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Messages - forumist

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1
I created a human outsider adventurer with a pet war rhino, and another party member which is a muskox woman.

We were spreading fun in our starting dwarf village, and after a while, visiting mounds and spreading more fun, I noticed that the rhino and the muskox woman were not there any more.
I can not switch character using tab.

If I ask locals about the muskox woman, some tell me that she is in the village, but not precisely where.

I searched around, cheating with the "reveal" command of DF Hack, and haven't seen the muskox woman or the rhino, neither corresponding corpses.

I tried entering travel mode and then going back, to no avail.

If I go to the "c" (companions) menu then the "E" (Party tactical settings), the muskox woman is listed as "In Matchedworked" (the name of the village).

What may have happened?

2
Hopefully they will have time to help clean the mess, make coffins and engrave slabs, etc. before getting too depressed due to seeing corpses and ghosts or meeting a hidden clown somewhere...

Well, seems difficult: Clowns occasionally show up, and a ghostly dwarf miner kills fortress crew (in fortress mode) or adventurers (in adventure mode) almost instantly.

Quote
Ghostly Dwarf Miner batters Use Getakrákfil, Human Recruit!
Use loses hold of the yeti bone earring.
Use loses hold of the +yeti bone earring+.
Use loses hold of the large tin dagger.
Use loses hold of the bronze buckler.
Use loses hold of the lead whip.
Use has been struck down.
Ghostly Dwarf Miner batters Melbil Oddomtagùz, Dwarf Speardwarf!
Melbil loses hold of the giant moose cow hoof [4].
Melbil loses hold of the xbronze left gauntletx.
Ghostly Dwarf Miner batters Melbil Oddomtagùz, Dwarf Speardwarf!
Ghostly Dwarf Miner batters Melbil Oddomtagùz, Dwarf Speardwarf!
Ghostly Dwarf Miner batters Melbil Oddomtagùz, Dwarf Speardwarf!
Melbil loses hold of the x+bronze helm+x.
Melbil loses hold of the steel spear.
Melbil has been struck down.

3
After reading this conversation, I decided to try adventure mode.

I ended up making a group of adventurers containing a few dwarves, a human outsider with gremlin and black mamba pets, and a wolverine man doctor.

I managed to get the group to a fortress I had retired with just one poor survivor of a group of 7 that I had sent to reclaim a fortress lost due do accidentally breaching a vein of valuable blue metal.

Then I retired the group of adventurers, and un-retired the fortress. I now have a fortress with a few dwarves, a human outsider with gremlin and black mamba pets, and a wolverine man doctor. However, I cannot assign any of them to noble or military position.

Hopefully they will have time to help clean the mess, make coffins and engrave slabs, etc. before getting too depressed due to seeing corpses and ghosts or meeting a hidden clown somewhere...

Maybe I should retire, re-send adventurers, retire them, unretire the fortress, etc. until I have enough workforce to rapidly clean the fortress.

4
DF Gameplay Questions / Re: Strand extraction needing rhyolite!?
« on: September 20, 2020, 05:18:35 am »
The strand extractor is now extracting strands (from the valuable blue metal, and executing an order issued by the manager).

5
DF Gameplay Questions / Re: Strand extraction needing rhyolite!?
« on: September 19, 2020, 02:02:52 pm »
Sounds like a mod mismatch to me. As I don't use "real" mods I don't have first hand experience, but things like changing the tile set to one for vanilla (as opposed to one bundled with the mod, or at least with mod installation instructions) can probably screw up things.

I'm not sure to understand your comment. I don't use tilesets.

I'm not even sure I use a mod, but if I use one, it's one that I've seen discussed on this forum, likely used by other players, and likely not messing with stone properties.

The only occurrence of RHYOLITE in raw/objects/ is in raw/objects/inorganic_stone_layer.txt and looks like a normal entry:

Code: [Select]
[INORGANIC:RHYOLITE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rhyolite][DISPLAY_COLOR:0:7:1][TILE:',']
[IGNEOUS_EXTRUSIVE]
[IS_STONE]
[MELTING_POINT:11440]
[SOLID_DENSITY:2600]


6
DF Gameplay Questions / Re: Strand extraction needing rhyolite!?
« on: September 19, 2020, 01:52:44 pm »
1. Why did you set the workshop profile to strand extraction only? I would turn that off.

Because it is down near the magma, and I don't want other manager-issued work orders than strand extraction to take place thus far from the surface.

Quote
2. Is the workshop linked to any stockpiles? If so, cut those links.

It isn't.

Quote
3. Are you using the manager to auto-generate work orders? If so, turn that off.

When I saw that cancellation, I hadn't tried to go through the manager to generate strand extraction jobs (but the manager was used for other activities).

7
DF Gameplay Questions / Strand extraction needing rhyolite!?
« on: September 19, 2020, 09:32:15 am »
I found the valuable blue metal and carefully dug out some of it.

I built a craftsdwarf workshop, set its profile to strand extraction only, and checked that I had a dwarf with strand extraction activated.

I queued "Extract Metal Strands" on repeat in the workshop.

Then I noticed this cancellation spam:

Ingish Giginzasit, Engineer cancels Extract Metal Strands: Needs rhyolite.

WTF!?

No blue metal has been moved from the mining site yet. The job disappeared from the workshop.


Should I try to find rhyolite somewhere to see what happens?

I don't play a heavily modded version of the game. I think I only have one variant of modest mod, that I didn't tweak.


If you are curious, here's a save of the game some time before the blue metal has been dug out here: https://dffd.bay12games.com/file.php?id=15206
I uploaded this save because of a crash. Since then, I think I managed to avoid the crash by setting fire to the stuck goblin siegers using df-hack's "liquids-here" command.

The blue metal will be dug out in an already designed extension of the bridge-protected tunnel at level 14 (one level above where hotkey F8 leads to). However, to get to that point, the crash must first be avoided (for instance by calling all the dwarves back inside and using the appropriate burrow before they spot the invaders and playing with cheat-lava as explained above to remove the apparent crash-trigger).

8
What is an "Outsider"? Is that something in adventure mode ?

9
Was this shared here: https://www.nejm.org/doi/full/10.1056/NEJMp2026913 ?

TLDR: Wearing masks seems to decrease the severity of the disease for those infected despite wearing the mask.
This might help populations acquire at least some partial immunity ((me commenting:) with lesser risks than letting everyone contaminate oneself happily in foolish COVID parties, and without having to rely too much on much-talked-about-but-not-yet-available vaccines).

10
Dear militia,

When I order you to station on the tower top, the goal is to protect the marksdwarves against climbing goblins. No need to use the tree branches hanging over the fortifications to get out and get stupidly killed by the goblins that still haven't managed to climb up.

11
I've always set up my militaries to use "specific weapons/armor" + "Replace clothing" + "Inactive = Uniformed," and I've almost never had any problems with militia-dwarves going into battle half-equipped, or spending all their time gathering new equipment.

Sorry for this late feedback: I've noticed that some of my dwarves where having unhappy thoughts due to being naked. I suspect this is due to them not managing well this "Replace clothing" setting.

What is this setting supposed to do, and why would it help avoiding mis-equipment?

12
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 05, 2020, 03:43:52 am »
Just realized my library was also a garbage dump. That's where those dead animals were ending...

13
DF Gameplay Questions / Migrant diversity
« on: September 04, 2020, 07:07:09 am »
In my fortress, the last 3 migration waves came with many dwarves having as only labour skills Animal Caretaker and/or Herbalist.

Are there some in-game reasons for this strong bias (like many plant gathering jobs needing to be done) or is this just a plain bug ?


Edit: I just checked the last of the 3 waves: There are combat, arts, social or scholar skills, and outside Animal Cartaker and Herbalist, the only labour skill is a Butcher.

14
I honestly think Spain is heading to another lockdown. And I dont think any country can safely reopen schools.

Regarding the second wave in Europe, I think it will be/is much less steep than the first one, it hits primarily a more healthy part of the population, and hospitals are hopefully better prepared, allowing some time to adjust policies progressively.

I don't know for Spain, but in France, some people are still unable to understand that removing your mask in the suburb train to talk on the phone is not best practice, but most people wear it correctly, and this should make an important difference with respect to the situation in March.

Schools are supposed to re-open soon, and workers will be back from summer vacation, so it is likely the virus will circulate faster, but I have hopes that a strong country-wide lockdown will not be necessary.

15
DF Dwarf Mode Discussion / Re: Strange mood being strange?
« on: August 23, 2020, 07:53:50 am »
I think I have a very similar issue with 0.47.04.

A miner got possessed, had claimed a mason workshop, gathered material and started a mysterious construction.

I was busy dealing with a siege and then some internal weremoose problems, so I had forgotten about this moody miner.

Then, I noticed him in a middle of a stairway, not moving. He stays there doing nothing, still "Possessed by unknown forces!". The workshop is still claimed, contains material used for the task.

I tried forbidding the material and reclaiming it. It is not indicated as "TSK" any more. The miner has not reacted.

I used "showmood" in DFHack, this is what is indicated:
Code: [Select]
[DFHack]# showmood
Bëmbul Uzolginet is currently possessed with intent to claim a Mason's Workshop and become a legendary Miner (but not really).
He has claimed a Mason's Workshop and wants the following items:
Item 1: rock boulder, quantity 3 (got 0)
Item 2: any bones, quantity 1 (got 0)
Item 3: metal bars, quantity 1 (got 0)
Item 4: any logs, quantity 1 (got 0)

(I did not try before messing with the tasked material, because I didn't know about showmood until finding the present thread.)

In the workshop, the bones got back a "TSK" label, but this didn't change what showmood displays. Now the "TSK" label is gone again. The miner still hasn't moved. Now "TSK" is back on the bones. I'm not sure what I do can influence this.

Ah, now the bones are not in the workshop any more, so maybe someone else took them.

I don't find this dwarf in the combat logs.

Curious bug.

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