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Messages - Thisfox

Pages: 1 ... 14 15 [16] 17 18 ... 108
226
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 15, 2021, 08:11:18 pm »
We got attacked by a Necromancer Wereantelope.

He ran about biting and killing citizens and their livestock, as werebeasts do. Then he changed into a necromancer human, raised a citizen he had just killed moments before, and was killed immediately by the newly made Werebeast Faint One. This Werebeast Faint One then went around madly killing citizens, until the surprisingly brave Manager walked up to him and took him to the hospital. Immediately after being placed in the hospital for bed rest, he jumped out of bed and chased the Medic around the room three times, then out into the hall, and into the recently made Mayorial Suite. I locked all the doors, and the Faint One killed the Mayor in her bed. The Medical Dorf walled him into the bedroom, and the Faint One stopped moving, finally.

Aftermath: We are making a new Mayorial Bedroom for the new Mayor. There is muffled wailing from behind the new rough wall in the Mayorial Study, and the old hospital has also been walled in as it might be full of werebeasts-to-be, but we are telling the new Mayor not to ask any questions. About half the fort are dead and dying, and the Manager has ordered a lot more coffins and slabs to be made.

227
DF Dwarf Mode Discussion / Re: Trivial findings
« on: September 15, 2021, 08:03:30 pm »
If you don't have enough beds in your hospital, patients can share a bed.
(I have 11 resting in one bed, and they stay there even after other beds become available.)
I wonder if there's any consequence for patients sharing beds, this could be a new breakthrough that helps on saving wood and space, two very important resources in this game.

I think they all appear to get to drink out of the same bucket when it comes around and they're in the same hospital bed (it doesn't appear to return to the well between patients taking a drink like it has when they are all in seperate beds). So faster and more efficient room service. But slower medical help, as every time it's happened to me, they have recovered more slowly than the dorfs in a seperate bed. More experimentation needed, that said, as all too often I'm in a situation where I need to quarantine my hospitalisations due to werebeast infections.

228
DF Gameplay Questions / Re: How to get new 7 initial settlers quickly?
« on: September 12, 2021, 11:42:34 pm »
You might get more help in the modding forum.
In a standard game you get a mix of dwarf genders, but I'm guessing your mod is affecting that outcome. Do the queens have specific professions? Perhaps you could try to pay for those professions in your starter 7 dwarfs settlers? 

229
I've had (limited) success by making a road (dirt or paved), and then removing the road and putting a farm over the top. Doesn't get rid of everything though. I usually end up just loosing my temper, digging down one layer so that my farms are a single Z below ground level, which if you get there fast enough means that you can plot the farms out on uncontaminated ground. And put a nice green glass roof over the farmyard. But it's not what you're asking for.

230
DF Gameplay Questions / Re: Lever workshop job: Pull lever
« on: September 08, 2021, 05:16:56 pm »
I wonder if you could combine minecart logic with the manager to monitor item quantities, triggering a door / anvil or whatever to be produced instead of pulling a lever?  Then have a stockpile to take from that workshop and feed a minecart set to be pushed all the time, that then triggers a pressure plate of the right threshold for minecart + load to disable the trackstop.

I am eternally impressed at the rube goldberg machines of Dwarf Fortress.

231
DF Dwarf Mode Discussion / Re: How do you handle silk threads?
« on: September 08, 2021, 05:13:48 pm »
Thousands. I have somewhat a similar setup. Thousands of silk threads. You can dress everyone in silk.

232
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 07, 2021, 05:35:15 pm »
I've got three dead dwarves, numerous clothes in various states of repair, a wooden artifact, a bucket of lye, some rotten food and a dead turkey down there, but they're all at the bottom of the cistern, and the well bucket seems to dip the top, so we're all good, the water has continued to be um... "clean". You'll be fine!

233
DF Gameplay Questions / Re: Trying to press olives…
« on: September 07, 2021, 03:04:11 am »
So fixing the raw tag fixed the problem?

I can't help you with the manager as I don't use it,

At the risk of derailing the entire conversation, I'm very curious what you use instead of the manager.

I used to use particular workshops for job orders (still do sometimes) but since the manager was invented, I've been finding I use the manager more and more. I do love being able to specify what things should be made out of and how they should be decorated, and the workshops don't let me specify that sort of thing.

234
DF Gameplay Questions / Re: Squad armor
« on: September 07, 2021, 01:21:10 am »
I find they won't get a scrap of armour unless they have been individually assigned specific armour. Even then, I have to have a method.

First I assign armour individually to specific members of the squad, and weapons the same way. I have the armour and weapons stockpiled binless in a large room, and then order the squad into the room. When they're all in, I lock the door and let them free for a few minutes, then order them from one end of the room to the other for a bit. Then release them, wait a bit, and eventually unlock the door. Later I do the same thing again. It's amazing how many of them finally get the hint and put on the armour assigned to them.

235
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 06, 2021, 03:09:29 pm »
Werestrippers again in the tavern. Visiting bards & musicians, who throw off their clothes when they transform into a werebeast. Not encountered a male werestripper yet though.  ???
Spoiler (click to show/hide)
"Do you ever get the feeling that these people don't appreciate our show?"
"Nah, they're yelling, screaming, throwing expensive things at us, and running in circles with their hands in the air. They're enjoying the performance! Now if they'd just stop stealing our clothes...."

236
DF Dwarf Mode Discussion / Re: Traction bench in jail?
« on: September 06, 2021, 03:07:17 pm »
A well, a bed, a table, and a chair are a more functional set of decorations.

237
DF Dwarf Mode Discussion / Re: getting rid of feather tree egg yolk?
« on: September 06, 2021, 02:14:17 am »
...I just trade it back to them. Not noticed it remaining there when the humans come through.

238
DF Gameplay Questions / Re: How to build & use musical instruments ?
« on: September 03, 2021, 01:38:30 am »
In my experience, having two single-part instruments is pretty impressive. Usually they have at least three parts.

239
DF Dwarf Mode Discussion / Re: Gate your lava release pipe well!
« on: September 03, 2021, 01:36:18 am »
Somewhere, I have a "number of days since last lava disaster" WHS sign which has a pretty high number on it I guess.

Also, I wasn't aware of fortifications slowing anything down. I often dump the magma out from an overhanging bridge though or use pumps, so the initial flooding is quite sudden even if fortifications are slowing it down behind the reservoir.

I could have put any number of fortifications behind the floodgate, and it wouldn't have made much of a difference, it was the non-full-of-burning-rock section that was violated. I actually since have come up with a simple solution: I have an inner floodgate, open, behind an outer floodgate that is closed. Lava goes all the way to the outer floodgate, but if someone deconstructs the outer floodgate, I have an inner one (protected by molten rock) I can close later. So long as everything is made magma-proof, no issues. And of course, do this BEFORE the whole thing gets attacked. Not that it's likely to happen again. I'll definitely try the double floodgate next volcano fort though.

240
DF Dwarf Mode Discussion / Re: Gate your lava release pipe well!
« on: September 02, 2021, 04:43:14 pm »
Like I said, I didn't use vertical bars, just a vertical grate. Fortifications would have made the lava flow very slowly out of the pipe, I was looking for a more explosive rate, something more weaponised, than an over-the-fortification flow. I didn't realise how suicidal and fast the trolls would be, so the grate seemed like enough to keep my dorfs out of it while I dealt with everything else.

I don't much like making sacrifice of my dorfs, so I don't dig channels under molten rock flow. It became a very nice narrow river of fire, and we got a bridge over the top of it, and dug a new entrance. No big deal.

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