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Topics - Corona688

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1
DF Suggestions / Move petitions notification
« on: October 21, 2018, 01:34:38 pm »
The petitions notification is a giant flashing marquee that's basically nonstop in any decent sized fortress.  Please move it to the left, grouped with Reports as a bright green P that doesn't flash.

2
DF Dwarf Mode Discussion / Uh-Oh - Vampire?
« on: October 20, 2018, 03:38:57 am »
I just saw one of our two resident bards stumble to bed 'faint' with a minor head injury (dented).  "He was afraid after experiencing a trauma".  But there's absolutely no mention of any combat in the reports.

Something very bad and strange has happened.  Vampire bite maybe?

3
DF Dwarf Mode Discussion / Minecarts stop working
« on: May 06, 2016, 09:23:32 am »
I've set up some minecart routes which worked at first, but eventually the dwarves started ignoring them.  Minecarts empty, feeding stockpiles full, and 30 idlers.  The "store item in vehicle" job doesn't even appear in Jobs.  I managed to kick one of them into being loaded again by adding a 'move every 7 days no matter what' operation, but now its stalled again, for another 7 days.  What gives?

4
DF Dwarf Mode Discussion / Rethinking embark skills
« on: May 03, 2016, 12:21:14 pm »
There are a lot -- a *LOT* -- of skills to choose from now, including some which are pretty hard to bullshit when you need them, like the medical ones.  There's also a heck of a lot more stuff to cart around like ladders and goblets, so enabling too many of them may mean there's nobody left to move things.  Plus I'm thinking of giving everyone adequate dodging and swimming skills so the expedition doesn't get insta-gibbed by the first cave crocodile.  I'm having to do some deep rethinking.  Some skills may have to be sacrificed.

This is a typical loadout of mine:
  • "Battle Engineer" -- Axedwarf with part-time skills
    • Architect, Mechanic, nothing which keeps him chronically busy
    • Never hauls, except maybe wounded
  • "Mudman" -- Planter and Bone Doctor
    • Does no Hauling
    • Will have time in the off season, Beekeeping or Animal Training perhaps?
  • "Intern" -- Diagnoser, Surgeon, Suturer, Hauler
    • Little part-time social jobs like Appraiser and Manager
    • Which medical skills get priority?
    • Hauling will need to be disabled when things get busy
  • "Dirt Fish" -- combined Miner / Mason
    • Disable masonry with first migrant wave
    • May haul stone until first migrant wave
  • "Whittler" -- Will spend his time making stonecrafted pots.
    • Should he know weaponcrafting?  Hard-to-practice skill.
    • Does no hauling
  • "Hick" -- Woodcutter / Carpenter / Brewer
    • Does no Hauling, except maybe wood
    • Will waste time if not micromanaged, turn off either carpentry or brewing at first opportunity

This works when they turtle up, but has no "punch" if they settle anywhere dangerous and very little time left for hauling.  Yet as far as I can tell there aren't any skills I can safely dispense with to keep more axedwarves.  Any suggestions?

5
DF Suggestions / Semaphore Switch
« on: May 13, 2015, 12:19:52 pm »
A method for bridging mechanisms to workshops and stockpiles.  An empty stockpile would send a 'connected' message, a full stockpile would send a 'disconnected' one, etc.

A rail switch would also be interesting, something to install at a T intersection to make a cart go left or straight depending on a signal.

6
DF Suggestions / Burrows Again
« on: May 13, 2015, 09:34:01 am »
Now that we have this invisible help-wanted thing dwarves use to respond to jobs, could that be extended just a teensy bit to be aware of burrows, so workers in burrows work around working instead of sitting around complaining about the jobs they can't do?

7
DF Gameplay Questions / More Minecart Confusion
« on: May 11, 2015, 11:40:41 pm »
In green, the route I expected.  In red, the route I got -- straight up to the route end and straight down, bypassing the stop both times.  what gives?


8
DF Gameplay Questions / [SOLVED] Dwarves Humping Minecart
« on: May 11, 2015, 12:34:40 pm »
I've built working minecart tracks before and don't understand what I'm doing wrong.

I have a minecart sitting on top of a track stop, with 'guide south when full of items'.  It is set to accept metal ores, and sitting next to a metal ore stockpile which it is linked to take from.

Dwarves are constantly walking up to it with 'load item in vehicle' jobs, but dump the ore one tile away from it.

What stupid mistake did I do this time?  :D

9
DF Dwarf Mode Discussion / Minecart Designs
« on: May 08, 2015, 11:52:23 am »
Even unpowered, they have really revolutionized my forts, making it possible to haul across distances that were just impractical.  Dumping especially has made it easy to centralize my workshops.

Yes, I know -- some consider quantum stockpiling an exploit.  I consider it necessary once a fort has more than two rooms in it.  Urist McHauler will happily cross dozens of rocks to grab one you dug more recently.

My design thus far is long, 3-wide ramps which intersects a series of X stairways beside.  When I find ore, I carve a track to the stairways and dump straight to the magma shops down them.  I used to have a channel to dump blocks and furniture, a channel for ore, etc, but now I just dump all rocks to sort later, and manufacture in the core.

My thoughts on this:

1) A 3-wide ramp isn't enough.  I should have left room for 5, or 8.
2) A straight up-ramp for 99 z-layers makes it awkward to cross tracks.  Occasional flat spots would have been nice.
4) This arrangement worked well for mining up into a mountain.  Mining down would mean a lot more pushing.
3) A track loop with multiple stops could be interesting.  It'd spend less time stuck at one stop, since the stockpiles at each stop would fill up.

Another thing I haven't got yet is any method to remove goods from the core.  This causes lemming rushes for construction of things.

A track to the caverns would be really nice.  I don't know any method I can do that and still close it off at need, except a depot where stockpiles cross and dwarves reload.

Any thoughts?  Tell me about your efficient minecart arrangements :)

10
DF Gameplay Questions / Forgotten Beast got Lost
« on: May 08, 2015, 09:37:17 am »
It was a flying kite with webs, yadda yadda.

The caverns are vast and partly unexplored, and after heading directly to my fort for a while it went into parts unknown and was lost sight of.  It's been missing for seasons now.  Shouldn't it path to dwarves?  Should I make it a statue garden to play in?  I already have all my weavers gathering webs, but the caverns are incredibly tall and mostly inaccessible.

11
DF Suggestions / Generated Names for Food Items
« on: May 01, 2015, 02:24:39 pm »
How about naming meals depending on what random ingredients the chef happened to grab?  Once it's created the game would check a list of recipes and see which matches.

Code: [Select]
    [X] + [X]                        = Dried [X]
[BOOZE] + [X]                        = [X] Broth (requires bowl)
[FLOUR] + [X]                        = [X] Crackers
[FAT]   + [X]                        = Fried [X]
[FLOUR] + [X]                        = [X] Biscuits
[SUGAR] + [FRUIT]                    = [FRUIT] Candy
[BOOZE] + [X]     + [Y]              = [X] Stew (requires bowl)
[FAT]   + [FLOUR] + [X]              = [X] Pie
[FAT]   + [PLANT] + [X]              = [X] Stirfry
[SUGAR] + [FAT]   + [FLOUR] + [X]    = [X] Cookies
[FLOUR] + [SUGAR] + [EGG]   + [MILK] = Pound Cake

Anything which fits no recipe at all could be "gruel", or "slurry".

Why does this matter?  It'd give some feedback on what ingredients are being used, give another category of things for dwarves to like or detest, and solves the "booze biscuits" problem without actually preventing you from cooking anything that used to be cookable.  It'd also be nice to know just what the heck the caravan finds so valuable...

You'd have at least some feedback into the process by controlling what ingredients are near the kitchen and available for cooking.  Nonetheless this would make some unintentionally hilarious results possible.  Still, I'd much rather have this than the random statues -- worst come to worst, culinary mistakes are not eternal.

12
DF Gameplay Questions / Seed Gathering Workaround
« on: May 01, 2015, 01:28:24 pm »
As per 0008609 dwarves don't gather things like olives and almonds.  The bug explains there is a workaround, but not how to do it.

How would one modify things as the bug entry suggests?

13
DF Dwarf Mode Discussion / ASCII editing utilities
« on: April 27, 2015, 01:13:32 pm »
Something to plan squares in.  Not like Notepad, but more of a character matrix like DF is.

The closest I've found is a utility from the DOS era called TheDraw would could be perfect -- it has copy/paste, layers, etc, etc -- but it's old, its interface is weird, it uses weird formats, and it nags about registration.

Excel is more modern and easier to understand but ugly and uncooperative in various ways.

Anything else out there?

14
DF Suggestions / Sane Defaults
« on: June 06, 2011, 04:27:15 pm »
Things like the mayday mod are getting farther and farther from the vanilla game, to the point that when I send DFers screenshots from my more vanilla game they can't recognize a thing.  Might it be time to start enabling things like graphical creatures in the vanilla download by default?  Sparingly, not a complete makeover like mayday's mod.  Just creatures, and maybe smooth walls.  I'm sure plenty of tileset makers etc would be tickled pink to be asked if they want their graphics in the vanilla game.

15
DF Dwarf Mode Discussion / Naked Militia
« on: May 31, 2011, 04:03:37 pm »
I've got problems with my militia sometimes dropping all their armor and weapons in random spots and going around without them.  Obviously they have the ability to use them but just sometimes drop them.  What can I do?

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