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Messages - laularukyrumo

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766
The reason you get this bug is because the dwarf civilization sends you, for some reason, a dwarf with skills in brokering, or a former broker noble. For some reason, the game treats them as pseudo-diplomats, and this causes the rest of the migrants to plug up. (This can be confirmed by waiting for the dwarven caravan, the bugged migrant will follow the same pathing as the merchants.)

A good way to reset them is carefully knocking them out with a controlled cave-in. Build an upward staircase about five or so tiles away from the migrant in question, build a bridge that extends a couple tiles away from the top level of the stairs, and have a wall constructed at the edge of the bridge. They'll build it since they can path to it, but once it's finished, it won't actually be supported by anything, so it'll fall and cave-in, releasing a giant plume of cave-in dust that will instantly knock out any creature caught in it. This should jolt the migrant out of its bugged AI routine, and allow the rest of the wave to enter, along with (maybe) making him a pseudo-normal member of your fort.

If you can introduce a hostile creature to him, that would also cause him to freak out and run away, allowing the rest of the guys in. Beware, however, that under NO circumstances should you send your military to attack him. You will encounter something known as a Loyalty Cascade, which is like a tantrum spiral, but much, much worse.

The phenomenon you have described is commonly referred to as a "Migrant Plug." A quick search of the forums should produce stories (and SCIENCE) shared by others before you who have suffered this fate. It's annoying, yes, but non-fatal. Usually.

And besides, do you really need all 35 of those cheese makers?

767
You actually CAN engrave a slab as soon as you get the "missing for a week" message. Oftentimes you'll get the "missing for a week" message if the dwarf is dead in such a way that you can't actually retrieve the body, and that is the purpose of slabbing--but you can also slab any dead dwarf and just leave the body to rot, if you can't get to it or can't find it. From what you've mentioned, it's not likely a vampire, because you'd probably find the body and it would probably say "Urist McWoodcutter has been found dead, completely drained of blood!" If you are paranoid about vampires, though, bone jewelry of sentients is a good tipoff. Also, burrow all your dwarves in an area where they can't get to food, or forbid all the food. If one dwarf doesn't get hungry with the others, he's a vampire, feel free to execute him. Or seal him behind a wall with a pick in case of emergency.

768
While it is possible, it'll require a bit of finesse. Since, yes, minotaurs are [INTELLIGENT], weird things happen when you assign them a [PET] tag, which I believe is also required for [TRAINABLE] to do anything.

Though leaving the minotaur in a pit and occasionally pitting caged goblins in for food sounds dwarfier anyways.

769
I'm also fairly certain you could go into the raws and temporarily add the [GRASP] token to whatever Kaslun is (dwarf, I think, maybe, not sure, too lazy to check), and that would let you pick up a backpack and put it on. I don't know if you need to be able to grasp in order to store stuff in your backpack, but at the very least, you could go on your adventure, then drag your treasure back in your mouth, then once you're done, remove the relevant token from the raws before uploading the save.

770
YES, Shonen Fortress please.

I mean for god's sake we have at least two major MLP conversion mods, at least make SOME semblance of good animu.

Why the hell do we have so many MLP conversion mods compared to everything else is beyond me, but I don't mind it. (and neither should you)

Oversaturation. I don't mind MLP itself, but I cannot stand the fanbase because of how obnoxiously in your face they are about how YOU MUST ACCEPT US ZOMG, ALL U HATERZ ARE LAMEZOR, UR WITH US OR AGAINST US. >.>

but yeah. Gonna need to science up the joint. Gotta check all the old major bugs, see what's fixed, check what Toady broke in the new release, etc.

771
DF Modding / Re: Syndrome Woes
« on: April 20, 2013, 02:54:01 am »
That's kind of annoying, actually. It's a lot more flavorful to have it as a gas than a vapor, but, if that has the effect of neutering LOCALIZED then I have no choice. CURSES.

ah well, you win some you lose some. At least I got it to actually work, as opposed to being decorative.

772
DF Modding / Re: Syndrome Woes
« on: April 20, 2013, 02:42:06 am »
Well clearly. That seems to be a quick and dirty way of summing up half of my problem here.

Has anybody done some science on condensation and/or the general physics of thermodynamics in DF? It seems the best option here would be a gas that cools down to liquid form and coats the victim, but I really don't like the idea of changing the temp values slightly, loading Stuzang up in the arena, and repeating 500 times. >.<

Quick test proves that just having SYN_INHALED doesn't allow CE with LOCALIZED argument to take effect at all... grr, guess I get to do this the FUN way.

773
YES, Shonen Fortress please.

I mean for god's sake we have at least two major MLP conversion mods, at least make SOME semblance of good animu.

774
DF Modding / Syndrome Woes
« on: April 19, 2013, 11:38:21 pm »
Bumping because I've got a new problem, though it's not related to the Chucks.

I've got another creature I'm modding, and I've been banging my head against a wall trying to get its syndrome to work. I finally fixed the major problem--apparently, defining a syndrome in a material template doesn't want to play nice. But while arena tests have confirmed that the syndrome effects that target named bodyparts or are general effects like fever/nausea are working correctly, I can't get the localized effects to work. I have a hunch it has something to do with [SYN_CONTACT] not working properly, because the material comes in gaseous form almost exclusively.

Code: (Material Definition) [Select]
[SELECT_MATERIAL:DEATH]
[STATE_COLOR:ALL:VIOLET]
[STATE_NAME_ADJ:ALL:horrible fumes]
[DISPLAY_COLOR:5:0:0]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[SOLID_DENSITY:2]
[LIQUID_DENSITY:2]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20]
[IMPACT_FRACTURE:200]
[IMPACT_STRAIN_AT_YIELD:500000]
[COMPRESSIVE_YIELD:20]
[COMPRESSIVE_FRACTURE:200]
[COMPRESSIVE_STRAIN_AT_YIELD:500000]
[TENSILE_YIELD:115]
[TENSILE_FRACTURE:130]
[TENSILE_STRAIN_AT_YIELD:500000]
[TORSION_YIELD:115]
[TORSION_FRACTURE:130]
[TORSION_STRAIN_AT_YIELD:500000]
[SHEAR_YIELD:115]
[SHEAR_FRACTURE:130]
[SHEAR_STRAIN_AT_YIELD:500000]
[BENDING_YIELD:115]
[BENDING_FRACTURE:130]
[BENDING_STRAIN_AT_YIELD:500000]
[SYNDROME]
[SYN_NAME:Kitten Rot]
[SYN_IMMUNE_CREATURE:STUZANG:ALL]
[SYN_CONTACT] [SYN_INHALED]
[CE_BLEEDING:SEV:250:PROB:100:BP:BY_CATEGORY:NOSE:ALL:START:1]
[CE_NECROSIS:SEV:2500:PROB:100:BP:BY_CATEGORY:NOSE:ALL:START:50]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:NOSE:ALL:START:1]
[CE_PAIN:SEV:2500:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:1]
[CE_OOZING:SEV:625:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:1]
[CE_OOZING:SEV:250:PROB:100:LOCALIZED:START:1]
[CE_FEVER:SEV:750:PROB:100:START:1]
[CE_NAUSEA:SEV:5000:PROB:100:START:1]
[CE_DIZZINESS:SEV:2000:PROB:100:START:1]
[CE_PAIN:SEV:1000:PROB:100:LOCALIZED:START:1]
[CE_NECROSIS:SEV:200:PROB:100:LOCALIZED:START:50]

One hunch I had was that maybe you could only have one method of infection per syndrome--like, maybe [SYN_CONTACT] and [SYN_INHALED] just don't go together. But a quick test by removing [SYN_INHALED], leaving only [SYN_CONTACT], caused the syndrome to be completely ineffective. This leads me to believe it has to do with [SYN_CONTACT] not liking gaseous materials. The problem, though, is that I'd like to be able to use localized CE_Xs, but with a gaseous substance--which appears to be impossible.

775
It does, because the dwarves lying down have a lower speed.

776
DF Modding / Re: scawwy monstors
« on: April 19, 2013, 06:41:29 pm »
Does that actually work? Hmm. I may have to do some science on this. Though I'm relatively sure it would require a whole new body detail plan for all the relsizes... or maybe not, I dunno. I'm fairly inexperienced at this whole thing anyway, and the whole modular loading of tags via detail plans and templates kinda throws a wrench in getting things to work the way I want them to.

777
Solution: don't use the manager. Go directly into the glass furnace's task list from the Q menu, order up a repeating sand collection task, followed by a repeating item production task. Whoever goes to work there will alternate between the two.

As far as your original question, I've found that the pathfinding for dwarves will go to seek out the topleft-most sand tile on the highest z-level designated for sand collection, no matter what you do, because an unlimited number of creatures can technically occupy the same tile as long as some are lying down, and the game uses a brute-force algorithm that fails to consider the fact that you might want guys in different locations to improve speed. Even designating multiple 1x1 activity zones won't help.

778
DF Gameplay Questions / Re: Question about the Monarch
« on: April 19, 2013, 04:59:33 pm »
You can also definitely mass-produce glass "gems" if you have a single tile of sand anywhere on your embark.

I recall the existence of an odd soil transmutation bug, too, so you can always cave-in a few solid z-levels into the caverns in an attempt to get the game to generate sand for you if you have none.

779
DF Dwarf Mode Discussion / Re: Regarding cavern wildlife
« on: April 19, 2013, 04:54:58 pm »
So nobody's mentioned the flesh ball problem really.

I suggest magma. No seriously. Obsidianize the lake, flesh balls are all dead, no saving throw. Plus then you can mine the obsidian for profit.

780
DF Dwarf Mode Discussion / Re: Post flooding quantum items
« on: April 19, 2013, 04:50:07 pm »
He never implied he only wanted metal goods, just useful items. There are many items the caravans can bring that are not magma-safe and yet incredibly useful.

Personally, if I were attempting this, I would opt for the ballista route. A trade depot constructed as in Figure 1 below allows for the merchants to be congregated into a single tile for easy perforation and item consolidation.

Code: (Figure A) [Select]
OOOOOOOO
BODDDDDO
B_DDDDDF_____________________X
BODDDDDO
OOOBBBOO

O = wall
B = raised bridge
_ = empty space
F = fortification
D = trade depot
X = ballista

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