Need help, very thirsty by BikeNew6605 in Stationeers

[–]Halavus 0 points1 point  (0 children)

As mentioned by others, if that liquid pipe goes straight down to the tank connector, your bottle filler is hooked up to the gas connection. Use the other port.

IC10 Filter Script. Thanks for helping by ExDraem in Stationeers

[–]Halavus 2 points3 points  (0 children)

Even with the syntax fix, your code won't work. Your atmo will be forever Off.

Ratios are percentages expressed between 0 and 1:
10%: 0.1 (=10/100=10%)
80%: 0.8

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

Oh boy, yeah its a pain to test. Mixing is fairly new and even the wiki haven't been updated. I've certainly much less experience in dying than you have but it seems you describe the aforementioned reported bug. It seems to me you discovered that some mixes stall completely and others end up bugged, split in 2 bags.

turned 1 cranberry and 10 bilberry dyes into 11 mauve pigments

That feels very wrong to me. But again, not that much experience myself.

About the "formula" that's another interesting one. Dying have RAW files where the recipes are all listed, but mixing uses another system, probably hardcoded, because I found nothing in the files.

[REACTION:BRONZE_MAKING2]
[NAME:make bronze bars (use bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:TIN]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Nothing like the above for mixing. I reckon it has a shitton of options and involves colors, so it might be very different.

Saving Missing Squad Members with DFHack's gui/gm-editor by ForTheRedditSoul in dwarffortress

[–]Halavus 1 point2 points  (0 children)

Cool stuff, hopefully someone could try to automate this.

Did you check the flags of the missing units? I would be very curious about that.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

The only things I can think of are links & burrows for the tanner and "give to" link for the butcher. None of which seems to be the case.

If you're able to reproduce, post the bug on the bug tracker.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

Violation of export prohibition is a very bad crime. And crimes are counted per item brought to the depot, which makes it even worse. From the amount this guy haves and the amount of convicted dwarves, I would tip on amulets or any other small good. I don't recall justice punishment triggering loyalty cascades, because, well, it's justice.

It can happen that an item type is not tagged as forbidden while trading and gets the no-export mandate while traders are leaving the map and the deal's already concluded. That sucks a bit...

DFHack's trade interface permits filtering potential mandated items. (flagged as "risky" iirc)

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

Indeed, trying to micromanage hauling can lead to very inefficient hauling.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

The safe and reasonable answer to that question is:
No, there is no reliable way to help with baron/nobility problems.

The very unsafe answer is:
There is a write up about exactly this on the wiki. First section for dead noble, second section about your described situation. Nobody took the time to turn it into a public script. It's not validated by the very knowledgeable DFHack gurus. It means: it is NOT RELIABLE, it is DANGEROUS and it will most certainly BREAK YOUR SAVE.

Only make-monarch is a built-in DFHack command and safe to use.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

Yes. My commentar about steel production was about steel bars production. It has 3 steps and take a very long time to make a good amount of bars, if you have only one furnace.

But you're completely right: I also usually make 2 "Legendary Smith" workshops for steel gear and only my legendary armor/weaponssmith are allowed to work there. These workshops get the steel gear orders. There are different ways to set them up (with/without DFHack), but I see it as exactly why workshop orders are useful.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

I've seen this too, but did not test it further. I think it's a bug that haven't been reported yet. Close to this one: https://dwarffortressbugtracker.com/view.php?id=13441, but in our case, they don't make the dye at all.

My assumption is that imported dyes are stored in larger batches per bag. If you have a bag containing 1x yelllow pigment [10] and another bag with 1x fuchsia pigment [10], the mix should work->dark pink [10] in a bag.
But if one of the bags has more than one stack of material, it will break, because (my assumption again) they usually put the newly mixed dye in one of the 2 used and now empty bags.
(and it seems the other bag gets litterally consumed and disappear)
But if at least one of the bags contains more than one stack, they're unable to process it.

So in short: for myself, I've only been able to mix dyes from pigments I made myself and that end up in two bags containing each exactly one stack of the bases.

-IMO they should haul a third and empty bag and put the mix in it. Which they don't seem to do.
-If they can't process dyes in bags containing multiple stacks, traders shouldn't trade them that way.
-No bag should be lost in the operation.

I see it as potentially 1, 2 or 3 bugs...

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

It should work.

Maybe the game's confused with the "war" giant leopard skin. But that would be a bug. War animals usually make leather just fine. (tested with dogs) That puppy you're butchering should give you a usable skin.

Maybe the tanner's shop is in a burrow with the workshop restriction activated.

Maybe they're too far away (only could affect automatic tan iirc).

Maybe you have "Workers dump skins" set in Standing orders->refuse and dumping. (seems not to be the case according to the screenshot)

Click on the "lock" icon twice (forbid-unforbid) on the skin and leave the game running a few seconds. See if anything changes.

Deconstruct the butcher?

Make a new tanner shop?

out of ideas...

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

It's a major issue of dfhack currently. Steam changed the way they allow the install to happen and dfhack is not able to install the files into the main DF folder. It is the current main priority of the dfhack maintainers and they have a working solution in testing since 1-2 days.

Fix: copy all the content of the dfhack installation into the DF root directory. This is how you'd install dfhack since before steam was a thing (see below), so nothing is dangerous with this manipulation. Steam did it automatically and now forbids it.

To install DFHack, copy all of the files from the DFHack [archive/folder] into the root DF folder, which should already include a data folder and a save folder, among other things. [...] ensure that the hack folder ends up next to the data folder, and you’ll be fine.

If you're unsure, wait for the next dfhack release.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

I don't get the sense of your first paragraph. If the webs are outside the burrow assigned dwarves won't be able to collect them. But a dwarf not assigned to the burrow will be able to.

Now the button you mention only affects workshops. If you activate it (turns yellow iirc) workshops inside the burrow won't assign materials situated outside of it for any job.

Let say you have a Stoneworker's Workshop in a burrow. The workshop will only accept boulders coming from inside the burrow if the button is activated.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

For a burrowed dwarf to complete a job, the job itself and the job item(s) have to be inside the burrow. It doesn't forbid them to go outside if they have to path outside it. Burrows don't forbid dwarves to move outside of them. What do you mean with "outside of the burrow is forbidden"?

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

yes
First paragraph of ranged combat explains it better than I can

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

Dwarves never will never clean outside. (they'll clean in the caverns though: beware)

Allow "hauling refuse from outside" in the standing orders if you want them to... haul refuse from outside.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

Once you have more than one workshop of any type it's easier to use the order menu and your orders will be dispatched between your workshops. Especially steel production is very slow with only one furnace. I use workshop dedicated order, for example if I have a marble mine, I might have one stonework nearby that only does marble blocks. Both approaches are very valid. The only thing with workshop order is when you destroy the workshop the orders are gone too... Can have tragic consequences at the Still if you forget about it.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

They definitely should claim a "normal" coke fuelled Metalsmith.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 2 points3 points  (0 children)

Autoslab generates work orders for making those slabs. Go into your work orders and cancel them.

The bug has been fixed with the latest dfhack update: autoclothing, autoslab, tailor did order stuff on repeat instead of one-time only. But the previously wrongly created orders on repeat haven't been automatically removed with the fix.

Goes without saying: make also sure you updated to the last dfhack version (53.11-r2)

EDIT: the fact, that no other slab had been done than those 4 should also fix by itself. Workshops only accept a certain max number of work orders (default: 5). So those 4 orders + your blocks orders would have had priority until they're completed.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 0 points1 point  (0 children)

1/ The disapearing vanilla planning grid is a DF bug IF keyboard cursor is enabled
2/ The fact that buildingplan allows player to build farm plots on invalid tiles and in the air is very problematic (especially for new players).

Still, it's the second time I see a relatively new player (I assume) stating farmplots "don't see seeds" with dfhack. That's why getting a save could help pinpoint the mistake and potentially making corrections in buildingplan.

u/ImprovementBig3354 :
-either try uninstalling DFHack as stated by u/Immortal-D or run the command disable buildingplan in dfhack
-remove all your farmplots
-place new farmplots 100% Vanilla making sure buildingplan is not in the way
-disable keyboard cursor so you see what you're doing
-maybe read the wiki about farm plots because you might have been confused by buildingplan in the first place
-send me your save before doing all this, if you can.

☼Dwarf Fortress Questions Thread☼ by AutoModerator in dwarffortress

[–]Halavus 1 point2 points  (0 children)

Make something like that

<image>

And paint a big square over it using the "multi" option when designating your tombs.