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Messages - Ξlectɍonaughtƴ

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DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: December 27, 2022, 01:19:19 pm »
I accidentally deleted a save that had an embark location in it of my dreams. It was made with basic world generation. I have found the seeds in the gamelog.txt that were used to make it.

But how do the basic world generation settings translate to advanced ones? Especially for savagery I can't seem to find it on the wiki for basic nor advanced.

But let's say I have my 4 seeds,
I used:
Medium worldsize
100yr History
Medium civs
Medium sites
Medium beasts
Medium savagery
Frequent minerals

How exactly do i formulate that into a world gen profile to recreate this world?

Thanks in advance.

2
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: December 12, 2013, 04:03:02 pm »
Would it work to set different constraints for each job? If I remember correctly, I've done something like this before:

If coke below 100, burn wood.
If coke below 1000, use bit coal / lignite.

Do you have an example of that configuration? It seems I can only specify output material, not Input material. Do I need to use the job-material utility for that?

3
DF Dwarf Mode Discussion / Re: Screw your ☼steel left gauntlet☼s!
« on: December 12, 2013, 02:45:25 pm »
I'm in no way knowledgeable on the subject, but could it be that because they are made in pairs, you have two pairs of which one was Masterwork and one not? And they are somehow linked together as 1 pair in the game?

4
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: December 12, 2013, 01:31:00 pm »
I have no bit. coal or lignite on the map but plenty of trees, However I can import fuel periodicly. I'd like to have a quotum of coal bars that prefers to make coal out of bit. coal or lignite but only when that is not in stock burn wood to fulfill the quotum.

Not sure if there is a way in Workflow, but you might be able to work around it with stockpile distance.  Most workshops tend to pull from the closest available stockpile of reagents (kitchens are a big exception depending on items in containers or not).  If your log stockpile is further away from the wood furnace (let's just arbitrarily say 10 tiles) than your bituminous coal & lignite pile (adjacent), then the wood should only be used when the closer pile is empty.

Thanks for the reply, but I'm affraid that won't work considering charcoal and coke are made at different workshops. Wood Burner and Smelter respectively. If it were the same shop I'd think your suggestion would work.

If the functionality is not in the current version of Workflow, is this the place to request that functionality?

5
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: December 11, 2013, 03:09:06 pm »
Hi. I'm trying to use Workflow to run my fortress and I'd like to arrange this.

I have no bit. coal or lignite on the map but plenty of trees, However I can import fuel periodicly. I'd like to have a quotum of coal bars that prefers to make coal out of bit. coal or lignite but only when that is not in stock burn wood to fulfill the quotum.

Did I state that clearly enough? Is that possible to arrange?

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