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Messages - Fleshbits

Pages: [1] 2 3 4
1
DF Gameplay Questions / Re: Find dwarf by his true name
« on: November 26, 2019, 09:09:06 pm »
Vampires use fake names so none of that is really relevant. Neither of the names "English" or translated are visible in-game (well, except for the occasional bugged announcement).

Yes this.
There is noone named Catten anything in any list anywhere.

I actually found that Dwarf Therapist has a cheat option in its options menu where it will highlight a vampire in purple. After I did that, I found it was a visitor named Stukos somethingorother, and promptly used DFHack to "eliminate him."


Also, how about banning visitors from the tavern/temples? They'll all leave after a while. Then you only have your long-term visitors to cast suspicion over.

How do I do this? I'd be happy if I never got a visitor or guest at all ever. The whole system is bjorked imo.

2
DF Gameplay Questions / Re: Find dwarf by his true name
« on: November 25, 2019, 11:52:04 pm »
It's your mayor.
Or the next person to get elected mayor.

No it is not any of my dwarves, I've checked them all.

Second option is to backup your save, retire and check Legends. The names of those who visit your fortress are their real names. Look for the stranger.

(Openlegends in Dfhack works too, but occasionally makes the world collapse and releases the circus. So, um, be careful with that one).

I've opened my legends export in legends viewer and have no idea how to see anything at all of worth. I cannot even find my own civilization with it.

Even then, what good is the true name going to do me, if the game only lists them by alias?
I can see
"the dwarf Solon Admiredye was drained of blood by the dwarf vampire Catten Eldermines" in legends viewer. However there is no dwarf by the vampire's name in my civ list or the visitors under the 'u' menu. So, I assume that is the true name, and is invisible to me in the game.


3
DF Gameplay Questions / Find dwarf by his true name
« on: November 25, 2019, 10:28:42 pm »
In this version you've got visitors and guests. You have no control over their comings and goings.

I cannot go through all the visitors coming and going and be bothered to find a vampire. I really have better, more fun, and less impossible, things to do.

So, I know I can use DFhack to 'cursecheck detail' and get the name of the vampire.

Problem is, that name isn't on my list of civilians or visitors, in the 'u' menu. How then can I find the dwarf by his true name, if he is using an alias?

4
DF Gameplay Questions / Re: Archers no fire bolts
« on: November 16, 2019, 05:12:33 pm »
If you (v)iew (i)nventory, select their quivers, and press (enter), you can see that none of your archers have any bolts in their quivers. Your ammunition is stored in bins, which makes large numbers of bolts unavailable when the containing bin is targeted by any storage task. Still, you have a few thousand bolts, and increasing the hunters' allotment correctly assigns additional ammunition to the hunters, so it's not immediately clear why no ammunition is being assigned to your archer squad.

Additionally, two of your archers have conflicting labors enabled (mining, woodcutting, and hunting), making them repeatedly pickup and drop their equipment.

How does one "increasing the hunters' allotment correctly?"

5
DF Gameplay Questions / Archers no fire bolts
« on: November 16, 2019, 11:45:02 am »
Can anyone tell me why my archers are won't fire their bolts at my prisoners?
and secondary, why where the water in the brook keeps spawning from?
Save Game (w Meph Tileset raw):
https://drive.google.com/file/d/1dp9s116MixsPFX_ABR8DK2_nLHVYW6Kx/view?usp=sharing

『TroglodyteUprising』Today at 10:46 AM
i cant open it, but maybe i can help
do they have ammo?
 
Fleshbits UTC-6Today at 10:50 AM
I have stockpiles of ammo right next to them
 
『TroglodyteUprising』Today at 10:51 AM
do they have quivers?
also, are the prisoners in cages?
 
Fleshbits UTC-6Today at 10:56 AM
they all have quivers. prisoners were released from cages via a lever. archers are defending burrow against carved fortifications on other side of released prisoners
 
『TroglodyteUprising』Today at 10:57 AM
maybe take them off the burrow
 
Fleshbits UTC-6Today at 10:58 AM
I've taken them off and put them on several cycles
 

『TroglodyteUprising』Today at 11:01 AM
i see
did you set them to kill the prisoners?
like, through squad orders?
 
Fleshbits UTC-6Today at 11:03 AM
through schedules - defend burrows
it has worked for years on the save, and then last season when I added beak dogs to the prisoners, it stopped working

6
Bug -

Orthoclase is not showing up in my masons or crafts workshops, despite having a stockpile full of it feeding both.

I had installed the graphics raw into the lazy newb pack, by dropping the contents of the zip into the pack's graphics folder.

Screenshots:
https://imgur.com/a/8ojzZYf

Entire Game Folder:
https://drive.google.com/open?id=1iqQi8qQfcJlwD9lwDz4jPDas_wLgom5F


7
are you sure you haven't linked the workshop to a stockpile or linked the stock pile to only give to somewhere else?
also check the profile of the workshop if it limits the user

Yes I am sure.
Had some people inspect the saves and they say the mods bugged the game.
All my cloths were 6000/10000 or some such so they wouldn't be recognized.

8
DF Gameplay Questions / Re: Clothemaker Failure
« on: November 04, 2019, 10:48:32 am »
A fundamental question for anyone who would try to fault find it for you is whether this suddenly stopped working (as the original post seems to indicate), or whether it never worked. If it was the former, I'd guess you've modified some mod setting to make yarn off limits, somehow. If it's the latter, the mod is likely broken.

I had never changed any settings once I got things setup graphically the way I liked, in the first few months. I did fiddle with the population cap for a few years, but my fortress has been running and producing cloth items for at least 3 years prior to this happening suddenly.

The only correlation I can possibly think of, is that about the same time, I put all dwarves into squads and changed their schedules to rotate in training.

9
Worked on a fortress for weeks with this launcher, tileset, and whatever mods it entails.

Today, it seems to have completely bugged out. I can't get my clothes maker to make yarn clothes despite tons of wool cloth being right next to him. Same with the bone bolts. Tons of bones, but he cancels the job saying there are none. Same with totems. Tons of skulls, but he cancels the job saying there are none.

Posted on the main forums to complain.
Of course people are coming back and blaming the mods.

main post:
http://www.bay12forums.com/smf/index.php?topic=174980.0

savegame:
http://dffd.bay12games.com/submit.php?action=edit&eid=14598

Is there a way I can run this tileset in the original LNP, without all the mods this launcher puts in?


10
DF Gameplay Questions / Re: Clothemaker Failure
« on: November 04, 2019, 09:01:09 am »
Try linking your yarn stockpile to 'g'ive to the workshop, or search other stockpiles in case you linked one to the shop earlier. You could also build another clothier's workshop and let the dwarfs use that one to do the work.

neither had any effect

If the full message is "Needs 1 unused dyed yarn cloth", then you need to go to 'o' 'W'  and change the setting to allow un-dyed cloth to be used.

it doesnt and I have that setting to "any cloth"

If you have an active civilian alert, make sure the burrow covers the yarn cloth.

I dont and the burrows does.

11
DF Gameplay Questions / Re: Clothemaker Failure
« on: November 04, 2019, 08:59:19 am »
Firstly: if you're trying to figure out why jobs are cancelled, enable display of job cancellation announcements (allowing to to see "need 1 unused X cloth" messages.

updated the save to reflect this

Secondly: You run some kind of mod, which took me a long time to discover (when trying to remove and rebuild the clothier a weird workshop building selection with guild and whatnot workshops appeared).
My guess is that the modding is has destroyed the recognition of yarn as being yarn, so you should ask in the relevant mod thread.

updated the post to reflect this

Thirdly: Bins are evil. Don't use them until you know exactly when they can be used safely, or you'll get lots of cancellations (you can hide the messages, but not the effects).

Can you elaborate? Bins have been working for a long time for me until this started happening.

12
DF Gameplay Questions / Clothemaker Failure
« on: November 04, 2019, 12:19:46 am »
http://dffd.bay12games.com/file.php?id=14598

I am using the Meph tileset from http://www.bay12forums.com/smf/index.php?topic=161047.0
along with whatever mods he included in his launcher.

I cannot figure out why my clothesmakers will not make yarn clothes.
I have wool cloth
I have the workshop
I have the orders queued for yarn clothes
I have dwarves with the labor enabled who are sitting around with no job for hours
The workshop pathing is not blocked
The workshop is not restricted to particular dwarves

The job keeps getting canceled saying it need yarn cloth, but there is wool cloth in the stockpile right above it. more than 80 of it according to stocks report on highest settings.

I am having the same problem with bone bolts and skull totems.

I am going to have to retire my fort after working on it for weeks, because I cant get dwarves to make anything.
Is  my game bugged or is it user error?

13
DF Gameplay Questions / Re: Unplayable - Deady Body * 60 * all my dwarves
« on: November 02, 2019, 11:07:11 pm »
I do what you do, but I haven't found it impossible to keep up with corpses from sieges.

I suspect the trouble is that you're hauling the bodies much too far. In general, I don't recommend having permanent corpse stockpiles--that requires a lot of space, plus every time a dwarf hauls a body to the stockpile, they see *every* body in the stockpile.

Instead, make a garbage zone over either an atom-smasher or a 5 z-level-deep garbage chute (with optional magma at the bottom) right in your battleground areas. Make several, if necessary. Then, you can either manually dump all the bodies and body parts (my preference, even though it's a bit tedious), or you can set up corpse stockpiles to feed into a minecart set to auto-dump into the atom-smasher/garbage chute. That way, they don't have to walk very far at all to dispose of the bodies.

Another thing that might help is to make your military larger.

Since the save, I have made a QSP for corpse disposal into a pit off the main hallway.
It isn't helping.

I went from 70 sane  dwarves down to 19 after one invasion during the cleanup.
It took them more than 9 months to clean up the mess.

There are 100s of teeth and body parts for every corpse. For some reason they seem to love to go grab the teeth first, so they can view the corpse 60 times before picking it up.

I limit the corpse pickup to my military, since they are the only ones that have any discipline and supposedly that's what you need for the job, but in doing so, it is even slower, because military units want to go do their individual combat drills when I have disabled every single job but corpse pickup for emergency cleaning.

It is really quite hopeless. The negative modifiers far out influence the positive ones.


14
DF Gameplay Questions / Re: Best way to kill caged animals/prisoners?
« on: November 01, 2019, 11:34:34 am »
I figured it out, it was because there was an animal stockpile underneath it, and assigned chains next to it, from previous attempts at figuring out how to get the prisoners out of the cages. When I deleted all the mess and then placed the cages, it worked as described.

15
DF Gameplay Questions / Unplayable - Deady Body * 60 * all my dwarves
« on: November 01, 2019, 09:01:55 am »
This is my 4th attempt on this version. I've read everything I can.
It seems inevitable that the fort collapses due to everyone going into fits from witnessing dead bodies.

I execute an invasion perfectly. I tell all my citizens to go to burrows away from the miasma and dead bodies. I then tell my military to do nothing but haul corpses and clean...for what appears to be an amount of time that is equal to how long it takes for the next invasion! All the bodies have been hauled to walled zones outside the fort, but they keep accumulating.

Inevitably, my military breaks down
Then the untrained replace them
Then they break down.

I've got artifact statues, tables, chairs, legendary bedrooms and dining areas. Nothing matters.

I don't see how anyone can play this version with how spineless the dwarves are.

Save File:
http://dffd.bay12games.com/file.php?id=14594

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