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Messages - damocles

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1
DF Gameplay Questions / Re: collect metal ores only?
« on: April 11, 2010, 10:46:59 am »
My main purpose for this escapade is to avoid having to forbid hundreds of stone items every time my miners go exploratory digging.  Especially as the stone is so far away usually that hauling it ties up my dwarves for ages.  I get so sick of d-b-f'ing the stone.

2
DF Gameplay Questions / Re: collect metal ores only?
« on: April 11, 2010, 09:41:59 am »
Dont use stone stockpiles. Use a quantum garbage dump for your stone needs, and only designate metal ore stockpiles. When your stonecrafter/mason needs more materials, simply dig out an area of the needed type of stone and use d B d to designate them all to be dumped. Preferably in a garbage dump next to your crafters.

Some people might see this as cheating, but I feel that it's the only way of dealing with the HUUUGE amounts of stone you will have laying around, even with unskilled miners.

ooh, I didn't know they'd collect from dump sites.  I like this idea.  Much easier to manage.  Thanks.

3
DF Gameplay Questions / Re: collect metal ores only?
« on: April 11, 2010, 08:51:46 am »
Thanks, but I was already doing that.  I was really hoping for a way to simply turn off non-valuable stone hauling.  I'm just trying to cut down on the amount of micro management really, so I can spend more time focusing on spelunking and training my dwarfs in the proper way of hitting things with their crossbows.

4
DF Gameplay Questions / collect metal ores only?
« on: April 11, 2010, 06:36:22 am »
I have turned off dwarves collect minerals because the dorfs spend far too long hauling unwanted stone around instead of doing important jobs.  I have a single stone stockpile that collects cheap stone for use in crafting and masonry.  When it gets low, I turn mineral collecting back on.

The problem is, mineral collecting also blocks metal ore collecting.  Is there an easy way to tell dorfs to only collect metal ores?

5
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 05, 2010, 08:01:23 am »
The burrows are working as intended.  YOu simply set that particular burrow to "all dwarves enter here" What you need to do is order the military to protect a specific burrow, move over to the squad, and tell them to activate. They'll intercept any enemy

is the office assigned to him? and did you make sure that you didn't accidentally mark the table by mistake?

I didn't set any dwarves to enter the burrow.  I made an empty, unassigned burrow assuming I would then set the activity through the military screens.  However, as soon as I exited the burrow screen, my dwarves (and animals) all made a beeline for the burrow.
Is it default behaviour that a burrow not assigned to anyone is automatically assigned to everyone?

As for the jobs manager - he eventually got his act together without my changing anything. About 3 months later, he decided to go do so some work.  That was still 3 months of no jobs happening though.  Is it perhaps the new lazy dwarf attribute at work?  Maybe he decided he needed 3 months off after all that heavy lifting.  I bet he claimed workers comp too, the cheeky git!

6
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 05, 2010, 04:23:26 am »
Uneven squad numbers causes lunacy...
I had 3 guys in a squad set to training, but one guy would lead a demo, one would watch, and the other would sit in a "waiting for demo" state.  This waiting guy stayed waiting until eventually he went mad.
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Also, add me to the people for whom the military screen crashes a lot.  Seemingly at random.  Sometimes I can open and muck around with settings for a while, then it crashes.  Sometimes it crashes the instant I the screen comes up.
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Hunting seems worthless now - with the reduced x/y space, animals simply run out of the area and are never seen again.
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I keep getting an "unnamed material" listing in the glass smelter.  If I select it, I get the usual list of glass products, all listed as "make unnamed material item X".  about 2/3 of the time I get the normal glass listings, the rest of the time I get the unnamed materials instead of glass names.
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add me to the pile of people suffering from pathing problems.  Seems most common when digging out or building ramps.
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and also I suffer from the lack of fish...anywhere.  I've started about 5 forts so far, and every time there's no fish in the rivers.  The only time I found some fish was in a murky pool.
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burrows act funny - I made a burrow thinking I could set it up as an alert state to direct my military dwarves there when under attack, but every dwarf and animal in the fortress decided this burrow was home.  They all went there and promptly went to sleep because all of their jobs were outside the burrow area.
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jobs manager / fort manager doesn't want to do anything.  I was sick of my jobs not getting completed, so I took off every labour task from my manager, thinking he would go to the office to work, but instead he just sits in the meeting hall with "no job" status.  Meanwhile my long list of jobs can't even reach validated status.
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kill orders don't cancel after completion.  I ordered a dwarf to kill a raccoon, which he did, then he sat over the corpse doing nothing.  I had to manually cancel his kill order.
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refuse pile orders are being ignored. I turned on refuse in a stockpile, but denied various corpse types (like flies, roaches, etc) and still the dwarves filled the pile with these corpses that the cat dragged in.
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trade at depot priority is too low.  Every time I get merchants, I have to build a burrow over the depot to force my broker to trade instead of hauling.  I could turn off his labour tasks, but then I'd have to muck around turning them on again afterwards.

that's all I can remember for now :)

7
DF General Discussion / Re: Tweak 1.3.0.0 test (with .40c support)
« on: August 27, 2008, 01:46:51 pm »
Ah, it was my fault.  Seems I was using an out of date/incorrect version of FET.  Not sure how though - I got both from the link on dwarf wiki, and I only picked up the previous version a couple of weeks ago.  I didn't think there had been any updates since then, but maybe I missed one.

Thanks for your help Exponent, and also thanks for the cool tweak plugin.

8
DF General Discussion / Re: Tweak 1.3.0.0 test (with .40c support)
« on: August 27, 2008, 09:12:37 am »
Hey.  First of all - great utility app.  It's damn useful at times.  Secondly - a question:

How can I get the ForEachTile plugin to work with this new version of tweak?  The xml memory files are split up into general, creature and map files now.

I tried adding the memory locations as listed in the dwarf wiki (foreachtile page) for 40c, and added the addresses to whichever file seemed most appropriate (eg added the view state address to general, and added things like temperature/occupancy to the map file).

The problem is, any attempt to use FET results in the error that it thinks the look menu is not active in dwarf fortress.  I assume this is the memory address of "view_state" which according to the wiki is:

<address name="view_state" value="0x009FB368" />

which I have tried adding to core.general and core.map, without any luck.  In desperation I also made a file called v0.28.181.40c.core.xml with all the updated addresses in, thinking that maybe FET reads the file directly.

Obviously, I haven't yet figured this one out, so any help you could give me in getting it up and running would be much appreciated.

9
DF Bug Reports / [40c]Dwarf died of thirst for no reason
« on: August 26, 2008, 08:47:13 am »
One of my dwarves just committed suicide very slowly...

I noticed him digging out a room and he had the blue arrow indicating he was thirsty.  I then noticed him a little later still thirsty, still doing jobs.  Okay, so I took off all (and I mean all) his labour tasks, assuming he would then go drink.  No such luck, he just hung around in corridors getting thirstier, and now hungry too.

I checked and there was tons of booze, a water supply, plenty of food, and free tables in the dining hall.  All of this was about 10 tiles away from his location.  Nothing there to interrupt him.  He wasn't in a mood and hadn't gone bananas (or at least there were no message to that effect).  He just stood around slowly dying of thirst for no good reason.  So I made him sheriff and assigned him a personal dining room with food and booze nearby.  He still did nothing.  Then he went to sleep (not in the bedrooms, but on the floor). I thought maybe he was wounded, but he was in perfect health other than a serious thirst.  Then he died.

Strange bug.  I couldn't find any reason for him not to get a drink.

10
I don't think it was red because of a mandate.  There were no export mandates in effect.  Also, all the items in the bin were brown, only the bin itself was red.

11
The last few times I've attempted to trade with elves, they have refused, moaning about my unashamed abuse of the lovely trees.  I thought it was okay to ship your goods to the depot in wooden bins, as long as you don't try and trade the bins?

This time, I decided to go through my goods trying to spot the culprit, and I found a single item marked in red - a finished goods bin (cedar).  Can I assume then that the elves can't bear to look at a once fine cedar tree carved into a bin, but it's not a problem to see those ugly maples and oaks and pines turned into bins?

I assume this is a bug, but would like clarification form anyone who has experienced a similar problem.

And one quick question - if I forbid or dump the cedar bin, will I lose all the items inside?

12
DF Modding / Re: add trade civs into an existing game?
« on: August 15, 2008, 10:47:23 am »
Ah well.  I'll just have to wait till my next fortress to rob the elves  :D

13
DF Suggestions / Set order amounts
« on: August 15, 2008, 09:39:24 am »
This is sure to have been requested before, but I'll request it again because it's worth implementing asap...

When issuing workshop orders, we really need to be able to set amounts.  EG instead of giving the order to make a cloth bag 10 times, we should be able to give the order once and set a desired quantity to 10.  This would alleviate a lot of the problems of having to pop in and out of your workshop area to change the orders.  Especially in the cases of metalsmiths, masons, carpenters, and clothiers where you're constantly swapping back and forth between useful items and generic items.

14
DF Gameplay Questions / Re: Fred has starved to death
« on: August 15, 2008, 09:28:00 am »
There's definitely something screwy going on.  I now have 4 dedicated animal care and health care only workers, more food than I have room to store, and piles of food and booze in the jail.  Yet every dwarf that has gone to jail in the last year has starved to death.  The death count is up to 5 now.  I'm desperately trying to fill every mandate now because going to jail has become a slow and unpleasant death sentence.

15
DF Modding / add trade civs into an existing game?
« on: August 15, 2008, 04:19:40 am »
is it possible to some way add in civs for trading into an existing save game?  I have a great fortress going right now, but annoyingly there are no elves or humans nearby for trading with.  Is it possible to tell the save file / map data that there is a civ nearby?

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