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Topics - DanielCoffey

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DF Gameplay Questions / Farming yield of an irrigated rock floor?
« on: February 04, 2023, 05:59:10 am »
I am aware that near-surface dirt is considered "poor" for farming yield and that the soil in the cavern layers is much better but where does "irrigated muddy rock floor" come in this scale? Is it exactly the same as a near-surface dirt plot or is it part-way between dirt and real cavern soil?

Are there any differences in the answer when comparing dwarven crops and surface crops (assuming light has been taken care of)?

I couldn't find an answer in the wiki.

Thanks!

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DF Gameplay Questions / Q : Job removed from unpowered millstone?
« on: January 31, 2023, 08:34:30 am »
Version : Steam 50.05

I am receiving frequent "job removed" spam from my millstones when I don't think I should be and I wondered whether this is a known issue or if I am driving the millstones incorrectly. It seems to happen about 50% of the time when running any "Mill Plants" job.

My water source is a 2z 5x5 cistern with a u-bend fed from either a brook or a river filled to 7/7, through a diagonal with a Floodgate, along a level tunnel, through another diagonal floodgate into the standard 4-wheel 5x5 Dwarven Water Reactor. All Floodgates are left open. The surface water is not frozen. There are no boulders or corpses in the entire system.

Power is taken up one z from the screw pump to a gear assembly, along one short axle to one more gear assembly and directly into one or two millstones.

All gear assemblies and millstones are animated without interruption or warnings once the pump receives its initial start.

Once I set up the first job to Mill Plants it is only a matter of a minute or so before intermittent "unpowered millstone" spam begins. I never see any interruption in the animations.

What is causing this issue and given that I have a river as my water source rather than an aquifer, what could I be doing instead to drive the millstones? The only criteria is that the system MUST be secure from swimmers.

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This isn't specifically a Steam DF issue but is one of my own making. All my early forts so far have run into what feels like a labour shortage... or "too much work, not enough Dwarfs" in their first year and I am struggling to get through it so would appreciate some advice.

I think I have responded too soon to unmet needs and am finding that nothing is getting done because Dwarfs are trying to do everything... if that makes sense.

I am around the time when the first Autumn Trader arrives. There have been one or sometimes two migrant waves and the population is about 12-16 Dwarfs. The entrance is secured (but Grazers still loose outside). There are half a dozen 1x5 farm plots between a mix of surface and dwarf seeds. Tanner and Butcher are idle. Kitchen and Still are keeping up with Easy Meal and Drink demands. Farmers workshop is jumping on every plant as it comes available. Loom is working on Cloth but is limited to an amount to make. We have a small dormitory, there are a few mugs but no tables, chairs or tavern. As for industry I have one wood, stone, craft and mechanic with the first jeweller just starting. I have a water cistern and grindstone but no hospital or well. No temples or noble quarters yet. No tavern and only a few individual bedrooms.

This is where the issue starts... just prior to the first trader, everything seems to be working adequately if a bit slowly. As soon as the first merchants arrive and I scrabble for absolutely anything to sell them, all hell breaks loose. Immediately afterwards, folks are busy hauling our purchases back to storage. All the workshops fire back up to replace the stuff we just sold (you know the sort of thing... tables with four wobbly legs, mugs you can't lift with two hands). Rocks are being dragged about to the workshops. Orders for the first few luxuries so soothe the now upset dwarfs (mostly caused by rain, lack of temples and no tables) such as coffers and cabinets are not getting made. No doors available yet. Can't dig the bedrooms because we are rolling rocks. Forget about the second stonemason as we are busy hauling cheese you just bought and can finally plant the pigtail seeds in that new farm plot... apart from the one next to it which we are too busy to build. Archery tower? No sir, we have no stone blocks. Food rotting on the floor under workshops? Nobody seems to be free to put it into barrels... if we had any made.

I suspect I am giving them too much to do and don't know how to resolve the issue. Even though work orders have upper limits (and they are small ones) there is simply too much queued to do.

Do I slow down and put up with unhappy dwarfs by cancelling all the luxuries or do I just persist and wait it out by effectively putting a sign on the door saying "Closed for staff training. Please invade later."

Each time this happens, I throw the fort away as "broken" and try again only to fall into the same trap. That first expansion of items to meet needs but not enough Dwarfs to fulfil the work.

4
This is not necessarily a Steam issue but I am struggling to get accurate condition checks in a Clothier workshop and I think it is down to not having enough bodies to do hauling in a small fortress. Let me explain the issue and please feel free to give your suggestions on how to either avoid or correct it.

The fortress was still small and had two migrant waves (including a couple of kids) so was sitting at only 22 Dwarfs. The next 4 migrant waves were dry with nobody wanting to come so I had a full year with only that group of Dwarfs.

I had a clothing job set to make 1 robe if number of robes less than 5 and number of plant cloth greater than 10. Other non-chained jobs were set up for the other clothing items and initially all was well as Dwarfs just came and collected a robe before it could ever go into a stockpile. No linked stockpiles were used.

After the four seasons passed with no migrants, the elves turned up and I was struggling finding things to sell to them so I looked at the clothing. I had over 100 robes!

I checked and while there were a few robes in the Clothing stockpile, all the rest were either in bedrooms (which is acceptable) or in a HUGE pile on the floor under the Clothiers Workshop. There were surplus of almost all clothing items well beyond the number specified in the conditions check.

So the first question is... does a Work Order Condition only check items in a stockpile, ignoring those on the floor or does it count all?

Does defining a Give To stockpile affect this problem?

Next, how do I prevent this in future forts and how can I rectify it in this one?

I feel the problem was initially caused by a lack of dedicated Haulers in my young fort because every Dwarf was needed for something more important. There were piles of goods under every workshop type apart from the kitchens. It seems that Hauling is a relatively low priority if left to Everybody does it?

Of course large forts can afford to have teams of Haulers or Janitors but how do you deal with this in a small fort and still have automated jobs?

5
DF Gameplay Questions / Steam : Dealing with Agents in my Fortress?
« on: December 25, 2022, 05:57:03 am »
According to Legends, I have just had a Schemer come into my fort (Spring, 251) and corrupt one of my Dwarfs so they have an agent in my Fort to steal and plot a coup. Is there anything I can do to "un-corrupt" my dude?

Sadly for Schemer there were no Artifacts to steal because the fort was too new but he has just come back again. Can I accuse him of anything to stop him turning up? I don't know what my options are to sort out my own Dwarf as well as put a stop to the Schemers.

I know Villains are a part of Dwarf Fortress but what can I do to resist their blandishments?

Here's "Mister FakeName". You can see why I was suspicious of him in the first place...


I couldn't find him in the Legends initially but got to him through his wife...


Now I need to know what to do to break this conspiracy. I am in a young fort and don't have any Jails or anything to do with Justice set up yet.

6
DF Gameplay Questions / Securing a "Fish Prison" in a cold climate?
« on: December 22, 2022, 07:20:23 am »
I have a question about improving my "Fish Prison" because I am in a climate that freezes from mid-Autumn to mid-Spring. This of course means that the Floor Grate pops off twice a year at thaw and freeze.

To maintain all year security I am considering Channelling then Walling down to the floor of the Brook.

If I cut off a small bit of the Brook from the edge of the map, will the Fishing Zone still consider its access to fish as unlimited or will it run out like the Ponds do?

See the highlighted squares in the picture...


7
DF Dwarf Mode Discussion / Can you eat a dead Werebeast?
« on: November 24, 2016, 02:13:21 pm »
I have been watching Marcus Aurelius' Anvilquested DF video series and in Part 10, the Were Elephant attacks the fort.

I wondered if, after a Werebeast is dead, can you butcher and eat it or are you just lining up more FUN?

8
Masterwork DF / Would you say MWDF is suitable for new DF players?
« on: November 23, 2016, 02:52:28 pm »
Would you say that Masterworks (Fortress Mode) is suitable for players who are new to Dwarf Fortress or would you suggest a certain degree of experience with the regular game (say LNP) is advisable first?

9
DF Dwarf Mode Discussion / Going round the U-bend?
« on: November 12, 2016, 04:24:11 pm »
Hello folks - I am a new player with a Linux LNP+Meph32 43.03 install and I would appreciate some pointers to secure a water source in my current situation...

My embark is in a 3x3 Temperate Woodland. There is a roughly oval hill rising in the centre of the map by about 7 Z-levels with a bald, flat top surrounded by the woodland. The river passes very close to the foot of the hill to the North. I do not think there is an aquifer.

I understand that normally I would be expected to dig a tunnel from a cistern almost to the river then order a Channel Down at the river once everyone was out of the cistern. I have read advice that I should install a flood gate attached to a lever at the river side in case I ever wish to drain the cistern. I have read that I might want to install a U-Bend with a floor grate to prevent Swimmers getting in and this is where I need specific advice. Please could you give me a step by step on how to construct the secure U-Bend. I don't know what order to assign or clear stairs and the place the grate. Do I need a well above or should I allow stair access to the cistern?

In an unrelated subject, is there a way to change the Fort Name and Group Name after Embark? I forgot to do it before embarking and I would really like to keep this location. I also ended up with five good Dwarfs, one godly Dwarf and one Derpy McHaulerson who, strangely enough I have bonded with. I just don't want to be known as those Dwarfs living at Fluffypillows, The Vibrating Lance or something silly (not the actual names but pretty close!).

Cheers.

10
DF Dwarf Mode Discussion / Filling in gem veins in living quarters?
« on: October 18, 2016, 11:42:53 am »
If I discover gem veins in the walls and floor (Z-1) as I am digging out living quarters, can I extract the gems then cover the gaps up afterwards (with stone or blocks) in a way that will still look neat and allow smoothing and engraving in the future?

11
I am a new player starting with DF at 0.43.03 (LNP Linux) and I wondered if there is a simple way to effectively "re-roll" your starting group of seven Dwarfs?

I understand that the first step is to generate a world which will be persistent (until I discard it). Once that is done, I know the next step is to seek an Embark location that meets selected parameters. As a new player I am seeking "easy" starting locations. Once a location is found, the next step is to skill and equip your seven Dwarfs... who may or may not be suitable for a new game.

What I am wondering is this... is there a way to save or remember your Embark location? If you have to choose the Dwarfs over again, it appears you have to try to find that Embark all over again.

I used Dwarf Therapist to have a look at one party of Dwarfs in order to see who might best suit roles and discovered I had one God-Dwarf who was awesome at almost everything and six runners up for the Cavern Idiot competition. In choosing to Abandon that group, I had to forgo my Embark spot and couldn't find it again.

The next time I actually found some Dwarfs that I thought I could work with, I found my Embark location was a huge pile of soil and sand with no honest rock in sight. I know I should be able to go down but by the time I had realised I had no available rock, I was low on supplies.

This is why I am asking if there is a good way to pick a new group without losing the proposed Embark?

I would also like to know if I can scratch the Embark location but keep the group if I like them?

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