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Author Topic: Adventurer Fort: still useful i guess  (Read 140342 times)

Drazinononda

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #75 on: July 26, 2013, 08:44:11 pm »

Is there a way to melt an object?

I was wondering the same thing... I think the problem is probably that there's no way to set a Melt tag on an object as an adventurer. If that change can be arranged... then you should just be able to do a Melt Object job at the smelter, assuming all the buildings use Fort mode logic, since it would grab the nearest available melt-tagged object.
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Children you rescue shouldn't behave like rabid beasts.  I guess your regular companions shouldn't act like rabid beasts either.
I think that's a little more impossible than I'm likely to have time for.

Kelenius

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #76 on: July 27, 2013, 08:05:26 am »

Seems that to get a pick, I'll have to do it with fortress mode. owo

Edit: jackpot, I found a pick in a lair~
« Last Edit: July 27, 2013, 08:43:09 am by Kelenius »
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squishynoob

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #77 on: August 13, 2013, 06:02:30 am »

I seem to have a problem with growing plants...

I do like this:
Code: [Select]
1)dropping seeds on a farm plot ('~' = farm ground, '.' = dropped seed)
@~~~

 .@~

 ...@

2)using plant/harvest (hold down tab and move)
@...

 =@.

 ===@
I obtain the '=' tiles after sowing. However after a while they all simply disappear. Is it a bug, or am I just not doing it right?
« Last Edit: August 13, 2013, 06:04:19 am by squishynoob »
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nater

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DF
« Reply #78 on: August 15, 2013, 02:25:40 am »

Hey guys, I've been playing the adventure mode of DF for a month or so now, and have recently been trying the mods. However every time I try using the advfort workhsops, they place down and build, but I can never get the 'Tab' menu to open, I don't know if I am doing something wrong or what, looked all over for an answer, thanks for any help.

Edit: Finally got the workshop to be built, read that they need materials. Now just to figure out all the materials I need, any way to see?
« Last Edit: August 17, 2013, 10:26:44 pm by nater »
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Timeless Bob

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Advfort succession game
« Reply #79 on: August 15, 2013, 09:02:51 pm »

I figured I'd link to my new game concept here, since it'll be using your utility pretty often.  Helpful suggestions and (of course) involvement appreciated.
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McFeel

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #80 on: November 01, 2013, 04:13:23 am »

Hello,

  I have been testing this plugin these days, and I have found an annoying bug. For work with this plugin I use the Dfusion option to create a site (you can sleep and your work won't dissapear), and then I define it as lair (your items won't be scattered), but when I deconstruct something all the items in the site are dropped in my feets. There are solution about this?
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Rumrusher

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #81 on: November 01, 2013, 05:33:57 am »

Hello,

  I have been testing this plugin these days, and I have found an annoying bug. For work with this plugin I use the Dfusion option to create a site (you can sleep and your work won't dissapear), and then I define it as lair (your items won't be scattered), but when I deconstruct something all the items in the site are dropped in my feets. There are solution about this?
best counter measure to that is to keep every item in a chest, though I thought we fix that issue, which version of Advfort are you using?
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

McFeel

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #82 on: November 01, 2013, 07:43:44 am »

I use the one that comes with DFHack r3.
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MeTekillot

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #83 on: November 16, 2013, 11:13:16 pm »

Sometimes continuing work on buildings just ceases to work for me. I'll careful-move into the building (carpenter's shop, for this example), there will be materials that can be used nearby (logs) but nothing happens. There's no working(-1), nothing. It just ceases to work of seemingly its own accord. This is the version that comes with the dfhack r3.
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MeTekillot

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #84 on: November 17, 2013, 01:15:54 am »

Removing constructions also spawns every loose item on the site at your feet.
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Rumrusher

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #85 on: November 18, 2013, 12:29:39 am »

Sometimes continuing work on buildings just ceases to work for me. I'll careful-move into the building (carpenter's shop, for this example), there will be materials that can be used nearby (logs) but nothing happens. There's no working(-1), nothing. It just ceases to work of seemingly its own accord. This is the version that comes with the dfhack r3.
fort mode jobs will cancel if the person needs are too high, so if your hungry or thirsty or sleepy you just end up not doing the job and go off to feed or sleep.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

MeTekillot

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #86 on: November 18, 2013, 04:40:50 am »

As it turns out, I needed to have the items in my inventory instead of laying nearby to start a build job, which I found odd. How is it you said the steps you needed to take to properly set up a cage trap with advfort?
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Rumrusher

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #87 on: November 18, 2013, 03:40:03 pm »

uhh one you need someone else to set up the trap for it to properly work due to adventurer's observe skill would disarm it right as you build it. traps don't really work on the living in adventurer mode but work great on the undead.
but to set up a cage trap you need to build a cage on the trap which is kinda impossible to do with a fresh copy of Advfort since Warmist add a fools lock on building so you don't accidentally build your crafts into the workshop.
you need to use Advfort -c or one of the additional bypass to arm a trap.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

MeTekillot

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #88 on: November 18, 2013, 03:51:54 pm »

My dreams of caging and taming aurochs are but for naught, then?
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Rumrusher

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Re: Adventurer fort building (aka dfhack r3 was released)
« Reply #89 on: November 19, 2013, 08:53:09 pm »

My dreams of caging and taming aurochs are but for naught, then?
well yes and no,
you could dive into Gm-editor and slap on a Civ for any wild animal and that would stop them from being hostile so you could tame them that way.
no as in you can't do that normally in Fort mode jobs since the Tame flag has no effect in adventure mode. so even if you tamed the wild beast normally they would still be hostile.
which being said it's easier to make a wild animal a companion.  though that would take a script or two to remove all hostilities from the beast.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes
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