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Messages - vertinox

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1
Ok thanks. That is easy to do with the double tap. Seems to have resolved the situation.

2
Ok. In the same fort, I have just discovered I cannot brew any alcohol despite having 171 plump helmets.

What could possibly be going on?

3
I checked that. I even deleted the old stockpile and created a new one.

I just checked my old version that I had copied before I upgraded and it has the same problem so I guess it wasn't the upgrade.

Here is the link to the file: http://dffd.wimbli.com/file.php?id=10055

If you could take a look at it Quietust (or anyone else) that would be great.

I'm curious to why this has happened now that I determined it was not an upgrade issue.

4
Now I am curious to how to fix this. Where do you set the options to accept only from links? I will upload my save as soon as the upload site sends me a verification email.

[edit]

Still waiting on that email. However, I still don't see how you enable or disable a workshop or all work shops to only take from specfic links. Only stockpiles seem to have that option.

5
DF Gameplay Questions / Re: Chickens not claiming nest boxes.
« on: November 10, 2014, 11:13:16 pm »
On a side note... Can you no longer cook eggs in the kitchen? I have 100 eggs now and I can't cook them.

6
DF Gameplay Questions / Chickens not claiming nest boxes.
« on: November 10, 2014, 10:50:19 pm »
I'm running into the problem again and a google search has me with a similar thread from several years ago.

I have chickens underground in a room with nestboxes. I put a chicken and a hen in a separate room for breeding purposing but they none of the chickens are claiming nest boxes. I've even unpastured the hen and rooster in the locked room.

I'm at a loss.

[edit]

Never mind. After a season or so the hen finally claimed the box.

7
Well... Thanks. I've already started a new fort so we'll see how it goes.

8
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: November 10, 2014, 08:26:46 pm »
Yes. Thank you for keeping this up. Wish there was some more original work though for a continuum of the original.

9
Yeah. I'm thinking the manual upgrade borked it. I will download and create a new game. Wasn't that far into the fort.

10
I also made a second metalsmith forge, but same problem.

11
How do you check this?

I linked the charcoal stockpile to the metal smith's forge, but it seems to still have the same problem.

12
I've used wood to create about 43 bars of charcoal, but for some reason my task in the manager keep saying "Need refined coal" and they stopped completion. They were working before. I moved my charcoal to a new stockpile but no luck in changing the status.

I did upgrade my save from a .13 to a .15 so I don't know if that could have caused it.

13
DF Gameplay Questions / Keep running out of plump helmet spawn seeds.
« on: October 31, 2014, 06:28:16 pm »
I remember this being a problem in the past. I am only using plum helmet for brewer so I am not cooking them nor am I cooking or brewing seeds.

However I am running out of seeds constantly. What are the best practices to get as much seeds as possible (other than trading).

14
It sounds good, but the monthly subscription pretty much is a bad decision.

Years ago, paying $15 for a month worth of Ultima Online was a reasonable thing.

But now the market is saturated with F2P games.

Even WoW is having a hard time holding on to subs.

ESO is most likely going F2P as well. Sure CU has got $2,000,000 or so kickstarter but only from 14,000 backers.

Star Citizen is pay once, play forever like GW2 which I support.

Personally, if I pay for a game per month I feel obligated to play it even though I may not really be wanting to play it. Its why I quit EVE online.

Right now I play between 3 F2P MMOs and a handful of games I bought on Steam. Most of those games are under $20.

Maybe I'm becoming Scrooge McDuck in my old age, but I don't really feel like spending $120 a year just to play a game.

15
I got a human invasion so I have two projects going on...

One a massive water trap and then removing my existing traps.

Currently the water trap requires a good deal of people building bridges and stone floors (to prevent underground trees from growing) and I have enough people working on that.

But at the same time I'd like a dwarf to go ahead and remove the traps so I can rebuild them to avoid the issue with the diplomat giving the humans trap avoid.

Now I have a mechanic and he didn't seem to do anything until I enabled the "architecture" labour, but he removed half the traps and then started to join his buddies building many of the bridge and roads I have in the water trap I am building.

Now I realized I could just add him to a burrow while typing this?

Think that would work to get him to remove the traps and stop working on my other projects?

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