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Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 80370 times)

windalu

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #255 on: July 18, 2014, 03:09:38 am »

Hey i have a question:
Im trying to spawn in a crate of heavy electrical equipment with the createitem command. But nothing that i type works! Can someone tell what need to spawn it in?

it would be much easier to spawn the raw materials needed to produce electrical components. I ususaly embark with 2 iron bars and a few more copper bars so that I do not depend on finding the right ore veins.
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windalu

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #256 on: July 18, 2014, 03:19:40 am »

could someone reccomend a good indoor powerplant setup? I tried making 2 long waterwheel trenches (~20x3) on top of each other with pumps moving the water from the lower to the upper trench. However, I never got all the waterwheels to produce power. It looked like when the water reaches 7/7 under a specific wheel, that wheel stops. So I was wondering if someone has figured out a more efficient way :)

(I know it is a generic question, but I figured power is a gnomish thing more than anything else)
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omniclasm

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #257 on: July 18, 2014, 03:43:26 am »

Indoor power setups pretty much rely on steam engines or their magma version.

Underground waterwheels need screwpumps, and generally destroy FPS. Even a 2 waterwheel setup will wreck your frame rate, they also have the problem of leakage, so they aren't entirely "build and forget".

I always just embark on a brook, build long rows of waterwheels and then seal it off.
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vonsch

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #258 on: July 18, 2014, 09:51:59 am »

I remember a crash when workers use a minecart in a reaction, which is used on a track. the game crashes, because it still thinks the minecart should be there, but suddenly disappears. Maybe being stolen has a similar effect?

Thinking more, I think the one stolen may have been one used for a quantum stockpile and probably had some items in it. So maybe it relates to some action a gnome had queued using that minecart?

That said, I had another crash later with no suspect trigger of any sort. Went back to last save and am quicksaving more often to keep save more current which may allow reproducing it if it recurs.
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Guthbug

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #259 on: July 21, 2014, 09:22:11 am »

I haven't experimented with the automatic workshops, so I can't help with that.

My chief complaint with gnomes is the nature credit system. About the time I get it built up, a bunch of monkeys will charge into my fort looking to steal a handy hat or a pair of roller skates and then they get slaughtered by some armored grizzly bear or a giant steel robot spider. Then you'll check credit again and you're -20,000 points for killing some poo-flinging monkeys. Normally I just say "screw nature" and run the fort with robots.

"Oh, how sweet ... you tamed a cougar and put a helmet on it. I have a steel mechanical dragon with a flame turret standing by the front door. "

My last gnome fort was near a tower. I had an army of steel clockwork gorillas fighting zombies upstairs while deep below ground my rollerskating gnomish chainsaw squad was preparing to sally forth.

I love Masterwork. :)
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King Doom

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #260 on: July 22, 2014, 05:41:05 am »

Can anyone tell me why the embark items page is borked? instead of individual entries for weapons it just lists stuff like 'copper weapons' 'steel weapons' and so on, and the digging impliments just lists pistols. I mean, you probably could dig with a gun, but...
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Guthbug

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #261 on: July 22, 2014, 09:07:25 am »

Can anyone tell me why the embark items page is borked? instead of individual entries for weapons it just lists stuff like 'copper weapons' 'steel weapons' and so on, and the digging impliments just lists pistols. I mean, you probably could dig with a gun, but...

A TRUE gnome could! :)

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Guthbug

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #262 on: July 22, 2014, 10:42:26 am »

Ok, playing this morning an idea occurs to me ...

Why not a warpstone reactor for gnomes? :)

Could you have something provide power AND provide additional functionality such as mutation, etc?
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vonsch

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #263 on: July 22, 2014, 01:10:53 pm »

I'm trying to use leather (in this case rigid chitin) padded armor as my training gear, but it's being produced with X or XX damage from the leatherworker. It produces leather adjustable armor fine (at least, rigid shell and rigid scale, which is all I have tried so far.)

Hmm, after it not showing up on the specific equipment lists, when I created a uniform using it and assigned that to my trainees, they equip it despite the damage. Odd.

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greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #264 on: July 22, 2014, 01:13:53 pm »

Can anyone tell me why the embark items page is borked? instead of individual entries for weapons it just lists stuff like 'copper weapons' 'steel weapons' and so on, and the digging impliments just lists pistols. I mean, you probably could dig with a gun, but...

You messed up your install (the raw files) somehow.  Possibly by extracting a new version on top of an old version, or by messing around with the files manually, or maybe even due to some glitch in the GUI launcher program.

Try a fresh extraction in a brand new directory.
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #265 on: July 22, 2014, 03:00:55 pm »

Ok, playing this morning an idea occurs to me ...

Why not a warpstone reactor for gnomes? :)

Could you have something provide power AND provide additional functionality such as mutation, etc?

The Cosmic Gear uses warpstone.  It allows you to mess around with time.

For those of you having problems with nature merit, make sure you aren't keeping pets in cages.  Killing wild animals shouldn't lower your score that much.  If you aren't sure what's causing it, check the dfhack console when you run a check.

I guess it would be more useful if you could use it to tame titans...

Guthbug

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #266 on: July 22, 2014, 04:03:42 pm »

Hrm. I'm not sure. I don't usually put down cage traps as gnomes, but if I buy a pet and don't immediately let it out of its cage does it count against my nature merit?

I tend to not worry about nature much at all with my gnomes. Mostly it's tinkering and machinery. A quaint forest folk doesn't appeal to me as much as a cavern-dwelling mining/machining clan. :)
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greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #267 on: July 22, 2014, 06:50:46 pm »

Hrm. I'm not sure. I don't usually put down cage traps as gnomes, but if I buy a pet and don't immediately let it out of its cage does it count against my nature merit?

Only until you let it out of the cage, I think. I don't believe the game "remembers" past caging.  I think it only looks at current state for that.
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___MeRliN___

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #268 on: July 24, 2014, 09:11:10 am »

Noob question: How do I get a rock disc? I need one for an arc furnace (for the dynamo)
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greycat

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #269 on: July 24, 2014, 10:16:59 am »

Noob question: How do I get a rock disc? I need one for an arc furnace (for the dynamo)

"Rock" is a generic label the game uses when displaying certain error messages, which is gravely misleading.  You actually need a metal disc.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz
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