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Topics - mross

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1
On a fresh embark, I dug a few staircases and, on a whim, decided to use a plant gathering zone instead of a gathering designation (I almost never bother with gathering zones, which is probably why I never encountered this before). Dwarves refused to dig anything designated in the z levels below the zone, which was on the surface. To be clear : this was literally seconds into the embark. Relevant dwarves had mining enabled, and pickaxes equipped. No military squads had ever been created, nor uniforms established. No burrows. Flat embark, no structures, no one was stuck in trees or otherwise unable to reach the dig location. No water or other hazards preventing digging. No one was wounded, sleepy, thirsty, or hungry. No wild animals in the area. What I found most interesting, though, is that this situation caused no job cancellation messages; it's like the dwarves couldn't even attempt to take the jobs, or the dig jobs couldn't select dwarves, whichever. As soon as I deleted the gathering zone, the dwarves got to work, so I'm pretty confident it was the zone that was causing the problem. Has anyone else ever encountered this? I wasn't sure if this actually qualifies as a bug, so I'll wait to hear from people here before making an actual report.

2
Make bedframe from metal / rock / wood at smith / crafter / carpenter

Make mattress from cloth / yarn at tailor or possibly crafter

Make bed from bedframe and mattress at crafter

3
Regardless of world age, embark location, wealth produced, population, etc. Was this added intentionally in one of the updates? I don't remember seeing anything about Toady deciding that he had too many players.

4
Play by post preferred, I have experience with 3.5, 5e, pathfinder, but I have by far most experience with freeform

5
DF Dwarf Mode Discussion / ghost transforms into a dwarf
« on: February 08, 2017, 12:19:43 am »
Is this reincarnation or something? No message of this message on the wiki and I don't see the name anywhere in unit list.

6
DF Modding / plant and reaction modding
« on: October 18, 2013, 01:28:05 am »
I've been going around in circles for a couple of hours using assistance from the wiki pages on reactions, item tokens, and material tokens, along with this thread http://www.bay12forums.com/smf/index.php?topic=96679.0 , but I can't seem to get a simple custom reaction to work. Here's what I have currently.

plant_standard
Code: [Select]
[PLANT:WOOD_WHEAT]
[NAME:wood wheat][NAME_PLURAL:wood wheat][ADJ:wood wheat]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[WET][DRY][BIOME:SUBTERRANEAN_WATER]
[VALUE:2]
[SPRING][SUMMER][AUTUMN][WINTER]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:wood wheat seed:wood wheat seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:bark]
[UNDERGROUND_DEPTH:1:3]
[PICKED_TILE:'%'][DEAD_PICKED_TILE:182]
[SHRUB_TILE:252][DEAD_SHRUB_TILE:252]
[PICKED_COLOR:6:6:1]
[SHRUB_COLOR:6:0:1][DEAD_SHRUB_COLOR:6:0:0]

reaction_other
Code: [Select]
[REACTION:MAKE_WOOD]
[NAME:make wood]
[BUILDING:TANNER]
[REAGENT:1:PLANT:NO_SUBTYPE:PLANT_MAT:WOOD_WHEAT:STRUCTURAL]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:OAK:WOOD]
[AUTOMATIC]

entity_standard
Code: [Select]
[PERMITTED_REACTION:MAKE_WOOD]
The reaction does not show up in the tanner's shop. The result is the same regardless of workshop used, or replacing "NO_SUBTYPE" with "NONE". As far as I can tell, the tokens are in the right order. I save and regen after every change.

7
DF Community Games & Stories / My Little Fortress.
« on: June 05, 2011, 04:24:24 pm »
Befriend the Earth!
Looking for advice on embark loadout, current setup below.
Each pony's saddlebags can fit 100 points of supplies / animals.
Pets don't count, they are exempt by the magic of friendship.
The pick and axe are mechanical abstractions, ponies dig with their hooves and kick down trees for wood. (OBVIOUSLY)
Also, I'm sad 'cause I can't bring baby gators with me on embark. How I fix?
Spoiler (click to show/hide)

8
DF General Discussion / language_DWARF.txt
« on: May 07, 2010, 07:02:04 pm »
Most of my dwarves have weird symbols in place of at least one letter in their names, so I opened up the language file to see what was going on

examples
Code: [Select]
[T_WORD:BEE:agˆk]
[T_WORD:BIG:et„g]
[T_WORD:BLOSSOM:ƒtrid]
[T_WORD:BLUE:en“r]

Is there a way I can find out what letter each of the different symbols correspond to? They all recur many times throughout the file, but it would take me like 10 seconds with notepad++ to replace them with the appropriate standard English letters, but I don't want to just choose letters arbitrarily

Sorry if this isn't the appropriate section

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