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Messages - crossmr

Pages: 1 ... 13 14 [15] 16 17 ... 38
211
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 31, 2013, 02:01:04 am »
If the turtles were running around, then you created a vermin, not a raw fish...

Ah okay. Oops~
2 additional questions
1 - Can I remove "ability to stand lost" from a dwarf? I tried a medical script to no avail, and one I found that is specifically for it, but it's riddled with errors. All limbs are intact and all wounds healed.
2 - There is a bugfix script that restores guild reps and elven diplomats. I've never seen an elven diplomat show up with the caravan. I have gotten the guild rep. I've also read in other places that there is a hot fix for the exe to restore bodyguards for diplomats (and I assume guild reps). Is that hot fix compatible with DFhack or is there another way with DFhack to restore those bodyguards?

212
DF Gameplay Questions / Re: First Evil Fortress questions thread
« on: May 31, 2013, 01:55:33 am »
Quote
Yes but the bits of the caravan that aren't a wagon need some other way in!
I've been using one awhile now. Spawn is no issue. But leaving is. guards and pack animals will spawn with wagons, even elves spawn there. But on leaving they don't all want to go the same way out. Also diplomats and guild reps spawn elsewhere

213
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 30, 2013, 08:53:01 pm »
If you really need to create a shell, here's a method that should work:

1. use the (v)iew cursor and select a unit
2. createitem FISH_RAW POND_TURTLE:MALE
3. process it at a fishery

I did that, the turtles just ran around. None of the fishery workers would grab them.
Even with all labours enabled.

214
DF Gameplay Questions / Re: Such a cheap death..
« on: May 30, 2013, 07:19:11 pm »
Is there a magma pool / pipe nearby?
There was magma all around.
 I don't know if there is any kind of special pool/pipe nearby, but this magma was basically a single unconnected square. Nothing above/below/etc.

215
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 30, 2013, 07:17:50 pm »
the slayrace script might have worked if you had a turtle highlighted. the turtle would then be brought to the refuse pile and from there to the fishery

Will they do that? I thought the turtles needed to be taken live?
What's the conditions for catching a turtle? Must they be in/near the water? There are no fish on the map, so the fishers don't even seem to go to the water. If they went there, I could have spawned the turtles so they'd be around the water.

216
DF Modding / Re: Help with healing a dwarf. Dfhack etc...
« on: May 30, 2013, 07:46:14 am »
oh yeah that's because that's bit is bugged.
Code: [Select]
function tools.heal2(unit)
if unit==nil then
unit=getCreatureAtPos(getxyz())
end
unit.body.wounds:resize(0) -- memory leak here :/
unit.body.blood_count=unit.body.blood_max
--set flags for standing and grasping...
unit.status2.able_stand=4
unit.status2.able_stand_impair=4
unit.status2.able_grasp=4
unit.status2.able_grasp_impair=4
--should also set temperatures, and flags for breath etc...
unit.flags1.dead=false
unit.flags2.calculated_bodyparts=false
unit.flags2.calculated_nerves=false
unit.flags2.circulatory_spray=false
unit.flags2.vision_good=true
unit.flags2.vision_damaged=false
unit.flags2.vision_missing=false
unit.flags2.breathing_good=true
unit.counters.winded=0
unit.counters.unconscious=0
for k,v in pairs(unit.body.components) do
for kk,vv in pairs(v) do
if k == 'body_part_status' then v[kk].whole = 0  else v[kk] = 0 end
end
end
end
tools.menu:add("heal2",tools.heal2)
this will work.

Working version of this for current? When I tried to modify this for my current game, I get this:

Code: [Select]
..._34_11v00\DF_Phoebus_34_11v00\hack\scripts/healunit2.lua:6: Cannot write fiel
d unit.T_status2.able_stand: not found.
stack traceback:
        [C]: in function '__newindex'
        ..._34_11v00\DF_Phoebus_34_11v00\hack\scripts/healunit2.lua:6: in main c
hunk
        (...tail calls...)
it doesn'tlike the able_stand field..

I just made a quick and dirty edit to the code because it was complaining about variables:
Code: [Select]
local unit=dfhack.gui.getSelectedUnit()
unit.body.wounds:resize(0) -- memory leak here :/
unit.body.blood_count=unit.body.blood_max
--set flags for standing and grasping...
unit.status2.able_stand=4
unit.status2.able_stand_impair=4
unit.status2.able_grasp=4
unit.status2.able_grasp_impair=4
--should also set temperatures, and flags for breath etc...
unit.flags1.dead=false
unit.flags2.calculated_bodyparts=false
unit.flags2.calculated_nerves=false
unit.flags2.circulatory_spray=false
unit.flags2.vision_good=true
unit.flags2.vision_damaged=false
unit.flags2.vision_missing=false
unit.flags2.breathing_good=true
unit.counters.winded=0
unit.counters.unconscious=0
for k,v in pairs(unit.body.components) do
for kk,vv in pairs(v) do
if k == 'body_part_status' then v[kk].whole = 0  else v[kk] = 0 end
end
end

217
DF Gameplay Questions / Re: Adamantine management
« on: May 30, 2013, 06:43:38 am »
Bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=5739

*sigh*...
Yes I know that adamantine is bugged in that it's counted as cloth. The issue is beside what it is counted as, it's still on a stockpile. Dwarves are coming down and taking items that are properly stockpiled and moving them to other stockpiles when there is no take or give order. This is not an issue of dwarves refusing to put it in an adamantine only stockpile. This is them taking an item out of a burrow for no good reason and making it unavailable to the only people who should be using it.


218
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 30, 2013, 04:35:56 am »
So, just lost a dwarf to a strange mood..wanted shells.. I couldn't figure out how to spawn them, seems you can't spawn body parts. I've got a few turtles running around my fort now, but the fishers won't take them from there.
So I couldn't generate a shell in time..
so two questions:
1 - Is it possible to generate a shell in any way?
2 - Is there a script to fix an insane dwarf? (in this case melancholy)

If we have maps without anything to fish and caravans can't bring shells.. we at least need a fighting chance.


219
DF Gameplay Questions / Re: Adamantine management
« on: May 30, 2013, 01:54:38 am »
While you strictly CAN do this kind of thing, it's bugged to hell and doesn't work for cloth. Someone did science on it a while ago, I don't remember.

I guess my suggestion is just don't weave adamantine cloth. You get no benefit from using adamantine thread to suture, and adamantine clothing (not armor) degrades.
Sorry, i mean strands, not thread. You must turn it into strands before smelting it
basically this is my setup:

Craftdwarf shop on level 9 with a stockpile nearby set to only take adamantine from that workshop.
This is done properly.
Some dwarf comes along , and takes the strand and places it on the stockpile or in a bin on the stockpile. Suddenly a dwarf from 120 walks all the way down, grabs the bin and/or strand and drags it upstairs and puts it in a bin with some pigtails and leaves it up there. My smelter is down on level 9 and in a burrow. I have no lignite or bit coal on the map so I only get coal from wood and now that I have magma workshops have been trying to contain production there. I went to every stockpile and disabled admantine, but the problem is that it's bugged. The big issue I have is this:
Why are dwarves from way up there dragging the strand from a stockpile, not the workshop, from a stockpile all the way up there?
I could understand if the wrong stockpile were calling for the strand in the first place, but once it's on a stockiple I don't get it. This stockpile is not set to give to anything. I tried to set it to give to the smelter, but that made no difference.

220
DF Gameplay Questions / Re: Such a cheap death..
« on: May 29, 2013, 06:44:58 pm »
Since everything was showing as warm there was no way to even know it was there.

If you had vision of the magma sea you should have been able to see this.  I can imagine though with the way the tendrils go out from the core that if two or more successive layers had overlapping tendrils, something like this could happen.  In which case, fair's fair.

I had vision of that area, and couldn't see it. I have no idea why i couldn't see it. Hence my shock and dismay.
Maybe because it was some kind of weird isolated square and didn't seem to be part of the normal magma sea.

221
DF Gameplay Questions / Re: Adamantine management
« on: May 29, 2013, 06:43:13 pm »
The problem is that the stockpile 200z levels up is accepting thread from anywhere.  So its generating jobs to pick up any thread that is not already in a stockpile, which includes the thread that just came out of a workshop and isn't tasked yet.

The thread IS in a stockpile.
The thread is being moved from the workshop to the stockpile basically right beside it. Then some dwarf is wandering down 120 z levels and taking it off that stockpile and dragging it up to another stockpile. I've never seen a stockpile generate a task to take something from another stockpile unless it's been specifically told to take from that stockpile. Once something is on a stockpile, no other stockpile should be generating a task on it. If it's being taken to the stockpile right beside the workshop, it means that stockpile already generated a task on it. I've also never seen multiple stockpiles generate tasks on the same item.



222
DF Gameplay Questions / Re: Such a cheap death..
« on: May 29, 2013, 07:38:31 am »
Mining adamantine is supposed to be dangerous, but I've never seen anything like that before and I'm inclined to believe it might be a bug with the map generation.

yes. I'm very careful to make sure I'm not leaving any diagonal spots or things open. I've never had an accident mining adamantine before. I was completely stunned when I saw the big red 7 staring at me after the wall was brought down. I thought it was some kind of open space with the magma below..but it wasn't.

The stairs were only a square or two away, I'm surprised that the dwarf couldn't jump back fast enough.

223
DF Gameplay Questions / Such a cheap death..
« on: May 29, 2013, 07:30:11 am »
My original embark legendary awesome miner just got killed.. by hidden magma.
I was mining out some adamantine, and found a hidden single square of magma, not connected to anything, so cheap. Since everything was showing as warm there was no way to even know it was there.

basically like this:

MMMM
MAAAM
MAMAM
MAAAM
AA_AA
the square below it was magma, but the square above it wasn't. So how was I to know that the square on the otherside was some kind of weird split off magma square..
since it paused, I immediately put in a civilian alert..but no such luck. He couldn't run for the stairs as fast as the magma could spread.
I guess I could have channeled it from above to check it..but I've never seen that kind of magma generation before..

This is a miner who when ambushed by a squad of goblin archers, fled all the way back to the fort in the rear of a group of dwarves. As the goblins fired non-stop and they raced for the door and militia, the miner deflected over a dozen arrows preventing anyone from being injured.

224
DF Gameplay Questions / Re: Adamantine management
« on: May 29, 2013, 07:25:41 am »
Dwarfs are _extremely_ insistent about putting binnable stuff in bins, to the point that they'll move items from a no-bins stockpile to a bin-containing stockpile (by dragging the bin around).

I usually just don't make any cloth stockpiles at all. You don't need one to handle the adamantine threads and you can handle your textile thread/cloth logistics by simply putting looms and clothiers next to each other; at least if you don't rely on imported woven cloth. Without a stockpile, cloth bins will stay in the depot until empty and that usually leads to clothiers wasting way too much time grabbing job materials.
I had to clean up the landscape.. the odd caravan (before I built my protected entrance) got wasted, so I've got like 30 or 40 bins of cloth hanging out. I just had to do it to get everything outside away from thieves and what not.


225
DF Gameplay Questions / Adamantine management
« on: May 29, 2013, 06:20:15 am »
I realize this is slightly bugged, but I tried the workaround..
set a stockpile to only take from the craftsdwarf.
Great.
Works,until some other dwarf comes along and moves the thread to a stockpile 100 z levels up.
The stockpile is NOT set to take from that stockpile. once something is on a stockpile, it's my understanding that it shouldn't be touched unless required for a job, or you have a take/give situation set up.

For some reason, after my dwarves way down by the magma, put the threads on that stockpile (which is in a burrow), some idiot comes along drags the thread 100 z levels up to the main area and screws up my production.

My magma smelter can't smelt it because it's out of the burrow.

I've never seen dwarves come along and start rearranging things on a stockpile like this before. Yes, if bins show up you'd put a bin there and gather items, but that's it.

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