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Messages - BlueAnchorite

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1
Here is a link to an already made bug report regarding this issue: https://dwarffortressbugtracker.com/view.php?id=8668
Rather annoying trying to keep breeding pairs in separate rooms only for another animal in a different pasture to claim their nestbox, or vice versa.

2
The raws and init files of Duerer Classic are fully compatible with everything from Dwarf Fortress v0.42.02 through v0.43.05. This will not corrupt your game.

I'm not seeing anything in this version that needs to be updated. Is it the TWBT version that people are wanting updated?

Preferably, I really enjoy playing with TWBT

3
I too would like to see this updated!

4
DF Suggestions / Squad Sparring
« on: July 26, 2016, 03:11:10 am »
I was wondering about the viability of having a squad that is training form up into sparring pairs (if the squad is an even number) otherwise the odd dwarf will train on their own as the others spar. Expanding on this, maybe when a master dwarf is planning to spar, they may fight 2 at once as a challenge, and to enable for odd sized squads to all spar. Eventually perhaps an option to allow for multiple squads to spar amongst themselves, an example being to have a marksdwarf squad train archery for X months and then spar with the hammer squad for Y months.

This would most likely require a commander to oversee organising everything, please let me know if there is anything we should add to such a system.

5
DF Gameplay Questions / Re: Help with Minecarts
« on: September 06, 2014, 10:03:36 am »
If you can somehow reproduce a bin being put in a minecart, yes. If not, just submit a note with the bug on the bugtracker, describing the situation. More info on the bugtracker is always good.

Oh, and you should change that second order to "guide west in (x) days, always". 28 days should be good enough, unless you find that the bug keeps happening. It didn't for me, I suspect that it might only happen with newly set up, and newly activated routes.
The way you have set it up now will keep your dwarves unnescessarily busy (they will constantly want to guide it west, even when empty).

The second route is in the exact same issue, so I'll put the save up with a description of what you told me.

Haha I noticed the order when a dwarf was just running back and forth :P

6
DF Gameplay Questions / Re: Help with Minecarts
« on: September 06, 2014, 09:38:17 am »
Sorry I haven't answered, thanks for the help everyone!

Judging by the screenshots, the stockpile links seem to be set up properly since the minecarts are filled. But maybe it's related to this bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=8223

I've looked through the first minecart, no wheelbarrows, but there ARE wooden bins, could that be causing a similar issue?
Yes, that is quite likely. Add an 'always' condition to the orders to get rid of the bins, if nescessary with help of a built track stop set to dump. But before you do, save and make a copy.
If the bin is the issue, please upload the save to dffd.wimbli.com, and link it to this bugreport, since I can't provide a save, because I already fixed it.

Thanks for the tip, I set it up as you said (see below link), and once complete a dwarf came along and immediately guided it to the next stop.
http://imgur.com/F7hIIjc

I've left the other route as it was, do you still want me to upload the save?

7
DF Gameplay Questions / Re: Help with Minecarts
« on: September 06, 2014, 09:06:44 am »
Sorry I haven't answered, thanks for the help everyone!

Judging by the screenshots, the stockpile links seem to be set up properly since the minecarts are filled. But maybe it's related to this bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=8223

I've looked through the first minecart, no wheelbarrows, but there ARE wooden bins, could that be causing a similar issue?

8
DF Gameplay Questions / Re: Help with Minecarts
« on: September 05, 2014, 10:26:16 am »
The likely culprit is the dump direction.

Unfortunately there is no way to see what it is for your second stop after the Track stop is built.  Do a remove building for the track stop (not the track) and rebuild it.

When you place the second stop, where you want them to push TO and then dump...you have to set the direction of the dump at that time.

I'm not using a track stop, just a carved track, with two stops defined at either end. I looked at several forums and tutorials and it didn't seem they needed a track stop to dump the items, where instead by defining the stop the dwarves would pull them out and place them in the stockpile.

9
DF Gameplay Questions / Help with Minecarts
« on: September 05, 2014, 08:39:01 am »
Hi all, I've looked at the tutorials and setup for minecart routes, but cant figure out what's wrong.
http://imgur.com/a/0ePcj

Above is an album with my setup, where I've tried marking the large bar stockpile #13 as taking from links only, or not taking from links only, and still doesn't work.
They've been sitting at 100% when I've had lots of haulers to guide them and empty them. Both routes are setup the same way.
Any help debugging these would be appreciated.

10
DF Suggestions / Re: Please - stats for weapons and armor when viewing
« on: August 14, 2014, 01:09:12 am »
This might in fact be a perfect use for the alchemist workshop. When the player finds a new kind of material, they could order the alchemist to analyze it. That way we would get some information about what to do with randomly generated and modded metals, and whether they'd be good for weapons and armor or just decoration.

+1 for this idea

11
DF Suggestions / Re: Mini Suggestion - Fences
« on: August 14, 2014, 01:02:28 am »
http://www.bay12games.com/dwarves/dev.html
Quote
Raising livestock
...
    Ability to build fences (more than one fence tile per tree used, as opposed to wall)
...

Also:
http://www.bay12forums.com/smf/index.php?topic=137856
http://www.bay12forums.com/smf/index.php?topic=86276
http://www.bay12forums.com/smf/index.php?topic=3008 (Toady One commented on this one.)

Huh, been a while since I had looked at the dev goals, thanks for bringing that to attention.

It would be tricky to make invaders crush fences, or to make only some invaders able to climb them. But you could treat them as rough terrain, sorta of like how underbrush is planned.

The real usefulness of fences and low walls would be in water control, however.


Couldn't you make the fences have some of the code that things like doors and and other built things have so they can be building destroyed, but built in the Constructs menu?
They wouldn't be used to stop invaders (and in most cases probably won't even slow them down), but only to pen animals in (or out) of an area.

Low walls for water control would be good, irrigation and what not.

They should be able to work as railing and make it a lot harder for dwarves to dodge or otherwise fall off when there are railings near.

I very much like this idea to be added in.

You mean like a log wall with a door in it?

EDIT: Or a wall made of log doors?

More or less.

An interesting option could be that there is a toggle for pasture zones to automatically generate the building of these fences around the zone, and the fences you build from the construction menu could be built out of wood and metal (maybe stone too depending) to be used as suggested above as railings to stop stupid brave dwarves from falling off the edge.

12
DF Suggestions / Mini Suggestion - Fences
« on: August 12, 2014, 11:10:35 am »
Hi all, just a mini suggestion after playing the new release and seeing animals running around scared above ground, I thought an interesting idea could be to implement fences, a type of construction made of your chosen material that impedes animals from crossing it, but won't impede (much) other entities.

Just as a way of being able to control them easily to stop them from escaping your haulers and penning zones. I would also like to see a way of designating a pen zone as a specific animal type, and then these animals are automatically grouped together.

13
DF Suggestions / Re: Manager Extension - Exclude Workshops
« on: August 01, 2014, 10:22:28 pm »
Another thought for adding to the manager would be a repeat function, so if you want your 4 enabled craftshops to pump out stone crafts on repeat, you could do that from the manager.

14
DF Suggestions / Manager Extension - Exclude Workshops
« on: July 26, 2014, 10:39:50 am »
Hi all, not sure if this has been suggested before (did a quick search, nothing jumped out at me in particular) but I find it annoying that you cant manage certain workshops if using the manager function, as by profiling workshops, the manager will still give the profiled workshops jobs, which depending on the jobs and the profiles assigned, wont be completed.

My suggestion is an option in the profile of workshops to toggle whether or not they can be assigned jobs from the manager menu, allowing for jobs you don't really care about to be done by anybody, while profiling workshops for high value jobs such as armor/weapon crafting by your master crafters.

Please discuss about whether this would alleviate the issue or of ways to make this more versatile.

15
DF Dwarf Mode Discussion / Re: 238 Page Illustrated DF guide
« on: June 26, 2012, 09:21:10 am »
Oh wow, guess being tired at 12 30 at night means you lose the ability to use the search bar  :-X  :o
And I thought I regularly checked these forums, never noticed that thread  :-[
But either way, hopefully others will bump the other thread by seeing this one, or something like that  ;D

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