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Author Topic: DF2014 Question and Answer Thread  (Read 460958 times)

Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2790 on: May 14, 2016, 07:00:45 pm »

Why am I suddenly having so much trouble recruiting even a single hearthperson? ;w;
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"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

megahelmet

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Re: DF2014 Question and Answer Thread
« Reply #2791 on: May 14, 2016, 07:02:48 pm »

Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.

42.06
Well, its the bundled lazy newb pack, so it contains the version of the game that was working with those utilities at the time of bundling.
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Bumber

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Re: DF2014 Question and Answer Thread
« Reply #2792 on: May 15, 2016, 12:57:18 pm »

Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.
42.06
Well, its the bundled lazy newb pack, so it contains the version of the game that was working with those utilities at the time of bundling.
When in doubt, it's probably TWBT's multi-level rendering.

Edit: Actually, I think it's disabled by default now. Try PRINT_MODE:STANDARD in your init (to disable TWBT,) and see if that helps any. I think there issues with using different-sized tilesets for text and graphics when it's enabled.
« Last Edit: May 15, 2016, 01:05:29 pm by Bumber »
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2793 on: May 21, 2016, 08:18:32 am »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2794 on: May 21, 2016, 12:40:17 pm »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.

I would assume that halting bolt production for a while is the only reliable method, as I'm guessing they pick the largest stacks when they have the chance.
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2795 on: May 21, 2016, 03:00:33 pm »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.

I would assume that halting bolt production for a while is the only reliable method, as I'm guessing they pick the largest stacks when they have the chance.

Just tried halting production.  Over the course of one month a squad of five fired 42 bolts (19 recovered, total count dropped by 23).  I don't stockpile bolts at all, so there are no bins involved.  The squad has 150 bolts assigned. 
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2796 on: May 21, 2016, 03:58:26 pm »

Hmm. See how long it takes before they deplete the individual bolts then. Hope it works. :V
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Aslandus

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Re: DF2014 Question and Answer Thread
« Reply #2797 on: May 21, 2016, 08:46:49 pm »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to
  • rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.

Bumber

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Re: DF2014 Question and Answer Thread
« Reply #2798 on: May 22, 2016, 09:35:37 am »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
He said they were unforbidden.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Aslandus

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Re: DF2014 Question and Answer Thread
« Reply #2799 on: May 22, 2016, 09:54:04 am »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
He said they were unforbidden.
Then why are they "waiting for new ones"? Surely they'd be going to get the bolts themselves

Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2800 on: May 22, 2016, 12:13:25 pm »

Is there a way to get marksdwarves to consistently reuse bolts?  Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not.  I'm at 694 single unforbidden bolts around the fortress and growing.  I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
He said they were unforbidden.
Then why are they "waiting for new ones"? Surely they'd be going to get the bolts themselves

That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.

I did use your advice, but it wasn't the root of the problem.  Each month I would d-b-c the area with all the single bolts, so they weren't forbidden.  Your advice did help there.  The problem is that they wouldn't use the singles.

I have since mitigated the problem somewhat, but it would still be nice to find a consistent solution.  I set the orders as you suggested and then designated the entire area under/around the targets as a no-bin ammo stockpile.  This has helped to some extent, they are now sometimes picking up about 10 single bolts before heading back to the range.  But I'm now up over 1000 single unforbidden bolts laying about and all the marksdwarves hanging around the tavern most of the time.
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ManaUser

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Re: DF2014 Question and Answer Thread
« Reply #2801 on: May 22, 2016, 01:28:38 pm »

I'm having a weird problem here. I'm not real experienced with the clothing industry, so maybe someone else has a better idea what's going on. OK, so there's a dyer's shop and a clothier's shop, right next to each other, and also a cloth stockpile set to take from the former and give it to the latter. I didn't want to set "Use only dyed cloth" since it seems silly to waste dye on bags and such, so this seemed like the logical way to make sure this clothier uses only dyed cloth. BUT every time I set some clothing to be made (on repeat), they'll usually make one thing (not necessarily the first on the list), cancel a bunch of the jobs (not necessarily all) and then wander away. Supposedly the cancellations are due to lack of materials, but clearly this isn't true in the literal sense. The stockpile contains a mix of wool and plant cloth, and orders for either kind of clothing get canceled. I thought maybe it was due to the glitch where items in a bin briefly become unavailable while it's being filled, but dumping the cloth into a binless stockpile (linked the same way, and yes I reclaimed it) didn't help at all. And just in case this relates in some strange way, the clothier's workshop is Profile-restricted to legendary.

Please help, it's causing a severe shortage of midnight blue pants.
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Loci

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Re: DF2014 Question and Answer Thread
« Reply #2802 on: May 22, 2016, 01:54:49 pm »

Do you have a burrow with workshop restrictions over the clothier's shop?

If not, posting a save would be helpful.
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2803 on: May 22, 2016, 02:08:58 pm »

I'm having a weird problem here...

My first thought was bins.  It's not a glitch, but typical behavior that if there is a job to put an item into the bin then everything already in the bin is unavailable for use until the job completes.

But you said you tried no-bins, so there's likely something else wrong with the stockpiles.  Try this as an experiment, consider it debugging:  Check your jobs list and make sure all of your dye jobs are complete and "store in stockpile" jobs for the cloth stockpile are complete, then try your clothing orders.  If they complete without cancelation then it is definitely something having to do with both storing cloth and using cloth at the same time.  You can alternate jobs for a while until you get a more permanent solution.

And it still might be a bin problem if there is any cloth stockpile in your fortress that uses bins, even if it's not in your production chain.
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Aslandus

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Re: DF2014 Question and Answer Thread
« Reply #2804 on: May 22, 2016, 02:51:42 pm »

That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.

I did use your advice, but it wasn't the root of the problem.  Each month I would d-b-c the area with all the single bolts, so they weren't forbidden.  Your advice did help there.  The problem is that they wouldn't use the singles.

I have since mitigated the problem somewhat, but it would still be nice to find a consistent solution.  I set the orders as you suggested and then designated the entire area under/around the targets as a no-bin ammo stockpile.  This has helped to some extent, they are now sometimes picking up about 10 single bolts before heading back to the range.  But I'm now up over 1000 single unforbidden bolts laying about and all the marksdwarves hanging around the tavern most of the time.
I've never had problems with bins, only some cancellation spam when it comes to farmers, but a lot of people apparently do. I would consider using one or two bins to compress the stockpile a bit so your dwarves don't have to run ten tiles to get ten shots.

I'm having a weird problem here. I'm not real experienced with the clothing industry, so maybe someone else has a better idea what's going on. OK, so there's a dyer's shop and a clothier's shop, right next to each other, and also a cloth stockpile set to take from the former and give it to the latter. I didn't want to set "Use only dyed cloth" since it seems silly to waste dye on bags and such, so this seemed like the logical way to make sure this clothier uses only dyed cloth. BUT every time I set some clothing to be made (on repeat), they'll usually make one thing (not necessarily the first on the list), cancel a bunch of the jobs (not necessarily all) and then wander away. Supposedly the cancellations are due to lack of materials, but clearly this isn't true in the literal sense. The stockpile contains a mix of wool and plant cloth, and orders for either kind of clothing get canceled. I thought maybe it was due to the glitch where items in a bin briefly become unavailable while it's being filled, but dumping the cloth into a binless stockpile (linked the same way, and yes I reclaimed it) didn't help at all. And just in case this relates in some strange way, the clothier's workshop is Profile-restricted to legendary.

Please help, it's causing a severe shortage of midnight blue pants.
Is it set to take them both or have you checked the actual contents of the stockpile to make sure they're there? If they're marked with "TSK" then they are being used for some other task, perhaps being taken to another stockpile because dorfs aren't very smart...
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