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Messages - cdombroski

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1
DF Wiki Discussion / Wiki down?
« on: October 15, 2017, 12:45:13 pm »
Getting "no database connection" and "503 service unavailable" pages for articles

2
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 15, 2015, 07:34:33 am »
"Not enough free nestbox zones found. You need 8 more" What is the game trying to tell me here?

I have a 3x3 room that is also a pasture with 3 boxes and three blue peafowl, m/f/f. Door locked, both females were breeding, the first clutch just hatched, the message arrived instead of the notification that the second clutch has hatched. Both clutches were 8 eggs. The first hen has already laid another, but that is just 6 eggs, so probably not related. I did not mess with any creature raws, just phoebus tiles applied by the starter pack and a few healing rates where needed, no modding, fresh install. These are the only egg layers I have a breeding pair of.

That's autonestbox. It expects a pasture with one nestbox in it (top left corner) for each egglayer you have. It will then assign one egglayer to each such pasture and ensure no other animals are assigned to it.

3
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: May 19, 2015, 06:38:48 am »

Separate Q:

On embark I took a Dwarf with axe+dodge experience, and made him my Woodcutter, so he carries his trusty ≡ steel axe ≡ wherever he goes. Had an unexpected guest and he was nearby, so activated him as an Axedwarf and sent him in - and was rather annoyed to see him wrestling the target into submission, the axe laying patiently on the ground behind him.

Once the victim was bored to death, I de-activated him, and, his hands now not busy strangling interlopers, he picked up his axe and went about his business.

What went wrong? Did I bump the axe out of his hands during the creation of the squad somehow? Is this un/avoidable?


Woodcutters (and hunters and miners) have their own hidden uniform that conflicts with any assigned uniforms. This means that if you activate a woodcutter into the military they will drop their axe and go look for another one to use to kill things with. Or as in your case, they'll try to wrestle the hostile that's near them.

4
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r4
« on: February 12, 2015, 04:03:20 pm »
Hey, uh, any way to get Taffer all up in this business? I never see this wonderful tileset represented :(

I can add it myself, but lazy newbs should know about it too!

Can't tell if you're aware of it or not, but there's a drop-in version of Taffer for the starter pack on Github

5
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r4
« on: February 12, 2015, 03:58:42 pm »
Also, a problem report of sorts:
Soundsense as-bundled does not run for me. Win 8 64-bit, with 32-bit and 64-bit copies of JRE/JDK 7 and 8. Console output shows it unable to load the main class.

A fresh soundsense installation works perfectly. Either there's a version difference that matters, or something you removed is causing breakage in my case.

The soundsense coming in the pack for Windows doesn't work. Downloading it from the official website and replacing the version included lets soundsense work again.
...Drat, I'll fix that for the next pack.  It looks like my path-configuring script broke the config xml due to formatting changes  :-[

6
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 23, 2015, 09:27:30 pm »
I used reveal, saved while reveal was on, loaded the save, and now cannot unreveal. Is this intended, or is there a workaround?
I don't remember if it's a known bug/feature, but the workaround is to use revflood.

7
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 23, 2015, 09:26:23 pm »
How do I stop dwarves from reloading traps? In the middle of an undead invasion, my intricate trap system was going great, until these idiots decided to rush out and reload all the traps that the undead army was in the process of getting hammered by. I tried everything but I couldn't stop my dwarves from rushing to their deaths trying to reload traps.  :-[
Forbidding the trap once initially loaded is supposed to work.

Quick question. Is there much point to equipping dwarves with more than one masterwork steel chain mail shirt?
It should further reduce edge attacks through deflection and absorbtion. All that steel starts to get heavy though, and it does almost nothing for blunt damage.

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 14, 2015, 07:30:31 pm »
Seedwatch appears to not be working for a lot of the new plants, specifically the ones without edible seeds, I believe. Has anyone else had this issue?

Correct me if I'm wrong, but isn't the main function of seedwatch to toggle cooking of a seed type based on how many of that seed type you have? Doesn't seem like it could reasonably apply to plants which lack edible seeds.

Pretty sure that edible and cookable are separate properties. No idea if there are any cookable, non-edible seeds but it should be possible to have them. Plump helmet seeds are in fact cookable but not edible raw.

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 11, 2015, 11:23:53 pm »
I don't have the means to get metal bars for a mooded dwarf, so I have createitem set to put items on the floor via createitem floor. Then when I run the actual createitem to spawn in the bars, it refuses to work saying "No unit selected" what do I do?
There's also a create-items command that handles bars (and a few other things). I find it easier to use for the items it works for.

10
There's a dfhack plugin in progress to export the current state of part of your fortress to quickfort csv files. It doesn't look at designations though, just current tile state. It might be good to add a comment to that issue so we can see if there's enough interest to make adding designation reading an option.

11
DF General Discussion / Re: Dwarf Fortress 40_23 Starter Pack r2
« on: January 10, 2015, 12:04:17 pm »
I would suggest including Pedestals (a generic building that can be made from any type of artifact) from ModestMod

Seconded. I mean, what else are you going to do with an Artifact bracelet?

Find some way to do !!Science!! with it obviously.

12
DF General Discussion / Re: Dwarf Fortress 40_23 Starter Pack r2
« on: January 09, 2015, 08:18:07 am »
I would suggest including CatDamper (remove 'return vermin to owner' and 'adopts owner from cats') and Pedestals (a generic building that can be made from any type of artifact) from ModestMod

Is there anyway we could get a description of the mods into the gui? Maybe as a mouseover tooltip?

13
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 09, 2015, 08:11:42 am »
Quick stockpile question.

I'm using a finished goods stockpile with a 'take from' link to a leather workshop. Dwarves are dumping finished goods in there from anywhere. Did I do something wrong, or is it a bug?

Did you also toggle the 'Take from links/anywhere' option?

14
Utilities and 3rd Party Applications / Re: DFHack 0.40.23-r1
« on: January 07, 2015, 09:44:44 pm »
The line after [SELECT_CASTE:ALL] for the bongos has an extra '[' at the beginning. That's probably why the attack is failing to load as well because the format error is probably causing the definition for bongos to continue into the next creature.

The aquiloup is a bit trickier for me, apparently TALON is not a valid bodygloss (anymore?) but I don't know which ones are valid. The scratch attack is apparently referencing non-existent NAIL body parts at the end of feet.

No clue why you're getting errors during world gen if you haven't touched the default raws.

15
DF General Discussion / Re: Dwarf Fortress 40_19 Starter Pack r3
« on: December 18, 2014, 03:55:20 pm »
INSTRUCTIONS:
3. Don't panic if it seems graphics aren't working - menus and text are meant to use ascii tiles now.

Aw crap... that means I missed the note... unless you just added that?

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