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Messages - tahujdt

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2251
1. I never knew about this because I never use burrows >_>

2. This doesn't sound like a bug much at all; it sounds like intended behavior.

Never had the problem where your clothiers stopped making bags because no silk or cloth was available despite there being a full stockpile of it a few rooms away or another similar scenario?
No, inactive burrows will stop reactions as well.

2252
Everyone in the modding business knows one thing about reactions: sooner or later, they will stop working. They are, from a seemingly random point in time, redded out and made unuseable. One particularly observative forumite suggested queueing the jobs in the manager. That worked. Still, it got to be annoying. That's where I came in.

I discovered this solution shortly after that inspired forumgoer found his(her?) fix. When playing the masterwork mod, I became annoyed that my music stage wouldn't work. I don't know how it happened, but two brain cells rubbed together(A prodigous feat, in my particular brain) and I realized that the goods stockpile was up at the front for easy trading. I expanded my burrows to include this, and the reactions would work again.

Sorry if that was a bit long winded, but in summary:
Reactions only work if the workshop and the item are in the same burrow(it doesn't matter if the burrow was active or not). Otherwise, they are marked as unusable. They can however, if your stockpile cannot be moved, be queued through the manager. Vanilla reactions work just fine, modded one don't.

"But tahujdt," You might say, "Meph already pointed out this bug! Why are you taking credit?" Fair point, but I am the one who gave him that information.

I hope that this sheds much new light upon the modding world of DF, and that people will read this and start playing more mods, and that this will lead to a better tomorrow for all people, dwarf and human. Ich bein un Fortmeister!

If you have done any science(not !!SCIENCE!!) about this bug, please post it here.


2253
Why does a pond filled with 6/7 water still be filled with 6/7 water after dumping your entire fortresses' stone supply in it?
For the same reason that you can put the entire stone supply on one square in the first place.

2254
Curses / Re: Umm, kinda awkward...
« on: July 11, 2012, 02:50:19 pm »
With a Heart of 20 or more, any Liberal can talk to guard dogs, Animal Rights status notwithstanding.
Ah. I can't raise my heart because for some reason, when editing the save file you can only change one character values to another one character, two to two, or (I guess) three to three.

2255
How does one boulder make four blocks, OR one wall? But the same 4 blocks makes four walls.
Because dwarves will cut down the boulder bit by bit looking for the perfect bit of stone, but they use blocks just as they are.

Why do female dwarves not have beards?


2256
DF Modding / Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« on: July 11, 2012, 11:13:56 am »
The animation on the front page disturbs me.

the worm-thing or chibi indiana jones being chased by a cat riding a giant ball made out of Patrick Stewart's face?
The worm thing, I'm already used to the face-ball-kitten-Jones thing.

2257
DF Modding / Re: [0.34.10] ☢ Post-Apocalypse ☢ (v.1.65)
« on: July 11, 2012, 10:06:36 am »
The animation on the front page disturbs me.

2258
I love this mod, here are some of my suggestions:

1. Leather production is needlessly drawn out. I don't foresee too many situations where studded leather would be used in favor of lamellar since the latter doesn't require a new reagent. On a similar note, bone studs tend to be very scarce unless you have a constant butchering supply. They're also not historically accurate (as far as I know) since metal studs were used to assemble lamellar.
Suggestion: Get rid of studded leather, change studs to be made out of metal as well (maybe 1 bar = 5 studs?). I'd also love to see an option where chitinplate and scaleplate would just be called 'leather', since they're functionally identical already.

2. The main draw for me is how much simpler the material process is (no more giant bat leather waterskins!) and I'd like to see that applied to equipment as well. This might be too onerous a request but I personally don't get much out of the flavor names of the various armors. I don't see the need for bloodsteel weapons (just make them steel) or winged helmets (if they're identical to helms, just make them helms). The practical concern about this is that it makes equipping your military much more complicated. If you're short on weapons and armor and want to scavenge your enemy's, you'd probably want to have duplicate entries (cap, helm, winged helmet, etc) set up in your uniform to facilitate that but that's really time consuming. I'm sure others get a kick out of the new armor/weapon types but I don't see the need when you're managing 100+ dwarves.
Suggestion: Option to make equipment generic.

3. Some manufacturing limitations don't make sense to me. Why can't my clothier make cloaks or robes? Why can't I smelt masks? I can understand if this is meant to encourage trade but current DF trade mechanic is way too screwed up to currently salvage. Would it be possible to severely restrict what civilizations offer in order to make trade more interesting? No one gets excited when the caravan brings you 20 pig tail ropes and 100 different types of flasks. Skipping through that list gets tedious and players generally only look for a few key items. In my last run for example, I only traded for alcohol, wood and its derivatives (ash, lye, coke), steel, and elephants. The caravans never really had anything worthwhile otherwise. Drow do not bring iridium and slade as promised (at least not that I've seen) and when they do bring weapons and armor, they're of a wildly different and often useless material.
Suggestion: Severely restrict what caravans can bring (if possible) in order to make trade more worthwhile. Severely restrict the materials weapons/armor are made out for trade to make them more worthwhile (copper great axe? yay!!). Similarly, wood is the most undervalued item in the game. It does not deserve a price of 3 dorfbux, that's ridiculous.

4. The crate mechanic is fantastic and I'd love to see that expanded to other mass items. Every civilization should be offering this and it should be the bulk of the trading. Purchasing crops or meat now is especially tedious as you have to confirm the quantity as well.
Suggestion: Crates of rough wood/smooth wood/coke/ash/lye/alcohol/flux/glass/cloth/leather/crops/etc would be fantastic in addition to what's already offered.

5. Minor but why is 'make set of clothing' done at the craft workshop?
Suggestion: Make sets of clothing at clothiershop.

6. I like the idea of a training system but the current one is convoluted. I have to take logs, get paper, get ash, get ink, get leather, assemble it, build the proper workshop, limit it to the proper person and blah wayy too many steps. I usually just mod in a practice workshop or something because that's far easier to manage. Most professions can practice in more conventional ways (make rock blocks, make copper spears, plant stuff, etc) so this is only really useful for doctors. Coincidentally, it makes sense to me that in the DF world, books would only be used to teach "literate" pursuits such as bookkeeping and medicine. I don't see how I can learn how to wield an axe from a tome.
Suggestion: For realism and consistency purposes, books should not be home-made (where did they get that knowledge from??) and should only affect certain professions ("non-manual" if that makes any sense).

7. Shouldn't bullets be made of lead? That's the practical, historical, and contemporary usage. Definitely not steel.

8. Is it possible to restrict materials for random equipment? It doesn't make sense that an unskilled hunter immigrant would show up with sladeadamantine bolts.

Bugs (apologies if these are already reported)
- Stack soap making doesn't seem to do anything, at least when using tallow.
- Not sure if this is a bug but weapons are often listed several times in stockpile menus (there's about 5 listings of 'crossbows'). This makes stockpile management difficult.
- Brewery seasoning not available? I saw something about this on the changelog but didn't quite understand it.
- Smooth wood is worth the same as roughwood ($3)

That should be all (for now?). Cheers dude.
I'm surprised, this is one of the only suggestion posts that I've seen that actually made possible suggestions. BTW, the reason that "make clothing set" is at the craftdwarf's is because that the clothier's doesn't have a tag for reactions, so you can't do reactions there. I like your idea of books being non-manual professions only, but most people don't. Brewery seasoning isn't available because dwarves would only see the sugar if the bag wasn't in a barrel. I think you're right, the crate mechanic should be expanded, and that's what Mpeh might do in the future.

2259
@Aseaheru: I'm sorry, does my legal trouble disturb you? :D Felons are human too. :P
When I was reading it, I realized, "Wow, I guess people from all walks of life play Dwarf Fortress."

2260
why are dwarfs so awsome?
Because they are channeling the awesomeness of Toady. (Ninja'd)

If elite Marksdwarfes can hit a toe with menacing precision, why dont they go for headshots?
Because that makes it too easy. A proper dwarf kills someone one toe at a time.


Why are dwarves invulnerable to catapults, but not to ballistae?

2261
When I start dwarf fortress mode on any "world" My dwarves are "Cave swallows". What the hell is going on? They can't build or mine, or do ANYTHING. Damn birds!
My guess is duplicate raws, try downloading again.

2262
No question, so I'll go.
Why do dwarves use candy for sutures?

2263
I just had a horrifying idea; what if slade and adamantine are so paradoxical that thinking about it will cause it to vanish in a puff of logic! We must delete this thread now!

2264
Curses / Umm, kinda awkward...
« on: July 10, 2012, 12:12:00 pm »
How do you seduce animals? I'm at L+ Animal rights, and the wiki says it can be done. I have a charisma of 145 (I edited the save just so I can do this, and will change it back later) and a seduction score of 15. How do I do it? Do I go up to the animal naked, or what?

2265
I'm on it.
I really want to start at the beginning, just so I can get my full turn.
I think that's fair, start from spring if you want to. At least we'll hopefully read the full year in some form other than haiku.
I really hope so
It was getting annoying
Dwarves don't do haiku

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