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Author Topic: Minecart and Noble Problems  (Read 668 times)

Tristavius

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Minecart and Noble Problems
« on: December 07, 2012, 02:21:21 pm »

Hi all,

Firstly I know this is a bug and there's a tracker for that, but unfortunately I'm currently at sea and it's been blocked by the company internet, so apologies for the off topic but I'm desperate for some help.

I'm fairly new to DF, though I've chalked up hundreds of hours already... my first version was the Ironhand pack, inclusive of 34.11 (not the upgrade).  My world was generated by that package.  I'm on my second major fort now and still gradually reading my way through the wiki and I came across wheelbarrows and minecarts and realized I don't have any.

I did some googling and found where they need to be inserted into the tools and mountain sections, and sure enough they were missing so I added them to no effect.  Since then I have tried many, many ways of doing things.  I've downloaded vanilla and used the Ironhand upgrade, nothing.  I've even taken my games into vanilla, used vanilla raw files in the save game and still nothing.  They show in stock options but never for construction.  I also have tracks available.  Vanilla and the Ironhand upgrade both definately have them in the files.

Utterly confused.  Is it possible my world isn't capable of having them?  I hope not, I REALLY don't want to start over at this point.

Secondly I realized something else today... my first fortress got to max population, all nobles, huge economy, blah blah and I never got the option of a Baron or beyond.  The mayor was elected as normal.  My second even larger fortress is exactly the same.  The caravans visit like clockwork but it's just never offered.  Reading the wiki etc shows I am more than qualified to have them.

Any suggestions appreciated!
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Tristavius

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Re: Minecart and Noble Problems
« Reply #1 on: December 07, 2012, 02:25:14 pm »

Additional: no other mods used, no cheats, hacked, edits or anything that involves messing.
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Eoganachta

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Re: Minecart and Noble Problems
« Reply #2 on: December 07, 2012, 04:02:38 pm »


2) Let the dwarven merchants leave first before having the diplomat talk to your mayor. From what I understand there's a check that makes sure the last merchants have left safely that factors into there decision to promote your fort. So lock your mayor in his room for the duration of the merchant season with enough food and drink to keep him/her going. It is a bit of a bug.

EDIT for spelling
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Sutremaine

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Re: Minecart and Noble Problems
« Reply #3 on: December 07, 2012, 06:12:16 pm »

Can you order the job via the manager? If you don't know about the manager (perfectly possible), then follow these steps:

1. Go into the (n)obles screen. Select the manager option, and press Enter.
2. Pick a dwarf to take on the role. For this particular test you want someone who isn't doing much.
3. Assign that dwarf an office. To make an office you need to build a throne/chair, q over it, and then make it a room. The size of the room doesn't matter. (a)ssign the room, and pick your selected manager dwarf from the list.
4. This isn't strictly necessary, especially for a test run, but put a table next to the chair. Dwarves will treat the chair like it's in a dining room, and then complain about the lack of tables.

Now that you've got the managerial position set up, you need to give them a job order. (u)(m)(q) will get you to the job selection list, and from there typing in 'minecart' will narrow the job list down to the minecart-making ones. Pick one for which you have the raw materials, and press Enter twice. This will put the default one job on the list, and the manager will then sign it off in the office and after a short delay put it through to the appropriate workshop. Metal minecarts are made with the Metalcrafter skill.

It could just be that you're looking in the wrong list, or some other small thing (I dunno if this change to the raws requires a regen). Minecarts and other tools are in with Other Objects.
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Drazinononda

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Re: Minecart and Noble Problems
« Reply #4 on: December 07, 2012, 08:58:37 pm »

So you had to add the raws in yourself? First off, you're not using 34.11 like your first post says, because that's the current version (including minecarts and wheelbarrows).

Did you add a reaction to any of the workshops to make the tools? Having them defined in your raws makes them exist, but until you also add a reaction to make them, your dwarves don't know what you want them to do with the wood you give them. Reactions are necessary any time you want to turn one item into another at a workshop, in your case a log (or metal bars) into a wheelbarrow or minecart. For an example, here are the reactions for bronze-making:

Spoiler (click to show/hide)

And here is the reaction for clay crafts:

Spoiler (click to show/hide)

You'll have to add a reaction like this into your raws in order to be able to build the tools you've defined. The wiki page on reactions should have everything you need for reference.
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TruePikachu

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Re: Minecart and Noble Problems
« Reply #5 on: December 08, 2012, 02:42:18 am »

umm...

1. If he has to add the raws in himself, then it is NOT a version that has the hauling updates, and might cause bugs
2. Try without the graphics pack. There is a chance that is the problem.

3. What version? Windows SDL? Also we need the version number shown on the title menu.
4. Economy? The dwarves were renting rooms, buying goods, etc?
5. Barons are dependent on you giving offers to your caravan.

EDIT: Read post in more detail.


The raws should have minecarts and wheelbarrows defined if the world was generated in 0.34.08 or later. If the world was generated in an earlier version, however, I have heard the game has some builtin raws to offer the two. You should NOT have to change your raws in order to resolve the problem.

Please upload your save to dffd so we can look at it.
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« Last Edit: December 08, 2012, 02:51:21 am by TruePikachu »
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Sorcerer

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Re: Minecart and Noble Problems
« Reply #6 on: December 08, 2012, 06:01:45 am »

if the world WAS made in an earlier version tho, there's no way to re-add making those wheelbarrows and minecarts to the civilization, as you can't add Reactions post embark.
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Sutremaine

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Re: Minecart and Noble Problems
« Reply #7 on: December 08, 2012, 11:23:17 am »

You can alter an existing reaction to spit out wheelbarrows and minecarts (generally I use one of the smelter reactions for this, as there's always one that I'm never going to use in a particular fort), and then change it back once you've made a large batch of the things.

You could just start over with an all-34.11 game for doing something different, and keep the old fortress around if you want an established and populated base to do tests with.
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Tristavius

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Re: Minecart and Noble Problems
« Reply #8 on: December 08, 2012, 02:08:42 pm »

Hi all,

First of all thanks for the advice, it's much appreciated.  Using what you've said I've done some further investigations today.

- They do not show in the manager production menu
- A new world made in my Ironhand version IS able to make carts/barrows.
- A new fortress on my current Ironhand world IS NOT able to make carts/barrows.
- A new world in Vanilla IS able to make carts/barrows.
- A fortess in my current world is NOT able to make carts/barrows even when it's given the raw data from either of the working solutions above.

In short, for whatever reason, my current world just isn't capable of producing them.

Oddly I can confirm (at least from the start menu) that I AM on .34.11 (Windows).  I have a daily backup and even long before I started messing with raws etc trying to fix this they still show as .34.11.  I can only assume this is somehow wrong or that the Ironhand .34.11 full package for some reason was not able to build a world with them enabled.

I tried making new worlds for hours today, but I felt kind of depressed about the whole thing - I'd really started to get to know my first one, so reluctantly I've decided to stay put at least for now and let the little buggers work that little bit harder.  I'm sure carts would only have ended in some sort of lava-themepark themed rollercoaster anyway.

Sutremaine you may just have given me some hope!  I'll give it a go as there is a few spare reactions that's for sure.  My dwarfs are porbidden from pottery, keeping bees (evil things) and flower arranging.  I'll just need to spend a bit of time working it out... and I have plenty of that out here.

Will try and upload the saves tomorrow see if anyone can work it out... satellite internet though so the up speed tends to be pathetic... will see how it goes!

Now if you'll excuse me I have 20 odd mounted goblins and a bunch of their cave dragons stuck in a pit from an invasion a few mins ago.  Time to decide how to dispose of them.  As soon as my mayor joins them of course.
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