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Messages - Niddhoger

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616
I refuse to raise pigs and any other non-grazing animal because they require no energy input.  Grazing animals eat grass and everything else just sort of absorbs nutrients out of the air.  Hey, bacon needs food of its own to grow!  Sheep don't actually take much space to raise (I think 4x4 is plenty for each).  Underground grazing is no problem either, just pierce the caverns asap and wall it off.  Then dig out a huge "pasture" in the last soil layer (just over the stone).  Then I just start placing farmer's workshops in the pasture/right at the start of it for milking/shearing. 

Alpaca and llama's provide more food, but sheep take less space.  The milk and textiles are the same though, and I'm only keeping them for the additional textiles.  The horns from both male/female are a nice touch as well.  As far as food goes, that is easy enough to get late game with legendary farmers and trap lines.  You can begin cooking seeds too after a certain threshold.  All seeds over 200 for each plant (or w/e the global cap is for each fort) are wasted anyway- just forbid a couple bags of each so you never run out.  Especially now with multi-hauling you can set up profitable (in terms of yield) underground herb gardens.  You can also supplement your farms/traps/gathering with whatever the caravan's bring. 

I know farming itself is pretty borked, but even as it is farming feels less exploity than bacon that just wills itself into existence.  You can be several generations of pigs into your fort, and not a damn one of them has ever eaten a single unit of food! They just spontaneously generate layers of fat, meat, and produce milk while subsisting on rock dust.  It just takes way too much out of hte game for me on that. 

617
DF Suggestions / Re: Salt
« on: January 14, 2015, 11:36:45 pm »
During the era DF is set, (pure) salt was extremely valuable, as it almost exclusively came from dry salt lakes, at least if you wanted any sizable quantity. Salt from the sea requires time, or heat, so fuel or time seems like it'd be a prerequisite

It was one of the best food preservation techniques.  More than one country even wound up using salt as a form of currency.  Shit was real in the days before freezers and fridges were found in every home :p  How else is that fish supposed to get from the coast to even 100 miles inland before rotting to high heaven?

It would take time, but you could let the salt water evaporate in shallow dishes.  People have been harvesting it from the sea for thousands of years (it takes no tech, believed to be since prehistoric times).

618
DF Gameplay Questions / Re: Vampire mayor options other than execution
« on: January 14, 2015, 11:28:52 pm »
You could try, but pretty sure they -have- to be on adjacent tiles.  You could also try burrowing in the mayor and hope he doesn't kill the diplomat/ignore the burrow settings.

Honestly though, you know you can just appoint a new mayor, right? Its probably a bug since its an elected position, but mayors can actually replace themselves once elected.  Then you can pit the vampire somewhere and feed him elves and goblins.  Anytime he gets re-elected mayor just replace him immediately.  There is also magma, ofc.  That would solve the problem splendidly.

619
DF Dwarf Mode Discussion / Re: Fortress Strategy
« on: January 14, 2015, 11:25:26 pm »
Ok, I think I found my problem. I had plump helmets being cooked, so I ended up having no seeds. When I was running out of booze, brewing got canceled due to no empty containers, and I didnt notice. So, the containers would be filling with food. Then when I turn brewing back on, it doesnt stay on for long, either because I cooked all my helmets or because I had one empty container. Thanks to everyone for helping me figure this out!

Keep in mind that empty barrels in your food stockpile CANNOT be used for brewing.  Let me repeat: empty barrels in a "food" stockpile CANNOT be used for brewing.  If you make a small 20 tile food stockpile, it'll keep 20 barrels by default. At first this will usually be 15+ empty barrels along with a few partially filled ones with meat, prepared food, plants, etc.  So... if you make a huge food stockpile and don't manually reduce the "reserved" barrel count, then all your barrels will be caught up in your stockpile and unable to be used for booze.  Then, since you can' brew anything, it all gets cooked up and hte seeds destroyed.  Basically, you need to reduce the barrels/pots in your initial food stockpile and set up a barrel/pot only furniture stockpile near your brewer, and then link that pot stockpile to said brewer (along with a plants/fruits stockpile).  Once you see loose stacks of food clog up your stockpile, you can start increasing the barrel count back up.  Early on though, you can't afford to have the first 20+ barrels you make just sitting pretty collecting dust. 

You mentioned creating a large "everything" stockpile.  Don't do this.  If you must, make a temporary one to bring everything inside from your wagon, but destroy it and create smaller specialized stockpiles asap.  Otherwise, it just creates longer travel times for your dwarves to carry items too/from.  You also have less control over what goes into it.  You might find it filling up with furniture and tools and run out of room for food.  Maybe you got behind on bins and you have 20+ tiles crammed full of crafts.  Then since its 120 odd tiles large, it probably sucked up 50 barrels.  You are better off making smaller, more specialized stockpiles near each workshop.  Workshops tend to come in chains/groups, so not all of them need to be in the same spot.  Your forges don't need to be adjacent to your farmer's workshops.  You don't need your brewer walking over lumps of ore on his way to pick up some quarry bushes.  Then he has to go to the other side of the pile (past the mountain of bone crafts and step ladders) to nab a free bag.  Just put the ore stockpile near your forge and your bag/process plant stockpiles near a farmer's workshop. 

620
DF Suggestions / Re: Crude products
« on: January 14, 2015, 03:56:48 am »
I like the idea of a tinker's shop... but I was thinking about removing decorations.  On one hand, we have virtually no control over what gets decorated.  On the other, metal starved forts have to rely on imports that are often decorated.  Its such a shame to just toss that *<<*large iron breastplate*>>* into the smelter with the bands of gold intact.  Perhaps these could only be used to decorate other objects, or at least be saved as fractions like smelting does. 

621
DF Dwarf Mode Discussion / Re: Fortress Strategy
« on: January 14, 2015, 03:47:56 am »
I'm still trying to fathom how 90 units of farmland can fail to feed 30 dwarves.  30 dwarves only eat 240 food a year.  This seems massive until you realize a skilled grower can probably get 3 per season.  30 tiles with a skilled grower probably feeds that and has enough left over for booze production AND a surplus.   

How many farmers do you have? If you only have one, you are likely seeing food rot in the fields.  Farmers must also have "food hauling" enabled or they won't touch their crops.  If you turned off ALL his hauling labors, this would be a huge issue.  The other point is that if your stockpile is full (or you don't have a FOOD stockpile) there is no where for your food to go, so it'll just stay in the fields. 


622
DF Dwarf Mode Discussion / Re: How is it meant to be played?
« on: January 14, 2015, 03:33:54 am »
It does sound like aquifers are not ment to be breached, but it could just be that Toady never put that much thought into it.  You have to remember that DF is in an ALPHA stage still, there are rough edges and not-fully implemented features all over the place.  Aquifers very much so feel like one of these, so its a not-all-there feature that we can deal with as we see fit (with the tools and mechanics already given to us).  Again, there are several methods that exist to pierce an aquifer, and none of them feel half as exploity as quantum stockpiles and impulse ramps.


623
DF Dwarf Mode Discussion / Re: How is it meant to be played?
« on: January 13, 2015, 02:58:33 pm »
Aquifer tiles have very high drainage.  Think of it as simply taking a gallon of water from one hole and dumping it into another.  It should take longer for the water to disperse, but this is still a game. Pumping them into themselves might not make much since, but endlessly flooding from just one square really doesn't either.  You are simply using the aquifers properties against itself. 

However that comment from Toady did shock me for two reasons 1) Did he truly mean for aquifers to be impenetrable barriers? 2) Is he that out of touch with the game hes creating?

By now there are about 5 methods for piercing an aquifer (Double-slit, pump-stack, cave-in, freezing, cast-obsidian) with a few minor derivatives of each.  6 if you consider punching the aquifer from below and draining it into caverns/off map edge (while you secure it) is a distinct method.  It just seems surprising that he wouldn't even be aware of these methods, not like he both designed the aquifers and the mechanics used to defeat them >.>

Personally, I'd go with either double-slit or pump-stack.  Cave-ins and freezing (and obsidan) work fine, but they leave giant holes in the ground.  They are also hard to use effectively without knowing the full depth of your aquifer.  You can only know with certainty that an aquifer is either 1 level or "more levels" Piercing a 1-level aquifer with the cave-in method isn't too bad.  However, you have to increase the size of the plug by 2 every layer you go down.  You start with a 5x5 hole (which is a 3x3 plug), but it just keeps increasing by 4 from here (2 is the plug and the other 2 is the channeled out ring).  For a 6-layer aquifer you are looking at channeling out a 25x25 hole for a single 1x1 staircase... and I've heard of 13 layer ones.  This also means channeling out the entire 21x21 underneath the initial plug (and continued channeling over the aquifer until you get through all levels).  All the while you risk dumb dorf's channeling out from under one another/getting caught in the cave-in.  What I am getting at is that I'd never use this method other than to quicker pierce a shallow aquifer.   Also, its kinda gamey that a cave-in of loose sand would automatically destroy the aquifer.  The aquifer-tiles just disintegrate from a single layer of sand hitting them... Cave-ins are weird (and lets not forget the magic of magma-pistons)

Freezing is also dangerous and winds up with a smaller hole than the cave-in (unless you live in a permanent freezing biome, then its even smaller).  However, you risk the problem of dwarves channeling out from under one another (which is instant death by freezing).  It also requires you to know how large the aquifer is beforehand to do properly.  Like the cave-in method, it does work very well for 1-layer aquifers if you start work ASAP in the winter.  A single layer only needs 16 squares channeled out and 8 walls put up (as well as a constructed staircase) for most biomes.  Again though, this is highly dangerous if you misjudge your freezing period and get caught with a half-dug hole by the time the ice thaws.  This whole method relies on the idea that water INSTANTLY freezes when it enters an exposed surface tile.  However, I don't think its possible to unflag a tile as "surface" once its been exposed.  Maybe... casting obsidian over in a layer over it?

Cast Obsidian is rarely used.  If you have a volcano, you can just dig down next to the volcano and you can safely bypass the aquifer without any tom-foolery.  The aquifer will never be adjacent to the volcano.  If you have a magma-vent, its probably the same thing.  Never just settled on a magma vent that wasn't in the 2nd cavern layer, though.  However, if you want to re-pierce the aquifer (or you were lucky enough to dig-around it before), you can pump the magma into the aquifer.  This will allow you to make a much more compact hole, as your walls will be flush against the aquifer-bearing tiles.  You'd start at 3x3 and just increase by 2 for every other layer.  This is probably the least "gamey" method of piercing the acquifer, but it also depends on how you get the magma to the surface.  Most people will use either giant pump stacks powered by hydro-reactors, or impulse ramps (horrendously, unapologetically exploity).  Really hard to move large quantities with minecarts without the impulse ramps.  On top of everything else you are still dealing with magma... so all the !FUN! That implies.  If you have a volcano/vent present, you can just channel a path for the magma to flow... just be sure to have a magma-safe way of cutting off hte flow.

The pump-stack method is much more compact than hte others and works perfectly fine no matter how deep the aquifer is.  However, it uses hydro-reactors and infinitely absorbing water back into the aquifer.  My main issue is the often used edge-of-map drain.  Now, just using the caverns is one thing, but most will dig to the map edge then smooth/carve fortifications and use that.  This is a layer of pure stone.  You know what is supposed to be in the tile on the other side of those fortifications? More pure stone! More pure stone for MILES! Its one thing for the water to be reabsorbed into the aquifer, but for water to flow into pure stone and magically disappear?

Double-slit still requires you to endlessly pump back into the aquifer, but this really doesn't become silly until you use the last (isolated) aquifer square as a sink.  Otherwise you can just imagine the water being dispersed into the other hundreds of tiles.  It doesn't require any exploity or gamey behavior beyond that, but is a rather tedious process of constantly unsuspending walls.  On the plus side, your pump stack operator might gain some strength out of it >.>

Again though, there is no default way that we are SUPPOSED to pierce aquifers.  The games on creator doesn't even know one of the methods used (yet alone all of them), so take your pick.  Use whichever you feel is the right balance between "gamey" and "fun" However, keep in mind that you need to use DF-hack's reveal feature (or have already pierced aquifer) to know the aquifer's "more than 1" depth for use in cave in (and freezing).  Trying to guess means leaving several abandoned plugs as you restart the process all over again. You can guess around with freezing method, but if you are wrong it'll greatly increase your time (which is often a factor due to spring thaw).  I tend to just use double-slit for any multi-level aquifer.  If I can confirm its just a single layer, I'll just drop a 4x4 plug (to leave a 2x2 staircase).  The 6x6 hole isn't too bad to "repair." 

624
It can also be that a dwarf just picked up that bin to go somewhere, and all the other jobs looking for that thread in stockpiles dont find it because it is on the move. this is helped by either disabling bins or increasing the size of the stockpile, or to quantum stockpile.

This is a massive issue, though.  The second your farmer finishes a thread, a scud-monkey hauler will grab the bin and run over to the farmer's workshop.  This will then cancel any weaving jobs from items also in this bin.  Then when you finally do get a piece of cloth, another scud-monkey comes sprinting from the dining room "I AM HELPING DERP!!!!" and picks up the entire bin when he runs to the loom, again canceling any dyeing/crafting/clothesmaking jobs tied to any material in that bin. 

This is a wide-spread issue with efficiency that plagues damn near every industry.  Even if it doesn't result in job cancellation spam, it'll still reduce your efficiency when dwarves first run for the barrel, then slowly log it across the map, then finally lug it all the way back to the stockpile.  This whole time the items inside are considered "gone" since they are used in an active job. 

For textiles, I'd just disable all stockpiles for cloth and put then in a chain.  You'll still want to make a dye stockpile nearby, but otherwise your dorfs will simple take the items direclty from the last workshop.

625
DF Suggestions / Re: religion improvements and details
« on: January 12, 2015, 06:36:19 pm »
I propose elevating Cacame to godhood.  His rituals would be pretty simple: a fresh coating of elf blood in his shrine every week.

BLOOD FOR THE BLOOD GOD!

626
DF Gameplay Questions / Re: Weapon choices
« on: January 12, 2015, 03:34:34 pm »
Note that you don't need training weapons to spar - it's perfectly valid to equip them with steel weapons ASAP and assign them better-quality ones later, melting the old ones.
As far as what weapons you choose, I like to keep about 50% of my military using crossbows and have smaller squads for different melee weapons. Swords are a good choice to start with as they're the most versatile all-round weapon. Hammers are good against undead, spears are good against large enemies, axes against goblins and other medium-sized fare, but crossbows and fortifications are essential against any enemy that you don't want to get close to.

Warhammers are NOT great against undead.  They have lower weight and deal less "crushing/pulping" damage than maces.  Warhammers are the best weapons against any humanoid opponent, as they can easily one-hit kill people by smashing their helmet into their skulls.  Tests have shown that silver warhammers are actually a bit stronger than candy axes for killing.

In mixed-weapon squads though, you'll often see people all doing their own drills.  Urist McLancer is doing a spear demonstration, Urist McStabby is doing his sword demonstration, Urist McChoppy has his axe demonstratoin going on, and Urist McDerp is doing a biting demonstration in the corner (or maybe hes just chewing on the wooden armor stand again.... hes "special") The point is, everyone is doing their own demonstration and no one is watching anyone else.  If they were all Swordsmen, then Urist McStabby would be leading a sword demonstration and everyone else would be watching said demonstration (except Urist McDerp, who would still be chewing on the armor stand).  Also, when they are all swordsmen (or swordsladies), they'll gain extra experience sparring.  The final reason I prefer homogeneous squads is that you order your dorfs around via SQUAD, not individually.  So the different weapons have different strengths, I want an entire squad of speardorfs to "pop" that hydra, but then I order the mace squads forward first against the undead.  Different weapon, different squad, different use.  Early on, I'll likely just leave 2 per squad.  5 squads of 2 dorfs each to cover more weapon skills and force more sparring.  Later on, I'll split the 2 "veterans" into their own squads to lead demonstrations for rookies.

627
DF Suggestions / Re: Store stuff ready to trade at Trade Depot
« on: January 12, 2015, 03:21:35 pm »
For "crafts" that serve no purpose other than trading, I already set up a stockpile right next to the depot.  That way, the "trade goods" are just a few tiles away when the caravan shows up.  You'd have to get a lot more micro-managey for other items.  Its not so bad for junk furniture and weapons, as you can set quality levels on stockpiles to only accept qualities below masterwork (ie "junk").  You can also make a small prepared food-only stockpile that takes in 4 or 5 barrels of food.

Now, the OP's suggestion would be preferred as I see no reason we can't haul to depot any time we good and God damn well please.  My suggestion is a nice work-around for the current set-up, though.

628
Yes... but walls that already have orthogonal support (including above/below) should be able to be built diagonally.  This mostly is a problem for me when walling off mining tunnels.  I breach the caverns or probe into the magma sea looking for candy, and then can't build a diagonal wall next to the stairs.  All supports (or maybe just missing one out of 6) supports are there! Natural stone layers even.  *sigh*

629
Forbidden hatch covers can't be destroyed from underneath without another path to their level.
Try unforbiding the hatchcover, or maybe it does not have a tile from where to stand to destroy it, building destroyers have to stand two tiles away from what they are destroying.

What he said, forbidden hatches cannot be destroyed from the stairs below them so long as there is no other path.  Even if you have some long winding traverses half the map other pathway to work around the hatch, it'll still count as an additional way in and allow the hatch to be smashed. 

630
The first (and last) time I tried to get through an aquifer I was literally frustrated to the point of tears.  It was so confusing and so tedious.  If I absol have to, I'll embark on a partial aquifer, but I prefer a river for water.

They can be intimidating at first, but just have the wiki page open to tab through and just embark right onto an aquifer as a tutorial.  Once you do this a couple of times with any given method, you'll be able to do it without any problems.  Now, the only one that is confusing is the double-slit.  You have to be careful with building stairs and setting up the last layer.  Otherwise its not so bad. 

The main thing to remember about aquifer-safety is that the first non-aquifer layer below the aquifer is also off-limits.  So a 2z-level aquifer is really taking up 3 levels... aquifer tiles leek orthogonaly and below.  So if you dig underneath one.... congratulations! You just flooded your fort!

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