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Messages - Sarmatian123

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46
That's so sad. :( My fortress basically runs on leather cloths. :(<
Thanks Mechanoid for the answer!
I had only 1 embark so far with militia. So, I guess miners, wood cutters and hunters gonna perform their civilian jobs... naked? :o  :P :D

47
DF Dwarf Mode Discussion / Re: Lots of candy / adamantine
« on: May 10, 2020, 02:25:21 pm »
@Sarmatian123: Tested in few ways with dfhack, and it will consume whole stack yeah. Some things (such as making adamantine wafers, or decorating with ash) will respect material larger-than-normal sizes,  but most things that don't naturally occur in stacks don't. Hence the suggestion of using tokens.

Though at the point of 7,7k logs, I'd bring out the ballista to erase trees without additional logs and then pave the embark. Not like you need more wood at that point.

You can "temporarily" (until deconstruction) remove the blocks in constructions with cleanconstr dfhack command, but I think you don't use it.

Thanks for info!
So there need to be 2 processes for metal bars. Also, as Dwarves can pick a fussed stack, the token makes more sense indeed. Coins could be tokens. Only one issue, when steel coin [12500] will be slowly dragged by a sticky-finger Dwarf to his room... :D

I kind of fixed surface now, so the only logs incoming from caves. Cave trees grow in such precarious places... Just 1x1 tile in a form of a ledge in side of a deep deep hole is enough for tree to spring with all downward slopes in mid-air and cave spider webs. So annoying. If construction wasn't so heavily consuming blocks already, I would try to just wall those caves in and out. However now I just wall entrances (leaving just cave traps 1x1x10 corridors leading into the map) and basically dig everything and smooth everything... and it looks like a job for next 100 years of game play. A small cave entrance is 19 levels high and I see some holes going down for 50 levels already. Cave system in mountains is just porous holes on side of another porous holes, which are growing from each other and then having some platforms between them and it goes down on and on. Dangerous to dig, specially that all my Dwarves live on surface now. They will sometimes stand on top whatever they dig or deconstruct. Deadly to them, annoying to me. Plus 2 forgotten lurking somewhere in deep. I have 60 professional military to take care of  Fun!. Too few for clowns, but enough for forgotten and other randoms.

48
[...] a single drop of rain will still make even the most hardened Dorf into a fruit loop.[...]
:'( :'( :'( :'( :'(

49
DF Gameplay Questions / Re: Carpenter is hunting for small creature
« on: May 10, 2020, 01:17:22 pm »
janamdo, do not twitch has any stream showing basics of Fortress Mode? o.O

50
DF Dwarf Mode Discussion / Re: Lots of candy / adamantine
« on: May 10, 2020, 02:27:10 am »
@Sarmatian123: I guess you could mod in bank as custom workshop? Add in reactions to convert 100 of thing to thing token (say, a tool item with no use) and back, and thus reduce the clutter while still having the resources as needed.

I have clutter with logs (7761), stones (19321), blocks (948/26759), ammunition (17319) and plants (14379) and out of those the 3 first generate lag, when browsing the values in z-stockpile menu. Bars I have so far mere 5511 of which 3781 are metal bars. So problem with clutter is not so huge actually. Each caravan adds only 100 bars yearly to stockpile more or less. So this is a problem I let be for now.

Though your solution combined with "bank" process in smelter making "gold bars [25]" out of 25 gold bars passed my thought. I could add such a process into smelter in vanilla save by sacrificing slot of some "dumb" process. Though can you imagine Dwarf dragging "copper bars [645]"? The weight lol. Also, I am not sure, if crafting process will not consume whole fussed stack.

Currently I am making claystone mechanisms and diorite tables amass to remove some stones. Everything non-master gets atom smashed and the rest ends with caravan. I am puzzled how to solve lag from 26759 blocks already placed in construction. Should I forbid them? Hide them? Actually I can not for some reason even turn f:forbid on 19964 granite blocks from z-menu.

It seems, everywhere, there are involved stacks of items instead of single items, the lag impact on game is lesser.

Shouldn't connected with each other x constructed same material type blocks to be considered just 1 single item of that block [ "x" ] ? Map rewrite will be soon. I hope Toady will fix this lag from constructed blocks then.

51
DF Dwarf Mode Discussion / Re: Lots of candy / adamantine
« on: May 09, 2020, 12:20:59 pm »
These days all I fetch from deep is precious magma. Coin trade trick fixes any metal, I judge to have too little.
The exchange ratio for metal is not fair. It could be sometimes 1.5:1 and is sometimes 1:0.33. I think it should be 1:1 always. Even adamantine. 1:1 would mean no cheating with metal in DF any more. No 1.5:1 ratio or 5000:1 like with 1 coin. I do not understand why metal has to be suffering some loss in processing. It is metal. There are processes to purify metals.
Still what hits me is, what to do with the constantly growing metal bar stockpile?
When I get few items of master quality, then suddenly there is no point in adding any ornaments to them.
I have stockpile of tetrahydrite and no need to smelt it or use it for any thing.
I was thinking, how about doing some really nice things for sale to merchant caravan, but there is no point. The coin mechanics is at fault. There is no Dwarven bank, which would keep balance. There is no vault to store precious gold, silver and adamantine bars. There are no wages to be payed. There is no... economy. Economy has to be part of world generation and, because it is such a problematic thing to implement, it will not be implemented for a long long long time.
Some people do some additional weapons and armor for adventuring though.
It could be fun to send own merchant caravan to other sites with own made goods, but what the point.
So, my quantum stockpile of various metal bars just growing with each merchant caravan visit.

52
This could be automated with pressure plates.
The 3x tiles wide corridor for caravan doesn't need to be much longer then the 2x tile for invaders.
Usually I am building serpentine dungeon with cages and dispose the contents with mass pit.
Will cages trap undead? Will undead cause bridge deconstruction?

53
In evil biomes people usually put Trade Depot in caves. Evil biomes are only on surface?

54
UUsing [PERSONALITY:STRESS_VULNERABILITY:0:0:0] in creature_standard.txt
After 2 seasons, one of the Dwarves got cured, so I re-enabled all hauling with exception of stone hauling.
http://dffd.bay12games.com/file.php?id=15060
The other one: "She has become haggard and drawn due to the tremendous stresses placed on her."
Time for her euthanasia?

55
Is there any way to mod cloths' wear from 10 ticks per day to 1 tick?
The idea is to make leather cloths to last 20 years instead of 2 years.
Is there any way to mend vanilla save for this alteration too?
On an uncompressed save for example?

56
Once the dorf is outside the fortress then finding him is difficult ?
U-menu. Scroll for given Dwarf, then there is an option to zoom to the Dwarf.
When zoomed, v-menu opens on the Dwarf.
Quote
Get the outside dorfs back in the fortress ?   
You could call an alert from military-alert menu. Just first see if burrow is correctly painted over your fortress. Alarm will cause mass job cancellations spam.

57
DF Dwarf Mode Discussion / Re: Regarding clothing degradation
« on: May 07, 2020, 03:17:00 am »
Is there any setting in raws/objects where we could change the tick for wear from 10 to 1 in this value? Not all of us are crazed fashion divas, specially about leather clothing, which suppose to go bad in what... 2 years? 1 year? The leather stuff, which lasts usually for decades and decades. :P

58
Thanks for info!
I had to go two saves back to cover the webs. I think later on I could try building bridge to clean stuff in air. Floors are too dangerous. Dwarves almost always will try to stand on them.

59
DF Suggestions / Re: Stress ruining game by making it stressful
« on: May 06, 2020, 05:02:00 pm »
Make sure to bug report that. Focus is a different system, if a need for something which doesn't produce any kind of stress report is secretly producing stress it's not working as intended.

Focus impacts by design how fast task is completed by a Dwarf and also, as I understand, impacts the quality of the job. So, if the job is stress removal, through socializing for example, then focus works as designed. It does not produce any stress on its own. If your Dwarf is unfocused with 60% stress and you make this Dwarf free from labor and concentrate on socializing, then fixing needs for better focus will make sure stress will go down faster and way more. Right? Also Dwarves with good focus should be able to tank more stress, then Dwarves who are not focused, but have exactly same traits. Right?

60
DF Suggestions / Re: Stress ruining game by making it stressful
« on: May 06, 2020, 03:35:39 am »
There is a simple way to mod DF to make it easier to handle Dwarves going haggard. [PERSONALITY:STRESS_VULNERABILITY:0:0:0] in creature_standard.txt

It does not stop stress build up at all, but it helps somewhat with dealing with it. You need focus fixed on such Dwarves too, though focus has nothing to do with stress build up. Focus affects very gravely removing stress. Although, you should prepare yourself to put the weakest Dwarves in anxiety trait, stress trait and some other trait maybe too, under the bridge's euthanasia measure.

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