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DF Gameplay Questions / Re: Woodcutters don't cut wood
« on: May 02, 2024, 07:37:49 am »
Your woodcutters aren't in military squads, are they?
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Any command of the formCode: [Select]createitem SEEDS BUSH_QUARRY 1
creates seeds I can't mill, no matter for which plant.
Ok so with nested SELECTs and SELECT_MATERIAL for seeds the problem of duplicate seeds really is fixed. However, the behaviour I get now is that I can't mill any of them instantiated by dfhack, neither with "createitem SEEDS" nor with "createitem PLANT_GROWTH", so I can't even test anything in my mod this way. But as noted before, this is also true of vanilla rock nuts created by dfhack, so I'm reserving judgement until I test it with organic, locally sourced seeds.
Tool material raws:Code: [Select][ITEM_TOOL:ITEM_TOOL_RAWHIDE]
[NAME: : ]
[ADJECTIVE:raw]
[VALUE:1]
[LEATHER_MAT]
[TOOL_USE:flaps of skin]
[TILE:253]
[SIZE:5000]
[MATERIAL_SIZE:1]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]
On Thursday, Feb 8th, 2024, we stopped providing the cross-sign by default in requests made to our /acme/certificate API endpoint. For most Subscribers, this means that your ACME client will configure a chain which terminates at ISRG Root X1, and your webserver will begin providing this shorter chain in all TLS handshakes. The longer chain, terminating at the soon-to-expire cross-sign, will still be available as an alternate chain which you can configure your client to request.and
If you use Android 7.0 or earlier, you may need to take action to ensure you can still access websites secured by Let’s Encrypt certificates. We recommend installing and using Firefox Mobile, which uses its own trust store instead of the Android OS trust store, and therefore trusts ISRG Root X1.
(Boring bugfixes. THIS ISOn the bright side, two of the fixed "minor" bugs (bridge support + work animals) were over 15 years old (i.e. they were present all the way back in 40d), so it's good that they're taking care of those problems too.SPART...*cough* DF! We expect bugfixes to be something like "Giant iguanas with [EXOTIC_PET] tag active no longer prefer to eat built anvils, topple related workshops." And the major bugfixes even more so.)
if you want the dwarven traders to come back with more you need the right stuff.
more goods, to a limited point. Variety is important here, 100 rock salt mugs don't really help, even if they're spicy.
better pack animals. if you somehow sell an improved pack animal to the traders, that drastically increases the max caravan size.
I think, drathalas and yaks count?
Filling the trader's request agreement has a massive effect if you fill more than two or three things, with decent quantities.
if you want something specific, note that if you have a lot of something, the caravan will bring less of it.
including stuff like wood, armor, weapons, trap components, food and booze.
Or at least they used to - I noticed a while ago that the logic for "alcoholism after experiencing trauma" had seemingly disappeared from the place I knew of, and I tracked it down to version 0.44.06 (whose release notes include "Stopped animals from developing need for alcohol after experiencing trauma") but wasn't able to get any further information.Dwarves need alcohol to work well
Individuals of other races can end up gaining alcohol dependency from emotional trauma, however.
Also, is there a way to "undiscover" cavern layers with the Lua interpreter?