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Messages - Jon-Ace

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1
DF Gameplay Questions / Re: Making soap: Am I missing something?
« on: July 01, 2013, 06:55:02 pm »
Is the soap maker's workshop in the same burrow as the tallow? Also, is it attached to a stockpile?

The tallow is in a burrow. The SM workshop is not in any burrow and it is not attached to a stockpile.

More direct: No and No.


FIXED!: Attached my nearby tallow/lye stockpile to take from my food stockpiles. The dwarves transferred some rendered fat barrels over to the stockpile. Bam. Soap orders went through.

2
DF Gameplay Questions / Making soap: Am I missing something?
« on: July 01, 2013, 06:30:01 pm »
Lost a lot of dwarfs in my current fort to infection, so I started up a small soap industry. I think I have all the components required, but I still get an error message:



Unrotten tallow? I have plenty of that!



And just to cover any bases, yes, I have lye barrel(s):



So, what am I missing?

3
Quickfort with dfhack's planning mode (with the quickfort mode enabled as well), leads to build and query sheets becoming a big mess when activated.

Any fix?

I'm using "Expanded and Updated LNP Advanced r13".

4
A large chunk of dfhack plugins refuse to load with this version of LNP.

ex: workflow doesn't load and any attempt to manually load it doesn't do anything.


Nevermind.

5
is it only showing light text on the tooltip over the dwarf name, or is it all tooltips?

As far as I can tell, only on the dwarf tooltips.

6
Yay! Another splinterz release! Will edit this post if I find any bugs.


EDIT1: Having Argelle's same problem. Windows 7, DF 34.11

7
Another bug for you splinterz:

Started a new fort and upon going to squads, I see garbage left over from my last fort. Namely the squad names I used:




Upon unpausing after looking at this issue, two of my dwarfs randomly turned into recruits. I didn't even go into the military screen in DF yet!

8
new version:
  • renamed traits to match the wiki/token names
  • fixed a few job names
  • castes, races and reactions loading optimized 
  • dwarfs can be assigned/removed from squads via right-click menu. you can assign/remove multiple dwarfs at once. this is done immediately and if grouping by squad the view will be refreshed automatically. only squads with positions available are shown. there may be some invalid squads, i haven't sorted out a way to filter them yet.
  • squads can be renamed by right-clicking on the squad name (when grouping by squad)
  • when grouping by squad, squads are sorted by position, captains are italicized and prefixed with *
  • vampires now show their fake names/ages to match DF
  • nicknames are now set properly and won't disappear after notable kills
  • animals can be grouped on caste
  • grouping animals on race groups by the race name, then child/baby name: dog (puppy)
  • grouping on migration wave will properly hide child/baby groups according to options
  • fixed improperly drawn sort arrow on first column for linux
  • fixed nicknames applying even after clicking cancel
  • added some additional flags to filter out dwarfs (courtesy of ag, i haven't tested them)

i haven't had time to do massive testing, but that's what all these beta testers community members are for right?  ;D

Project Home // DOWNLOAD

I shall make a tower in my current fort in your name for such a glorious change log.

9
In addition:



Using the example, is there anything wrong with my route that spans 3 levels?

I don't see any problems, but apparently Dwarf Fortress thinks otherwise, and creating a route with the track stops as the route stops leads to the route not being "painted" and not being used correctly.


Thanks to a redditor over at the DF subreddit, I've been able to deduce that "corner" track ramps are currently broken.

10
I have a feeling ramps and multi-level carts are bugged for now. Bummer.

11
It took me quite a while to figure out how to properly cut tracks on ramps.  Also be careful with going too fast down ramps as excessive speed will result in the cart going airborne, hitting the ceiling, and dumping its contents.

That might explain why the three stops at high friction weren't working... the cart was flying over them!

Now to find the ramps in my track that causing the "!set dir" error...  ::)

12
Damn shame the ramps and stops are buggy. I'd rather not fix all my ramps for my 30+ z-level track.  :(

13
DF Announcements / Re: Dwarf Fortress 0.34.10 Released
« on: May 22, 2012, 06:29:03 pm »
I too am having issues with carts a-crashin'.

Send a cart down 8z levels only for it to pass right through not one, not two, but THREE highest "friction" stops and derail on the turn afterwards doesn't sound intended. Not to mention this particular route isn't being "painted" in the hauling menu and I've triple-checked the ramps and track and there are no breaks or "unusable" ramps.


14
DT tells me that my fort is not loaded using Shishimaru's info.

Going to redownload DT.

15
splinterz, your branch of DT crashes immediately after trying to open it with 0.34.09 (Windows 7, 32-bit).


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