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Messages - salttotart

Pages: [1] 2 3 ... 9
1
DF Dwarf Mode Discussion / Re: Stone types and blocks
« on: June 22, 2013, 01:27:35 pm »
Check your Stocks screen. Make sure that your mason is allowed to use it.

2
DF Dwarf Mode Discussion / Re: Embark that has it all
« on: April 23, 2013, 03:05:06 pm »
I could supply you with an embark that has:

Volcano
Flux (Chalk layers)
Iron (lots!)
Bitum Coal
Gold
Garnierite
Galena
Aluminium
some form of copper
Huge amount of trees
Brook
Freezes in winter
Soil (though I dont remenber if it has sand)
All civs (Including war with goblins from one or two dwarfen civs)

If anyone wants it will give you the seed, parameter set and location.
(Is this enough to generate exactly this world?)

regards

I'll take it!

3
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2013, 04:28:00 pm »
[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD]

That did it.  Thanks you!

4
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2013, 04:21:18 pm »
Well, I put the following adjustment in an the game crashed.

Code: [Select]
[REACTION:ROSE_GOLD_MAKING]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER]
[SKILL:SMELT]

The REACTION field is such because I'm running it in an existing world. Any ideas?

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2013, 03:24:35 pm »
Got it and added it.  Okay, I'll see if it works.

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2013, 03:09:20 pm »
This should indeed be a [REACTION:XXXX]

You *might* want to rethink the label (XXXX) in the REACTION tag, because you said you are trying to replace an existing reaction so that you can apply it to an existing world, but you gave this a new unique label.  With a new unique label it should work fine in new worlds.  If you want to replace an old one you have to use the same label as an existing reaction.
Ok, I'll change that back.

[PERMITTED_REACTION:XXXX] goes in the *entity*.  That is a different type of object defined in a different file that describes what your civilization has access to.  Whatever label you give you reaction, you have to also permit it in the entity.
What would the entity for this reaction be?  I can't find alder logs in the raw folder.

If you leave it there you will probably get 10*150 = 1500 logs.  I don't think that's what you want.
Yeah... I'll be getting rid of that item.  I might change it to 10 and have the reaction produce 1.

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2013, 02:43:18 pm »
So the code should be:
Code: [Select]
[PERMITTED_REACTION:MAKE_WOOD]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:WOOD:NONE:PLANT_MAT:ALDER:WOOD][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

So, should I eliminate the PRODUCT_DIMISION piece?

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2013, 02:21:53 pm »
I haven't tried to do any raw modding since way back 40d, so I am very much out of the loop.  I am trying to add a smelter recipe that allows me to just pull logs out of it.  I remember from my previous attempts that it is possible to pull completed items out (i.e., beds), but I have been unsuccessful in having materials appear.  Also, last I knew, I had to replace an existing smelter reaction if I wanted to be able to use it in an established fort, but now I do not see my changes at all in my ongoing fort.

Here is what I am replacing one of my smelter reactions with:
Code: [Select]
[REACTION:MAKE_WOOD]
[NAME:make alder logs]
[BUILDING:SMELTER:NONE]
[PRODUCT:100:10:LOG:NO_SUBTYPE:WOOD:ALDER][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

What am I missing?

9
...
- Pit exposed to the surface
...
I'm not sure what this means?  But that aside, this embark meets your criteria, as does this one.

I've been playing with the first one quite a bit, but I would like a similar embark with a round chasm that goes entirely through the map's Z-levels. I would like to build a fort with the pit as the central pillar that everything is built around.

10
I'm looking for something that may or may not be a challenge.  Here is what I'm looking for:

- River/Brook
- Volcano/Pool near the surface
- Pit exposed to the surface
- Shallow and Deep metals
- Sand (underground is fine, that's typically how I find it anyway)
- Not evil
- Medium to low savagery

Embark size doesn't really matter as long as it isn't gigantic.

Can I get an embark?

11
If you have another general Weapons stockpile sitting around, you may have forgotten to turn off Trap Components. Thats typically have happens to me when my dorfs aren't putting things where I expect them.

12
DF Gameplay Questions / Re: Won't Chop Down Trees
« on: February 24, 2013, 12:38:29 am »
They were all carrying axes and I had 5 in reserve preparing for the military that they were able to pick up.  I had the job selected.

Your dwarves... appear to have been secretly elves.

Reclaim and declare war on the source of the imposters.

Not likely, I was in a world without Elves.  That would have been one hell of an historical appearance.

13
DF Gameplay Questions / Won't Chop Down Trees
« on: February 23, 2013, 11:06:28 pm »
So, I just had to abandon a fortress out of frustration.  I was about a year into the fort, I had walls built, everything going fine.  The problem: I designated an area to chop down trees, but no dwarf I assigned to Wood-cutting would touch them.  I know my dwarves could go outside because my fisherdwarves were still working.  None of my woodcutters were in the military.  I have no idea what the problem was.  The only thing I did prior to this was build a bridge over a moat.  I saw several dwarves crossing it so I know it was not a pathing issue.

??? Any ideas? ???

14
I like to use Lego!
It reminds me of my childhood, making Lego bricks by hand in a Chinese sweat shop.  ;)

Ah the good old days, we used to get paid 2 cents for every thousand bricks.

Wow, just enough to buy fare on a 5'x5' bus with 20 other people.  Lucky!  More than I ever made making Building Bricks.


15
DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: March 04, 2010, 01:33:04 pm »
I think I found a bug as this has happened twice in a row:

q>Farming Plot>c> it freezes and crashes.

I'm running 40d18 on Windows 7.

Here is my save download:
http://dffd.wimbli.com/file.php?id=1902

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