So, I've finally found the willpower to leave the dwarves alone, and since one of my most common Fortress Death Scenarios involves goblins butchering my defenseless population while I'm still trying to make an intricate minecart system for my stonecutters, I decided to give the gnomes a go :)
Having read through the manual, I have just one question: When is it beneficial for a gnome to survive, but be unable to move, with "no functioning brain"? Do they grow back?
...\Dwarf Fortress\hack\scripts/construct-creature.lua:565: attempt to get length of global 'args' (a nil value)I get this when I start up DF, using your newest update. The current release MDF has Gnomes .77, while your Gnome thread had a .78 with some more bugfixes. Is that error message just because the scripts needs a loaded world?
stack traceback:
...\Dwarf Fortress\hack\scripts/construct-creature.lua:565: in main chunk
(...tail calls...)
Wait what this bit about firing cages at people to trap them?
Quote from: ArcvastiQuote from: ArcvastiPTW
how you open crate bought at embark?They are tools that are unpacked automatically in the Trade Storehouse. A custom workshop just for that.
[ITEM_AMMO:ITEM_AMMO_RAILGUN_GNOME]
[NAME:magnetic slug:magnetic slugs]
[CLASS:RAILGUN_GNOME]
[SIZE:600]
[ATTACK:BLUNT:100:200:hit:hits:NO_SUB:2000]
[ITEM_AMMO:ITEM_AMMO_RAILBOW_GNOME]
[NAME:magnetic bolt:magnetic bolts]
[CLASS:RAILBOW_GNOME]
[SIZE:600]
[ATTACK:EDGE:10:200:hit:hits:NO_SUB:2000]
I'd be very interested to see the actual ingame value of these two ammo types. I assume that a 25-stack is worth quite a bit:Code: [Select][ITEM_AMMO:ITEM_AMMO_RAILGUN_GNOME]
[NAME:magnetic slug:magnetic slugs]
[CLASS:RAILGUN_GNOME]
[SIZE:600]
[ATTACK:BLUNT:100:200:hit:hits:NO_SUB:2000]
[ITEM_AMMO:ITEM_AMMO_RAILBOW_GNOME]
[NAME:magnetic bolt:magnetic bolts]
[CLASS:RAILBOW_GNOME]
[SIZE:600]
[ATTACK:EDGE:10:200:hit:hits:NO_SUB:2000]
/// gnomish instruments
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_ORGAN]
[NAME:organ:organs]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_BANJO]
[NAME:banjo:banjos]
[HARD_MAT]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_ACCORDION]
[NAME:accordion:accordions]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_1]
[NAME:gizmo:gizmos]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_2]
[NAME:gadget:gadgets]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_3]
[NAME:widgit:widgits]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_4]
[NAME:doohickey:doohickeys]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_5]
[NAME:thingamajig:thingamajigs]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_GNOME_6]
[NAME:watchamacallit:watchamacallits]
[HARD_MAT]
So, 3 of my gnomes are "friendly" and every so often another gnome "joins the merchants", even though we have no merchants. How do I stop this?
Nope.So, 3 of my gnomes are "friendly" and every so often another gnome "joins the merchants", even though we have no merchants. How do I stop this?
Out of curiosity, are there any dead merchants?
I think I found a small oversight in the code :) Just want to make sure that it's the actual bug.
[REACTION:DFHACK_MACHINA_FACTORY_SMELT_REMOVE_RUST_IRON]and
[NAME:remove rust from iron]
[BUILDING:DFHACK_MACHINA_FACTORY_SMELTER_GNOME:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:RUSTY_IRON]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:IRON]
[REACTION:DFHACK_MACHINA_FACTORY_SMELT_REMOVE_RUST_STEEL]
[NAME:remove rust from iron]
[BUILDING:DFHACK_MACHINA_FACTORY_SMELTER_GNOME:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:RUSTY_STEEL]
[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:STEEL]
[REACTION:DFHACK_MACHINA_FACTORY_SMELT_CASSITERITE]
[NAME:Smelt cassierite ore into tin bars]
May be a bug:
One can create a "heavy glass piston", but can't use it as a piston in the seismic telegraph building. Can the glass piston be used anywhere else?
May be a bug:
One can create a "heavy glass piston", but can't use it as a piston in the seismic telegraph building. Can the glass piston be used anywhere else?
OK... I've looked everywhere including the manager's section and cannot find how to make a rock pipe/tube. Apparently these are needed for the Arc Furnace and nothing else will do (Glass, wood and metal do not work.) Am I missing something?
OK... I've looked everywhere including the manager's section and cannot find how to make a rock pipe/tube. Apparently these are needed for the Arc Furnace and nothing else will do (Glass, wood and metal do not work.) Am I missing something?
Are you certain that metal won't work?
If something is referring to a rock material, it may actually mean any type of inorganic material, which is any stone, metal, or gem.
OK... I've looked everywhere including the manager's section and cannot find how to make a rock pipe/tube. Apparently these are needed for the Arc Furnace and nothing else will do (Glass, wood and metal do not work.) Am I missing something?
Are you certain that metal won't work?
If something is referring to a rock material, it may actually mean any type of inorganic material, which is any stone, metal, or gem.
I tried building all of those... Glass pipes, copper Tube, wood pipe. I didn't try a gem pipe (not quite sure how to make one of those). However, I just found a solution, made an "Automatic Furniture Assembler" and that does have a way of making stone pipes. :P So OK, I guess ... problem solved in the Gnomiest way possible.
Are the clockwork constructs suppose to not have graphics?
Line 604: [CREATURE:CLOCKWORK_BEETLE_GNOME]
Line 621: [CREATURE:CLOCKWORK_SCORPION_GNOME]
Line 653: [CREATURE:CLOCKWORK_MOUSE_GNOME]
Line 685: [CREATURE:CLOCKWORK_CUCKOO_GNOME]
Line 718: [CREATURE:CLOCKWORK_CANARY_GNOME]
Line 751: [CREATURE:CLOCKWORK_CHICKEN_GNOME]
Line 784: [CREATURE:CLOCKWORK_CAT_GNOME]
Line 816: [CREATURE:CLOCKWORK_RACCOON_GNOME]
Line 849: [CREATURE:CLOCKWORK_TORTOISE_GNOME]
Line 867: [CREATURE:CLOCKWORK_MONKEY_GNOME]
Line 900: [CREATURE:CLOCKWORK_FALCON_GNOME]
Line 934: [CREATURE:CLOCKWORK_BADGER_GNOME]
Line 967: [CREATURE:CLOCKWORK_DOG_GNOME]
Line 999: [CREATURE:CLOCKWORK_CARP_GNOME]
Line 1032: [CREATURE:CLOCKWORK_SHEEP_GNOME]
Line 1067: [CREATURE:CLOCKWORK_PANTHER_GNOME]
Line 1099: [CREATURE:CLOCKWORK_GORILLA_GNOME]
Line 1132: [CREATURE:CLOCKWORK_SHARK_GNOME]
Line 1167: [CREATURE:CLOCKWORK_SPIDERTANK_GNOME]
Line 1184: [CREATURE:CLOCKWORK_HORSE_GNOME]
Line 1213: [CREATURE:CLOCKWORK_BEAR_GNOME]
Line 1246: [CREATURE:CLOCKWORK_CROCODILE_GNOME]
Line 1271: [CREATURE:CLOCKWORK_BULL_GNOME]
Line 1307: [CREATURE:CLOCKWORK_ELEPHANT_GNOME]
Line 1335: [CREATURE:CLOCKWORK_DRAGON_GNOME]
graphics_gnome_constructs
[OBJECT:GRAPHICS]
[TILE_PAGE:GNOME_CONSTRUCTS]
[FILE:gnome_constructs.png]
[TILE_DIM:16:400]
[PAGE_DIM:1:25]
[CREATURE_GRAPHICS:CLOCKWORK_BEETLE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SCORPION_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_MOUSE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:2:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CUCKOO_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:3:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CANARY_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:4:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CHICKEN_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:5:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CAT_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:6:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_RACCOON_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:7:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_TORTOISE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:8:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_MONKEY_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:9:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_FALCON_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:10:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_BADGER_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:11:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_DOG_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:12:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CARP_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:13:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SHEEP_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:14:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_PANTHER_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:15:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_GORILLA_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:16:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SHARK_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:17:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_SPIDERTANK_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:18:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_HORSE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:19:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_BEAR_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:20:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_CROCODILE_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:21:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_BULL_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:22:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_ELEPHANT_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:23:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:CLOCKWORK_DRAGON_GNOME]
[DEFAULT:GNOME_CONSTRUCTS:0:24:ADD_COLOR:DEFAULT]
\Dwarf Fortress\hack\scripts/construct-creature.lua:563: attempt to get length of global 'args' (a nil value)
stack traceback:
...\Dwarf Fortress\hack\scripts/construct-creature.lua:563: in main chunk
(...tail calls...)
[DFHack]#
I noticed that nature really, really hates me (-39,000 at one point). Could it be because I caged so many creatures? Had a gnome die?
Related to this, when I went to release some creatures into the wild to help my rating, I assigned them to a pasture on the Nature Shrine. After the gnome released them, another gnome came along and put the animal back on the pasture again, despite it being a wild animal at this point.
This isn't the worst part.
When I tried to unassigned the creatures to the pasture while the gnome was leading it there, the gnome started spamming "cant do X, handing dangerous creature.". I had to make some cages for them to put the wild animals in for them to stop spamming error messages, then build the cages, connect to a lever and release them that way. This only happened if the gnome hadn't put the animal on the pasture yet and I unassigned the animal to the pasture.
sorry, i meant before the arc furnace. it's a long grind to get up to it, i wrote the pipes and sawblade thinking about getting the blocks to make walls within the first year
OK, this seismic telegraph thing has me stumped.
In the Clawedgears tutorial fortress (http://www.bay12forums.com/smf/index.php?topic=138965.msg5325050#msg5325050), the narrator mentions using "a few of the mechanisms" to build a seismic telegraph. How?
In the Gnome Manual that ships with MWDF, the *Buildings* page says it requires "1 Metal bar, 4 Mechanisms, 8 Gears". I can't figure out how to make gears, either.
If you actually try to build one in-game (b w Alt-q) it says "Needs heavy rock piston". I've looked through most of the workshops I can make for an option to make a rock piston, and can't find one.
Heavy pistons are made in a forge under trap components. Only a metal or rock piston will work.
Gears are made in a craftsgnomes workshop.
Heavy pistons are made in a forge under trap components. Only a metal or rock piston will work.
... and you can't actually make a rock piston, right?
I seem to have elfed myself into a corner here -- I only brought 2 nickel bars and an anvil with me on embark, and I haven't found a single speck of metallic ore yet. If this were a vanilla Dwarf Fortress, I'd think "OK, fine, the caravan will bring me some metal". But with Gnomes it seems to be a bit of a catch-22. I need(?) metal to make a piston to summon the Gnomish caravan to bring me metal.Gears are made in a craftsgnomes workshop.
I can't find them. Which may be OK since they're not required (yet?).
Playing a fort to learn Gnomes, decided to try and using mechanical animals as defense.
I don't have iron on site, but sources of copper and tin are plentiful. Scrambled to get a couple of lesser copper animals (Bear and Gorilla) and then produced a bronze mechanical dragon at the start of the second year.
The three of them just fought the first goblin ambush (about 8-9 gobbos with rusty weaponry)....a little disappointing to be honest. The Dragon in particular really seemed to have trouble hitting them, the combat reports were just endless "but the goblin jumps away". The gorilla is totally trashed, the bear is leaking oil and missing a few parts, the dragon is battered. Eventually they got 3 kills, and the rest fled.
I can understand the copper animals being a bit useless, they were a stop-gap against thieves, but I expected the dragon to be a bit more killy. Perhaps because it doesn't have any skills?
...usernam/df/MWDF/Dwarf Fortress/hack/scripts/druidism.lua:2288: Cannot read field vector<unit*>.33: index out of bounds.
stack traceback:
[C]: in function '__index'
...usernam/df/MWDF/Dwarf Fortress/hack/scripts/druidism.lua:2288: in function 'update'
...usernam/df/MWDF/Dwarf Fortress/hack/scripts/druidism.lua:2291: in function <...usernam/df/MWDF/Dwarf Fortress/hack/scripts/druidism.lua:2291>
The mechanical animals don't have skills by default (although you can train them at the advanced animal training area), so the dragon will fare somewhat less effectively offensively than its megabeast counterpart, unless you make it out of a good metal and/or give it a fire turret.
Making a lot of small animals may be more effective than a small number of large ones, although you'll need to make more brains and motors.
Also, gnomes fully decked out in gadget gear are a force to be reckoned with.
At least if you use the fixed version of itemsyndromes. Those stat boosts are amazing.
Has anyone got Thunder Coils to work? I'm having issues.
For starters, the manual suggests 'powering them from below". But they have to be constructed on all solid flooring, I tried powering them like attaching a gear to a windmill...no dice.
Then I tried putting a powered gear next to the edge tiles; no power.
Then with an axle going into the corner, like all other machines (love the arc furnace, btw. So cool.) When I request a readout, still says machine is not powered.
Putting about 270 power into three coils....is it just that they need more juice?
*edit* Hmm. Just connected one up by itself, got a power reading. So nothing wrong with the connections, just that if the power is too low, they will not have a reading at all. I need more power!
Also; bought some turrets from the dwarven caravan...they are slaughtering wildlife! Good thing I don't need nature.
after reloading the game.Adding it to Onload.init in the raw folder wouldnt work?
All three noted down. I'll fix it, although I cant really think of a reason why the bread shouldnt work. The other two are minor typos. IndigoFenix also send me a fix for the Thundercoil, which I can include for the next release. :)
how do you open the crates you get on embark and where the hell do i make cogs?
if there ever was a race that needs flowcharts it's this one
About the cheese bug, Perhaps you removed the material in one of your recent raw cleanups? Or mabye a typo somewhere?The materials are defined in the plants, and I havent touched the plants yet. So... I dont know. Maybe I should just disable the bread&candy making for now... food is too valueable as is.
........
...O.... O : hole in floor
...|.... | : Machine Output
..AAA... A : Arc Furnace (powered from above)
..AAA^=. ^ : Machine Input
..AAA... = : 1-tile stone stockpile (stones dropped from above)
........
They probably should.If they do, I've never seen it, but I have consistently gotten to the steeloak logs stage.
Atm it looks like this in dwarf mode:
- Plant trees in farm.
- Cut farmed trees into wood in sawmill.
- Refine farmed trees into special objects (including metal bars) in the herbalist.
I dont think that Gnomes have access to that last part, since a sawmill would only product ironbark/steeloak wood logs. Not the actual metal.
can gnomes use magmalings?
If you're dumping stone onto the input tile, you don't need to use the input stone job at all: the machine will take from the input tile automatically. The job is only there to load up the machine before you get a proper system running, all it does is leave the stone lying on top of the tile. Just have the minecart dump the stones directly on top of the machine input and nobody has to enter the machine area at all.
anyone got a suggestion on a fast setup to get arc furnace
How much do the colossus elephants cost?
is there a way to generate energy from lava?
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:293: Cannot read field unit.T_curse.anon_4: not found.
stack traceback:
[C]: in function '__index'
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:293: in function 'CreateUnit'
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:527: in function 'PlaceUnitById'
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:137: in function '?'
./hack/lua/plugins/eventful.lua:49: in function <./hack/lua/plugins/eventful.lua:47>
In 5.05 (Linux, ASCII) I tried to make a bronze mechanical bear. In fact, I did make one, but then when I tried to activate it:Code: [Select].../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:293: Cannot read field unit.T_curse.anon_4: not found.
stack traceback:
[C]: in function '__index'
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:293: in function 'CreateUnit'
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:527: in function 'PlaceUnitById'
.../MWDF/Dwarf Fortress/hack/scripts/construct-creature.lua:137: in function '?'
./hack/lua/plugins/eventful.lua:49: in function <./hack/lua/plugins/eventful.lua:47>
Possible mismatch between the version of dfhack distributed with Masterwork, and the version I compiled? :(
struct DFHACK_EXPORT T_curse {
...
std::vector<void* > anon_1; /*!< v0.34.01 */
std::vector<void* > anon_2; /*!< v0.34.01 */
std::vector<void* > anon_3; /*!< v0.34.01 */
int32_t time_on_site; /*!< v0.34.01 */
std::vector<int32_t > anon_4; /*!< v0.34.01 */
std::vector<int32_t > anon_5; /*!< v0.34.01 */
static struct_identity _identity;
And the same code from the same file in the "develop" branch: struct DFHACK_EXPORT T_curse {
...
std::vector<int32_t > interaction_id; /*!< v0.34.01 */
std::vector<int32_t > interaction_time; /*!< v0.34.01 */
std::vector<int32_t > interaction_delay; /*!< v0.34.01 */
int32_t time_on_site; /*!< v0.34.01 */
std::vector<int32_t > own_interaction; /*!< v0.34.01 */
std::vector<int32_t > own_interaction_delay; /*!< v0.34.01 */
static struct_identity _identity;
Looks like I should change anon_4 to own_interaction, and anon_5 to own_interaction_delay, in both scripts. I wonder what else is going to break.The mechanical animals don't have skills by default (although you can train them at the advanced animal training area)
If they can be trained, it's not obvious how to do it.
They seem to be missing some fields, or something. They show up as citizens of the fortress (rather than animals), but they have "(Tame)" in their profession, and they don't perform jobs. I guess they're like Tigermen, sort of. They can't be assigned to military squads, but they can be pastured. However, if they are pastured in the Advanced Animal Training Area, they cannot be taught combat techniques. The code that looks for a "work animal" to give combat skill doesn't find them.
However, if they are pastured in the Advanced Animal Training Area, they cannot be taught combat techniques. The code that looks for a "work animal" to give combat skill doesn't find them.
1) Construct animal
1.5) Save and reload the game.
2) Pasture in a zone on top of advanced animal training workshop.
3) Train for war
4) Train in fighting skills.
is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop
Didn't set any.is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop
What were you trying to use them for? I didn't have any trouble with them. Maybe check your burrows?
Didn't set any.is bone carving bugged? i seem to be unable to use any shells i find even after i clean them at the tanners workshop
What were you trying to use them for? I didn't have any trouble with them. Maybe check your burrows?
was trying to make shell craft then it told me no shells were available. cleaned them at the tanners but still nothing.
i've got a heap of shellplate and mussel shells and nothing to do with them
I'm having trouble figuring out of the Seismic Telegraph is working or not.
Both the first time embarking, and after restarting from the initial save once I had figured out some of the basic machine stuff, I haven't seemed to get it working. Are there any tricks, or special conditions, to getting the message through?
I'm having trouble figuring out of the Seismic Telegraph is working or not.
Both the first time embarking, and after restarting from the initial save once I had figured out some of the basic machine stuff, I haven't seemed to get it working. Are there any tricks, or special conditions, to getting the message through?
In my Gnome fortress (which was in version 5.05) I consistently got a message like "There is no response" the first time I used the Seismic Telegraph each year, and then "A caravan is already on its way" the second time each year.
I did not test "Only use it once and see if a caravan comes." I always did the double sending.
I haven't been seeing any response positive or negative as far as I can tell. I had it set up before even the first migrant wave, and tried running the reaction every now and then, not sure what I should be looking for.
I haven't been seeing any response positive or negative as far as I can tell. I had it set up before even the first migrant wave, and tried running the reaction every now and then, not sure what I should be looking for.
No message? Odd. Does any error appear in the dfhack console when you run the reaction?
Gnomes need some gadget gloves, and some more variety of pants and boots.
Magnetic boots that prevent (or add resistance to) gnomes from being knocked over would be so awesome.
Gloves, I don't know, skill increases? Strength increases? Projectile attacks?
There's a dfhack script that fixes the glove handedness. I'm preey sure it runs automatically, but you might want to check.Yes. IndigigoFenix, if you make custom gloves, they get handedness added automatically in the mod. :)
I have updated my little charts for the version 0.5.7. Hope it is useful!
https://docs.google.com/presentation/d/1uB3UFs-itHpIWkVWUC4DiUErjLdO30dioxtSjuKZMuw/edit?usp=sharing
The geothermal generator doesn't work right apparently. It's just a copy of the magma steam engine, which I haven't been able to edit.
Tested execution device again.
It only works with an output.
Tested execution device again.
It only works with an output.
Yes, the whole point is to quickly dispose of caged enemies without damaging the cages (tossing caged enemies into most processing machines will kill them along with the cage). It needs a spot to expel the cages and bodies though.
And, frankly, the machinery/automation is all I'm interested in at this point, so permitting that and *not* including the druidism/animal training/time-travel suits me just fine. Because, yes, I too have always felt like such machines would be very dwarfy.+1 on this. I actually just did that for my new fort. Unfortunately there was the best update ever. love you meph <3
I mean, if you were to actually make it an option in the GUI (e.g. Allow Dwarven Automation) that would be great -- particularly if anyone else is in the same situation as I am -- but I'm really only asking for myself since I love the idea of automation and want to play with it without feeling hampered by the loss of other dwarf-only reactions. So regardless of which direction you go, if I'm understanding things correctly, I should be able to simply toss the PERMITTED_REACTIONS into the dwarf file and be good to go. Should be fun.
How do I make the sorting machine sort multiple items or materials. Like, if I want it to sort out all ores.
Does it only sort rocks from bars, or can you have it sort other things?
and doesn't the Arc Furnace also toss out the occasional block? Or was I just imagining things...
What's the consensus on the enhancing equipment? I didn't really test them out thoroughly; the intent was that they should make the undersized gnomes be a reasonable match in combat with the larger races and be worth the complex means of attaining them, but not to turn them into game-breaking powerhouses. Think they need to be toned down somewhat?
That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.I know im just saying it sucks.
Currently having some fun with possible weaponized time paradoxes. Trying to figure out a way to keep them from being too easy to abuse.
That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.
That would be a huge bugfix that would probably even find its home in the official dfhack version. ;)That's the infamous Miners-and-Woodcutters-and-Hunters-will-not-equip-uniforms bug.
It might be possible to fudge a script that fixes it.
[REACTION:HINT_workshopid]
[BUILDING:workshopid:CUSTOM_NONE]
[NAME:*Needs X power min*]
I managed to get time to stop...and it really screws up stuff...4 of my 7 gnomes wouldn't move at all, they just stood in the same spot they were when time stopped until they died.
Glad to see it's being rewritten. Breaking your gnomes in one direction, and having very minimal effect in the other direction seems like a let down for the peak of technology.
Question: Do the speed boots also boost attack speed?
And if so, can i put them on a wrestler and make a Gnome version of Kensiro?
I also tried the cart loader beside a cart on a track stop that instantly dumped into a pit, didn't seem to work, though. Plus I'm guessing it would be destroyed by a building destroyer.
The drilling rig is awesome, I just wish it could function more of a mining tool, depositing the mined stone into an output or whatever, and having the option of increasing the radius (1x1, 3x3, 5x5, depending on power).
Question: Do the speed boots also boost attack speed?
And if so, can i put them on a wrestler and make a Gnome version of Kensiro?
local timeout = false
eventful.onBuildingCreatedDestroyed.machina=function(building_id)
if timeout == false then
updateMachinaList()
timeout = true
end
end
function resetTimeout
timeout = false
dfhack.timeout(10,"ticks",function() resetTimeout() end)
end
Guess I'll post it here then...
The machina.lua script could use some optimization for performance. The onBuildingCreate causes major lag when you build a lot of buildings at once. For example, building a floor across a large area.
My suggestion would be that every time the function is ran, it sets a variable that prevents it from running again, then have another repeating timeout every few ticks that resets the variable.
Basically...Code: [Select]local timeout = false
eventful.onBuildingCreatedDestroyed.machina=function(building_id)
if timeout == false then
updateMachinaList()
timeout = true
end
end
function resetTimeout
timeout = false
dfhack.timeout(10,"ticks",function() resetTimeout() end)
end
Never mind, I found an even better way; having it update once per frame if you created or destroyed at least one building during the previous frame.
Also the Cosmic Gear is now an all-around negative space wedgie. In addition to speeding up or stopping the calendar, it now emits a chrono-backlash that has an effect on nearby creatures, and two Gears in close proximity with reversed polarity can create a 'chronal torque' effect. It can be used as an time-loop based shield, time cloning device, teleporter, extraspatial creature storage mechanism, or aging-based weapon. It can also de-age creatures until they will never have been born, which will bring creatures that they therefore couldn't have killed back to life as well as erase all of their descendants from existence. I have no idea how exploitable this system is. Since you can, with sufficient precision and effort, age and de-age creatures, you can create paradox-based gambits ... although if you abuse it, you might eventually find yourself besieged by long-dead enemies. And versions of them that fell out of parallel universes. No actual clock roaches currently but I think it may be fun enough as it is.
Never mind, I found an even better way; having it update once per frame if you created or destroyed at least one building during the previous frame.
Also the Cosmic Gear is now an all-around negative space wedgie. In addition to speeding up or stopping the calendar, it now emits a chrono-backlash that has an effect on nearby creatures, and two Gears in close proximity with reversed polarity can create a 'chronal torque' effect. It can be used as an time-loop based shield, time cloning device, teleporter, extraspatial creature storage mechanism, or aging-based weapon. It can also de-age creatures until they will never have been born, which will bring creatures that they therefore couldn't have killed back to life as well as erase all of their descendants from existence. I have no idea how exploitable this system is. Since you can, with sufficient precision and effort, age and de-age creatures, you can create paradox-based gambits ... although if you abuse it, you might eventually find yourself besieged by long-dead enemies. And versions of them that fell out of parallel universes. No actual clock roaches currently but I think it may be fun enough as it is.
I can't figure out the Geothermal Generator. Where does the Lava go? Where do I connect the gears?
That said...it seems pretty hit or miss connecting to it. Sometimes it works sometimes only one of them works and sometimes only one of them works from a specific direction with a specific axle or gear.It's not just the engines that're temperamental. I can't power a drilling rig, despite there being a clearly powered gear assembly connected to the rig. I also had to reassemble an axle three times before an electrostatic generator would accept the power.
I've pretty much moved to pure water power. It's reliable and doesn't require babysitting.
Anyone else notice getting brought through the "what do you want us to bring" trade agreenment by the Gnomes twice when they bring a caravan?
This is on 5.07. Not sure if something has changed since then.
Errors for ver. 5.05 (Please ignore if fixed)
Autotailor won’t use yarn cloth
Apothecary’s study uses bones for the train bonesetting reaction (supposed to use totems)
Mechanical iron horses leave behind mechanical shark frames when dismantled
When my steel mechanical dragons die, they turn into iron corpses that cant be auto-dismantled and are put into the corpse stockpile and buried like a pet. (I try to just melt them in the arc furnace if I catch it in time) Might be intentional.
my queen is a sky giant deity, and that rocks. :P
Not sure if it's a bug, but the arc furnace produces different types of metal bars. For example, the build vertical bars has two different listings for iron. Doesn't seem to affect anything though.
When a wounded animal is treated at the Animal Care, it removes all its armor.
I set a dump zone onto a factory input to dump iron bars. When the gnomes dumped them, it fell down a hole diagonal to the dump zone.
That said, I really love the gnomes. I just set up a cart loading system to auto-load all the products from the factories and dump them for pick-up. Kills my frame rate having the gates and pressure plates activating and deactivating constantly but it's soooooo freaking awesome I'll allow it. I need to post a picture and description on reddit or here for the set-up. In the next fort; auto-sorting. :)
there is "poweredOnly" flag e.g.:
addBuilding("don't remember what can be powered...",{1,1,1},{1.3,1.3,0.3},4,{"poweredOnly"})
Other could be added (not sure about pressure plates though...)
Hey IndigoFenix, I just saw a post by Warmist:there is "poweredOnly" flag e.g.:
addBuilding("don't remember what can be powered...",{1,1,1},{1.3,1.3,0.3},4,{"poweredOnly"})
Other could be added (not sure about pressure plates though...)
Powered lamps/lightbulbs that start to emit light with Rendermax? :)
Hi, any ideas on how to get bones without pissing off mother nature? I needed them for a mood so I bought a tiny little meaningless Asp from metchants, butchered it and now nature hates my guts :D So to avoud this embarassing situation in the future - anyone knows a way to get bones peacefully? :)
EDIT: ok, very weird thing just happened. After the episode above I was at -48381 nature rating. I released a couple of animals into the wild, that got me up to -44641. Then a wild Dingo roamed to my settlement. My Colossus Elephant kicked him in the head and killed him. Fearfully. I went to see how much damage this added to my Nature Rating... and for some reason I am at +5069 :D so either tame animals killing wild animals is great entertainment to Mother Nature or something went horribly wrong (maybe the datatype storing the Nature Rating value was not big enough and "circled" from the lowest value to the highest?)
Hi, any ideas on how to get bones without pissing off mother nature? I needed them for a mood so I bought a tiny little meaningless Asp from metchants, butchered it and now nature hates my guts :D So to avoud this embarassing situation in the future - anyone knows a way to get bones peacefully? :)
EDIT: ok, very weird thing just happened. After the episode above I was at -48381 nature rating. I released a couple of animals into the wild, that got me up to -44641. Then a wild Dingo roamed to my settlement. My Colossus Elephant kicked him in the head and killed him. Fearfully. I went to see how much damage this added to my Nature Rating... and for some reason I am at +5069 :D so either tame animals killing wild animals is great entertainment to Mother Nature or something went horribly wrong (maybe the datatype storing the Nature Rating value was not big enough and "circled" from the lowest value to the highest?)
Slaughtering animals, even low-value ones, is extremely bad for your score (about 50-250 times worse than killing a wild animal of the same species). The reason your merit went back up is probably because a year passed - deaths of pets that occurred a year before are not counted against you. But at any rate, if you need bones you can hunt without a huge problem.
Also, when using the natural shrine to release animals into the wild, the animals will be released, but not cleared from their pastures, and this will cause other gnomes try to drag the animals back to their pastures. If they were cleared from the pasture by the player after the pasturing job was queued, the gnomes will try to find a cage to put the creatures in. If you don't have a cage on hand, there will be massive spams of "Gnome cancel handling large creature: no empty cage" message, and the gnomes will just stand still with the creatures doing nothing.
Plastic is inorganic, but I think it should be stored in a regular wood stockpile. For all intents and purposes, plastic works like wood.
shadowleaf bush leaves (madi in farmers workshop - process plants to bag) cannot be cooked. Is there any use for them?The shadowleaf thing I think is a bug, but easy enough to fix, just add [EDIBLE_COOKED] to the entry, so it looks like this.
I cannot farm trees (tree acorns). Steeloak farms work fine. Embark is in temperate zone, my last fort in temperate had no problems with tree farms so I'm not sure whats wrong in this embark :D
[PLANT:shadowleaf bush]
[NAME:shadowleaf bush][NAME_PLURAL:shadowleaf bushes][ADJ:shadowleaf bush]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN][EDIBLE_RAW][EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen shadowleaf oil]
[STATE_NAME_ADJ:LIQUID:shadowleaf oil]
[STATE_NAME_ADJ:GAS:boiling shadowleaf oil]
[PREFIX:NONE]
[MATERIAL_VALUE:7]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:shadowleaf soap]
[STATE_NAME_ADJ:LIQUID:melted shadowleaf soap]
[STATE_NAME_ADJ:GAS:boiling shadowleaf soap]
[PREFIX:NONE]
[MATERIAL_VALUE:7]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE][REACTION_CLASS:IS_LEAF]
[MATERIAL_VALUE:2][EDIBLE_VERMIN][b]
[EDIBLE_COOKED][/b]
[LEAVES:shadowleaf leaf:shadowleaf leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen shadowleaf poison]
[STATE_NAME_ADJ:LIQUID:shadowleaf poison]
[STATE_NAME_ADJ:GAS:boiling shadowleaf poison]
[MATERIAL_VALUE:25]
[REACTION_CLASS:SHADOWLEAF_POISON]
[DISPLAY_COLOR:5:0:0]
[PREFIX:NONE]
[EXTRACT_STORAGE:BARREL]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:shadowleaf poison]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[CE_SPEED_CHANGE:SPEED_PERC:25:START:0:PEAK:1:END:300]
[CE_NUMBNESS:SEV:130:PROB:100:START:0:PEAK:5:END:150]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:25:START:0:PEAK:0:END:150]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:shadowleaf seed]
[STATE_NAME_ADJ:SOLID_PASTE:shadowleaf seed paste]
[STATE_NAME_ADJ:SOLID_PRESSED:shadowleaf seed press cake]
[MATERIAL_VALUE:1]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[SEED:shadowleaf spawn:shadowleaf spawns:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:600]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:gray leaves]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:1]
[PICKED_TILE:28][DEAD_PICKED_TILE:58]
[SHRUB_TILE:'"'][DEAD_SHRUB_TILE:'"']
[PICKED_COLOR:2:0:0]
[SHRUB_COLOR:2:2:1][DEAD_SHRUB_COLOR:7:0:0]
The tree thing is probably a normal DF bug, where you can't farm plants you haven't found yet, even if you have the seeds. Have you gathered any small trees, or just cut down large trees?
So I suspect that it could be the drilling rig sucks the output to the level above but failed to remove references in the level below.After looking into the code, I found this is indeed the case. The function ejectItem() moves one item to a new location, but if the destination is not in the same block as the item previously was, the code doesn't remove it from the previous block (and does not reset item occupancy when there is no item left) (item:moveToGround() does not seem to do this job). I changed the code a little bit to remove the item in this case and after that everything went ok.
So I suspect that it could be the drilling rig sucks the output to the level above but failed to remove references in the level below.After looking into the code, I found this is indeed the case. The function ejectItem() moves one item to a new location, but if the destination is not in the same block as the item previously was, the code doesn't remove it from the previous block (and does not reset item occupancy when there is no item left) (item:moveToGround() does not seem to do this job). I changed the code a little bit to remove the item in this case and after that everything went ok.
This removes the item from its previous block. Putting it at the start of ejectItem() should do the jobSo I suspect that it could be the drilling rig sucks the output to the level above but failed to remove references in the level below.After looking into the code, I found this is indeed the case. The function ejectItem() moves one item to a new location, but if the destination is not in the same block as the item previously was, the code doesn't remove it from the previous block (and does not reset item occupancy when there is no item left) (item:moveToGround() does not seem to do this job). I changed the code a little bit to remove the item in this case and after that everything went ok.
Ah, that sounds right. Can you send me the updated file?
Also, regarding the lye problem, is it just lye that crashes the game, or is it any liquid in a container?
I haven't figured out how to remove them from a pasture through the code.So I just figured it out... Here's the code if you'd like it
Hey i have a question:
Im trying to spawn in a crate of heavy electrical equipment with the createitem command. But nothing that i type works! Can someone tell what need to spawn it in?
As far as I know it doesnt work with createitem. I tried, couldnt get it to work either.Hey i have a question:
Im trying to spawn in a crate of heavy electrical equipment with the createitem command. But nothing that i type works! Can someone tell what need to spawn it in?
It is a bar of soap from a creature that does not exist and has no name. Probably won't be easy to find.
As far as I know it doesnt work with createitem. I tried, couldnt get it to work either.Hey i have a question:
Im trying to spawn in a crate of heavy electrical equipment with the createitem command. But nothing that i type works! Can someone tell what need to spawn it in?
It is a bar of soap from a creature that does not exist and has no name. Probably won't be easy to find.
Hey i have a question:
Im trying to spawn in a crate of heavy electrical equipment with the createitem command. But nothing that i type works! Can someone tell what need to spawn it in?
I remember a crash when workers use a minecart in a reaction, which is used on a track. the game crashes, because it still thinks the minecart should be there, but suddenly disappears. Maybe being stolen has a similar effect?
Can anyone tell me why the embark items page is borked? instead of individual entries for weapons it just lists stuff like 'copper weapons' 'steel weapons' and so on, and the digging impliments just lists pistols. I mean, you probably could dig with a gun, but...
Can anyone tell me why the embark items page is borked? instead of individual entries for weapons it just lists stuff like 'copper weapons' 'steel weapons' and so on, and the digging impliments just lists pistols. I mean, you probably could dig with a gun, but...
Ok, playing this morning an idea occurs to me ...
Why not a warpstone reactor for gnomes? :)
Could you have something provide power AND provide additional functionality such as mutation, etc?
Hrm. I'm not sure. I don't usually put down cage traps as gnomes, but if I buy a pet and don't immediately let it out of its cage does it count against my nature merit?
Noob question: How do I get a rock disc? I need one for an arc furnace (for the dynamo)
And where do I craft that? I only found out that I can craft something like an Iron Wheel which doesnt seem to fit the Dynamo recipe.
well, I just found out the hard way that disconnecting machines from the power grid by deactivating gears using levers does not work. Well, at least I got some copper and lots of ash from my unfortunate miner :D
well, I just found out the hard way that disconnecting machines from the power grid by deactivating gears using levers does not work. Well, at least I got some copper and lots of ash from my unfortunate miner :D
Heh. That's about how my own experimentation went with automation. A couple of gnomes get sucked into a stonecutting machine and suddenly everyone gets all sulky about turning on the steam engine again. :)
I also dump (using a quantum stockpile type setup except dumping into a hole that drops onto the input) from above now, and keep the machines isolated by locked doors when I am running them. I open the doors after shutting them down to let the haulers in. It's encouraged me to start looking into stupid gnome minecart tricks to automate things even more, purely for safety.
Clever!
Where does the workshop hook up to the machine? I have been using the bottom right corner but I've only gotten it to work one time.
Also, do the in and out stockpiles need to have "take" and "give" set accordingly?
I have no idea what you mean by "workshop hooking to the machine" :D
My main complaint is WAY too many resources. Okay, I may have been a bit extreme on waterwheels... but I only ran the block making machine for about 60 seconds. 15000 blocks and every time I hit that entry in stocks I lag as long as the machine ran.
I think the efficiency may need a little downward balancing.
Way too many kids too. Gnomes aren't kobolds. They are long-lived. Kids should be rare. Gnomes should make up with pets and machines what they lack in gnome power.
So how do I even start the mechanical crafting? I've been trying to get an Arc Furnace up, but even embarking with the two crates and building discs/wire/whatever I still can't get the shop to build a dynamo. Do the boxes not come with magnetized bars? I've seen a bunch of bars (magnet) and I figured that'd be needed for the dynamo.
Also, rock disks/pipes are just weird too. Neither copper nor green glass seem to work. Gnomes really need a tightening up of their material and crafting requirements. I'm looking forward to the next release.
Also, question... how does one improve your standing with nature? Is releasing animals the only way? I've yet to be able to actually recruit anything.
I have no idea what you mean by "workshop hooking to the machine" :D
Where does the axle touch the workshop? :)
They need intelligent to fish? I a grasp token an natural_skill:fish not enough?
[CE:PERIODIC:MOON_PHASE:0:3]
[CE_ADD_TAG:NO_SLEEP:START:0]
This is the bit I mean, I'm curious. Does the 0:3 on the moonphase also specify an ending for the CE_ADD_TAG? I.e. will the game automatically remove said tag when not between 0 and 3 of a month? I understand the effect you are creating, a period with no_sleep, just curious how that works in code.
Do the clockwork and mechanical pets benefit from being made with better metals? And if so, what part(s) matter for this?
Do armors that give benefits such as speed, immunity to certain things, and buffs give protection like normal weapons as well?
Are you supposed to be able to purchase all of the clockwork creatures at embark for only 1 or 2 points each? I'm not sure if that's a bug, or if there's some catch that I'm not seeing? As it is now I can stuff a couple hundred clockwork dragons into the wagon with room to spare.I assume it was made like this for test purposes, and the author just forgot to restore the prices.
could someone reccomend a good indoor powerplant setup? I tried making 2 long waterwheel trenches (~20x3) on top of each other with pumps moving the water from the lower to the upper trench. However, I never got all the waterwheels to produce power. It looked like when the water reaches 7/7 under a specific wheel, that wheel stops. So I was wondering if someone has figured out a more efficient way :)
(I know it is a generic question, but I figured power is a gnomish thing more than anything else)
Start with a stonecutter. It's simpler. :) An arc furnace requires some high end parts.
Start with a stonecutter. It's simpler. :) An arc furnace requires some high end parts.
I'd like to note that gnomes do not have access to a stonecutter..
1) I still have not said this, so, to the author of the mod:
This is an amazing mod: it's an awesome race, and it has exactly the features I like (indirect war, animals, machines...), so... Congratulations, and thanks!
I just wanted to say that...
Anyway, I also have an actual question:
2) In my playthrough all of my forest spiders got killed in a titan attack. The fort survived, but now my "druid score" is about -4500 (I lost quite a lot of other animals too). I can't find a way to recover, given the fact that I basically have no animals left, except for the mechanical ones, (and I don't have a lot of people either)... Can I actually go back to a positive score? Or should i just give up druidism in this game?
Gnomes don't get either arbalests or steam engines, yet they get railguns and time travel.
Okay.
Yep.
Sure.
bah, they could still use the magma engine to make electricity. seriously, can we please get gnomes with steam engines in the next version?
Searching for: STEAM_ENGINE_GNOME
building_z_gnome.txt(1479): [BUILDING_WORKSHOP:STEAM_ENGINE_GNOME]
building_z_gnome.txt(1521): [BUILDING_WORKSHOP:MAGMA_STEAM_ENGINE_GNOME]
entity_good_gnome.txt(1867): YESSTEAMENGINE[PERMITTED_BUILDING:STEAM_ENGINE_GNOME]
entity_good_gnome.txt(1870): YESSTEAMENGINE[PERMITTED_BUILDING:MAGMA_STEAM_ENGINE_GNOME]
reaction_gnome.txt(1026): [BUILDING:STEAM_ENGINE_GNOME:CUSTOM_S]
reaction_gnome.txt(1027): [BUILDING:MAGMA_STEAM_ENGINE_GNOME:CUSTOM_S]
Found 6 occurrence(s) in 3 file(s)
[REACTION:STOKE_BOILER_GNOME]
[NAME:Run the steam engine (produce power)]
[BUILDING:STEAM_ENGINE_GNOME:CUSTOM_S]
[BUILDING:MAGMA_STEAM_ENGINE_GNOME:CUSTOM_S]
[FUEL]
[SKILL:OPERATE_PUMP]
Dimension is the number of days it can produce 100 power * 100.
I.e. with 2000 it means energy of 1 job = 1 water wheel for 20 days.
[PRODUCT:100:1:LIQUID_MISC:NONE:WATER][PRODUCT_DIMENSION:2000]
After hilariously losing half of my gnomes to the stonecutter machine, I decided to abandon.
Which therapist skill is attached to Druid? Prayer?
I have a gnome with a caste tag of Insane. Looks like every skill gives a bonus in therapist. I'm still at the embark screen. The caste tags are a bit confusing here. Does a gnome with Making Armor caste tag have a bonus?
Actually, there is no periodic check, the script checks immediately in response to certain events, like a change to a machine's power level or the construction of a new building. However, there are still a few bugs, mostly because the script takes shortcuts in order to avoid hurting the frame rate.I searched the forum and found this old post. So what's the safe way to turn off the machines?
It is possible that if a machine's state changes but the number of machine systems remains the same and all machines retain the same power level the script might not recognize the change. It also has problems when you make your first machina building, apparently the startup code isn't perfect. But designating a new building should reload everything.
Well first, you do the lever-thing. Then, you have to "update" the machine by designating a construction like a wall to be built near it and let the game run for a bit- you don't even have to actually build the wall, having the designation is enough to tell the machine that the power level has changed.Thank you for the reply. Designating a wall sounds as weird as running 'mechina' in dfhack, after every time pulling a lever. Anyway now I learned the law "never read the power from a factory". I connect a drilling rig to the factories and read the power from it. If it says there is power that should not be, I run 'mechina'. Maybe it's better to run 'mechina' every time as it's quicker than to read the drilling rig, also every time. But I like to play with my cautious gnomes.
EDIT: Actually, that post you quoted seems to say the exact same thing I just did. What exactly is the issue?
I am struggling with powering workshops. I have been scanning the manual and I notice that it says power goes in through edges. I have tried this with no results.Power goes in through the gear-looking corners, not the entire edges. You can connect an axle or a gear (but not a roller) to the 'gear' of the machine.
Maybe I just don't understand power fully (I have not used it extensively), if so, please forgive my ignorance and explain anyway.
Thanks.
TLDR: How do I power my workshops?
I am struggling with powering workshops. I have been scanning the manual and I notice that it says power goes in through edges. I have tried this with no results.
Maybe I just don't understand power fully (I have not used it extensively), if so, please forgive my ignorance and explain anyway.
Thanks.
TLDR: How do I power my workshops?
Does the electrostatic generator work like other generators? Drop a capacitor onto an input and it gets output charged?No, you have to run the charging reaction manually, but it needs power. Also this machine is totally safe. It does not suck anything or anyone in.
the raws have the raccoon as a quadruped, so no hands to fish with, just 4 feet. that is if i'm reading it rightNo way. You have to make alloys in the vanilla smelter. The only automated reaction that produces "alloy" is "remove rust from steel".
and is there a way for the gnomes to produce alloys through factories?
the raws have the raccoon as a quadruped, so no hands to fish with, just 4 feet. that is if i'm reading it right
the raws have the raccoon as a quadruped, so no hands to fish with, just 4 feet. that is if i'm reading it right
I see. Turns out pasturing them makes them stop whining about their unability to fish. As does getting murdered on guard duty by random thieves! :D
Another question. On my second fortress attempt, I thought I'd be clever and not build the Telegraph until I was ready to accept more migrants after the first 2 waves. However, now I just keep getting the "your fortress attracted no migrants" message despite sending the signal. I assume I screwed myself up, building the Telegraph quite late, so is there any way to force a migrant wave, with DFHack perhaps? I'm running a bit low on recruits.
Questions about the Thunder Coil:
What is its range?
Does it go through walls? How about fortifications?
How often does it set things on fire?
Questions about the Thunder Coil:
What is its range?
Does it go through walls? How about fortifications?
How often does it set things on fire?
The Thunder Coil's range, as well as its chances of starting fires, varies depending on how much power you feed into it. It does pass through walls and fortifications.
Questions about the Thunder Coil:
What is its range?
Does it go through walls? How about fortifications?
How often does it set things on fire?
The Thunder Coil's range, as well as its chances of starting fires, varies depending on how much power you feed into it. It does pass through walls and fortifications.
Approximately how much does its range and damage increase? Is it one square per 50 power fed into it? 100 power? More? Less?
the raws have the raccoon as a quadruped, so no hands to fish with, just 4 feet. that is if i'm reading it right
I see. Turns out pasturing them makes them stop whining about their unability to fish. As does getting murdered on guard duty by random thieves! :D
Another question. On my second fortress attempt, I thought I'd be clever and not build the Telegraph until I was ready to accept more migrants after the first 2 waves. However, now I just keep getting the "your fortress attracted no migrants" message despite sending the signal. I assume I screwed myself up, building the Telegraph quite late, so is there any way to force a migrant wave, with DFHack perhaps? I'm running a bit low on recruits.
It's not because of the Telegraph (in fact, you don't even need the telegraph anymore to attract migrants, they'll come on their own). This is an odd bug in Masterwork that affects all races, and seems to be caused by large numbers of zombies in a curious underground structure, which maxes out the unit cap and prevents migrants from showing up. Nobody knows why this happens or how to fix it.
I'm having the weirdest (OK, probably not but still pretty weird) problem in my gnome fort. Everything played just fine up until I build a mechanical spider. When I activated it, it turned my mechanic into a succubus performing a ritual, and a nearby gnome into a fiend. I reloaded my last quicksave and tried it again, and the same thing happened. Mechanic turns into a succubus, and another gnome in the room turns into a fiend. What the hell is going on here?I recall a similar problem happening with someone playing as humans. Unfortunately it went unsolved, but it's interesting that this has happened multiple times.
Whaaaa...?I'm using 6.2 for 0.34. I found a decent workaround, which is to simply lock the room so no gnomes can go in and get zapped before she changes back. It's a little annoying since she has a brat that keeps trying to follow her in there, I have to lock the room pretty quick. Now I have some spidertanks though, I found a new problem: can you actually give them the web turrets they need to web? I tried and it gave me an error suggesting that you need to work-train animals to equip them. Which you can't do to the spiders.
Sounds like some weird clash with the succubi scripts.
What version are you using? The old or the new?
Might be a stupid question, but how do i select the Gnome race to play as?
Did you try dumping items on the shrine before making the offer?Yes i did still no dice (garbage dump right?). I figured out how to release animals though, but still the 'offering' option is out of my reach (maybe it only accepts certain items?).
[BUILDING_WORKSHOP:FACTORY_TITLE_GNOME]
[NAME:========AUTOMANUFACTURING========]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:NONE]
[DIM:17:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:0:1:32:176:176:32:32:32:32:32:32:32:32:32:32:32:32:32:32]
[COLOR:0:1:0:0:0:7:0:0:7:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:176:176:32:176:32:32:32:32:32:32:32:32:32:32:32]
[COLOR:1:1:0:0:0:0:0:0:7:0:0:7:0:0:0:0:0:7:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:2:1:32:176:32:176:32:176:32:32:32:32:32:32:32:32:32:32:32]
[COLOR:2:1:0:0:0:7:0:0:0:0:0:7:0:0:0:0:0:7:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:3:1:65:85:84:79:77:65:78:85:70:65:67:84:85:82:73:78:71]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[BUILDING_WORKSHOP:DFHACK_MACHINA_INPUT]
[NAME:Machine Input]
!NODIMENSION!NAME:Machine Input 1x1]
[NAME_COLOR:4:0:1]
[BUILD_LABOR:MECHANIC]
[BUILD_KEY:CUSTOM_SHIFT_I]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:42]
[COLOR:0:1:7:0:0]
[TILE:1:1:128]
[COLOR:1:1:7:0:0]
[TILE:2:1:15]
[COLOR:2:1:7:0:0]
[TILE:3:1:94]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:TRAPPARTS:NONE:NONE:NONE]
First time playing gnomes - I'm a bit confused, I'm not seeing a lot of the documented buildings. Should they all be there? I see them in the raws ...
These don't show up at all. Perhaps that's a typo in the BUILD_LABOR? I see a lot of this in this file - looks like a possible cut-n-paste error:Code: [Select][BUILDING_WORKSHOP:FACTORY_TITLE_GNOME]
[NAME:========AUTOMANUFACTURING========]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:NONE]
[DIM:17:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:0:1:32:176:176:32:32:32:32:32:32:32:32:32:32:32:32:32:32]
[COLOR:0:1:0:0:0:7:0:0:7:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:176:176:32:176:32:32:32:32:32:32:32:32:32:32:32]
[COLOR:1:1:0:0:0:0:0:0:7:0:0:7:0:0:0:0:0:7:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:2:1:32:176:32:176:32:176:32:32:32:32:32:32:32:32:32:32:32]
[COLOR:2:1:0:0:0:7:0:0:0:0:0:7:0:0:0:0:0:7:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0]
[TILE:3:1:65:85:84:79:77:65:78:85:70:65:67:84:85:82:73:78:71]
[COLOR:3:1:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0:7:0:0]
[BUILDING_WORKSHOP:DFHACK_MACHINA_INPUT]
[NAME:Machine Input]
!NODIMENSION!NAME:Machine Input 1x1]
[NAME_COLOR:4:0:1]
[BUILD_LABOR:MECHANIC]
[BUILD_KEY:CUSTOM_SHIFT_I]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:42]
[COLOR:0:1:7:0:0]
[TILE:1:1:128]
[COLOR:1:1:7:0:0]
[TILE:2:1:15]
[COLOR:2:1:7:0:0]
[TILE:3:1:94]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:TRAPPARTS:NONE:NONE:NONE]
PERMITTED_BUILDING:DFHACK_MACHINA_OUTPUT
[PERMITTED_REACTION:LUA_HOOK_MACHINA_INPUT_LOAD_BAG]
[PERMITTED_REACTION:LUA_HOOK_MACHINA_INPUT_LOAD_BARREL]
[PERMITTED_REACTION:LUA_HOOK_MACHINA_INPUT_LOAD_BIN]
PERMITTED_BUILDING:DFHACK_MACHINA_LOADER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_STONECUTTER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_WOODCUTTER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_FURNITURE
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_CLOTHIER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_GRINDER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_IMPROVEMENTS
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_SMELTER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_FORGE
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_BUTCHER
PERMITTED_BUILDING:DFHACK_MACHINA_FACTORY_SORTER
I'm really confused as to what, exactly, I need to build the telegraph. Various places in the manual seem to say different things, and I can't find ANY of the things (piston OR gears) on ANY workshop. How do?
So i'm a bit confused, i read the manual but how do I start with items, I can't build anything in the tinker shop
help :(
Sorry if I seemed presumptuous. I couldn't find the steam piston for some reason.
So i'm a bit confused, i read the manual but how do I start with items, I can't build anything in the tinker shop
help :(
Probably you need metal sheet, created in the forge with metals.
This links that I dig out in the past should help:
http://www.bay12forums.com/smf/index.php?topic=138898.msg5367759#msg5367759
https://docs.google.com/presentation/d/1uB3UFs-itHpIWkVWUC4DiUErjLdO30dioxtSjuKZMuw/edit#slide=id.g355787069_0190
You get familiar so it doesn't get wild?
Hey, I have a neat suggestion - I think that if you tame a animal via the nature shrine, you should instantly get some general familiarity with the animal so you don't have it for as long as it doesn't revert to the semi-wild then fully wild state.
You get familiar so it doesn't get wild?
I understand this one.
I miss the gnomes! Any chance they will be brought over to the new revision???Send a PM to IndigoFenix, he is their author.
Just adding my voice to the "we'd like to see the gnomes again" chouire.i always used the drilling rig to bring up liquids. its why i love gnomes- u can have lava without the labor of having to build a pump stack. id love them in 43.05, but it would be quite a hard task.
One of my favorite things with the goblins was their reliance on DF machinery in a way that no other race does. Sure, dorfs could still use some nifty trap-rooms, but a solid hammer to the face tends to be more than enough to calm any invader down. I remember building this huge pumpstack as the gnomes, pumping water up to hill from the caverns, using it to feed our drowning chamber. As the water reached the roof, we'd open floodgates on the sides, releasing our clockwork sharks upon the enemy, who were less likely to be able to fight back while submerged. Good times...
I also understand that it's a lot of work creating mods like this one! Great work so far anyway, I'll remember the gnomes as the homocidal little bastards that they are :)
so.. can someone explain..http://www.bay12forums.com/smf/index.php?topic=125633.0 THIS version has gnomes. Its for 34.11, DF2014.
this thread is about the idea of having gnomes playable in masterworks, or there is a version of masterworks with playable gnomes?