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Messages - Quietust

Pages: [1] 2 3 ... 560
1
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?

2
DF Modding / Re: Producing oil from tree seeds: trouble with milling
« on: April 22, 2024, 11:19:06 am »
Any command of the form

Code: [Select]
    createitem SEEDS BUSH_QUARRY 1
creates seeds I can't mill, no matter for which plant.

I'm surprised that works at all - I would've expected an "Unrecognized material!" error from that. Looking closer, there seems to be a special case in DFHack's Material parser which returns the STRUCTURAL material in that case, which is wrong here.

What you need to type is "createitem SEEDS PLANT_MAT:BUSH_QUARRY:SEED".

3
DF Modding / Re: Producing oil from tree seeds: trouble with milling
« on: April 21, 2024, 04:44:14 pm »
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.

What exact command are you using to create the seeds? There are multiple ways you can get it wrong which will result in items that "look" like seeds but won't actually work correctly.

4
DF Modding / Re: Trying to increase leather yield with tool type
« on: April 16, 2024, 09:21:33 am »
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]

First of all, you haven't specified a name for your "tool". Second, your TOOL_USE is invalid - that token only accepts specific hardcoded strings (listed at the bottom of this wiki page).

Take a look at your error log - I'm guessing there are some messages in there related to these changes.

5
DF Wiki Discussion / Re: invalid certificate issue
« on: April 12, 2024, 06:07:54 pm »
In case you're still curious, this article explains exactly what happened.

In particular:
Quote
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
Quote
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.

6
DF Wiki Discussion / Re: invalid certificate issue
« on: March 31, 2024, 09:29:03 am »
So it looks like your phone just doesn't trust Let's Encrypt certificates, which isn't surprising if it's particularly old (Let's Encrypt explicitly calls out Android 7 as being an "old" operating system along with Windows XP, and you're only running Android 6). In all likelihood, the DF Wiki and Bug Tracker are the only sites you happen to visit which use Let's Encrypt certificates, and it's possible they recently changed how their certs are issued.

If you can manually install the ISRG Root X1 certificate as a Trusted Root, you might be able to make those errors go away, though the ability to install trusted roots might be limited depending on the version of Android you're running (and the specific phone you're using might further restrict those options).

7
DF Wiki Discussion / Re: invalid certificate issue
« on: March 29, 2024, 08:46:47 am »
When you see the "certificate not trusted" error, can you view the certificate's detailed properties? In particular, can you see the Issuer DN and the Fingerprints?

The current certificate in use on the wiki is issued to "CN = catsplode.com" (with SubjectAltName extensions for "[www.]dwarffortresswiki.org") by "CN = R3, O = Let's Encrypt, C = US", and its Fingerprints are "1B:B1:08:BC:D7:8D:0D:2C:2A:1A:49:A7:B9:EA:23:D8:0C:0B:89:F9:A1:2D:26:5A:28:30:FA:B3:39:67:FB:85" (for SHA-256) and "BF:56:4B:2B:E3:AB:D6:84:8B:88:6A:03:7A:F8:41:8E:31:1F:EA:58" (for SHA-1).

If the certificate you're seeing has those properties, then it's possible your device is just too old to recognize the current Let's Encrypt CA/Root. If its properties are different, then you're probably being man-in-the-middle attacked as described above.

8
Nobles want to meet in a private office, not in a public one.

9
I don't see why it shouldn't affect any material which can be fashioned into thread. Why? Do you have evidence that suggests it doesn't?

10
Regardless of how they may appear in Graphical mode, walls and floors are always completely opaque and block all line-of-sight calculations regardless of their material. The same applies to doors, floodgates, bridges, and floor hatches, but not windows, floor/wall grates, or vertical/floor bars.

11
(Boring bugfixes. THIS IS 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.)

 :P
On 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.

12
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.

Unless things have changed dramatically in version 0.50, the game doesn't actually work that way - the size of a caravan (i.e. number of wagons and pack animals) is determined solely by the civ's "trade desire" (which is based on recent civ interactions, mainly by the traders not being attacked or offended), and trade goods are selected entirely at random (aside from bringing things you explicitly asked for, or bringing food / wood / cloth / leather if they see that your stockpiles are low).

13
DF General Discussion / Re: The value of a human(oid) life
« on: January 11, 2024, 11:17:06 am »
Dwarves need alcohol to work well

Individuals of other races can end up gaining alcohol dependency from emotional trauma, however.
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.

14
Do you have a hospital zone set up, and have your doctors been treating injuries in it? It's possible your cloth has been partially consumed by wound dressings (i.e. bandages).

15
Utilities and 3rd Party Applications / Re: DFHack 50.11-r4
« on: November 25, 2023, 10:29:24 am »
Also, is there a way to "undiscover" cavern layers with the Lua interpreter?

If you want to mark a map feature as "not discovered", there's already a script for that - run "feature list" to see which ones are there, then "feature hide N" to undiscover the one you don't want.

Though, it's possible that digging around that feature might cause it to get rediscovered, so you might need to re-disable it again from time to time.

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