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Topics - Lozzymandias

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16
DF Dwarf Mode Discussion / A variety of foods
« on: March 25, 2017, 09:09:04 am »
Its generally prudent to provide a variety of foods. However, what constitutes a different food?

For instance, butchering an animal usually yields about 10 different kinds of item, meat, fat, eyes and brain and lung and heart and organ and so forth. Suppose a dorf has just eaten yak heart, if he then eats yak lung will he consider that to be a different meal? As far as i can see as long as you have a steady supply of butchery animals there doesn't seem much point in farming, apart from alcohol and clothing and the like.

17
DF Dwarf Mode Discussion / Something Fun is happening
« on: March 21, 2017, 07:48:05 pm »
Veteran player but new to 43.xx. An interesting change from earlier versions is that the dead now rise from the grave, rather than being locked rattling in their coffins to sleep forever. What follows it is more interesting. Once the offending corpse has been redeadened, he will be transfered back and forth from the refuse pile to his tomb again and again.

Anyone else encountered this? Any solutions other than feeding his corpse to the fires?

18
DF Suggestions / Concrete
« on: November 07, 2016, 10:08:20 am »
Obsidian is all very well but it would be cool to be able to create natural walls in situ. It could be straightforward to make a reaction at a kiln using flux and clay. Plus it unlocks my dream of huge concrete brutalist structures, or effective above ground damming.

19
DF Dwarf Mode Discussion / Night Creatures in Fortress mode
« on: October 19, 2016, 08:37:55 am »
Anyone know what kind of night creatures one can expect will visit your fortress?

My world, for instance, is brimming over with emaciated men (not quite sure what kind of night creature they are or if night creatures have gone free-form like titans and FB's)
It makes sense never getting a visit from a disturbed mummy or bogeymen, but were-creatures certainly turn up. I don't know if theres been any changes in the game on this of late, but since the emaciated men where free-roaming and on a mission somewhere it makes sense they can also attack fortresses?

20
DF Dwarf Mode Discussion / I want crabs
« on: October 16, 2016, 12:17:55 pm »
Made you look.

My sea of magma is frequented by magma crabs. I want to do fun things with them like force all my enemies to walk past them in single file and arrive precooked at my front door. Heres the run.
How do i catch them?
I've opened up the magma sea, left a path open to my fortress and cage trapped it but none of them want to path into my fortress. Can i bait them with kittens? How can i get them?

21
DF Dwarf Mode Discussion / Butchering the Beak dogs
« on: October 05, 2016, 07:47:14 am »
So. My usual goblin siege is about 200 strong. Mostly its beak dog. Result: In the long and bloody cleanup afterwards, there is roughly 40-50 beak dog corpses. In practise that means theres more like 150 bits of beak dog.

I have 4 shops, butchering night and day, and 3 tanners working like billio. But they're hard pressed to process the mounty bounty before it rots.

How do you guys deal with your mounts in a timely way and delicious way?

22
DF Dwarf Mode Discussion / Unknown status indicator
« on: September 29, 2016, 06:56:54 am »
I have a pet necromancer. He turned up on the first tower siege and he's been an invaluable addition to the fortress.
Recently I chained him up next to a pit with fortifications between him and the pit so he can reanimate all the carp I dump in there. In order to put him on a combat stance I dug a pit on the other side, carved a fortification and dumped a dog in there. Now he will reanimate whenever, not just when there are folk in the Lazarus pit.

Fast forward 3 months. He's stopped showing the blue exclamation mark, he has a brown one now. What does this mean? Has the terror driven him mad? Can non-fortress-citizens be stressed? He can't be tired because necromancer don't tire...

For reference my texture pack is obsidian

23
DF Dwarf Mode Discussion / Entire Bin of gems is claimed by one job
« on: September 26, 2016, 10:44:55 am »
This is a fairly old issue which i'm sure you're all fairly friendly with. Jeweller in workshop (a) can't encrust item with jewels in bin (1) because bin (1) has been claimed so that a worker can put jewels cut in workshop (b) in it. Job gets cancelled or suspended, when there are plenty of indigo tourmalines to go around. How do the rest of you guys cope?
The obvious trick is use no bin and/or run a quantum jewel stockpile, but i don't use quantum stockpiles, they seem a bit cheaty, and i need the extra space using bins yields.

24
DF Dwarf Mode Discussion / Ideas for a wear-free stockpile
« on: July 08, 2016, 09:27:46 am »
So...
my clothes pile is pretty big, thanks to a heaving clothes industry and a shit tonne of invaders (2 years, constantly). Naturally worn clothes get stuck with the pristine ones, and i trade them out at the caravans. Problem is: that necessitates shifting a tonne of bins every trading session to the Depot.
My idea was to sort the clothes by wear, having one stockpile for pristine and one for worn, drastically reducing the amount of hauling that needs to be done. But in settings there are no options for different amounts of wear. Are there any ideas you guys have for seperating different levels of wear?

25
DF Dwarf Mode Discussion / Bolts for Shooting with
« on: June 05, 2016, 04:25:57 pm »
Wooden/bone bolts make perfect practise ammo and metal ones fine murder ammo. When the alarm goes up and you need marksdwarves up and on the walls right away, what's your favourite technique for ensuring they drop their training bolts and arrive full of ammo, right away? My preferred method is to forbid all wooden bolts, keep a few hundred unforbidden metal bolts in the four corner-towers of my fort, station them inside, unlock the doors and unstation, wait till they fill up and send them up. Its a bit slow but i haven't found a quicker way. How do you solve this problem?

26
DF Dwarf Mode Discussion / War Dogs have gone to the Dogs
« on: June 05, 2016, 11:22:28 am »
I usually put a screen of war dogs on the the entrances to my fortresses. They used to maul the Carp out of thieves and make very good meat shields if a Were-beast or an ambush turns up. Except a siege recently turned up and a goblin jumped the wall and landed, one armed, in the dog pen, and they didn't react. It even started laying into one of the dogs and reading the reports it didn't even fight back. What the hell is going on? Why are these dogs now useless?

They also all seem distracted? is this a cause of their newfound pacifism? Is there anyway I can cure them of distraction, or at least mod it out in the raws?

27
DF Dwarf Mode Discussion / Aran Something-or-other has come!
« on: May 31, 2016, 11:41:50 am »
...and subsequently disappeared. The "others" list shows no trace of him, i can't find hair nor hide of him on the map and hes not on the deceased list, nor can i find his body. Did he loudly announce himself and then started sneaking about the map or did he bugger off? Can i lower the gates yet?

28
DF Dwarf Mode Discussion / No Sieges
« on: May 29, 2016, 10:46:00 am »
I embarked not 10 squares from a cluster of pits and fortresses, with only forest between them and me. Embark screen says they have access. Their civilisation is doing wonderfully, attacking and taking over plenty of neighbouring sites. It's been 3 years, I have 100+ dwarves and enough wealth to attract the attention of two forgotten beasts and a few (now dogfood) 'bolds. I'm suffering serious FUN deprivation guys. What gives?

29
DF Dwarf Mode Discussion / Tree Foliage Construction Problem
« on: May 27, 2016, 06:52:10 am »
Y'all remember this one. Game crashes if a tree grows over/into a construction. It was my understanding this issue was dealt with back in 42.01. I'm in 42.06 on Linux and I'm still observing this problem. Has anyone else seen this in 42.06 or is it just me?

30
See title. The game slows to a crawl as you approach the fortress and once you enter it in proper the game reliably seg-faults. The fortress was quite a busy one, with many animals, magma and items of all stripes. Has anyone else had problems with large item content maps leading to crashes? i've experienced slowdown in adventure mode before, but not crashes. I use the Lazy Newb Pack 40.24 for Linux.

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