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Messages - HiEv

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211
I imagine that he was secretly an incarnate deity or something, so I can only thank the goblins for taking care of him for me. I sure as hell ain't dealing with that.

So the dwarven equivalent of Jesus Christ was stolen from under your nose, and you're thankful? :o

On second thought, the whole "peace-on-earth" thing might get a bit annoying...poor guy wouldn't survive a week in a dwarven city.

Jesus: "I have come to bring fire on the Earth, and how I wish it were already kindled! ... Do you think I came to bring peace on Earth?  No, I tell you, but division. ... They will be divided, father against son and son against father, mother against daughter and daughter against mother, mother-in-law against daughter-in-law and daughter-in-law against mother-in-law." -- Luke 12:49,51,53

I dunno, he sounds kind of dwarfy in that first bit, though the loyalty cascade part at the end does seem like a problem.   ;) :P

212
DF Dwarf Mode Discussion / Re: possible clothing bug?
« on: May 22, 2012, 09:15:16 pm »
Hopefully not steering off topic here, but as a returning player; do the unhappy clothing thoughts really cause that much... "unhappiness" or is it easily counteracted with engraved dining rooms and other such mood boosters? I'm just about getting to the point in my current fortress where the clothing is starting to wear out and I have no dorfs with any skill in in the clothing industry.

Complaints about worn out clothing are fairly easy to counteract, but not complaints about missing clothing, which is what will inevitably happen if you don't replace those clothes.  Still, the bad thoughts from worn out clothing do put you a bit closer to a tantrum spiral should anything else bad happen.

Which it certainly will, of course.  ;)

213
First, save the game and reload to see if you're still getting negative numbers.

If you're still getting negative numbers, please zip up your region folder, upload it to DFFD, and then post a link to that upload in this bug report.

They're currently looking for a save that reproduces that bug there.

Thanks!

214
DF Dwarf Mode Discussion / Re: Updating without Losing Save?
« on: May 22, 2012, 08:07:23 pm »
If you are using vanilla Dwarf Fortress then the game will automatically upgrade a fortress made in v0.34.02+ to v0.34.10 with no problems, adding in the new eyelid structures, wheelbarrows, and minecarts, though none of the other raw changes will come in, just the bugfixes.  If you were using a tileset with v0.35.02-v0.35.04 you may have to add the "body_rcp_eyelids.txt" file to your raws to handle the eyelid change in v0.34.05.

As far as overwriting the raws for an existing world generated in an older version of Dwarf Fortress with the v0.34.10 ones, I'm not sure how far back you can do that safely, though I'd suspect that only v0.34.07 through v0.34.09 could be done safely due to some of the creature changes in v0.34.07.

215
DF Gameplay Questions / Re: Wheelbarrow issue
« on: May 22, 2012, 07:31:53 pm »
Ok, so  I apparantly went totally off the rails when I did this, because every time i opened up my save game, it opened up two different windows of DF, one of which was my save game, which still did not have the  went ahead and re- downloaded the Lazy Newb pack, and re- updated to 34.10. Still can't build wheel barrows or mine carts in my carpenter's workshop.

The Lazy Newb Pack has not yet updated past v0.34.07, so the graphics packs included in it will not have wheelbarrows, even if you install DF v0.34.10 over top of it.

Grab the updated graphics packs separately from the modding forum if you want wheelbarrows.

216
DF Gameplay Questions / Re: Obsidian swords
« on: May 22, 2012, 07:24:33 pm »
FYI, there is a bug report covering this issue:

Bug #5346: Obsidian swords always blunt

Quote
Obsidian swords made at the craftdwarf's workshop can't inflict slashing damage, instead acting like blunt clubs. In comparison, even elf wooden swords can cut skin.

 The reason this happens is because obsidian uses the default stone template values for combat cutting calculations: [SHEAR_YIELD:15000] used marble
 Wood has:[SHEAR_YIELD:40000] used pine
 Skin/muscle have:[SHEAR_YIELD:20000] used human skin
 Bone/nails/claws/teeth have: [SHEAR_YIELD:115000]

 As a result, teeth and wood can cut you, but blades of volcanic glass don't.

 I'd recommend setting obsidian to use the shear values similar to glass in order to make swords work as intended.

217
DF Gameplay Questions / Re: Shelf Life of Food
« on: May 22, 2012, 05:04:59 pm »
According to ab9rf (I added this to the Miasma wiki entry as well):

Quote
The only places where food will not rot are in a stockpile, in a trade depot, in the embark wagon, or while being carried by a dwarf, caravan pack animal, or wagon, or when used as a reaction component. It does not matter if it's in a container; a barrel or pot full of meat left in a corridor will eventually rot.

While you'd expect milk and tallow to rot, it seems that they do not. Nor do any of the other categories of food, including flours, drinks, seeds, and rock nut paste. Fat rots no matter where it is, which is why it is important to render it to tallow as quickly as possible.

As for approximately how long it takes for rottable food items to rot when not in a location that prevents rot, I don't know.  If you find out, please add it to the wiki entry.

218
DF Gameplay Questions / Re: Nude Dwarf Bloodbath
« on: May 21, 2012, 03:27:09 pm »
What types of clothing have you made?  You'll need upper- and lower-body coverings plus footwear, at a minimum.

Are you sure you have enough for all of your dwarves?

Do all of your dwarves have access to the clothing they need?

Check out the tantrumming dwarves and see what items they're missing or have at a wear level of "X" or "XX" (a wear level of "x" won't cause bad thoughts, but it might indicate that you're running low on that type of bodypart covering).

The best "workaround" is to make sure you prevent tantrums before they start by having a good clothing industry.

219
DF Dwarf Mode Discussion / Re: My fortress is dying
« on: May 21, 2012, 03:02:59 pm »
Ah!  Well, dying is an excellent way to improve the value of cloth.  Good job.  Which dyes are you using?

...Oh, you meant dieing.  :P
I most simply cannot let these false incitements stand!

Dieing = Dying
Dyeing = Dyeing

~Urist McGrammar

Ah phoey!  I half-ass checked to make sure "dieing" was a word, and it is, but I didn't check to make sure it meant what I thought.

"Dieing" actually means "to impress, shape, or cut with a die."

So, dieing ≠ dying ≠ dyeing, but they're all words (homophones too).  English is such a screwed up language.

Still, thank you for the correction.

220
DF Gameplay Questions / Re: Owning Food
« on: May 21, 2012, 02:44:59 pm »
Since v0.34.06 owned items lying around lose their "owned" status after around 10-20 days.

Just wait a bit and the ownership flag should get cleared.

221
Wow... Four pages and not one mention that Dwarf Fortress already has oil?

Gather Plants/Farming (Quarry Bush) -> Process to Bags at a Farmer's Workshop to get Rock Nuts -> Mill at a Quern/Millstone for Rock Nut Paste -> Press at a Screw Press for Rock Nut Press Cake and a Jug of Rock Nut Oil

You get cake and oil!

What more could a dwarf want?  (Other than the ability to set that oil on fire so it could be dumped on his enemies?)

 ;) :P

222
DF General Discussion / Re: Azrael300's science on seed's
« on: May 21, 2012, 02:14:29 pm »
And I believe the point of quantum mechanics is that even if every variable was existentially known, it would still not be possible to predict outcomes with certainty.

Well, quantum mechanics has several "points", but one of them is that it is completely impossible to know every variable.  Heisenberg's uncertainty principle isn't that observation of one aspect affects another aspect, making it impossible to know both, that's the observer effect.  The uncertainty principle actually says that the unknowability is a fundamental property of the universe at the quantum level.  Some properties literally aren't defined until they are required to be defined for a reaction.

In other words, it's literally impossible to know 100% of the information regarding a coin toss if you're going down to the quantum level, since at the quantum level some properties are just probabilities, rather than specific values.

223
DF Gameplay Questions / Re: Dwaves hanging out at jail?
« on: May 20, 2012, 11:05:20 pm »
I dunno.  In my current fort I've noticed that some of my dwarves prefer to use my lavish jails to eat instead of my splendid dining room.  Considering that they're right next to each other, I have no idea why they choose one over the other.

They aren't attending a party there, are they?  Try checking the dwarves and see what job(s) they have.

224
DF Gameplay Questions / Re: fill pond - 34.08
« on: May 20, 2012, 11:00:01 pm »
Note that if you're using v0.34.08 that there was a water hauling bug which could cause that problem, but it was fixed in v0.34.09.

Bug #5882: Dwarves take forever to fill a bucket

225
DF Gameplay Questions / Re: Dehydrating Patients
« on: May 20, 2012, 10:58:14 pm »
Also note that if you're using v0.34.08 that there was a water hauling bug which could cause that problem which was fixed in v0.34.09.

Bug #5882: Dwarves take forever to fill a bucket

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