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Messages - aelystur

Pages: [1] 2
1
DF Adventure Mode Discussion / Re: WTH?
« on: May 02, 2016, 06:37:54 pm »
looking at your fast travel screen shot, the keep is just south of you, slightly to the west. depending on how your world gen went, the keep may, or may not have equipment, or soldiers. sometimes the soldiers int he keep will join you in your adventure, no guarantees though. if you are going to train up on local wildlife, the people who join you will end up joining the fight, and ending it quicker. so you may want to hold off on recruiting until you have trained up a bit. I usually don't bother training up first myself, but that's just how i play, i cant be bothered to grind first.

2
try digging a hallway under the affected area int eh rock to the edge of the map, then carving a fortification in the edge of the map rock tile. once your drain pipe is carved you can dig up to where the flood is. i have heard about a minecart system for ridding of unwanted water, but i haven't any personal experience with that.

3
I had a similar issue with getting therapist from the lazy newb pack to work. after restarting a few times, i doube checked that i had the correct memory layout. http://www.bay12forums.com/smf/index.php?topic=122968.2280 for 42.03.  after replacing the memory layout that LNP came with, it worked fine

4
DF Dwarf Mode Discussion / Re: farming in the wake of 42.xx taverns
« on: December 16, 2015, 05:10:28 pm »
check the colour which it says they are participating at the tavern. it may be due to prolonged period without that need being met. pink means its an intense need that must be met. i found that when i set up my taven, and temple the majority of my dwarves buggered off to meet these neglected needs. but after a while it settled back down into a rhythm. i always have more than 2 planters. usually about 6. i like to build up a stockpile of pigtails for emergency clothing replacement, so have always had extra farmers. once they had thier initial fill of the tavern or temple, my farmers were back into swing, and i didnt have any troubles building supplies back up. i do however import raw food ingredients for variety. the majority of my food is still unbrewed plump helmets and quarry bush leaf roasts

5
I have just run into the same problem. previously this has not been removed, according to the wiki, and the vanilla version i first downloaded , save game was still an option when you hit esc in fortress mode.

dfhack has a command called quicksave, which you can use to save the game, as for quitting, you may have to force terminate the program

to do that you will need to start up activity monitor, found in applications -> utilities

6
I had noticed larger worlds seemed to take quite a while to gen.  When I did small ones  they zip along.

When I went to bed, I set a max everything world gen. , when I got up, and took a look.. It was at year 500 or so. And was taking so long the game was being reported as not responding.

7
DF Gameplay Questions / Re: Removing overhangs.
« on: February 23, 2009, 05:22:20 am »
what about builfing walls under it, then make a ramp and have your miners mine it out

8
DF Adventure Mode Discussion / leatherworker's log of sorts
« on: February 03, 2009, 02:40:28 am »
my most recent fortress, I kept running out of wood, so to curb my use I ordered every kind of leather under the sun..  unfortunately I didnt have much use for leather at the moment (was unprepared for goblins that took out 4 of my founders and a couple slaves.) so to free up some bin, I had my current for leader/ manager set with only leatherwroking and sew leather image on the mounds of cloths I had produced(slaves take care of all the mundane tasks.) when looking for stuff to toss at the merchants I decided to check out the images on the clothes in one of the clothes bins.  what first caught my attention was that on one of them was an image of 3 dwarves. (coincidentally I have only 3 founding members left) as I went through the stack of clothing in the bin I noticed it can almost be read like a log of what happened in the fort. apparently  Cag  has been bothered by the presence of the flies, and misses the mountains. not sure what the square would be about. also depicted was Cog's assention to leadership, and the death of one of the dwarves i sacrificed in an attempt to rid myself of a golbin archer in my "air lock". it was actually kind of neat to read / interperate.

edit: >.>  so thats where it went .. I could have sworn I put this in dwarf mode discussion

9
if it will play at all, it will be very slow going. i have  1.3ghz. and my starting fps is around 50. and degenerates from there as my fortress ages. currently with no immigration and 13 drafs (I have births as a source of replenishing work force. currently only have 4 adults) my fps is swinging between 20 and 15.

10
DF Bug Reports / Re: Forbidden status ignored in plants
« on: July 03, 2008, 11:53:37 pm »
I noticed something similar using the craftsdwarf station. I was decorating coffins for future use, once getting them to a certain value I would forbid them in the workshop. for some reason the dwarf goes back tot he forbidden item to continue decorating. its only after dumping the item does he leave it alone with its forbidden status

11
my current game I currently have is set for no immigrants and I have run low on dwarf labor so i have had to stop hauling outside litter when a caravan is slaughtered. I have all outside "litter" set to forbidden.
 
animals inside the forbidden cages show up on my animals page in my stocks, and cause problems when I try to organize my animals into thier propper cages, or mark them for butchering (I get the path not found spam for the large animal caging or butchering duties)

12
DF Dwarf Mode Discussion / Re: Unexpected Surprises
« on: July 02, 2008, 12:13:21 am »
I startted a new fortress, with immigration turned off (still ended up with 3 immigrants >:() one of my starting immigrants was given the skill of axedwarf for dealing with thieves and babysnatchers before my airlock and traps are up. I set him to hunt to start to develope his axe skills (bugger kept bringing me partial goats) once I had enough leather gathered I made him his initial set of armor, each piece decorated with a leather image :)  I then set him to wear it so the goats dont hurt him too bad (havent found the water yet  :(). with the lack of labor I had with no immigrants,  I made him a  mechanic as well. so while he was setting up a batch of cage traps he gets ambushesd (had to turn off hunting to make him do the task at hand, meaning he was stuck without armor) he only had 1/3 the traps set up roughly 6 or so, all of them on the wrong side so none of the gob's were caged when he got attacked. he managed to kill none of them. bastard. I had to use my miners to dispatch the few that made it past my internal flood gates.  so I hastily crafted a coffin (once the threat was eliminated) and encrusted it with a couple gems I had laying around. later whenI looked at the coffin after another disaster (and 4 more coffins) I looked at his coffin and saw:

"this is a superior quality chert coffin. this object menaces with spikes of morion.
on the item is a finely-designed image of a dwarf and a leather armor in green zircon by Bembul Duradlikot. The dwarf is admiring the leather armor."

I thought it was a nice touch. having his coffin engraved with what i assume is him and his armor. wont really know unless I got back in adv. mode and look at it.

----
yeah my typing is bad. often my spacebar misses whenI use it.
and sometimes I forget to  check.

13
on the way to the cells Voer suddenly gets a panicked look on his face,
and despite being weary from attending the "welcoming party" he seems
to be filled with renewed enegry as he frantically starts patting his
clothes as though looking for something of immense value thought lost,
that or trying to douse a fire suddenly noticed on his clothes. after only
a brief moment (a life time for voer) he calms down and returns to his
beleaguered state, with only the ocational furtive glance around.

When he thinks no one is looking he pulls out a tiny piece of what looks
like a biscuit and hastily shoves it in his mouth while mumbling to
himself "they took my wife, but at least they didnt get my sweetened
sunshine biscuit". not quite satisfying the hunger that  is gnawing at
his belly, he quietly wishes that he didnt have to ration the last of his
elven treats, but he suspected that he may not see another for a very
long time.

14
DF Dwarf Mode Discussion / Re: Automated/Super-efficient Hauling?
« on: June 26, 2008, 09:35:16 pm »

not too sure how efficientyou could keep this with reguards to raw materials. (especially stone as the more  you dig, the farther the stone will end up, and it seems the algorithim uses LIFO. last in first out)

I did some playing around with this with an assigned animal to the workdwarf. I managed to get it semi-functioning. delivery of raw mats gave me too much drouble for automation though.

using your requirements:
bedroom
workstation
dining room
food
meeting area
dwarf to be segregated.
output/input

problem:
1)auto assigning work. if you are compartmenting to ensure proper stone use for task, and you have multiple mason W/S's the jobs willbe spread accross all the mason shops. means manual task assignment, reducing automation.

2) input I coulnt manage to automate. seems water doesnt push raw stones. couldnt get hauler to reset gates to stockpile when hauling is finished. 

3  using pressureplates, if dwarf leave for a break, or to eat/drink/sleep, s/he will closee off access to stockpile and will cancel the work assigned. if eat/sleep/meeting area isnt together you cant guarantee the workdwarf wont  leave meating area for food/drink or sleep.(again blocking acess (which would switch the gates, possibly trapping a hauler)

4) trap synchronization. I had read somewhere before about having alternating gates from a pressure plate. but for some reason I couldnt get this to work. ended up using multple plates in a row to get the job done.

5) wandering pet. >,<  stupid pet (used a donkey) tended to wanter quite some distance from its owner sometimes tripping the switches for acess gates/output shute.once the pressure plates bug fixed. this wont be an issue.


output shute view from top

top floor:
  X  X
  X^X
  X  X
  X  X
  X  X
  X  X
XX+XXXXX     
X_=%%_XXXX
XXXXX*-----*X
XXXXXXXXX|X

Bottom floor (with aquifer undereath):
XXX  XXXXXXX
X#XXX   X
X+XX*%X
X  XX  %X
X  XX  # X
 
X=wall
_=open space
%%=pump
*=gear
-= horizontal axel
+= door
#=grate
^=pressure plate (connected to gear to activate/deactivate pump)


dwarf speed will affect timing for output shute. pet tends to tail behide dwarf as thedwarf moves.so the pressure plate needed to be 5 steps from door to output shute. (as the dwarf gets more agi, this may have to change) again this problem is solved withhte pressure plate fix.

gears touching the pump are directly over/under each other

I used an aquifer for water and drainage.  if you arnt using an aquifer you will need to find some reliable way to get rid of the excess water without flooding the fort. especially if the dwarf finishes production line before hauling.

2 flood gates controll access to stockpile. when the dwarf is working the gate to give access for work is open, the gate to give access to  haulers is closed. I had to use 2 preasure plates in a row to keep gates synchronized to have 1 on and 1 off.  bottom floor pump is for watersource only.  the grate behind the door is where the end product will show up for hauler to pick up.

for materials other than stone an input shute similar to the output shute may be a solution to automation. (say weaving thread into cloth, with next in chain cloth into clothing)

15
ooh, can I claim a prisoner on the next immigrant wave?

name Voer
crime: prefers to indulge in elven cuisine

possible punnishment: make only vermin as available food source
(this will unfortunately take a little more work as you will need to feed this ona  separate time table to avoid having him/her eat the regular prisoner fair. would also require a trapper and a few animal traps.)

edit: this should make this dwarf spiral into some form of depression. just need to make sure you dont make his preferred vermin available.
on arrival s/he will "secretly nibble on some sort of elven wafer s/he has hidden when noone is supposedly watching

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