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Messages - Shurhaian

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331
DF Suggestions / Re: Main Screen Stocks Tracking
« on: December 04, 2009, 01:54:12 pm »
I think a user-designated list of things to watch would usually be better than the computer trying to figure out what you want to look at.

Separate controls to advance, pause, and rewind the ticker around its list might be good. A separate ticker pane that takes over those same controls to scroll ahead, pause, and scroll back, if the watched items overrun the available space, is also a notion.

332
I thought Dtil only worked on 40d, though... certainly when I tried it, it got nowhere in its attempt to scan memory.

One may also try dfhack for some tasks, but it does not, unfortunately, have a vein-reveal tool - just the whole thing. (I'd hoped its "prospector" tool would fulfill that function, and making it do so might not be unduly difficult for someone who knows how to code it, but I am not that someone.)

333
DF Dwarf Mode Discussion / Re: Manager jobs out of order?
« on: December 04, 2009, 11:01:21 am »
Not the issue. As I said, I can understand some confusion between raw glass and sand jobs; that's exactly why I initially intended to build up a buffer of sand before getting into the actual glass jobs.

The problem is that the orders for glass blocks jumped the queue by SEVERAL HUNDRED to start appearing on the workshop queues.

I'd scrubbed the blocks from the manager in a bid to clear things up, unfortunately, but if it comes up again I'll screenshot/save it and slap it into bug reports.

334
DF Dwarf Mode Discussion / Re: Manager jobs out of order?
« on: December 04, 2009, 09:30:35 am »
My furnaces are a total jumble of jobs. A string of blocks, and then some interspersed raw glass and sand jobs... it's a mess.

I can understand some disarray between the sand and raw glass, but there are hundreds of jobs still in the manager queue before the blocks should've come up at all.

335
DF Dwarf Mode Discussion / Manager jobs out of order?
« on: December 04, 2009, 09:11:30 am »
Before I try to refine this into a bug report, I thought I'd see if I'm just being stupid.

I have eight magma glass furnaces, in the interests of speeding up sand collection by doing it in parallel. I queued up enough sand-collection jobs to fill a 7x17 stockpile, and then started queueing lots of 90 glass jobs, 90 sand collections. I have a few hundred such jobs total on the first page of my manager, mostly for raw green glass so I can also train jewelers.

But for some reason, it's skipped right to the second page, where I have ordered blocks. The order is all out of whack, it's complaining about insufficient sand, and I have no idea why it's working on the blocks already in the first place.

It's not an insufficiency of bags. Sand collection goes fine when it comes up in the queue and is not showing cancel spam.

 ??? Any thoughts?

336
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: December 04, 2009, 09:06:01 am »
I should note that under Jaunty(9.04), DF and DT were working flawlessly. It's only when I upgraded to Karmic that something broke.

In other words: there shouldn't be any inadequate versions there. I didn't think to see what the current versions were before system instability prompted a wipe, but are any of those libraries things that you'd expect the presence of a newer version to screw up, while not themselves being permissive of multiple installed versions?

337
DF Modding / Re: Civilization Forge Mod
« on: December 04, 2009, 06:43:04 am »
For what it's worth, I happened to find what was wrong with that glowcap farm I posted about way back when.

Bug log - 000936 □ [dwarf mode][interface][announcements][message spam] (Report) farms with wall in the center square cause seed cancellation spam and seeds being stuck in the farm

One mystery solved.

More on topic: I've had plenty of vanilla maps where I failed to find things like sphalerite and cassiterite, and plenty of CivForge maps where I did find it(in fact I've often had a shortage of copper, given the more-realistic reactions for brass and bronze). And I'd rather find rock crystal than a whole bunch of otherwise-nigh-useless value-10 gems(which I still get enough of anyway), so I think the ore distribution is fine.

Looking forward to the new version's military enhancements; right now I'm really bad at raising and maintaining a military, and their stupidity about it doesn't help. With those in place, it might be easier to be prepared for a megabeast incursion - and maybe some of the new ones will show up...

338
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: December 03, 2009, 06:25:03 pm »
...d'oh. Don't I feel stupid now.

Sorry. Intimidated by the length of the thread, I tried doing a forum search for it but it didn't turn up; apparently my search terms were in adequate.

339
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: December 03, 2009, 04:13:44 pm »
Something that's been bugging me for a while about 40d16...

When I'm playing 40d, if I go into the orders menu for a forge or a similar building that has nested categories, and I hit Space, it goes back to the prior level of the menu, and eventually back to the main q-screen for that building.

In 40d16, whenever I hit Space in an orders list, it immediately exits q-mode.

Is there a way I can put this back to the way it was in 40d? Some change I can make in the key bindings?

340
DF Bug Reports / [40d] Minor gripe - "topaz" has inappropriate plural
« on: December 03, 2009, 04:07:23 pm »
Simple text fix on this one - anyone can do it in the raws - but for sake of thoroughness, I'll mention it.

"topaz" is given STP in the matgloss_stone_gem.txt file, leading to the in-game construction "topazs", instead of the correct plural "topazes".

341
DF Suggestions / Re: burial of legendary champions
« on: December 03, 2009, 01:34:15 pm »
I have to disagree with that last point. A champion's spirit won't care LESS about an item because it happens to be genuinely precious - far from it, s/he'll probably be especially attached to it.

Deal with the clowns before the champions start dying, and the loss of those peanuts won't be quite so bad.

The upcoming update will make dwarves get attached to particular items - that would be a sensible guide for what dwarven spirits would want to be buried with, although if those items are destroyed or lost, other offerings might eventually appease the spirit(but not nearly so easily as that one item they wanted).

342
DF Suggestions / Re: Longer Tasks
« on: December 03, 2009, 08:54:48 am »
And read the damn devlog.[url]

Quote
I handled equipment change job interruptions today, so people won't go off on lengthy yet stale missions to grab some object. I went over some other related problems as well, the most interesting probably being that dwarves will now keep working for a while longer even if they get hungry, thirsty or tired during the course of the job. That should be enough for any job that doesn't have a dwarf really stuck somewhere, walking through some complicated labyrinth or grabbing several resources. Until I get around to handling job priorities, there's a chance that they'll sometimes pick up another job once the first finishes, which will then cancel halfway through once they get really hungry, but during testing they've always run off to eat after the first job, so it should work well.

Read the text you quote, too.

Just because there's a workaround for the stuff being hauled away doesn't make it an invalid suggestion. Personally I think it'd be quite nice if goods that had been brought to a workshop for a job were task-flagged by that job even while the job wasn't being worked on. It's so for goods marked for an inactive hauling job, so why not that? It'd solve the problem quite neatly.

And again for emphasis: Just because there's a workaround for something doesn't make a suggestion invalid.

Addendum: It would also be nice if dwarves would prioritize partly-finished tasks, going by the simple yardstick of "things that have had materials brought", when they need something new to do. Or, to go about it from the direction the game does(at least now), such partly-finished tasks look for dwarves before the unstarted tasks do during each round of job assignment.

343
DF Dwarf Mode Discussion / Re: Need to start up Dwarf Companion
« on: December 03, 2009, 07:21:23 am »
First off, if Python is properly installed, you can indeed run Dwarf Companion by double-click. It's better, though, to open a command line(Start -> Run -> cmd ), go to the directory you have it installed by typing, for example:
Code: [Select]
cd "\games\Dwarf Fortress\companion"...but replace the directory path with wherever you put Companion; and then, type

dfcompanion_prototype.py

If you do that, you might see errors that would otherwise be missed, which will help in debugging the problem.

Easier, though, to get the compiled versions as mentioned; do that and you don't need Python at all. You'll still want to run them from a command line so you can see errors, though.

There is a version of Dwarf Companion that works with 40d16, but it needs to be the right one. See the thread here: http://www.bay12games.com/forum/index.php?topic=775.0

In short: If you have Dwarf Fortress 40d, Dwarf Companion 0.16 will work for you. If you have 40d16, then you need Dwarf Companion 0.17c. If you have any further problems, post them in the existing thread to ensure the people who know the most about DC will see it.

344
DF Gameplay Questions / Re: Lung fish in my Farms!
« on: December 03, 2009, 05:57:36 am »
Dwarves will gladly eat trapped live vermin even if there's plenty of food to be had. It's only the free-roaming ones that they have to be desperate to hunt down.

So that's a possible use, as long as they're left untamed.

345
DF Modding / Re: Dwarf Companion
« on: December 03, 2009, 05:08:12 am »
There is a thread about Dwarf Companion here.

You'll need to provide more detail than that about what's going wrong if you want a meaningful answer, though. "It doesn't work" is never enough for technical support.

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