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Topics - Daris

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I am running a young world (stopped worldgen at year 5) and a generation fort.  All the dwarves in my fortress except the starting 7 were born into the fortress.  The current population is 180+ and I have only 4 gods in my civ, yet I've never gotten a petition for a temple and cannot assign priests.  I definitely have more than 10 worshipers of each religion, yet no petitions.  Guildhalls worked; I got petitions reliably when I got 10 workers in each category.

Is this a known bug?  Does the game not count new worshipers when they are born into the fortress for petition purposes?  I tried searching the bug tracker but didn't see anything related to this.

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DF Gameplay Questions / Fortress grinding to a halt
« on: August 07, 2018, 06:11:49 am »
So I like to play generation forts with no migration.  I hadn't played for a while, so I picked up the newest version with the latest LNP.

I'm discovering that no-migration forts are unfun because dwarves eventually stop taking non-workshop jobs.  They won't dig, cut down trees, or haul.  My latest fort, the last caravan almost left with nothing because only one dwarf would haul items to the depot.  I can't dye cloth because the dwarves won't haul the many, many empty bags in the fort to the empty-bag stockpile linked to my quern.  However, they will plant seeds, harvest plants, construct whatever I ask in workshops, and visit the temple.

Is this a matter of unmet needs?  They get unfocused and/or distracted after a couple of years, because setting up a new fort with only 7 dwarves doesn't leave a lot of extra time for me to cater to their needs.  They'll still take workshop jobs without a problem.

My first fort took 4 years for the dwarves to go on strike, and my second one took only 2.  There's no possible way for me to get a needs-fulfilling fort up and running in only 2 years, and I'm not even sure that unmet needs are the problem in the first place.  Is this intended behavior, or a bug of some kind?  Are generation forts just infeasible these days?

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DF Gameplay Questions / Is there a known bug around beekeeping?
« on: July 30, 2016, 02:47:05 pm »
So, suddenly my dwarves won't take any jobs under the "hauling" or "other jobs" categories.  Food I bought stays in the trade depot.  Animals won't be taken back to their pastures.  Flooring is going unbuilt.  The dwarves will still take workshop jobs, and in fact those animals need to be pastured because we just finished shearing the entire herd.  They'll claim items and take them back to their rooms but won't move anything else.

I had posted about this before: http://www.bay12forums.com/smf/index.php?topic=158605.0  Eventually the dwarves snapped out of their funk.  I had assumed it was the deletion of the temple that did it, but right now I have no temple, no tavern, no library.

But I did just build some hives in this game, and in that save?  I had also just recently built some hives, and the Install Colony jobs were in the jobs list, un-fillable because of insufficient wild colonies.

Coincidence, or a bug?  Is this a known bug?

eta: disabling beekeeping on all dwarves generates a bunch of re-pasturing jobs, and now that flooring is getting built.  If anyone wants to see this in action, I can upload a save.

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DF Gameplay Questions / best way to weed pastures
« on: July 17, 2016, 07:27:41 pm »
The short of it is this: in .42.06, pasture management has become an absolute chore.  Animals don't move around at all except to relocate from one patch of grass to another.  This means that there is near-zero traffic and near-zero trampling of live and dead weeds, leading to the pasture becoming absolutely choked with weeds if I don't intervene.

The only way I know to deal with this is to construct dirt roads over the weeds, either in 10x10 blocks, or individually over each weed tile.  Neither one is optimal, as option 1 destroys good grass as well as weeds, and option 2 is incredibly tedious.

Is there a better way?  Is there a way to make grazers move around and trample stuff the way I remember them doing in .40.24?  Areas where my dwarves path through a pasture have some of the healthiest pasture in my game, but I can't make them be everywhere.  Or is there a way to make dead weeds disappear in less than a bazilion years?  I seriously don't remember this being such an issue in the prior version.  I recall areas where there were no animals becoming very weedy, but a pasture with even a few animals would remain good because the animals would trample the weeds and get rid of them.

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DF Gameplay Questions / how tall does a tree get?
« on: July 01, 2016, 10:52:50 pm »
The raws for a tree will have a max_trunk_height number.  How tall will the upper portions (branches and twigs) get above the top of the trunk?  Can this be gleaned from the branch raws, and if so, how do I read them for this info?

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DF Gameplay Questions / dwarves suddenly stop taking jobs
« on: June 05, 2016, 06:48:31 pm »
What causes this?  Work has become really sporadic.  There are queued jobs and these dwarves register as either No Job or a green worship job, but they won't pick up work.

Spoiler (click to show/hide)

This happened once on another fort last year, where I couldn't get anyone to do anything, and I just abandoned it.  I am super-happy with this one, though, so why won't anyone but the glassmaker work?  Labors are enabled.  I tried disabling and then re-enabling wall/floor construction, because those floors are the most important task right now.  No change.  If I cancel/re-build the floors, occasionally a dwarf (just one) will come out to work on it.

Sometimes I can wake the dwarves up.  I ordered five querns to mill plants.  The dwarves hopped to that, and then those five dwarves deigned to go complete those floors.  Then I built 3 more floors.  Those floors are being ignored.

What's up?  What causes this?  Is it fixable without going back to an earlier autosave?

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DF Gameplay Questions / random impact death?
« on: June 02, 2016, 05:40:11 pm »
This appeared on my combat reports out of apparently nowhere.

Spoiler (click to show/hide)

There has been no tree-felling lately so I don't think it was a falling log.  The beetle is on the dead/missing list as dead, so apparently it did not survive this event.  What could have happened, and are my dwarves in danger of random impacts?

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DF Dwarf Mode Discussion / wagon weirdness
« on: May 26, 2016, 05:49:26 am »
Several years ago, game time, the human caravan stopped showing up.  I didn't think anything of it, because stuff happens in the world sometimes.  However, about two years after the last human caravan, I suddenly got a series of announcements telling me that a black bear had guzzled about 200 units of booze.  No booze of mine was outside the fortress.  I zoomed to the spot and found a black bear unconscious and dying of alcohol poisoning at the gate of the defensive wall.

After the most recent dwarven caravan left, I found some wagon logs and a pile of goods at the same location at the gate.  Apparently a wagon was scuttled there.  It had to be the most recent caravan, because two grazing animals in cages were still alive in the pile.

There's nothing visible at that spot, or anywhere else on the map that looks unusual.  No combat reports or announcements were provided to me.  I have a hypothesis now that the last human caravan, or part of it, is somehow stuck in limbo, and that's why the caravan stopped showing up (because the game thinks one still exists); the black bear stole invisible-to-me liquor from the invisible-to-me wagon.  The dwarven caravan narrowly escaped this fate by scuttling one of its wagons.

Is this something that has happened to anyone else?  What could be going on?

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DF Dwarf Mode Discussion / Distraction
« on: May 24, 2016, 06:16:45 am »
I finally picked up the new version and I'm doing another generation fort, with no immigration and no visitors.  While I'm sure this has been answered before, I went back 5 pages and didn't find it, nor did I manage to find it with a search: do I have to care about distraction?  It spams the dwarves' thoughts with brown, but brown seems to be the worst the thoughts get.  Are bad thoughts the only effects?  Or does being distracted impair their skills?  I can counter bad thoughts pretty easily, and giving everyone a personal palace for a bedroom is simple, whereas actually meeting all their needs is literally impossible.  If their stress stays negative, do I have to care about their distraction?

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DF Dwarf Mode Discussion / Crashing
« on: November 28, 2015, 02:51:54 pm »
Is there a way to track down the exact cause of a crash?  This fort is 67 years old and has suddenly become extremely unstable.  One game year ago this happened and I reverted to an earlier seasonal autosave and gave up two seasons of progress, which seems to have temporarily resolved the problem.  Now it is happening again.

To be clear, I'm not interacting with the game when it crashes.  I load the game and let it run, and it sometimes runs for a few days and then crashes, and sometimes it crashes immediately, but it always crashes and always fairly soon after load.

It's probably the good ol' tree growth crash, but how can I 1. find out for sure, and 2. locate the tree that is causing the crash and destroy it?  If I have to abandon this fort I'll probably just abandon the game instead.  This instability is completely unreasonable.

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DF Gameplay Questions / Pet cemetery
« on: October 18, 2015, 12:09:41 pm »
I want to create a pet-only cemetery.  Will enabling pets and de-enabling citizens accomplish this?

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DF Gameplay Questions / Short swords vs battle axes
« on: October 09, 2015, 01:55:53 pm »
Is there any reason to prefer short swords over battle axes for some applications?

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DF Gameplay Questions / Indoor fishing
« on: October 07, 2015, 12:20:35 pm »
I embarked at the source of a river, and the river was directly in my way of creating a courtyard for the fort, so I moved the river underground and used the dry riverbed as a moat outside the wall.  The new river channel takes it down 2 z-levels from where it was originally, and it occurred to me that this meant I could use it for safe underground fishing.  I cut a hole over the new channel from within the fort, but my fisherdwarf couldn't catch anything from it.

Catching fish from the above-ground river source tiles is not a problem (except for the part where it makes my fisherdwarf dizzy and exposes her to danger).

Is this a permanent problem?  Should I just build a hut over the river source and forget about the underground channel?

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DF Gameplay Questions / Inedible prepared meal
« on: October 03, 2015, 01:12:19 pm »
Would anyone mind explaining for what reason a prepared meal is labeled as "Not edible," and how I can avoid creating inedible prepared meals?

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DF Gameplay Questions / Egg incubation optional?
« on: September 30, 2015, 11:33:53 pm »
So I was breeding buzzards (don't judge me) and when I had 10 hatchlings I put the hatchlings and the adult buzzards into a cage.  The adults had, of course, immediately laid a new set of eggs, but who needs more than 10 buzzards?

My dwarves didn't get around to picking up the eggs before I locked the door again, and I didn't think it was a big deal because the eggs won't hatch without incubation and they'll keep indefinitely in the nest box.

Except that they did hatch.

???

Is this normal?  I had been led to believe nonstop incubation is required to hatch eggs, and the mother stepping away from the nest for even a moment would interrupt incubation.  These eggs were alone in the nest boxes for about 3 months.

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