Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 162 163 [164] 165 166 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 440086 times)

Loci

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2445 on: January 10, 2016, 04:24:18 am »

They're ALSO refusing to spin regular cloth. There's a mood hung up by a lack of it, and they're flat-out saying there isn't any when there IS.

If you have any stockpiles linked to your workshop then only materials from linked stockpiles can be used. If you are storing your materials in bins then any job targeting a bin will block access to all the items already in that bin. A burrow with "Workshop" restrictions enabled can also cause problems (even if no dwarves are assigned to that burrow). If none of those apply a save would be helpful to diagnose the issue.
Logged

Detros

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2446 on: January 10, 2016, 05:19:31 am »

I cannot add labors to my initial dwarves after embark, I saw an error at some point that said something to the effect of "cannot add labors for non-citizens". What event has to occur for my dwarves to become citizens?
-Just realized I can add labors in DF but not in Dwarf Therapist.
Then you may rather head to Dwarf Therapist thread in Modding forum.
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Detros

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2447 on: January 10, 2016, 05:40:10 am »

Is there any way to write characters like "(" or "[" to ease selection of goods for trading? Or write case sensitively?
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

indyofcomo

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2448 on: January 10, 2016, 11:24:43 am »

I'm having difficulty with storage bins in stockpiles. The stockpiles seem to fill up with the appropriate items before the bins are moved into it, and then no more items are brought. I could move so much more into it, if the bins would just get in there first.

I tried making a stockpile and then letting it only take from links(of which there were none) to see if the bins would make there way there, but that didn't seem to work.
Logged

greycat

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2449 on: January 10, 2016, 01:32:50 pm »

I'm having difficulty with storage bins in stockpiles. The stockpiles seem to fill up with the appropriate items before the bins are moved into it, and then no more items are brought. I could move so much more into it, if the bins would just get in there first.

Hauling has undergone several revisions since 0.34 days.  Even then, it was still a bit more complex than you're making it out to be.  But now, it's several notches more so.

Let's say you have a leather stockpile, bigger than 1x1, with bins enabled.

The first thing the stockpile will do (and remember, stockpiles are smarter than dwarves; they can be treated as active beings) is look for a free bin and assign that bin to itself.  It does that by sticking <#nn> on the bin's label, where nn is the stockpile's ID number.  That bin might be in a different stockpile currently, or in a workshop, or on the floor... doesn't matter, as long as it's empty and not currently owned by any other stockpile.

At some point, a hauling job will be created to move that owned bin to the stockpile that owns it.  This will occur even if the stockpile's tiles are all full.  The bin will be placed on the same tile as an item (but not the same tile as another bin).  There is a strong preference for the upper left corner.

Wheelbarrows work very similarly, by the way.  You'll constantly be wondering "Where are the wheelbarrows in this stone stockpile?" because the game shows the stone, not the wheelbarrow, on a tile that has both a stone and a wheelbarrow.  Try the upper left corner first; that's where stockpiles like their wheelbarrows to be stored at first.

Now, once the stockpile has acquired an empty bin of its own, or learned that there are none available, it enters a steady state.  At this point, lots of different things may happen:
  • If the stockpile has some loose items, and some bins with space in them, hauling jobs may be created to transfer the loose items into the bin.
  • If the stockpile's empty bin becomes non-empty, the stockpile will look around for another empty bin outside of itself, and claim it.  Stockpiles always want to have one empty bin.
  • If the stockpile has empty tiles, it will look around for suitable items it can claim.  If it finds any, it will generate hauling jobs.  There are lots of possibilties, depending on the item in question.  A job may be generated to move a single item to a single empty tile.  Or, a job may be generated to gather up multiple items and move them to a container.  In older releases, sometimes a job would be generated to take a container out of the stockpile, and use it to scoop up multiple items; I haven't seen that happen in 0.42.
  • I think empty containers may also generate jobs, even if they're not part of a stockpile that accepts that kind of item.  E.g. a bag sitting in a furniture stockpile that only takes bags may suddenly acquire lots of seeds, if the seed stockpile is full.  I'm not sure if this is part of the stockpile's AI or not.

So, we need WAY more detail to diagnose a stockpile issue.  Like, WAY WAY more detail.  Starting with what kind of stockpile it is, what its settings are, and what's currently in it.

If you're not looking to do stockpile science, and just want a quick answer: make more bins.  Make a lot more bins.  You don't have enough bins, even if you've counted bins and think that you have enough.  Make some more.  Then make sure you have lots of idle dwarves.  Try taking your military off duty so they can haul stuff.  Then wait.  Usually after enough internal stockpile cogitation and beard-slave hauling jobs that you've been overlooking, the log jam will suddenly break, and you'll see that a dozen floor tiles are now clear, and the items have been binned.  You're perhaps not being patient enough.
« Last Edit: January 10, 2016, 01:38:51 pm by greycat »
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Skorpion

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2450 on: January 10, 2016, 04:35:25 pm »

No human or elven caravans. No human or elven civs in the list. However, humans and elves (and goblins) come to visit to play music and recite poetry.
Is that a sign that they all got stomped by the dwarves in worldgen?
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Hellzon

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2451 on: January 10, 2016, 07:46:40 pm »

No human or elven caravans. No human or elven civs in the list. However, humans and elves (and goblins) come to visit to play music and recite poetry.
Is that a sign that they all got stomped by the dwarves in worldgen?

There is some kind of bug that makes the human caravans not come even if you have contact with them, you might be hit with that one too. Human, elven and goblin visitors can be from any civilization since civs invade each others' settlements and don't put the original inhabitants to the sword. (The gobs are most certainly from a non-goblin civ.) Elven caravans, I dunno, they're probably wiped in your world.
Logged

indyofcomo

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2452 on: January 11, 2016, 08:32:08 am »

If you're not looking to do stockpile science, and just want a quick answer: make more bins.  Make a lot more bins.  You don't have enough bins, even if you've counted bins and think that you have enough.  Make some more.  Then make sure you have lots of idle dwarves.  Try taking your military off duty so they can haul stuff.  Then wait.  Usually after enough internal stockpile cogitation and beard-slave hauling jobs that you've been overlooking, the log jam will suddenly break, and you'll see that a dozen floor tiles are now clear, and the items have been binned.  You're perhaps not being patient enough.

I probably need to make a bunch more bins. I haven't counted in a while so I probably have way more stockpiles than I have mentally updated. I'll see about building a bunch and see how that effects things.
Logged

sirdanilot

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2453 on: January 11, 2016, 09:01:08 am »

Hey guys

I used to play Dwarf Fortress a long time ago, and I always used the DwarfTherapist utility with it. However now that I updated to the newest version I get the message that it isnt compatible. I can also not find a new dwarf therapist utility or anything similar.

Does anyone know of such a utility, which makes it easy to have an overview of the dwarves' tasks, skills, jobs etc.?

Without it I find the game kind of unplayable
Logged

Skorpion

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2454 on: January 11, 2016, 09:29:57 am »

Hey guys

I used to play Dwarf Fortress a long time ago, and I always used the DwarfTherapist utility with it. However now that I updated to the newest version I get the message that it isnt compatible. I can also not find a new dwarf therapist utility or anything similar.

Does anyone know of such a utility, which makes it easy to have an overview of the dwarves' tasks, skills, jobs etc.?

Without it I find the game kind of unplayable

http://www.bay12forums.com/smf/index.php?topic=122968.0

You're welcome.

EDIT:
How do I stop the mayor socialising and take a damn meeting?
« Last Edit: January 11, 2016, 11:23:56 am by Skorpion »
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

FrisianDude

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2455 on: January 11, 2016, 11:40:00 am »

I just got kinged. Will other nobles come too and need new rooms? Probably, I'd be amazed if the bit I'd dug out for the baron would be enough.
Logged
A tiny, foul-tempered humanoid creature that dwells in the evil mountains. They are known to enjoy drinking liquor and will take any unguarded supplies of booze.

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2456 on: January 11, 2016, 12:43:17 pm »

Getting a king is independent of the baron/count/duke.

There's a bug in 42.04 that indirectly prevents the baron from arriving, though.
Logged

FrisianDude

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2457 on: January 11, 2016, 01:08:37 pm »

nah I meant - my expedition leader, already there, became king.


Edit;

is it (still) possible to improve the physical attributes of Dwarves? Because I made a tiny mistake in selecting my militia commander - she's very weak. Not all that much an issue in the actual fight given that Goblins neglect to bring canopeners that can pass through steel but she's horribly slow this way.
« Last Edit: January 11, 2016, 04:56:50 pm by FrisianDude »
Logged
A tiny, foul-tempered humanoid creature that dwells in the evil mountains. They are known to enjoy drinking liquor and will take any unguarded supplies of booze.

greycat

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2458 on: January 11, 2016, 10:43:19 pm »

is it (still) possible to improve the physical attributes of Dwarves? Because I made a tiny mistake in selecting my militia commander - she's very weak. Not all that much an issue in the actual fight given that Goblins neglect to bring canopeners that can pass through steel but she's horribly slow this way.

Yes, to an extent.  A dwarf who starts out below average in strength will never be able to reach the maximum strength level, but you should be able to improve her substantially.  Military training is the best physical stat improver.  Things like Pump Operator that used to be great are no longer very good.

Armor User will also help her move around with armor on.  But until you get her some skill and some strength, you should consider using lighter armor on her.
Logged
Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

FrisianDude

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2459 on: January 12, 2016, 04:43:33 am »

Damn.  >:(

In that case there's no point in me burrowing her to her pump instead of letting her do practice drills.

Edit; thanks. Seems to have helped. I swapped one of her mail shirts + her breastplate for a leather armour and at least she's learning now. Three happy thoughts; improving fighting (demonstration), concentration and learning
« Last Edit: January 12, 2016, 05:17:00 am by FrisianDude »
Logged
A tiny, foul-tempered humanoid creature that dwells in the evil mountains. They are known to enjoy drinking liquor and will take any unguarded supplies of booze.
Pages: 1 ... 162 163 [164] 165 166 ... 268