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Messages - Rvlion

Pages: 1 [2] 3 4 ... 12
16
DF Dwarf Mode Discussion / Re: How do you control migrants ?
« on: August 23, 2012, 01:59:30 pm »
I was wondering about something that is related to Migrant immigrations...
Currently I have a population cap of 50.
Including children I had 54 just before the 4th migrant wave arrived, now I have 78 dwarves (from which 42 are "engraving" children)...
I am beginning to believe that babies and children do not count towards the population cap.

Is this true you think?

17
DF Gameplay Questions / Re: Can't smelt metal ores...
« on: August 23, 2012, 10:04:28 am »
It is very simple... If the option is red something is wrong...
In my experience there is no access to tetrahydrite ore OR charcoal.
I tend to have this problem while I'm "dumping" all stones in a 1-tile garbage zone and forget to unforbid them.
Just like charcoal that is still waiting to be transferred to storage already have the tsk tag and as such cannot be moved untill the task is complete.

18
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 18, 2012, 10:34:14 am »
Having a dwarf in bed for months due to a broken lower spine (after he has some !fun! with a stray Lama)...

Untill he got a strange mood...

After which he suddenly stepped out of bed, stole some bars and gems and started a mysterious construction...

In the end I got a nice copper mail shirt named Dishmabseng Inolanriz, Rampartrung the Yellow Sky.
Spoiler (click to show/hide)

Of course the moody dwarf had himself carried back to bed to rest untill eternity.

19
The method I use to keep the children busy would be cheating for some, but has been quite normal ever since 40d at least.

While in Dwarf Therapist:
- Options
- Allow Labor Sttings on Anyone
(BTW the remark "I am a dirty cheater" is just plain BS since if it is truly a cheat then Toady should have made this impossible somehow many versions ago).
- Give the children the Stone Detailing labor.
- Set those useless food eating things to work !!! (Instead of getting kidnapped.)

20
DF Modding / Re: Savagery preset failed to load
« on: August 14, 2012, 04:59:11 am »
For now once I have time again I will make the following changes:
- Change slade into sedimentary_oceanic (or that ever it is called) minus the _spec tag of course.
- Change all _spec tags I currently use into the layer type used for that stone.

The game itself runs fine, except suddenly getting kobold ambushes without anything ever been stolen (had many ambushes and sieges from goblins, but not from kobolds) and minerals I set as vein or cluster_small I get ingame as cluster...

In about 12-14 hours I will have time again to make the changes and post again.

21
DF Modding / Re: Savagery preset failed to load
« on: August 13, 2012, 04:18:37 am »
Yes the standard world-generator or better said "Create New World!"

22
DF Modding / Savagery preset failed to load
« on: August 12, 2012, 04:34:03 pm »
Hi all,

I did some raw modding during 40d, walked away from the game shortly after 0.31 was released and recently returned to play around with DF2012.
Off course I went back into modding to alter DF to find a way I like it better then it already is.

During this time the "errorlog.txt" is my friend and with it I seem to have managed to clear many errors already... Well I still got a ridiculous amount of errors, but they all look the same except for some numbers.

Subject description already tells something about the problem. I tried to put my full errorlog.txt on the forum, but I got a complaint my post exceeded 40.000 characters.
Anyway according to the MS Word "word counter" option the log goes from Y = 0 to Y = 32 from first to last in 3168 lines (making my errorlog.txt a nice 157 kb).

Code: [Select]
Savagery preset failed to load X value at Y = 0
(....)
Savagery preset failed to load X value at Y = 32

My raw changes so far have been to:
1. entity_default.txt (removed several alloys and added new ones that I added to the smelter reaction list)
2. reaction_smelter.txt (same as 1.)
3. Inorganic_stone_gem/layer/mineral/soil.txt ( added, and altered minerals, gems and soil)
4. The minerals and gems I do not intent to use anymore I gave the tag: [ENVIRONMENT_SPEC:SLADE:CLUSTER_SMALL:1] so as not to remove it completely from the game (got severe whining in errorlog.txt about some elemental gem/mineral creature not being able to be created and this seemed to fix that in the errorlog.txt at least without having to check all the other raws right away).

It happens when using a seed from the forums, but also when creating a random world.

If anyone happens to know what causes this and would be willing to tell me I would be most gratefull and very happy.

23
DF Gameplay Questions / Re: Creature occupying site?
« on: August 11, 2012, 03:01:02 am »
This seems to be an annoying problem which can be solved by removing the piece of wall that keeps getting cancelled and placing it again. I in any case never had the same problem 2 times in a row.

I am not quite sure when this feature was added to the game, but I never had this issue with 40d.

24
DF Dwarf Mode Discussion / Re: Egg/Chicken production
« on: July 28, 2012, 10:02:08 am »
Using the 'i' set up a Pasture/zone were you let the chickens roam.
Place several Nestboxes in this zone.
This will automatically produce eggs, which can be cooked in a kitchen workshop into a meal.

To start breeding you need to place at least 1 female chicken and nest box behind a locked and forbidden door, so dwarves cannot claim the eggs before they hatch.

For more information check the wiki.

As a side note, my chickens have never become hungry while in a completely stone room. It is just like dogs and cats... They do not seem to eat.

25
DF Gameplay Questions / Re: Hostile / friendly visitors.
« on: July 25, 2012, 12:47:22 pm »
If the armadillo survived I wonder if it will transform into a monitor lizard now
The Armadillo was quite dead... Bodyparts everywere...

26
DF Gameplay Questions / Hostile / friendly visitors.
« on: July 25, 2012, 09:36:44 am »
While playing with 0.34.11 all of a sudden I get a message and I quote:
The Weremonitor Fodokothralmis has come! A large monitor twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow fuchsia. Its raw umber scales are round and overlapping. Now you will know why you fear the night.

So I get “oops” no militairy yet (and only 13 dwarves).

These are the series of events following to its arrival.
1. First the thing mutilates an Armadillo boar that happened to be close to it.
2. It runs away from the corpse into the nearby river (to clean itself??).
3. While still in the river it transforms into a kobold.
4. It dies from drowning.

This is the third time I had an encounter like this, one hostile Were”thing” which simply ran away off the map. A (non-hostile) human with “great” ambition also ran away off the map and now this Weremonitor that commits suicide…

Is this whole visitor thing working properly?

27
DF Dwarf Mode Discussion / Re: Question about Vampires.
« on: July 18, 2012, 02:08:36 pm »
It was my first and so far only encounter with vampires... Only the future will tell if and how vampires will try to sneak in my future fortresses to drain my legendary dwarfs.

28
DF Dwarf Mode Discussion / Re: Question about Vampires.
« on: July 18, 2012, 12:03:57 pm »
Spoiler (click to show/hide)

They do show up, but under their real name.
For me it was different.
Spoiler (click to show/hide)

29
DF Dwarf Mode Discussion / Re: Question about Vampires.
« on: July 18, 2012, 11:22:15 am »
I had heard about the existence of vampires in 0.34.11, but I had not expected to actually get one.
He had killed one of my dwarves, no witnesses of course, but the whole blood drained remark did make me check the wiki.

It was a shame that before I manage to place him under permanent Bookkeeper/Manager duty behind forbidden and locked doors he managed to drain a second victim (a legendary miner, good thing I had 6 others).

There are indeed many ways of locating a vampiric dwarf.
Easy to spot ingame:
Spoiler (click to show/hide)
Easy to determine if you have one in your fort using DT:
Spoiler (click to show/hide)

30
DF Modding / Re: Just Dig it Out
« on: July 18, 2012, 11:08:47 am »
don't bother, there is a new file called announcements.txt that constains the lines
[DIG_CANCEL_WARM:A_D:D_D:P:R]
[DIG_CANCEL_DAMP:A_D:D_D:P:R]
just remove the P and R and you'll be good to go

It still cancels the digging designation though.
I know that this is quite a necro... Little over 2 years, but has there been any change on this subject?
While the constant time stopping is annoying, the cancelling of a job I designate is equally frustrating.

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