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Is there a way to set up stockpiles for specific ores? I can't find listings for realgar, kimberlite, etc. in the stockpile settings.
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# ? Mar 27, 2014 21:45 |
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# ? May 13, 2024 09:10 |
Eldiran posted:Thank you! I'm really glad people are liking it I agree that the kid didn't stick around long enough to really be meaningful, but for gameplay/pacing it was best to keep it short. This was a really good game. Every enemy is well introduced and designed. I think the elephant bone tornado things are a little TOO easy to dodge, but otherwise no problem. My only complaint would be the text, the entire game explains everything to you without words other than SAVE, from the orange crates, to the boulders to the planks, every enemy is done the same way, the text just seems a bit off, especially when you can sort of piece together what happened without a narration. I did however run into a bug in the final tunnel after the boss. My poor dwarf guy turned to the right and got stuck walking into a wall. Maybe you have a script that turns on auto run, and I might have hit right at the wrong time?
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# ? Mar 27, 2014 21:46 |
duralict posted:Is there a way to set up stockpiles for specific ores? I can't find listings for realgar, kimberlite, etc. in the stockpile settings. They aren't ores. They're just stones.
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# ? Mar 27, 2014 21:56 |
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scamtank posted:They aren't ores. They're just stones. I don't know what else to call them, it's the stones that appear in "vein walls" instead of "rock walls". In any case I still can't find where I can allow/forbid them in the stockpile settings, they just don't seem to have an entry.
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# ? Mar 27, 2014 22:19 |
duralict posted:I don't know what else to call them, it's the stones that appear in "vein walls" instead of "rock walls". In any case I still can't find where I can allow/forbid them in the stockpile settings, they just don't seem to have an entry.
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# ? Mar 27, 2014 22:23 |
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duralict posted:I don't know what else to call them, it's the stones that appear in "vein walls" instead of "rock walls". In any case I still can't find where I can allow/forbid them in the stockpile settings, they just don't seem to have an entry. ahahah e: gently caress beaten like a wrestler fighting a giant sponge
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# ? Mar 27, 2014 22:28 |
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This is what I've got: Why wouldn't it show all the stones? e: vv well I feel dumb. I had no idea it was paginating, because of the 6 inches of empty space at the bottom of the list on my screen. duralict fucked around with this message at 00:50 on Mar 28, 2014 |
# ? Mar 27, 2014 23:03 |
Did you try paging through the list on the right? It's longer than one page.
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# ? Mar 27, 2014 23:09 |
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Dementedghost posted:This was a really good game. Every enemy is well introduced and designed. I think the elephant bone tornado things are a little TOO easy to dodge, but otherwise no problem. Thanks! And yeah, I kind of agree about the text. I really wanted a satisfying ending, though, and I figured plenty of people wouldn't really get into it without some more explicit explanation. Now that is an interesting bug. There shouldn't be any auto run goin' on there... did you get stuck permanently, and have to reload the game? (Musta been annoying to glitch out right after beating that boss) Thanks for the feedback!
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# ? Mar 28, 2014 02:57 |
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Life is cruel to dwarves sometimes. I just had a baby transform into a werewolf in its mother's arms, who then tossed him into the fort's primary indoor water source with no way out. I'm in a haunted embark, so when he changes back and drowns I'll probably have a baby dwarf corpse swimming around in his mother's drinking water. Armok pretty much said "gently caress you, kid" before he could even walk.
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# ? Mar 28, 2014 03:47 |
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Is there a reason every world I generate has tons of ONE kind of ore and gems, but nothing else? Last three worlds have been like this no matter where I embark. I've tried messing with the mineral scarcity settings because I've heard that extremely low values cause issues, but even at the default values and higher I'm running into this. For example, the last world I genned had a site with five z levels of nothing but gypsum and fire agate in conglomerate.
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# ? Mar 28, 2014 04:12 |
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So, cavern floor fungus. I want it, but when I breached the caverns it doesn't have any. I'm searching for maybe another cavern deeper down, as the highest one was pretty near the surface, but no luck finding a different, deeper cavern so far. Am I screwed out of floor fungus? Is there a command in DFHack or something that will just let me turn it on?
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# ? Mar 28, 2014 05:48 |
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Mystery Prize posted:Is there a reason every world I generate has tons of ONE kind of ore and gems, but nothing else? Last three worlds have been like this no matter where I embark. Similarly, I can never seem to find hematite at my embark sites, even when I use the prospect feature in DFHack.It's all malachite and cassiterite.
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# ? Mar 28, 2014 08:20 |
duralict posted:e: vv well I feel dumb. I had no idea it was paginating, because of the 6 inches of empty space at the bottom of the list on my screen. DF taking full advantage of available window real estate is kind of a crap shoot. Case in point: the worldgen screen.
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# ? Mar 28, 2014 16:52 |
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Makaris posted:So, cavern floor fungus. I want it, but when I breached the caverns it doesn't have any. I'm searching for maybe another cavern deeper down, as the highest one was pretty near the surface, but no luck finding a different, deeper cavern so far. Am I screwed out of floor fungus? Is there a command in DFHack or something that will just let me turn it on? I'm not sure what would cause fungus to not be present in the caverns. I've never seen that before. You could try digging down to the crypt or abyss but but if the top layer is missing fungus I don't see why they wouldn't be as well. EVA BRAUN BLOWJOBS posted:Life is cruel to dwarves sometimes. I just had a baby transform into a werewolf in its mother's arms, who then tossed him into the fort's primary indoor water source with no way out. I'm in a haunted embark, so when he changes back and drowns I'll probably have a baby dwarf corpse swimming around in his mother's drinking water. How the hell did a baby turn into a werewolf?
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# ? Mar 28, 2014 16:55 |
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Internet Kraken posted:How the hell did a baby turn into a werewolf? Chalking it up to Masterwork weirdness. He was listed as a "baby werewolf" instead of just a werewolf in the unit list after transformation. No corpse baby in the end, he jumped out of the pool and got hacked up by a swordsdwarf.
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# ? Mar 28, 2014 19:26 |
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Internet Kraken posted:I'm not sure what would cause fungus to not be present in the caverns. I've never seen that before. You could try digging down to the crypt or abyss but but if the top layer is missing fungus I don't see why they wouldn't be as well. Yeah I have no idea. Every other cavern I've ever breached had all the usual mushroom trees and fungus floors. This one's just regular stone, and it's muddy. No clue. I'll keep searching but it'd be neat if there was a utility that just told the game 'yeah you found fungus' so that'd it'd start generating on it's own.
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# ? Mar 28, 2014 19:48 |
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Makaris posted:Yeah I have no idea. Every other cavern I've ever breached had all the usual mushroom trees and fungus floors. This one's just regular stone, and it's muddy. No clue. I'll keep searching but it'd be neat if there was a utility that just told the game 'yeah you found fungus' so that'd it'd start generating on it's own. I've heard that can happen if you reclaim. Did you reclaim? Or does the reclaim bug make the mud disappear too? So many bugs to keep track of.
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# ? Mar 28, 2014 20:06 |
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Didn't reclaim. I think that bug is related to making the mud vanish.
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# ? Mar 28, 2014 20:40 |
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Makaris posted:I'll keep searching but it'd be neat if there was a utility that just told the game 'yeah you found fungus' so that'd it'd start generating on it's own. I haven't tried it, but this DFHack command looks like it should let you do just that. https://github.com/DFHack/dfhack#feature
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# ? Mar 28, 2014 21:59 |
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Oh you bastards and your wonderfully laid out megathread with bundled mods and tilesets. I'm in, Let's see how long I can keep "Tubecrafts" afloat. Strike the earth!
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# ? Mar 28, 2014 22:42 |
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Hesh Ballantine posted:Oh you bastards and your wonderfully laid out megathread with bundled mods and tilesets. I'm in, Let's see how long I can keep "Tubecrafts" afloat. Strike the earth! With that sort of name, your only export to the mountainhomes should be pipe sections. Would make for a fun challenge fortress.
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# ? Mar 28, 2014 22:50 |
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Design the entire fort to look like a level from a Mario game. Every building is connected by a series of olivine pipes. VVV Dwarves are better at working metal. Internet Kraken fucked around with this message at 00:00 on Mar 29, 2014 |
# ? Mar 28, 2014 22:52 |
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So why is everyone stuck in the bronze era (sans crossbows) except dwarves.
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# ? Mar 28, 2014 23:58 |
Toady didn't know enough about metallurgy to come up with a neat dwarven advantage, I guess. So everybody else stopped having access to steel.
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# ? Mar 29, 2014 00:11 |
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Apoffys posted:I haven't tried it, but this DFHack command looks like it should let you do just that. Brilliant man, you are awesome. It listed off a bunch of cavern options as 'shown', but a few were still hidden, perhaps just off map. Set to those to show and bam, done. Thanks again.
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# ? Mar 29, 2014 03:56 |
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How do I keep Urist McBrassballs, hunter, from making a final last stand everytime she gets amubushed?
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# ? Mar 29, 2014 21:32 |
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Internet Kraken posted:I'm not sure what would cause fungus to not be present in the caverns. I've never seen that before. You could try digging down to the crypt or abyss but but if the top layer is missing fungus I don't see why they wouldn't be as well. I see these mud caverns all the time, I just figured they were another type of cavern biome, kinda like how you get the lake caverns that are almost completely water, and the "desert" caverns with the blood thorns.
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# ? Mar 29, 2014 21:55 |
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In all the games of DF I've played I've never seen a cavern without any fungus. Maybe its related to world generation? I'm not sure how but if you generated a really small world it might be possible for a species to be eliminated early in generation and thus never show up. I have no idea if that is possible, probably not but I'm just throwing out random explanations.
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# ? Mar 30, 2014 07:54 |
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I've somehow created a pit that invaders want to go into. There's nothing down there at all and it doesn't lead anywhere, it's just a pit near the entrance, but the goblins keep walking down the access stairs and just standing around at the bottom of it for months, with the corpses of whoever actually falls into it.
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# ? Mar 30, 2014 10:12 |
duralict posted:I've somehow created a pit that invaders want to go into. There's nothing down there at all and it doesn't lead anywhere, it's just a pit near the entrance, but the goblins keep walking down the access stairs and just standing around at the bottom of it for months, with the corpses of whoever actually falls into it. Could be one of the pathfinding bugs related to sieges and unit leaders. Sometimes the unit will mill around the last known location of their leader if he died, or even worse, if the unit leader has a flying or swimming mount, the leader will go 1 Z level into the air or down into the water and the entire unit's pathfinding will break.
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# ? Mar 30, 2014 15:40 |
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duralict posted:I've somehow created a pit that invaders want to go into. There's nothing down there at all and it doesn't lead anywhere, it's just a pit near the entrance, but the goblins keep walking down the access stairs and just standing around at the bottom of it for months, with the corpses of whoever actually falls into it. The hole was made for them Actually, I think invaders will just chose relatively random areas to hang out if they can't path to your civilians or find any buildings to destroy. Usually it will be around what the game considers to be the entrance to your fort, but in typical DF fashion whatever te game does to determine that isn't perfect. So they might be in the hole just because if you ignore the impassable walls its close to your dwarves. If you opened up an actual entrance, no doubt they would all come charging towards it like sharks homing in on a wounded seal. Neurion posted:Could be one of the pathfinding bugs related to sieges and unit leaders. Sometimes the unit will mill around the last known location of their leader if he died, or even worse, if the unit leader has a flying or swimming mount, the leader will go 1 Z level into the air or down into the water and the entire unit's pathfinding will break. This can also happen. If their is a goblin commander's corpse in the hole they might be hanging out next to it, possibly conducting a ritual to gain advice from beyond the grave.
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# ? Mar 30, 2014 16:12 |
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Internet Kraken posted:In all the games of DF I've played I've never seen a cavern without any fungus. Maybe its related to world generation? I'm not sure how but if you generated a really small world it might be possible for a species to be eliminated early in generation and thus never show up. I have no idea if that is possible, probably not but I'm just throwing out random explanations. Sometimes you get a no water/mud only caverns through all three layers.
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# ? Mar 30, 2014 16:47 |
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Hesh Ballantine posted:Oh you bastards and your wonderfully laid out megathread with bundled mods and tilesets. I'm in, Let's see how long I can keep "Tubecrafts" afloat. Strike the earth! Welp, ol' Tubecrafts made it about three winters before a were-rear end and a minotaur arrived within two seasons of each other, cue tantrum-spiral Onward we go with "Cobaltrings" and yes, I will try to mine a source of cobalt and exclusively export cobalt rings to mountainhome.
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# ? Mar 30, 2014 17:45 |
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Internet Kraken posted:In all the games of DF I've played I've never seen a cavern without any fungus. I play with aquifers off and I get this all the time.
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# ? Mar 30, 2014 21:15 |
Aquifers don't affect cave water levels at all. The dampness is determined in worldgen.
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# ? Mar 30, 2014 21:17 |
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Internet Kraken posted:So they might be in the hole just because if you ignore the impassable walls its close to your dwarves. If you opened up an actual entrance, no doubt they would all come charging towards it like sharks homing in on a wounded seal. Nope, there's an unblocked entrance to the fort. But now caravans have started bypassing it too, for no explicable reason (there's an open three-tile-wide path straight into the fort from multiple edges but the Depot Accessibility view green line just stops 2/3 of the way down). I don't know wtf is going on with the pathing in this fort.
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# ? Mar 30, 2014 21:46 |
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duralict posted:Nope, there's an unblocked entrance to the fort. But now caravans have started bypassing it too, for no explicable reason (there's an open three-tile-wide path straight into the fort from multiple edges but the Depot Accessibility view green line just stops 2/3 of the way down). I don't know wtf is going on with the pathing in this fort. Okay yeah if there's a path into your fort and invaders aren't gunning for it something has definitely gone horribly wrong with the pathing. My recommendation is to introduce magma to the pit.
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# ? Mar 30, 2014 23:08 |
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Internet Kraken posted:Okay yeah if there's a path into your fort and invaders aren't gunning for it something has definitely gone horribly wrong with the pathing. You guys want to solve everything with magma. I had an idea for a broiler room. Floor made of steel grates, two reservoirs of magma and water directly beneath separated by a magma-safe floodgate. When the invaders step on the pressure plate, the doors seal and the floodgate opens.
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# ? Mar 30, 2014 23:13 |
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# ? May 13, 2024 09:10 |
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Vengarr posted:You guys want to solve everything with magma. As far as I know, steam doesn't hurt people like it used to, now it's just a gentle cleansing. You could put your dwarves in the steam room instead, maybe they'd like it!
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# ? Mar 30, 2014 23:29 |