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Author Topic: DF2014 Question and Answer Thread  (Read 431351 times)

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3780 on: August 06, 2019, 06:58:06 pm »

Do metal wheelbarrows carry more than wooden ones?
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3781 on: August 07, 2019, 04:55:28 am »

Do metal wheelbarrows carry more than wooden ones?
No. They have the same tool definition and the same
[SIZE:30000]   [MATERIAL_SIZE:6]   [CONTAINER_CAPACITY:100000].
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Kathe

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Re: DF2014 Question and Answer Thread
« Reply #3782 on: August 08, 2019, 09:13:30 am »

I use Phoebus' tileset, I state it because I'm not sure if it affects the answer or not.
When a dwarf is doing "Socialize", in bright green text, is it different than "Socialize!" In bright magenta? I'm guessing yes, if so, how?
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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3783 on: August 08, 2019, 09:22:21 am »

https://dwarffortresswiki.org/index.php/DF2014:Need
Quote
Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. Listen to Poetry), or high-priority (magenta text with an exclamation point, e.g. Pray to Lorsīth!). Low-priority jobs may be cancelled to undertake a fortress job. High-priority jobs will not be cancelled for fortress jobs.

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3784 on: August 11, 2019, 11:29:19 am »

Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3785 on: August 11, 2019, 04:44:21 pm »

Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.
Same rarity as evil, in vanilla DF. For example: large island worldgen has
   [GOOD_SQ_COUNTS:24:244:0]
   [EVIL_SQ_COUNTS:24:244:0] .
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3786 on: August 13, 2019, 07:53:19 pm »

Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3787 on: August 14, 2019, 04:10:41 am »

Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={
A roller needs two power per one length of roller.
https://dwarffortresswiki.org/index.php/DF2014:Minecart#Roller
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3788 on: August 16, 2019, 09:33:44 am »

You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?
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TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3789 on: August 16, 2019, 04:43:13 pm »

You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?
Nope. A 257 x 257 world is already the size of Earth's moon, or the state of Maine.
http://www.bay12forums.com/smf/index.php?topic=107650.0

Or rumoredly use Cheat Engine to edit the memory contents of DF before worldgen:
https://gaming.stackexchange.com/questions/95960/how-do-you-generate-a-dwarf-fortress-map-bigger-than-257x257?rq=1
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3790 on: August 16, 2019, 11:38:03 pm »

You can do the latter with dfhack's gui/gm-editor instead, with fields much more descriptively named. Though I've tested below-pocket worlds instead (which I found to crash in generation occassionally, but the ones that generate successfully are embarkable), as 257x257 is already larger than necessary (in fact, when I've tried to maximize nr of large biomes in 257^2, I've gotten failures to generate (that disappear when replacing bunch with mountain, and no, this wasn't because requiring dwarves as playable civ), despite the 660ish biomes being way below even the 65k biome limit max you can set in editor).

Using CE was necessary when dfhack wasn't yet ready for 43.05 (which was quite a while longer than normal, given the 64-bit jump).
« Last Edit: August 16, 2019, 11:40:26 pm by Fleeting Frames »
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xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3791 on: August 18, 2019, 10:53:03 pm »

I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.
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Ulfarr

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Re: DF2014 Question and Answer Thread
« Reply #3792 on: August 19, 2019, 03:58:27 am »

Undwarfy solution: give them water  :P

About having plants but not being able to brew, you should check that:

1) you have lots of empty barrels/pots for brewing ( plant gathering often gives lots of small stacks of different plants and since each of this small stacks will require a barrel when brewing you're going to use up your barrel stock quite fast. When you get the chance consider investing in only a couple of highly skilled gatherers instead of lots of unskilled one, they won't be as quick but they'll produce bigger stacks of plants).

2) that said plants are brewable (Through the kitchen status screen. Also since you 'll be at that screen, disable any booze from being available for cooking. If you are having your dwarves cooking on auto then they are going to cook away all of your alcohol at the most unfortunate of times.)

3) If you have access to fruit bearing trees, make a couple of stepladders and set some gathering zones. It will greatly increase the output of your gatherers.


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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

TomiTapio

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Re: DF2014 Question and Answer Thread
« Reply #3793 on: August 19, 2019, 04:46:34 am »

I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.
Got enough empty barrels? j-m-q wooden barrel,  j-m-q rock pot, the job manager queue commands.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

xZippy

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Re: DF2014 Question and Answer Thread
« Reply #3794 on: August 19, 2019, 04:49:08 am »

Undwarfy solution: give them water  :P
I have 4 wells installed, so they have no reason to die of thirst. I solved the problem by just adding more plant gatherers and requesting extreme amounts from anyone I traded with.

Anyway, I forgot to ask this in my last post: is there a good way of dealing with vultures, because good god those things are annoying. Should I have a marksman squad defending my fort? I'm getting very tired of seeing job interruptions being spammed and constantly scaring my animals away. That crap is almost game ruining.
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