Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Skorpion

Pages: [1] 2 3 ... 178
1
DF Gameplay Questions / Re: On the Dwarves and their Lye
« on: December 23, 2023, 05:43:54 pm »
snip

Yeah I gave up, as it can't be done. May as well be wishing for a stockpile for worn clothing or something.

You can do that.
Set a refuse stockpile, which accepts worn clothing, to only accept clothing. This will degrade the clothes further over time, so set the refuse pile to give to a clothing-only stockpile that only takes from links.

I don't remember all the quality options for piles, so you might be able to just make a clothing pile and set the qualities to various amounts of wear and tear.

So, that will ONLY accept worn clothing?
I guess that and a magma flood is how you get rid of the stuff.

2
DF Gameplay Questions / Re: Clutter
« on: February 10, 2023, 07:57:16 am »

 just-in-time basis

RL experience has taught me that 'just in time' is never in time, and that you need stockpiles.

3
DF Gameplay Questions / Re: Steam : Dealing with Agents in my Fortress?
« on: December 27, 2022, 05:11:18 am »
3-year Strange Mood on graphics and UI.

Yes, but it DID produce a workable UI and get the game onto Steam where it can actually sell copies and update automatically.

4
DF Gameplay Questions / Re: Dwarven enclosure enrichment
« on: December 25, 2022, 06:35:52 am »
That makes sense. Hopefully that'll mean I can get them to wear cheap armour all the time, too. Maybe not weaponry, though.

5
DF Gameplay Questions / Re: Dwarven enclosure enrichment
« on: December 24, 2022, 06:59:28 am »
Okay, so basically the answer is 'learn basic game mechanics'?
And apparently that constant work makes them depressed rather than giving them enough happy thoughts from completing tasks that it drowns out everything else.

I guess mist generators are going to have to be a thing in future. Just having artifact furniture on display isn't enough.

6
DF Gameplay Questions / Dwarven enclosure enrichment
« on: December 23, 2022, 08:11:05 pm »
My fort has another problem. The necromancer is walled in from before he started reanimating things, but now people are falling into depression. USEFUL people. Like the only dwarf with medical skills, and the smith.

How do I stop the depression? They have booze, food, a tavern, legendary dining room, variety of food and booze, mugs, multiple non-specific temples, and no ghosts. There's no vast amount of death in the fortress, either.
The temples got set up fairly late, as did the tavern. There's a parade of adventurer types coming through to murder cave wildlife, though, so that may be a problem. Especially with the corpses being hauled around for butchering.

What am I doing wrong? Do they not like being given tasks to do on repeat now, without taking breaks for meals or booze or sleep?

7
Got access to magma? Steel?
Cast obsidian over the items, then tunnel it out.

8
So, I got a migrant who also happens to be a necromancer. I noticed this shortly before they started raising the dead. Now my corpse stockpile is killing children and pets, and they're rising as zombies to kill more.
How am I meant to deal with this, other than spotting this ahead of time and walling the dwarf in question into their bedroom?

He'll do it if there's a dead body around and he's scared.

So you need to keep him away from dead stuff and scary stuff. Or wall him in or kill him.

I've got one as well. I had him locked away, but I ended up liking him. So I let him have his freedom and instead I make an effort to crush all corpses under a drawbridge in the hope that I get lucky and he never gets upset in the location with a dead body.

He can be usefull I guess for invasions. Like if you kept a bunch of corpses at a strategic place and had him locked in there, you could unlock the door if there's an attack - he should then exit the room and freak out and animate the bodies. Which is nice if nobody else is around except invaders and him.

He can also reanimate dead dwarves as intelligent undead, which then become citizens like they were when they're alive. I haven't used that but seems like a good thing to do if a high skilled dwarf dies.

He panicked over the fledgeling military trying to wipe out horses that somehow got into the courtyard, raised a troll skeleton, and then raised a couple of zombie children after the skeleton killed them.
The whole damn situation could have been avoided with traps set in the entrance tunnel.

Maybe I can go back and get him killed; I'd JUST gotten steel production up, and it was a damn good site.

9
DF Dwarf Mode Discussion / Re: Help - Bodies on Fire - Steam
« on: December 17, 2022, 08:19:32 pm »
Channel above them and designate it as a pond. That should put them out. That's how I've put out burning leather artifacts in previous editions.

10
So, I got a migrant who also happens to be a necromancer. I noticed this shortly before they started raising the dead. Now my corpse stockpile is killing children and pets, and they're rising as zombies to kill more.
How am I meant to deal with this, other than spotting this ahead of time and walling the dwarf in question into their bedroom?

11
DF Gameplay Questions / Re: Steam: magma forges
« on: December 15, 2022, 01:24:27 pm »
I will try to do some testing and see if magma crabs start entering the fort through the forge.

They certainly do through the smelters, which cost one of my furnace operators their life. And, worse, cost the fort their socks. War dogs seemed to work at taking the crabs out.

12
DF Gameplay Questions / Re: Poor soil
« on: December 11, 2022, 02:15:28 pm »
Any ideas on how to improve it, beyond walling off sections of cavern?

13
DF General Discussion / Re: Alternate Ways Of "Beating" The Game
« on: December 30, 2020, 02:52:44 am »
There are no 'win' conditions other than those you set for yourself. I set up forts with a goal in mind; either to build something or teach me something. That's how I figured out how minecarts worked, and how it was way more efficient to simply dump everything down a shaft instead of using a long ramp.

14
DF Dwarf Mode Discussion / Re: Tavern keeper overfeeds
« on: April 07, 2018, 06:41:44 pm »
They do that. Bar staff in DF work the opposite way they do in reality; they will literally serve people enough drink to kill themselves with.
Or take disagreement in a debate and murder someone with their mug.

15
But granite is igneous.

Walls are indestructible. You could make them of ice, and it wouldn't melt. Or wood. Furniture items, bridges, AND MECHANISMS INSIDE THEM  need to be made of magma-safe rock or metal. Check the wiki for magma-safe rocks, or just be a lazy dwarf and use steel.

Pages: [1] 2 3 ... 178