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Topics - Pancakes

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1
General Discussion / Toady will be on a PAX panel today at 4:15 - 5:15 EST!
« on: September 12, 2020, 12:43:38 pm »
Just wanted to let everyone know that today that Tarn (Toady) will be on a PAX panel today talking and answering questions at about 4:15 EST until about 5:15 EST on Twitch!

Event Details

2
I was wondering if there was a way to force all migrants to my fort to arrive with no skills or labors enabled, is there?

In addition, is there a way to disable masterworks from being produced, even if it means disabling quality levels entirely?

Also: Is this the right board to post this questions, or does it belong in modding?

3
I'm doing some research in the arena and need to be able to quickly tally up how many dwarves are on either team, team 1 or team 2. There are too many dwarves to accurately count by hand, so I was wondering if there was a way that I could use Notepad++ or something else to see how many on either side of the conflict survived. Thanks!

4
In my current fortress, I need to import a lot of steel from the caravan, as I am not allowing myself to make it on site. Initially, as is the usual case with the dwarven caravan, the number of wagons + merchants was low and increased as I did more and more business with them. However, I am now in my 26th year of the fortress, and for several years now the size of the caravan is the same as the initial size when you start out. It's a bit annoying as my plans have been slowed down substantially. Maxing out my requests through the liaison does nothing, it seems.

Any suggestions? I'm starting to think it's a bug.
Here's the save:
Link

5
DF Suggestions / Announcement on scholar writing piece
« on: May 06, 2018, 10:58:36 am »
When a scholar writes about anything, have a little announcement, like that for a masterwork being made, appear. It would help players to keep track of how productive their scholars are, and inform players that a new work was made.

6
DF Gameplay Questions / How to use Dwarven Radar properly?
« on: May 06, 2018, 10:08:14 am »
I know this is sort of an exploit, but I would like to be able to access magma without breaching every cavern, for the sake of FPS in my current long-term fort. I know that the designation for farm plots and roads can be used to visualize where solid parts of the cavern are, and to mine through them in order to avoid breaching the cavern.

However, I can never quite seem to avoid the open areas, and have to save-scum in order to try again. Is there some sort of a trick to using it properly, or is it just a matter of patience + trial & error?

7
DF Gameplay Questions / How to update my fort to the next version?
« on: May 05, 2018, 06:53:39 pm »
I would like to bring my current fortress into the next iteration of DF (44.09  -> 44.10), and as I've not done this before, I was wondering what steps I need to take.

Can I simply use the next version's executable in my current DF directory?

8
DF Gameplay Questions / Swapping out burial receptacles
« on: April 23, 2018, 08:31:09 pm »
I'm thinking about swapping out a dwarf's base quality conglomerate coffin for a masterwork steel sarcophagus. Should I be worried about him coming back as a ghost, if I swap out the receptacles quickly enough?

Heck, is it possible in the first place?

9
Other Games / Dark Souls Remastered: Praise the Early Release!
« on: March 28, 2018, 04:35:28 pm »
May 25th it's out

It's out now!

-Featuring the new multiplayer system from DS3, 1-6 players at a time (no more peer-to-peer)
-60 fps
-1080p resolution (up from 720)
-DLC from the original is included
-Nintendo switch, xbox one, ps4, and pc versions

Dark souls is one of my favorite games of all time, and a remaster will help revitalize the community that has grown over the past two games. I'm pretty pumped, anyone else?

10
DF Gameplay Questions / Issue with jeweler, manager orders
« on: December 05, 2017, 10:22:15 pm »
Hey all, I set up a few automated work orders in my fortress to keep certain industries running smoothly and without job cancellation spam.
However, I have an issue with my jeweler when she goes to encrust finished copper goods with clear glass. I have 2 quantum stockpiles set to give to the workshop, and these stockpiles are as follows: Gem stockpile (Raw clear glass and cut clear glass, mainly) and finished copper goods (just finished goods with copper as the only acceptable material)

What actually happens however is probably not related to how these are linked. The issue is that when my jeweler completes her encrusting job, the job order number in the manager stays at 10/10, no matter how many tasks are completed, and I'm starting to suspect this is a bug.

I can provide a save, if needed.

Here is how the encrust job order is set:
Code: [Select]
Encrust finished goods with clear glass (10)
Active     Restarts if completed, conditions checked monthly
Amount of clear cut gems
 available is at least 20
Amount of improvable finished goods unimproved copper items
 available is at least 20

I have tried changing how often the order is checked, and have re-made the order several times. I have also re-made the stockpiles. I'm inclined to believe it's a bug, possibly something to do with item modification not counting as a task completed, but that's just grasping at straws.

Any help would be appreciated, thanks!

11
DF General Discussion / How do you dwarf the fortress?
« on: August 06, 2017, 01:34:12 pm »
Hello all, I was just curious as to what other DF players do when a new version comes out. Do you guys play it as-is from the download, make a few edits to the raws, or use packages such as LNP or tilesets?

Personally, I make a few changes. These include removing aquifers from most ground types, disallowing pets as default for burial receptacles, and allowing cave crocodiles to be war/hunting trainable. In addition, I change the population cap to 80 and the strict cap to 125. What changes, if any, do you guys make?

12
With the new manager system, it is possible to automate some industries that previously you were not able to. For example, I can now setup a functional beekeeping industry by having a press honeycomb order that triggers when several combs have been gathered, and in addition, have a mead-making and wax craft-making order be placed afterwards. This is a marvelous new addition to the game, but there's one thing I would like to attempt, if at all possible:

Automating the shearing of my llamas, and in addition, the automation of a wool cloth industry.

Now, there is something I tried that didn't work, at least in a way that is efficient. First, I tried putting a farmer's workshop in the pasture, and allowed only that workshop to receive the shear animal job from the manager. Next, and this is where the issue lays, I wrote an order that repeats seasonally to shear the llamas. However, since my flock is still growing, I set the limit for how many llamas to shear to be infinity. The problem with this is the order does not go away once there are no more llamas to shear, and instead sits in the farmer's workshop sporadically producing 'can't shear animal: no animal' messages.

I was wondering if there is a way to set an order to repeat until the job cannot be performed, then once the manager has checked it after a season it gets placed once more. I used the above method because while there are reagent conditions for most job orders (Smelt 10 gold ore if there's at least 10 gold ore and 10 coal), there is not a condition for shearing that requires shearable animals, as far as I'm aware.

Also, is there a way to have a shear/milk order check if there is an animal that can be sheared/milked?

Thanks in advance!

13
DF General Discussion / Crash from extremely high FPS
« on: March 04, 2016, 09:07:11 pm »
Hello, can someone please file a report on the bug tracker?

There is a crash that occurs if you keep increasing the maximum FPS using the Alt+ key

The FPS limit starts to approach an absurdly high limit before turning negative and freezing the game. I think the last number I saw before the game crashed was 1897264 (or something like that) and then -2770147 (I think)

Thanks

14
DF Suggestions / Mass-Designate Priority Changes
« on: January 26, 2016, 06:01:52 pm »
Okay, to get down to it:

-Add a new designation whose sole function is to change priority levels
-This new designation type wouldn't delete or add space to current designations, only change their levels

Example: You design a complex bedroom level for your dwarves, but then realize you have several mineshafts designated to be mined at a higher priority, for whatever reason. However, you can now simply correct this situation by using 'd'->'Shift+P' (or whatever you have the keybinding for priority change set to). Select the areas of the fortress whose designations levels you want to change, and voila! You changed the level 4 priority of your bedrooms to level 2, so now your miners will set off and finish carving their bedrooms before mining for wealth.

Thoughts?

15
DF General Discussion / It's dwarven instinct...
« on: April 25, 2015, 12:42:02 pm »
This child, from the beginning, is already headed down the path to true dwarfiness: magma




His future is bright, and molten

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