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Messages - Kneenibble

Pages: [1] 2 3 ... 11
1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2016, 04:26:00 pm »
Though workshops work differently from constructions, and generally use the relevant labors to construct instead. Hence NJW's griping at the metalsmith. Smelters are just well in that they need an architect first.

I know.  He said masons build smelters.  I corrected him.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2016, 04:11:54 pm »
Architects/masons build smelters, not metalcrafters, they do forges.  :x

If it's made out of a metal bar, it needs a metalcrafter or smith, or I think even a furnace operator can do it.  The same with any designed building -- after the architect designs it, the material determines the labour needed to finish its construction.

3
DF Dwarf Mode Discussion / Re: Efficient use of clothing items
« on: February 23, 2016, 11:57:00 am »
I was able to try this when I had a chance to sit down and play for a while on Sunday.  I mass-forbade the whole bedroom area and then reclaimed the beds, doors, and chests, so I can't confirm whether leaving the beds forbidden was a problem, unfortunately.

After a month, I mass reclaimed it all, with refuse and finished goods clothing stockpiles waiting.  The number of "store item in stockpile" jobs that was subsequently generated was staggering.  What a backlog of rags lurking in all those cabinets after seventeen years!  Hundreds upon hundreds.  Very satisfying to watch them disintegrate in the trash heap.

This will have to become part of regular fort maintenance, I suppose.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 23, 2016, 11:33:19 am »
You also never cut an underground tree?

Does that really upset the elves?  It shouldn't be any of their business what happens down there!

5
DF Dwarf Mode Discussion / Re: Dumping caged creature?
« on: February 23, 2016, 11:27:32 am »
If you k over the cage and designate it for dumping (as opposed to mass designation with d-d), they'll dump the cage with all its contents and you'll be safe.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 22, 2016, 11:55:07 am »
Regarding the disgusting soot: do dwarves use soap to Clean (as opposed to Clean Self)?  I thought they just mopped and scrubbed with their beards.  And I have never known them to clean anything above ground.


The most remarkable thing to happen in my fort lately was that I lost the Swordmaster militia commander and an Axe Lord to dreadful circumstances.  I have barracks surrounding the bottom layer of the cistern: an arrangement I thought was aesthetically pleasing, unaware of the dodge-teleport bug.  Out of nowhere I see miasma funking up the drinking supply, and in its midst are their corpses, right next to the wall.  Both of these dwarves were seasoned veterans of many sieges who immigrated to the fort in its first years.  They deserved better than this ignominious and undignified end!

I'm in the process of relocating the barracks to a different floor, but I'm at a loss how to engineer a recovery of the bodies and equipment.  The cistern was designed to be a closed system: the pipes through which I filled it are blocked; the whole fort is below the third cavern, and there is nowhere to drain it down into.  It would also be tough to bring power down from the surface to power a pump stack.

7
DF Dwarf Mode Discussion / Re: new version unusually peacefull...
« on: February 19, 2016, 04:14:35 pm »
Check your exported wealth counter. In .05, there's a bug that causes it to stay at zero, thus never triggering several things, including the gobbos.

Created wealth and population trigger goblin sieges, not exports.

8
DF Dwarf Mode Discussion / Re: Efficient use of clothing items
« on: February 19, 2016, 02:50:46 pm »
Isn't it much simpler just to not give your dwarves cabinets in the first place?  Then they can't store used clothing, so it loses ownership in a couple weeks.

Anytime I haven't given dwarves cabinets, then they leave heaps of clothes all over their bedrooms and meeting areas.  The ownership never seems to go away.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 19, 2016, 11:59:24 am »
I had that exact same problem this week with a game started in .04 transferred to .06, although it was the dwarf caravan.  Very strange.  I didn't even think not to save, though, so hopefully it doesn't cause any problems.

10
DF Dwarf Mode Discussion / Re: Efficient use of clothing items
« on: February 19, 2016, 11:50:19 am »
I'm going to try this -- I have 200-some dwarves in a fort now 16 years old with a very active clothing industry, and the laundry list has grown staggering.  I'm just curious though, what is it about forbidding the cabinet that causes ownership to decay?  i.e. why does this work?


If you were to forbid a dwarfs bed, would they still use it to sleep? Or do I need to select every cabinet individually for this to happen correctly?

You could forbid the cabinets from the stocks menu more efficiently.

edit  Oh wait, is the idea that you forbid the clothes inside as well as the cabinet itself?

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 17, 2016, 11:20:37 am »
I was so excited that 42.06 saw the exported wealth bug fixed, and after transferring a save, had my first human caravan in a 15-year-old fort.  I was excited mainly that they might bring seeds for blade weed and some above-ground fibre plant, since I grow the other dyes and want to supplement the pig tails.

Alas, no blade weed... they did bring a single bag of cotton seeds, but I guess because of the biome I can't plant it.  Do human and elven caravans not bring plants and seeds anymore?

12
You're playing this game at a level I aspire to.  Applause.

13
DF Dwarf Mode Discussion / Re: Melting armors to train armorsmithing
« on: February 12, 2016, 10:36:24 am »
Unless you've embarked deliberately on a site with very few metals, then most maps have some form of copper somewhere between the sky and the magma sea.  You can use that to train your armourer and save the iron and steel until he is highly skilled.

Alternatively, you can activate armour-smithing on every dwarf and leave a repeating order on at the forge.  Nearly everybody will get to dabbling or novice and then there's a good chance that one of them will simply get a strange mood hankering to hammer out a codpiece, and bam!  Legendary.

14
DF Gameplay Questions / Re: Wild troglodytes wallowing in misery.
« on: February 11, 2016, 05:53:41 pm »
If it helps your science -- I recently had a wild giant mole chained in a tavern who sat directly on the restraint "wallowing in misery."  I, too, had never seen that before.

I had an animal training zone designated around him, but either the trainer hadn't gotten around to him yet or being inside the dining room/tavern designation interfered with his job.  I ended up moving him to a totally different area to do proper training, and the wallowing went away.

15
DF Dwarf Mode Discussion / Re: How do I install instruments for my tavern?
« on: February 11, 2016, 02:31:34 pm »
Are you sure the instruments are large stationary floor instruments?  They could all be hand-held instruments, in which case they are stored in containers in the tavern.  It should say in their description.

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