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Author Topic: STEAM: Simple Questions Thread  (Read 36247 times)

Libash_Thunderhead

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Re: STEAM: Simple Questions Thread
« Reply #195 on: June 23, 2023, 08:35:20 pm »

Is there a way to remove the occupant from a tomb? If I remove the tomb and the game will crash.

Does the crash still happen if you save and reload the game before removing the tomb?
Yes.
By the way, it seems the game crashes every time if I delete a zone which is either a bedroom or a tomb, if it is already assigned. Although I can empty the bedroom before deleting the zone.
« Last Edit: June 23, 2023, 08:51:34 pm by Libash_Thunderhead »
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TheBeardyMan

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Re: STEAM: Simple Questions Thread
« Reply #196 on: June 27, 2023, 04:36:27 am »

Why do planted seeds in a farm plot's list of building materials sometimes have the "infinity" icon (semi-permanent part of building) instead of the "hut" icon (permanent part of building)? I also noticed that the number of farm plot tiles with graphics for planted seeds is equal to the number of seeds with the "hut" icon and not the total number of seeds.

EDIT: Possibly DFHack related? The DFHack console is showing a lot of "fix/general-strike fixed # mislabeled seed(s)" messages.
« Last Edit: June 27, 2023, 03:39:58 pm by TheBeardyMan »
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Schmaven

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Re: STEAM: Simple Questions Thread
« Reply #197 on: August 06, 2023, 06:28:01 am »

Is there a way to cancel a bunch of designated constructions (like nest boxes) at once - Something like how the 'mining remove stairs' designation works for walls and floors, but for the other constructions?
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delphonso

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Re: STEAM: Simple Questions Thread
« Reply #198 on: August 06, 2023, 08:25:26 am »

Is there a way to cancel a bunch of designated constructions (like nest boxes) at once - Something like how the 'mining remove stairs' designation works for walls and floors, but for the other constructions?

Not that I have found, but I would also like it, if someone has found it. Since there was no such thing in pre50, I doubt it.

Schmaven

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Re: STEAM: Simple Questions Thread
« Reply #199 on: August 06, 2023, 08:39:12 am »

Is there a way to cancel a bunch of designated constructions (like nest boxes) at once - Something like how the 'mining remove stairs' designation works for walls and floors, but for the other constructions?

Not that I have found, but I would also like it, if someone has found it. Since there was no such thing in pre50, I doubt it.

Spamming x in query mode was nice and fast.  I miss that.
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NPK

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Re: STEAM: Simple Questions Thread
« Reply #200 on: August 07, 2023, 10:27:26 pm »

Is there a workaround for the bug where chopping down certain trees causes a collapse and injures the woodcutter?

 Also, why does that occur - is it intertwined branches from two nearby trees or wood logs stuck in the branches from a previous woodcutting or something else?
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mikekchar

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Re: STEAM: Simple Questions Thread
« Reply #201 on: August 08, 2023, 04:13:38 am »

Tree chopping:  I'm not aware of a fool proof workaround.

My understanding of the situation is that when you chop trees, the logs do not fall to the ground.  Instead they teleport down to the next available level.  In that way, it should be impossible to get hit with falling logs, because they don't fall.  It seems that when there is no clear path to the ground, they can end up teleporting to a level above the ground.  If they can fall from *there* then they can injure the dwarf.  The supposition I've heard is that possibly branches from other trees will interfere with the clear path to the ground, but that the branches aren't substantial enough to hold the log.  The log then falls from the *other tree* and injures the dwarf.  Some testing seems to indicate that if you cut trees that are isolated, then the dwarf never gets injured.  If you cut trees with other trees nearby, that sometimes dwarfs get injured.

The implication is that if you start logging the forest where there are less trees and work your way inward, you will reduce (but not eliminate) the chances of injury.  I've been doing that and have yet to have an injury (knock on wood...)
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Blue_Dwarf

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Re: STEAM: Simple Questions Thread
« Reply #202 on: August 08, 2023, 05:04:13 am »

The tree collapse apparently happens when parts from one tree become unsupported after chopping it. They are instead held up by another tree nearby, and when that is chopped, a regular cave-in happens.
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NPK

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Re: STEAM: Simple Questions Thread
« Reply #203 on: August 13, 2023, 10:04:21 am »

If there are two seperate landmasses, but you're able to have an embark which spans between them, do you get visitors/merchants from both sides? Can civilizations/visitors from the formerly isolated landmasses now make contact with one another?
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NPK

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Re: STEAM: Simple Questions Thread
« Reply #204 on: August 14, 2023, 09:11:36 pm »

Okay not to spam questions but I've got another. 6 albatrosses have been at my fort without leaving for multiple years now. They just stay in place right on the edge of the map unless some dwarves come near, then they scatter and eventually settle at the edge of the map again. How can I get them to leave? none seem to be stuck in any trees so that's not it
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laularukyrumo

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Re: STEAM: Simple Questions Thread
« Reply #205 on: August 24, 2023, 09:07:19 am »

oh boy I'm back from the dead

So. Real quick one, but I haven't seen any scuttlebutt about this particular issue in my brief search. Still playing the Classic version like a filthy income-deprived pleb, but, I remember downloading I wanna say 50.04 and playing for a bit, but quitting when I realized that I couldn't, like. Actually tell the game which side to raise drawbridges? There are little arrow doodads in the pop-up, but clicking them (or anywhere else) doesn't seem to do anything. All of the video tutorials I saw were using the Steam release, and there were, in fact, helpful graphical buttons that were very obvious. I tried to cross-reference the location of those buttons in the ASCII version, but no dice.

It's 50.09 and this problem still exists. Am I just a turbo-dunce or is this a case of a missing placeholder that somehow slipped through the cracks and hasn't yet been addressed?
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delphonso

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Re: STEAM: Simple Questions Thread
« Reply #206 on: August 24, 2023, 10:07:25 am »

If there are two seperate landmasses, but you're able to have an embark which spans between them, do you get visitors/merchants from both sides? Can civilizations/visitors from the formerly isolated landmasses now make contact with one another?

Yes and no. Your map /should/ only receive visitors that can path to your fort. This means if the east continent has Dwarves and Goblins, but the West continent has Elves and Humans, you'll only receive visitors from whichever side of the water you're on. (I believe performance troops might still show up, as they're often pretty unattached.)

Once you dig/build across, though, you'll have made a bridge between the two continents, which can be used for armies, trading, missions, etc - the AI will also use it, yes making contact that was previously impossible.


Okay not to spam questions but I've got another. 6 albatrosses have been at my fort without leaving for multiple years now. They just stay in place right on the edge of the map unless some dwarves come near, then they scatter and eventually settle at the edge of the map again. How can I get them to leave? none seem to be stuck in any trees so that's not it

It's likely that you caught the lead bird in a cage trap, or the lead bird is stuck just off-map somehow. Check your cages, and slaughter/tame any albatross you don't want. Send the military in, otherwise. You can also just wait until goblins/undead show up, who will likely take potshots at the birds, just to satisfy their cruelty.

oh boy I'm back from the dead

So. Real quick one, but I haven't seen any scuttlebutt about this particular issue in my brief search. Still playing the Classic version like a filthy income-deprived pleb, but, I remember downloading I wanna say 50.04 and playing for a bit, but quitting when I realized that I couldn't, like. Actually tell the game which side to raise drawbridges? There are little arrow doodads in the pop-up, but clicking them (or anywhere else) doesn't seem to do anything. All of the video tutorials I saw were using the Steam release, and there were, in fact, helpful graphical buttons that were very obvious. I tried to cross-reference the location of those buttons in the ASCII version, but no dice.

It's 50.09 and this problem still exists. Am I just a turbo-dunce or is this a case of a missing placeholder that somehow slipped through the cracks and hasn't yet been addressed?

I think this is an issue people have already complained about. I'm unaware of a work-around, unfortunately. Classic mode is certainly "unfinished" and far more than the usual meaning of that word when it comes to DF.

callisto8413

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Re: STEAM: Simple Questions Thread
« Reply #207 on: August 26, 2023, 06:29:46 pm »

This there way in the Steam version to make armour or clothing for non-Dwarf citizens?  Also is there a way to make arrows or do we have to pay non-bolt ammo from humans/elves?
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Schmaven

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Re: STEAM: Simple Questions Thread
« Reply #208 on: August 27, 2023, 12:03:12 pm »

This there way in the Steam version to make armour or clothing for non-Dwarf citizens?  Also is there a way to make arrows or do we have to pay non-bolt ammo from humans/elves?

I'm not sure about armor sizing, I've only ever had dwarves show up at my forts.  But for the arrows, all you have to do is add [AMMO:ITEM_AMMO_ARROWS] to the entity_default.txt raw file under the [ENTITY:MOUNTAIN] section at the top.  If you look through the item_weapon.txt raw file, you can also add any of those weapons in the same format and your dwarves will be able to craft those weapons as well.

Edit: Thank you Bumber for catching that
« Last Edit: August 27, 2023, 05:36:03 pm by Schmaven »
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Bumber

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Re: STEAM: Simple Questions Thread
« Reply #209 on: August 27, 2023, 12:46:49 pm »

This there way in the Steam version to make armour or clothing for non-Dwarf citizens?

There's a "job details" option for size, best used with work orders. Sizing all your clothing for "hyena man" or "cougar man" will let dwarves/elves/humans/goblins wear them interchangeably. You can't check size in work order conditions, so this is more practical than sizing for each. If you've got very large/small animal men, you'll have to track their clothes manually, and might as well stick them in a squad with leather armor if you can.

But for the arrows, all you have to do is add [AMMO:ITEM_AMMO_BOLTS] to the entity_default.txt

Presumably you mean [AMMO:ITEM_AMMO_ARROWS].
« Last Edit: August 27, 2023, 12:54:21 pm by Bumber »
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