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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.
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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.
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.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.
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.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 meThanks 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.
[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.
shadowleaf bush leaves (madi in farmers workshop - process plants to bag) cannot be cooked. Is there any use for them?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.
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
[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?
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.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 funIf 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...
I thought it was more like bronze, after combining and reinforcing it with more shells in the tanner's shop.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
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.
[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]
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.
[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]
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.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.
I've pretty much moved to pure water power. It's reliable and doesn't require babysitting.