Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sorcerer

Pages: 1 ... 14 15 [16] 17 18 ... 53
226
ah, don't be sorry, if anything, it should be me that should be sorry for releasing it in such a messy state..

The rainbow juice mostly works, I just seem to have forgotten to add the proper building to the reaction.
The good news there is that this is actually hotfixable, if you open up the reaction_weather.txt file in your save game, find the distill rainbow juice and add:

Code: [Select]
[BUILDING:PONY_RAINBOW_REFRACTOR:CUSTOM_R]

somewhere in the entry, It should show up the next time you load.

I'll be working on some other fixes today, and should have a major bug release version out soon.

227
From what I can see with my to-do list, it seems to be mostly fleece and stockpile stuff now. I haven't really had time to do any extensive beta testing on all the features, since this version was MOSTLY just changing the caste stuff and doing some bug fixes from previous versions.
Thanks to everyone who's contributed to the bug pile btw, and sorry it's been a buggy mess.

228
That should work pretty good for the raw materials, thanks for the tip!

229
Some of the items, like apples and research points, are not stockpiled on purpose, it'll just add a bunch of unnecessary labor hauling from the library to a stockpile to the archive to a stockpile, when you shouldn't need to have more than a few items in either building now (unless you save up a ton of research tomes) Getting the other items to stockpile is a slight issue, as there is no stockpile tag in the material system, but the stockpile data is added as a property of something else. There are a few tags that are a bit more generic and I could use them to add stockpiling for things like the fleece and crystal shards, but I need to look into that a bit more.

I am with family for the holidays, and my laptop is hardly usable for anything, which I guess might further my efforts toward fixing the bugs and maybe adding some features (changeling civ perhaps?) but I am not really working on my own schedule here as the family is gearing up towards the holidays, so we'll just have to see how much time I get and how much I have to play uncle.


230
Ah the bags might be an issue I guess, you can process sunflowers at a farmers workshop with the process to bag command. Sorry for the multitude of bugs, and thanks for reporting stuff, I'll look into fleece bags, well... Fleece in general I guess needs some work :p

231
Sudden realization.  Are you processing your sunflowers into seeds and petals? You can't make the oil from the unprocessed plant. The reason I'm asking is I Know I checked the feature and I haven't messed with it since so it's strange if it broke

232
You can usually find flax or silk on the fort site if you gather plants, the silk roses are pretty rare but easily distinguished by their gray flowers. Strange that the civ does not have flax at least tho, I set it to grow in any biome precisely because it is so needed

233
ponies will actually leave offended if you do that :P

234
augh, I had that problem but I thought I'd fixed it... let me look into it. Might be a day or two as I got some travel scheduled.

235
there are tons of plants, most are useful for different things, If you don't care about quality, and just want quick edible stuff, flowers and dandelions are quick, low value food, and dandelions even makes wine. Wheat has multiple uses and gives straw as a byproduct, which can be used in construction and crafts, but needs processing in a farmers workshop before you can use it. Outside that, you can grow turnips and carrots most of the year, potatoes grow all year but at the cost of a bit of quality.

The lower the quality the quicker the ponies will tire of them, note that ponies are not alcohol dependant and won't get any ill effects from drinking water instead of booze, so constructing several wells can often be quicker and more economic than making drinks, water also does not seem to have a quality, and as such, a bad thought associated with drinking it.

236
The applebucking is a bit terrible actually, lots of bugs with it and it could honestly do with a redesign, but seeming we have fruit trees upcoming in the next df version it's not a priority. The problem is the speed of which a seasoned applebucker would produce apples, I ended up adding the sorting and basketing as a counterbalance. A single apple isn't a meal, you need ten quality apples to make a basket of apples at the sorting station. This is fairly labor intensive work, and if interrupted to hunt for vermin, you might not be able to keep up the food production.
There's also problems with several sorters working together, so apples will not likely be a huge part of any sizable forts food production without extensive use of burrows to prevent cancellation spam as the sorters tend to fight over apples

237
huh, could have sworn I had fixed those... Thanks for reminding me!

https://dl.dropbox.com/u/3677116/DF/MLP/Research%20Hotfix.7z

The main zip has also been updated

238
you make fleece from wool, it's got the same material properties as leather and can be worked in a leatherworks, you'll have to get a magic loom to make it tho.
There are also better versions available, using wool and iron and gold respectively

239
yep, they dig and they CAN eat meat, but you can't tan hides and noone is particularly good at butchering, infact.. they're pretty bad.

I should probably point out: ponies don't have access to underground plants, they should still exist, but you have to get to the cavern layer and harvest them yourself, so complete underground isolation might be hard. Also: several of the ponies industries are based around surface plants.

240
whoooops, seems dropbox had crashed and hadn't synced my file yet... doh.. should work now

Pages: 1 ... 14 15 [16] 17 18 ... 53