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Messages - Stargazer

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1
Trapping is something I literally don't think I've ever used. Bookbinding/making is also something that I've only just done in my recent fort because I had nothing else to do and decided to try it out. Boy is it annoying to set up the chain to produce books. Pretty sure I won't bother with it again after this fort.

If you've got good access to magma then glassmaking is something that I think people underestimate. All you need to do is collect the sand and bam, you never have to worry about jugs/crafts/pots/furniture again. Unfortunately green glass isn't all that valuable.

Beekeeping is also another one I rarely bother with. Maybe towards the end of a fort when I'm just setting up all the industries because I have nothing better to do. I've used dyeing/clothesmaking a ton though. I like the little aesthetic of giving all the members of my military red shirts.


2
DF Dwarf Mode Discussion / Splitting bolts?
« on: May 31, 2020, 08:23:21 am »
Can you no longer split a stack of bolts with marksdwarves, archery targets, and a channel dug in front of them? They don't appear to use the targets at all while the channel is there. And if that's the case is there any other method for splitting the stack to do the whole infinite metal thing?

3
DF Dwarf Mode Discussion / Re: Items in falling minecarts
« on: May 22, 2020, 08:46:19 am »
It's possible to transport items using a drop shaft that has the cart landing on a ramp to roll to the destination, and items won't drop out of the cart due to the fall. However, if a cart smashes into a wall at a sufficient speed, the items in it will spill out, so what's probably happening is that your cart builds up speed from the fall, lands on the ramp, which transfers that speed into a horizontal speed, smashes into the wall, and spills the items.
I've always made sure my drop shafts are completely straight, but I've had had to adjust the shaft entry speed (from the side, to drop into the shaft) to avoid items spilling out.

I guess you can work reduce the speed of your cart by having it pass over track stops with suitably adjusted braking before entering the next shaft, although I haven't done that.

I see. Do you know if there is a way to get a falling minecart to continue on without using a ramp? I tried it with a E/W ramp and it just got stuck in place. I had to use a curved ramp, like an impulse ramp, to get it to bump over into the next hole. That's probably what's causing it to slam into the wall and lose all the items. And do Track Stops work on vertically falling minecarts?

4
DF Dwarf Mode Discussion / Items in falling minecarts
« on: May 21, 2020, 04:57:47 pm »
To get materials down to my magma forges I channeled a big vertical shaft. Problem is, a portion of the way down, I had to shift the tunnel over 1 tile so I can't just drop the items directly down it. I thought that perhaps I could load up a minecart, drop it down, it'd bounce off a single track-ramp on the shifted portion and head down the rest of the shaft. It DOES do this, but all the items inside it fall out. Is this because items will naturally fall out of a falling minecart? Or is it because the minecart hits a track ramp? Would the items fall out the moment it hits the very bottom of the shaft regardless? And is there anyway to stop this from happening or am I gonna have to give up on the idea?

5
DF Dwarf Mode Discussion / Need a little help with impulse ramps
« on: May 20, 2020, 08:24:47 pm »
So I made a successful impulse ramp. Sort of. I have a long, winding minecart track all the way down to my magma forges. I built impulse ramps to launch a minecart back up to the surface. And it works. Except I can't seem to get the last bit of it right.

https://ibb.co/qJhPR52

On the left is the last segment of my track. The three curved pieces are 3 track-ramps. That's what I've been using for the rest of my track and it's been working fine. On the right is the level where I want it to pop up and end. Except that no matter what combination of tracks/ramps/lengths I try the cart just keeps bouncing back down instead of rising up that last z-level. I tried impulse ramps and no impulse ramps, I tried adding walls, I tried carving out the top as you can see, and each time the cart just bounces back. What's the solution here?

6
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r1
« on: May 20, 2020, 08:40:26 am »
oh, i think i've seen this before!

iirc, "iron bars" are the default object (first one listed in the raws?) that gets used if somehow no other object was provided.  (maybe, back in 2017, the first one was coke?)

i believe it's not that the script is "constructing the cabinet on the spot out of iron bars", but rather, something has gotten corrupted, and instead of collecting a cabinet object from the stockpile, the dwarf has "collected" some nonsense unitialised object that's being interpreted as iron bars

i haven't used plannng mode in a while, but i _think_ maybe you can reproduce this on demand by placing some furniture in planning mode, specifying objects you don't have yet (so that it creates a suspended job, which will be unsuspended by the script once the desired object exists), and then going into the jobs screen and unsuspending the job yourself -- some dwarf will execute the job, with whatever placeholder object it had been originally created with...

the simple answer might be "well, don't do that then".  but maybe there's a new bug that has surfaced and creates similar weirdness, when the player hasn't manually unsuspended an unready planning-mode job? idk

maybe Stargazer can chime in as to whether they recently unsuspended some jobs just before this happened

I don't think I did but I might have. I vaguely recall accidentally unsuspending one of the ghost furniture but I can't remember for sure.

7
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r1
« on: May 19, 2020, 04:37:46 pm »
Did anyone ever sort out the bug with the building planner? The one where your dwarves build your furniture directly out of bars of various materials? Mine are doing it right now with iron bars. I'll place the ghost furniture icon and a while later a dwarf with an inventory of iron bars comes up and builds it. I have on Masterful cabinets of any material selected to build with none in my stocks. It even does this when I specifically designate stone as a material.
This is the first time I've ever heard of this issue, so as far as I'm concerned, it was never reported to us (at least through GitHub, here, or another official channel - have you seen reports of it elsewhere?). The plugin doesn't seem to have changed recently either. I'll see if I can reproduce it on my end. Any idea if this is new to 0.47, or was it happening earlier?

I was browsing and searching to see if I could find an answer for the issue and noticed a few other mentions of it back from 2017.

Right, sorry I should have said all the technical stuff :)

I'm using the LNP (PeridexisErrant's Starter Pack 0.43.05-r03) which has DF 43.05 along with DFHack 0.43.05-r1 (thread: http://www.bay12forums.com/smf/index.php?topic=126076.0)

To be clear, I have the min quality set to ordinary and filter set to *any.  I have say 4 beds prebuilt.  I place 1 bed down in planning mode and a dwarf hauls a bar of coke over.

I don't think this happens on a new game.  I feel like I did something at some point that triggered this behaviour because it reliably does this as soon as I load up the save (even if I already have the furniture constructed).  But when I load an earlier save, it doesn't happen and dwarfs will wait until I construct a bed even if there is coke bars available.

I tried forbidding all my coke bars from the stocks screen.  When they are forbidden, dwarfs properly use normal constructed beds.   After unforbidding, it seems this has fixed the behaviour...  Very strange!!!  I'll post again if anything interesting happens...

Hello, wasn't sure where to put this and I haven't see anyone talk about this, but can someone explain why doors, tables and I guess other furniture are built with coke when they are put down in planning mode?
By coke, I mean they haul bars of coke to the location and then create a door or table from scratch!  I can deconstruct it and I get bars of coke back...  I've never seen this behaviour before.

Planning mode was working normally a while ago where it would wait until I'd build the funiture item and then a dwarf would go haul the constructed item to the spot and install it.  But suddenly (and I'm not sure exactly when as 'coke bar' furniture looks like gabbro) any planned furniture immediately gets made out of coke bars...  and it's always coke bars.  Any ideas?

Except with me it's not coke bars. It's iron bars.

8
Utilities and 3rd Party Applications / Re: DFHack 0.47.04-r1
« on: May 19, 2020, 01:10:05 pm »
Did anyone ever sort out the bug with the building planner? The one where your dwarves build your furniture directly out of bars of various materials? Mine are doing it right now with iron bars. I'll place the ghost furniture icon and a while later a dwarf with an inventory of iron bars comes up and builds it. I have on Masterful cabinets of any material selected to build with none in my stocks. It even does this when I specifically designate stone as a material.

9
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 17, 2016, 01:45:51 pm »
Is there a way to update the pack myself with 43.02?

I guess that's possible. Updating all the object files in the graphics raws so that they don't corrupt your game can be will take a long time and be tedious, but it's doable. You can probably get Dwarf Therapist to work with a memory viewer program and by guessing and checking addresses until everything works. It will take a long time and be very tedious, but I think that would be possible. I imagine the current build of Dwarf Therapist will still work, so you shouldn't have to update and recompile that. If you want DFHack support, that will be very complicated, but it's all open-source, so it should be pretty feasible for someone to do, although it will take a long time and be pretty tedious.

tl;dr - You can update the pack yourself, but depending on how much of it you want updated and the level of your programming skills, it could be extremely complicated and take a lot of time.

Mostly I just want Dwarf Therapist and a tileset to work. =p I'm nowhere near being a programmer.

10
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 16, 2016, 05:21:23 pm »
Is there a way to update the pack myself with 43.02?

11
DF Gameplay Questions / Re: Minecart 64!
« on: August 11, 2014, 06:49:05 pm »
I thought there was a 'Ride' option for mine carts at some point in DF's history?

12
Is the barrel bug fixed in .40? I was always rather annoyed throughout the last version how dwarves would pick up a WHOLE bin and drag it to the item they wanted to store instead of simply picking up the item they wanted to store and taking it to the bin.

13
DF Gameplay Questions / Re: Organized milking/shearing?
« on: April 25, 2013, 12:14:57 am »
Which is why you'd turn off auto-milking, just like you can turn off auto-weaving and whatnot.

14
DF Gameplay Questions / Re: Soldiers and attachment
« on: April 19, 2013, 07:50:19 pm »
Huh. Well, I told a couple of them to switch up their weapons, but they seem to still be hanging onto the old ones in spite of it. They put on the new armor just fine, but won't drop their shields or axes.

15
DF Gameplay Questions / Soldiers and attachment
« on: April 19, 2013, 06:55:12 pm »
Since I took so long in getting steel, most of my soldiers have become attached to their old iron weapons. Is there a way I can "persuade" them into picking up their new steel stuff, either normally or through something like dfhack?

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