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Messages - wuphonsreach

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1
DF Dwarf Mode Discussion / Re: Using minecarts for hauling
« on: October 24, 2017, 04:42:31 pm »
Powered or even pushed minecarts just aren't that useful when compared to wheelbarrows.  They result in a lot more accidents, run over pets, and take forever to setup (by which point wheelbarrows would have done the job better).

So I only use them for QSPs.  And since QSPs make my forts a lot more compact, I'm not hauling stuff anywhere near as far (just about every workshop / stockpile is within 30-40 steps, including changing Z-levels via stairs).

2
DF General Discussion / Re: LinuxLNP - 0.43.05 x64
« on: October 22, 2017, 06:32:54 pm »
Wishlist item: The ability to specify the windowed font differently from the full-screen font.

In window mode, I like to use a non-square tileset (Vector_square_48x72.png) because it makes it a lot easier to read text descriptions like dwarven thoughts.  But then I switch back to a square font (Nagidal24x24shadeBeards.png) in full-screen mode for gameplay (easy switch with F11).

3
DF Dwarf Mode Discussion / Re: Good Artifact?
« on: October 19, 2017, 05:46:05 am »
For usefulness? Artifact floodgate, followed by doors or hatches.  Armor and weapons would come after that.

Most useless? Earrings or any trinket bauble that can't be placed.  (This will get better in the next update with "display cases".)

4
DF Dwarf Mode Discussion / Re: What do you buy from the caravans?
« on: October 18, 2017, 07:21:01 pm »
Anything that can be melted into bronze, iron or steel.

Spider silk (cave or giant), because it's a pain to harvest and I always need more.

Fruits, leaves, sometimes meat or fish, most cheese, any flour or sugar.

Gypsum powder.  Silk/plant/yarn thread.

Yarn cloth if I don't feel like raising sheep / llamas / alpacas.

Leather is cheap and kickstarts my leather industry.

Animals, to replace what I've butchered.

Starting in year 10+ when I'm thinking about a library, any codexes or scrolls or sheets.

5
Put your archery targets on a raised walkway (1 tile wide, 10-15 tiles long) with the archery target at the end that hangs out over open space or is up against a wall.  It's important to have open space between the archery lanes.  Any bolts that miss the target will hit the back wall and clatter down into the layer below.

In the layer below the archery targets, designate an ammo stockpile that only takes bolts and only takes from links, with no bins.  Periodically reclaim the bolts from that stockpile and melt them back down.  That will help you recycle 50-80% of the metal being used for bolts.

6
DF Dwarf Mode Discussion / Re: Work orders: Empty bags?
« on: October 17, 2017, 10:57:11 pm »
Interesting find on: Sewn-imageless

For collection of sand, I use a glass furnace (parked somewhere, anywhere really) with:

Task: Collect Sand (5 or 10), restart if completed, daily
Condition: Amount of sand-bearing boxes and bags, available is "at most 150"

For creation of bags (at a leatherworks):

Task: Construct cat leather bag (5), restart if completed, daily
Condition: Amount of "empty" "cat leather" bags, available is "at most 5"
Condition: Amount of "cat leather", available is "at least 100"

I will then repeat the "Construct X leather bag" job for "dog" and "pig" and "turkey" leather.  I can also setup a job at the cloth-works for "pig tail" bags.  Between those four bag types, I always have 10-20 empty bags laying in a QSP.

But now I'm going to have to play with "Sewn-imageless" as a condition...

7
DF Gameplay Questions / Re: Hunting dog bitten by a werebeast
« on: October 17, 2017, 10:49:37 pm »
I'm disappointed that dragons don't have the "can learn" tag and can't get the were-curse.

8
DF Gameplay Questions / Re: my eggs (hen, duck) dont hatch
« on: October 17, 2017, 10:48:02 pm »
The keys to autonestbox in dfHack (which work well for me):

- Create 1x1 pasture zones on top of each nest box after it has been placed, use "autonestbox start" to get the female egg layers assigned to boxes.  Or you could assign the initial batch of females yourself (if you want all chickens in room A, all turkeys in room B, etc.).

- Create a second pasture zone that covers all of the nest boxes, but does *not* have a nest box in the upper-left corner.  Assign your males to this pasture zone.  This way they still have access to the females and can fertilize them. 

(Alternately, just let your males run around the fortress without being assigned to a pasture zone.  But that has impacts on your frame rate.)

Even in a 200+ dwarf fortress, you need to really think about limiting the number of egg-layers (maximum of 5 female adults and 3 male adults).  And you can probably buy enough from the dwarven caravan to keep a healthy population and replace deceased birds.

However, in sealed forts, I will periodically (every two years), move all turkeys to a 10x10 room with nest boxes (that are not managed by autonestbox) and then seal them in by locking the doors.  Wait until poults hatch, then remove the pasture zone and re-assign the males as needed (or just cage them if I don't want them breeding further).  The females, thus freed from the pasture zone, will get auto-assigned by autonestbox again within about 10 minutes of real time.

9
On player-run forts, the list of "so and so created a masterwork" gets really large and clutters up the event listing when looking at a site.

Is there a way to filter out these "masterwork" events when looking at a site list or events associated with a dwarf?

10
I've found that if I rename the "region1" folder to be named after the world (e.g. "Exsmo") that the population chart doesn't work and the list of civilizations will show unknown for most civs.

11
DF Dwarf Mode Discussion / Re: Fortress Design and Border Control
« on: March 26, 2017, 11:01:52 pm »
Paved roads (3-tile wide) running to the edge are my preference as well.  They can even be put flush up against the edge to provide a 5-tile wide safe spot for wagons to spawn on. 

I'm on a heavily wooded map, so I needed to carve some sort of path through the trees.

12
Playing with world generation parameters can lead to sites with better amounts of sedimentary stone.  Otherwise you just have to get lucky with a deep metal hematite pocket (igneous extrusive layer).

Boosting volcanism (for igneous) is a good way in worldgen, but it has limits because sedimentary layers want low-volcanism and low-drainage. 

13
In my current world, I have a dwarven diety named:

Dan the Glitter of Sparkles, deity: beauty, art

That deserves a large temple.

14
DF Dwarf Mode Discussion / Re: Vampire Lawmaker
« on: March 23, 2017, 11:32:58 am »
I suggest trying to wall him away somewhere.

My previous fortress had the same issue where the human diplomat would visit, meet with my leader, exchange a few pleasantries, hang out with his guards in the temple, drain a dwarf, then finally leave after a season.

The annoying bit was that even though I had everyone sleeping in a dormitory / bedrooms with gem window walls, and there were witnesses, he'd still drink a dwarf.

15
DF Dwarf Mode Discussion / Re: Question about engravings
« on: March 22, 2017, 06:51:18 am »
The setting is probably this one in d_init.txt

[ENGRAVINGS_START_OBSCURED:YES]

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