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Messages - sal880612m

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421
DF Gameplay Questions / Re: Armok Health Care for Animals
« on: June 11, 2014, 09:35:12 pm »
I had an animal get run over by a minecart. It kept passing out until I assigned it to a pasture and most of it's injuries had healed by the time it had been pastured.

422
So I was trying to marry off my dwarves and thought it would be nice if I could sort them into partnered and single so I came here to suggest it but Meph already did over a year ago. Is this just not possible? or is it something that may still happen in the future?

423
DF Gameplay Questions / Re: Animal breeding...
« on: June 11, 2014, 04:12:37 pm »
You can use the units pet/livestock section to view your creatures and then zoom to the unsatifactory ones and choose to slaughter them from the view units.

 

424
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: June 11, 2014, 03:13:45 pm »
So I generally only use stonesense for screens or just to take a look at how my fort looks but I don't like all the variation in the grasses. I find it makes things look cluttered and messy and that really isn't what I want to see. I tried turning the grasses .xml off in the index.text but it created a situation where much of the landscape had no grass whatsoever.

What is the simplest way to get it so that the only variation in the grass is in the color?

425
It is still present in vanilla but there is a DFHack tweak that fixes it.

426
I don't have much experience with jails. I would suggest using some combination of chains, locked doors and forbidding the food in the stockpile.

427
I've never seen anything like this in dwarf fortress.  I don't have enough time but if someone has that isometric viewer for dwarf fortress I'd like to see what it looks like.

Not sure what to do with it.  My first thought was to drop goblins off of it, but that doesn't seem like the most fruitful use of it.  I was also thinking about some kind of megastructure that strings bridges above the river.

Are you talking about Isoworld, Stonesense or Fortress Overseer?

428
DF Gameplay Questions / Re: What should I smelt?
« on: June 10, 2014, 05:32:43 pm »
With tetrahedrite and cassiterite you can make bronze, which will probably be your main military metal until you can trade/melt enough goblinite for steel. It would be faster to make it from ore, but your furnace operators get more experience from bars, and you have a shot at silver bars as an extra byproduct that way. I would personally do it from ore unless you're in dire need of legendary furnace operators.

If you're brave and foolhardy enough go straight for that sweet, sweet candy and skip the rest.

I disagree with smelt from ores as silver blunt weapons are more effective and you have a magma smelter. It is more time efficient to smelt from ores but then if you want silver war hammers or silver maces you need to dig either more tetrahedrite, native silver, or galena.

429
DF Dwarf Mode Discussion / Re: Food Production questions
« on: June 10, 2014, 05:22:15 pm »
If you mean you have 100 prepared turkey egg biscuits, stews, or roasts your food situation is okay. I would set up another 2-3 farms for other crops. Also if you have the wood to spare make ash and turn it into potash to fertilize your fields. Use large pots to store your food. Large pots can be made out of stone or wood at a craftdwarf's workshop. If you check your kitchen stock be sure that you aren't cooking plants but saving them for brewing.

430
That's fine I was just thinking that we should try and get as many of the overseers either out of the starting seven or before the branch as after that you aren't guaranteed to get the same immigrants. Maybe we want to avoid that though to make things diverge as much as possible?

431
DF Dwarf Mode Discussion / Re: Filling Ponds
« on: June 09, 2014, 10:55:49 pm »
Another option is to build a series of constructions and fill the pond a bit at a time by deconstructing them. It would be a lot of work but you only need 2/7 or 3/7 to stop evaporation.

432
DF Dwarf Mode Discussion / Re: Filling Ponds
« on: June 09, 2014, 10:38:50 pm »
Designate multiple 1 tile ponds along the edges. You will need more buckets but it will also generate multiple fill pond jobs.

433
I don't want to necessarily be in the starting seven dwarfs but I would like to be both a doctor and a butcher. Preferably more skilled in butchery. That way it will take more "practice" to become a good doctor. Unless I need to wait until my turn.

434
Booze, Food, and either Pickaxes or ores for pickaxes. Plump helmet spawn is a must. Personally I also recommend pig tail seeds( for thread,cloth,clothes and booze) as well as some cave wheat and sweet pods seeds just to add variety to your available booze. You can easily survive a single year with one type of booze and grab more when caravans come but I like my forts to be largely self-sufficient.

435
Outside of turkeys and pigs which are non-grazers. I would consider sheep which are grazers but have one of the lowest pasture size requirements and produce wool and milk and when slaughter will provide meat, bones, and hide. They aren't really necessary but having them can help prevent failed moods on occasion.

Take a cat or two. They are one of the few vermin hunters and will help stop your dwarves from getting some vermin related bad thoughts. If you want to prevent a catsplosion you could always take only male cats and ask for cats to be brought each caravan so you can grab more male cats as needed.


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