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Messages - Sarmatian123

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241
DF Modding / Re: Reaction to dump out buckets of water
« on: March 23, 2020, 06:40:13 pm »
I am playing on 0.47.03 old save from 0.40.24. It has everything disabled.
I was thinking how to get rid off in my game water from water buckets, which are littering this fortress, automatically. It's a bug fix, right?
I found this topic from old days and got inspired.

Code: [Select]
[REACTION:MAKE_SOAP_FROM_OIL]
[NAME:empty water bucket]
[BUILDING:SCREW_PRESS:CUSTOM_W]
[REAGENT:water:1:LIQUID_MISC:NONE:WATER:NONE][PRODUCT_DIMENSION:150]
[REAGENT:B:1:NONE:NONE:NONE:NONE]
[CONTAINS:water]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

[REACTION:EMPTY_BUCKET]
[NAME:make soap from oil]
[BUILDING:SOAP_MAKER:CUSTOM_O]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE]
[REAGENT:lye container:1:NONE:NONE:NONE:NONE]
[CONTAINS:lye]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:oil:150:LIQUID_MISC:NONE:NONE:NONE]
[UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
[REAGENT:oil container:1:NONE:NONE:NONE:NONE]
[CONTAINS:oil]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:oil:SOAP_MAT]
[PRODUCT_DIMENSION:150]
[SKILL:SOAP_MAKING]

Now, I can empty automatically from manager menu those water buckets any time, there is one.
You will ask, but why did you mixed the titles above.
Well, the game is not moded, but vanilla, so I can't get the new reaction up in screw press without mixing those.
If you start a new moded game, then this will work with proper titles on each reaction.
I felt like sharing about my findings on latest 0.47.03 version.

242
Anyone knows what is causing "haggard"?
I understand depression. It is caused by rain.
What is causing haggard?

243
[...]you don't need to feed her since her physical needs are reset every were-transformation. And [...] these were creatures do not go insane[...]

Interesting!
A cure for red arrow cancer of sort? But for what use?
Soldiers? Unfortunately barracks or archery are drawn from build furniture. Maybe just patrol duty in a hide out and when siege come, just let the were-hounds out?
Workshops will be destroyed too.
Chairs and tables will be destroyed too.
Lever will be destroyed too.

Vampires seem to be more useful tbh.

244
DF Dwarf Mode Discussion / Re: Room Values - !!SCIENCE!!
« on: March 22, 2020, 07:35:00 am »
If you put 500 value furniture in each sleeping room, then it gives maximum pleasure to Dwarves. No need for more for just pleasure from value.

For additional pleasure boost from the sleeping room, you could bother to check their material preferences. I usually go with 1 cabinet, as chests/bags can hide smelt-able items and I rather mark them on the floor for dump and after 1 month smelt them. If they like something cheap, then use gem setter to rise the price to 500 or just use gem setter to adorn their clear glass cabinets with something they prefer in gems.

These are 2 mood boosts, you can get from their rooms. One for sleeping and second for owning a special furniture.

Does this mean the optimal way of doing a "suite" like this is digging stairs down and instead of having the suites on the same z-level, have a central staircase and each room on a different level?  How much actual advantage is gained by doing this?

I think Toady had this vision of one large floor with workshops. By every workshop could be hatch covering descend on stairs to sleeping quarters of artisan using that workshop.

However it doesn't save any time for production any more, because Dwarves now have needs based on locations and pathing to those locations and between those locations is more frequent, then to sleeping room or dinning room to eat. I just put alcohol stockpile in shrine and 2 dinning rooms, one in tavern and second in library. I also put offices and special dinning rooms in these legendary dinning rooms. Furniture cost more, but Dwarves always get the right mood boost from dinning in legendary dinning room.

245
I have 11 stone stockpiles of dimensions 4x1 with assigned 3 wheelbarrows each. I can't fathom how single minecart can beat it, specially when you need Dwarves to load up stones on this minecart. In my set up Dwarves speed up all the way to fetch the stone and return back to fortress equally speedy.

246
It seems rain is a main dice for Dwarven depression. In my fortress, I have to regularly fetch tree logs for wood furnaces. Every time a Dwarf gets out and it rains, then the rain dice goes into spin. I have Dwarves with dozen changes in their character sheet from rain dice rolls and they are still fine. The thing is this rain dice can every season turn around result of its roll to new value and suddenly you got sad and depressed Dwarf. Then I had nature loving ranger, who went depressed over getting wet in rain after 20 years being ok with it and from whom i removed cloths carefully through military menu, so cloths wouldn't even rot on him. Now, that's FUN! However when your all Dwarves' mood is hammered every month with 20 brown notices of unfilled needs, then everything, what can happen, will happen. No matter that there is another 20-30 notices with blue and green notices, every month.

Without expelling there is no way to prevent fortress slowly turning into a depression asylum, where you can not do anything fun, but tediously manage boring mood of your mentally sick 200 Dwarves. So, what if new patches from Toady lets some nut cases to lose stress, if they go out, get rain, sun or maybe some feel bad from cave adaptation like miners and they are back with red arrow cancer into this boring and tedious mental-health care simulator for 200 mentally ill Dwarves, who can't haul.

247
Why? Sending troops into battle without proper shield training seems like a bad idea.

I am still under impression of remembering, that it is enough by a Dwarf to carry a shield, for it to be automatically used in hit/deflect calculations.
Skill will add to favorable odds of course.
However, I think you can assign couple shields to one Dwarf to have multiple safety checks and increase the odds without any training.

248
DF Dwarf Mode Discussion / Re: Room Values - !!SCIENCE!!
« on: March 21, 2020, 12:54:22 pm »
Am I correct in assuming the tile behind the door counts as an edge tile for purposes of GR? And that leaving that tile as a wall would solve the issue?

Toady imagined the perfect room of Dwarf as a dug out hole in a ground, there Dwarf descents over ramp or stairs?

How about, if one tile is for the downstairs instead? Like in a sort of tree house of elves.
Downstairs count as smoothed/constructed floor then?
I think monsters can not destroy floor covers from bellow. They can do that from above though.

249
Iron and nickel are alternatives to steel.

Aye to iron. It is even cheaper and more abundant, then steel.
Nay to nickel. Even, if you hit vein with it. 8800 density vs 7850 of iron and steel.
Every bit counts, as sometimes some Dwarf for some reason will decide to pull minecart manually all those 150+ z-levels.

Also it is good to disable all possibly training soldiers from furniture and stone hauling. They like to pull stunts exactly like that on other poor Dwarves, when they go training.

250
I play only vanilla. Farming is a clunky plaque, but to have 12+ types of alcohol, it is a must. Without automation (using linked stockpiles) I couldn't deal with farming tbh.

Though from time to time I still need to spring clean my seeds stockpile, or my entire stash of bags will get infested with seeds. Though cooking all eatable seeds helps somewhat to keep it under control.

251
Mittens. Caps. Shoes. <- Erase the evil from your fortress. Then do military!

Use leather armor instead of breastplate and graves/leggings, so even weak soldiers can keep up.

For training, never assign shields to squads.
For training, prioritize steel chain mail, as this best trains their armor skill.
For combat, always stash shields for all your military. Lightest metal ones.
First assign shields to squads and make them all station close the stockpile with shields.
Shields are the magic of combat. Never let your dwarves go to fight without them.

Your first emergency squad formed from civilians... can be even naked, but has to have wooden/leather shields!

When you notice most dwarves got shields into their inventories, order them to kill invaders.
Though I advise cage-traps and masspit. Masspit can be buggy, so watch out for any blinking wardogs on chains and pasture them and then chain them back.
Why? Because dead bodies cause Dwarves to go mentally insane, even tantruming.
You do not want to deal with red arrow cancer in you fortress. Trust me! :)

252
Doesn't work, because owned clothes won't be hauled.

I keep one clear glass cabinet per room. With time (10 years) it fills up with tattered cloths?
So, I noticed Dwarves haul their tattered cloths back to clothing stockpile lately.
I guess, there is a limit how many tattered cloths a Dwarf can stash in one cabinet?

Else, it could be solved like with the missing bag/chest in a room.
Though you would need to mark those items on floor for dumping manually. Dumping on receiver stockpile of course.
Then unmark forbidden from it and watch minecart dump it automatically into refuse 1z level bellow.

253
DF Dwarf Mode Discussion / Re: Crazy angry religous dwarf problem
« on: March 21, 2020, 11:51:04 am »
So I have a dwarf who is 'He is in a constant state of internal rage.' and has about 30 Deities. I noticed he was getting stressed out so gave him a break.
But now he is sitting in one of the temples 'Worship!' all the time, to the point he can't seem to do much else.
This is in turn generating loads of 'He was frustrated after being unable to pray to XXX for too long' and not being able to socialize with others.
I feel like it is only a matter of time before he goes on a tantrum- any thoughts on what all I can do to sooth his rage? (Before he is exiled forever!)

Expel! Expel! Do not think, ACT!

To pray to 1 deity from strong need, it takes 1 month!
To lose entire satisfaction back into yellow color, takes only 1 season (1 season = 3 months).
If Dwarf has more deities then 2 and you notice something alike above, just send the Dwarf away.
V-select dwarf and then P-preferences. There is "e" button to expel. You need to press "enter" for confirmation, after selecting expel option.

To make sure all your Dwarves pray frequently (easier to fulfill then friends & family btw), put your booze stockpile in the shrine.
Dwarves will never miss a prayer satisfaction at least. Makes the red arrow cancer in fortress more manageable.
Because Dwarves now pray every time they drink, you do not need to put craft-workshops for mentally ill Dwarves inside shrine.
With automatic brewing/farming(this one is little hard to setup tbh), you do not need a huge booze stockpile either.

Any automation in fixing Dwarves' needs is in my book a win-win.

254
DF Dwarf Mode Discussion / Re: Room Values - !!SCIENCE!!
« on: March 21, 2020, 11:39:50 am »
Dinning halls are designed like dinning rooms from tables. Just not assigned to anyone. So this is 75% value hit.
The location for tavern, which I put over the dinning hall and offices is not hitting negatively these rooms value. Cool.
I rather be missing walls and take this value hit tbh. Walls just block shortest paths for my Dwarves anyhow.

Interestingly, I put in the middle of my dining hall barracks now. Though not over offices or private dining tables. The dinning hall still counts as legendary.
Idle Dwarves should now have the need of learning skill fixed by improving skill of observation.
I hope it will work like alcohol stockpile in my shrine for complaining Dwarves, that they never can pray.
Now they drink, then pray. Always. :)

255
I do all my magma workshops on surface (look at minimalist magma moving that Bumber linked).
To haul steel minecarts filled with lava up to surface I use steel wheelbarrows. Not tracks. Tracks take too long.
To haul magma for 25 (9 forges, 9 smelters, 3 glass, 3 kilns) magma workshops takes 1 season.
It takes only 18 steel minecarts.
3 6x1 stockpiles with 3 wooden wheelbarrow underground and 3 6x1 stockpiles with 3 steel wheelbarrows above ground.

Tbh, the only practical use in industry for minecarts is to minimize area for stockpile.
Stops with minecarts allows to put resources next to workshops in quantum stockpiles.
For quantum stockpiles dumps, I usually pick the lightest wood. Alder and willow are pretty light.

I hope my input helps somehow. :)

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