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« on: April 18, 2010, 04:15:46 pm »
1)
I'm not entirely sure this will help, but try editing data/init/announcements.txt, going down to the entry reading:
[NAMED_ARTIFACT:A_D:D_D:BOX:P:R]
...and eliminate everything after D_D; that is, change it to:
[NAMED_ARTIFACT:A_D:D_D]
That's the only thing I can find that might be a related message. With this change, it will no longer pop up a message box, pause the game, nor recenter your view, but the announcement will still be in your announcements log. Remove D_D as well if this bothers you.
2) Make sure you have enough barrels, yes - specifically, barrels which AREN'T reserved from the stockpile designation menu for brewing/sweet pod processing.
Addendum: A possible way to reduce your barrel usage is to cook items, and have a separate stockpile for only prepared meals, disallowing them from your main stockpile. Have this stockpile's max barrels set to ZERO. With big stacks of ingredients, often only one stack of meals will fit in a barrel anyway, if that - which is a waste of a barrel if you have any cats whatsoever to deal with the vermin who might otherwise nibble the food.
3) since the issue seems to be just powder and soap: as far as I now, powder is bugged. Soap - are you playing the most recent update? If you're in 31.01, soap is made in globs, not bars as it should be, and thus can't be moved properly; this is fixed in recent updates, or by finding the reaction in raw\objects\reaction_other.txt. Look for [REACTION:MAKE_SOAP] - in the PRODUCT token, you should see BAR, not GLOB; if it says GLOB, change it(do so both in the master raw folder, and in your save's raw folder).
Be warned that with soap bars in the fortress, dwarves WILL spam "cancels Clean self: Cannot find path" messages if they have a contaminant on them, as will named pets. You might be better off doing without - or making sure you ONLY have enough to go to your hospital.
4) In addition to wood not making good trade goods(seriously, use stone - it's far more common and nobody objects to it), there is an option in any stockpile to allow plant/animal vs allow non-plant/animal. You can set a stockpile for goods that you want to sell to elves which does not allow plant/animal - I'm not sure if this also includes decorations(which can really trap you if you have a <<-felsite mug->> decorated with wood...), but it should help if you put this stockpile next to the depot, and only grab stuff close enough to be in that stockpile for trading.
Don't sell barrel'd items to the elves. Until you have a magma metalworks, you probably won't have enough metal barrels to even dent your demand. Food may be safe, or at least was as of 40d, which is another reason not to put prepared food in barrels - see #2. And don't sell an entire bin; it's not worth it, compared to their practical value in your fortress. Beyond that, just be careful.
5) is definitely a bug. You may want to consider not making any training weapons - they seem to cause a lot of holding-too-many-items bugs, and dwarves will often use them in genuine fighting, and get brutally slaughtered for their pains. Since sparring is very uncommon in this version, you probably won't suffer from giving everyone steel/iron/metal-of-choice right off.