly.
Pages: 1 ... 124 125 [126] 127 128 ... 137