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Messages - ldog

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256
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 01, 2016, 04:48:41 pm »
Couldn't you create a stockpile that accepts nothing and link it to the workshop?

Well then the workshop wouldn't be good for anything?

257
Dump your friend in magma and find a new friend.
I'm the only normal person in existence, everyone else is wierd.
What? Don't look at me like that or I'll dump magma on you.
Anyone seen my stapler?

258
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 01, 2016, 01:55:40 pm »
I haven't seen this mentioned (did a quick keyword search through the thread) but a request for the autogem cutting plugin:
Have it respect new workshop profile setting.
I'll take a look.  Meanwhile, it already respects stockpile links, in case that helps.

Thanks.

I'd need to re-engineer stockpiles (I use 1 for both rough & finished gems), but it's an option at least. It's not like I don't have all kinds of segregated QSPs already anyway, so what's 1 more. Convenience of autogem is hard to beat, manager would require 1 job per gem.

259
Not in front of the game at the moment, but aren't the default standing orders to forbid all death items?
Are the items forbidden? Did you check that?
The reasoning behind it is so your haulers don't run out onto the battlefield to pick up crap and get themselves killed, causing more haulers to run out to pickup their crap. Rinse/repeat.

260
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: August 01, 2016, 11:19:52 am »
I haven't seen this mentioned (did a quick keyword search through the thread) but a request for the autogem cutting plugin:
Have it respect new workshop profile setting.

So I keep 2 gemshops, 1 set for cutting gems, 1 for encrusting furniture. Mechanixm's QSP setup. I have the workshops locked down to the job types, and I'd like to have the gems autocut, but it gives jobs to both shops.

261
Ok so I am seeing more issues with the multiple workshop assignments now.
Most shops I do 1 or 2 of. It seemed both masons shops were being kept fairly busy, but then I have standing orders for just about every piece of rock furniture & doors/grates/hatches.
I finally got my usual 4 magma smelters and 2 forges up and so started bulk orders, and that is where I am seeing only 1 of each being used. Steel production just does not keep up. I am thinking the solution is to assign each smelter all the jobs directly; so a smelt magnetite, coke, pig iron, steel for each, all with the same conditions. Probably the same for forges. Being able to make jobs directly from a workshop profile is a big plus.

Also I see you need to be careful about conditions when you want specific materials used as well - for example I want all my barrels made of featherwood, and I have the condition check available featherwood logs - what I had forgotten to do was make the job to make featherwood barrels instead of just wood barrels (this is from the job manager screen details as opposed to the job conditions details). Otherwise what it was doing was seeing there were enough featherwood logs available, but then just using whatever log. OTOH I want ash/charcoal to be made out of "crap" wood, which you can set the details on even though it won't show, so I'm not positive it works right. Might still need to do seperate linked piles for that kind of control.

Definitely would be nice to be able to change the amount without having to delete and recreate the job. Would also be nice to be able to do exclusions; featherwood out for ash, everything else fair game, etc.

262
As for stations, the problem as others have brought up is there is no 1 size fits all solution.

If they stood exactly on that spot without moving, then the forum would be full of posts raging about how stupid they are and stuff just walks by them while they stand their post, or even worse kills them from range, they stand there while civilians 5 tiles away get slaughtered, etc, etc. That's just for melee. Conversely we wouldn't want the archers to stand and be slaughtered by melee either.

Sure, I've been annoyed when I built some nicely defendable chokepoint that I wanted them to stay at and off they go into the open. Chalk it up to dwarves are all berzerkers. It isn't like the squad fights as a squad, it's more a loose group of individuals. Considering I've never seen any RTS game where a group of units acts intelligently as a combined arms force can't really single DF out on this.

Marksdwarves of course are pretty infuriating to handle for many reasons. They don't seem any better in the current version.

I think having training ammo not attached to the squad but instead attached to the archery range would go a long way. I'm still not sure if any changes have been made to the training/combat ammo designation, but it still doesn't seem to work properly.

I haven't had problems with them sparring over killing live opponents, but current game I'm seeing demonstrations taking priority over that and everything else (inlcuding picking up equipment).

263
My current understanding is that once the work order is accepted, 1 mason is designated (to 1 workshop) to make your 10x door task & they will continue to do that task until the order is satisfied. If, however, the total order number is /decreased/ (to eg 1), that will assign any available mason to any available 'shop to produce 1 door.. until the desired amount (10 doors) is reached. Sadly I haven't yet found a way to change the initial quantity order :(

OK, the assorted masons are only making 1 door per day, but they could be doing other things too (eg chairs, tables, coffins etc) when they've finished their door, once you set up the orders. Therefore, for a continuous stock of <item> it would seem to be best policy to set the appropriate work order to a low quantity (eg 1 or 2) daily, & adjust potential amounts (ie totals) later.

Ofc, if you want x amount of <item> created regularly by a specific worker, then use your method (possibly combined with workshop profiles) :)

I /think/ I've got that right; can anyone with more experience with the new management work orders correct me?

Yeah, that sounds about right. I've been automating all the things, but orders are for 1 item even though the condition may be 10 or 30 or 100 (can never have too much steel)
Even where it's only 1 workshop and 1 dwarf, it allows other needed jobs to run in between so you don't have to worry too much about running out of any 1 thing.

I just never trusted the DFHack workflow plugin enough to use it, so I'm surprised how well the new vanilla system works.

264
Do be sure to store lye in a barrel; lye in buckets isn't counted and so the job to make 1 will still repeat until you run out of ash or buckets.
I recommend a single tile storage pile next to soapmaker that just takes lye (and a barrel of course).

265
DF Suggestions / Re: Fix barrels and bins
« on: July 31, 2016, 08:39:34 am »
Idog, if you don't want a spare barrel in each foodpile, watch when you create the pile, there's an option to keep minimum a number of empty barrels (or bins), which you can set to 0. Cannot be changed after the pile is created. Good for food piles, bad for booze-only piles.

Bins basically never move any more, once they have stuff in them in the correct pile, especially if you set an empty bin for the pile, but you can also cut back the bin movement discounts in the init files in older versions, setting it to 0 stops them moving too. The new orders also greatly reduce cancel spam of all sorts, unless you want to see it to remind you to cut some more trees or dig out some more stone or whatever other little chain needs a new raw material introduced.

No, it does not work that way. The reserve is global, it has nothing to do with the pile. If you go and set it and then go to another pile, you will notice that it is the same number. It's useful to ensure free barrels for booze, bin reserve is of course even more useless than bins themselves.

You can set a max on barrels and bins on a per pile basis, but all that does is set the max. And of course on a booze pile the max needs to be every tile.

I am happy to say lye buckets get dumped into barrels and then still used properly to make soap, which is good because the new job manager doesn't count lye in buckets and so kept making more buckets of lye when I setup the job for 1 max 1.

266
It seems like two rather different things are being confused here: thread resurrection and thread necromancy.

When you post a new message to a "dead" thread which contributes to or otherwise renews the discussion in a meaningful way, then the thread has been resurrected. For example, somebody might post a help request in the Modding forum and never get an answer, only for somebody years later to find the thread and have the answer to that question. Thread resurrection isn't an inherently bad thing - the only real problem is that newcomers might waste a bunch of time reading through old comments which are no longer relevant. Some forums encourage reviving threads, while others encourage starting new ones (and possibly linking to the old ones); I don't recall which is preferred on the Bay 12 forums.

On the other hand, when you post a message to a dead thread which does not contribute to the discussion in any meaningful way (e.g. "Me too!" or "Hey! Read this thread, it's awesome!"), then all you have accomplished is reanimating the thread like a zombie, just like what necromancers do to dead creatures. This act is never acceptable, and such posts should ideally be Reported as abusive behavior.

Abusive behavior?

Quietust has spoken!

267
DF Gameplay Questions / Re: Advanced Newb Questions
« on: July 30, 2016, 11:58:33 am »
So what they ask for is simple enough, it is stuff they will pay extra for. Do yourself a favor and ignore it. No, I'm serious. Caravans serve 2 purposes, 1 getting stuff you don't have enough of, 2 getting rid of crap you don't want. By year 2 you should have plenty enough unwanted crap you need to get rid of that the harder part becomes finding enough stuff you want from them.

So the part where you ask for stuff, that is more important. Things you can't produce, or produce enough of - you want to go and mark them up. They'll charge you more but they will bring you the requested things if they can (if they don't have it, they don't have it). I'm not positive how much you mark it up if it affects how much they bring or not.

So lets say you have lots of iron and coal but no flux stone and you want to make steel. Mark up marble, dolomite, etc. (all the flux stones) and now hopefully they will bring you some every trip.
Maybe you decided you want to raise pigs but didn't embark with any and they just don't seem to be bringing them, mark up pigs and they'll bring you some next trip.
Certain goods you don't need to bother with, if you are out of food/logs/clothes they will always bring more (I think they always bring some anyway) so unless you just want something specific don't worry about those.

268
DF Suggestions / Re: Separate boxes and bags?
« on: July 30, 2016, 01:13:57 am »
See, I'm separating boxes and bags by game mechanics here, instead of by their 'realistic' categorical similarities.  Boxes are never used as reagents, they're never carried around to pick up things, they never get put inside other things.  Likewise (though I can't speak for all players, obviously), bags practically never get used as storage furniture because boxes are vastly easier to produce.

Gameplay-wise, they're very different things that shouldn't be lumped together.  Also, as they are now, they're a serious pain in the ass in the new manager.  :P

I can't agree enough.

269
DF Gameplay Questions / Re: Fresh dwarf on the block!
« on: July 29, 2016, 11:33:20 pm »
Down stairs or channel ramps.
There has to be somewhere to go up to use up or up/down.
Make yourself a line of 3 ramps, and then go down and make another line of 3 ramps. Keep doing that until you are as deep as you feel comfortable for your upper level.
I recommend 2 minimum, so that tree roots and surface water and what not don't cause unexpected fun. Soil levels quick to dig through, and depending how deep yours is, I would recommend digging in somewhere on 1 of them for your temporary quarters as well as more permanent farms, pastures, possibly tree farms depending how deep.

270
DF Dwarf Mode Discussion / Re: Are my defenses good enough?
« on: July 29, 2016, 09:44:27 pm »
Your defenses are never good enough. Dwarf fortress is dark and full of terrors.

With sufficiently well-designed obsidianizers and squirt guns (and perhaps some of the more extreme cart grinders or live-ammo-shotguns), good enough is no longer the issue, as there is nothing in the game other than ghosts that can get past them. The more appropriate question becomes, are they awesome and dwarven enough.

Well said!

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