chequers
3261
Stonesense. It’s a viewer only, you can’t control the game through it.
IGJoe
3262
That is what I figured. It would be useful to get a good sense over the 3d layout of your fortress, I think. Might give it a try next time I start a game of DF.
chequers
3263
It’s gotta be the dwarf face. There’s no other choice.
Pogo
3264
Does it show updates in a real-time fashion yet? I thought that was one of its goals, or maybe it does it already.
Marcin
3265
Yeah, you can set updates to be 1 sec apart, so just about real time.
However, the one time I did it it somehow corrupted my actual game, unrecoverably. Been afraid to use it ever since. :/
MrCoffee
3266
It never corrupted my game altho it was a long time ago.
chequers
3267
Pretty sure stonesense only ever reads files, so no chance of corruption.
Mazuo
3268
It can crash DF and that can be irritating, but that’s rare and usually was caused when it happened to me by trying to save and quit with it still running.
Marcin
3269
Maybe that’s what happened. After that crash, my savegame was unrecoverable.
Back in the day (2 years ago?) when I started playing DF there were two major sources for actually learning the game (besides the wiki): our own Calistas’ AfterActionReporter page and CaptnDuck’s tutorials.
I put DF on hold 2 months ago or so after trying (and failing) to actually play and enjoy the new military system but anyway, browsing today looking for DF news I stumble on this:
Yup, a basic tutorial for DF2011 clocking in at 2 hours by CaptnDuck; so, any newcomers should absolutely check it out.
Mazuo
3271
Not even really interested in playing until the new update comes out, but want to watch this anyway because it’s CaptnDuck, thanks!
I do searches using the improved site finder for sites with flux and despite having a nice X for a hit, I see no flux listed when I explore a zone in site finder view. Any ideas? Is there really flux there?
Layers which have ores usually also have some sort of flux stone, unless you are mining on the surface; regardless, check if you have one of these types of stones which can be used as flux:
http://df.magmawiki.com/index.php/DF2010:Flux
Also, remember you might have flux deposits either really deep or simply all over the place in pockets so if there is, say, “limestone” on the site finder that means you have flux stone even if it’s not indicated as such.
If you generate worlds with maximum minerals you’ll run into flux literally everywhere. It’s much more fun that way, given most people use a new world for each fort.
Ok, so no listing for flux stone does not necessarily mean there is no flux.
Thoro
3276
For the records, this caused my antivirus software to go into total lockdown and paranoia mode and demand everything related to this thing be purged from my HD with fire.
Just sayin’.
Upload the file that triggered the alerts to VirusTotal.
LNP has been used by thousands. I expect it is a false positive you are looking at based on how the pack and plugins interact with DF. More info please.
(Toady One) I thought feeding was next up, but I’ve been working through making vampires in the fortress harder to spot… they are practically shiny as it stands. They walk faster than mortal dwarves, and they have unusual world-gen-only skills and visible kill lists from historical victims numbering in the dozens. I’m disguising that stuff and adding assumed identities for critters to use, as an extension of the physical form stuff I was talking about in September. Vampires that are hiding their identity in your fortress will intentionally walk at normal speeds and their historical kill lists will be hidden, although you might spot them running fast if they are in your military and fighting with an opponent. I’m going to make immigrants come with more varied skill lists, possibly with some rust (the vampires have rusty skills at times, from world gen). You might also get some historical newcomers that aren’t vampires. I’m sure there’ll be remaining holes in the disguise, beyond what’s intentionally there to help you out, but I’ll try to catch the obvious ones I think to check. I’ve tried to keep the identities separate from their users, so you could have multiple critters use the same identity later on, either as a sequential hand-me-down or in competition at the same time.
Demons that impersonate gods have been updated to use identities, finally, so they’ll actually put on a little act for you when you go to talk to them. The one I was testing impersonated a death/lust god named Bekat the Adorable Skull. Before it took over the human civilization, it used to live in a cave, and I found a book it wrote about the cave in the castle tower. The demons all have horrible personalities, so it was a mean little book. Zach thought it was being foolish – I don’t suppose its god disguise is a very good one, if it’s going to complain about its old living arrangements like that.
Reading this suddenly made me think the stuff Toady has been adding to the game recently might not be entirely superfluous.
Immigrant dwarfs that are vampires?!?! I don’t know whether that is awesome or insane.
Found a new feature the other day. Didn’t bury a dwarf for a while and he came back as a ghost who hung around some stockpiles. He was “angry at not being burried” or something. I am not sure he generated any negative thoughts and he vanished once the corpse was properly entombed. Cool.