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Topics - Dehydration

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1
DF Gameplay Questions / Noble Demands
« on: August 22, 2006, 02:02:00 pm »
My manager is demanding "cave spider silk item in bedroom", but none of the items I can directly place can be constructed of cave spider silk. Any suggestions?

2
DF Bug Reports / Noble Demands
« on: August 26, 2006, 08:23:00 pm »
My Trade Minister is currently demanding an Obsidian Cabinet in his room.

Is there any way that demands can be limited to things that can actually be specified with a build order? "dark stone" covers a lot of ground, particularly at this late point in the game where there's a metric ton of every type of stone sitting in my stockpiles. I've had four masons working continuously since early Winter and it's now mid-Spring with not a single Obsidian cabinet resulting.


3
DF Bug Reports / Bug with Engraving?
« on: August 22, 2006, 05:10:00 pm »

The above is a section of rooms for nobility that I had some difficulty engraving. As you can see, only the room second from the bottom on the right side is fully engraved and the rest are engraved piecemeal.

What happened is that I would designate the entire room to be detailed for the second time, resulting in the blue engraving designation blinking like usual. Workers would show up and begin to engrave. When one of them completed the tile that they were working on, all designations for detailing in the immediate vicinity were cleared and the workers wandered away. I got that one room detailed by selecting one tile at a time, waiting until it was finished, and then selecting the next one over and over and over.

I tried selecting a room using multiple swathes of designation, designating multiple rooms at the same time to see if all the rooms cleared once a single tile completed, and waiting until the engraver currently working had left the vicinity so I could see if it was somehow related to an individual dwarf.

It doesn't happen with every engraving job in my fortress, but it does happen with every engraving job in that vicinity, including the  upper-left rooms that are not nearly as jam-packed full of fun furniture. Any time more than one tile is designated for detailing, they will all clear once a single tile in the vicinity is detailed.

I've had it happen in a few other spots but this is the only one at which it's consistantly reproduceable.

Thoughts?


4
DF Suggestions / Mining - Toggle to Follow Ore Veins
« on: September 30, 2007, 06:47:00 pm »
I'm not sure if this has been suggested, but a toggle for dwarven miners to follow any veins of a particular kind of ore that they encounter would be pretty handy when you're trying to micromanage an invasion up front while digging out coal in the back.

Have spent ridiculous amounts of time playing this game, thanks.


5
DF Suggestions / Drafting Retired Adventurers in Fortress
« on: August 22, 2006, 01:25:00 pm »
I doubt I'm the only one who'd enjoy a noble who could create slay-quests or post guard-jobs for wandering (probably dwarven) adventurers.

I think it'd provide another level of integration between the two modes. Granted, by the time you could afford to hire your retired adventurer he'd probably not be exceptionally useful, but it'd be an interesting bit of bloat.


6
DF General Discussion / Space Useage
« on: August 20, 2006, 03:33:00 pm »
What's everyone doing with the space between the underground river and the chasm, and the chasm and the lava river? Most of the fortresses I've seen tend to sprawl hugely between the outside and the underground river, then taper to a single or double-wide tunnel straight through to the lava. Seems like that's a huge waste of space, but I can't for the life of me figure out what to do with it other than build a ton of bedrooms that I don't need.

7
DF General Discussion / Best Civilization Names
« on: August 15, 2006, 07:05:00 pm »
Pesor aspka, "The Confederacies of Whisky", Human

8
DF General Discussion / Animal Husbandry & Pet-Proof Doors
« on: August 15, 2006, 02:38:00 pm »
I've been messing around with a few different ideas I thought might allow me to get food from the ten or so cows that are wandering around inside and outside my fortress, none of which have worked so far. What's the trick? I've got a Butcher and a workshop for him to go about his bloody business, but requests to slaughter an animal return a red cancellation of task message.

One other thing I've been wondering about is whether it's intended that pets can walk through "pet-proof" doors as long as someone else is already walking through them. This has some unfortunate side-effects, like full-grown cows not only being inside my fortress, but being stuck inside a pet-proof bedroom because they followed their owner in and weren't quick enough leaving. As it is, almost all of the above mentioned cows are inside my fortress rather than outside because they followed the migrants in when they first arrived and the front door is almost constantly open from the comings and goings anyway.

Tips?


9
DF General Discussion / Tribute to Dwarf Fortress' Resource System
« on: August 22, 2006, 03:18:00 pm »
Dwarf Fortress, where the most valuable resource really does grow on (in) trees.

10
DF General Discussion / Engraving Skillup Message --> Mason?
« on: August 15, 2006, 02:03:00 am »
I got the dreaded fall migration in this Dwarf Fortress game, changing the situation from 7 dwarves with a lot of food and enough to keep them busy to 16 dwarves with not enough food and nothing to do. I still havn't solved the food issue, but it's now mid-winter and the only thing I could come up with for the new arrivals (mostly peasants) to do was engrave every exposed surface.

Now it's midwinter and I've just realized that the skillup messages that have puzzled me this whole time (<name> has become a Mason.) were puzzling me because they weren't engaged in masonry. Checking the skills of the appropriate dwarf reveals that they are not, in fact, Masons, but engravers. Their titles and the skillup messages both read Masons though -- is this intentional?


11
DF General Discussion / Keyboard Issue on Presario 900 Laptop
« on: August 14, 2006, 12:27:00 am »
I've only been playing for a day or so, but I was having so much fun figuring out the complexities of the game that I dragged an Internet friend bodily into Dwarf Fortress with me. The problem we discovered is that, like a fair number of laptop users, she doesn't have access to the +/- keys on the num-pad. Given what a necessity those keys are to play the game, she's unfortunately unable to partake.

There are a lot of menus in the game that have keyboard shortcuts for greater convenience, and that's a major help where it does exist, but as it stands there's no way I could figure out to allow someone who doesn't have the +/- numpad keys to play. Any suggestions?


12
DF General Discussion / Workshop Material Hauling Question
« on: August 21, 2006, 01:18:00 pm »
I'm editing several articles in the Wiki right now to remove some inaccuracies and nitpicky details and I came across a statement that I am not entirely certain of that claimed that dwarves would retrieve materials for their workshops from the nearest source.

While this is probably true for workshops that have only a single undifferentiated resource to be concerned with, such as a Wood Furnace or a Kiln, is it also the case for, say, a Mason producing doors? You have to select the rock used from a large list of all available rocks in your fortress stockpiles, so I was under the impression that it was selecting an individual stone somewhere in your fortress rather than a broad type that could be pulled from the nearest stockpile.

Thoughts or observations?


13
DF General Discussion / Dwarves Dancing Jigs
« on: August 29, 2006, 07:09:00 pm »
Or at least their overlord is.

quote:

Fixed problem with detailing shutting off when nearby jobs are completed.

Thanks Toady, this one alone is going to ensure that I never have to worry about keeping a noble happy again.


14
DF General Discussion / Pet Burial - Switch Coffin-Use On/Off?
« on: August 20, 2006, 03:53:00 pm »
I'd like to request the ability to not use valuable coffin-space on pets that's desperately needed to keep up with the trapper, strange mood, and possession populations. Bury the damn dog in the back yard like everyone else.

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