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Messages - carnivorn

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1
DF Dwarf Mode Discussion / Re: Trivial findings
« on: January 28, 2022, 12:32:10 am »
TIL: if you have an artifact cage, any other art (including other artifacts) that references that cage will mention what animals are currently in it, if any. dwarves are capable of creating magically self-updating art!

had mine show up as "Defectshoot the giant tortoise cage (tea wood)" on another artifact, took the tortoises out to check and it was just "Defectshoot the tea wood cage". maybe i should find something more interesting to shove in it? :-\

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2021, 12:14:33 pm »
the elves continue to bring only males of useful animals..... i've been buying up the expensive instrument bits as well as every non-vermin animal they bring in the hopes they'll bring me a mate for the giant tiger they brought before it expires of old age, but no luck so far, and this year they were frightened away by the parakeet people who've taken up residence at random points in the sky and refuse to budge (refuse to budgie? :P). they also brought some particularly interesting instrument strings made of "screaming mouths" - can't help imagining an instrument made from them sounding like an old doom clone, audio compression and all.
working on flooring over all the ponds because caravans keep going through them and scuttling. ran out of clear glass blocks in the process, so i'm using the chance to train up a couple more glassmakers. no such thing as too many glassmakers imo

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 06, 2021, 08:47:14 pm »
trying to slow the llama-splosion that inevitably* happens in every fort where i try to keep a wool industry - one of my farmers just lost about half his molars trying to geld a llama that was displeased with my solution. there are teeth EVERYWHERE. and yet the farmer still has a thought about being "satisfied after gelding a creature"

now i have a candidate for dealing with the giant giraffes next year!

4
DF Dwarf Mode Discussion / Re: Gate your lava release pipe well!
« on: August 07, 2021, 12:23:59 am »
those goblins must have felt awful smart just before the floodgate came down :P

may i suggest building fortifications instead of a grate? building destroyers can't get through fortifications while there isn't significant amounts of liquid in them, protecting your floodgate from being deconstructed and flooding the world
random incidents of "outside world is lava" do sound pretty !!fun!! though

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 30, 2020, 07:22:38 pm »
Still in 44.12

One of my dwarves, Doren Umåmiden, mooded and made an artifact anvil. "Cool!" I think, going to look at it. "Maybe I can use that as a centerpiece forge once I get through my entirely flooded first cavern and cart some magma up!" The anvil is made of fine pewter and can't even be used in a normal forge. To the Pedestal of Useless Junk It Goes!

I've paid for four trading parties (elves and dwarves two years in a row) off of the same single prepared meal by trading away 100-200 units of it at a time. I still have 400 of it. The Giant Rhinoceros breeding program might have to be cancelled before it ever starts :'( I don't want these massive meals clogging up my QSP feeder stockpiles....

In more positive goings-on, I bought my expedition leader a giant hornbill, his favourite, and watching it follow him around to meetings and work is a delight. I normally pasture pets but the idea of this massive, ungainly bird ambling through the halls is too funny to pass up :D

6
Every single time I build an aboveground fortress I forget that bridges can be built next to but don't provide any support, and I frequently use them as interim roofs. Dumbest example? Accidentally punching through the center of four layers of elaborately crafted castle directly into the nursery burrow while replacing a bridge roof, killing about half my adult dwarves and all but one child. Second dumbest example? Just did it again yesterday. :-[

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 12, 2020, 12:59:30 am »
The caravan had just left when one of my dwarves mooded and claimed a smithy, demanding, among other things, silk cloth, which I don't have... it's now summer and I've been stringing him along by forbidding his gemstones. I'm going to let him have all of them once I've bought some silk and see how long the description ends up - he's got a dozen already since I'm being cautious and forcing him to grab another every couple weeks. Fingers crossed for something interesting!
edit: Aww, I guess that got patched out. He only kept two of them. Still, an artifact steel morningstar is pretty nifty.

8
DF Dwarf Mode Discussion / Re: The Hall of Celebrating at Peakfortunes
« on: December 15, 2019, 10:58:48 pm »
It's the new and improved Stealth Dwarf™! Take a look at the back wheel of the wagon, they're hiding :D

9
DF Dwarf Mode Discussion / Re: Moss on muddy stone??
« on: December 01, 2019, 10:16:10 am »
oh, weird... maybe worth a bug report? but hard to upload a save for a bug that fixes itself when reloading.

very curious about the results for your surface plot, since i've never tried that. the wiki page for mud sounds like you'll get grass and shrubs, but no trees, which would be disappointing

i'm glad you'll at least have a working underground pasture! :)

10
DF Dwarf Mode Discussion / Re: Moss on muddy stone??
« on: December 01, 2019, 12:31:24 am »
what biome is your muddied stone in? moss won't grow under ocean biomes, iirc
also, be sure to loo(k) at the tiles, since the moss might be there and just hidden by the very same mud it needs to grow

11
DF Dwarf Mode Discussion / Re: The Hall of Celebrating at Peakfortunes
« on: October 03, 2019, 03:18:04 pm »
You could always save and make backups just before each raid. That way if a raid causes a bug or a crash, you can always switch to the backup and pretend nothing ever happened. Just copy the region folder and give it a suitable name :)

Love the photoalbum - especially the dancefloor! I usually just define mine with statues around the edge. Those giant monarch butterflies though, why is it always the butterflies they take issue with?

12
DF Dwarf Mode Discussion / Re: Nostalgia hit hard
« on: September 23, 2019, 12:51:58 pm »
I still think about the first fort where I made any headway with the military screen. I started with an animal trainer who I gave some social skills to be my expedition leader, and she struck up a romance with my militia commander almost instantly. I drew them, based on their descriptions, because I loved the idea of this disney princess dwarf and her knight in shining ≡bronze armour≡, watched over by her horde of trained cave crocodiles. I miss that fort :')

13
For repeating orders that stop automatically when there aren't enough bags or there's too much sand, you can use something like this:
Spoiler (click to show/hide)
Use (t)raits to define "sand bearing items", which will account for all bags of sand in your fortress.
Use (i)tems to define "boxes and bags", (m)aterial to set your bag material of choice (since it looks like you're exclusively using pigtail bags), and (t)raits to set it to count only empty ones. If you were using a mix of bags, I've heard you can use the trait "sewn-imageless" and leave the material blank. This should count all cloth/silk/yarn/leather bags (that haven't been decorated with more textiles) while preventing it from counting coffers/chests/boxes. I haven't tried this myself though.

Hope your initial issue gets fixed! Glassmaking is a fun industry once you've got it set up.

14
Could it be the zone? I usually use a 1x1 zone on top of a grate, to ensure no grass or plants grow there, and have never run into this problem. But, on the other hand, I've never run into this problem, so this is pure guesswork on my part.

Theory:
Urist McSandCollector accepts job Collect Sand, knowing there is a bare sand tile at (coordinates inside collection zone). Urist McSandCollector goes to get a bag. By the time Urist McSandCollector picks up a bag, grass has grown at (coordinates). Ignoring the other sand tiles inside the collection zone, Urist McSandCollector complains that the sand has gone away, and drops the bag.

If nothing's growing in your collection zone though, I have no idea. The only other thing I can think of is a traffic jam causing them to drop the bags while dodging around other dwarves. Sorry if neither of those are the answer to your problem!

15
DF Dwarf Mode Discussion / Re: Looking for a spot check on my cart system
« on: November 06, 2017, 10:09:47 pm »
So your third and last images say "Guide (east/west) when full" but "Guide north..." for the other two options. Could that be the problem?

Also, have your dwarves put anything in the minecarts yet? Loading things into vehicles is a low priority job, so if they're not loaded at all, the only order that would affect them is the third order, the 28 day time limit one.

Less likely, but a possible problem - how many of your dwarves have Vehicle Hauling enabled? How busy are they? It might just be getting blocked out by other, higher priority jobs.

Beyond that, idk, I mostly use minecarts for quantum stockpiles, but those are some things to check.

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