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Topics - AdeleneDawner

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DF Dwarf Mode Discussion / (tame bat) has flown its way out of confinement!
« on: February 28, 2014, 08:50:19 pm »

Since when does that happen?

The bat isn't my bat - the elven caravan just arrived, and it came with them. Even so: What??

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DF Gameplay Questions / Getting a minecart out of magma
« on: February 15, 2014, 09:57:21 am »
I'm trying to haul magma up to my fort, and my minecart is stuck. How is this supposed to work?

My current setup uses a roller on the highest setting in the tile next to the ramp up out of the magma and an iron minecart. (Here's a picture.) In testing, before I flooded the loading area, the cart popped back up out of the hole without a problem, but now that it's flooded, the cart is mostly just flashing back and forth between the roller tile and the ramp tile. Interestingly, it did get out once after being loaded, and was brought up and dumped as planned, but I'm having trouble repeating the trick, and according to the wiki this shouldn't be happening at all - if it worked once without magma it should work again any time I want it to.

Help?

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DF Dwarf Mode Discussion / Why is my game crashing? [Solved]
« on: February 11, 2014, 01:39:40 pm »
So I'm about 8 years into a fortress in a lightly modded world, and something is making my game crash. I'm not getting any announcement before it does, but it always happens at a consistent time, about two or three minutes of unpaused play after after loading from the most recent save.

Mod-wise, I gave a bunch of exotics the [pet] tag and GCSs the [child] tag and modded out all the civilized races except dwarves and kobolds, but it's otherwise vanilla. I also fiddled with the megabeast numbers and did a short worldgen, so there are an unusual number of those around, and that seems to have caused a similar issue once already; the game would run for a while after being loaded, but then crash, and I'd have to go back to the last seasonal save, and eventually an ettin showed up and got cage trapped and the crashes stopped. However, that doesn't seem to be the issue this time, since I've tried turning invaders off and the same thing still happens. I also thought that it might be an issue of a glitched item that came in with the traders, but forbidding the entire depot doesn't stop the crash either. Is there anything else I can check? I don't want to put in a bug report with so little idea of what's going on here.

I've uploaded the save here if anybody wants to take a look at it - I've made pretty extensive use of the workflow and buildingplan tools from DFHack, though, so I'm not actually sure if it'll load properly without those.

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On a whim, I modded the animal-person template to give all animalfolk the [pet] tag. I was expecting them to act like regular animals, or perhaps like tigermen used to. Instead, I got a bit of a surprise with my trained wrenfolk and bushtitfolk:

* They can be butchered, but the products won't be eaten, tanned, or even hauled, despite the fact that there are entries in the stockpile interface for them. The products also don't show up on the z-kitchen list and don't show up under 'meat' in the trading interface (haven't checked whether they turn up on search). I don't have a bonecrafting industry set up, but I expect that the bones won't be used for that, either. Eggs appear to be hauled as usual, though.

* They can be assigned to both pastures and burrows. I've confirmed that they respect burrow assignments; I believe that they respect pasture assignments, but I'm not sure what happens when they're assigned to both at the same time - their current assignment is an overlapping burrow and training-enabled pasture, just to be safe.

* They get thirsty, and will seek out water when they are. I suspect that they follow the same rules that dwarves do regarding thirst and burrows - I had a thirsty wren man in a burrow with a stagnant pool, and he declined to drink from it. I removed him from the burrow, and he went to the non-stagnant lake I'm embarked on and drank from the edge of that. I haven't checked on whether they'll use a well or not, and haven't tested whether they'll break their burrow or pasture assignments to drink.

* They get hungry, and seek out food. I've seen one (a wren) eat a fish-based roast. They appear to be able to take food from barrels.

* They get tired, and sleep. So far, they're sleeping on the ground in their area; I'm still putting rooms together for my dwarves but will be giving them some beds soon. It won't surprise me much if they can have rooms assigned to them.

* I think I saw one removing some construction - at least, he was in the right spot for it at the right time, even though it was well outside the burrow area and not someplace he would have been as a matter of course.

I've never kept tigermen, so I suppose I could be wrong about this being mostly new behavior, but I'm pretty sure tigerfolk care instructions were 'make sure they have water they can stand in to drink, and you're golden', and that's not what I'm seeing here at all.

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Grar!

So I'm playing along, and DF crashes. No huge deal; I have seasonal backups turned on for a reason. Reload, play a bit, not quite back to the point I was when it crashed... Elf! Elf in my cage trap! Ooooooh.

Haven't worked out what to do with the elf yet, still playing along... and it crashes again.

Reloading now. Bet the elf is gone. :(

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DF Modding / Interactions
« on: April 11, 2012, 02:17:37 am »
What do we know about interactions?

Do we know what will happen if I change GCS'    [CAN_DO_INTERACTION:MATERIAL_EMISSION] [CDI:ADV_NAME:Spray web] [CDI:USAGE_HINT:ATTACK] to USAGE_HINT:GREETING?

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DF Gameplay Questions / Best way to capture cave animal men?
« on: April 05, 2012, 11:56:08 am »
I have a bunch of cave fish men in one of my caverns. I'd prefer to have a bunch of cave fish men on chains in my dining room. What's the best way to get from point A to point B with minimal loss of life?

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DF Gameplay Questions / Getting a dwarven corpse out of a cage
« on: March 22, 2012, 09:27:35 am »
I have a dwarf who got caught in a cage trap and dehydrated to death, and I can't seem to get the corpse out to bury it.

I know this comes up regularly, but I've tried all the advice I've seen about it, and nothing's working. The corpse has been marked for dumping, and I made a burrow for the cage and the garbage dump area and assigned all my dwarves to it with all the hauling labors active - no go. I tried building the cage and hooking it up to a lever - no go. I even tried forbidding all the other cages and building a cage trap for it to be installed in, since someone on an old thread said that their dwarves emptied a cage that way once. Unsurprisingly, it didn't work.

Is there anything else I can try, or is my fortress doomed to be haunted forever?

9
I have a dwarf in my fort that has a different name in-game than in Therapist, won't accept a custom profession name, but also gets thirsty when locked in a room. Also, his skills don't match between the two programs - in DF, he claims to be a woodcutter and stonecrafter, and no dwarves have both of those skills according to Therapist, and both of the dwarves who have one or the other of those skills are accounted for.

(I also have a different dwarf who shows up in Therapist despite haunting my fortress as a werepanda, who I also can't memorialize, so it could be that I just have a bugged embark or something...)

10
I'm trying to mod in stone hammers. So far so good, except that my military is now sparring with ☼sandy clay hammers☼. How do I make it so that they can only use actual stone?

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DF Gameplay Questions / These trolls are defective. I demand a refund.
« on: April 14, 2011, 06:44:19 pm »
So I'm being besieged by two squads of goblins and a squad of trolls. The trolls are sitting at my west outer gate... just kind of sitting there. There's about 6 or 7 of them standing on the three tiles right next to a pair of doors, and they've been there for a good few months, and the doors are a door and a xdoorx.

What gives? I'd've expected Fun by now.

They're standing on a retractable bridge, if it makes a difference - the bridge isn't hooked to a lever; I'd been under the impression that they'd break the bridge before trying the doors and uncover the pit underneath it and lock themselves out. (Next time I'll use floor hatches.)

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DF Modding / Seed question
« on: April 12, 2011, 07:16:30 pm »
I'd like to have a plant that can be grown from seeds, but that doesn't produce seeds when eaten or brewed. (The seeds would be produced by a special reaction.) Is that possible?

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DF Gameplay Questions / Beware its webs!
« on: April 09, 2011, 02:16:49 am »
So my first FB in the fort I'm using to test out my mod is apparently a webber. Does anybody have any experience with webbing FBs? I usually ignore FBs in general - I wall any sections of the cavern that I want to use off pretty securely as a matter of course - and this is my first time trying to capture one. I also don't usually mess with GCSs, so advice about webs in general would be appreciated.

I don't see any entry under cloth or thread for FB silk. Is that a bad sign?

14
DF Modding / Creature RAW template?
« on: April 02, 2011, 08:11:11 pm »
I'm considering making an creature raw template, with all the tags divided up into coherent sections and notes on everything, so that someone wanting to make a creature can just go section by section deleting anything superfluous and modifying the remainder.

Has something like this been done already? It seems like it'll be a lot of work, and I'd hate to find out that I'm just duplicating something.

15
DF Suggestions / [UNCOMMON_DOMESTIC]
« on: March 31, 2011, 08:19:45 pm »
I'd like to see a tag for animals that have been domesticated by dwarves, but are rare and valuable. You'd be able to buy them at embark, and order them from the caravan, but migrants wouldn't bring them and caravans would never, or perhaps only very rarely, bring them without being asked.

(I specifically want this for a creature I thought up before .19, but which works *perfectly* with the new mineral rarity: A kind of cave coral with a stone or ore shell that can be 'sheared' every so often. The useful-ore-giving varieties would be insanely expensive and hard to come by - not the kind of thing that Urist McNoviceCheeseMaker should bring onto your map as a pet!)

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