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Messages - sal880612m

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436
The best trade goods at the start of the game are prepared meals. They can be worth 3000 dwarf-bucks per stack, are quick to make and easy to store and carry, and you can set the stockpile to accept ONLY prepared meals (while all other food stockpiles are set to forbid them) and to reject barrels so that the meals sit in individual stacks.

Almost anything can be used to make them... eggs, booze, berries gathered in the woods, slaughtered draft animals, dead rats, shot-down keas... whatever.

Downsides include being edible and requiring food/drink ingredients a new player may not be able to spare or want to part with. I know there are tons of more effective options but I like not being able to buy out the entire caravan so I primarily use crafts as my trade goods.

437
Besides those you should create some tables and chairs, perhaps a dining area for your dwarves. Maybe draft two dwarves into the military and set up a barrack to start training them. If you have no plants set some dwarves to have the gather plants labor enabled and designate some plants to be gathered. Once you have plants and barrels/pots set up a still and start brewing some alcohol. Make some goods either stone or wood depending on what is immediately more plentiful for trade, build a trade depot. Pasture your animals in areas large enough for them to graze in (see wiki for those values), set up bedrooms. Plant your fields. If you don't know how to do some of that and for other ideas http://dwarffortresswiki.org/index.php/DF2012:Tutorials

438
So you mean things like set up a farm to produce food and dig out bedrooms, down trees, craft beds and barrels/pots ... or something else?

439
DF Dwarf Mode Discussion / Re: How to build quantum waste disposal
« on: June 09, 2014, 05:34:11 pm »
Edit: A pit zone wouldn't help. You only need a dump stockpile to prevent from getting a loop of dwarves putting the items in the stockpile, then dumping them and putting them back in the stockpile. As your goal is to destroy the items your dump tile not being a stockpile should have no effect.

I set mine up essentially the exact same way. What isn't working and exactly how isn't it working?

Are your dwarves not putting stuff in your stockpile?
Are they not putting them in the minecart?
Are they not dumping the minecart?
You said refuse did you mean butchery byproducts and corpse or simply unwanted items?
If butchery byproducts could any of it be considered to be outside?
If unwanted items have you set the items in the refuse section of the desired items menu or in their proper sections?

Edit2: Is it your stop you have set to dump south? or your track stop? If it is the former than try deconstruction and rebuilding your track stop. it should look like this:

Spoiler (click to show/hide)

440
Really interesting idea. I may need to bow out when it actually comes around but if that isn't a huge problem I would like to sign up for a turn.

441
DF Gameplay Questions / Re: Real Quick Newb Questions! :]
« on: June 09, 2014, 05:19:34 pm »
Yes, children will become adults at 12, however there is a growth bug. It doesn't stop creatures from going from baby to child to adult but it does make it make it so that their size doesn't increase, which affects certain things like combat and butchering returns. If you have the LNP or DFHack there is a fix/tweak/binary patch that will fix this. In LNP it is enabled by default.

I am currently trying to do something similar and have used DFHack's fix/population-cap force to make it so that I receive no immigration. I have also used startdwarf to give myself a single extra dwarf at embark, as I am not certain dwarves will marry and breed with their cousins. This may be a moot point as the current mechanics may make it possible because once the first group of children reaches adulthood both they and your original seven will begin producing children again.

I suspect any relation tracked by the game will disallow marriage. Ie, aunts, uncles, and cousins (and of course parents, grandparents, and siblings). What might be okay though is if for a dwarf to marry his grandparents siblings or his parents cousins provided the age gap is within ten years, which the mechanics do make possible. if unlikely.

442
DF Gameplay Questions / Re: Real Quick Newb Questions! :]
« on: June 09, 2014, 04:47:46 pm »
It can be altered later on. It may require waiting until the next time you see your outpost liaison to take affect so if you raise it in winter of say year 340 and your liaison has already left you likely won't seen any migrants until winter/spring of year 341 unless you use DFhack's fix/population-cap. Also I am not sure how your population cap affects births at the moment, my current thoughts are that if you want to stop them you actually need to alter the child cap settings otherwise you will have births regardless of your pop cap but I am less than positive on that.

443
DF General Discussion / Re: New interview with Toady
« on: June 09, 2014, 04:10:08 pm »
Applegren may have been a little late in saying so but it was a great find as the thread did exist before the entry by about 12 hours.

444
DF Dwarf Mode Discussion / Re: Steel vs Candy Weapons
« on: June 09, 2014, 04:04:17 pm »
While I agree about Adamantine, I do think the HFS should still be respected as not everyone know it can occur and there is that moment when it first happens of sheer WTF happened that you won't get if you are spoiled on it.

Also adamantine is a pain to spell and remember. No one complains about people saying iron ore instead of hematite, limonite or magnetite. The only difference I can see is adamantine doesn't seem to have a common name. Just another addition to the DF jargon.

445
DF Gameplay Questions / Re: Real Quick Newb Questions! :]
« on: June 09, 2014, 03:54:16 pm »
The population cap isn't a hard line setting. Even if you set it to 7 you will still receive two migration waves unless you use a DFhack command. Also if you change it later the settings can take affect later within the same fort. You could run a fort for twenty years with a seven pop-cap and then raise it to 150 and probably after the next time your outpost liaison show up you would start receiving immigrants so it isn't as if setting it lower is a for all time choice.

Short of that you will need to kill all the immigrants you get and likely either memorialize them or entomb them which detracts a lot from your goal of building calmly and enjoying every bit of your fortress without worrying about overpopulation.

If you want any control of your population outside of killing every immigrant which has other problems besides the above you will need to lower your pop-cap. Even if you alter your pop cap eventually your dwarves will marry and begin producing children unless you shut that off or tweak those settings.

Why do you not want to alter the pop-cap? Someone might have more specific advice if you let us know that.

446
Peredexis Errant's LNP does have DFTerm. However, it is set up in such a manner that once you unzip it you can delete everything but the Dwarf Fortress 0.34.11 folder and you will only have DF and DFHack. The reason I didn't recommend it in the first place was because he may have saves, init, settings, graphics and so on that aren't included that would then need to be moved over and that seemed far messier than just installing dfhack.

447
DF Dwarf Mode Discussion / Re: How to build quantum waste disposal
« on: June 09, 2014, 03:39:47 pm »
... Yeah I had a moment there. I generally set up QSP with two stockpile links one take, one give but I figured since it was lacking a give condition it may need to be guided otherwise it wouldn't dump. Still makes sense to me actually I will test some things and see how they work out and come back.

Edit: Confirmed you don't need to guide it to be dumped with the proper setup. So if you have any other conditions besides take from stockpile that could be causing issues and if you get rid of them any time a dwarf puts something in the minecart it will get dumped.

448
DF Dwarf Mode Discussion / Re: How to build quantum waste disposal
« on: June 09, 2014, 03:25:35 pm »
Hello.

No magic involved, you do need to have someone with the appropriate labors enabled. I think in this case it would be refuse hauling and push/haul vehicles. It occurred to me that you may not have the cart set to go anywhere. Is all you have on the stop condition screen Take from stockpile? If so you need to set a condition to guide the cart south immediately when full of desired items as well. Otherwise the items will just sit in the cart and it will fill up then your feeder pile will fill up.

449
DF Gameplay Questions / Re: Lava Breaching
« on: June 09, 2014, 03:09:46 pm »
I seem to remember trying that after posting that and got the results slothen expected but I also think it depends on whether they are actually wearing them at the moment. If you disable relevant labors (mining, woodcutting, hunting) the items can be dropped or if you draft them and assign them a uniform that replaces clothing they will drop them at which point other dwarves will dump them or they won't pick them back up if forbidden. I had a marksdwarf go around with no quiver despite quivers being available because he had his heart set on his old one that I had dumped. I wasn't sure at the time whether it would work like that hence the question. Still not sure what I think will work will but it seems like it should to me.

450
DF Dwarf Mode Discussion / Re: How to build quantum waste disposal
« on: June 09, 2014, 02:56:28 pm »
Did you set the desired items for the stop? At the stop condition screen where you set up stockpile links if you hit enter you will get a screen similar to the custom stockpile one and you need to select all the options you want the stop to deal with. Otherwise they will just sit there in the stockpile.

A track stop alone should be enough.

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