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Messages - Kat1e

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1
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 20, 2019, 03:18:20 am »
Auto tree cutting.

Auto hair cutting/nail clipping. These waste products can then be used by spinners and bone carvers respectively. (Just imagine ... toe nail decorated marble mugs being sold world wide!)

Milkable beasts who are left unmilked for a lengthy time develop injuries.

Shearable beasts who are left unshorn for a lengthy time developed the 'fly struck' disease.

Give hunting dogs the ability to 'track' missing dwarves.

Enable worn out clothing to be used as rags to clean up spills more efficiently. (Do dwarves actually clean at all? Mine never seem to...)

Create a mop so as to clean up spills more efficiently. (To be used with buckets. And possibly soap. Also the laundry could use both buckets and soap too.)

Create a laundry industry to regularly wash clothing and rags. (No, dunking dwarves off a bridge doesn't count.)

Sometimes the heirloom created by a strange mood will be considered too abstract to be considered artistically of any value by the creator's peers, and lead to the dwarf being so overwhelmed by the criticism that they swear never to practise that particular craft ever again. This is reflected by a permanent ban on practising that skill for that dwarf.

So that I don't have to deal with the negativity of personally turning away every single monster slayer that petitions for acceptance and leave them to survive alone in the harsh outside world, an auto refuse option for all monster slayer petitions.

Dwarven gymnastics. Both a tavern spectacle, and a way to improve agility, dodging, kicking, discipline and jumping. Will need to create a leotard article of clothing.

Previous commenters 'terrible suggestions' that I actually like ... not just like, but think possibly should be implemented:

*Realistic lighting. It should be said there is the alternative viewpoint that dwarf's natural inclination is to live in, and see, the dark (a la the Discworld's dwarven religion), which leads to some additional things:
a) light sickness shouldn't just be vomiting, but also include some existential brooding on how the dwarf has lost their way in life after being blinded by the light, and if they can ever find their way back to the path of examining the depths of the souls again.
b) perhaps their ability to see in the dark comes from having some kind of phosphorescent/different spectrum eye sight (maybe heat radiation caused by magma bounces off different rock types at different frequencies ... yes I know what I just said a whole lot of rubbish), and they can possibly lose this ability due to either old age or poor diet, which, as with a) above, leads to brooding thoughts adding to stress.

*Uncleaned workshop areas can lead to bug infestations, which can degrade the workshops, depending on what they're built out of, and these infestations will attract various creatures to eat the bugs.

*Starving dwarves eat leather. Also ... starving dwarves who eat leather for too long develop hernia and/or IBS injuries. Also ... starving dwarves who are near death have a chance of developing a taste for dwarf flesh, or a reputation of having eaten dwarf flesh, which leads to them becoming a social pariah.

Oh woops. Didn't realise 'next' took me to the next post, not the next page. Soz.

*Fine Dining. Additionally : a restaurant location.

Side notes

re: the dentistry suggestion - did you know that in olden days when people went to the dentist to have their first one or two bad teeth removed sometimes people asked the dentist to just remove all their teeth in the one go so they wouldn't have to keep coming back again for further dentist appointments in future. They spent the rest of their lives using dentures. Could this be worked in DF somehow? Toe nail encrusted exceptional sheep wool dentures?

-----------
Giant Cave Spiders are now eusocial, forming massive communal webs and working together to hunt down prey.  They also reproduce like real spiders, with each female laying thousands of eggs per year.

That would be hella rad.

I utterly despise the pair of you. To oblivion. I'm staring at my screen right now intently wishing you both the worst torture imaginable. Coincidentally this happens to be stuck in a cavern surrounded by sociable pack hunting giant cave spiders.
----------
Okay, sorry but after reading that spider suggestion I can't read on any further past page 4. Need a little bit of a lie down. o/

2
DF Suggestions / Re: Auto-shearing/milking/spinning/cheesin'
« on: February 20, 2019, 02:11:07 am »
sorry if this resurrects a dead conversation ... also I'm not intending to diminish the priority of the initial query re milking/shearing since it was searching for a solution to that same issue that brought me to this conversation ... but in regards to your comment about the job cancellation messages ... just checking that you know you can toggle the frequency of those messages, or toggle them off completely, also via the work orders screen.

That way they don't keep popping up at the bottom of your screen, you can just check the 'a'nnouncements every now and then to see what cancellations have been occurring regularly. A little less irritating.

3
DF Gameplay Questions / Re: Marksdwarves rushing to their death
« on: January 12, 2018, 11:48:04 am »
Great minds  ;)

Something else...

Possibly we could build out the overhang on the corners to build turrets.

Some examples:
https://en.wikipedia.org/wiki/Turret
https://en.wikipedia.org/wiki/File:Manilajf8528_29.JPG
https://en.wikipedia.org/wiki/File:Krakow_Fort31_20070413_1756.jpg

This would enable the ranged fighters to also aim back towards the base of the wall with the overhang...?

4
DF Gameplay Questions / Re: Marksdwarves rushing to their death
« on: January 12, 2018, 11:30:37 am »
How do you overhang your fortifications?

Carefully...?

Well, I mean, all you need to do is ensure that each block is connected (I think?) so it doesn't fall, so, build a 1 tile wide floor space over the current wall line, (instead of where the wall would be) then add the overhang block to the end of the floor space, then tile by tile remove the floor space and add the wall back in.

That would work, wouldn't it?

It would mean that ranged fighters wouldn't be able to aim straight down, but they would still be able to fire at the enemy as it's charging toward you, or milling about in the fields outside.

Now what would be really cool is if we could rig something so that the underside of the overhang so that it opens up to drop something on enemies who are currently attacking the base of the wall. Possibly would need to involve the drawbridge mechanic, idk. But that's making my brain work harder than it needs to at this time of night, so ....  :D

5
I'm not even sure why extension hiding exists. The only reason for it I know of is to disguise malware as text/data files, and I'm fairly sure the small soft one didn't actually intend to facilitate that...

Microsoft is really cheesing me off these days. Their tendency to treat their customers like idiots from whom information must be hidden is irritating as f*ck. I know I'm no engineer, or whatever, but I should be able to see what is actually happening on _my_ PC. If I know something is going on, can see what is happening, and I understand that I don't have the knowledge to correct it without irretrievably breaking something I'll leave it alone. But if I can fix it myself without having to pay whatever fee the experts would charge to do a piddly little thing like, for example, unhiding file extensions (!!!! WTF MAN!!!) then why shouldn't I? You're right - why on earth hide the extensions? What purpose does this serve?

It's gotten worse with windows 10. 'One of your drivers needs an update' it tells me - and that's all it tells me. No information on what driver, for what part, and what the update contains compared to previous versions noooOOOOoooo. I'm too stupid to be allowed to know that stuff apparantly.

This attitude is reflected in other aspects of everyday living. 'Consumers find the nutritional information panel that's currently used on food packaging hard to understand' they cry. So apparantly they're going to dumb it down so the lowest common denominators in our society don't have to feel overwhelmed at having to read actual information.

Idiocracy was a prophecy, my friends.

...Sorry. Seems like I had a bit of a rant waiting inside me for a chance to spill out...

But seriously, hiding file extensions ... wtf?!

6
100% correct.

Thanks Patrik! File extension issue is now fixed.  :D

7
DF Gameplay Questions / Re: Marksdwarves rushing to their death
« on: January 12, 2018, 05:59:03 am »
Question : if you incorporate an overhang into your fortifications does it prevent the wall-climbers?

Additional question : since they didn't seem to want to climb when you had built fortifications instead of carved, if you (in addition to the carved fortifications) incorporated a built fortification as an overhang on the outsides of your fortification, would that deny access to wall climbers?

8
Thanks, that helps :)

Though I have come back to confess :  I broke it :/

I'm not in any way a coder or programmer, so upfront apologies for anything that is egregiously stupid.

I used notepad to make changes to the .init files.

The dfhack.init-example to dfhack.init change was fine. All I did was change the name, I attempted no change to the file contents.

The onload.init-example file is where I effed up. The first thing I attempted was to add to the contents. The second thing I did was try to change the name. However by the time I got around to trying to change the name the file icon had adopted the notepad icon, in the file description it says it is an EXAMPLE file, and the -example has dropped off the end of the name and it won't allow me to correct it (i.e. remove the -example) because it's no longer on the end of the name. I've tried renaming directly, toggling off the 'use this program to open every time', & deleting and re-extracting the originally downloaded archive files. It doesn't matter. It always defaults to using the notepad icon, and it tells me it's an EXAMPLE file.

Every time the game loads it gives this message in red 'Could not load script: onLoad.init-example'

I had tried manually entering the commands when running the game, and every time I now load up it gives me the message:
"
Reading from save: autobutcher/watchlist/ALPACA
Reading from save: autobutcher/watchlist/BIRD_DUCK
Reading from save: autobutcher/watchlist/BIRD_GOOSE
Reading from save: autobutcher/watchlist/BIRD_TURKEY
Reading from save: autobutcher/watchlist/CAT
Reading from save: autobutcher/watchlist/COW
Reading from save: autobutcher/watchlist/DOG
Reading from save: autobutcher/watchlist/SHEEP
"
...but that's all it says. No indication on whether the other commands I've entered are persisting on re-load.

Also, I should mention that it says the 'warn-stuck-trees' command is invalid or something (can't remember the exact phrase).

The full list of commands I tried to add to the (now seemingly permanently fixed as an EXAMPLE file) onload.init file are:
"
seedwatch all 50
seedwatch start

repeat -name critwarning -time 7 -timeUnits days -command [ warn-starving all ]

autobutcher target 10 10 0 0 new
autobutcher autowatch
autobutcher target 80 80 10 3 BIRD_GOOSE BIRD_TURKEY
autobutcher target 10 4 5 2 CAT
autobutcher target 20 20 10 5 DOG
autobutcher target 30 30 15 5 SHEEP
autobutcher target 20 20 10 3 ALPACA
autobutcher watch BIRD_GOOSE BIRD_TURKEY CAT DOG SHEEP ALPACA
autobutcher sleep 30000
autobutcher start

enable autohauler

enable stocks

enable buildingplan

enable search

enable autotrade

tweak adamantine-cloth-wear

tweak cage-butcher

tweak condition-material

tweak eggs-fertile

tweak fps-min

tweak max-wheelbarrow

tweak military-color-assigned

tweak military-stable-assign

tweak stable-cursor

tweak tradereq-pet-gender

gui/extended-status enable

keybinding add Alt-Q@jobmanagement gui/manager-quantity
"

From what you've said I guess I can remove 'tweak condition-material' from the list

In case you were wondering about the large size allowed for the young/kids in the autobutcher, I figure I'm unlikely to actually get those amounts of young in the grazers, and the birds don't have any data showing in the wiki about how much they graze in pastures, so I figured that's probably coz it doesn't matter - either way having such a high number set for young allows any young born time to grow into adulthood before being slaughtered.

Please, do you have any suggestions on how I might correct the EXAMPLE file problem?

9
Thank you Shonai & Loth, I'll be giving DFHack a try this weekend to get past that bug.

10
Patrik - No DF Hack or other mods. Only other thing I'm using with DF is Dwarf Therapist.


Shonai - I did a search but couldn't find anything. It does seem the same thing. Thanks for locating it.

11
DF Gameplay Questions / job manager condition material crash ucrtbase.dll
« on: January 09, 2018, 12:50:38 am »
Having trouble getting a Mantis login set up (not getting any email), so am reporting/asking in this forum, sorry.

Was wanting to create a manager order so that if the number of seeds of particular plants fell below a certain stocked amount, then certain jobs that would create seeds would be initiated, and others that used up seed stocks would not initiate. In this particular instance was trying to create a condition that the seed material = rock nuts. However as soon as I type at least 2 letters out of the entire phrase 'rock nuts', or even if I try to manually scroll through the list of materials, the game crashes. Usually the event viewer references 'ucrtbase.dll' in the event report. For example:

Faulting application name: Dwarf Fortress.exe, version: 0.0.0.0, time stamp: 0x5a40c6db
Faulting module name: ucrtbase.dll, version: 10.0.16299.125, time stamp: 0x70f70cc4
Exception code: 0xc0000409
Fault offset: 0x000000000006b70e
Faulting process ID: 0x295c
Faulting application start time: 0x01d388b379afba77
Faulting application path: E:\Games\Dwarf Fortress\Dwarf Fortress.exe
Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
Report ID: 1d782608-d386-49f8-b5a3-aa3ab4c3d88a

I'm currently playing witth the 0.44.03 release on a windows 10 64 bit home version.

Thing is I remember when playing about 12-18 months ago on a previous release version having the same problem occur, but I was using windows 7 64 bit home version. When I say 'the same problem', I mean the game crashing when trying to search for a material condition to apply to a new manager work order - not necessarily rock nuts specifically, and I don't recall check the event viewer logs back then.

Am I doing something wrong?

Is there a way I can work around (ie avoid) this crash occurring?

Is there a different way to arrange plant processing/brewing/milling orders based on seed stocks? (I've already read about pre-2016 work conditions burrow strategies).

Thanks in advance for any responses.

12
DF Gameplay Questions / Re: properly using the manager
« on: January 30, 2017, 11:49:14 pm »
"By setting specific materials for specific jobs, you can handle your inventory easier."

That's an incredibly useful tip. Thanks!

13
DF Gameplay Questions / Re: properly using the manager
« on: January 29, 2017, 06:47:22 am »
Hi. I'm just wondering if anyone knows / can give me a link to a guide that details how the 'traits' in the manager-order-conditions-traits are defined/limited?

An example - I'm wanting to set up a repeating order to restock my chests if the stock gets too low. (I like to have 1 or 2 in storage ready to go if I should need them). However I have two issues:
(a) 'boxes and bags' is one entry for (seemingly) my combined total of boxes and bags. I already have a 2nd repeating order restocking available empty bags (for seed, sand, etcetera collection). So how do I get the manager to distinguish a check between specifically what are chests/boxes and what are bags?
(b) does the manager only count the items in storage? Or do I need to add a trait so the manager distinguishes it's count between those in storage and those that are already placed/built?

Sorry, I've tried searching for a helpful web page on the order condition item traits, but the results are all about the dwarfs personality traits.

14
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: October 27, 2016, 12:13:36 pm »
I'm trying to set up a manager order to automate weapon production if the available unequipped weapon stockpile falls below 10, but I can't seem to find a trait for 'unequipped' or 'in stockpile' or 'available to be equipped' ... something along those lines at least.

Does anyone know of a trait or other method I can use to set up this order?

15
(1A) Is it possible, and (1B) would there be any problems with, transferring my existing 64bit game save to use in the 32bit game version?
Yes, and probably not.
Cheers for your response lesthosor.

==============

Works beautifully  8)

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