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Author Topic: Questions: Removing Stairs/World Gen Beak Dogs only/Liaison not talking  (Read 3638 times)

PatrikLundell

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #15 on: November 21, 2014, 07:28:29 am »

You can try to upload the save. I'll try to look at it, but am not too optimistic about figuring out what's wrong.

Cats (you can't manage yourself?  ;) ): In your case, when looking for gender, there is a DFHack integration way. PyLNP, which I use, provides a DFHack Filtering option for gender in the zone menu (very handy to see unpastured only when adding to a pasture, which is another filter option).
Thus, one possible way would be to download PyLNP, install it, copy your save there, start, find a male, unpasture, repasture (where you can try out pasturing filtering, BTW), decide whether to continue with PyLNP or go back, in the latter case save, copy the save back.

Another option is to either rotate cats from your original pasture to the target one, sending unwanted cats to a temporary holding one until you nab a male (unlike in real life, you can safely host cats together with your birds in DF), and then send the held females back, or, alternatively, send multiple cats to individual one cat pastures, and then select a male and send the rest back.
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Larix

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #16 on: November 21, 2014, 07:32:00 am »

Your tower is built over mountain or other non-growable biome, while the ground-level farm plot isn't ("mountain" is the biome category, it can be perfectly flat; it's easiest to find by looking for the "no seeds for this place" farm plot error :P).
"No seeds for this location" means the plot is in a biome where nothing can be grown (i.e. mountain, tundra or ocean shore) and being on constructed floor doesn't lift the limitation. I haven't tried it in .40.x yet, but outdoor farming on muddied constructed floor is definitely possible in .34.11 as long as it's not built in the mountain corner of the embark.
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Absentia

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #17 on: November 21, 2014, 08:37:21 am »

The most direct solution would be to mod cats to display gender-specific names by adding [CASTE_NAME:tomcat:tomcats:tomcat] to the male caste in the raws (and optionally doing the same for whatever you call a female cat for the female caste).

Theoretically, I don't think this would break the save if you did it for an active fort, although it's always best to use a backup if you're fiddling with raws.
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smeeprocket

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #18 on: November 21, 2014, 09:08:59 am »

why not just slaughter the excess cats?
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

ptb_ptb

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #19 on: November 21, 2014, 10:00:30 am »

Your tower is built over mountain or other non-growable biome
Yep, dat.  One other thing I've noticed, if you have a 'non-growable biome' area of surface any grass on it will not regrow if it burns. Normally if you have a wildfire grass and stuff will gradually grow back, but not if mountain or other similar biomes.
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CatKate

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #20 on: November 21, 2014, 07:14:14 pm »

Okay, thanks for all the input! :-)

I have done the raw-edit. My current cats haven't changed their names, though. I'm waiting now until the next batch of kittens reach adulthood, will see if they will be called tomcats or wossname. Otherwise I will move to the next solution. Thank you very much!

Concerning the tower farming:
I have expanded my tower, so that it overspans one of the current ground-level fields. I constructed a farming plot with exactly the same x-and-y - coordinates as the ground-level one. Still the same: Ground-level farm will grow any surface crop I have seeds of, the raised one on the constructed floors will give me the error message instead of any crops. So this rules out any biome influence, right?
What I have done so far which didn't work out:
--> farm plot was created, so farmers reached site
--> seeds were brought to plots by dumping and reclaiming, so seeds could reach site, too
--> used constructed floor as floor and constructed walls as floor
--> built the farm plot exactly on same x-and-y coordinates as ground-level plot which works fine (i.e., ruling out a different biome)
Will try to upload the game if and when I have understood how this works. Not now, though. Have to go to work in five hours and have to sleep ... :-/

On a lighter note:
Is it normal that there are vermin fish in my piping (which has access to "natural" bodies of water only via a single screw pump)? Do I have to assume they were pumped in? Or are they created spontaneously in any body of water after some time?
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Aranador

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #21 on: November 21, 2014, 07:41:27 pm »

Just to double check - did you do the raw edit in your save file?  The main raws are merely copied into your new game, they do not affect current games.
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Larix

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #22 on: November 21, 2014, 09:46:23 pm »


Concerning the tower farming:
I have expanded my tower, so that it overspans one of the current ground-level fields. I constructed a farming plot with exactly the same x-and-y - coordinates as the ground-level one. Still the same: Ground-level farm will grow any surface crop I have seeds of, the raised one on the constructed floors will give me the error message instead of any crops. So this rules out any biome influence, right?

No. "No seeds for this location" only signals a wrong biome, nothing else. Why a higher z-level would count as a different biome is rather mysterious (my 40.18 fields on constructed floor in the treetops grow various crops just fine). But same x/y at different z-levels _can_ have different temperatures in mountain/other shared maps, so i wouldn't rule it out.

Quote
--> farm plot was created, so farmers reached site
--> seeds were brought to plots by dumping and reclaiming, so seeds could reach site, too
--> used constructed floor as floor and constructed walls as floor

none of those matters for this menu. If the biome is right but you own no seeds that can be planted in the plot, you get the full biome-appropriate list of seeds all marked red "no seeds". It doesn't matter if the plot is accessible, either.
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PatrikLundell

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #23 on: November 22, 2014, 03:30:32 am »

Followed Aranador's advice, so now I have a separation between bitches/dogs and tomcats/cats in my current game. Works like a charm.
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smeeprocket

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Re: Farming on Constructed Floors and Question on Cat Management
« Reply #24 on: November 22, 2014, 08:35:34 am »

out of curiosity when you change the raws do you have to do it every time you update? I'm guessing yes.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

CatKate

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Re: Farming on Constructed Floors
« Reply #25 on: November 24, 2014, 02:48:40 am »

Hey guys,
thank you very much! The raw editing works just fine after editing the save game raws! :-)

Still annoyed about the tower farming issue, but if it is really a question of biome, there's nothing to do ... Thank you!
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CatKate

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Re: Questions: Removing Stairs/World Gen Beak Dogs only/Liaison not talking
« Reply #26 on: November 27, 2014, 05:49:52 am »

Hey guys,

I have a bunch of new questions:

[New Question] Dwarven Liaison not talking:
Since autumn the dwarven liason is around my fortress. I admit I didn't trade with the caravan this year due to a slow broker and me missing the "is leaving soon" warning. Now the liason (listed as "Sarvesh Konlitast, outpost liaison, diplomat, under others) is hanging around in my statue garden, not even trying to talk to my guys. I had all two of my barons idle around, my mayor idle around and my broker idle around, but the liaison simply didn't want to talk. Is that usual behaviour? What can I do to make him talk? Should I simply wait until next year?

[New Question] Legendary Miner killed Cyclops:
Yeah, great thing, too. However, is that really how it should be? A semi-megabeast, killed in two (or was it three?) strikes by a leg miner with a steel pick? I had my invasion alarm set off, my military collect at the entry, and one of the guys gets bored, marches off on his own and simply kills it? I would have expected this to be more ... fun. And: One of the Cyclops' attacks hit some body part and "passes right through". What is that supposed to mean? The guy wasn't injured afterwards ...

[New Question] Newly generated worlds only contain Beak Dogs
... which isn't completely true, because there were also Grimelings and Foul Blenders around, but surely no dwarfs, humans, elves or goblins. On Embark, my people consisted of only beak dogs, who weren't able to be given work commands. I tried two pocket starts and a medium one, all with the same results. I did no other fiddling around. What did go wrong there? Three times in a row?

[New Question] Removing stairs
The reason I did these new worlds was because I wanted to find out how to remove stairs if there is no space on the same z-level. Since I cannot simulate with only Beak Dogs I'm sorry I have to ask: Can I remove them from one z-level up? Or down? I am channeling a huge space for about 15 z-levels and want my miners to have access to my fortress during that time, but will want to have that stairs removed afterwards completely. Is that possible with dug stairs? Or constructed ones? Only with ups or downs or also the ups/downs?


Thank you very much for your input!
Cheers,
Cat
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Lytha

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Re: Questions: Removing Stairs/World Gen Beak Dogs only/Liaison not talking
« Reply #27 on: November 27, 2014, 07:41:51 am »

Oh, I had the Beak Dogs as well when I upgraded the Lazy Newb Pack from 40.15r2 to 40.16r1 and then generated my first pocket island.

To fix it, I just dumped my old raws into the data folder. No idea how else to fix that and to keep the changes I did in some of the raw files.
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Lytha likes fire clay, rose gold, green glass, bags, the colour midnight blue, and cats for their aloofness. When possible, she prefers to consume tea and cow cheese.

PatrikLundell

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Re: Questions: Removing Stairs/World Gen Beak Dogs only/Liaison not talking
« Reply #28 on: November 27, 2014, 04:21:24 pm »

- Liason: The liason want to talk to your manager, not your highest ranking noble, as opposed to humins and tree huggers who go to the top. That might explain your problem, if your manager is always busy. You quite frequently have to disable all work from your contact for him to bother with such a low priority task as diplomacy, and there is likely going to be some harvesting, eating and sleeping (with the diplomat sitting on the bed side) in between, and, of course, picking up new clothes.

- Stairs: Constructed stairs can be deconstructed from the top down, one piece at a time (and I think you have to ensure you remove the pieces, or they'll probably fall somewhere, e.g. in the head of the dorf removing the next lower segment). I've been able to deconstruct all pieces that way. I'll pass on dug ones. I haven't found out how to plug up/down stairs breaching the caverns in a neat manner, though: I dig an up stair beside the existing one on the breaching level, and a down stair on the level above, and then a wall where the bottommost up/down stair segment was (unless I've prepared properly, in which case I just back out and close the drawbridge, abandoning that tunnel).
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smakemupagus

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Re: Questions: Removing Stairs/World Gen Beak Dogs only/Liaison not talking
« Reply #29 on: November 27, 2014, 04:27:08 pm »


[New Question] Newly generated worlds only contain Beak Dogs
... which isn't completely true, because there were also Grimelings and Foul Blenders around, but surely no dwarfs, humans, elves or goblins. On Embark, my people consisted of only beak dogs, who weren't able to be given work commands. I tried two pocket starts and a medium one, all with the same results. I did no other fiddling around. What did go wrong there? Three times in a row?


You have two or more civilizations or creatures in the game's data files with the same identifier, causing a cascade of problems.  Probably caused when you manually upgraded versions, added a mod, created a copy of a file but incorrectly left both versions in the active folder, or somehow otherwise manipulated the "*.raw" data files.


[New Question] Legendary Miner killed Cyclops:
Yeah, great thing, too. However, is that really how it should be? A semi-megabeast, killed in two (or was it three?) strikes by a leg miner with a steel pick? I had my invasion alarm set off, my military collect at the entry, and one of the guys gets bored, marches off on his own and simply kills it? I would have expected this to be more ... fun. And: One of the Cyclops' attacks hit some body part and "passes right through". What is that supposed to mean? The guy wasn't injured afterwards ...


Picks are a fairly deadly weapon, and Legendary miners have legendary skill when using it as a weapon too.  Some players will retire their legendary miners into a special military squad armed with steel picks (note it doesn't work very well to have the same guy as both a miner/woodcutter/hunter and a military dwarf, he'll get confused about which weapon is his on-duty gear, and sometimes go into battle empty handed).  If the pass right through body part wasn't a beard or something, it could be caused by an error in the body part raws, which would show up in your errorlog.txt file.  If you have duplicated raws (like the "beak dogs" issue) it's fairly likely you'd have these problems too.  Errorlog will help.
« Last Edit: November 27, 2014, 04:31:58 pm by smakemupagus »
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