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Author Topic: DF 2012v0.34 question and answer thread  (Read 886235 times)

Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #300 on: February 28, 2012, 09:23:46 am »

On the "nails never heal thing", where am I looking in the RAWs so I can make these things heal? Even if it has no effect, the wound being there bugs me.
raw/objects/tissue_template_default.txt

The tissue definition token wiki page lays out the default healing rate of all templated tissue types.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

gorge

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Re: DF 2012v0.34 question and answer thread
« Reply #301 on: February 28, 2012, 02:24:29 pm »

Does changing the tissue definition take effect immediately or require a new world?
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #302 on: February 28, 2012, 02:30:23 pm »

You can do it on the fly. Did it to a captured bronze colossus once because I was worried that it would break during archery practice. Note that adding a healing rate to nervous tissue will only affect spinal injuries. Motor and sensory nerves are an on/off thing controlled by the [HAS_NERVES] tag.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

Sphalerite

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Re: DF 2012v0.34 question and answer thread
« Reply #303 on: February 28, 2012, 02:31:17 pm »

Changes to creature raws (including tissue definitions) should take place immediately.  Make sure you are editing the raws in your save folder rather than the default raws.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Nil Eyeglazed

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Re: DF 2012v0.34 question and answer thread
« Reply #304 on: February 28, 2012, 03:33:05 pm »

What would be the best way to create some sort of early warning system? Basically I'd just like to know when some new critters have spawned in the caverns so I can go kill them. Constantly checking the unit screen is annoying, but if I don't I might get a building destroyer rampaging into my fortress :/

What you could do, if you're confident in your military, is establish an order to defend the cavern burrows, and schedule a couple of squads for that order.  If you were to do that, as soon as something spawned down there, any military scheduled for cavern defense would go attack it.

If you're uncomfortable/unknowledgeable about military orders, I could explain how to do this in detail; military orders are intimidating, but they can also be fun once you get the hang of it.
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.

Yaotzin

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Re: DF 2012v0.34 question and answer thread
« Reply #305 on: February 28, 2012, 03:44:07 pm »

No I'm fine with it, I just want them training all the time hehe.

Perhaps I'll just relieve them from training duties when I hit the caverns and they can instead protect them.
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #306 on: February 28, 2012, 03:58:19 pm »

What I generally do with caverns is deal with them early. Breach them with a single staircase, build up/down stairs and seal them off as I go, and then later on when I want to expand the military gets stationed there specifically. I try and do this in the first year so that there are no FBs waiting for that one hole in the wall.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
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.

Nil Eyeglazed

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Re: DF 2012v0.34 question and answer thread
« Reply #307 on: February 28, 2012, 04:22:32 pm »

No I'm fine with it, I just want them training all the time hehe.

Perhaps I'll just relieve them from training duties when I hit the caverns and they can instead protect them.

Well, if you just want a sort of safe way to leave the caverns open but not get any building destroyers up in your business, then you could build a few traps around and bait them with furniture.  This is a nice thing to do anyways, because it's always nice to cage a GCS.  All you got to do is make sure that any BD at map edge has a shorter path to your furniture trap than to the entrance to your fortress.

Obv, it won't work with trap-avoid BDs, but, if I'm not mistaken, the only ones of those are FBs, which give you a pause+recenter announcement by default.  Given the right artifact, you can even make a FB tarpit with drawbridges, to contain them (for later obsidianification, marksdwarf training, redirection through webbed cage traps, whatever).
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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.

knutor

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Re: DF 2012v0.34 question and answer thread
« Reply #308 on: February 28, 2012, 04:28:56 pm »

Is there a way to size up the TrueType font without adjusting the display of the ASCII tiles at all?

C:\...\Desktop\df_34_02_win\data\art\fonts.ttf.  I'd love to use that 18 size too, my eyes are old and its hard to see 12.  I've tried renaming and replacing fonts.ttf, with a taller expanded font.  No luck.  Now I'm back to keep the original, however, I use another to install and play with, than what I use to generate worlds(no to truetype), its so hard to see that tiny print.  That's only way I was able to do it.  If you find another way, please share it.  Good luck, Knutor
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

Yaotzin

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Re: DF 2012v0.34 question and answer thread
« Reply #309 on: February 28, 2012, 04:38:13 pm »

Is clay stored somewhere else now or is the disappearance from the stone stockpile a bug?
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Micro102

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Re: DF 2012v0.34 question and answer thread
« Reply #310 on: February 28, 2012, 07:50:48 pm »

I am trying to make a squad of marksdwarves but they won't pick up their quivers. I can't assign them as equipment in the equipment screen. I have an archery range set to training and aligned properly, bolts, they have crossbows.... I just don't know what to do. I just got over 80 dwarves and need these guys.
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Farmerbob

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Re: DF 2012v0.34 question and answer thread
« Reply #311 on: February 28, 2012, 08:22:35 pm »

What would be the best way to create some sort of early warning system? Basically I'd just like to know when some new critters have spawned in the caverns so I can go kill them. Constantly checking the unit screen is annoying, but if I don't I might get a building destroyer rampaging into my fortress :/

Also, as I've never seen one, how can I find a cave dragon?

You can build a glass window pillbox, or guard tower.  Put a tame bird or cat or dog in it or something else that's not a pet, and does not need pasture.

See here:  http://www.bay12forums.com/smf/index.php?topic=79133.0

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How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

Ploder

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Re: DF 2012v0.34 question and answer thread
« Reply #312 on: February 28, 2012, 09:58:47 pm »

The trade caravan is here, but for some reason, all the gorgeous, valuable statues I made don't show up on the menu to bring them to the depot. What totally simple step am I missing?
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Farmerbob

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Re: DF 2012v0.34 question and answer thread
« Reply #313 on: February 28, 2012, 10:04:16 pm »

The trade caravan is here, but for some reason, all the gorgeous, valuable statues I made don't show up on the menu to bring them to the depot. What totally simple step am I missing?

Have you used the search function to search for them by item name, rather than category?  I'm not sure what category they would fall into.

Also note, you're going to have to buy a lot of heavy items to sell many statues.  Large domestic animals are good.
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How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

nightwhips

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Re: DF 2012v0.34 question and answer thread
« Reply #314 on: February 28, 2012, 11:44:45 pm »

I just forbid something a possessed mason was working on, after he had started construction. Is he screwed? The pig iron bar doesn't seem to be TSK even though I unforbid it...
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: Miner dwarves? In my volcano?

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They die, and their parents care nothing because legendary dining room.
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