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Messages - JezaGaia

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31
I hadn't thought about trying a different worldgen, will do that tonight and see, If I have the same or other items missing I'll try with FORCED.

Thank you for the advice :)

32
I apparently didn't remember to update my last post, but I did fix it, so it should work in whatever the next version ends up being.

I've been using workflow for my clothing industry for a while now but there are 2 things I cannot make work :

1- If I want to process plants into thread with a separate constraint for each.
Say I want 50-60 threads of pig tail and 50-60 threads of hemp, I cannot make it work even using the advanced options and selecting a specific plant. I get a message telling me it's not possible.
If I do the thread of any plant then there is no issue.

2-Say I want 50-60 cloth shirts and 10-20 cloth shirts in human size, I can make both on the workshop but when I create a worflow constraint it doesn't recognize they're different so if my dwarven sized shirt limit is reached it will stop the human sized one, I've found no way to add the size as an option even in advanced mode, I can just select quality and material.
I added your buildingplan stuff to the issue tracker but I'm not sure how to handle the workflow stuff. When you get a chance, could you look through the workflow-tagged issues, make sure yours aren't already listed, then report them if they're not?

Thanks for the link, I'll bookmark the site for the future. You're right my 2 issues are known and not easily (or at all )fixable.
Shame but oh well I'll have to live with it.

The one about sizes (human vs dwarf) as I got lucky enough to get 2 sources of cloth  (pig tail and rope reed) I'll simply try by making human clothes in one specific material and dwarves in the other one and set specific limits using the material and not just the item as this seems to work well.

33
Well that's a possibility but on one hand the dwarf making the leather items won't be training and on the other if I get a legendary leatherwork dwarf he won't be in my military, too valuable and a lesser dwarf won't be making masterwork clothes.

Plus that's nice when you make the first batch of clothes for when you initially equip your army but the problem will be still there when they have to replace worn clothing along the way.
So we're back to too much micro management for my taste.

Also my modded items have worked fine so far it's just the cloak one that has bugged other items all others have worked fine so there has to be a way to find where I messed up and make it work properly :(

34
Thanks I didn't know, if everything fail I'll give that a try :)

Still hoping to make my modded clothes work though, if I ever manage to find the issue I'll post here in case it can be helpful.

I also thought I could simply change the existing cloack into a "leather armor clock" and civilians can wear coats. As the ARMOR items are the only ones being broken by my cha ges maybe it'll solve the issue if I don't add a new ARMOR item but just change the tags on the existing cloack... it's my hope anyway.

35
Thank you very much for your answer :)

I don't have an account on Github I'll look into it.


As for the two jobs that's what I try to do, a job for normal sized clothes, one for human sized ones, then I put them on repeat, and add a limit on the first one say dwarven sized or standard as you prefer to call it.
When I go to add a limit to the human sized one the previous limit is already showing meaning for workflow apparently it's exactly the same job no matter the difference in size.

I'm used to having similar jobs like say rock cabinets but being able to separate either by quality (I want 5 maser and 10 normal for example) or type of stone (one in granite the other in bauxite) but here I have nothing I can use to separate them.
I thought about just adding a big limit but even then it's not working well for me.
Say I add a limit of 50 shirts, I have no control on how many will be dwarven and how many human and that's an issue because often I end up with 50/0 or 40 human and 10 dwarven when it's the exact opposite I need.

As for the rest if it could be added it would be wonderful but I can understand not wanting to add too many variables because people begin to ask for always more. It's possible to do without so not a huge deal if ti's never made it's just a quality of life thing but it's not the hardest to have an empty room to build all your masterwork furniture in so it can't be used for normal furnishing and just deconstructiong what you need you're building special rooms. Just takes a bit of work.

The clothing size on the other hand is very complicated and requires a lot of micro managing so that would be a huge help if it was implemented.

36
I've looked around for the answer to this but haven't been able to find it, hope I'm not posting in the wrong place, if so I apologize.

I've been using workflow for my clothing industry for a while now but there are 2 things I cannot make work :

1- If I want to process plants into thread with a separate constraint for each.
Say I want 50-60 threads of pig tail and 50-60 threads of hemp, I cannot make it work even using the advanced options and selecting a specific plant. I get a message telling me it's not possible.
If I do the thread of any plant then there is no issue.

2-Say I want 50-60 cloth shirts and 10-20 cloth shirts in human size, I can make both on the workshop but when I create a worflow constraint it doesn't recognize they're different so if my dwarven sized shirt limit is reached it will stop the human sized one, I've found no way to add the size as an option even in advanced mode, I can just select quality and material.

I also have two issues with planning mode.

1-I can select the min quality of items I want used but not the max, so say I want to keep my wasterwork quality beds for my nobles and furnish the other rooms with any other quality I haven't found a way for it.

2-Same with materials, I've found how to select a specific material (say fungiwood for beds) or select a type (wood/stone etc) but say I want all woods except fungiwood, that I've not managed to find how to do so.


If someone could explain how that works I would be very grateful :)
And if some of those options are simply not implemented and it's not because it's impossible to do so I would ask if it would be possible to think about adding them in a future version please ?
The thing with human clothing specially is a pain, it lzads to a lot of micro managment specially when the goal is to create a set of mastework quality armor and not just have a bunch of clothes available to them.


Thanks in advance :)

37
DF Modding / [Question] Where did I mess up : adding armor pieces
« on: May 10, 2018, 07:07:16 am »
I've been playing DF for a while on and off and after getting back to it recently I've been annoyed when I try equipping my military dwarves.

No issue with items that are considered armor and not clothing, I just craft them in advance until I have 10 masterwork quality of each item then I create my armor set and squad using it.
But I also equip my dwarves with some items that are considered clothing like hoods, cloaks etc and there I have a big issue because by the time my dwarves get around picking the equipment most of the masterwork quality ones are gone, taken by civilians.

I've looked around for a solution for this that wouldn't require a ton of micro management but to no avail (if I'm wrong let me know please :)  )
Plus I don't like my civilians using leather items because it's the hardest material to get in big quantities. Basically I either buy it or I never have enough without having tons of animals in my fort that slow down my game.

So I thought, why not separate leather from cloth/wool and have leather cloaks, hoods, trousers, gloves and mittens be armor too so that civilians don't wear them and they can have cloth and yarn ones that the military won't use.

I managed to create those items and they work as intended in my game but I have an issue because chain mail and leather armor don't exist anymore in my game for dwarves.
I don't get any in my dwarven trade caravans and they don't appear in the workshops but they still do for humans (trade caravans bring them).
As I didn't edit those items in any way shape of form I don't understand at all where the problem comes from.

So if someone could give me a hand understanding where I went wrong I would be very thankful !

As an example here is what I did for the leather cloaks.

In the item_armor.txt I changed this :

--removed leather from the tags in the existing cloak

[ITEM_ARMOR:ITEM_ARMOR_CLOAK]
[NAME:cloak:cloaks]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

--copied and pasted the whole thing as it was originally, renamed it to leather_cloak only left leather as a material, removed [STRUCTURAL_ELASTICITY_WOVEN_THREAD] and added the tags [ARMORLEVEL:1] and [METAL_ARMOR_LEVELS]
--I added those 2 tags after reading the wiki and also simply checking the tags on the leather armor itself as it's a leather item that is considered armor and that's what I wanted.

[ITEM_ARMOR:ITEM_ARMOR_LEATHER_CLOAK]
[NAME:leather_cloak:leather_cloaks]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[UBSTEP:MAX]
[LBSTEP:1]
[LAYER:COVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:150]
[MATERIAL_SIZE:5]
[LEATHER]


then in the file entity_default.txt I changed this :

--I made sure to be in the [ENTITY:MOUNTAIN] section of the file
--I looked for the other armor tags ARMOR:ITEM_ARMOR_*****
-- at the end of the list I added this  without removing or changing any of the tags already present:
[ARMOR:ITEM_ARMOR_LEATHER_CLOAK:COMMON]


When I found the issue I went to check the files and looked if I had removed ot changed the chain mail and leather armor by mistake but they are ok as far as I can tell

in item_armor.txt they are as follows :

[ITEM_ARMOR:ITEM_ARMOR_MAIL_SHIRT]
[NAME:mail shirt:mail shirts]
[ARMORLEVEL:2]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:15]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_CHAIN_ALL]

[ITEM_ARMOR:ITEM_ARMOR_LEATHER]
[NAME:armor:armor]
[PREPLURAL:suits of]
[MATERIAL_PLACEHOLDER:leather]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[UBSTEP:1]
[LBSTEP:1]
[SHAPED]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:50]
[MATERIAL_SIZE:6]
[LEATHER]

they are the 2 items just above the new leather_cloak I added but so is breastplate and that is working

In entity_default.txt here is the full list of armors :

[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
   [ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
   [ARMOR:ITEM_ARMOR_VEST:COMMON]
   [ARMOR:ITEM_ARMOR_DRESS:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER_CLOAK:COMMON]



I just noticed that I added the new item at the bottom of this list here while it's not in the same position in the item_armor.txt but I checked and it's the same for every other item I added and there was no issue with those so I don't think that's the problem ?


Thanks in advance for any help :)

EDIT 19/05/18 : edited the title for more clarity




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