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 - Flavio

Pages: [1] 2
1
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: September 29, 2013, 10:04:32 am »
My mason refuses to craft rock beds from blocks in the stone cutter's workshop, even though there are plenty of blocks available.
As far as I remember you need to have cloth to make the bed.

My brewer refuses to use pots made from bone. I separated bones from the stack and used the single bones to make pots and my brewer always cancel the brewyng reaction due to lack of food containers, although I have almost 200 bone pots next to him.

2
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: August 14, 2013, 08:18:35 pm »
Don't know if is WAD, but I've got a migration wave and one of the migrants had a pyromancer next to her name, suddenly she sets fire to the map killing herself and another migrant that had just arrived, only the application of rain from DFhack saved the rest of the map from the fiery destiny. This is WAD or a bug?

3
DF Modding / Re: Runesmith - A DC like tool
« on: October 26, 2012, 07:37:10 am »
As far as I know sizeak is working on updating it to the new version, how far the work is done I have no idea.

4
DF Modding / Re: Runesmith - A DC like tool
« on: October 25, 2012, 12:12:04 pm »
Runesmith is not compatible with the most recent version of DF. That is probably the reason for this message.

5
This is a great mod, although I'm still learning the fine aspects of it.
I've encountered something strange, (I've changed the age a child turns an adult to 8) in my latest fortress a child arrived at the age of 8, when I checked the raws again to see if I hadn't messed up something by accident I've found several repeated tokens in the dwarfs raws. This could be the problem, or it doesn't affect anything?

6
DF Modding / Re: JDwarf
« on: June 21, 2012, 10:24:26 pm »
This is great!
It will have support to change attributes and traits?

7
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 18, 2012, 06:41:43 am »
@Flavio, I'm guessing you meant to say deeper, or thicker, and not wider?  Those upper levels are determined by river count, drainage and rainfall.  But I dunno.  Maybe play with those, and increase the upper minimum zlevel restriction, before layer 1 to increase thickness.  If you really meant to say wider, to increase the wideness of the F1F2F3 subregions, you have to lower the 0-5000 subregion count, and lower the individual variances for the 6 worldgen parameters.  This will give you larger, less convoluted subregions, when picking an embark area.  I gradually tweak mine down from 5000, once I find suitable variance.  Good luck, Knutor

Yes, that's exactly what I meant to say, thanks. The layer count before the caverns doesn't help much, it only makes more gneiss layers before them, I will try to change the other variables, but it's better to make more rainfall and less drainage, or some other combination?

8
DF Dwarf Mode Discussion / Re: Fractal Octagon Fortress Design
« on: June 18, 2012, 06:12:40 am »
I've made an entire fortress based on the layout I've posted, of course it's not entirely tested yet, (that thing is big). but so far it's going well.

9
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 17, 2012, 08:34:00 pm »
There is a way to make layers wit more z-levels?
What I mean is, the first layer, shale, for example, is only 4 or 5 z-levels deep in some regions, especially if I have 3 or 4 layers of soil, I was wondering if there was a way to adapt the worldgen to make this layer a bit wider, with 10 or more levels.

10
DF Dwarf Mode Discussion / Re: Fractal Octagon Fortress Design
« on: June 17, 2012, 03:11:36 pm »
I saw this layout and liked, but, as mentioned above, the pathfinding would be terrible, so I changed it somewhat to make it less open and separated the rooms a little an made them bigger to fit an 5x5 workshop. This is the end product:

The image was enlarged, each hive is 7x7.
A more basic one, without the connections between rooms:

I'll see if I can make some .csv files to share.

Edit: Here it is Basic version. I'm still working on the big one.

Edit2: Now the second, The big one

11
This is awesome. An excellent story so far, I'm eager to see this fortress when its build!

12
I'm having problems using .xls and .xlsx files with the new version.
When I try to load a file this error appears:


So far I'm using 2.03, this one works fine with those files.

13
Also, i would like to point out thaqt you should give the male and female versions of the new animals different names. I was really confused on embark, wich cave beetle i should take in vast numbers and which one i can only take one for my bug-farm.

The first one in the animal list is the female the second is the male. SAFry's tip is also a good one to make sure.

Regarding the embark issues, it has been noted before that there is a bit of variation with the embark points, I don't know if it's because of the extra seeds etc. Sometimes it even buys all fungiwood stuff which costs loads more. I usually just take it as a random factor, you get what you get.

Thanks!

14
I've found this mod yesterday and so far is really good, but I've found an 'problem', in the worldgen parameters of the 'Garden of Gaia' there are 1274 embark points, when i'm embarking, if I choose prepare carefully i have 1349 embark points, if I choose  one of the pre-sets embark profiles i have almost 2000 embark points. It's not really a problem but I'm confused about how this could happen.
The mod seems great so far, great job!

15
DF Dwarf Mode Discussion / Re: Help me please with my nice embark
« on: January 18, 2012, 09:20:41 am »
Nice embark!
Good luck with your new fortress!

Pages: [1] 2