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Messages - Qev

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31
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 20, 2017, 03:39:23 am »
I'm not sure labormanager is ready to be the default job-assignment manager at this point.  I've just started using this latest Starter Pack and dwarves utterly refuse to haul anything that isn't food to stockpiles.  Disable labormanager and enable autolabor and *boom* everything gets done.

32
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 11, 2017, 10:04:58 pm »
Can custom reactions be made to access the advanced 'details' that apply to some of the default ones?  Eg. can a custom reaction that produces a clothing item access the options to choose the race the clothing item is sized for?

33
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 04, 2017, 10:00:15 pm »
It's the same as all the other hotkey tokens. For m, you want CUSTOM_M.
Huh, I had no idea there was a particular format for those.  Thanks!  Is that tucked in some obscure corner of the wiki?

34
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: May 04, 2017, 07:26:47 pm »
So I'm toying with custom reactions in 0.43.05 and there's this new(ish) set of tags for [CATEGORY], which I seem to be able to get to work, with the exception of [CATEGORY_KEY:hotkey token].  I assume hotkey token is supposed to wind up being the letter you press to select the category in the building's menu; I tried (for example) [CATEGORY_KEY:m] but no hotkey appeared in-game.  Is there a specific format I'm supposed to use for the hotkey definition?

35
DF Dwarf Mode Discussion / Re: DF v.43 Work orders questions and suggestions
« on: September 30, 2016, 03:17:25 am »
Maybe a silly question, but when a work order says (for example), "Restarts if completed, rechecked daily", does this mean that if the work order completes in less than a day it will start over again?  Or will it only complete the work order once and then wait for the next check (ie. the next day)?

36
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: September 16, 2016, 02:51:37 am »
Bit of an odd modding question: a while back I created some reactions to allow recycling of wooden bins and barrels back into logs, and part of this process required me to add [REACTION_CLASS:RECYCLE_WOOD] to the wood material template in material_template_default.txt, which is all good, works fine.

I just recently noticed, however, that the new manager now shows RECYCLE_WOOD as a possible [t]rait in work order conditions, and using this trait causes the condition to apply to wooden items generally (where previously one would have to specify a specific type of wood under [m]aterial).  So... neat!

So then I tried adding [REACTION_CLASS:fabric] to all the material types fabric gets made of, and... it ignored me.  Any idea why?

37
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: August 26, 2016, 04:36:50 pm »
For a lark I decided to mod in glass weapons and armor (Morrowind, ho!), but I've noticed that glass crossbow bolts neither get equipped nor stored in ammo stockpiles.  Are they just not functional in the current hodgepodge of code?

38
Has anyone found a way to queue a Milk animal job if there's a milkable animal? The job is there, but I can't figure out the condition. Same for Shear animal.
There is a Trait condition for "Milkable", but since animals aren't 'items' there's no way to actually use it.  The only thing I can think of to do is set it as a daily repeating task and deal with the cancellation spam. :(

39
Does anyone have any ideas how the manager might be tracking the quantity of dye powder?  Using what makes sense, "Item: powder; Material: dimple dye" doesn't work at all.  Using "Item: none; Material: dimple dye" does sort-of work, but the values it tracks don't seem to match the amount I have in stock even remotely accurately.  If I have 8 units of dimple dye, the manager thinks that's 85 units; if I have 4 units of redroot dye, it thinks that's 70 units.  Halp?  ???

40
Hmm... I'm trying to find a way to limit production of 'glazed earthenware pots'; any ideas?  There don't seem to be any conditions for 'glazed' or 'improved'...  :P

41
Any ideas about dwarven syrup? I want to process all pods to syrup, and mill wheat to flour, but don't mill pods to sugar. How?
I think add (i)tem condition or possibly (r)eagent should cover that, as 2 different orders
Nop, you can specify reagents in orders, but the Mill Plants job itself cannot set details. So, as long as you have a cave wheat, the stupid dwarves will mill all pods until one happens to take the wheat to mill.

Set up a sweet pods-only stockpile linked to a quern/millstoneFarmer's workshop (also link a barrel stockpile to it).  Go into the workshop's Profile, Work Orders tab.  Press [enter] which will disallow the workshop from accepting general work orders.  Create a new work order there to mill plants extract to barrel.  Set the conditions to track the number of sweet pods (and barrels), so it only activates when you have them available.

Edit: corrected because I derped and thought 'milling' instead of 'extracting'.

What stockpile stores empty bags? I setup a furniture stockpile which accept only 'boxes and bags' and material cloth, but the stupid dwarves fill it with gypsum and quicklime bags.

Yeah, quicklime bags and gypsum powder bags fall under the 'boxes and bags' category, annoyingly enough.  No way to filter them out automatically.  I usually dump those two (but not their contents!) into a tiny stockpile elsewhere and forbid them until I need them.

42
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 14, 2016, 08:17:14 pm »
Could it have been http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#job ? If not, do you remember any specific text on that screen?
Sadly, I just kinda looked at the options that were available and went, "neat! I'll play with that more later..." and now I'm not even sure it was real. :P  I don't remember any specific text from the screen, just that I accessed it from the regular view because I noticed a new DFHackish keybind being displayed in the right panel.  That and one of the options was a way of setting general limits on the quality of objects to be decorated, etc.

I'm going to feel really dumb if it turns out I just dreamed this.  :-[

43
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 14, 2016, 03:36:32 pm »
That's under 'workflow', largely replaced by the vanilla manager now
I used to use workflow constantly until the new manager came out, and this seemed completely unfamiliar to me.  Also, I don't have workflow enabled or any hotkey set...  ???

44
quick question, is it possible to change order amount? sorry if it has been asked before.
Nah, have to delete it and recreate it.  :(

45
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 14, 2016, 03:18:45 am »
Not sure if this is the correct thread to ask this, but it's driving me nuts.  I'm playing the latest Windows LNP, and I could swear last night I accessed some DFHack extension with an option to set the general minimum item quality for 'decorate item' jobs.  Be darned if I can find it now.  Or have I just started having very vivid DF-related dreams?  :P

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