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Messages - morikal

Pages: [1] 2 3 ... 15
1
DF Gameplay Questions / Re: Brewing Dwarven wine conditional
« on: March 09, 2020, 10:28:59 am »
Just look at this, but it is not yet clear how to handle this
r =  remove

"r = remove" is only in the main job manager queue.
Once you are viewing conditions on a specific order (with 'c = conditions'), 'r = reagent condition' which will add conditions on the input materials for the order.

2
DF Gameplay Questions / Re: Help diagnosing cart issue
« on: March 08, 2020, 03:28:56 pm »
I found a 47.04 Df hack build and tried it; it does show all the stuff hooked up properly.

But, I guess I must have gotten the pressure plate settings wrong.

My experiment with the door had interesting results--after I manually opened it I allowed the cart to depart south from stop 1. This time the cart was guided just fine, but then at stop 2 it was manually hauled to stop 1 (so the opposite of before). I'll re-do the pressure plates.

3
DF Gameplay Questions / Re: Help diagnosing cart issue
« on: March 08, 2020, 02:06:40 pm »
I am on 47.04 and would like to get DFHack as it sounds like it has some wonderful quality of life features, but I figured I'd wait until a more stable release of it that supports 47.04.

The pressure plate does show it has a 2nd mechanism installed, and won't let me link to the door (doesn't show in list anymore when I try to link to door), so I assume it is hooked up correctly.

I was worried maybe the weight triggering settings weren't correct; does anyone know if the pathing algorithm would analyze whether the door blocking the track would go away if they go over the pressure plate? Or if I didn't link it up correctly/had no pressure plate, would a dwarf just guide the cart until blocked by the door, and then sit there waiting for the door to open forever?

I'm guessing the latter; i.e., this isn't an issue with the pressure plate, the symptom of that would be the dwarf would guide the cart south past the plate and just get stuck when the door doesn't open. instead they get the exclamation point/confusion symbol or whatever, and then haul the cart around the long way.



The route is setup almost identically to the working route; head south from the first stop when full of desired items, take from a nearby wood stockpile (this is a difference; the first route takes from the stockpile visible in the screenshot, the 2nd route takes from a different stockpile that is up a few z-levels from the screenshot; this appears to work as dwarves load the cart just fine from that stockpile), head to stop 2 (track stop with max friction & dump to the south, stop orders are to head north when empty of desired items, give to the quantum stockpile just south of the track stop; this is the other difference, the first route dumps to a different stockpile).

Dwarf hauls the cart around outside and through main entrance, plops it down at stop 2 (whereupon it instantly dumps the load of wood that was inside into the correct stockpile just to the south), dwarf guides the cart back to stop 1, they load the cart, and then haul it around the long way again...

One experiment I will try to verify that the door isn't the issue is to delay the cart from leaving stop 1 (e.g., add a timer condition), open the door with another lever (door is hooked to pressure plates on each side and to a manual release lever), and see if they will use the route once the door is open. This will not work properly, I'm guessing (when they trigger the plate it will close the door instead of opening it), but I'll see what happens.
I also made sure to use the same weight cart (copper minecart) in both routes, as I configured the 2nd route's pressure plate triggers based on the weight of the first route's cart, but then saw that the zinc cart I built was lighter and wouldn't trigger them properly. (It had been set up with the zinc cart and the zinc cart had started being loaded, but I swapped it out for copper before they fully loaded it.)

Both routes show the yellow exclamation point with warning "! Set dir/connect track" at both stops, presumably due to the door in the middle of the routes.

4
DF Gameplay Questions / Help diagnosing cart issue
« on: March 07, 2020, 10:37:00 pm »
I have a minecart route to bring wood from afar.

I had one route set up, and it works fine. It is a straight track that goes up a level via a ramp.
It has a pressure plate a few tiles from a door on each side, opening the door for the minecart.
So:
 stop by wood stockpile (take from that stockpile, wood prefered) -> NS tracks to bridge -> across bridge -> NS tracks to pressure plate (including under it) -> plate opens door further down -> NS tracks to ramp (past pressure plate triggered on empty wagon coming back) -> NS upward tracks up ramp -> NS tracks to track stop (including under track stop), which is where the 2nd stop is (give to the quantum stockpile on the other side of the track stop, track stop set to highest friction & dump).
Haulers guide the cart.

I set up a second, identical route two tiles to the right (so one tile of wall between them). I have checked over it thoroughly, and all the tracks are present (except under the bridge, but that is the same in the working route), including NS tracks on both the up & down ramp, and track under the track stop.
But the second route only works in one direction--the haulers fill the cart, then manually haul it up the stairs outside, around to the main entrance, down through that, and around to where it should dump in the quantum pile. Once they reach stop 2, they guide the cart just fine back to stop 1. Then repeat the manual hauling the long way around to stop 2...

Anyone have any ideas I can try to figure out what is wrong?



5
I have a corpse stockpile, and separately a refuse stockpile with the corpses submenu enabled (and nothing else enabled).
The former usually gets the corpses (and body parts, for some reason, ignoring my outside refuse stockpile that accepts bodyparts) of my enemies. The refuse one gets hunter kills, etc, and is by my butcher shop.

I had a few wardogs killed, none of which were assigned to anyone, and their corpses are being put in the butchery stockpile, but can't be butchered. They stay there til they rot, and then their skeletons are also staying in that stockpile.
Is there a way to set things up so these skeletons get moved somewhere else?

6
The bin with the bars in it has since disappeared; I'm guessing some other hauled came and took it to the right stockpile... but still not sure why the first dwarf moved them there in the first place.

7
I saw a dwarf carting a heavy load of metal bars, and I was wondering why. It said he was putting it in a stockpile. So I followed him, while he took the 10 or so lead & zinc bars from the smelter across the whole fort to put them in my furniture & stone blocks stockpile... (I have two metal bar stockpiles pretty close to the smelter, neither is full.)

The stockpile he stored them in does not have metal bars enabled. The only category enabled under bars/blocks is "Blocks: Stone/Clay".
There is room in both the stockpiles right by the smelters.

I checked other bins in the stockpile he took the bars to; none of them have metal bars, they all have stone blocks as expected.


Anyone know what may have caused this?

8
You're a bit off-target. All dwarves have to be assigned specific equipment to pick up--being assigned actual stacks of bolts is expected (and necessary). The real question is why the dwarf is unable to collect the stacks of bolts that were assigned. You can use the stocks screen (assuming you've set up a bookkeeper) to track down the problematic bolts in an attempt to resolve the issue; they might be outside of a burrow, locked in a forbidden quiver, carried by another dwarf, etc. Alternatively, you could make specific ammunition for your dwarf using "rare" materials (e.g. bismuth bronze), and set the ammo assignments appropriately to prevent the problematic bolt stacks from being assigned.

Hmm, so in my fort:
 - No burrows defined
 - One ammo stockpile
 - No military dwarves using ranged weapons yet, so no one else should be moving ammo around

I have this repeatable behavior:
 - Hunter shows idle, has crossbow & quiver but no bolts, military ammo screen shows bolts assigned. (I am not home right now, can't check the stocks menu. I do have a bookkeeper @ full precision.)
 - Toggling hunting didn't help--turn it off, let him put equipment back, toggle on, he gets crossbow & quiver but not bolts.
 - Clearing hunter ammo from military ammo screen & re-adding it doesn't help by itself; hunter still shows idle. I tried waiting a good while, still idle.
 - Toggling hunting off after clearing the ammo, then toggling back on, did help. (I didn't have to wait for him to put equipment away, just to start heading off to the stockpile to do so, then turned hunting back on.)
 - He gets his bolts and goes and hunts
 - When he runs out of bolts, this whole thing repeats. Won't get new bolts until I clear the military ammo screen & re-add bolts for hunters, and also toggle hunting off on him til he starts to put equipment away, then toggle back on. At which point he will go hunt until the new set of bolts runs out, then this whole thing repeats again.

9
Nevermind, a while after I forbid the boar corpse someone came to take him to the hospital.

10
So he has just sat there wounded for a while now with a knee & toe injury unable to stand... I forbid the corpse of the boar that injured him, but he still shows his current task as "Return Kill".
Is there a way to get him to forget about the kill and go get healthcare?

11
My hunter picked up all equipment except ammo.
I tried many things (unassign hunting, recruit with different weapon, unrecruit after changing equipment, reassign hunting, etc).
I tried different dwarves.

Finally while messing with military ammunition, I noticed under ammunition that hunter had some specific 4 sets of 25 bolts selected. I cleared it and added generic 100 bolts again. The hunter picked them up and got to work.

When he ran out of bolts, he idled again. The hunter ammo section still had 4 specific sets of 25 bolts selected. To get him to hunt again I had to clear it & put 100 generic bolts again, and then de-assign hunting & reassign it (without that, he just kept socializing in the tavern).

Am I going to have to keep doing this every time he runs out of bolts? Is there a workaround for this issue?

12
DF Gameplay Questions / Took forever for dwarves to get wounded guy
« on: October 08, 2012, 01:17:10 pm »
He is lying on the ground outside, nothing else by him. They come by to feed & water him.

He has a diagnosis request, and nothing else. (No indication he can't walk)

His toe is smashed and broken.

I have 3 dwarves with just medical skills & recover/feed/water wounded enabled. They are sitting around with no job, unless the guy gets thirsty/hungry, in which case they feed/water him.


What can I do to get them to take him to a hospital and diagnose him?
I do have a hospital set up, hospital info shows I have some of everything.

And, as I was writing this, I kept checking some stuff, and they went to get him.
He's been lying outside for a good while though... why'd it take so long to generate the request?

13
Do it the other way round with your barrels - make the still stockpile the main one, and let overflow go to an overflow stockpile.

How do I do that? Tell my still stockpile to 'G'ive to the overflow stockpile?

I thought it worked like this:
 - Dwarves take stuff to the nearest stockpile
 - If a stockpile is giving/taking from another one, items will be moved. (E.g., if a dwarf brings something to stockpile 1, which is set to give items to stockpile 2, a hauling job will be generated to move that item from pile 1 to pile 2, if there is room)

Is this not how it works? If not, could someone explain?


Further, I disabled both barrels & large pots/food storage in my main stockpile, and made sure neither the still stockpile nor the main one are giving/taking from any other pile. They are set to accept from anywhere. Neither are giving to a workshop either.
However, the pots are just sitting in the main stockpile (which is configured to no longer take them).
Not a single pot is making it to the still stockpile.

AND, now pots are piling up in my craftsdwarf workshops.

14
DF Gameplay Questions / Can't get brewer stockpile setup correctly...?
« on: October 07, 2012, 11:39:43 pm »
Hi guys,

So I have 2 stockpiles near my still:

 - one for plants. This one works fine

 - one for barrels & large pots/food storage. This one doesn't work. I have it '[T]aking' from my main stockpile, where I left both barrels & large pots/food storage active, as I don't have space to store them all in my still stockpile.

My intention was that the still's barrel stockpile be kept full, with overflow going to the general stockpile.


What do I need to do to make this happen?

15
Durr--I need to make it into cloth :)

My bad

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