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Messages - McCautious

Pages: [1] 2 3 ... 5
1
DF Gameplay Questions / Re: Flow chart for the new labour system?
« on: December 12, 2022, 02:07:24 pm »

Seconded ...

I cannot believe that, given the amount of new sales of this game, absolutely NOWHERE, NOBODY wants to know which labors exactly are included in the default work details?
"Planter" ... what is that supposed to mean? Just planting plants? Harvesting them? All the other "farming-related" labors too? ... No idea ...
"Fisherdwarve" ... incluldes cleaning, dissecting, hauling fish? ... No idea ...

Also, in the same vein as OP: Which job will take priority over other jobs? (flowchart)
E.g., with the plant gatherer job set to "everyone" by default, I noticed that even my designated woodcutter will rather collect plants for days, then to chop down a single tree ... Shouldn't specifically assigned jobs take priority over random "everybody does it" stuff? ... No idea ...


2
DF Dwarf Mode Discussion / Re: New Jobs Picking Procedures?
« on: December 12, 2014, 08:07:39 pm »
Hahahaha. Hilarious indeed. "Grmpf ... that workshop is at least 2 storeys afar. Ye know what this means: Stairs! F'ckit. I betta get meself a stiff one instead."

3
DF Gameplay Questions / Re: Still Hopeless From a Major Injury
« on: December 12, 2014, 08:01:32 pm »
This may be excessive however. Is he particularly vulnerable or prone to stress ?
I took a look at his description and didn't find anything specifically concerning stress. However:
 
"He has a great deal of respect for the law." ... could explain all the shame for breaking it lately.
"Feels that those who attempt to conceal their emotions are vain and foolish." ... well, he is indeed quickly earning a reputation for tantruming and yelling at the mayor.
"He very rarely develops negative feelings toward things." ... hmmm ... his own body is probably not considered a "thing".
"He has little interest in joking around." ... no shit.
"He is rarely happy or enthusiastic." ... I really wonder if any of these traits appeared after his tragic injury.
"He generally finds himself hopeful about the future." ... great, this will help him through his prison career.
"He is getting used to tragedy." ... Wow! ... really interesting. Wonder if this indicates some kind of way out of the spiral of doom we are assuming here.


Remember that this [...] quite likely a society that's not very supportive of handicapped people.
(the art of quoting)
Hahahaha, yes. The dwarf described above had to hobble after the mayor for a couple weeks to attend a meeting. The mayor, who has two perfectly fine legs, probably saw it coming and constantly pretended having to haul yet another item somewhere.

4
DF Gameplay Questions / Re: Building up
« on: December 11, 2014, 05:51:59 pm »

You could leave out the floors if you build or designate the next level of wall one piece at a time. Here the "first in - last out" rule would apply, so you have to designate the wallpieces from the staircase outward. The mason will then walk on the wall if the staircase is right next to it.

5
DF Gameplay Questions / Re: Still Hopeless From a Major Injury
« on: December 11, 2014, 05:45:01 pm »
A somewhat too early encounter with a goblin rendered one of my miners a total mess and he now bears the nickname "Vet".
His treatment was extensive: Suturing lower spine, upper body, right hand and liver as well as handing out crutch.
Still, he came out a paraplegic and still has an infected upper body, right hand and liver which apparently cannot be cured (or better: will not be cured because there is no diagnosis request anymore).

He is now "utterly harrowed by the nightmare that is his tragic life", runs on a stress level of 560k and gains -100 weekly alone by "suffering major injury".
Lately, he has fallen into depression, been stumbling around and staring into nothingness quite a bit. His second tantrum just happened and while in the first one he was content with kicking the crap out of a sheep he now turned on other dwarves too, which he his very ashamed of, hence contributing to his stress even more. His stress levels also rise by being hungry, thirsty and drowsy all the time.

All the "interest", "bliss" and "satisfaction" from dining, looking at fine stuff and yelling at the mayor apparently cannot compensate for this traumatic lifestyle.
An exquisite prison is currently being built where, I suppose, he will end up spending the rest of his miserable life.  :(


On a similar note:
Why does Dwarf Therapist show tons of "D"iagnosis requests when ingame there are none? (40.19 Peridexis pack)
 

6
DF Gameplay Questions / Re: Items never get smelted
« on: December 11, 2014, 04:09:31 pm »
Nooooo ... please don't let this thread degrade into a flame battle!

Ok, let's be very specific:

Dwarf A wears =Steel Breastplate= .
I mark this breastplate for melting.
There is another =Steel Breastplate= available that isn't marked for melting.

Will Dwarf A drop his melt-designated breastplate and replace it for the other one?
Would he also replace it for a -Steel Breastplate- if no =Steel Breastplate= were available?
Would he drop it if no replacement is available but his uniform demands one?

I tried tracking this ingame but it's really a lot tougher than I thought because dwarves are so random about when to finally get going with "pick up equipment" jobs.
E.g. I manually picked some dwarves (on and off duty) and designated parts of their equipment for melting via the i-nventory screen. For quite a while they seemed unimpressed and after about 10min (30fps) non of them had dropped their stuff. Then again, I often see dwarves not wearing pants for (ingame) weeks with craploads of pants in the clothingstockpile ...


7
My fortresses tend to be a bit more "build-as-you-go" than carefully designed, but one thing I have ended up standardizing is my workshop areas. I use what I call "Industry Pods", laid out across 3 z-levels, with the following design:

Ah yes. I have used this method in one of my previous fortresses. It works really well in terms of workflow efficiency and traffic reduction. Basically everybody just needs to walk a maximum of around 5 tiles to get a product done if you arrange it right. I even went as far as situating all my workshops on one floor, all input stockpiles above and all output stockpiles below that. This way I would have all "crafters", all goods and all "raw materials" at one glance per level.
For some reason though it totally bothered me that I could never see a single industry at one glance. Normally I care about how a single industry is running at a given moment. I then ended up with: Is there still enough coal? -> go up one level; how many greaves did we make already? -> zoom down two levels; is anybody even working the smelter right now? -> zoom up one level again; Why is nobody working the smelter? Did we run out of iron? -> zoom up one level again ... and so forth.

8
DF Gameplay Questions / Re: Items never get smelted
« on: December 09, 2014, 06:06:29 am »

Alright. Thanks.

Followup question: Does designating a worn item for melting trigger a soldier to drop and replace it?
Or would I have to do this manually by messing around with the equipment-screen?

9

Glad you like it.

I got the "pillar in the staircase" idea from MarcusAurelius who is hosting a pretty fun (and inspiring) DF2014-playthrough on youtube right now. His plan was to eventually carve out the pillars and set up artifact furniture in this central staircase: Just about every dwarf in the fortress will get to see them on a daily basis and be happy about it. Not sure yet, if I'll really do it though.
Concerning miasma, there is no refuse stockpile on this level. The green stuff is vomit (aka "dorfpuke") because apparently all my dwarves are cave adapted and can't stop throwing up all the time. ::) (In my next fortress I will definitely adress this by making some protected "light" dining- and meeting halls.) The only refuse piles of this fortress are on the butchery and leather level below and the whole butchery + refuse tract is behind several layers of doors indeed. ;)
Concerning the double brewery, they are simply there because I sometimes forget to take care of things and then churn out a couple hundred dwarven wine or whatnot at a time. Also the production in this fortress works rather seasonally: E.g., craploads of cave wheat and pigtails come in at a time. Then its "beer and ale"-season: One brewery gets the wheat stockpile via "give to" stockpile settings, the other gets pigtails ... and I don't have to get mad that they only take from the closest pile or that I have to switch around my settings in the kitchen menu all the time.  ;)
Now the second kitchen relates to the abovementioned DFhack-cooking-method. Since you can set up very specific meals, one kitchen could make meat-quarryleaf-wine-flour roasts and the other one makes egg-fish-cheese-presscake roasts for instance. But yes, you are right: The cooks get it done so quickly that only one kitchen is really needed.

I personally prefer clothing workshop layouts that keep the stockpiles for raw materials and unfinished goods very close.

The area above is only for foodstuffs. If you like streamlined clothing production .... this would be my "Textile district" three levels above:

Spoiler (click to show/hide)

The staircase is the one seen on the right in the food-area. Right above this level are then farming + pastures.
Green arrows indicate the flow of goods.
"Animalists" (custom profession) bring down livestock to the farmers workshop to milk and shear them. The wool ends up right across from the workshop in the top stockpile. The milk gets taken down three levels to get turned into cheese.
Rope reeds and pigtails wind up in the second row of stockpiles on the left and the bottom row is dimple cup and a bags stockpile (for dye).
Wool, reeds, pigtails and dimple cup then get turned into thread and dye-powder which are stored in the bottom right in seperate stockpiles.
Conveniently, Loomeries, Dyers shop and Clothier are then right across the hallway to turn them into cloth, dyed cloth and, of course, prime clothing, which can be picked up in proximity to the staircase by naked dwarves.

The only goods that are used in the food-area as well as the textile district are pigtails and bags ... balancing who gets how much can require some micromanagement but generally overproduction takes care of this. ;)

10
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: December 09, 2014, 05:00:02 am »
Lol. Yeah.

The thing is: There is no stockpile-setting for tattered clothing. X-tattered clothes (should) go into the refuse stockpile. But x-tattered clothing goes into the same regular finished goods stockpile which allows legwear, headwear etc. ... along with the brandnew masterwork stuff your clothier churns out. Since this is just another stockpile, dwarves will of course chose the closest one or whichever one they see fit to drop the goods off ... leading to a nice mixture of, literally, rags and riches. *rolleyes*
I guess you could fiddle around with traffic settings or simply just have one single clothing pile close to the depot (like Thisfox might do it).
But in order to reliably seperate the old from the new and have convenience benefits while trading, I don't think you'll get around some kind of dumping operation. ;)

11
This is my foodprocessing and dining area.

Spoiler (click to show/hide)

Mining designations on the edges indicate exemplary where stockpiles start and end.

Dining hall on the bottom left. Larder hall right above that.
The dining hall is definitely indoors as you can guess by the craploads of puke.
In the larder hall, the bottom half is 4 rows of dwarfen booze: Beer, Rum, Ale, Wine. The top two rows store outdoors liquor and prepared meals.

On the very right we have stockpiles for food-processable goods: Quarry bushes, anything millable into flour, rocknuts and of course bag- and barrelstockpile.
Left of this first step-storage area we have farmers workshops, querns, a soapshop and the screwpress for cheesemaking, bush-processing, rocknutpressing and flour-milling.

The processed goods then proceed towards the large "hall of ingredients".
Here, meat, fish, eggs, cheese, leaves, fruit, pressed and milled materials, fat, tallow and raw cookable or brewable plants are stored in seperate stockpiles. Anything that is only cookable on top. Anything that is cookable and brewable or only brewable on the bottom. Barrel and potstockpile on the very left right next to the:

Kitchen and Still. It all eventually goes through here and gets carried over to the far left to end up in the larder hall.
Chéfs are told which lavish meals exactly to cook using a Dfhack-command (see kitchen design topic).

Poultry pens and butchery are on the floor below, right next to the staircase on the right.
Farming area and Grazing pens (with milkers farmers workshop) are some floors above this right staircase.
This way meat and fat, unprocessed plants, milkbuckets come in through the "backdoor".

My average dwarf who is not involved in the foodbusiness just enters this level through the staircase, slides right up to the diningtables on the puketrail and yells at his buddy to fetch him "one of those barrels while youre there".

12
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: December 08, 2014, 04:42:50 pm »

*facepalm*

I was indeed talking about screen #1, the one where you press "g" and select from ALL the items in your fort which ones you want to haul off to the depot.
The actual trading screen is your problem then ... wasn't even aware of the search function in this one to be honest.
But for the sake of completion, in this screen #2 as well, the tattered clothes show up all in one large block for me. No need to search for them. This might have to do with the order in which they got carried there. x-clothes are the first thing I haul over there in the g-screen, then assign all the other stuff to get hauled there, then I trade.

13
DF Dwarf Mode Discussion / Re: Army of miners
« on: December 08, 2014, 02:40:47 pm »

Holy crap. Those "civilians" are beastly killing machines! Doesn't this slow down the whole production process by a ton?
How about bad thoughts? My military sooner or later gets quite depressed about being on task. I have even considered building a kind of spa/health-resort area where I can send them on shore-leave: Two months just booze and belly rubs ... 


2 Miners, a woodcutter a mother and our Captain of the Guard are excused from training and pumpin, the others are children.
Hehehe, yes. Especially the Captain of Guard ... we wouldn't want him to get distracted from all his "important duties" now would we? After all, how is he gonna write up everybody when his muscles are too large to bring his hands in front of his chest ...

14
DF Gameplay Questions / Re: Items never get smelted
« on: December 08, 2014, 05:57:50 am »

On this topic:
Does designating an item for melting also mark it as forbidden or something for regular use?
E.g. if I mark tons of armor for melting in the stocks-screen could there still be a soldier picking it up to wear it before it gets melted?

15
DF Gameplay Questions / Re: 2 military questions
« on: December 08, 2014, 05:51:13 am »

Been playing a little more last night and I assigned new uniforms to my military (masterwork steel armor ftw) so I ended up screening the equipment row in DwarfTherapist quite a bit to check if they finally got around equipping everything. It's crazy ... my marksdwarf almost never hit "green"-status (=all equipped) and guess what is always missing: 25 ammunition. By the time my close combatants have dropped and reequipped their entire 16-piece uniform set twice my marksdwarves are apparently still playing hide and seek with the ammo-stockpile.

I find it very odd that the player base seems to be so divided on this question. There is literally everything here from "I have given up on crossbows..." to "ranged guys are pretty fine ...".

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