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Messages - Tharg

Pages: [1] 2 3 ... 5
1
DF Dwarf Mode Discussion / Re: Minecart question
« on: January 27, 2013, 02:47:21 am »
Thanks.  That's what I was afraid of.  Not sure how I'll deal with it yet.

2
DF Dwarf Mode Discussion / Minecart question
« on: January 26, 2013, 05:35:13 pm »
I have built a fairly massive mincart system which is intended to ferry items to and from various areas of my fort.  I have switches set up to change the path and it is so close to working.  I use Push, not Guide.  However unfortunately it seems like the route in the hauling menu controls the order of stops, so if the cart is re-directed to an unexpected stop the system breaks and the cart is then hauled back to the next stop.  I want it to be pushed from whichever stop it ends up at.

Can this be made to work?  The only way I can think of doing it would be to use a dumping trackstop with no friction instead of the route stops, but I want to be able to easily switch each 'station' from receiving from / giving to the cart.

I think this is a simple representation of the problem I have :

Code: [Select]
A
|
|
L___ B
H
|
|
C

where A, B and C are stops and H is a bridge.  Pushing from A goes to B unless the bridge is closed

Code: [Select]
A
|
H
H___ B
H
|
|
C

in which case it goes to C.

The route would be set up so at each stop the cart is set to be pushed back.  However, assuming the routes' stops are listed in order A, B, C, then in the first case the cart goes from A to B, then back to A and then it's hauled to C, then it's pushed and is hauled to A from wherever it stops on the track.  In the second case it goes from A to C then is hauled to B, then goes from B and derails on the bridge or whatever and is then hauled to C before being pushed back to A.

Can this be made to work as I want?

3
I compiled it from your github repository because I had some issues previously (getting autobutcher to work along with another of your plugins, I think autobutcher was broken in the version I had).  It was the first time I'd looked at that screen (trying to figure out if I could get meals automated).  I'd been searching, scrolling, all sorts.  I'm afraid I don't know exactly what sequence led to the problem.

4
I've got stuck on this screen :

http://tharg.co.uk/Dwarf_Fortress/images/StuckWorkflow.png

No keys seem to do anything.  I can record a macro and load it etc. though but I think that's it.

5
On the units screen I have trouble using lower-case L in searches.  I note that it is also labelled "Manage labours (DFhack)" at the bottom of the screen.  It works if you hold / hammer it.

Not sure if previously reported.

6
DF Gameplay Questions / Re: "Few n00b Qs" II - This Time It's 3D
« on: November 23, 2012, 02:19:12 am »
This bug explains why that happens:

http://www.bay12games.com/dwarves/mantisbt/view.php?id=3442

Ah, guess that's it.  Thanks.

YW.  I like helping.  Did you see the stymied message?  It won't effect the ability to improve royalty and become a capital.  Just no trade agreement will be setup.  Caravan will return.  However if diplomat dies, that's a different story. 

If its just stymied, the king/queen will bring their royal guard, and setup at your fortress if its the last, greatest, fortress of that particular civilizations, or close to it. 

Its not the traditional way of doing it, with offerings, but it happens after a bit.  I tend to decline nobility, until I get a kickass military, to guard the nobles with. 

So, more caravans will eventually show up, but their goods won't be so juicy, because you won't be able to make requests, via trade agreements. 

Once the royals move in, there won't be liaison meetings.  Nothing more to liaise, since the King/Queen is now under your control.  This can happen whether you want it to or not.  I went right to the King, without a Baron in my last fortress.  Kept declining. 

Then my mountainhome petered out and they moved in.

Pretty sure, but not positive that a Traction bench, does the same thing as a cast, cept much longer and with much more pain involved, good for raising willpower, some say..  *shrug* 

Also if your rolling with DFhack, ya can turn on Human liason, and he'll offer gypson.

Sincerely, Knutor

Nice info, thanks. 

I'm not sure about the stymied message unfortunately.

I have a pretty good military I think (about 11 elite marksdwarves and about 25 assorted elite melee dwarves all in steel, with more in training, out of a population of 250) so I'm not too worried about protecting stuff.  I have a baron at the moment and have had for a while.  My fortress is 44 years old at the moment (I like to play slowwww sometimes, repeatedly tweaking minor stuff and avoiding 'exploits' like danger rooms).

So are you saying that if trade relations are stymied I will attract the king eventually, but if he's dead then that won't happen?

And if stymied I will get un-juicier caravans after a while, but if dead, still nothing?

I have traction benches so I'll try to see what happens there once I run out of powder (I think I have about 4 units left atm).

I've got dfhack so I'll look into the human liaison thing if needs be, sounds like a good last resort plan.

7
DF Gameplay Questions / Re: "Few n00b Qs" II - This Time It's 3D
« on: November 22, 2012, 01:35:09 pm »
I'm not sure if they're every autumn.  Pretty sure I have a siege every year, but not sure when.  They don't last long though.

As an aside ... in my first siege I had goblins on cave dragons and giant toads.  Since then none have been mounted and in the civ screen the only guy mentioned is a law-giver/leatherworker.  Did I kill the king and does this mean no more mounts for the goblins?

8
DF Gameplay Questions / Re: "Few n00b Qs" II - This Time It's 3D
« on: November 22, 2012, 10:57:43 am »
Thanks again.

I've given up on the milk thing ...

My new problem is that I haven't had a dwarven caravan for several years.  They're my only source of gypsum powder I think so it's a little worrying.

In the civ screen they have no liaison listed (a king and a general).  Does this mean he died, and if so, does this mean no more caravans, ever?

And, if so ... does this also mean I can't become the capital as I can't make offerings?

9
DF Wiki Discussion / Re: PLEASE help me with grammar on the wiki!
« on: November 08, 2012, 09:54:23 pm »
I quickly read it and only spotted ne obvious mistake :

Quote
Usefulness: The dragon Will

I don't have an account there though so haven't edited it.

10
DF Gameplay Questions / Re: "Few n00b Qs" II - This Time It's 3D
« on: November 08, 2012, 05:17:10 pm »
Thanks all.  Another query : is there any way to haul milk in buckets from a farmer's workshop without putting the milk in a barrel?

I've tried linking stockpiles etc., but they just seem to use barrels all the time, or do nothing, whatever I do.  I think perhaps that the links from the workshop only apply to the (now empty) buckets, and not their contents?

E : Perhaps of note : I just set up rock nut paste / oil production, and I half expected the same problem with jugs of oil.  They're stored in stockpiles fine though.

11
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 04, 2012, 07:46:40 pm »
Thank you, this worked!

And thank you also, I managed to build dfhack with the butcher fix, it seems. 

I could have done something wrong but it seems to me that the latest on

https://github.com/peterix/dfhack

that I got with git did not have the fix in.  So I edited the zone.cpp file as per the other link, and now all seems good.  I think this is the first time I've ever managed to build anything successfully on windows.

12
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 04, 2012, 05:07:31 pm »
If you use version 0.34.11-r2 (posted in this thread) the patch is not yet included. If you compiled dfhack from the repository (yourself), it should be included.

Thanks!  Guess I'll be trying to get that to work ...

How is it possible to process plants (to bag, barrel, vial)? Commands like
Code: [Select]
workflow count LEAVES//BUSH_QUARRY 1000
workflow count POWDER_MISC//MUSHROOM_CUP_DIMPLE:MILL 1000
are accepted, but the no jobs are found. Producing thread from pig tails (THREAD) works fine.

Thank you for your help!
And thank you for dfhack. Especially workflow and autobutcher are great tools.

For the quarry bushes You have to select the workshop and do :

Code: [Select]
job item-material 1 BUSH_QUARRY
which I think locks the material to the workshop.  Then you can do, e.g,

Code: [Select]
workflow count LEAVES//BUSH_QUARRY:LEAF 50 10
Might be a similar story with the powder.

13
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r2
« on: November 04, 2012, 02:15:54 pm »
I'm trying to get autobutcher to work but no luck.  This is in my Workflow.txt :

Code: [Select]
autobutcher unwatch all
autobutcher forget all
autobutcher noautowatch
autobutcher stop

autobutcher target 2 2 10 2 CAVY PIG
autobutcher target 5 2 20 2 SHEEP
autobutcher target 0 0 0 0 RABBIT
autobutcher watch CAVY PIG SHEEP RABBIT
autobutcher start

but

Code: [Select]
[DFHack]# autobutcher list
Autobutcher status: not enabled, noautowatch, sleep: 6000
Default setting for new races: fk=50 mk=50 fa=50 ma=50
The autobutcher race list is empty.

If I change the script to

Code: [Select]
autobutcher unwatch all
autobutcher forget all
autobutcher noautowatch
autobutcher stop
autobutcher start
autobutcher target 2 2 10 2 CAVY PIG
autobutcher target 5 2 20 2 SHEEP
autobutcher target 0 0 0 0 RABBIT
autobutcher watch CAVY PIG SHEEP RABBIT

I get

Code: [Select]
[DFHack]# autobutcher list
Autobutcher status: not enabled, noautowatch, sleep: 6000
Default setting for new races: fk=50 mk=50 fa=50 ma=50
Races on autobutcher list:
watched: PIG fk=2 mk=2 fa=10 ma=2
watched: CAVY fk=2 mk=2 fa=10 ma=2
watched: SHEEP fk=5 mk=2 fa=20 ma=2
watched: RABBIT fk=0 mk=0 fa=0 ma=0

and nothing is butchered.

Oddly, if I try the example

Code: [Select]
autobutcher target 0 0 0 0 new
autobutcher autowatch
autobutcher start

I get

Code: [Select]
[DFHack]# autobutcher list
Autobutcher status: not enabled, autowatch, sleep: 6000
Default setting for new races: fk=0 mk=0 fa=0 ma=0
Races on autobutcher list:
watched: GIANT_KEA fk=0 mk=0 fa=0 ma=0
watched: BIRD_PEAFOWL_BLUE fk=0 mk=0 fa=0 ma=0
watched: PIG fk=0 mk=0 fa=0 ma=0
watched: SHEEP fk=0 mk=0 fa=0 ma=0
watched: CAT fk=0 mk=0 fa=0 ma=0
watched: BIRD_GUINEAFOWL fk=0 mk=0 fa=0 ma=0
watched: DOG fk=0 mk=0 fa=0 ma=0
watched: RABBIT fk=0 mk=0 fa=0 ma=0
watched: CAVY fk=0 mk=0 fa=0 ma=0
watched: MINK fk=0 mk=0 fa=0 ma=0
watched: GIANT_BARN_OWL fk=0 mk=0 fa=0 ma=0
watched: BIRD_TURKEY fk=0 mk=0 fa=0 ma=0

But everything is market for slaughter

I have the top Windows version of dfhack from here :

https://github.com/peterix/dfhack/downloads

Looking back a few pages in this thread I see this linked :

https://github.com/angavrilov/dfhack/commit/6fefd0907281b41bbcbe27df1bea113ab8c46c1b

which seems to be what I need ... But I don't know if it's included in what I have, or if not, how to add it.

Thanks in advance for any help! 

dfhack has been very useful, I have most of my workshop production automated nicely.  As a future feature request, how about auto-rotate-war training?  So I can somehow select, say, 30 dwarves and then have them each train a different dog.

14
DF Gameplay Questions / Re: "Few n00b Qs" II - This Time It's 3D
« on: October 30, 2012, 04:01:12 pm »
Thanks so much.

Re the first question, I don't mean the squad screen.  I mean here :
Spoiler (click to show/hide)

Even when the unit list is not there (as above) you can move the focus of the selected text off the main list to the left by pressing the right arrow, then move it back to the list of routes / burrows with the left arrow key.

Holy crap it just happened again.  I didn't even unpause.  This is it now :
Spoiler (click to show/hide)

And then on the schedule screen, after selecting some from the list :
Spoiler (click to show/hide)

(I should note I am using dfhack)

15
DF Gameplay Questions / "Few n00b Qs" II - This Time It's 3D
« on: October 30, 2012, 01:21:20 pm »
Hi -

I played before the change to 3d (yay forum account necro) and now I have the dwarf fortress bug again.  I had a similar thread going back then (http://www.bay12forums.com/smf/index.php?topic=13573.0), and I plan to use this new one to ask a few of my new questions as they come up.  Hope that's ok :).

In the military interface, in the schedule, when you edit or create orders, sometimes on the right of this screen the dwarves in the squad are listed and it seems I can select specific dwarves instead of just a minimum number.  What does this actually do, and why does it only appear rarely?

It seems that my marksdwarves will often not restock bolts when they are on patrol across my battlements.  They just sit there doing nothing even though there are bolts right there.  It seems to me that this might be because they have 'reserved' bolts a long way away.  How do I deal with this?  I'm currently rotating two squads during sieges.  Another idea I have is to reduce the number of bolts they use in the military screen so that none are reserved except those in use.

It seems that non-elite goblin marksdwarves are shooting back though my fortifications 1 Z level above them.  I have a 1 wide path of constructed floors and on either side of these there are fortifications.  As the goblins pass underneath I'm pretty sure some got a few bolts off into my dwarves.  Is there a way to get floors under the fortifications (and would this stop this), or do I need to raise it another level, or am I misunderstanding something?

Many thanks.

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