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Messages - BanjoSnake

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That worked perfectly, thank you!

2
I'm having the same problem as Lamandus above.

That little flute sound is irritating enough that it's making the pack unusable for me right now.

Quote
My soundsense activated the "sample.xml" everytime. leading to the problem, that:
Quote
   <sound logPattern="(.+): (.+)">
      <soundFile fileName="85791__sandyrb__NATIVE_FLUTE_FIGURE_02.wav" randomBalance="true">
         <attribution url="http://www.freesound.org/people/sandyrb/sounds/85791/" license="CC BY 3.0" author="sandyrb" description="NATIVE FLUTE FIGURE 02.wav" />
      </soundFile>
   </sound>
activated everytime a : was present (in other words every time). I just deleted that line, but you should know about it.

I understand well enough what you're saying, but unfortunately the depth of my coding knowledge ends there and I'm not sure how to fix it =/

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: January 16, 2015, 06:10:20 pm »

This is a pretty common problem, but thankfully clever stockpile management can fix it.  Provide 4 1x1 stockpiles, with different food types enabled at each, and barrels disallowed so there can only be one stack of food at each stockpile,  Link these piles to give to the kitchen, and take from the main food stockpile.  When he tries to make a meal, he only has 4 ingredients to choose from, all different.  This can be used to force the creation of very specific meals.

Unfortunately, you need some extremely prompt hauling to refill the feeder stockpiles before the chef wants more ingredients, if he's any good, so if you leave cooking on repeat you will get cancellations.  You could make sure that there are dedicated food haulers on hand, burrowed so they will be close by, but that's kinda a pain.

You can also make a larger number of small stockpiles, since there are more than 4 ingredient types, or use 1x2 and 1x3 stockpiles if you don't mind a few duplicate ingredients making their way in occasionally.

This is a neat idea, I'm going to try it. It might increase the chance of a dwarf grabbing a meal with a preferred ingredient, unless they're coded to do that anyway.

Regardless, you can get past the cancellation spam by using a manager and work orders. You'll still get the spam messages but the jobs will automatically re-queue themselves until the order is finished.

4
DF Dwarf Mode Discussion / Re: Custom Stockpile Question
« on: September 17, 2014, 10:38:45 am »
The custom stockpile is needed as otherwise it will fill up with all kinds of useless.... well, refuse. I'm literally just thinking of a pile for butcherable remains to supply the butchers shop, like a plant stockpile for a still. I'll try just enabling corpses, I'm not at home now but I have a sneaking suspicion that there's still some issue there. That seems far too easy a solution for a game of df somehow...

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DF Dwarf Mode Discussion / Custom Stockpile Question
« on: September 17, 2014, 09:52:07 am »
Hey all.

I have this problem all the time when setting up a stockpile for butchers to use. No matter how many times I figure out how to do it, I always end up forgetting again. Basically I want to set up a custom stockpile that only accepts butcherable corpses for my dwarves to use, so as not to waste meat. Otherwise, in my experience, anything not a living tame animal or something dragged in by a hunter will be ignored and go to waste.

If someone could please just remind me of the correct settings so that I have a permanent written record of it to refer to next time, that'd be just great.

Cheers!

6
DF Dwarf Mode Discussion / Idea for embarking
« on: August 14, 2014, 06:40:28 pm »
I just downloaded the new version of DF starter pack for 0.40.08 and while picking skills for my starting 7 I came up with an idea that might be interesting.

What if instead of having preset skills chosen by the embark profile or selecting all of the skills yourself there was a third option, whereby you get given a list of say... 30 or so dwarves from the mountainhome, with similar skillsets to those you find on immigrants, from which you can choose 7 to take with you. Perhaps you could have one dwarf with fully customizable skills to act as the expedition leader, or something, as well and choose six friends for him to take with him.

Or any number of potentially interesting variations. This could provide an interesting new level of challenge to the early game, depending on the random pool of dwarves and what skills they started with. You could find yourself lacking certain skills at high levels at first. Of course with a few seasons of training it wouldn't matter so much, and it as always it becomes moot as soon as the giant migration waves start rolling in. Still got my fingers crossed that migrations will be changed one day to stop this happening though!

What do you all think?

7
DF Dwarf Mode Discussion / Re: I'm having dwarven's block. Help?
« on: December 18, 2013, 04:46:54 pm »
I don't know, as an avid player of both Eve and DF I have to say they are both challenging in different ways. in DF you have to puzzle your way through endless, counter-intuitive menus, overcome occasionally baffling game mechanics, and deal with the myriad problems and issues that arise with attempting to control 200 drunken, insane baby-killers. But you can happily just click away, see what happens and laugh at the incredible combat reports that ensue. Eve is very different, you can join a large coalition and be told what to fly, where to fly and who to shoot and get kills and be "successful". It's easy and a lot of people like it. But if you really dig into the underlying mechanics, how different ships and modules interact, spend some time out in solo or small gang pvp it's a very different animal.

I guess my point is that I've known a lot of people who couldn't figure out one game or the other (or both) and called them too challenging and quit. Personally I love both games because they are so challenging. It forces you to explore the world you've been given and think outside the box in order to conquer it. I think of both as worlds rather than true video games, literal sandboxes for me to play in and utilize imagination and often sheer bloody-mindedness to forcefully extract fun from them.

I guess the only real difference is in eve you're inflicting misery on real people instead of elves. Yay misery!

8
DF Dwarf Mode Discussion / Re: Vampirism and you
« on: December 10, 2013, 09:00:29 am »
I usually lock a vamp away as a combined book-keeper/manager, though I just realised that utilizing one as a trader could presumably work too. Since traders being too busy to trade because of eating or sleeping I know is a common and infuriating issue, why not burrow one of our fanged friends near the depot and ensure smooth trade relations with all? And once he's done lock him away again to return him to his managerial roles or whatever.

Only thing I can't recall is do vamps take breaks?

9
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 03, 2013, 02:28:00 pm »
It's easy really, make a one tile stockpile and set it to only allow artifact quality items, of the type and material of what you want in it. Make sure other stockpiles for mundane versions of that item type have artifact quality disabled. And be sure to disable bins if you want to actually see the item. Add traps, drawbridges/floodgates as a vault door maybe some guards at the door... gotta find something to keep the fortress guard busy! Or some captured monsters... whatever, go nuts! It'll give your adventurers something to aim for.

10
DF Dwarf Mode Discussion / Re: Big migrant waves
« on: December 02, 2013, 01:03:30 pm »
Ah the high lobster graces us with its august presence!

AFAIK, migration wave numbers are a function of both your wealth creation, and the population of your home civilization.

The largest migration waves I've had were in the 60's, and they're not the largest that have been reported.  It's completely normal.

if that is true even a small increase in wealth could cause a large increase in the size of migrant waves. Is wealth reported only once a year by the caravan/liaison for the purposes of migration waves like population? Or does it update more frequently?

11
DF Dwarf Mode Discussion / Re: Big migrant waves
« on: December 02, 2013, 11:51:31 am »
I've had some very large migrant waves early on, even without much in the way of value in the fort. Have you created a large amount of meals? Meals get a quality modifier which can give them potentially very high values with decent ingredients/large stacks of ingredients.

12
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 02, 2013, 11:44:37 am »
Nah, stick it in a weapon trap to boost the value of a room.
No traps allowed in this fort! Military only. I might do what I usually do with artifacts and put it in a custom stockpile in a private statue garden for the weaponsmith. I know that has no effect on room value, I just do it for my own aesthetic enjoyment really. Or make a room full of a number of one tile stockpiles deep underground as a treasure vault haha.

13
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 01, 2013, 01:12:16 pm »
It's an axe. I'll just be better off with my masterwork steel weapons. The kobolds can have the artifact.

14
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 30, 2013, 10:15:48 pm »
Just got my first mood in a new fort!

I never bother to cross-train my dwarves for moods, too much micromanagement for my liking. Plus I like seeing what kind of weird junk my idiotic highly creative dwarves come up with.
So I was pleasantly surprised when one of my weaponsmiths was chosen by Armok to create an artifact!

Sadly I had just used up all my steel outfitting the military. Guess what the only kind of metal bar left in the fort was?

Spoiler (click to show/hide)

Oh well, at least he is legendary, I guess that kinda makes up for it.

15
DF Dwarf Mode Discussion / Re: The Mystery of the Missing Ear
« on: November 10, 2013, 08:25:11 am »
Yeah that makes sense. At some point I may trawl through the legends and see if anything pops up.

Thanks!

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