Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sarmatian123

Pages: 1 ... 34 35 [36] 37 38 ... 49
526
DF Dwarf Mode Discussion / Re: How to keep track of stocks?
« on: December 22, 2018, 11:11:45 am »
Now I feel stupid because I was using stockpiles for checking on stocks visually but then one guy made fun of me on reddit for not using bins and I stopped doing it.

Bins are evil. I stay away from bins. They just spam-generate canceled jobs warning messages. I use quantum stockpiles instead. You should too. Then you can ridicule that one guy in reddit back with vengeance.  ;D

527
DF Gameplay Questions / Re: how to find food and water (mostly water)
« on: December 22, 2018, 11:08:09 am »
While I am in z, ->, enter, (all that is required to access the brew types) it is only tab, tab to see a much more succinct list of drink stocks and then tab, tab to return to change types of drinks for brewing.  Arrows and c to toggle.  No reason (in general) to limit the types to one here, just go for those you want to increase stocks of.  The order 'if drinks less than 1000 then brew 10' (or whatever numbers are wanted) does not need to be touched and remains automated.

Oh I found it! I see now. My bad, as I never use it. It is b toggle, not c toggle. Aaa... Right, c is toggle for cooking. :S I guess you are right. This setup removes some automation though. For now only farming in this chain is utter automation fail. You can give from stockpile only to pile/workshop. Not to a farming plot.

I went with 200 brew units, because of 200 Dwarves. However if some barrels are tagged by drinking job, then those barrels are not counted as existing for purpose of automated brewing. It counts only idle barrels with alcohol.

Also... 3500 Dwarves? How? Did you lift up the 200+20 limit? However it will end fast fps. I see lots of food to support those numbers though. So far my best fps-relief was a) removing all walls from inside of my fortress and b) limiting height of fortress to contrary of the wiki's statement that vertical travels are lighter on fps and b) adding lot of more, stairs then advised 3x3 lift. A lot. Like 4 11x3 corridor stairs radiating from 3x3 middle stairs. Those a,b&c solutions were a huge boost to fps. FPS got like 75%-80% faster.

So far (0.44.12) I am battling new mechanics with rain and cloth-rot insanity. It seems seeing dead body is not as traumatic as getting wet in rain or own xx-xx clothing. Nutz! My Dwarves authentically turned into those fabulous latest fashion dearies and they are not only over dramatic for it, but even going suicidal... Madness.

528
DF Gameplay Questions / Re: Question about Frightened/Mental Trauma
« on: December 22, 2018, 10:25:49 am »
This "MORTALLY AFRAID cancels task" is rather usual for my Dwarves, whom are suffering depression for either being wet in rain or for having cloths rotting off them and who also received beating as punishment for throwing a tantrum. It does not stop them from throwing tantrums though. Though maybe I need run this fortress a wee longer to see some different emotional effects from being locked or beaten by fortress guards...

It happens, when they are relieving in memory those traumatic experiences.

So long it seems experiencing rain and/or rotting cloths are the only reasons for depression here. I had someone die in middle of them and the dead corpse didn't seem to push them over like rain or cloth-rot do. Weird & unbalanced system it is. I guess there was a reason behind for disabling it before. Rain? Seriously? Cloths rotting? How about letting clothing last longer then 2 years, like for example 5 years.

Also that need to posses something... How about adding a fortress shop, there I can pile up some crap for Dwarves to posses... like clothing maybe? rings maybe? I don't know... copper coins? :) So many features in need of dire polishing. :S

529
This is in line of my own suggestions, but it is not coming without economy rework. It will result not only in trade wagons, but also in trading ships. Some say, it is a waiting time of at least 5 years, so who knows... Keep hopes up :)

530
I went to z-stocks menu and checked armor, legwear, handwear and headwear. I clicked d-dump on all XX-XX and X-X plus all tunics, mittens and shoes, which do collide with military outfit. Dumping removes ownership from cloths too. I have no idea, if it also gives bad emotions to Dwarves. I hope not or should I install more chains and sarcophagus now? The only way to get rid of rotting cloths insanity I found so far. Dump'em & sell'em & make some more. Nothing I can do about some Dwarf collecting 5 new trousers. I can only keep eye to general stocks (armor QS, legwear QS, handwear QS and headwear QS), if some unused or x-x barely used still in them.

One miner throwing constantly tantrums over this cloth rot. Will he go berserk more likely? He was already once to jail and got few beatings from guards with no emotional side effect or afterthought. His behavior is not changing, not his thinking patterns, that I can see. Should I disable mining on him, so he drops the adamantine pick now? Help? Run? Hide? Panic?

531
DF Gameplay Questions / Re: No Seeds?
« on: December 21, 2018, 10:40:43 pm »
1. Your farm plot has a biome incompatible with the seeds you have.

That's the issue! I had it on some embark. In air, you get different biomes. There was some way to find what biomes you have in air. You should look for it and check if there is a level with biome, that allows some agriculture.

Surface tanks never spawn new fish, despite fish being a vermin. Vermin does annoyingly auto re-spawn, but only if it is useless. To my experience only rivers have unlimited fish (and shell). All other sources of fish (and shell) will become depleted after short time (about 1 year). Everyone is turning fishermen job off anyhow. Specially with river access. 2 fishermen can easily feed entire fortress leaving a mountain of shells to deal with. Currently there is a huge unrealistic food overproduction in DF.

532
DF Gameplay Questions / Re: How to automate Shearing/Milking?
« on: December 21, 2018, 10:25:12 pm »
My issue with this fancy automation is how you can in unmodified vanilla DF set butchering orders in a burrow, so you keep around 3 males and 20 females non stop. As I understand this automation, which is currently does not differentiate between males and females. It checks just for amount of all animals and can leave you with 23 animal kids, which neither can be milked or sheared, but can all be males... Am I missing some setting here or we basically agreeing here for cat-explosion for sake of milk and shearing automation? Because if I have to do all this manually, so automation more or less will function, then I guess I will skip all this bother entirely.

533
DF Gameplay Questions / Re: how to find food and water (mostly water)
« on: December 21, 2018, 10:17:33 pm »
Automating brewing maize is achieved by disabling all other plants for brewing, and then make a repeating order of some type.

Z-status, kitchen... tabbing... tabbing... tabbing... tabbing... nothing.
O-set orders, F-forbid... claim... claim... claim... claim... claim... nothing.

Is not?

You set 3x2 stockpile by farming plots. It will accept only seeds for one given plant/fruit and name the stockpile "(plant/fruit) seeds".
You set 12x2 stockpile to accept this plant/fruit, name it "(plant/fruit)". Then you link it to a still.
If harvesting gives other by-products, then you set general cooking ingredients stockpile to receive those.
You name the linked still as "(plant/fruit) wine/beer/ale" and you press Q select shop and click P, to access its profile. Arrow right and you press Q to set order: Brew drink from plant or brew drink from fruit. Set amount to 10. Then press c to edit conditions. Press a for item conditions. Press i to change type to drinks. Press m to change to name of brew. Press "-" to make the check happen repetitiously every season. Press n to set 200. Press q to change equation to "available is less then 200". Then escape, escape, escape and you are set.
Now you need to use z->stocks and check on how many plants and fruits are available and manually order farmers to seed some farming plots to produce some more, if you falling short on ingredients. I keep them about 500 each.

In my current embark of Dwarves going mega insane and criminal due cloth rot, I have 11 alcohols being produced in my fortress. I just check if they got ingredients enough each spring.

This is the only way to automate brewing for multiple alcohols. That is in... unmodified vanilla DF.

534
DF Dwarf Mode Discussion / Re: How to keep track of stocks?
« on: December 19, 2018, 01:48:33 pm »
Book Keep with precise count bean assigned to a chair with table. Then z and stock in menu. That's how I do it. Else I have quantum stockpiles and I don't panic for running out of storage space. Only issue left are food things with their perilous barrels/pots.

535
I do not have DFHack. I never used DFHack. I play simple vanilla DF. So, what I have is fps death to my fortress instead. Time after time. Because _CLOTHING_ _SYSTEM_ _IS_ _BROKEN_.

Until 0.44.12 I let Dwarves wear their cloths until they rot off from them. I produced 10 new cloths of almost each type (no shirts, no shoes, no tunics, no leggings) every year. But this new psycho system from 0.44.11 system sends Dwarves into spinning depressions, tantrum and insanity because cloths rotting off them. Now, I learn all the clothing needs to be replaced every 2 years to just maybe have some luck for most Dwarves to not experience a clothing rot.

Why clothing industry was not fixed from the very beginning? Why 2 year periods instead of 5 years? Why none complained about too short 2 years length of wear of clothing for all those years to Toady? Why this broken clothing system was linked and connected to yet another well known, unbalanced and still broken psycho system to cause total fortress depression mayhem? This is not only dead bodies there. Even stupid prayer to some god gives same psycho issues. So you give Dwarf time off work and what it does? Does it pray? No, it idles in depression time after time without successful communion.

How about replacing clothing every 5 years instead of 2? It would let fortress live longer and maybe we could get some higher fps as well. Is playing for 12h in one day just to progress Dwarf Fortress for 1 season, a very exciting? You can do those speeds for 1 month at most, before game gets too boring and too unresponsive. Those things directly are impacting play-ability of Dwarf Fortress. Maybe when we are getting patches for bugs with new versions, then maybe some time Toady could spent on actually looking on existing already features and improving their balance and polishing those already existing systems? It surely wouldn't hurt play-ability.

How about letting leather clothing last 2x longer then silk, cloth and yarn clothing? Leather clothing adds +1 in defense checks for a reason. Let leather clothing last 10 years before getting x-x, then next 10 years before getting X-X and next 10 years before getting XX-XX. Does it sounds better, for the clothing industry, to everybody or is it just only me alone utterly harrowed by this nightmare and sinking slowly into dark, deep, bottomless depression...

536
Are you asking for actual answers of just telling a story?

It sounds like one, right, but then it is DF after all. It is yet another stab at the unbalanced emotional update. Death of this diplomat came out of blue sky. It suppose not to happen such way. Something with diplomats/liaisons overly long stays (3/4 of year? really?) is clearly not working, as it suppose to, when you restrict locations to only your citizens.

537
DF Gameplay Questions / Re: Mass pitting issue
« on: December 18, 2018, 09:54:14 pm »
I used DF wiki to set pit up and I had same problems with pitting like you. I read on forums, I tried a lot of things. Some players were reporting they never hit this bug and they threw goblins down the pit always without accident. Not me. Then by accident I discovered something. I wrote a bug report on it and I hoped this issue was solved by now. It is not. Yesterday, when captured a goblin party I noticed the same thing, so I guess it is not fixed yet for some reason.

https://www.bay12games.com/dwarves/mantisbt/view.php?id=10564

Acknowledged, but still open.

The thing is a still suspiciously blinking war dog on chain after siege ended. Normally war dogs don't blink. Pasturing it and then retying it back to chain fixes issue with pit escaping prisoners. Like a magic.

Though, I build my pit (size 9x9 with 9 hatches) underground. My pit has 2 floors depth and on lowest floor I have 10x9 bridge. Also I have no mud around hatches on my pit or other slippery spills. Hatches are forbidden and not pet passable. Call me paranoid, but my pit works now 100% all the time.

538
Mechanic about cloths is too obscure. If we are to produce cloths or even automatize the cloths production, then we should know about the demand. Why DF is not showing us this information? We can learn about rotting cloths only from tantrums and those then lead to depressions and death. All this should be stupid easy to fix, but game is not providing players with required information. Also game keeps track on all cloths and their ageing and I hear it slowly with time kills fps on DF with repetitious cloth status checks (why not do it once per month or once per season? instead of daily, if it is set to daily.).

Stress same. Health monitor doesn't cover mental issues, which are as important now. Its listing also is filled for some mysterious reason known only to Toady with all fortress's tamed animals. Like... WTF?

Same with missing shearable and milkable animals information to automatize cheese making and yarn spinning in workshops.

I played DF at begining of this year and i wrote down a list of 200 issues I had with the game. Automation of alcohol production was a sheer horror before the patch, which allowed naming stockpiles and workshops. This is something I did post about in game suggestions. Still should allow particular plants or fruits to be recognized for brewing, but at least now setting it up works smoothly. It was an intangible horror before.

Sometimes it feels you don't play DF, but you fight with it to make it playable. It feels awful, because game is not bad. Maybe you should make a list of issues, like me. Then post it in game suggestions. The stress mechanics is not balanced. Prayer in temple still takes way way way far too long, or is not observed properly by devout dwarves, who need prayer not to fall into depression.

539
DF Gameplay Questions / Re: how to find food and water (mostly water)
« on: December 18, 2018, 10:23:51 am »
A vat would contain only a single type of booze, which goes against the grain of trying to use as many as possible, and would also result in a need to introduce stack merging logic. It might also become an access bottleneck as each dorf going to get a drink would lock it up while trekking to it (i.e. the same issue barrels have), possibly leading to lots of booze in the vat and lots of thirsty dorfs in a line outside of it.

Pasturing locations could be very good solutions for automation with linked with them farmer workshops and even butchers. Zones are useful, but they need special structures inside too imho and right now installing large instrument in tavern or temple ends with dwarves gaping at them. Though maybe this is artifact-use rather issue.

Tavern locations actually could have multiple vats installed in single tavern. Each with different alcohol. As currently barkeep is force feeding alcohol to guests, why not make him _INSTEAD_ tap 10 mugs of alcohol from each vat and make those available in special "bar cabinet/serving table" structure, there dwarves can come and get their mugs with their favorite alcohol? No queues this way and filled mugs can be stored like inside of cluttered workshop.

Stack merging logic already is implemented for cooking purposes. Those 100+ units stacks of quarry bushes do not ring any bells? :D

540
A follow up.

As expected at beginning of following summer the siege began by... Goblins, whom out of blue (how? why? when?) are now at war with humans after 22 years of solid human-goblin peace. I packed all Golbins fast into cages and next what I see is the human new law-giver arriving as new diplomat with human trading caravan trailing close after him after our small chat. Chat was only about new ruler for humans elected and I noticed "W" in civilizations note. What about goblin-human war? Why not even one word about it? Those diplomats are bugged on diplomacy it seems. How it started? What caused it? There is 300 humans large village in world and 30 goblins large dark tower, besides my fortress with 114 dwarves. Rather desolated little pocket world.

Unexpected however was that I suddenly and sadly couldn't bury the former diplomat. I made special adamantine coffin for this occasion adored with many metals, total worth about 50k coins. Are coffins now restricted only to civilization members? I remember in past you could bury in them dead foreigners too. Now DF allows burial only of citizens or pest... eee... I mean pets. How odd. When this change happened? There was no notification about this alteration. Even wikipedia on coffins and burials tells that random travelers, merchants, diplomats, guards and likes should be possible to bury in fortress's coffins. The wikipedia seems is incorrect and outdated on this information.

I created well walled small 1x1 room with wooden door, there I placed corpse stockpile receiving from links only and put poor human diplomat finally to peaceful storage-rest.

Why I can't return this diplomat's body to human caravan? Is it because this corpse value is bellow 0? She had husband back in the human village you know.  How odd. This is so... bothering. I feel depression growing from this emotional stress.  ;)

Pages: 1 ... 34 35 [36] 37 38 ... 49