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Messages - Amostubal

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271
Thank you so much for answering so many of my questions! I can only try to take more advantage of your wisdom therefore  :P

How about badgerdogs, for the cloth AND combat abilities? Not that good? I am embarking with a simple drinks+foods+pick+axe+anvil+seeds so i got lots of points to spare for animals. Any advice on better ways to spend them?

Also would you happen to know why sometimes the damn eggs just dont get fertilised even though noone is touching them?i have the male and female pastured together and the next boxes placed in the pasture too. Eggs are set to not be cooked and not stockpiles anywhere so they remain in the nest. It seldom happens to not fertilise but when it does  :o.

bad pasture design.
a male has to be within 1 square of the females when they lay their eggs or no fertilize.  generally they try to clump together, but if say you have this:
4 nest boxes in a line.  and the female who owns box 1 is laying eggs in the same time span that female who owns box 4 is laying eggs... the male cannot fertilize both.  instead set up 1x1 pastures and set females and male into their own 1x1 pastures make patterns like this:
Code: [Select]
FFF
FMF
FFF
and then the male is within 1 tile of all 8 boxes and can fertilize all 8 females even if they all drop eggs in the same tick... another issue animals could be "not interested" in the opposite sex which means they will never fertilize... not an issue normally, (very rare).

badgerdogs are no better than dogs for hunting and war.  if you use them you could loose your source of cloth to combat...(you can't shear them when they are fighting)  additionally they cost more then cavernkeets, and cannot be sheared as fast. but produce similar amounts of cloth.  dogs are cheaper too if I remember correctly.

272
Hello fellow dwarves. i am running masterwork with more leather and i am trying to figure out some details on butchering returns, and decide on what animals to bring along. I am using more leather which scales the retrn with size but i do not know:

1. The ratio of body size to leather return, i did get 0 leather from slaying moleweasel kits, 1 from a rabbit and 3 from a pig.
moleweasel kits, are kittens... most small animals babies will produce 0 leather.  they don't have enough skin.  the larger the animal the larger the skin the larger the glob it produces which increases the amount of leather. 

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2. Multiple stages of growth like cragtooth boars - according to the raw it takes 1 year for adolescent and 2 for adult. Does this mean 1+2 for 3 total?
no at 1 year its no longer a baby, at 2 years its an adult.

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3. Leatherwing bat's sheared of skin would rot, and i recently read something about needing a tanner to tan it with the use of tallow was it?or oil?i cant find this on the wiki, nor could i find that thread again so can someone explain what i need exactly.
DO NOT READ THE ONLINE DWARF FORTRESS WIKI... masterwork info is 2 to 6 years out of date.

if you have a tanner workshop available the skill is performed automatic, after you shear it at the farmer's workshop... no tallow is needed.  tallow is needed to make hardened versions of leather, scale, chitin, etc.

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4.Is this the case for all skins?usually when i butchered animals i got the skin tanned with no problem, i imagine the tanning reagent required was included in the butchering return?
nope basic tanning requires no additional reagents just the skin.  Only if you want to turn them into their harder versions.

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I run with a pack (1 male, 4 females) of shaggy badgerdogs, cragtooth boars, moleweasels, and want to decide 2 of the 3 options of  Horned caveturtles, dewbeetles and bearded cavernkeet.
I imagined both beetles and cavernkeets are when i already have the other 3 already mentioned animals are a bit overkill, but caveturtles need a wooping 20  years according to raw for adulthood, hence the previous question about size and butchering return. Also shearing leatherwing bats vs moleweasel explosive procreation?

I hope this hasnt been already answered somewhere, if sorry for the needless post, i just couldnt find it.
moleweasels are basically cheap vermin catchers, 2 total a male and a female is fine, if your not doing leatherwings.

cragtooth boars can be sheared for their cragtooths which are treated as bones.  hunt/war beasts if I remember also.

shaggy badgerdogs take a while to grow their fur, but can be sheared for wool and used for hunt/war beasts.

cavernkeets can be sheared for wool also, plus eggs are a good source of food/additional cavernkeets, and easily controlled, horrible for leather though they are small. 

leatherwing bats reproduce at incredible rates, adults can be sheared once every 2 months- season.  they will drop pups in multiples and grow to adults fairly fast.  a small batch of of 5, 4 females and 1 male, will turn into a huge fleet of vermin killers racing all over your fort rather fast, 3 years and you will have 20 to 30 adults easily.

dewbeetles can be harvested for dew which can be turned into alcohol.  dewbeatles also reproduce quickly but they are small, and really wont produce a lot of chitin.

caveturtles suck.

if your wanting leather I'd go cragtooth boars and leatherwing bats.  drakes (not the duck but the lizard) are also shearable, chase vermin, and grow quickly... but they cost a lot.

forget the rest of them.  or atleast take the beared cavernkeets for cloth.

273
Masterwork DF / Re: Orc Embark Profile
« on: June 02, 2017, 07:57:48 pm »
Hey everyone. I couldn't find anything on this, so I thought I would post. I have downloaded the latest version of MWDF and am attempting to do an Orc start. I'm still a bit of a noob, so I was hoping to use an existing embark profile, but I can't find one for Orcs? I see Dwarf, Human, Kobald, and Succubi, but no Orc?

Anyone know what may be wrong, or if the default profiles were removed from the mod? I see them on old posts from legacy.

Thanks for any help! I'm still a DF noob (just started like a month ago).

No one has written any orc embarks to be added to the pack... orcs were last under a rewrite and since that individual walked away from the project, the orcs are in need of a new mod writer to finish it out. 

to anyone else who is interested, in the orc project, or creating embarks or other things that could help such a project, send me a msg or get on discord with us!

274
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 02, 2017, 07:51:24 pm »
Did anyone have trouble with quickfort? i keep getting the error of unable to move files to macro folder, and whenever i make changes to the blueprint, or choose another blueprint, i get the correct text style preview popup, but the actual result in the ingame designations is the original first blueprint i had used the first time i managed to make it work.

Quickfort issues would be involving quickfort...I'm pretty sure its either not updated yet, or the dfhack scripts have errors and no one noticed yet.  I'll go over to those forums and check out if there is any updates that fix them.  I admit I haven't played with quickfort since 1.20.

Hi! Masterwork noob question here:
I cant seem to find how to build Temple of Armok. Any suggestions?

It appears to be deprecated in DF 42.06  there was several changes to how the game functioned in 42.06 and sacrificing sentient creatures and using there body parts was broken then... god functions and force invasions pretty much died at the same time... so there's the answer it was a dead end and removed.

I still have the same problem - dwarfs getting permanently idle after first few days - and I have no idea what to do. Miners, farmers, haulers, all of them are just slacking around.

I could state 300 reasons this would happen, all of them vanilla DF gameplay issues.  without additional information about what you have been doing or a game save there is no way to reduce the amount of reasons this may be happening.  You could of locked the only door out of where they are.  They may all be sick/injured and wont get up until you heal them.  They may be bored.  they may be hungry, thirsty, and unable to find either.  You may have turned their labors off. They could be set to a warren and have nothing to do inside of it.  and thats just a few...

The wiki is even more outdated than the current manual included with the MW download (which I'm hard at work updating), and that's saying something. It should not be used for any purpose and should be considered as teaching you negative amounts about most of the current mechanics due to introducing concepts that are either simply outright false (like the existence of rusty iron and its use in the orcish economy; the material was changed years ago to bonemold, and the methods of acquiring bonemold are very different) or referring to features have been dropped completely (like the aforementioned religion things).

If you want an example of just how dropped those features are: The altar and temple to armok are no longer even in the building raws. They weren't just removed from the entity raws, they didn't just have their reactions removed from the permitted ones in the entities, they were not simply disabled. No, someone went and actually deleted the lines that defined these structures and their reactions from the raws.
The shrine survived only because it was deemed useful for getting resources in case of strange moods, but had the references to Armok removed. Likely because of the addition of the vanilla religion systems, because looking at the wiki those are entirely things that could be done with DFhack and raws.

agreed the wiki was really best kept up back under pre 42.06 after that a couple of years back it fell into disrepair and should be ignored.

275
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 01, 2017, 09:06:55 pm »
I've opened a discord server just for MDF discussion.  If you are interested you can join me and others as we discuss the future of MDF development, issues, and of course the best ways to kill elves... Accomplish all things Masterwork!

https://discord.gg/cRbmUAZ


276
New version 1.27 up over in my post.

277
Masterwork DF / Re: Forest Fire & Collapse Problems (succubus)
« on: June 01, 2017, 07:44:31 pm »
nopause enabled in dfhack will also stop it from pausing the game... but the announcement will still happen... the zoom to location will still occur.  there is suppose to be a way to stop the zoom too... but I really think thats pushing your luck

278
Masterwork DF / Re: NukeACitrus Masterwork Stream
« on: June 01, 2017, 07:40:30 pm »
Its of the DT side... its reading the characters learning speed wrong.  There's been several posts stating similar things, over there. I don't think a fix has been made yet.  I was going to check it this week and see if they made any progress.

279
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: May 31, 2017, 10:23:10 pm »
New version is up good night folks!

280
Masterwork DF / Re: NukeACitrus Masterwork Stream
« on: May 31, 2017, 09:35:50 pm »
I've noticed a shift in fps.  I use old systems here for testing so I don't have to worry about anything coming over from peoples "save uploads".  besides my good computers are being used by my sons. lol.  I'll have 1.27 up in less than 10 hours and right now I think its the most error free version yet.


281
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 31, 2017, 09:33:55 pm »
It's the artic mod's Jotunns, not the Fortress Defence enemies. They seem to be set to civilized, and I've never actually had a world (50+ now) that they've been enemies. Although besides building destroyer, they seem to have a tendency to catch on fire somehow.. never did track down why though.

Another report for the launcher itself-- looks like the group size selector broke in 1.25 or 1.26. Not sure where to start looking to troubleshoot that though, maybe related to the init file move?

The bone pots are made in the bonecrafter.

they will siege succubus, orcs, and kobolds.

group size selector broke? I'll look into it... I think I know why... its not the move, its a change in a DFHack r1 script I spotted but hoped wouldn't change anything...

I'll check the bone pots for 1.28 since 1.27 is being uploaded.

plans for 1.28:

either fix or deprecate the bone pots... its probably a minor error. here's hoping.

Going after the gui/launcher.... there's no other way around it... i have the code for 1.17... so I'm going to dive into the changelogs from 1.17 to 1.23 and verify there was no update to the launcher setup, the graphics are stored and ran externally.  And go after the tag switches that break mods....  I'll probably have to make the group size selector fix internal to the launcher anyway. 

going after the launcher will enable the ability to make deeper changes and fixes... so far I've been working around its errors and adding additional blocks of data to keep it from causing the severe issues of the past...  These deeper changes could include the "potential for properly installing grimms and stahl updates"  At this point they can't be updated do to many "base" changes.  I'm currently just tossing ideas around.

additional issues:  I still need a save with liquid fire clothing showing up so I can verify what is causing that issue.

282
Masterwork DF / Re: NukeACitrus Masterwork Stream
« on: May 31, 2017, 09:06:54 pm »
ahh it primarily seems to affecting load times, and the size of mods have increased without causing graphics errors.  the script folder is inside the save/region/raw/ folder.  deleting it should allow the newer versions of the script in dwarf fortress/hack/scripts to be used instead.  there is a special call in the config that adds the backup folder so you don't have to worry about missing things.... hmmm lets see. I'm uploading 1.27. which has a fps increase because it deletes a script call to periodic_check.lua which isn't needed... if you are getting a stutter every so many ticks that could be it, deleting it from hack/scripts/masterwork/base/ would remove that issue.  anyways. I've got to get this uploaded and posted for in the morning.


283
Masterwork DF / Re: NukeACitrus Masterwork Stream
« on: May 31, 2017, 08:06:27 pm »
hmmm I believe that it should migrate okay...  there is raw corrections that wont show up.. and certain scripts are broken from x32 to x64, I'd suggest deleting the script folder in the save as a corrected backup version is installed into the hack/script/masterwork folder in 1.26 and the upcoming 1.27 this weekend.

otherwise not much else I can do fix older saves.  x64 changed several things.  I'd keep a backup copy.

284
Masterwork DF / Re: Forest Fire & Collapse Problems (succubus)
« on: May 31, 2017, 08:02:40 pm »
additionally you can type deramp in the DFHack console... and that can sometimes delete the death ramps mentioned above and branches hanging on to other trees and walls its not perfect.  It can also get rid of hanging ramps from fires that didn't fall but are waiting to collapse.

Its all bad vanilla behavior, where all the paths to the ramp are destroyed same tick, so the math doesn't figure it's collapse for until a map check/cleanup several ticks later.

Best thing you can do as succubus is keep trees cut down. keep fields you want to grow trees on blocked off with a wall and at least 5 gap of water or walkways.  utilize an exterior wall or trap zones around the map edge.  rain can stop fires... but it has to hit the squares that are on fire... it doesn't work as good as the old system did.  Also avoid damage to your succubus by using cloaks and full sets of armor... any bleeding cut, spit, snot, or sneeze can set everything it hits on fire, one of the hazards of being a succubus.

285
Masterwork DF / Re: ☼MASTERWORK☼ v1.26 (43.05 x64)
« on: May 31, 2017, 07:50:12 pm »
Can confirm that bone pots don't seem to be used for anything.

Also, it appears that Jotunn visitors from the artic mod will topple buildings and workshops when they're friendly and visiting. I'm fairly sure that's related to the [BUILDINGDESTROYER:2] tag present in creature_artic. I'll try genning a new world once I'm done testing on this one and see if that still occurs. For now they get a quick visit from the DFhack exterminator..

yeah thats normal behavior giant spider fiends dot the same on evil embarks... they are really designed to be invaders of the opposite group, not friends for trading.  Not much I can do with that.

Bone pots don't seem to be used to store things.

Bone pots made where?  I can review the code... but Its probably because bones are to porous to hold liquids, etc.

isoworld was last developed in 2015... its a map viewer off of legends... has anyone tried it recently?  I haven't and I don't know if it will ever be updated... its last update is really pre 42.06.   so if what is in the pack isn't working I'll deprecate it from future editions... I need a few confirmations on this so I can delete it.

Not working for me. Neither is Armok Vision.

I've upgraded armok vision for the next version... it will have some issues that will need fixed because its not calibrated for "MDF"....

I'm just not really using the 3d viewers so I'm not well versed with them... I know that armok is going to have issues because of missing pngs and models.  so if anyone understands it and wants to submit what needs to be added, I'll make changes.

stonesense is probably having a similar issue since we don't have any dedicated files for MDF... I may check older packs and see if any of them were accidentally deprecated during a DFHack update.

I''m building the pack for 1.27 tonight and try to update it by morning.

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