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Messages - mirrizin

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466
DF Dwarf Mode Discussion / Re: Can construct, can't make
« on: January 03, 2016, 11:05:11 am »
I'm afraid I have no idea of where to look for bookcases (and paper, slurry, etc, since a library without either any writing material nor any books is rather pointless).

Others probably have a much better idea than I, including knowledge of if it's possible at all. If I was to try to do something like that I'd try to create a new 0.42.X game and then use a tool like Beyond Compare to compare all the files in the old save with the corresponding set of files in the new one, and then look at the differences between those files that look most likely. The entity_default.txt file is one such candidate, since it describes the races and their capabilities.
Before starting to change anything I'd definitely back up the save to ensure I could revert.
That does look rather labor-intensive. Per the previous comment on dwarven existential angst, I may be tempted to convert it into a coffeeshop. Ah, I can't build those. I supposed I'll convert it into a third tavern, then, and turn the reading rooms into bedrooms inn-wise, a temporary respite on the long walk to the temples. Yes, that is fitting. Thanks!  :)

467
DF Dwarf Mode Discussion / Re: Silk farm no longer working?
« on: January 03, 2016, 08:52:37 am »
Heh. I have a similar problem, though in my case...

The GCS managed to cripple itself on a weapon trap and lost a fight with a weaver. It proceeded to limp up the stairs toward my fort, while passing dorfs completely ignored it, and was caught in a cage trap.

I made a silk farm, to see if it would work, and it didn't. I assumed it was because of the injured state of the spider...

468
DF Dwarf Mode Discussion / Re: Can construct, can't make
« on: January 03, 2016, 08:50:25 am »
Check with your manager about options for making bookcases.

b- alt+c to place one
//Torrenal
I can "construct" bookcases via alt-c, but far as the manager and workshops are concerned, they don't exist. I'm likewise unable to make playable musical instruments.
Bookcases are new to 0.42.X, so older saves will probably not have the raws to construct them. Most or all of the new stuff will be unavailable to old saves. I would guess some extremely careful raw editing might allow you to make bookcases, but there's probably a great risk you'll end up wrecking things if you try.
You won't have any music instruments either, and since they're generated during world gen there's no reasonable way to add them afterwards. The old (unusable) instruments will probably still the there, but still be unusable. Poetry and dance forms are generated during world gen, but since they can also be generated during play there is some chance it might be possible for your dorfs to be the first ones to invent any of those.
That's what I was afraid of. My fort has the ability to designate taverns,temples, and libraries. So far, I think they've been telling stories continually, but I haven't noticed any poetry or dance. Curiously, they have been using the taverns and temples with enthusiasm per version 42, even though I had to switch versions to establish the tavern appropriately. I was hoping that bookcases would likewise cross over since they also aren't unique artifacts made at worldgen.

I really like this fort, and I *did* put some considerable effort into that library space, so it's really tempting to try to edit them in (library things in particular.) Where would I start looking if I wanted to try?

469
DF Dwarf Mode Discussion / Can construct, can't make
« on: January 02, 2016, 10:19:20 pm »
I'm guessing this is a bug caused by the fact that I started a game in 40.24 and moved it to 42.03, but I seem to be able to "build" a bookcase, but the option isn't turning up in my workshop menus.

As I just spent considerable effort digging out a proper library, I am rather miffed.

Should I report this one, or is there a way that I could edit libraries into the game so that I can build one appropriately? Or am I just going to have to use my imagination and pretend... :(

470
DF Dwarf Mode Discussion / Re: Claustrophobic miners
« on: December 31, 2015, 10:53:14 pm »
Maybe if the miner had no way to climb out he'd stay in the hole and finish the job?

Nope. The problem isn't that the miner is *choosing* to climb out of the hole (they climb out as freely as they climb back in, that is, never), it's that channeling under himself causes the miner to fall, a falling dwarf will attempt a wall-grab, a successful wall-grab results in a climbing dwarf, and a climbing dwarf will not path to jobs (they seem to path to a "safe" location, possibly a meeting area or their previous-idle location).

You can work around this issue by using up/down staircases instead of vertical shafts in most cases. Water will flow freely down a staircase, and refuse, minecarts, and even prisoners will fall down as well (prisoners have a fair chance of grabbing the walls, which is true in the case of a single-tile shaft too). You do need one tile of "free fall", so channel out the top of the stairway after it has been dug.

If you absolutely want a vertical shaft, you can dig channels in a 2x1 pattern, alternating which tile on each level. This will prevent the miner from falling, thus forcing him to complete the job just like in the old days. Then a simple cave-in to remove the ramps left will create a 2x1 vertical shaft straight down.
In this instance, it was a garbage chute, so stairs aren't an option.

Looking again, I think what may have made the difference later was that I had to build a wall around it in cavern 1. Once I was past that, the dorfs didn't (couldn't?) climb out anymore.

The incinerator is now operational.

Thanks for the analysis of what goes on, that makes perfect sense.

471
DF Dwarf Mode Discussion / Re: Cliffs of Hilarity
« on: December 31, 2015, 10:31:48 pm »
I know cliffs can make it easier- "Hey, Free Walls!" and all that, but I just thought it would be fun to build bridges across the gorge. Also, with a river right next to my fort, I can experiment with water to figure out wtf is going on there (totally not trying to build dwarf-lantis...)
That's the spirit!

472
DF Dwarf Mode Discussion / Re: Vampire Mayor vs. Dwarven Justice
« on: December 31, 2015, 10:28:36 pm »
I put up with a vampire mayor for years, because I didn't want, as player, to "take justice into my own hands."

His killing spree, assisted by a forgotten beast, set off a tantrum spiral that left two adults living, one of them the vampire.

Somewhere, after the dust had settled and they were starting to rebuild, a dwarven child, unarmed and unaided, threw a tantrum and beat the incarcerated monster to death with her fists.

That was one of the most glorious moments I've ever had happen in one of my forts. 8)

So you could always hope that something like this happens... 

473
DF Dwarf Mode Discussion / Re: Claustrophobic miners
« on: December 31, 2015, 12:00:55 pm »
At the same time, as the hole gets deeper (past the first cavern or so) the miner goes back to the old "dig til you drop" approach, and to their credit, they made the remainder of the dig without getting hungry or thirsty.

Curious...
I suspect it is at the point that the hole gets too deep to climb out of.
That makes sense.

474
DF Dwarf Mode Discussion / Re: Cliffs of Hilarity
« on: December 31, 2015, 11:09:04 am »
Cliffs aren't that dangerous in DF, and can actually make an embark safer because they provide natural walls.

It's a fairly common embark type, especially if you look for it. I rather like them also.

475
So, in that case, find the object and forbid it?

I'll check into that next time I start up.

476
I have one burrow for emergencies, and it's not active on at the moment.

477
DF Dwarf Mode Discussion / Unquenchable Desire, meet Unattainable Object
« on: December 31, 2015, 10:21:38 am »
So, I'm sure this is a problem others have addressed, might qualify as a bug, but if nobody minds I thought I'd ask...

Somewhere, deep in the depths of my fort, there is an unreachable item. For some reason, the fort has decided that it must be obtained. I've been getting a barrage of cancellation spam as dorfs pick up the job and promptly drop it like a hot potato.

Is there a way to use a menu to figure out what the offending item is so I can forbid it or find a way to dispose of it?

I've tried looking at the jobs menu, but of course that lets you zero in on the dorf, not the item, and it's not clear of the many haul jobs which one is the culprit. I strongly suspect it's a troglodyte part slowly disintegrating in a cavern lake, and look forward to either forbidding it or subjecting it to incineration.

478
DF Suggestions / Re: Earth demons
« on: December 31, 2015, 10:13:30 am »
Me too, but I thought this idea was interesting anyway.

479
DF Dwarf Mode Discussion / Re: Winning. Is. BORING.
« on: December 31, 2015, 10:11:40 am »
Having made the suggestion post, if I were to do such a thing, I would definitely make it a feature of the HFS and not something that would just occur. I don't like the idea of making extreme threats of this magnitude involuntary for the player. Maybe make one in ten demons or so an earth demon...

And even then, like I noticed before, I can already imagine what some solutions could be. It'd be another reason to do the old "build your entire fortress on top of a single support" trick.

Maybe there's a good principle: Establish a feasible game as the "norm" and make it up to the player ot make it more difficult rather than making the basic game more difficult by default.

480
DF Dwarf Mode Discussion / Re: Claustrophobic miners
« on: December 31, 2015, 09:36:07 am »
At the same time, as the hole gets deeper (past the first cavern or so) the miner goes back to the old "dig til you drop" approach, and to their credit, they made the remainder of the dig without getting hungry or thirsty.

Curious...

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