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511
DF Gameplay Questions / Re: Trade Depot Inacessible
« on: July 19, 2008, 12:05:03 pm »
Additionally, apparently with version 39a/b, traders would say that they had no path even when they did have a path, and they would use that path and trade just fine.  So the message was incorrect, but harmless.  I think it was fixed in 39c.  What version are you using currently?

512
DF Bug Reports / Re: [39c] Ramps (and stairs?) losing connectivity
« on: July 18, 2008, 04:40:33 pm »
Do you have a solid wall next to the ramp?  I don't think they work if the ramp is surrounded entirely by open squares, even if the level above is nothing but floors with a hole directly above the ramp.  Essentially, it seems that the ramp needs something to rest against along its entire height, not just at the top.

513
DF Gameplay Questions / Re: Hauling Problems
« on: July 18, 2008, 08:32:08 am »
Did you enable barrels for the store-all stockpile?  If not, I'm not sure offhand if dwarves would grab the food out of the barrels and haul it to the stockpile.  They might just leave the food barrels where they are until a stockpile that allows food and allows a positive barrel count exists.  Food stockpiles by default have a maximum barrel count allowance, but I suspect animal stockpiles by default set this to zero.

514
DF Gameplay Questions / Re: Easter eggs converge here!
« on: July 17, 2008, 08:47:55 am »
Covering the blatantly obvious section a bit more, the manual holds the old-time motto 'loosing is fun'. And if you reclaim, it says 'loosing was fun the last time, and it'll be fun this time, too'.
If the manual actually says, "loosing is fun", I'm gonna have to boycott Dwarf Fortress.  (Only for a couple of hours, though, until 39c or whatever is released and I get home from work.)

515
DF Gameplay Questions / Re: Infinite rejected maps
« on: July 16, 2008, 03:50:51 pm »
I've seen it mentioned that checking the appropriate log file (don't remember which one, or where, but it should be easy to find) can help you figure out why exactly the worlds are being rejected, thus helping you to further adjust the settings to satisfy the game's demands.

516
DF Bug Reports / Re: [39b] Something is wrong in my kitchen!
« on: July 16, 2008, 03:40:28 pm »
I wonder if creating meals is anything like creating artifacts, as follows:  I have found that you can forbid items to be used in artifact creation while they are being carried by the moody dwarf to the claimed workshop.  Others have said that when you do this, that item isn't used, and no replacement is sought.  Thus, the artifact simply has fewer "ingredients" than it was originally going to have.

If so, then the combination of that with the pathing bug that causes hauling jobs to be cancelled so frequently in the latest release might be causing your cooks to successfully gather fewer ingredients that he was originally intending to.  In the worst case, he might successfully gather no ingredients (dropping them all part way to the kitchen), but still somehow decide that he's gonna make that meal regardless, leading to an empty roast.

Aside from the rotting roasts (which is definitely explained by the pathing bug), are there also any dropped ingredient items on the way to the kitchen?  (You might need to reactivate the creation of meals to find out.)

517
DF General Discussion / Re: regional prospector needs an update?
« on: July 16, 2008, 11:44:13 am »
It looks like the above link comes from this thread, where someone other than the creator of the program used his knowledge of assembly to alter the executable file itself.  It's not perfect, apparently, but it will satisfy some people until a proper new version is released.

518
DF Dwarf Mode Discussion / Re: Hauling decline
« on: July 16, 2008, 11:21:53 am »
Toady said he has fixed it, and the fix will be available tomorrow most likely.

519
DF Suggestions / Re: Select the dwarf, not the damn cat!
« on: July 16, 2008, 10:33:52 am »
Especially (or at least) when selecting a dwarf (or any other entity) using (c) from the (u)nits screen.  In that case, it knows precisely which creature you were intending to look at; there is no ambiguity involved at all.

520
Additionally, it seems that tasks are getting interrupted far more frequently in the latest version for some reason, much more often than occurred previously, or should occur.

521
DF Bug Reports / Re: [39b] floodgate linking bug
« on: July 15, 2008, 03:51:30 pm »
Might it have to do with this reported bug?  Your mechanic's behavior could easily be explained by repeated job cancellation, from the sound of it.

522
Indeed.  I usually start with a large embark rectangle in order to see all the different biomes a certain area provides.  If I find one I like, I shrink down the rectangle to a reasonable size.  Sometimes certain biomes lose some of their layers, if I'm only including a small portion of them in the final rectangle.  That's thrown me off at least a couple times in the past.

523
DF Announcements / Re: Dwarf Fortress 0.28.181.39a Released
« on: July 14, 2008, 07:35:18 pm »
Edit: Damn, can't get it to work. I'm trying to use a custom tileset and DF is acting like I did something wrong, like get the filename wrong. But I didn't. I've double checked everything. Maybe I want it too small... is there anyone else out there who can't get 8x8 tilesets to work?

Edit 2: Any custom tilesets I put in won't get recognized by the game and when I open it all I get is a plain black screen.
I did the same thing.  I simply forgot to copy the actual bmp from the older version's /data/art folder to the new version's.  I felt dumb afterward.  You might have a different problem, though, and thus might not be as dumb as me.

524
Do you have any items available to bring to the depot?  I think I remember a bug existing (and being fixed, I think, in the latest version) where the game would crash if there was nothing available to bring to the depot.

Edit:  Here's the bug entry of which I was thinking, and its associated thread where it was reported.

525
DF Bug Reports / Re: designate - default
« on: July 14, 2008, 06:24:23 pm »
It normally defaults to dig when viewing underground tiles, but sometimes, previous version as well, it would default to chop.  See this recent thread for additional details from 38c.

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