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Messages - DanielCoffey

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1
DF Gameplay Questions / Re: Farming yield of an irrigated rock floor?
« on: February 04, 2023, 08:13:39 am »
Hmm... done some tests and here is what I observed...

Dwarven seed farm plot on near-surface soil : "poor soil (cavern soil is best)"
Dwarven seed farm plot on irrigated muddy stone : no description
Dwarven seed farm plot in deep cavern soil - not tested since I don't have a deep enough fort yet

Surface seed farm plot on outdoor surface soil : no description
Surface seed farm plot on near-surface soil : no description
Surface seed farm plot on "light" irrigated muddy stone : no description

I have heard anecdotally that "poor soil" is a 75% reduction compared to cavern soil. I would expect, given the lack of warning, that irrigated rock is in between (possibly 50%?) with the best reserved for real cavern plots.

It also seems that surface plants might be at full growth in surface or near surface soil and are probably still at this level of growth in irrigated but "light" muddy rock.

Sound plausible?

EDIT : I have just been informed on the Discord that "irrigated rock" and "real cavern soil" are functionally the same in terms of fertility for Dwarven crops and that I should consider real cavern soil to be bare rock with pre-applied mud.

2
DF Gameplay Questions / Farming yield of an irrigated rock floor?
« on: February 04, 2023, 05:59:10 am »
I am aware that near-surface dirt is considered "poor" for farming yield and that the soil in the cavern layers is much better but where does "irrigated muddy rock floor" come in this scale? Is it exactly the same as a near-surface dirt plot or is it part-way between dirt and real cavern soil?

Are there any differences in the answer when comparing dwarven crops and surface crops (assuming light has been taken care of)?

I couldn't find an answer in the wiki.

Thanks!

3
DF Gameplay Questions / Re: Q : Job removed from unpowered millstone?
« on: February 01, 2023, 08:48:19 am »
In this embark I have a river and no aquifer... umbrellas not required. Native gold and bituminous coal right in the first rock layer were too good to pass up!

4
DF Gameplay Questions / Re: Q : Job removed from unpowered millstone?
« on: February 01, 2023, 08:41:26 am »
Instead of presurising the system with a screw pump to get "flowing" water, can you supply it from a cistern that has been filled from a river?

5
DF Gameplay Questions / Re: Q : Job removed from unpowered millstone?
« on: February 01, 2023, 07:29:10 am »
That wiki article is very useful, thank you.

It is nice that the water will still "flow" even after you shut off the flood gate as it has built-in security from the outset unless you choose to drain it (after an unfortunate midnight swimming accident by Urist McNoble for example).

The Classic DWR is still being heavily promoted in new Steam DF videos. I suppose it is fine if all you need is the power on an "average" basis for pumping but if you need it in a steady flow for grinding plants then the interruptions make the DWR unsuitable. This is where the Flowing Water Reactor (FWR?) is more suitable. It is also very beginner friendly, allowing folks to move on to miniaturized minecart water reactors if they choose.

6
DF Gameplay Questions / Re: Q : Job removed from unpowered millstone?
« on: January 31, 2023, 11:41:55 pm »
If I watch the power on the standard reactor I can see it dipping all the time in increments of 100 so it must be down to where the output of the screw pump falls onto the water wheels. I made a smaller 2-wheel DWR and it runs at 200 output, dips occasionally to 100 and rarely to 0.

I will have to look for examples of creating water flow because folks are still producing standard DWR videos even for Steam 50.05 and not mentioning these issues.

7
DF Gameplay Questions / Q : Job removed from unpowered millstone?
« on: January 31, 2023, 08:34:30 am »
Version : Steam 50.05

I am receiving frequent "job removed" spam from my millstones when I don't think I should be and I wondered whether this is a known issue or if I am driving the millstones incorrectly. It seems to happen about 50% of the time when running any "Mill Plants" job.

My water source is a 2z 5x5 cistern with a u-bend fed from either a brook or a river filled to 7/7, through a diagonal with a Floodgate, along a level tunnel, through another diagonal floodgate into the standard 4-wheel 5x5 Dwarven Water Reactor. All Floodgates are left open. The surface water is not frozen. There are no boulders or corpses in the entire system.

Power is taken up one z from the screw pump to a gear assembly, along one short axle to one more gear assembly and directly into one or two millstones.

All gear assemblies and millstones are animated without interruption or warnings once the pump receives its initial start.

Once I set up the first job to Mill Plants it is only a matter of a minute or so before intermittent "unpowered millstone" spam begins. I never see any interruption in the animations.

What is causing this issue and given that I have a river as my water source rather than an aquifer, what could I be doing instead to drive the millstones? The only criteria is that the system MUST be secure from swimmers.

8
Thanks folks - I have had success with a dirt chamber with little zones for sleeping and eating - no poor moods and things are steadily being done. I have just got through the first Winter and while I have not tried to find the caverns yet, am slowly expanding into the rock layers for the simple industries, the proper tavern and temples and storage. I have made some small bedrooms in the dirt layer as well as moved my dormitory down into the rock with a smoothed floor. Slowly getting there. It seems the trick is to pace myself and make them wait for amenities and new crafts.

9
Thank you for the tips... I think I have just given them too much to do and had tried to create a "permanent" fort with the first couple of migrant waves. I will have to get into the mentality of having a topside compact mini-fort with a little of everything and once I start seeing "no job" indicators, go deeper.

10
This isn't specifically a Steam DF issue but is one of my own making. All my early forts so far have run into what feels like a labour shortage... or "too much work, not enough Dwarfs" in their first year and I am struggling to get through it so would appreciate some advice.

I think I have responded too soon to unmet needs and am finding that nothing is getting done because Dwarfs are trying to do everything... if that makes sense.

I am around the time when the first Autumn Trader arrives. There have been one or sometimes two migrant waves and the population is about 12-16 Dwarfs. The entrance is secured (but Grazers still loose outside). There are half a dozen 1x5 farm plots between a mix of surface and dwarf seeds. Tanner and Butcher are idle. Kitchen and Still are keeping up with Easy Meal and Drink demands. Farmers workshop is jumping on every plant as it comes available. Loom is working on Cloth but is limited to an amount to make. We have a small dormitory, there are a few mugs but no tables, chairs or tavern. As for industry I have one wood, stone, craft and mechanic with the first jeweller just starting. I have a water cistern and grindstone but no hospital or well. No temples or noble quarters yet. No tavern and only a few individual bedrooms.

This is where the issue starts... just prior to the first trader, everything seems to be working adequately if a bit slowly. As soon as the first merchants arrive and I scrabble for absolutely anything to sell them, all hell breaks loose. Immediately afterwards, folks are busy hauling our purchases back to storage. All the workshops fire back up to replace the stuff we just sold (you know the sort of thing... tables with four wobbly legs, mugs you can't lift with two hands). Rocks are being dragged about to the workshops. Orders for the first few luxuries so soothe the now upset dwarfs (mostly caused by rain, lack of temples and no tables) such as coffers and cabinets are not getting made. No doors available yet. Can't dig the bedrooms because we are rolling rocks. Forget about the second stonemason as we are busy hauling cheese you just bought and can finally plant the pigtail seeds in that new farm plot... apart from the one next to it which we are too busy to build. Archery tower? No sir, we have no stone blocks. Food rotting on the floor under workshops? Nobody seems to be free to put it into barrels... if we had any made.

I suspect I am giving them too much to do and don't know how to resolve the issue. Even though work orders have upper limits (and they are small ones) there is simply too much queued to do.

Do I slow down and put up with unhappy dwarfs by cancelling all the luxuries or do I just persist and wait it out by effectively putting a sign on the door saying "Closed for staff training. Please invade later."

Each time this happens, I throw the fort away as "broken" and try again only to fall into the same trap. That first expansion of items to meet needs but not enough Dwarfs to fulfil the work.

11
It sounds correct. Have they worked their way through all the encrustable items already? I did the same with furniture and had a "Give To" pile for gemmed stuff so I could see at a glance how much more there was to do and what goodies I had ready for my Dwarfs.

Initially I also had an issue with Encrust Furniture and Encrust Finished Goods as they are different jobs of course.

Do the Dwarfs work as expected on the items if you get rid of the links and only spam when the links are in place?

Can you post a screenshot showing the conditions on the goods stockpile and workshop? Folks may be able to spot something.

12
Thanks - I have restarted the fort and am still still seeing things piling up under workshops. I got two very small migrant waves in the Summer and Autumn and am now at only 13 Dwarfs so I can see I will have to learn how to pace myself with tasks.

One Reddit comment I found implied that there can be issues when adjusting work orders with multiple conditions when the game isn't paused or something? The end result seemed to be if you created a multiple condition order without pausing, the game could sometimes only trigger on one of the conditions instead of the AND result of all of them.

13
This is not necessarily a Steam issue but I am struggling to get accurate condition checks in a Clothier workshop and I think it is down to not having enough bodies to do hauling in a small fortress. Let me explain the issue and please feel free to give your suggestions on how to either avoid or correct it.

The fortress was still small and had two migrant waves (including a couple of kids) so was sitting at only 22 Dwarfs. The next 4 migrant waves were dry with nobody wanting to come so I had a full year with only that group of Dwarfs.

I had a clothing job set to make 1 robe if number of robes less than 5 and number of plant cloth greater than 10. Other non-chained jobs were set up for the other clothing items and initially all was well as Dwarfs just came and collected a robe before it could ever go into a stockpile. No linked stockpiles were used.

After the four seasons passed with no migrants, the elves turned up and I was struggling finding things to sell to them so I looked at the clothing. I had over 100 robes!

I checked and while there were a few robes in the Clothing stockpile, all the rest were either in bedrooms (which is acceptable) or in a HUGE pile on the floor under the Clothiers Workshop. There were surplus of almost all clothing items well beyond the number specified in the conditions check.

So the first question is... does a Work Order Condition only check items in a stockpile, ignoring those on the floor or does it count all?

Does defining a Give To stockpile affect this problem?

Next, how do I prevent this in future forts and how can I rectify it in this one?

I feel the problem was initially caused by a lack of dedicated Haulers in my young fort because every Dwarf was needed for something more important. There were piles of goods under every workshop type apart from the kitchens. It seems that Hauling is a relatively low priority if left to Everybody does it?

Of course large forts can afford to have teams of Haulers or Janitors but how do you deal with this in a small fort and still have automated jobs?

14
DF Suggestions / Re: Steam Version Feedback
« on: January 16, 2023, 03:25:25 am »
Stockpiles 2. Altars are stored with Other Large Tools along with your Stepladders for some reason.

15
DF Gameplay Questions / Re: Steam : Dealing with Agents in my Fortress?
« on: December 28, 2022, 05:44:21 pm »
Recently Maniacal Inc did a youtube video on Justice which helped.... https://www.youtube.com/watch?v=kwAQmwjbje4

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