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Messages - Fleeb

Pages: [1] 2 3 ... 30
1
DF Gameplay Questions / Re: Adventure mode embark, deleted weapon
« on: October 15, 2022, 08:09:41 pm »
Ah that was it, thanks! Haven't played in almost a decade so a little rusty :D

2
DF Gameplay Questions / Adventure mode embark, deleted weapon
« on: October 15, 2022, 07:35:42 pm »
Just like the title says, I started an adventurer and accidentally deleted my weapon from the equipment setup screen... is there no way to add equipment? I can change the quality of existing stuff, i can duplicate items by hitting +, but if i delete one with - there seems to be no way to add it back. Do i just need to scrap the character and start over?

3
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 17, 2014, 07:09:02 pm »
So, I made a drinks merchant, but I can't sell anything. Any drink I set to sell I get the error "needs food storage b-containing item"

4
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 13, 2014, 05:28:52 pm »
So, I built a carpenters guild, how exactly do I enlarge it? I have the gold, I queued up the job, but nothing's happening.

For future use, you've got to be more specific than "nothing's happening". Has someone completed the job?

Nope. It just sits there in the queue, no one takes the job. I have put up buildings and other things that require architecture, and I have guys with only building designer active and they sit around saying no job.

If nobody upgrades the building, it can have many causes.

The job is stated to use [SKILL:DESIGNBUILDING], which is usually known as 'Architect'.
It is possible your architects are all busy on other tasks.

Also check that you didn't set any 'P'rofile on the building (usually good for the 'join' task).

Personally, when playing the human, I set a whole lot of people as both mason and architect, because those two skills are used a whole lot while establishing your fortress.

Oh sonofa... I bet it's the profile, restricted to only a couple guys after I had them join the guild. Thanks!

5
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 12, 2014, 11:12:25 pm »
So, I built a carpenters guild, how exactly do I enlarge it? I have the gold, I queued up the job, but nothing's happening.

6
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 09, 2014, 02:10:12 pm »
Well, bummer. Not a bug then I'd suppose. Caravans still come when the civ is dead?

Quote
Necar cursed the skeleton Kateb Tradeslaughter to prowl the night in search of migrants and cloth.

:D

7
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 09, 2014, 01:19:44 pm »
Weird, so I got like two waves of immigrants, and then I have not gotten a single one since. My fortress has been at 20 humans for the past 5 years or so. Caravans still come, I'm producing a lot of goodies, I've had like one small siege. Haven't lost any guys except for a baby or two that got snatched. I don't even recall seeing the message about "no migrants arriving this season"

Another oddity that I've just noticed is that caravans no longer bring cloth or leather, and they had for the first couple years. I've even requested cloth during the broker meetings. The loss of cloth and the immigrants stopping seem to have occurred at the same time, more or less.

8
DF Gameplay Questions / Re: no available traction bench
« on: August 02, 2014, 04:35:50 pm »
Ooo actually no, good idea! Thanks!

9
DF Gameplay Questions / no available traction bench
« on: August 02, 2014, 10:19:11 am »
I have a wounded dude, he's in a bed and I've surrounded that bed with three traction benches. he's the only wounded one in the whole fortress. I have several medical guys with only medical jobs enabled. They will not put him in a traction bench, just spamming the error about no available bench. What's going on here?

10
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: July 30, 2014, 02:59:41 pm »
Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.

Oh, that's easy. Make an underground "well room." Since water that is underground never freezes, you want a chamber that is entirely above ground (to avoid cave adaptation issues) save for a single square which is underground (where you put your well).

designate a channeled area, but leave one square in the middle unchanneled. When it's done, you should have a pit with a little mound in the middle. Then roof off the whole area INCLUDING the mound, building a staircase or something for accessibility. Finally, dig out the mound. Since it never "saw" sunlight, it is still "subterranean" You now have an underground room that won't cave-adapt your humies with a single tile where water won't freeze. Dig out your well on that square, leave a sizable cistern, and a floodgate to prevent flooding out the chamber (since it's below water level), and you'll have a nice little gathering hall.

I've been building above-ground forts for years, and this works like a charm.

Mind you, you need to get the water into the cistern in the first place, so you may have troubles in environments that are always frozen.

Some pictures if I wasn't clear...
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Then, channel out the now underground square, stick in your cistern, plop the well on the hole there, and BOOM, a well that won't freeze in the wintertime.

Spoiler (click to show/hide)

Sorry for the last one, I just couldn't resist showing off my awesome city. ^_^

Iiiiinteresting, that's exactly what I'm looking for. Thanks!

11
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: July 30, 2014, 08:43:25 am »
Man, having an entirely above-ground settlement is hard. How do I keep all my wells from freezing in the winter? My wells are all inside buildings and the channels leading to them are covered.

12
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: July 29, 2014, 02:04:43 pm »
Yeah, I figured it wasn't a bug related to humans, just didn't know where better to vent my frustration :D

13
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: July 29, 2014, 12:41:10 pm »
Cool I'll give that a shot, thanks!

Unrelatedly... OMG this is killing me. I'm trying to build a wall, and there's two spots where construction keeps getting suspended. My mason walks over, stands on the spot where the wall should go, and suspends the construction due to a creature occupying the spot. The creature is himself! There's plenty of other spots he could stand and build it, but he insists on standing right where the wall should go.

Eh, fixed it by building a wall next to where I want it, deconstructing it and then building it again in the proper place. Stupid humies.

14
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: July 29, 2014, 12:13:51 pm »
So, for the brick-splitting block thing, how do I tell it not to use economic stone? I have a ton of granite laying around, and my humans insist on grabbing the gold-bearing rock.

15
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: July 25, 2014, 10:20:49 am »
Do you know what you have done??

You have just destroyed my productivity for the entire weekend. The kids will go hungry, the garden will grow thick with weeds, the goats will go unmilked, and a state of general decay will ensue until some days later when I emerge from in front of my laptop, staggering bleary-eyed into the open air.

And then projectile vomiting due to cave adaptation.

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