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Messages - rynait

Pages: [1] 2 3 ... 5
1
Hello Joelpt

decided to try making an Automatic Quantum Stockpile (AQS) blueprint with a 3x4 cell (previously dug in a fortress blueprint),

realized threw fit on hauling command ( i used #h at beginning to represent pressing h, to configure routes),  since this is dependent on track stop, is there a way to configure a route? in particular configure the stock retention screen.

Is there a workaround for that?

also a question, could i stack "in one worksheet",  #build, #place and #query?

R

2
Hello,

been using the AQS with stuff to dump.  discovered a problem wondering if there is a solution or something I missed..

I created AQS for food stuff. 

and the results, there is five booze barrels  been added (and stuck) to minecart, which places it at 20% capacity. there is seven more barrels (of booze) and five (of food), waiting (in supply stockpile) and a backed up piles (in still).

dorfs refused to add more onto minecart (waited until summer to notice this backup).  I made sure the "recieving" had sufficent spaces (2 squares). 

A) Should AQS dumping attempt not be done with boozes?
B) should I do something about empty "barrel" on the AQS side?
c) should i start using conditions to handle food dumping?

Thanks, R

3
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: July 31, 2012, 11:46:05 am »

4
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: July 30, 2012, 09:29:22 pm »
Hello,

I think this needs to be revived... especially we now have mine carts!  Anyone got crafty minecart designs?

R

5
DF Modding / Re: ‼What has science done‼?! Version 0.13
« on: July 23, 2012, 02:39:03 am »
Hello,

saw plastic in this thread.   there was an attempt to make plastic mod for an old version gotta look for the link. did contribute some information.

http://www.bay12forums.com/smf/index.php?topic=84471.0

R

6
DF Dwarf Mode Discussion / Re: First Migrant wave 100% military
« on: July 22, 2012, 10:45:24 pm »
Hello,

would that mean,  military is retreating from an epic battle or something like that?

R

7
DF Dwarf Mode Discussion / Re: Shipwreck embark
« on: July 22, 2012, 10:44:13 pm »
hello,

didn't robin cruscoe have pots?

sinking is different to shipwrecked. shipwreck means slammed against land mass. 

but salvage would be real limited depending on luck of finding them intact on a broken ship.

R

8
DF Dwarf Mode Discussion / Re: Shipwreck embark
« on: July 22, 2012, 09:51:31 pm »
hello,

the name of chopping tool is based on the sharp edge versus the handle.
adze is "horizontal".  axe is vertical.

naval type adze's tip is curved, in order to make it multi functional, and can serve as drag plane.

R

9
DF Dwarf Mode Discussion / Re: Shipwreck embark
« on: July 22, 2012, 09:44:37 pm »
Hello,

historically  old boats don't have metal.   metal as hardware is added when metal is discovered, and not in form of "screws/nails".  appears in rope based accessory.  I would suggest a few brass/bronzes  'ship bells and steering wheels' bronze the most. rest is probably equivilant to one or two bars of iron/copper.

Materials,  wood, Cloth is used (sails), sailors tend to wear same kind of clothing... usually cotton or canvas.

tools are common, adze/axe, hammers, saw, pails weapons: clubs, pikes, harpoons, and knives

they even have special "cooking plate" for hot foods. so a real pot or two is sensible. and uses between 1 to 2 stone blocks.

food: with sea faring, they look at food spoilage, average voyage in ancient time is about two to four weeks. so grains keeps better than flour, so grains will be favored over flour, wine is favored (holds well, and has "vitamins" not 100%). I am aware they  take fewest in meat, (spoils the fastest), and they do occasional fishing. They do take thousands gallons (or liters) of water.

animals:  varies, depending on original ship mission; usually have dogs (least or fewest), cats (probably 1 or 2), and lots of rats. is occasional added staple, chickens (behaves well in cages adn use up grains fast).

Hope that information is helpful in your planning.

(for sailors profession),  usually common for knife fighters, pole users, doubt on swimmers, usually have doctors (and learns art fast), cooks.  Ship do stop by some spots once in a while to forage.

R

10
Thank you... It is where you said the file is at.

R

11
splinterz

I looked in the created folder "dwarf therapist" that contains your version,  and did not find the dwarf therapist.ini

Is this file saved elsewhere? 

R

12
Splinterz

have not found your stand alone forum here.  However I would like to know where the customized role (created by adding new role in your version of DT) is saved in?

I wanted to reuse it with your newest update, rather than re-select information again.

R

13
DF Modding / Re: Paramatter's modding projects
« on: April 13, 2012, 06:12:41 pm »
Hello,

realizing that I might have erred, I went back and checked genesis version.   Sylvan is more closer to nature like fae-ish type than vanilla, not desert.  Realized the difference.  It was deon's wasteland mod, not Genesis mod that got me confused (sheesh, I am already enamored with dwarf fortress to forget details!!!)

I also checked on the dusk elves,  the difference is dusk elves is in defiance of vanilla and sylvan, prefer to live in stone towers and trades for metal and crafting them into metal weapon/armor. I remember somewhere there is addition of "Ironwood" where it is wood yet is tough and comparable to iron, favored by (now this is where i am unsure of which) by elves.

However your choice  for deep elves, being underground based, metal using and in defiance of elves.  So two things matched and one did not (being underground). There is another forum on how to make the role of race other than dwarves playable, i would suspect it is based on 31.xx versions.

R


14
DF Modding / Re: Paramatter's modding projects
« on: April 11, 2012, 11:38:44 pm »
Hello Paramatter,

I would say this idea with deep elves seems to be old.  Pointing to at the Genesis (Deon's) mods,

Deon built two kinds of elves, (making the mod have 3 different... the original vanilla with corrections, Sylvans [desert elves], and Dark (adapted to underground). Your Deep sounds like the Dark, which favors metals, in defiance of Vanilla/Sylvans.

However on the race playability side, Not sure if any one tried with the Genesis's Dark or any attempt in playing with Vanilla elves.

R

15
Hello,

hmm.  so to reduce the methane or ethane (is gaseous) into liquid, is through alcohol process creating methanol and ethanol. (new lesson for me.  :D )

methane is organic votaile gas. and in RL naturally occurs from digested plant matter (think cow poo or off gassing from garbage dump).  which is anaerobic (not exposed to air or oxygen) fermentation. I do not know how much (volume wise) methane is produced this way.

 Termite man: sip-ah ... delicious cow poo methanol (probably a trade name, like grape ethanol is wine).

I checked wiki and see that using charcoal to produce methane is viable process, but is not popular method due to lot of 'energy' and labor. Here is the process; burn charcoal, capture carbon dioxide and subsitute 2 oxygen with hydrogen (probably need 4 times the volume of captured carbon dioxide), resulting in  methanol/methane (I presume same volume as captured carbon dioxide). I point out that Hydrogen extraction today is expensive process (either electrolysis of water or through capturing off-gassing of a chemical reaction.)  Since we are interested in methanol, I am not sure how charcoal is untilized to produce methanol.

the easiest methane production preferred in industries; is extracted from natural gas. NG is reportedly to contain greater than 60 percent methane and proprane is reported to contain greater than 70 to 80 percent methane.

the pyrolosis process of wood (turning into charcoal) makes producer gas, tar and impurities including crescote. I only know that producer gas is a hydrocarbon based gas. I am checking wiki on what producer gas composistion is.

maybe a special workshop that takes either charcoal or refuse (vermins?) and produce methane?

I am not a chemist, but am 45 years old recalling my high school chemistry... sigh, now i feel old.

R

edit:
 found reference on wood gas.  the hydrocarbon composistion (by captured volume) is
Nitrogen N2: 50.9%
Carbon monoxide CO: 27.0%
Hydrogen H2: 14.0%
Carbon dioxide CO2: 4.5%
Methane CH4: 3.0%
Oxygen O2: 0.6%

in the same reference states same volume of nitrogen was present before or after pyrolosis.  3% methane is small.

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