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Messages - darthbob88

Pages: [1] 2 3 ... 27
1
DF Gameplay Questions / Re: Caravan Access to Goods
« on: January 14, 2021, 04:21:48 pm »
That's what I figured, but thanks for verifying.

2
DF Gameplay Questions / Caravan Access to Goods
« on: January 14, 2021, 03:23:58 pm »
I understand that (dwarven) caravans will tailor what they bring based on what's available to the civilization; if they don't have access to iron ores, they won't bring iron products, although they will still bring pig iron and steel for some reason.
My questions are-
A) Does this also apply to plants and animals? IE, if a civilization has access to sun berries, will it bring sun berries, seeds, and sunshine with the caravan?
B) Can this change with user-created forts? IE, if my civilization does not have access to sun berries, I found a fortress which does have sun berries, and then retire that fort and found a new fortress in the same civilization, will the new caravans carry sun berries/seeds/sunshine?
C) Can I domesticate animals for the caravan? In my current fortress, I've pretty well tamed dralthas and elk birds, so if I found a new fortress in this civ, can caravans bring domesticated dralthas and elk birds?
I suspect that's NO for all, but would appreciate some confirmation either way.

3
Not sure if it's new, but a minor bug. In entity_good_dwarf.txt, dwarves have [PERMITTED_REACTION:WOLFRAMITE_WOLFRAM], when the correct reaction name is [PERMITTED_REACTION:WOLFRAMITE_TUNGSTEN]. Took me a while to work out why I couldn't do anything with the wolframite I'd been buying.

4
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 03, 2014, 08:28:34 pm »
I've got a siege of raptor people in year 3, so it's probably just you. Best solution is probably just making and exporting more wealth.

Question of my own: How can I make dwarves in mixed-ranged-weapon squads carry the right ammo? Like, I've got a dwarf with a crossbow who's carrying javelins, and one with a javelin thrower that's got a quiver full of bullets. Can I do anything about this, or should I just standardize on one kind of weapon/ammo for the whole squad?

5
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 20, 2014, 10:51:44 am »
Do you know that water pressure only fills up to one level lower than the source, except in the special case of infinite sources like rivers?  so if your lake is not a source the behavior you describe sounds normal.  Pressurizing pumps should work but they might need to be one z level higher than you might think.
Forgot about the one-level-below thing, but this should still have worked, because the pump is on the level above the water I want to flow, right about where "Water flows" is on this diagram. I'll put another pump on top of the one that's already there, give it a higher pressure head. If that doesn't work, I'll just give up and cut through the ore like I probably should have done.
 
Code: [Select]
Side view.
Water flows
=============V  down a level V====>
             ^===============^ and up again
ETA: WTF? I built another pump two levels above the water I want to make flow, and it's still not flowing up. I carved a ramp, in case the water just couldn't flow up stairs, and still nothing. Might also be because the pressurized water is mixing with the unpressurized flow, so I'm building a wall to separate the pump output from input.

ETA2: And that did it. I now have water properly flowing uphill.

6
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 20, 2014, 01:43:31 am »
I use locked doors instead of stockpile settings. Lock a worker inside the room with some metal bars and weapons available. Same thing, in the end.
Personally I just use job-material for that; set the engrave job on repeat and order it to only take steel weapons, long swords, or steel longswords. Quality it can't handle, but I just melt down everything of insufficient quality.

Question/Bug: For some reason, water isn't flowing up in one section of piping. I'm draining an underground lake for reasons, and the pipe running from the lake to the drain has a couple vertical jogs to avoid ore veins, where it goes down one z-level, carries on horizontally, and then comes back on the other side of the vein. Water is flowing down into the lower level, but isn't flowing back up.
Code: [Select]
Side view.
Water flows
=============V  down a level V====>
             ^===============^ and up again
Water will flow down that first level, but won't flow back up to the original level. I've even pressurized the water with a pump, but still nothing.

ETA: I suspect this is a bug in base DF, but regardless this is one of the faster places to go for problem solving.

7
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 15, 2014, 03:08:48 pm »
Thanks alot, probaly just trying rebuilding it. Might be also conducted to the fact that I lack anyone being part of that "wizard guild" means no firemage, watermage etc.Might be just glitched, just trying to reconstruct it once I play later on.

About the Glue... are those bulls you get when starting off usefull for Glue production? Cause the only other thing I have where I have read about is that spore trees might yield some kind of glue... but horned animals? Not sure if I have any of those... probaly wind up hunting the local wildlife... Ash I assume I get by incinerating corpses in the crematorium. Got tons of vermin corpses lying arround and some expendable dwarves able to take the sickness they get from it.

I've started the guild without any mages of any stripe.  I'd check to make sure it wasn't suspended and that there isn't a burrow issue.

In the kitchen you can boil hooves and horns for glue (iirc), which you can get from the tuskoxen.  I usually get it from running bloated tubers through the screw press.  Ash you can get from burning corpses or just from burning wood to ash in the smelter.  Look at the available reactions (including the red ones) in the various workshops, there are a lot of ways to get most everything in Masterwork, which is one of the things I like the most about it.
The herbalist's workshop can turn spore trees into glue, which is my big source once I get a decent tree farm operational. Personally my usual method for finding out how to make things is through the job manager UI; j-m-q then type in "glue" and I see that I can boil horns and hooves, press bloated tubers, or cultivate glue from spore-tree logs. Easy peasy. Granted, it doesn't say what workshops you need to do those jobs, but I'll usually have one of each workshop by the time they become important. You can also look in the raws; searching through raw/objects for "glue" gets me
Code: [Select]
[REACTION:PRESS_BLOATED_TUBER]
[NAME:Press glue from bloated tuber]
[BUILDING:SCREW_PRESS:CUSTOM_G]
[BUILDING:GUILD_FARMER_N:CUSTOM_G]
[REAGENT:A:2:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_GLUE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]
[SKILL:PROCESSPLANTS]
, so then I can look for "ITEM_TOOL_GLUE" to find more reactions which produce glue, along with the workshops they take place in.

8
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: July 09, 2014, 01:10:35 pm »
shadowleaf bush leaves (madi in farmers workshop - process plants to bag) cannot be cooked. Is there any use for them?

I cannot farm trees (tree acorns). Steeloak farms work fine. Embark is in temperate zone, my last fort in temperate had no problems with tree farms so I'm not sure whats wrong in this embark :D
The shadowleaf thing I think is a bug, but easy enough to fix, just add [EDIBLE_COOKED] to the entry, so it looks like this.
Code: [Select]
[PLANT:shadowleaf bush]
[NAME:shadowleaf bush][NAME_PLURAL:shadowleaf bushes][ADJ:shadowleaf bush]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN][EDIBLE_RAW][EDIBLE_COOKED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen shadowleaf oil]
[STATE_NAME_ADJ:LIQUID:shadowleaf oil]
[STATE_NAME_ADJ:GAS:boiling shadowleaf oil]
[PREFIX:NONE]
[MATERIAL_VALUE:7]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:shadowleaf soap]
[STATE_NAME_ADJ:LIQUID:melted shadowleaf soap]
[STATE_NAME_ADJ:GAS:boiling shadowleaf soap]
[PREFIX:NONE]
[MATERIAL_VALUE:7]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE][REACTION_CLASS:IS_LEAF]
[MATERIAL_VALUE:2][EDIBLE_VERMIN][b]
[EDIBLE_COOKED][/b]
[LEAVES:shadowleaf leaf:shadowleaf leaves:6:7:0:0:0:0:1:LOCAL_PLANT_MAT:LEAF]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen shadowleaf poison]
[STATE_NAME_ADJ:LIQUID:shadowleaf poison]
[STATE_NAME_ADJ:GAS:boiling shadowleaf poison]
[MATERIAL_VALUE:25]
[REACTION_CLASS:SHADOWLEAF_POISON]
[DISPLAY_COLOR:5:0:0]
[PREFIX:NONE]
[EXTRACT_STORAGE:BARREL]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:shadowleaf poison]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[CE_SPEED_CHANGE:SPEED_PERC:25:START:0:PEAK:1:END:300]
[CE_NUMBNESS:SEV:130:PROB:100:START:0:PEAK:5:END:150]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:25:START:0:PEAK:0:END:150]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:shadowleaf seed]
[STATE_NAME_ADJ:SOLID_PASTE:shadowleaf seed paste]
[STATE_NAME_ADJ:SOLID_PRESSED:shadowleaf seed press cake]
[MATERIAL_VALUE:1]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[SEED:shadowleaf spawn:shadowleaf spawns:7:0:1:LOCAL_PLANT_MAT:SEED]

[SPRING][SUMMER][AUTUMN][WINTER]
[GROWDUR:600]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[PREFSTRING:gray leaves]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:1]
[PICKED_TILE:28][DEAD_PICKED_TILE:58]
[SHRUB_TILE:'"'][DEAD_SHRUB_TILE:'"']
[PICKED_COLOR:2:0:0]
[SHRUB_COLOR:2:2:1][DEAD_SHRUB_COLOR:7:0:0]
The tree thing is probably a normal DF bug, where you can't farm plants you haven't found yet, even if you have the seeds. Have you gathered any small trees, or just cut down large trees?

9
Masterwork DF / Re: What's happening in your Fort.
« on: July 09, 2014, 01:04:41 pm »
Right now I'm just trying to make some bricks to build the above-ground section of my fortress. I always like finding new and interesting materials in infinite supply; green glass blocks, stoneware bricks, farmed obsidian blocks, or possibly steel bars melted from goblinite. I've also discovered/realized that, thanks to Masterwork's tree farms, I can get infinite ash to turn into pearlash for clear glass blocks, or infinite coke to turn into diamonds and diamond blocks, and right now I'm going with the latter. My diamond fortress will blind visitors with my wealth!

10
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 07, 2014, 01:44:49 pm »
Additionally, I need to craft a journal urgently for the Apothecary (this is the main reason for craft the shells), because the lungs of some dwarfs start to rotten and it is too early for play with the fun  ???
If you have stone, there is a reaction to craft a stone journal in the craftsdwarf.

Well, I have no stone yet... I usually like embark with the roleplaying of manage a group of political exiled (traitors to the king or something similar) with the biggest punish for a dwarf: NO PICK! But now is early autumn and I think that it is possible to survive to the next caravan...  :P
Fortunately, journals are just crafts, so you can just have somebody crap out shell crafts by the truckload and hope you get a journal early.
Quote
Not sure about shrimp and lobster, but turtle shell can be used to make between iron and steel grade armor pretty easily.

Between iron and steel? Holy fuck! What are eating this turtles? xD
I thought it was more like bronze, after combining and reinforcing it with more shells in the tanner's shop.

11
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 06, 2014, 02:31:38 pm »
Don't use Plant Variety or Tree Variety. Fixed. Its off by default for a reason. Not actually sure why it hasn't already been removed when it became incompatible with Masterwork. And from what I remember, the SKILL:PRESSING or some such reaction on the quern was actually the valnilla milling plants reaction renamed. Using that should make the extra plants work.
Dammit. I was afraid of that; apart from the problems with milling the new plants, I quite like this fort. Ah well, on to the next fort.

12
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 06, 2014, 12:15:32 pm »
I know the GUI launcher states Meph takes no responsibility for it, but I still have to complain about the Plant Variety option and how poorly it's integrated mechanically. Processing plants to leaves and threads works fine, actually, because they're hardcoded in, but the screw press, quern, and toxicologist's shop only have reactions for semi-vanilla plants, with no options for the new plants. Most of those I can work around; I can still take extracts at the still and farmer's workshop, and using the new poisons requires only that I add some reaction_class tags, but the quern is a problem, which is why I made/altered this reaction to take any millable plants. Unfortunately, it doesn't seem to work right, it just produces "powder" and "seeds". Help?
Code: [Select]
[REACTION:MILL_PLUMP_HELMET]
[NAME:Mill general plants to powder]
[BUILDING:QUERN:CUSTOM_J]
-BUILDING:MILLSTONE:CUSTOM_K-
[REAGENT:A:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:CUSTOM_MILL]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:POWDER_MISC:NONE:PLANT_MAT:LOCAL_PLANT_MAT:MILL][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
[PRODUCT:100:1:SEEDS:NONE:LOCAL_PLANT_MAT:SEED]
[SKILL:PROCESSPLANTS]

13
if it would be possible, could anyone direct me to how to change the raws for changing the upgrade leather, chitin, etc to automatic?
The file you want is DFINSTALLDIR\Dwarf Fortress\raw\objects\reaction_masterwork.txt, where DFINSTALLDIR is wherever you unpacked the Masterwork archive. You hit CTRL+F and look for "tanner", then scroll down until you find the reactions you're interested in and add the [AUTOMATIC] token to them, just before the [SKILL:<skill>] token. The result when you're done should look something like this.
Code: [Select]
[REACTION:BOIL_LEATHER]
[NAME:Upgrade leather I (boil in oil)]
[BUILDING:TANNER:CUSTOM_O]
[REAGENT:A:1:SKIN_TANNED:NONE:NONE:NONE][ANY_LEATHER_MATERIAL] [REACTION_CLASS:LEATHER_EXOTIC]
   [REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
      [UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
   [REAGENT:oil container:1:NONE:NONE:NONE:NONE]
      [CONTAINS:oil]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:SKIN_TANNED:NO_SUBTYPE:CREATURE_MAT:ANIMAL_TOUGHLEATHER:LEATHER]
[PRODUCT:85:1:LIQUID_MISC:NONE:GET_MATERIAL_FROM_REAGENT:oil:NONE][PRODUCT_TO_CONTAINER:oil container]
[PRODUCT_DIMENSION:150]
[SKILL:TANNER][AUTOMATIC]

14
I always make a few more reactions automatic, like upgrading leather, processing ore, converting ironbark/steeloak into iron/steel bars, or pressing peat to compact peat. Also modify a few reactions to either produce the right things or more useful things. Particularly the "grind boulders to base materials" one; I don't need silver/gold/platinum, so I modify the reaction to produce the copper, iron, gypsum, and whatnot that I do need.

ETA: Just remembered, I also remove the REACTION_CLASS:STEEL_COATING from spring steel so it doesn't get used up on engraving things rather than making guns or turrets. Also add EDIBLE_COOKED to shadowleaf leaves, so I don't wind up with half my bags full of inedible leaves AGAIN.

15
Masterwork DF / Re: ☼Gnomes☼ - Everything Gnome Mode
« on: June 27, 2014, 09:15:55 pm »
That said...it seems pretty hit or miss connecting to it. Sometimes it works sometimes only one of them works and sometimes only one of them works from a specific direction with a specific axle or gear.

I've pretty much moved to pure water power. It's reliable and doesn't require babysitting.
It's not just the engines that're temperamental. I can't power a drilling rig, despite there being a clearly powered gear assembly connected to the rig. I also had to reassemble an axle three times before an electrostatic generator would accept the power.

Also, found a problem with the full spectrum specs production reaction. It produces ITEM_HELM_MIRROR_GNOME, and should produce ITEM_HELM_SPECS_GNOME.

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