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Messages - Amostubal

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256
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: June 03, 2017, 08:28:35 pm »
blood spatter is insidious... remaining on objects for years waiting to be rehydrated and passed around again... I've seen such things many times... a dwarf will clean the floors and walls... he may clean himself, but not very well without soap.  a dwarf never cleans the spatters off of stuff in storage, which might have got the spatter when a dwarf stored it in the stockpile... later someone picked it up walked past the mist generator and boom splatter everywhere.  I'd use clean in dfhack and use it to get rid of splatters on items and the maps.  and then see if it comes back.

257
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link.  If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit.  There is a lot of info on him and his bike tours.   
You do a great job with it, although I am a little scared to move to a new version, to be honest.

I can understand being nervous, I'm just saying its there... Meph has been very busy the past few months and I'm waiting as much as anyone, so I'm moving us forward while waiting on his return.

I'm not familiar with their raws, but if the playable Kobolds have ITEM_THIEF in their entity file then goods exported to their caravans will count as "stolen" and not count towards the "exported wealth" triggers for sieges and megabeasts.

hmmm I didn't think about that one... I thought they were fixed... orcs have exported wealth and the same problem of their stuff being supposedly stolen every time you turn around when caravans leave.

258
Masterwork DF / u
« on: June 03, 2017, 07:52:08 pm »
Alright so here is the pile of things done so far in 1.28:

1. minor bug in Orc releases caused humans to not spawn correctly - fixed
2. a few text descriptions, typos.
3. Quickfort updated and a base maintained macro folder added to keep it from self deleting.
4. internal DFHack script digfort corrected to allow for Z level change, not their is a blueprint script also for writing the csv files used by both quickfort and digfort, blueprint currently only records from the lowest z and up.
5. tested large bone pots and bone barrels... bone barrels hold liquid and food, no problem, bone pots need to be and can be glazed to hold liquids or food.  so they are working as properly.

I am still in need of a liquid fire clothing save, a werewolf save, and any other info on any other issues people have. 

I am going to start considering how I'm going to work on the launcher.  I have the files... I'm not seeing a lot of additional stuff I need to add in for the range from when it was used and now... I'm going to verify it some more than probably correct all the tags in it and rebuild.  that's all I plan to do with it this "update".

259
Masterwork DF / Re: Unknown plant substance
« on: June 03, 2017, 07:38:09 pm »
zip it, go to http://dffd.bay12games.com/ start an account and upload the save... after I get it you can delete it.  also there is drop box etc.

all that is needed is the data/save/{save name} file  even backup folders by themselves are useful.  I'll take any of them, yours, his, I think its something to do with the were race being generated, but I can't verify it if I can't see it.... I have chased most the other bugs i know of down... this is my next step.

260
Masterwork DF / Re: How to limit migration?
« on: June 03, 2017, 01:53:47 pm »
generally the first 2 migration waves are hard coded you can't get away from them... but after that it will generally stop sending migrants as soon as you hit pop limits.  births are a little more wonky...

261
Masterwork DF / Re: Testing races
« on: June 03, 2017, 01:50:21 pm »
right now they are l getting to be very stable.  I wouldn't know how to answer that one... I'm chasing down bugs to squash in 1.27 right now.

262
Masterwork DF / Re: Unknown plant substance
« on: June 03, 2017, 01:40:47 pm »
okay you have peaked my interest upload a save of one and I'll look at it.

263
Masterwork DF / Re: Where are raws for the Nightmare horse creature?
« on: June 03, 2017, 01:38:48 pm »
lol yeah but If I had to check every creature for duplicate names... I'd have to change a lot more than that, as Meph duplicated his own creatures lol.  I need an easy way to identify every creature in the raws and then compare for duplicate... by name not definition token..

264
Masterwork DF / Re: Where are raws for the Nightmare horse creature?
« on: June 03, 2017, 07:48:00 am »
That's right... I lost it when I redid the ZM5 files... I'll update the name in 1.28 so they are easier to distinguish.

265
There are a few issues I've noted while playing as kobolds.

- Exported wealth does not count
- The race Dodge bonus is quite significant, but as their ONLY worldgen weapons are cobalt it combines to make kobolds a very powerful civilization which distracts thematically (allowing them STONE_PREF actually makes them weaker), and in regular gameplay it's quite easy to access these weapons from caravans while making it difficult to acquire embark tools. A change to a lesser metal or a workaround to generate bone and wood weapons (not the current WOOD_WEAPON tag, which disables treecutting) may be in order?
- Some embarks begin with all kobolds suiciding themselves onto wildlife they can't kill
- Since all trophies are UNTHINKABLE they can't butcher sapients. Not sure if this is intended as eating sapients is set to ACCEPTABLE. They also have problems butchering things in general, as any incidental animal kills made by pets and such would not be butchered.

butchering "sapients" has been broken in vanilla DF along with butchering named animals etc since the introduction to 42.06  so any setting you set there really doesn't matter until vanilla DF is fixed in that regard.

embarking kobolds should avoid the initial embark wildlife, I'd suggest digging a hole and building a wall around it, immediately.  but Kobolds die pretty easy, anyway.

only certain Kobold castes have dodge bonuses and I'd suggest figuring out which ones and using them for your hunters and military.  Cobalt is hard to come by for a lot of Kobold civs, either it doesn't generate near the surface so they can dig it (i.e. turn stone undiggable on for the real kobold experience), or if they can get to some, its not nearly as much as what you need for a proper military, additionally, you have to trade for an anvil.. kobolds don't have any suitable.  oh and cobalt isn't all that great its between tin and copper in its values last I checked.

Kobolds have lots of issues and most times if you enable more then the base set of races, either will not spawn or be wiped out in the first 50 years... really they aren't that strong.

exported wealth?  I'm not sure what you are trying to say there.

additionally which version are you using?

266
Masterwork DF / Re: Forest Fire & Collapse Problems (succubus)
« on: June 03, 2017, 06:07:07 am »
lol... well yeah lmiere but I meant a way to stop it while in game and renenabling it later without having to resort to editing raws directly... lol

267
Masterwork DF / Re: Orcs refuses to dig stone
« on: June 03, 2017, 06:05:30 am »
It was activated when I created the world. I started my embark with it activated. I died.

Then I unchecked it, and reclaimed the same place. It still doesn't work. Is it in the world creation? Can I disabled it now, or is it too late?

Yeah that was what I expected.  the instructions above should fix that.  once the world is generated, you have to manually fix this everytime.  Its best to not try and run kobold kamp and other fortress modes on the same map....

Interesting enough I was looking at some script modifications that may allow things like this to be autofixed if a race other than Kobold are chosen at embark.  But it would require a player to reload the map once, and the reverse (embarking as kobolds at a later date) would be hard to catch... I've also considered stretching the range of the initial switch in the "launcher" to ALL material_template_defaults in the Dwarf Fortress folder which would include the save folders... but that is a bit of power we have avoided giving the launcher in the past (MDF is really sandboxed off from the save folders and expanding a sandbox is not always the best option, we may end up with other consequences such as other switches accidentally corrupting save files).

268
Masterwork DF / Re: Orcs refuses to dig stone
« on: June 03, 2017, 05:56:04 am »
if it was on (and probably even, if its not on I'd say check this anyway) then you are going to have to do the following to fix it:

1. exit and save the map... you can't make this change while its running.
2. go to Data/save/{your save file,i.e region 2}/raws/material_template_default.txt
3. open that file and look down around line 72 it should say:
 
Code: [Select]
YES_KOBOLD_UNDIGGABLE[UNDIGGABLE]4. change it, remove it, whatever you have to do, but you have to get rid of atleast the [ in front of UNDIGGABLE.
5. reload the map and you should be able to dig in stone. 

warning... this tag causes some "unusual" things to occur... you may have to actually build down stairs on tiles you tried to dig down into with channel or down stairs prior to this fix.  The floor above it was dug out but since the stone was undiggable it wouldn't let you dig into this layer creating a paradox of not having a floor to dig down from to dig into the layer.  If this happened building a stair down above the tile you tried to dig will replace the missing floor you already dug out.


269
Masterwork DF / Re: Orcs refuses to dig stone
« on: June 03, 2017, 05:42:16 am »
Hello, I have started the game, with the masterwork, everything was going kinda OK, but my Orcs refused to dig an up/down stair, as soon as I reached some sort of stone layer. They dig the soil without problem, but stopped at the stone. Any Idea as to why this happen?




 There are image of the different walls. I have picks, but whenever I try to put a designation to dig an up/down star (or dig, or down stair, or up stairs) the designation disappear.




270
yeah as Lmeire says... if they are not a grazer (you can check when you are setting pasture its one of the options to select only grazers) they will dig up their own bugs to eat.  mentioning the area they are... generally with the setup I mentioned that would be only 1 small portion of the room I put my birds in I generally do 5x5 to 11x11 rooms determined by how many I want and let the chicks run free in the room.  To keep them in the room I use a stair well up from the room with a hatch on the floor above... chicks can't open hatches on the floor they are not on, vanilla DF bug this stops a lot of things in 43.05 from moving.  so unless some dwarf runs through it, they wont escape out... great for when you are not paying attention and some 50 of them hatch at one time, then when I get to it I'll set them to a pasture in another room to mature away from the parents.

Another thing.... you have to time your shearings... if you try to shear the mothers while their eggs are in the nest... the eggs will die while she is not on the nestbox...  best way to avoid this when you are trying to increase your fold... just lock the door.  I can usually run 2 rooms, room 1 is like above with my breeding set and a rooster, door locked always except when moving chicks.  A second room is just the chicks and new mature birds that I shear.

Every couple of years I take the time to pull out the old breeding set, clear the nestboxes, and put a new breeding set in.  4 game years I have so many Keets and so much cloth its causing FPS issues.

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