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Topics - TheBlueSteel

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DF Modding / Question: Creating Economic Materials
« on: November 11, 2012, 10:04:21 am »
Righto! So, I've created several custom workshops and materials and they all seem to be working well, but I've recently come up against a block in my mod: economic materials.

In essence, one of my workshops intakes a rough gem and nine stones in a reaction to make a different very heavy stone that I'm using as a further building, called Arkenstone.

My difficulty is that said stone is still a stone, so if it isn't stored appropriately far away from the workshop then it can be consumed in the very reaction that made it..... not exactly very productive. Thusly, my question:

Is it possible to make a material 'Economic' so that it can be designated to only be used for designated tasks, like marble and other economic stones? Will giving it a reaction class solve the issue?

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DF Dwarf Mode Discussion / Traders as part of a migrant wave
« on: July 06, 2012, 01:01:50 pm »
What the titles says. Anyone have this happen to them?

Five dorf migrants show up, but two have the trader symbol and just stand at the edge of the map. They are listened as friendly traders, but won't come to the depot etc.

Le bug?

3
DF Dwarf Mode Discussion / Breached a Cavern, No Spores?
« on: July 04, 2012, 02:44:53 pm »
So I just breached a cavern in a desert fort I'm building out of glass, to get underground trees and all that.

The first one had absolutely no vegetation, normal enough since I put cavern min water at 0. I figured that one didn't spawn with water, so no spores for me, so be it.

So I dig down to the second cavern and breach it. The place has a full complement of cavern life and plants, GCS, a few trogs, and tower-caps and fungiwoods and cavern moss galore.

Yay! Thinks I, now I shall have trees to cut and underground forage for my beasties.

Except for not...... even after mining out a large area of soil under my desert floor, of sandy clay and yellow sand, no vegetation whatsoever has begun to grow in said mined out area. This is disheartening.

I thought spores could pass through walls and what have you, but maybe I'm wrong?

Help?

4
So I already mentioned this world in a thread about Necros, but I've been recently playing adventure mode on a world I genned with custom settings, lots of beasties, big caves, lots of secrets.

I don't know exactly what happened..... but this world is friggin ridiculous.

All the humans and goblins have been wiped out by beasts and necromancers.
There are five distinct Towers on a pocket sized world.
One shrine is occupied by two BCs.
A lair has five Roc nests and eight of the beasts themselves.

My current adventurer Vucar Umomkon's kill list of notable creatures reads like so:
22 Giants
6 Rocs
3 Various Titans
9 Ettins
2 Dragons
51 Night Beasts
7 Bogeymen
152 Undead

.....

Yeah.

Anyone ever gen a world with eight Rocs to a lair? I think the update might have made it possible to have too badass of a world.

5
DF Dwarf Mode Discussion / Convection Schmection- Magma and Glaciers
« on: June 30, 2012, 06:42:24 pm »
So, just for an ultra-dorfy fun time, I am currently engaged in a fun-filled day of building a fort in a glacier. Above ground.

The only things below ground are the mines, tree farm, and farms. I embarked next to a volcano, so I've channeled magma to the point where my forges are now three z levels above the glacial surface with their magma supply being pulled up by a pump stack.

Sadly, I've run into a bit of a difficulty; even if an inside area is completely enclosed, it still counts as "outdoors". Meaning I've lost several dorfs that haven't gone underground for a while to, well, freezing and exposure. Despite being in a completely enclosed fortress.

I'm not precisely sure how exposure works in DF, so I was wondering if I could like, build in-floor heat with the magma in a meeting chamber on each level of my above ground fort to warm up my chilly dorfs and prevent their demise. Convection doesn't really happen, but stone does get warm next to magma, so maybe that would keep them toasty enough to survive the artic winters...

Thoughts?

6
DF Dwarf Mode Discussion / Dwarves behaving very oddly
« on: June 30, 2012, 02:09:49 pm »
So I've encountered a bit of a problem in my latest fortress, one which made me abandon just due to the sheer tenacity and irritation value of the issue.

My dwarfs decide to not do jobs at random, and will never perform that job ever again.

Three glaring examples:
1) Building an aboveground wall with twelve masons: after designating about thirty wall segments, the masons do absolutely nothing and loiter around idle as if the job doesn't exist. I delete the walls, redesignate them; still no joy. I disable masonry on all the dwarves, reenable it, nothing happens. I put peasants as masons just to get the damn thing built. Nothing happens again. This happened with every single map tile I tried to build a wall on.

Simply put, I can no longer build walls.....my dwarves literally just stand around idle as if the constructions don't exist.

2) Same thing happened with miners, to a smaller extent. Anything open to the outside air is no longer mineable. I can designate digging tasks til I'm blue in the face, and the dwarfs with pickaxes just loiter around in my meeting hall idle. Again, tried making other dwarves miners, didn't make any difference.

3) Finally, all of my craftsdwarves just decide they'll never do anything in their respective fields of interest ever again. I can queue jobs at the workshops as much as I want, build new workshops, enable the labors in other dwarfs, it doesn't matter. None of my workshops can do anything, period. Dwarves act like they don't exist, even when burrowed into the workshops.

Thankfully farmers were still planting and harvesting, but I couldn't brew anything or process my fish or butcher anything.....

I was playing vanilla DF, and wondering if anyone else has had this issue with the new version.

It's not a bug report so much as a "wtf just happened" moment, due to every other fort I've run on the update turning out just fine.

7
DF Dwarf Mode Discussion / Odd Cavern Flora...
« on: April 23, 2012, 11:07:50 pm »
So I just genned a custom world.... and upon breaching all three caverns all the trees I have found are bloodthorns... and there isn't a single shred of cavern moss or grass-analog in sight. I'm absolutely certain there is none, because even with all the caverns breached there hasn't been a shred of growth in my shallow underground pastures. The world gen used caverns limited to 50 on the water scale, but the underground is absolutely inundated in mud.

Anyone know why there isn't any flora??

8
DF Adventure Mode Discussion / Higher than Legendary Ambushing...
« on: April 23, 2012, 01:50:54 pm »
So I have this axeman-Necromancer-vampire adventurer who I have trained into an unholy killing machine.... he is a Legendary Axeman (1914/3200) for those enemies that die when you hack their lower bodies and the severed part flies off in an arc, a Legendary Kicker (540/3500) for the ones with armor that now have every internal organ and bone broken when kicked, even through +steel breastplate+s, and a Legendary Ambusher (3190/4000).... so my essentially strategy is lollygag up to any enemy and mince him/kick him to little quivering pieces without him even noticing me to be able to strike back. I've done it multiple times with mummies, night beasts, even one demon that was masquerading as a deity.

However my question is this: is all that time spent sneaking across the entire map even worth it? Ever since I've become Legendary at Ambushing it has been pretty difficult for anything to notice me, but as I've gone up from Legendary to Legendary+10 I haven't noticed any significant differences in the rate of enemies detecting me... anyone have some insight on this topic?

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