Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - theqmann

Pages: 1 [2] 3 4 5
16
DF Modding / Re: Fixing Dwarf Fortress Raw Errors
« on: October 01, 2010, 08:10:01 pm »
Someone on the forums mentioned recently that they got wagons partially working by adding the [PET] tag or something similar to them.

17
DF Dwarf Mode Discussion / Re: 31.14 and goblin !!Science!!
« on: September 30, 2010, 11:29:57 pm »
I've yet to be attacked in .13/.14 by anything (even snatchers) in about 7 different worldgens going 2-5 years each.   And I verified on each that the goblin civ was alive.

18
DF Dwarf Mode Discussion / Re: Useless/Broken Military
« on: September 27, 2010, 01:16:13 pm »
Stupid question, what version of DF are you running?

19
DF Dwarf Mode Discussion / Re: New map tiles?
« on: September 23, 2010, 06:36:21 pm »
Any ideas which symbols map to what types of farms?

20
DF Dwarf Mode Discussion / Re: Charcoal Bug(?)
« on: September 21, 2010, 10:44:01 pm »
Was the unusable charcoal in the stockpile in a box, or just on the floor?

21
Any update yet on WorldViewer for .13? I realize now that I don't have it how much I've come to rely on it for worldgen results :P

22
DF Dwarf Mode Discussion / Re: New strange things in 31.13
« on: September 15, 2010, 09:04:49 pm »
I've got two peasants that I'm unable to assign any jobs to, like a Noble, but with the professions:

Drunk
hunting Peasant

I had some other migrants with strange professions, but they've worked like normal.   These "broken" peasants don't show up in the draftable civilian military list, but do show up in the Noble/Administrator page (e.g. can assign as Sheriff, but not to a Military squad).

23
DF Modding / Re: [0.31.13v00] Phoebus' Graphic Set (Updated & New Tileset)
« on: September 15, 2010, 12:13:33 pm »
During a new worldgen, green teddy bears started showing up.  Not sure what they are yet (some farm?), but the total domination of robot bears is nearly complete in some areas.

24
DF Modding / Re: [0.31.13v00] Phoebus' Graphic Set (Updated & New Tileset)
« on: September 15, 2010, 12:00:56 pm »
Wow, you're fast!

25
DF Dwarf Mode Discussion / Re: Stoping the red menace
« on: September 14, 2010, 03:24:51 pm »
One trick I use is to place statues near blood spills and set them up as a meeting hall that covers the blood that I want to be cleaned.  Works wonders for indoor spills.  Outdoor spills (or tiles that have EVER been exposed to sunlight), however, seem to never be cleaned by dwarves.  Magma works wonders for outdoors, though.

26
Couple of minor things: 

XML file uses "catAgory" instead of "catEgory"

gui window title is "dwarf forman" instead of "dwarf forEman"

Auto-Tree/Shrub harvesting does not select trees/shrubs on the map edge tile

27
Thanks theqmann, nice to see you get some use from it. Jobs can have more than one item or none at all, your craft entry doesn't need an item :P

No problemo. Thanks for the tip!

I'll post updated versions as I need new things.  (Was thinking of coffers, tables, chairs, serrated discs and a few others.)

28
Works great so far! :)

Here's my updated XML file that adds the following:
  • lavish meals
  • rock doors
  • beds
  • wood cages
  • mechanisms
  • rock cabinets
  • shell crafts (set to any number (2 works best) to keep doing em forever)
  • bone bolts (set to any number (2 works best) to keep doing em forever)
  • totems (set to any number (2 works best) to keep doing em forever)

Code: [Select]
<dfjobs>
    <dfjob name="ash" catagory="wood furnace" manager="uwD/////4ggYUeIIAFHiCBhR4ggYUeIIGFHiCAAAAAAPAAAA///iCP////8AAAAAAAAAADIA">
        <item type="bar" material="ASH" />
    </dfjob>
    <dfjob name="charcoal" catagory="wood furnace" manager="ugD/////QVRFUklBAF9URU1QTEFURTpQT0lTTwAAAAAPAAAA//9fRf////8AAAAAAAAAADIA">
        <item type="bar" material="COAL derivate" />
    </dfjob>
    <dfjob name="potash" catagory="ashery" manager="vwD/////4ggYUeIIAFHiCBhR4ggYUeIIGFHiCAAAAAAPAAAA///iCP////8AAAAAAAAAADIA">
        <item type="bar" material="POTASH" />
    </dfjob>
    <dfjob name="lye" catagory="ashery" manager="vAD/////AQABAQEBAAEBAQEBAQEBAQEBAQEBAQAAAAAPAAAA//8AAP////8AAAAAAAAAADIA">
        <item type="liquid_misc" material="LYE derivate" />
    </dfjob>
    <dfjob name="pearlash" catagory="kiln" manager="1QD/////AQABAQEBTUFLRV9QRUFSTEFTSAABAQ0AAAAPAAAA//8AAP////8AAAAAAAAAADIA">
        <item type="bar" material="PEARLASH" />
    </dfjob>
    <dfjob name="plaster" catagory="kiln" manager="1QD/////AQABAQEBACu8CV9QRUFSTEFTSAABARMAAAAfAAAA//8AAP////8AAAAAAAAAADIA">
        <item type="powder_misc" material="PLASTER" />
    </dfjob>
    <dfjob name="drink" catagory="food" manager="lgD/////AQABAQEBAAEBAQEBAQEBAQEBAQEBAQAAAAAPAAAA//8BAP////8AAAAAAAAAADIA">
        <item type="drink" material="all" />
    </dfjob>
    <dfjob name="lavish food" catagory="food" manager="cwD/////YXZlL3JlAGlvbjEtc3VtLTEwNTIvcgAAAAAPAAAABABzL/////8AAAAAAAAAAAAA }">
        <item type="food" material="all" />
    </dfjob>
    <dfjob name="plant thread" catagory="farmer's workshop" manager="bwD/////AQABAQEBAAEBAQEBAQEBAQEBAQEBAQAAAAAPAAAA//8BAP////8AAAAAAAAAADIA">
        <item type="thread" material="GRASS_TAIL_PIG" />
        <item type="thread" material="REED_ROPE" />
    </dfjob>

    <dfjob name="rock door" catagory="furniture" manager="RQD/////UwIAAAAAAAAAAP////8AAFU0AAAAAAAAAAAPAAAAAAABAP////8AAAAAAAAAAP// }">
        <item type="door" material="all" />
    </dfjob>

    <dfjob name="rock cabinet" catagory="furniture" manager="TwD/////UwIAACIAAAAIC7ABUwKwdBgMAAAAAAAAAAAPAAAAAAA6U/////8AAAAAAAAAAP// }">
        <item type="cabinet" material="all" />
    </dfjob>
    <dfjob name="wood bed" catagory="furniture" manager="RwD/////UwIAAVMCAKkCNEVfVElMRToxAAAAAAAAAAAPAAAA//8MC/////8AAAAAAgAAAP// }">
        <item type="bed" material="all" />
    </dfjob>

    <dfjob name="mechanisms" catagory="traps" manager="jQD/////UwIAAAAAAAAAAA8AAAD/////AAAAAAAAAAAPAAAAAAAzNP////8AAAAAAAAAALB5 }">
        <item type="trapparts" material="all" />
    </dfjob>
    <dfjob name="wood cages" catagory="traps" manager="eAD/////UwIAXQAAAAAAAA8AAAB4AVMCAAAAAAAAAAAPAAAA//9PRf////8AAAAAAgAAAP// }">
        <item type="cage" material="all" />
    </dfjob>

<dfjob name="shell craft (max 2)" catagory="butchering" manager="UwD/////UwIAXQAAAAAAAA8AAAB4AVMCAAAAAAAAAAAPAAAA//9PRf////8AAAAAQAAAAP// }">
        <item type="XXXX" material="all" />
    </dfjob>
<dfjob name="bone bolts (max 2)" catagory="butchering" manager="gwD//wAAUwIAAAAAAAAAAP////8AAFU0AAAAAAAAAAAPAAAA//8BAP////8AAAAAIAAAAP// }">
        <item type="XXXX" material="all" />
    </dfjob>
<dfjob name="skull totem (max 2)" catagory="butchering" manager="ggD/////UwIAXQAAAAAAAA8AAAB4AVMCAAAAAAAAAAAPAAAA//9PRf////8AAAAAAAAAAP// }">
        <item type="XXXX" material="all" />
    </dfjob>

</dfjobs>

On a related note, I tried using wood barrels/bins, but every barrel/bin was found as available, regardless of whether it was empty or not.  Any way to see if the contents of an item are non-zero to take it off the available list?

29
What is clownite?

30
DF Dwarf Mode Discussion / Re: Snatchers and ambushes
« on: September 01, 2010, 11:51:29 am »
I've found chained(or roped if you prefer) kittens detect stealthed goblins nicely.

Pages: 1 [2] 3 4 5