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Topics - Frugal

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DF Dwarf Mode Discussion / Strange Moods and needing blocks
« on: November 02, 2006, 10:48:00 am »
When a dwarf enters a strange mood of some sort and demands blocks, will he ever need blocks made of something other than stone?  I just found out you can make blocks out of glass and metal, and was wondering if it was a good idea to make some just in case.

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DF Dwarf Mode Discussion / Tattered clothes- how do I get rid of them?
« on: October 29, 2006, 01:20:00 am »
I noticed one of my dwarves was unhappy that they were wearing tattered clothing so I started making more.  50+ Shirts, Pants, and Shoes later, I notice a bunch of worn clothing lying around my Finished Goods stockpile.  The dwarves also often store them in their rooms.  My problem is that the new clothes wear out so quickly that I'm starting to worry about the old clothing cluttering up my fortress.  I can't usually trade them away, as they don't show up as something I can move to the depot.

Do Dwarves hang on to all their used clothing, or just one extra set of clothes?

Also, many of my military dwarves are still using their heavily worn Cloaks in spite of there being like 20 extras in bins.  Why aren't they replacing them?  Do dwarves not actively seek out Cloaks, and only wear them if they have them on when they arrive?


3
Will he?  I'd like him to wear some armor in case the dwarf he's arresting decides to fight back.

4
DF Gameplay Questions / Sheriffs, Captains of the Guard, and the economy
« on: December 02, 2007, 02:05:00 am »
Once the economy kicks in, your Mayor and Captain of the Guard will have to pay for their bedrooms.  My question is, will a Sheriff or Captain still be able to arrest people if he's set as some form of military, or is the only permanent solution to have a legendary dwarf fill that position?

5
DF Gameplay Questions / Groundhogs in cages
« on: March 22, 2007, 08:33:00 am »
For some reason, groundhogs have been either spawning directly into the cage traps I have at my fortress entrance, or somehow sneaking into them.  They're never visible until the trap snags em.

My question is, do I have to attach the cage(s) to a lever to manually release them, or is there some way of setting them to be butchered directly from the cage?  Do they have to be tamed first for that to work?


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DF Bug Reports / 33a- dogs will not stay chained (dwarves too)
« on: November 02, 2007, 01:50:00 am »
I've gotten to the point where kobolds are a real nuisance, and decided to post war dogs at my entrances.  This worked until the first time they found kobolds, at which point they slipped the leash, and future attempts by my dwarves to chain them had no effect.  The dwarf brings the war dog to the leash, and suddenly the dog just runs off.

[ November 02, 2007: Message edited by: Frugal ]


7
DF Bug Reports / Farmer with 'mangled' upper body continues to work
« on: November 01, 2007, 01:18:00 am »
I had a glassmaker get possessed, and since my map has no pure sand tiles that I've found yet I could not make any glass for him.  He went berserk, and attacked a farmer, who suffered many wounds before the glassmaker died.  He had a mangled(red) upper body, broken(yellow) lower body, and several limb injuries.  The limb injuries cleared up the instant he was put into bed, as typically happens, and he was left with only the mangled upper body and broken lower body.  He never seemed to get the Rest job though so I didn't expect him to survive.

Summer rolled around and suddenly his lower body was only bruised(light grey).  He gets out of bed and starts trying to plant seeds, but keeps falling unconscious due to pain from his serious(red) upper body wound.

Aren't dwarves with this kind of injury supposed to stay in bed?


8
DF Bug Reports / Brook-drinking dwarves pile on top of eachother
« on: November 01, 2007, 12:03:00 am »
I designated my brook to be the water source since it's the only water left; all the surface pools dried up for some reason.  My dwarves will only use the bottom-left corner of the zone to drink in, so there's always 5-10 dwarves standing on top of eachother in the same tile all drinking.

I've set up multiple zones, but that doesn't improve matters.


9
DF Bug Reports / Bone crafts with incredible value
« on: November 01, 2006, 10:09:00 am »
I just got my first caravan since the -e version and some of my items made out of bone  of the basic, "Finely Crafted", and "Superior Quality" types are worth over 1 million base price.  Strangely enough, the "Well-Crafted" and "Exceptional" type items are only worth 1 coin.  I can't tell how much Masterpiece items are worth, but then I don't think I have any.

The effected materials are "Groundhog Bone" and "Horse Bone".  The totems of that creature, made out of skulls, are similarly priced.

I assume there was some kind of typo when adjusting totem prices or something?  All my other totems are more reasonably priced now, instead of being worth 500 base.


10
DF Bug Reports / Stockpiles claim unneeded bins
« on: October 30, 2006, 01:43:00 pm »
My leather stockpile decided to be selfish and claimed its full amount of bins, even though 4 of them are empty and 5 of them are full of stuff that should be in other stockpiles.  One of my 'cloth' stockpiles that I assigned to only hold thread did the same thing.

Also, even when my dwarves are idle, they don't seem to want to empty mis-matched bins into the proper stockpiles.  They also won't take empty 'claimed' ones out of stockpiles and use them where they're needed.

I think this issue might only turn up when converting to the new stockpile format, though.  I think if I make enough bins or assign enough extra stockpile space, it might fix itself.


11
DF Bug Reports / Creatures with 'wounded' icon not having any wounds
« on: October 30, 2006, 01:13:00 pm »
There's a war dog in my fortress with a flashing red + as if it were seriously wounded, but everything on its wounds screen is white.

This also happened to one of my jewelers, yet his + is yellow as if he were only moderately wounded.


12
DF Bug Reports / Removing chains without unassigning dogs first results i
« on: October 29, 2006, 11:32:00 pm »
Basically, if you 'remove building' a rope or chain while an animal is attached to it, the animal will keep the rope or chain around its neck.  I guess this makes some sort of sense but since there's no way to tell your dwarves to reclaim the rope/chain, it can be troublesome.

13
DF Bug Reports / All coins count as Silver
« on: November 23, 2007, 08:30:00 pm »
I made some coins before the economy started, and now that the Baron is here my Currency tab shows all my coins as silver.  Making new gold and copper coins does nothing to fix things.

14
DF Bug Reports / Fleeing dwarves do not use stairs
« on: November 12, 2007, 01:58:00 am »
I had a leatherworker get spotted by a goblin pikeman while attempting to retrieve a single bolt left by a hunter on top of a cliff.  In fleeing, he walked directly over the stairs that would have led him to safety, but did not use them.  He died, of course.

15
DF Bug Reports / Loading game un-validates work orders
« on: October 31, 2007, 05:55:00 am »
If you put some work orders in the manager screen, have them validated, and then save, when you load up the game they will no longer be validated.

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