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.

Topics - soulsource

Pages: [1]
1
DF Dwarf Mode Discussion / The cat child has revealed...
« on: December 18, 2017, 05:26:24 pm »
I just got a message:
"The Cat Child has revealed the presence of Prisonfragments to the Macedwarf Tirist Munestsigun."

Has anyone else seen animals reveal artifact locations? If yes, I'd consider this a bug...

2
The last few forts I've built always had the same phenomenon. Just after a tavern is built, the socialize activity branches into poetry recitals, musical performances, dances and storytelling with a comparable probability, but as time passes, musical performances and dances get less and less frequent, and after some years there is basically only poetry left, with some storytelling in between.
Is this a general trend, or does this just happen to my forts? Is there anything one needs to do to build a suitable environment for musicians?

3
DF Dwarf Mode Discussion / Work orders: Empty bags?
« on: May 25, 2016, 02:20:11 pm »
Hi!
I'm really happy about the new work orders system, but there's one thing that I haven't found out yet, and that's how to make an order depend on the number of empty bags. I think boxes and bags can be told apart by the "hard" token, so it'd be really easy to make the job depend on the number of empty boxes, but I have no clue how to check for non-hard items... Another option I've found would be to check for "bags or boxes" of certain materials, but I'd of course prefer to have the work order trigger as soon as the total number of empty bags is large enough, instead of having to wait until I got enough bags made out of one material.

Is it possible at all, to have a work order check for empty bags regardless of material? If yes, how?

4
Hi!

I've got an instrument lying in my tavern that nobody seems to care about any more. I guess that one of the visiting bards took it out of the box it was in, used it, and after that just dropped it where they stood. Now, I'd like to construct a table right at that spot, but the construction job gets suspended due to an "item blocking site", and I can't seem to get my dwarfs to haul this stupid thing away. I've tried dumping it, but no Dump Item job seems to be generated. Forbidding and unforbidding doesn't seem to do anything either.

The spot it's in is no longer part of the "dancefloor", as I already built chairs close to it. I'm considering removing all that chairs and tables again, just to get someone to pick use this thing and therefore pick it up, but I'd prefer not to have to deconstruct half my tavern just to get one instrument out of the way.

Has anyone experienced a similar issue, and if yes, is there a way to get the dwarfs (or visitors) to move the offending item?

Thanks in advance!

5
DF Dwarf Mode Discussion / A siege that doesn't end?
« on: February 24, 2016, 05:36:48 am »
Hi!

I'm having a strange issue with my latest fort in 0.42.06, and would be curious if anyone knows a way to resolve it. The first goblin siege arrived a few weeks ago (early autumn), and was quickly dealt with by my military. Now, although I'm pretty sure that all siegers are rotting in my corpse stockpile, the SIEGE text on the upper left corner of the screen doesn't disappear, and I haven't had the dwarven caravan arrive yet, although it's already late autumn by now. I've found an old thread dealing with similar issues in ancient versions of dwarf fortress, where the suggested solution was to use a tool named Runesmith to revive certain invaders - namely those that aren't properly tagged as being dead, and to kill them again. Also, I've found this bug report, which was marked as resolved as no affected save file was ever uploaded.

Has anyone else experienced something similar? Could it be that there are still some invaders on their way, and the siege hasn't ended because they simply aren't here yet? Or might it really be that old issue from 2011? Is there an updated version of Runesmith, or a similar tool available that might help to remove the siege satatus?

6
Well, the title says it all, but if you care for the long story, here it is:
I've built a tavern and would like to supply my bards there with appropriate instruments for the art forms they know of. I've seen that in the musical form's descriptions Toady posted some time ago instruments are associated with art forms. Now the question is, how can I find the full description of the musical forms generated in my world, if possible in fortress mode?

7
DF Dwarf Mode Discussion / Are raven corpses usable for crafting?
« on: October 19, 2015, 09:59:47 am »
Hi!

My current fort is next to (but luckily not on) a reanimating biome, and therefore frequently visited by undead ravens. As nature goes its way when an undead raven encounters a ☼Silver War Hammer☼, there are many no longer undead ravens in the fortress' refuse stockpile in various degrees of decomposition.
My question now is, if the so generated raven corpse skeletons, bones and heads can be butchered for bone carving and totem making? Although some of the parts seem to be bones only, the butchers are refusing to do anything with them... Should I let them rot for another few months, or should I just dump that stuff?

Thanks,
soulsource

8
DF Dwarf Mode Discussion / Werebear corpse rotting away in bone stockpile?
« on: September 17, 2015, 05:55:18 am »
Yesterday my fort was attacked by a werebear. It was a horribly one-sided, but nonetheless epic battle, and the result was a beautiful leg-, tail-, gut.-, and headless night creature corpse.
Now the strange thing is: I have a sentients stockpile right next to a deep, deep hole where bodies are being disposed off if they get too many. I also have a stockpile for animal corpses and body parts, which mainly serves as input for the butcher's shops. And last, but not least, I have a stockpile for usable, non-edible refuse, meaning hair, bone, skulls and horn. Now from those three stockpiles, the dwarfs decided that a rotting, miasma-spilling shapeshifted treehugger corpse is best placed in the stockpile for bones. I'm now wondering if anyone has seen similar behavior, and if there's a way to prevent dwarfs from doing this.

(For me the solution is obvious: As I have a deep, deep hole to dispose of bodies nobody needs any more, I'll have this one dumped there as well, but I'd still prefer not to have anything causing miasma or thoughts of horror in my bone supply pile...)

9
I'm wondering about the z-variation of aquifers.
Assume one breaches through an aquifer at a high-elevation point (a hilltop or something like this), and starts digging horizontally two z-levels below the aquifer. Two levels, as aquifer blocks will spawn water directly below them. At some point the aquifer has to follow the shape of the hill, so that by just digging horizontally, one will end up just one z-level below the aquifer, meaning that the tunnel would get flooded.
Does Dwarf Fortress warn of damp blocks in such a case?

Or, phrased differently: Are the blocks directly below an aquifer reported to be damp if one digs into them from the side?

Sketch (side view - S=soil, X=stairs, R=rock, A=aquifer, W=wall)

        SSSSSXXSSSSSSS
    SSSSSSSSWXXWSSSSSSSSSSSS
SSSSSSSSAAAAWXXWAAAAAASSSSSSSSSSS
SSSSAAAAAAAAWXXWAAAAAAAAAAAASSSSSSSSSS
AAAAAAAARRRRRXXRRRRRRRAAAAAAAAAAASSSSSSSSSS
AAAARRR?     XXRRRRRRRRRRRRRAAAAAAAAAASSSSS
RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRAAAAAAAAAA

What happens when digging at the question mark? Will there be a warning, or will there be *fun*?

10
DF Dwarf Mode Discussion / The fragile sanity of butchers...
« on: June 29, 2015, 08:18:10 am »
Hi everyone!

My fortress is facing a serious issue: Butchers going insane.
As there are plenty of cavern-animals spawning on my embark area, it'd be a shame not to use this free supply of meat. Strategically placed weapon traps ensure, that nearly every crundle, rutherer or cave crocodile unlucky enough to enter my embark will get a free ride to the refuse stockpile. And that's where the problem starts. Butchers sent out to prepare this raw meat into cookable portions quite often get negative thoughts from "watching a Crundle die", although said animal is a long-dead corpse on the refuse stockpile. Of course it's not only animals, there are a few rotting would-be invaders there as well, but the majority of negative thoughts is indeed caused by non-sentient corpses.
Probably the non-butcherable remains on the stockpile contribute to the issue, so I'm currently considering dropping them into magma or to use an atom smasher. Nevertheless, the butcherable remains will then still be an issue.
Also, I'm trying to counteract the negative thoughts by decorating the butcher shops and the nearby corridors, but a few "was interested near a fine statue" thoughts can hardly compete with twenty "horrified" thoughts popping up simultaneously...
I guess that this problem is known to every DF player who managed to keep a fort alive for a few years, and I'm wondering how you are keeping your butchers in sanity.

Edit: It's actually not the crundles or other animals, I've checked again, and the bad thoughts are coming mostly from sentient cavern creatures, like gorlaks, trolls and troglodytes.

11
I've noticed something strange in my last 3 forts. When soil is available I usually build a few things directly below the surface (farm plots, trade depot,...), and it happens every now and then, that these rooms get holes in their ceiling. Not a big deal as long as it doesn't happen during a siege, but still annoying. I suspect trees, or more specifically roots to be the cause, but I haven't been able to reproduce this issue on purpose. Is anyone else experiencing this? Can it have something to do with removal of roots of trees that are chopped down?

12
DF Dwarf Mode Discussion / DF 2014 Worldgen: Stuck in Age of Myth?
« on: March 12, 2015, 02:41:54 am »
I've created a bunch of worlds in DF 2014, and while I'm generally pleased with the results, I'm a little puzzled that none of the worlds left the Age of Myth, even if they had a history of more than 1000 years. Am I just unlucky, or is it now really much more difficult to get a world to progress to a "later" age?
I've tried several small worlds with default worldgen parameters, and a few parameter sets based on the small island preset in avanced worldgen.

13
When quickly checking my latest migrant wave for anything suspicious, I found the following guy. It's obvious that something is wrong with him, and I think he will have a very short life in my fortress. Nevertheless, I wanted to share his "carefully" crafted cover story, as it is quite entertaining:
Spoiler: Screenshot (click to show/hide)

14
Hi!

I'm wondering how to get dwarfs to adopt tame small animals. Should I move them to a cage in a often frequented area, or keep them within their traps in the main general stuff stockpile? Do they need to be dumped/released (what would probably attract the attention of a cat...)?

Thanks in advance!

15
DF Dwarf Mode Discussion / Cranberry farming?
« on: September 24, 2014, 12:41:32 pm »
Hi!

Sorry for asking a stupid question...
I've built a farm plot and grown some cranberries on it. According to the Wiki, one should be able to brew cranberry wine from them, yet my dwarfs complain that there are no brewable fruits or plants (I tried both) available, although a barrel with 12 cranberry vines is standing in the stockpile... Also, on my "kitchen" tab on the status screen, the cranberry vines appear neither as cooking, nor as brewing ingredient. So, what can I do with cranberry vines?

Pages: [1]