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Messages - Shurhaian

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181
DF Gameplay Questions / Re: Five Unrelated Questions
« on: April 19, 2010, 12:37:33 am »
If you copied a save over from the old version, you would need to copy the raws from the new version into the save's folder as well. I can confirm that the raws in 31.03 say BAR.

182
DF Gameplay Questions / Re: dogs and children
« on: April 18, 2010, 05:55:02 pm »
If children will respect burrow assignments, that's a much more elegant solution, yes. (Wasn't sure they would.)

183
DF Dwarf Mode Discussion / Re: Dwarf refuses to work.
« on: April 18, 2010, 05:15:20 pm »
Sanity check: Are you sure he has the relevant labors on? Dwarves tend to come with a random array of skills now, which are NOT activated by default; when this happens on a peasant, s/he appears as some other profession but doesn't have the labors active.

184
DF Gameplay Questions / Re: [DF2010] Magma Lake?
« on: April 18, 2010, 04:58:26 pm »
Unfortunately, there's a lot of luck to it. Without changing the relevant worldgen parameters, I've sometimes had 50 z-levels to get to magma, one time only about 20 beneath my fortress(and the terrain wasn't THAT steep IIRC; it was no deeper than 30 below the surface). And others speak of over a hundred...

One thing to bear in mind is that it is possible to miss the magma entirely. On the fort where it was 50 down, I ran into semi-molten rock, and needed to do a fair amount of exploratory mining to actually find the magma - I had gone right through a portion of solid rock, 5-10 levels past the top of the magma sea.

185
DF Gameplay Questions / Re: dogs and children
« on: April 18, 2010, 04:34:40 pm »
Try to make sure children never have reason to go outside:

1) Ensure your farms have an access indoors. Wall up any other access points.
2) Rearrange the mother's labors(and maybe the father's too) so that she(they) never has(have) a reason to go outside either; that way the kid won't get snatched while following them around in an unsafe area. Assign the parent(s) to a burrow to be extra-sure.
3) Traps. Traps, traps, traps. Kobold thieves will slip right past them, but at least the basic level of goblin thieves will not. A few rows of cage traps will stop snatchers in their tracks. You can then construct the cages in your barracks, rig a lever to them, and give your military some "live fire" training exercises. (But you may want to area-dump, area-claim over the cages, and manually undump the cages themselves, so that dwarves will disarm the trapped goblins.)

186
DF Gameplay Questions / Re: Dwarfs won't pick up equipment
« on: April 18, 2010, 04:28:55 pm »
If I understand correctly, the problem is related specifically to those two labors - woodcutting and mining - which use equipment; there was discussion in the DT thread about a separate bit involved with this process, which can be very sensitive. For those labors, just do it by hand.

187
DF Gameplay Questions / Re: Five Unrelated Questions
« 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.

188
DF Gameplay Questions / Re: defeating cave swallow men?
« on: April 18, 2010, 04:02:28 pm »
Ah, yes. The beastman entries are no longer whole entries in their own right - instead, they copy from some other animal, apply the -man template, and tweak. Thus, no evident way to make the cave swallowmen nonflying without doing the same to cave swallows.

Curious, though. I've had fliers trip traps just fine - namely, buzzards trying to get into my fortress and raid the food stockpile. Are you sure they don't have room to fly over on a different z-level?

189
What's really fun is when your cats start doing this.

Back in 31.01, I had poked at soap in the raws so it came in bars, not globs. Big mistake.

First I had a cat that had mind controlled one of the dwarves, spamming this message for months. Eventually it got rained on and I was finally granted a reprieve from the "cannot find path" spam. (Path to what, I was never clear on; it would pick up a bar of soap in its mouth, just fine.)

Then a bunch of dwarves, dogs, AND cats got this message. (All named pets - never strays.)

I gave up and started a new fort at that point.

190
If anything, you want the woodcutters to be using the training axes, leaving the metal for those actually expecting to kill things...

Unless that's been rendered impossible by the more recent updates. Hm.

191
DF Gameplay Questions / Re: Dwarfs won't pick up equipment
« on: April 18, 2010, 01:06:12 pm »
Needs more detail.

  • Do your dwarves have the relevant labours active?
  • Are the tools present, not forbidden, and not tasked to be moved to a stockpile or similar?
  • In the case of axes, do you have military dwarves who might be trying to claim them?

I've never had that much trouble with mining, but woodcutting can be frustrating if your soldiers try to grab axes.

Also, if a dwarf carrying one of these tools gets in a fight, be careful - the tool might wind up forbidden if it gets stuck in the enemy, and stay that way even if the dwarf manages to yank it out again.

192
Huh. I thought it was a feature - clerical dwarves(I didn't notice it in my military until way after desk-workers) bringing booze back to their desks, successfully liquoring up while still accomplishing their duties.

Sure, it'd be nice if the population could be set to just pick up flasks and periodically fill them, drinking from them rather than going back to the stockpile, but this seemed like a decent compromise to me. Maybe I just didn't notice what was going on - e.g. I don't know if they still take the full time to drink, at the stockpile, BEFORE hauling the booze off.

I think I've seen them with non-Drink jobs shown as active while while carrying the booze, though...

193
DF Modding / Re: Dwarf Therapist (LATEST 0.5.0 4/10/10 see first post)
« on: April 17, 2010, 01:17:26 pm »
I had to drop the .ini off of 'v0.31.03.ini' to get it to work incase that helps anyone. So glad this is working. I just stopped playing when my first big migration wave hit. Thanks.
This sounds like you may have run into Windows' tendency to hide file extensions by default. You saw v0.31.03.ini, Windows(and thus DT) saw v0.31.03.ini.ini, which isn't what DT needs.

194
I'm asking this here rather than going right to the bug tracker because a similar bug was closed recently.

But something doesn't fit with that. The explanation supplied for a price drop of 50 from an empty bag to a sand bag was that the empty one was dyed with dimple dye - but I've never seen dimple dye raise the price of a good by anything but 20. As far as I know, the dyeing is purely an additive change to the value - it does not multiply with the type of good. (It can be expertly dyed, and I'm not sure on the effect on price there, but I've yet to see trade goods with that.)

In my experience, dye isn't always a factor - and this bug is of long standing, just not with sand: Seed bags are always cheaper than empty bags, and have been since at least 40d. Giant cave spider silk bags of seed could be more expensive than empty other bags, but they were still significantly cheaper(I think half the base price) compared to the empty GCSS bags. Sand seems to be doing the same thing.

Something about the contents of the bags is overwriting the cost of the bags themselves, or fiddling with its multiplier. For expensive goods(flour, dwarven sugar, plaster), this isn't easily noticed, but for the cheaper goods it lets people get bags at a discount.

Just waiting on some word before I toss this on the bug tracker - I don't think the dye adequately explained the one I linked above, but if it's intended behaviour, well, it certainly is unintuitive, so I'd like to be sure.

195
DF Gameplay Questions / Re: Steel Industry Efficiency Questions
« on: April 13, 2010, 04:58:29 pm »
You save fuel on the iron and coke smelting, sure, but the steel-making process still needs two units of coke: one to make pig iron, one to make steel. Those steps are also the ones that demand flux stones.

If you don't have magma, you need a lot MORE fuel, but using magma does not eliminate the demand for refined coal.

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