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Topics - AutomataKittay

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1
DF Wiki Discussion / Butcherable vermins?
« on: November 20, 2012, 06:11:00 am »
I've seen some edits by user Coolthulhu from a couple months ago that says vermins are butcherable, specifily creepy crawler;

http://dwarffortresswiki.org/index.php/DF2012:Vermin
http://dwarffortresswiki.org/index.php/Creepy_crawler

Could someone verify that they're actually butcherable, since to my knowledge vermins shouldn't be and are too small to return anything even if they were. And if they are, how it's been done.

Sorry if naming names aren't supposed to be done, but I'm hoping the editor could show how it's done or point where it was, since I've not seen it anywhere else!

2
DF Dwarf Mode Discussion / Workshop speed?
« on: September 02, 2012, 06:33:40 am »
Are there any information on how fast workshops processes things? And how it's affected? I know higher job skill makes them work on things faster and that soberity slows it down but not very exactly.

I've not found any details on magmawiki, or is there just not much research done on it?

3
DF Gameplay Questions / Bone and obsidian in Arena mode
« on: June 20, 2011, 07:11:36 am »
Is there any way to enable bone and obsidian gears in Arena mode in .18? Or does it works in later versions?

4
DF Gameplay Questions / Efficient animal husbandry
« on: June 19, 2011, 11:32:50 am »
I did a quick search and didn't find much productive outside of selective breeding. What's the best way of managing multiple species for long-term husbandry?

I'm still using version .18 so no eggs nor pastures.

My current method is using below arrangement, the cage holding the culled immatures until they grows up and get pulled out to one of the unsurrounded restrains on top to be checked over again. Then if male and desirable, assign to one of the upward-facing restraints and culling the 'older' one from the other side. Same for the females, but using the side-facing restraints and going from top to bottom, butchering the opposite side as they get replaced.

Newly born critters get put to the unsurrounded restraints on the top to be checked over and butchered if undesirable, or put into the cage to mature if desirable.

Each specie gets their own cluster to be processed in.

Code: [Select]
.....
.v.v.
..j..
F.F.F
FvFvF
FFFFF
.vFv.
FFFFF
.vFv.
FFFFF
.vFv.
FFFFF
.vFv.
FFFFF

F = Fortifications ( matter of taste, anything that block movements works )
v = restraints
. = floor
j = cage

The restraints and cages are a bit difficult to use with long pages full of critters, are there easier/better way of managed breeding and processing of older creatures without being indiscriminate with the z animal screen?

5
DF Dwarf Mode Discussion / Mechanical object wear?
« on: June 17, 2011, 12:11:08 pm »
While doing a repurposing of some linkages in my test fort, I noticed that a few hatches and mechanisms showed wear, some of them quite heavy ( XhatchX for example). Anyone know anything about such? They haven't been exposed to magma or non-tame creatures, and only place they've been used are above-ground. Running version 31.18 if it matters.

6
DF Modding / Liasons for non-dwarves?
« on: June 16, 2011, 01:52:58 pm »
I've always found it odd that humans didn't sent any trade liasons to allow me to request materials. Is there a way to enable it, and if so, would it require a regen of world?

7
DF Dwarf Mode Discussion / Qualitry or value happiness?
« on: June 15, 2011, 07:07:37 am »
I've been watching my dwarves run around and their thoughts. Even in low-value fortresses, I see them being pleased by masterpiece wooden tables and undyed ropes.

Does value counts toward happiness, or is it just for room 'quality' counting, or does it boosts the happiness given by quality of craftmanship outside of material preference?

8
DF Dwarf Mode Discussion / Clothing management?
« on: May 31, 2011, 02:32:31 pm »
Is there any good ways to reduce claiming of produced/invasion clothings, short of having a mobile atom-smasher and a few statues to herd the stray clothes onto it? Would drafting everyone into a squad and replacing all of their outfits with custom uniform help, or is it based off pure worn decay. Or is it even just dwarves being dwarves and trying to steal every last socks I makes? I didn't really find any useful information on the DFwiki.

Share your experience with clothing management and tactics that you suspects works!

9
DF Dwarf Mode Discussion / Automated controlled food transfer?
« on: May 28, 2011, 01:42:33 am »
I've been trying to consider ways to control and limit movements of food ( and other materials ) using locked rooms. I've figured out how to automate the locking process, somewhat, but not how to keep the dorfs from getting trapped for a season or two between each turn of lock. Any suggestion? I suspect having some overlap time being fully shut and one-way pressure-triggered hatch thing would do the trick.

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