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Messages - Lozzymandias

Pages: 1 ... 12 13 [14]
196
DF Dwarf Mode Discussion / Re: Burying limbs of a living dwarf
« on: January 12, 2016, 03:34:30 pm »
My mason had a tussle with the reanimated corpse of a gorlak. The military got there in time to rescue him but not, alas his hand. He got dragged away to the hospital, the bleeding stump sewn up and his wounds tended to. He may die of infection, he may live, time will tell. In the meantime, what do i do with his hand? I can dump it in magma, but if i do that will he be properly entombed if when he does die, or will i have to slab him as well? Alternatively i can stick it in an out of the way refuse pile and disinter it when the inevitable occurs?

You can't bury the hand until he's dead.

If you destroy the hand without destroying his body, there will be no problem burying him later. The only practical reason to keep the hand around is if you anticipate losing/being unable to bury his body when he does eventually die. As long as there's even one piece of his corpse in a coffin, a dwarf won't rise.

In the bin with it then! Interestingly enough, dwarves passing the hand by don't get the "eek, i looked at a piece of what was once a sapient creature, the horror" thought. It follows then, as well as from what you said, that the game has some mechanism for determining whether a limb came from something still alive or something now dead. Interesting...

197
DF Dwarf Mode Discussion / Burying limbs of a living dwarf
« on: January 12, 2016, 02:12:32 pm »
My mason had a tussle with the reanimated corpse of a gorlak. The military got there in time to rescue him but not, alas his hand. He got dragged away to the hospital, the bleeding stump sewn up and his wounds tended to. He may die of infection, he may live, time will tell. In the meantime, what do i do with his hand? I can dump it in magma, but if i do that will he be properly entombed if when he does die, or will i have to slab him as well? Alternatively i can stick it in an out of the way refuse pile and disinter it when the inevitable occurs?

198
DF General Discussion / Re: Dwarves killing themselves in the tavern?
« on: January 10, 2016, 08:30:30 am »
Your fortress is self-selecting for alcohol tolerance. The weak must perish.

199
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2016, 08:28:14 am »
Are there any long term plans to support multi threading in dwarf fortress, or any other measures to share computational load between cores and/or the GPU. It seems to me that FPS death is probably the biggest obstacle to long-term enjoyment.

200
DF Dwarf Mode Discussion / Re: Taming baby animals
« on: January 08, 2016, 08:03:11 pm »
I have 900 units of forgotten beast meat of varying size and providence provenance

Fixed.

Thank you  :P. Twas Providence that provenanced me so. Or, indeed, a big set of bronze upright spear traps.

201
DF Dwarf Mode Discussion / Re: Taming baby animals
« on: January 08, 2016, 04:16:38 pm »
Jabberers are not trap immune, though. However, they're large enough to be atom smashing immune. I monitor my jabberer parents to be carefully to ensure they're either trained or caged, and they go back into a cage after producing the next breeding generation, for safety reasons.

In the last version it was that creatures once tamed then knew about all of your traps (or would be treated as citizens by them, at least...).

I did consider this to be a possible issue. However this bat taming misadventure is set against a backdrop of me murdering most of my meat animal herds for reasons of FPS, including enough draltha's to choke a giant sperm whale. I have 900 units of forgotten beast meat of varying size and providence, 1500 units of draltha meat and a veritable smorgasbord of eyes, spleens, brains and miscellany, all unforbidden and in a take-from-anywhere-give-to-anywhere stockpile. I am forced to conclude that meat -even if it is necessary for a carnivore- isn't the issue here. It may be in some of the others, i don't know

202
DF Dwarf Mode Discussion / Re: Taming baby animals
« on: January 07, 2016, 07:24:09 pm »
Approximately 1 season after having been actually assigned to be domesticated, the batlings were domesticated, and have since been locked up in a cage to mature into crisp and delicate Sauvignon Giant bats, with a bouqet like a Forgotten Beasts armpit. i'm considering using DFhack to put together a standing order to automatically assign trained but non-domesticated child animals for domestication. I'll call it the No Bat Child Left Behind act of 95.

203
Dear Urist McThinksHeCanTakeOnAWereapeWithoutWeaponsArmorOrTraining

The alert was up, the military was on its way. All you had to do was walk 5 steps behind a layer of traps. Hell, you could have just ran screaming the other direction. If you have the good fortune to be reincarnated as a dwarf rather than the pea-brained guinea pig you deserve to be, next time don't train to be a legendary gemcutter before you do something fatally stupid.

Sincerely, the Overseer.

204
DF Dwarf Mode Discussion / Re: Taming baby animals
« on: January 06, 2016, 09:28:32 am »
I'm confused, are you saying that if the mother bats are trained high enough the baby bats will be born domesticated, or that they will be born with a high training level and will be subsequently easier to domesticate? The issue isn't that the mothers have a low training level, or that the baby bats aren't being trained to domestication, indeed some of them are. The issue is that trainers take too long to be assigned the job and i can't see how to prompt it.

Trained animals give birth to domesticated animals.

If you want an animal to be trained faster, just make one dwarf only do animal training and assign him to be the one to do it.

I'm fairly certain trained animals do not give birth to domesticated animals. Trained animals give birth to trained animals, domesticated to domesticated. The mother gives her training level to the child and any training level is below the maximum training level: tame. Adult animals can't be tamed so that isn't a way to get domesticated animals.

Where do you keep those bats?  They might not get trained because they are flying somewhere and trainers can't path to them.

No friendly animals can fly (at least in version 40.24), the batlings were being kept on a pasture that is also a training area within the aboveground walls of my fortress, with easy access.

Patrik and Fantastic, the points are moot because i kept the beasts in a pasture that is a training area, and giant bats do have a child period: Giant bat pups (its only a year long, which is part of the reason i chose to breed them)

Thank you Daris, it does seem that retrain jobs only get issued once a season. It would have helped if i actually assigned the bat pups for retraining... Whoops. I've done so with the latest batch but i suspect they'll reach adulthood before the next season. I guess they'll make nice bat-sausages.


205
DF Dwarf Mode Discussion / Re: Taming baby animals
« on: December 17, 2015, 09:11:14 am »
I'm confused, are you saying that if the mother bats are trained high enough the baby bats will be born domesticated, or that they will be born with a high training level and will be subsequently easier to domesticate? The issue isn't that the mothers have a low training level, or that the baby bats aren't being trained to domestication, indeed some of them are. The issue is that trainers take too long to be assigned the job and i can't see how to prompt it.

206
DF Dwarf Mode Discussion / Taming baby animals
« on: December 17, 2015, 07:05:14 am »
Since time immemorial i've had a giant bat farm. They're the size of grizzly bears, moderately lethal and they wander into my cavern cage traps on a tediously frequent basis. I sort the babies from the adults and i assign them any trainer so that the next generation is domesticated. The problem is this: the trainers (i have about 6) take forever to get round to taming them, sometimes longer than the childhood of the bat. Often the trainers will idle instead of taming the babies, and taming them seems a very low priority job. Is there any way i can expedite training?

207
DF General Discussion / Arena Mode z-levels
« on: November 23, 2015, 10:23:14 am »
In my fortress I constructed a 15z level tower with a platinum floor. As corpses seem to take an eternity to decay into bones, and my dorfs are a little chary about butchering the various trolls and troglodytes that wander into my cavern traps, i sought to expedite the matter with a long drop and an explosive stop. However, 15 levels onto platinum doesn't seem enough to explode trolls and trogs. Therefore, I took to arena mode to do some !!SCIENCE!! on how high a fall needs to be to explode various sentient creatures, but the 9 z levels available in the arena do not give me sufficient range. Is it possible to alter the raws to get a object testing arena with more z levels of sky?

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