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Messages - sbach2o

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1
DF Gameplay Questions / Re: How do you butcher?
« on: October 02, 2006, 08:30:00 am »
Having animals killed in combat be buchered seems very flaky, if it works at all.

I tried this with one of my starting mules that had fallen to a Snakemen attack. I am pretty (but not 100%) sure this beast hadn't been a pet.

First, my starting setup: I always build an outside refuse pile and a Butcher's and Tanner's shop right beside that very early in each game. This reduces the hauling, as long as these are the only shops of their kind.    ;)

After said Snakeman attack, I left the poor dead mule alone for a while, checking periodically whether it had started to rot (that took a very long time). I was aware that the jobs for butchery should eb sheduled automatically, but probably not of the advanced ways to check whether anything was to be done about the corpse. Specifically, I don't think I looked at the jobs queue but am certain that no automatic 'butcher animal' job was created in the Butcher's shop.

I tried the trick of creating a refuse stockpile under the corpse. Still no job in the shop created... When I removed that stockpile designation, the corpse was eventually transfered to the main refuse pile where it eventually rotted, then decayed.

I tried to create the 'Butcher an Animal' job several times during each of the above stages, all to no avail.

Of course I always had a butcher/tanner. I eventually assigned that job combination to more dwarves, but the first use I got out of my 'Corpse processing near refuse stockpile' setup was when my two hunters (who doubled as butchers/tanners) began to bring back their kills.

Their work routine was serously disrupted when I set up a second Refuse/Butcher/Tanner setup within the fortress. I had cases where the kill was hauled to the outside Butcher's, from there to the outside refuse pile and finally to the inside Butcher's shop for processing.

[ October 02, 2006: Message edited by: sbach2o ]


2
DF Bug Reports / Re: Reflective Elephants and Mandrills
« on: October 26, 2006, 04:21:00 am »
It is probably more about the animals' droppings than them blocking access to the floors directly  :p

3
DF Suggestions / Re: Sparring Weapons?
« on: October 09, 2006, 09:47:00 am »
Wouldn't it be best, if

* a practice sparring ground could be designated analogously to an archery range?
* such a room would be designated from either (a) a dedicated construct ('practice dummy' so dwarves can spar alone?) or (b) a weapon rack?
* in case of (a) that building would include all the necessary equipment from scratch (maybe consuming three logs and needing a carpenter for construction)?
* in the case of (b) it would need the necessary dummies be created by a carpenter as explicit tasks?

In any case, as much as possible should be automated. The (t) command could show all the available sparring gear.

Some questions that remain to be answered: how many sparring partners should be allowed per weapon type? Should more than one sparring session be allowed at any given time, if so, any limit? And so on...

This would also mean, that barracks are assigned a somewhat different role, e.g. just a place for soldiers to spend the night or their off-duty time. I also think that the term 'barracks' should be taken narrower, as a place that is exclusively for the military. Create a different kind of room for the civilians: 'communal dormitory' or whatever.

[ October 10, 2006: Message edited by: sbach2o ]


4
DF General Discussion / Re: Possessions, Fey moods and more
« on: October 19, 2006, 03:41:00 am »
A bit off-topic:

 

quote:
Originally posted by 20,000leeks:
<STRONG> Finally, after frothing at the mouth, he collapses outside, too weak to hold onto his crazed existence. The other dwarves hold a minute silence for his poor, mad soul, and then continue their work. So far nobody has bothered to move him to the refuse pit.
</STRONG>

Deceased dwarves don't belong on refuse piles. You could designate a graveyard pile outside, near the refuse pile, and the body should be carried there eventually. That will still let him rot in plain sight of the others, though.

I think an appropriate funeral for even the lowest dwarf should be inside, in a small (for now) chamber where you place an array of coffins - actually one coffin should do in your situation, though there might be need for a second shortly. See the Wiki for how it's done. I had trouble myself with figuring it out.

[ October 19, 2006: Message edited by: sbach2o ]


5
DF General Discussion / Re: The Sadistically Cursed Seven
« on: October 09, 2006, 09:51:00 am »
quote:
Originally posted by Zanfib:
<STRONG>You will lose at least one dwarf linking the floodgates to a lever.</STRONG>

Unless construction of the inner gate is suspended for now? Or am I overlooking something?


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