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Messages - darthbob88

Pages: 1 [2] 3 4 ... 27
16
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: June 25, 2014, 02:56:36 pm »
Found a problem with bone voodoo dolls; they didn't have a material and were just listed as " orc doll". This comes from the fact that their reaction says
Code: [Select]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:TOY:ITEM_TOY_ORC_DOLL:GET_MATERIAL_FROM_REAGENT:A:NONE]
when it should say
Code: [Select]
[REAGENT:bone:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
   [PRODUCT:100:1:TOY:ITEM_TOY_ORC_DOLL:GET_MATERIAL_FROM_REAGENT:bone:NONE]
Mismatch between REAGENT:A and REAGENT:bone.

Also a small typo in the ore processor, which talks about "Process cassierite ore" when it should be cassiterite.

17
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 18, 2014, 11:35:25 pm »
Dont complain to me, complain to the makers of workflow. Or do it by hand, like a filthy, non-workflow-using peasant.
I have other complaints for them, but the fact that the reaction DWARF_MAKE_FIRECLAY_CRAFTS creates TOOL:ITEM_TOOL_CRAFTS_FAKE:INORGANIC:GREENWARE_FIRECLAY rather than the obviously sensible CRAFTS:NONE:INORGANIC:GREENWARE_FIRECLAY is entirely a problem with Masterwork.

And yeah, I was going to do it more or less by hand. On the other hand, glass is easier to automate, slightly easier to make, and almost as valuable as pottery. On the gripping hand, it looks like my problem is just with the workflow GUI. If I use the command line to order it to maintain a stock of TOOL:ITEM_TOOL_CRAFTS_FAKE, it appears to cooperate.

ETA: VV Figured as much. VV

18
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 18, 2014, 09:11:47 pm »
I suspect there's a good reason for it, but I still have to complain about the pottery and the fact that "shape FOO from clay" jobs don't actually make FOOs, which messes up my workflows. Crafts in particular; if I make a workflow constraint to keep ~2000 crafts in the stockpiles, my craftsdwarves and metalbashers will understand and start/stop work as appropriate, but the potters will just chug away making "crafts" until I run out of clay. Even the kiln workers will stop firing the clay "crafts" once my stockpiles get full enough. It gets worse when you factor in the other two steps of the production chain; if I set workflow to keep 40 "crafts" in the stockpile, they'll shape 40 greenware "crafts", and stop. And then start again because somebody's dried those "crafts" into leather-hard and bone-dry "crafts", which don't match the constraint on "crafts" I'd set earlier.
TL;DR-  >:( Pottery >:(

On the other hand, I don't know of a much better way to keep greenware/leather-hard/bone-dry items from actually being used, so looks like I'll have to get used to it.

19
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 06, 2014, 12:41:37 pm »
I've had the same issue, also well into the game, and only if I use the GUI. If I set limits on coal through the command line, using " workflow count BAR//COAL 20 ", no problems. I think the problem is that the job-scraper is getting the wrong material for the product, as terrifically helpful as that is.

20
I'm having problems with the steam engine. I've got dfhack running, but it doesn't seem to produce any power. I'm using the magma steam engine, with one corner over a magma pipe and nothing over water. The manual says it needs water connected with downstairs and not a channel, so would something like this work?
Code: [Select]
Level N
[. . .]
[_ . .]
[. . >]
Level N-1
[W W W]
[M W W]
[W W <= to Water
A tunnel on the mid-left leading to magma, and one on the low right leading to water, with an upstair to the engine? The building says it has water in it, and people doing the "Run engine" job, so it should be working.

21
Mod Releases / Re: Civilization Forge 2.42 - Alchemy Bug Fix
« on: September 22, 2011, 01:08:04 pm »
Been playing it a bit more and I have to say, I am very pleased at just how "import-friendly" the alchemy and ironworks additions are; there is nothing, possibly barring truesilver, that I have to mine out or grow inside my fortress, all the raw materials can be imported. Even the gems I need to make the elixirs can be imported if I really want to.

22
Mod Releases / Re: Civilization Forge 2.42 - Alchemy Bug Fix
« on: September 13, 2011, 09:07:55 pm »
One small problem; both the Crystal Furnace and the Magma Crystal Furnace have the hotkey "R". The Crystal Furnace proper should probably have the hotkey "r", yes? Also, for some reason sugar beetle, cave crab, and giant ant eggs are not usable in cooking.

23
DF Dwarf Mode Discussion / Re: My first big project: pyramid tomb
« on: September 09, 2011, 09:10:18 pm »
At the risk of sounding like Topper McOneup, my current and perpetual project is building a pyramid housing complex, from glass/obsidian/stoneware bricks. Shockingly enough, it takes quite a bit of time to build up enough bricks for a 15 layer pyramid, generally longer than it takes for boredom to set in. By my calculations, it would take roughly 5000 bricks to construct such a pyramid, plus or minus a bit.

24
DF Dwarf Mode Discussion / Re: How to drain water off the edge of the map?
« on: September 09, 2011, 10:57:12 am »
You cannot mine, ramp, or channel out the last tile of stone at the edge. What you do, rather, is smooth and carve fortifications in that last tile; this will permit water or magma to pass off the map. Incidentally, this is also a very good method of filtering water and magma; very few things can actually pass through fortifications.

25
DF Dwarf Mode Discussion / Re: Patro's Pain-Less Pump Stack Plan
« on: September 09, 2011, 12:38:53 am »
brilliant! though i usually employ a double pump stack, and strangely enough, have never had the dwarves construct an unsupported pump. i guess it has to do with the order you designate them to be built.
Well, yes; provided an adjacent pump/gear assembly is supported, the next pump connected to it is supported. In most of my pump stacks, the only thing that's actually supported is the pump in my DWRs; everything else draws their stability from it.
Code: [Select]
  *===*
DWR|||pump
||||||pump
The gear assemblies are hanging off the DWR and the axle, the pumps are hanging off of the one gear assembly, and yet everything is "supported" enough to work. You may have to trust me on this, it works. The only problem you might run into is if one pump breaks half-way through building it, then everything which relied on that pump for support would break down.

Having answered that question, double pump stack? Would that be a stack with the pumps doubled up, two on each layer? Sounds terribly powerful, if terribly inefficient.

26
DF Dwarf Mode Discussion / Re: Patro's Pain-Less Pump Stack Plan
« on: September 08, 2011, 07:29:47 pm »
I use a very similar structure, which only requires a 3x4 area
Code: [Select]
W = Wall,
X = stairs,
. = floor,
_ = channeled area.
Right-to-left pumping, level N
WWWWWW
W.X.WW
W.W.WW
W._._W
WWWWWW

Left-to-right pumping, level N+-1
WWWWWW
WWX..W
WW.W.W
W_._.W
WWWWWW
Yours has the advantage of requiring half as many seals, and the gear assemblies, which I'm stealing, allow for designation of the whole stack at once. Mine's smaller, and, IMHO, easier to designate.

27
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 08, 2011, 07:13:09 pm »
That's not a facepalm. A facepalm is when you e.g. make the attempt, but leave something unsealed, and flood the entire lower portion of it in your attempts to get above the aquifer.
I haven't actually tried it yet, it may very well end in tears. I posted it here because I didn't care enough to make a new thread for "Bask in my Dwarven Awesomeness!"

Edit: Finally tried it. It failed due to pressure concerns; if I want to drain anything into an aquifer, it must be pressurised relative to the aquifer, rather than simply pressurised to the level of the aquifer. Now for plan No.2- drain the lake into the cavern below.
Decided to save-scum back to before this all went pear-shaped and try this business again, building a higher stack to provide sufficient pressure. Ran into some power problems, but the legit facepalm: I built everything perfectly, all the pumps were powered, everything that should have been sealed was sealed, barring a few access ways that were simply doored. HOWEVER! Between one layer of pumps and the next, there was a disconnect, so that pump Delta did not, in fact, feed into pump Echo, and the pump stack did not pump everything out. I done goofed.

ETA: After much save-scumming, I've gotten a system that should work the way I intend it to, with the pumps and the pressure and the draining to the aquifer, and I've just noticed that the lake I've been attempting to drain is actually sourced water of nigh-infinite quantity and undrainable. Time for a new world that's not quite so wet.

28
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 06, 2011, 11:27:30 am »
That's not a facepalm. A facepalm is when you e.g. make the attempt, but leave something unsealed, and flood the entire lower portion of it in your attempts to get above the aquifer.
I haven't actually tried it yet, it may very well end in tears. I posted it here because I didn't care enough to make a new thread for "Bask in my Dwarven Awesomeness!"

Edit: Finally tried it. It failed due to pressure concerns; if I want to drain anything into an aquifer, it must be pressurised relative to the aquifer, rather than simply pressurised to the level of the aquifer. Now for plan No.2- drain the lake into the cavern below.

29
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 06, 2011, 10:57:59 am »
I used Reveal to do some scouting, find a decent place to site fort, find magma, all that. I made it through the first year or so before I discovered that my proposed fortress site would require punching through a large underground lake. A very large lake, too much to easily drain. Fortunately, I have a plan. Some layers above the lake is an aquifer outcropping, just large enough to provide an infinite source of secure water etc, and an infinite water drain. I shall build a pump stack, having gotten quite good at them, and feed the lake into the aquifer some layers above it. I could use the Moses effect, I could simply punch down through an alternate path, but I'm going to use aquifers, pump stacks, and moderately deep magics to drain the lake. All of the lake. Bask in AWE at my dwarfiness!!!!

30
DF Modding / Re: Dig Deeper GOLD [Version: 0.5]
« on: September 04, 2011, 10:05:03 pm »
450 when applied in the sense of bars is three bars.
450 when applied in the sense of boulders is 450 boulders.

Just thought I'd clear that up, just in case.
Son of a fat fu- SO THAT'S WHAT CAUSED IT!  >:( :o Aside from small errors like this, great mod, been using it since 40d.

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