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User talk:0x517A5D

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[edit] Reveal2

PLEASE NOTE that I consider Reveal2 to be obsolete; it has been superseded by the dfreveal component of [Utilities#DFHack|DFHack], which has all of Reveal2's functionality plus unreveal capability.

Accordingly, the following section is only of historical interest.

----

Feedback for the Vista-compatible version of Reveal goes here, please.

Running Reveal 2, using windows 7 RC, DF ver.40d11 with mayday. Gives the error: Windows cannot access the specified device, path, or file. You may not have the appropriate permissions to access the item. I have made myself the owner of all the files, and have tried running as admin. Any ideas?

Not really. That error message's text is not in either reveal2.exe or in the binary modules. The error message may come from the binary modules anyway — I don't have Rick's source code so I can't tell for sure. But I suspect that this error is coming from Windows; it is failing to run reveal2.exe at all. I can reproduce the error message (in XP) by restricting the permissions on reveal2.exe to deny my own user account access to it. I think check the permissions on the files — just because you're the owner doesn't mean you necessarily have permission to access the files.

Have seen no game-corrupting issues having saved and loaded a Revealed map so far (other than not having magma buildings).--Draco18s 02:58, 23 April 2010 (UTC)

Good to know. Myself, I've not dared to try saving or playing a Revealed map. I save and reload the map in DF, run Reveal2, look around in DF, and kill the DF process via ctrl-alt-delete. Then restart DF, of course.
0x517A5D 16:50, 23 April 2010 (UTC)
I'd thought I'd made a backup of the unrevealed map (copied wrong save), so I could go back if necessary but alas, I'm stuck with it. Unfortunately...I have no magma buildings. I tried looking through the Reveal code to see if I could invert the process (e.g. make a Hide utility) but I can't find the critical line.--Draco18s 02:38, 24 April 2010 (UTC)
Regretfully, I don't have the source code for the actual module that does the map alterations. That was written by Rick/Gibbed who didn't make it open-source, and he seems to have disappeared.

Dtil can hide tiles, but Dtil hasn't been updated for the new release yet. I may get around to playing with the Dtil config files to try to get something working, but I can't promise anything. Sorry. At least there's lots of coal these days. (Presuming you have a sedimentary layer.)
0x517A5D 01:53, 25 April 2010 (UTC)
I wish. I'm up in the mountains. No sand, no coal, 1 tile worth of trees (which, oddly, I haven't completely deforested).--Draco18s 21:12, 25 April 2010 (UTC)
I think I found what you want. The DF2010:Utilities#DFHack listing says DFHacks reveal module can hide tiles as well. I'll copy this note to your talk page to ensure you see it.
0x517A5D 20:02, 26 April 2010 (UTC)
Found that more recently. Already had DFHack, but didn't notice its reveal tool or that it could re-hide until after I'd abandoned and started a new fort. Thanks though. :)--Draco18s 18:20, 27 April 2010 (UTC)


[edit] Enable magman buildings

Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --Gorfob 02:21, 18 March 2008 (EDT)

On running magma enabling utility I get the error "Failed to locate patch point for magma forge". Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --Justin Kace 21:24, 8 August 2008 (EDT)

I have had the same issue as you Justin. Hopefully we can get a fix for this soon. --Rock Mongler 19:43, September 4 2008 (EDT)

I get: Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running? regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --Zatnik 08:41, 7 January 2009 (EST)

I'm not surprised that it's no longer working. I haven't even looked at the source code in over a year. The Tweak utility can do the job and a whole lot more. (But Tweak is not yet updated for the 40d* series either.)
Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.
0x517A5D 13:33, 8 January 2009 (EST)

[edit] latest build

I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--Destor 17:23, 9 December 2008 (EST)

The slow mining doesn't bother me much. I can get my things safely underground quickly enough. (On a glacier map it might be different; I've never tried.)
I normally dig a channel around the edge of the map, for protection. I'm not doing that in my current game, but it does train a miner well. Later on, I do train my real miners on soil.
0x517A5D 15:36, 11 December 2008 (EST)
I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --Vandelay 19:50, 14 April 2009 (UTC)

Read your talk page shortly after getting started and found it highly inspirational :thumbsup: Also many thanks for the utils && continued involvement. --Freeze 04:01, 23 March 2009 (UTC)

[edit] Siege checklist

Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D FangXianfu 13:26, 12 May 2009 (UTC)

Oh, good. I wondered if anybody looked at that. Glad it's useful.
0x517A5D 23:47, 13 May 2009 (UTC)
Can I swipe that for the siege page?--Albedo 00:32, 6 June 2009 (UTC)
It's fine by me, but I'm not sure it actually should be on the siege page. Or at least flag it as, maybe, Suggested Best Practices or some such.
0x517A5D 20:28, 8 June 2009 (UTC)

[edit] Moodable skills & etc. updated

Some time later... Strange mood. Made a lot of tweaks, new tables, and re-ordered the overall presentation. Major rewrites are under the "eligibility" and "chance" subsections, w/ some under "workshops", and misc all over. (Comparing "history" is almost useless due to re-ordering.)--Albedo 12:46, 28 May 2009 (UTC)

Thanks, looks good. I see an issue I'll correct WRT "20 dwarves". Some of this is new to me, as I've not looked hard at the preconditions for entering a mood. Should this be protected with a spoiler tag the way thoughts are?
0x517A5D 19:04, 28 May 2009 (UTC)
Added a spoiler warning, half way thru, after some/most of the basics. But somehow I (we?) lost the weighting of "Miner" - any idea? Strange_mood#Chance --Albedo 08:33, 23 June 2009 (UTC)

[edit] Artifact quality

What version was that inspection (the one that yielded 5x quality multiplier for artifacts) concerning item quality? I asked on #Bay12Games, but they gave me conflicting answers as to what the quality of an artifact really is.

I don't think I was the person who figured that out. I don't remember doing it.
0x517A5D 20:19, 10 October 2009 (UTC)
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