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Messages - MichaelB

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1
DF Suggestions / Re: Mass-Designate Priority Changes
« on: January 28, 2016, 08:39:59 pm »
I love this idea but I would prefer to have it increment or decrement the priority instead.

To use your bedroom example. If I have the corridors designated as 4 and the bedrooms designated as 5 I can simply increment the whole area (multiple times if needed) and the corridors will still be a higher priority than the rooms. 

It could get weird if priorities wrap around between 1 and 7 but that should be fairly easy to work around.

2
I don't see the micromanaging you are referring to. You set up a forge/workshop linked to a stockpile with worthless materials (lead bars or junk stone), fill the job list with suspended jobs to keep the manager out, and allow creative crafting only on that shop. It'd be set and forget. It wouldn't matter if they create junk because they're only using junk materials. I imagine that the priority would be about the same as listening to poetry in the tavern so it shouldn't hold up any important jobs. And you'd disallow creative crafting on the critical workshops to avoid delays there.

With the newly added needs system, it's not just enough to keep your dwarves happy (and drunk) you need to meet their needs too or they will start working ineffectively on their other tasks.

@MobRules hehehe

3
Another possible way of implementing the auto crafting would be to have a toggle option in the workshop to "allow creative crafting" which would let needy dwarves jump in and make something at the workshop if their needs demand it. You could control the materials used via linked stockpiles.

For example, at the beginning of play you could allow creative crafting on your one and only forge so the work orders and creative crafting mix and share the forge as needed. Later, once production ramps up, you could have a forge exclusively for ordered production linked to a gold bar stockpile and a creative crafting workshop linked to a lead bar stockpile.

4
Thanks mifki, fix works on my machine too.

6
Since upgrading to r5 of the Starter Pack one of my saved games crashes every time you try to follow a creature while my other save game is working fine. If I change the print mode to anything other than TWBT it appears to work fine. Also, if I leave the window the default size on load it works fine (with TWBT) but if I maximise the window it it will crash. I've upgraded TWBT to 5.26 but this does not appear to change anything. I've been using the PyLNP launcher mostly but I've also tested it with the old launcher too. Windows 7, mid range x86 machine.

This game has used a few DFHack commands, digv, digtype and clean mostly so perhaps something has been corrupted. Do you guys think it is worth investigating? I'm happy to provide files if you want.

7
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r5
« on: October 18, 2014, 07:22:12 am »
Since upgrading to r5 one of my saved games crashes every time you try to follow a creature while my other save game is working fine. If I change the print mode to anything other than TWBT it appears to work fine. Also, if I leave the window the default size on load it works fine (with TWBT) but if I maximise the window it it will crash. I've upgraded TWBT to 5.26 but this does not appear to change anything. I've been using the PyLNP launcher mostly but I've also tested it with the old launcher too.

This game has used a few DFHack commands, digv, digtype and clean mostly so perhaps something has been corrupted. Do you guys think it is worth investigating? I'm happy to provide files if you want.


8
Is it possible to get the details of creatures that merchants have brought in DT?

In my latest case I'm trying to get a breeding pair of blue peafowl, and it'd be nice to be able to see if the peacock the traders are offering me is another asexual one.
no, creatures not belonging to the fortress aren't shown.

Hi all, I've done a quick search but haven't read the whole 115 pages of this thread so forgive me if this has come up before.

In the current version it looks like the Alchemist labour has been lumped in with the hauling labours. This means that if you use the right click -> toggle all hauling then you need to do it twice before the hauling is actually disabled. Not the end of the world but it is a bit annoying.

Cheers
i'll see about adding it to it's own group in the next release. as a work-around for now you can still copy the view and move alchemy to it's own group.

Thanks, I'll copy the view like you suggest for now. :)

9
Hi all, I've done a quick search but haven't read the whole 115 pages of this thread so forgive me if this has come up before.

In the current version it looks like the Alchemist labour has been lumped in with the hauling labours. This means that if you use the right click -> toggle all hauling then you need to do it twice before the hauling is actually disabled. Not the end of the world but it is a bit annoying.

Cheers

10
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 12, 2014, 06:09:26 am »
Hi all,

I've been experiencing some strange behaviour with the digtype plugin. When I invoke the plugin, any constructed walls built in previously mined veins of that type are marked for removal. Is this intended behaviour? It seems strange if it is.

I'm using the Starter Pack 40_13 r4

If this is not the best place to report this please direct me to a more appropriate place.

Cheers

11
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r3
« on: September 28, 2014, 07:48:25 am »
Thanks for all of you work putting this pack together, love the new TWBT.

I've noticed a behaviour with PyLNP which I don't think is intended, correct me if I'm wrong. Selecting utilities to run when DF starts works fine the first time, but after closing the launcher and reloading PyLNP only the utility which was enabled last will still be enabled, the others revert to disabled.

12
DF Bug Reports / Re: Notes on Bug Reporting
« on: October 15, 2013, 06:25:21 am »
I am also receiving no initial email, nothing from Forgot Password, and nothing in the spam folder.

I believe I am experiencing bug number 0000615 [severed body parts of living dwarves not hauled] and have a save which I would like to upload to demonstrate it. I haven't reported any bugs before so I am open to suggestions on the best way to go about this.

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