Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 151 152 [153] 154 155 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 459692 times)

Eldes

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2280 on: November 26, 2015, 09:12:49 am »

Check for roots of trees or cavern type trees growing into them. I think there's a bug that underground soil and muddy stone usually elligable for saplings is causing some issues with workshops deconstructing and often this is resulting in crashes.

I have 3 stone layers between me and the soil, but I can try moving them farther apart? Maybe they don't like butting up against walls?

Also, every time I try to type notes, any letter that is also a command (like d for delete), cannot be a part of a note because it keeps executing the command (so I cannot type bridge because the d tries to delete the note). I'm pretty sure that's a DFHack problem, but I have no idea how to fix it.

I was getting that too.  Fixed itself when I made changes to my dfhack.init.  Pretty sure it was the confirm plugin.  Just remove it from the enable list and see what happens?

Worked like a charm. Thanks a lot, now my dwarves will be safe not in immediate danger
Logged

Pseudo

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2281 on: November 26, 2015, 02:21:26 pm »

What are you building the buildings out of?
Logged
The lady the dog the paper the boy writ hit bit knit.

English is weird.

Uggh

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2282 on: November 26, 2015, 06:31:28 pm »

Which labour is used for loading a minecart? I have so many hauling jobs active that nobody takes care of it.

If I assign a hauler (all hauling labours activated) to a burrow that includes the feeding stockpile and the track stop, she will move around some barrels in the stockpile or do nothing, but never loads anything into the minecart.
The minecart route in question works in principle, but is very slow due to the loading issue.
« Last Edit: November 27, 2015, 07:27:00 pm by Uggh »
Logged

Eldes

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2283 on: November 27, 2015, 07:33:19 am »

What are you building the buildings out of?

Normal stone/stone blocks. Whatever's closest. I'm rebuilding them in another location, so we'll see if they spontaneously combust again.
Logged

Roofless

  • Bay Watcher
  • Never had a glass industry
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2284 on: December 15, 2015, 03:39:16 am »

What I know:
In a new generated world (42.03), while choosing embarkation site, I found two dwarf civs available for as a host civ. One of them had no territory marked on the map. Surely, no outpost liason came to me with the dwarven caravan.

What I would like to know:
1. Can civs exist without sites or did I embark as an extint civ (via a bug)?
2. If there is no outpost liason, can my fortress still become a county\etc. or a mountainhome?
Logged

SaD-82

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2285 on: December 15, 2015, 07:29:42 am »

1. Yes, you can - I wouldn't call it a bug. You can embark as a dying or a dead civ.
Further explanation for the first part of your question:
If, for example, all sites of a civ were conquered and some (or just one) dwarves were taken captive, then this civ does exist via these dwarves (you could call it a dying civ) until these dwarves are dead or become incorporated into the civ of their enemies (then it would be a dead civ).

2.
Yes and no.
If it's merely a dying civ, there could be reasons why you didn't get a liason (he is dead and a new one will be elected; there are troubles preventing him from reaching you; etc) - therefore you will be able to become mountainhome eventually.
If it's a dead civ, then, no. Noone will be elected king/queen.

This is a short summary - there is a whole lot more to this topic.
But your questions should be answered.
In some way.
I hope.
 ;)
Logged

taptap

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2286 on: December 15, 2015, 08:17:51 am »

1. Yes, you can - I wouldn't call it a bug. You can embark as a dying or a dead civ.
Further explanation for the first part of your question:
If, for example, all sites of a civ were conquered and some (or just one) dwarves were taken captive, then this civ does exist via these dwarves (you could call it a dying civ) until these dwarves are dead or become incorporated into the civ of their enemies (then it would be a dead civ).

2.
Yes and no.
If it's merely a dying civ, there could be reasons why you didn't get a liason (he is dead and a new one will be elected; there are troubles preventing him from reaching you; etc) - therefore you will be able to become mountainhome eventually.
If it's a dead civ, then, no. Noone will be elected king/queen.

This is a short summary - there is a whole lot more to this topic.
But your questions should be answered.
In some way.
I hope.
 ;)

"Elected king / queen eventually" - I thought dead civs are the ones where someone claims the title right after embark.

SaD-82

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2287 on: December 15, 2015, 08:23:09 am »

"Elected king / queen eventually" - I thought dead civs are the ones where someone claims the title right after embark.

Nope, the other way around.
If you start from a dead civ, there never will be any nobles.
No liasons.
No dwarven caravans.
Logged

Roofless

  • Bay Watcher
  • Never had a glass industry
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2288 on: December 15, 2015, 08:54:38 am »

Nope, the other way around.
If you start from a dead civ, there never will be any nobles.
No liasons.
No dwarven caravans.

If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?
Logged

SaD-82

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2289 on: December 15, 2015, 08:57:32 am »

If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?

Yep, just merely dying.
Logged

Detros

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2290 on: December 15, 2015, 09:26:36 am »

If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?

Yep, just merely dying.
You can secure your current fort, retire it and try to build new one nearby to rebuild your civilization.
Or, abandon your fort and reclaim it with the other dwarven civilization to let your current one die off.
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Roofless

  • Bay Watcher
  • Never had a glass industry
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2291 on: December 15, 2015, 12:28:05 pm »

You can secure your current fort, retire it and try to build new one nearby to rebuild your civilization.
Or, abandon your fort and reclaim it with the other dwarven civilization to let your current one die off.

Well, I'm definitely not retiring my "From dusk till dawn"-esque epic tavern-fortress filled with weredwarves :)

So, do I understand corretly that when the last reps of my civ elsewhere die, my fortress will not ellect a new king among its residents and will remain just an outpost, for all eternity?

EDIT: or did I just discover a !!SCIENCE!! project? :D
« Last Edit: December 15, 2015, 12:38:58 pm by Roofless »
Logged

cochramd

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2292 on: December 15, 2015, 12:34:07 pm »

Already made a thread, but maybe I'll get an answer in here: if I build a floor, pour magma on it, pour water on that magma and mine the resulting obsidian, do I get an obsidian floor?
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

1piemaster1

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2293 on: December 16, 2015, 03:11:52 am »



So I am trying to pit some trolls, beak dogs, and goblins as shown in the picture above. The pits are surrounded by the animal stockpile, and the pit is designated ONLY on the holes. But, whenever I open up the "pit list" menu, the only thing I see are my caged domesticated animals and the beak dogs. I don't see the goblins or the trolls. Also, the beak dogs escape almost every time they are to be pitted..

What am i doing wrong?
« Last Edit: December 16, 2015, 03:16:18 am by 1piemaster1 »
Logged

Detros

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2294 on: December 16, 2015, 06:43:42 am »



So I am trying to pit some trolls, beak dogs, and goblins as shown in the picture above. The pits are surrounded by the animal stockpile, and the pit is designated ONLY on the holes. But, whenever I open up the "pit list" menu, the only thing I see are my caged domesticated animals and the beak dogs. I don't see the goblins or the trolls. Also, the beak dogs escape almost every time they are to be pitted..

What am i doing wrong?
Known issue: intelligent beings can be neither pitted nor assigned to a chain in 0.42.03 (9271 and similar reports).
Logged
Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)
Pages: 1 ... 151 152 [153] 154 155 ... 268