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Messages - Grimwulf

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DF Gameplay Questions / Re: Military - beyond training - eli5
« on: February 05, 2021, 11:51:14 am »
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if a squad is assigned to training for a month, is that basically their entire month's duties?

Yes, they will do nothing but train, sleep, eat, and drink. If you make some backpacks and waterskins/flasks for them, they will carry food and drink, so eating and drinking is barely a distraction.

Do note however that if you assign a minimum of 2 people, training will be rather ineffective. You want them to spar and make demonstrations - they will learn faster this way. Also note that those who are supposed to have free time will not usually bother with satisfying their needs (praying, reading, socializing). They will do labors if you assign them, but as soon as there is no job to be done - they would prefer individual combat drills, a highly ineffective way of training.

The way you do it is how it's supposed to work (I think), but in DF's current state I find it much better to make Seasonal training sessions. E.g., full training for the entire squad during Winter; completely unassigned barracks during other Seasons. That said, if your military guys don't really contribute to the fortress in any meaningful way, you might as well set year-round training. A lot of dwarves will be happy to live a military life - the joy of training will outmatch any other unsatisfied needs.

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DF Gameplay Questions / Re: Military - beyond training - eli5
« on: February 05, 2021, 03:09:10 am »
but beyond that what should I be doing with them?

Do what you want basically. Some players keep professional military on year-round training, others mix and match. You can always create more squads, send some/all of your military outside to raid etc.

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I swear I've never seen a recruit do anything but train and drink/eat/sleep

That's because your training schedule is probably set to default (12 months a year a minimum of 10 soldiers in each squad should be training). You can reduce the number of soldiers on duty for each month in the schedule screen. You can also cancel all orders for each specific month to give them free time. However, if your goal is to make the military socialize in tavern, this doesn't really work in my experience - even during free time they will come back to the barracks and do individual combat drills. If you want to stop all training activity but keep the military armed and armored just in case, the best way is to 'f'ree the barracks. Not just unassign training in the 'q' menu of the barracks (it won't work), but free the room (as in, unassign the barracks itself). This way the squad will have nowhere to train and should start socializing.

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One easy and relatively simple way is to at least immobilize it forever is to use artifact furniture as bait. Ideally an artifact door, hatch, or floodgate, to lure it and immobilize it in a predictable location.

Making lots of dorfs have mason as their highest moodable skill is a great way to get artifact furniture. (IMO more worthwhile than artifact weapons/armor) Dwarves with preferences for doors/hatches will always produce those as their artifact from a mood.

This worked for the duck-loving dwarves of Duck Fortress, and while it was terrifying at the time to hit unpause, it's a pretty reliable way to trap a FB in one place. (Which can be part of a plan to stun/cage it if you want to attempt a cave-in or maybe falling to stun it? Not sure what will work there.) In your place, I'd build the silk farm first and lure/trap it there.

My goal has nothing to do with silk farms. I already have plenty of spiders for that. What I wanted to do is to place the caged beast inside the arena for dwarven entertainment and more engraving/storytelling material. Also for the sake of !SCIENCE!, because I'm genuinely interested if the beast can beat a bronze colossus in battle (I have one caged inside the arena already). Both of them have incredible armour, and while bronze will supposedly perform better than crystal glass in combat, the FB also has webs.

Besides, there aren't many megabeasts left in the world, and I was curious if the dwarves start worshipping the last one remaining, considering they will personally witness the beast murder every other pretender in duels.

There is no need for an artifact door to immobilize him. This set-up works just fine:

Spoiler (click to show/hide)

So the beast approaches the spider/fortifications from the north. The spider starts shooting webs (cage traps are beneath the webs, can't see them on the screen). The beast is triggered and looks for a way to reach the spider. He walks through the corridor and bumps into a simple bronze door. The door is locked. He stands there for some time, apparently thinking if it's worth the effort. Probably not. He starts walking back and sees the spider. The spider shoots webs at him. He is triggered and looks for a way to reach the spider. It's an endless loop.

If I remove the spider however, he simply goes back to the caverns and resumes his genocide. Anyway, he is immune to the effects of stunning, unconsciousness, exhaustion, webbing, fire, Armok knows what else - guess I can't cage him after all. I'll have to build an intricate personal maze for this titan to be able to move him in and out of the arena.

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1. Being unable to see just makes it unable to attack back.
2. Dodge can trigger traps, but I suspect you need stun, and that this critter can't be caged.
3. Web immune is web immune.
4. Worship: It happens in the world, typically after the critter has razed the settlement. Suspect it doesn't happen in a fortress.
5. Shouldn't, as they aren't sapient, and thus don't know how to use weapons. Having said that, I don't think I've ever encountered a humanoid FB or Titan.

Then nothing's gonna work, huh. Thanks for clarifying.

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I thought webbed traps could catch anything.

Mostly anything, yes. If you can't web it into a cage trap, you can usually stun it instead (using water/caveins/what have you)

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An unconscious creature can trigger traps.  You'll need to cause a cave-in.

He is immune to that. It's literally in the thread title.

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DF Gameplay Questions / Caging creatures immune to webbing and stunning?
« on: February 01, 2021, 09:22:41 am »
I have a nigh-invulnerable FB in my fort that I absolutely need to be caged.

Spoiler (click to show/hide)

He's been wandering the 3rd layer of my caverns for over 10 years, and nobody was able to harm him in any way. Crystal glass seems to be impenetrable, while his webbing ability makes any battle one-sided.

My arena is nearing its completion, with many contestants already waiting for their moment of glory in the cages, including a bronze colossus. But I have troubles caging this one, since he is immune to giant cave spider webs and stunning. I do have a few more ideas, but all of them will be a hellish pain in the butt to set up, so maybe someone tried these before?

1. Using smoke. The creature is immune to fire, but I know that he can be blinded by smoke. One of the other FB's that challenged him, a giant fire-breating mite, managed to ignite the caverns and proceed to beat the titan for more than 23 pages of combat. The titan didn't respond due to being unable to see through the smoke. The smoke eventually evaporated, and the battle was over in an instant. So, do smoke-blinded creatures trigger traps?

2. Using water. Even though he can't be stunned, maybe a high-pressure water beam can knock him prone. If he falls on the trap, will the trap trigger?

3. Using FB webs. I can't be 100% sure if he is immune to all webs. He fought a FB spider and a FB tarantula. The combat log was very unclear, but someone definitely got webbed. It went smth like "the FB is caught in FB's webs", "the FB is free from FB webs", etc. If that is the case, will webbing the traps with another FB's webs make them effective?

Aaand, I think that covers my ideas for now. Of course I could sorta "lure" him inside the arena and seal inside, but that option comes with its own drawbacks. I would rather leave as a last-resort one.

Another thing. Does anyone happen to know if dwarves are capable of starting to worship a megabeast out of the blue? What if they personally witness the creature slaying all megabeasts remaining in the world? I'm pretty sure I saw HFs worshipping megabeasts, but I don't know what causes this behavior exactly.

Edit: almost forgot. If a weapon is left within humanoid-FB's reach, can it pick up and use this weapon?

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DF Gameplay Questions / Re: How do I run a safe Tavern?
« on: January 29, 2021, 02:54:29 am »
In my 25-year-old fort with 96 population and local-only tavern there was just one death from alcohol intoxication. I have a tavern keeper and a performer. Sometimes the dwarves have six months without a single job order, just hanging out there.

Don't quote me on that, but I assume that some physical attributes (toughness, maybe?) prevents them from dying this way. All my dwarves went through extensive military training due to the general risky layout of the fortress. Even the kids who just reached 12 years are sent into drillmaster's squad right away, and stay there for over a year, until reaching legendary status. The one dwarf who died didn't get a chance to train - he was one of the migrants.

In my previous fortress, the non-military one, I appointed a one-handed dwarf as the tavern keeper. Before that point, we had a lot of alcohol deaths among guests. But after One-Hand took over the tavern, it became nice and safe there. Again, this might be a coincidence, but maybe impaired grasp affects the keeper's activity somehow.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 27, 2021, 01:19:24 pm »
One of my military squads consists of miners. Every other year they spend some months training, then everyone gets disbanded except for militia captain, who is a legendary miner and a legendary metal crafter. He is the only member of the squad who gave his pickaxe a name for no reason. Despite being around for over 20 years, he never participated in real combat.

Until just now, when he found himself at the wrong place at the wrong time. A minotaur came to the fortress and my head miner just happened to be on that edge of the map, face-to-face with the minotaur. Alone. Armed with nothing but his favorite pickaxe, Alod Berim "The Day of Artifices".

What followed afterward was one of the most brutal scenes this fortress has ever seen.

Spoiler (click to show/hide)

Love this game.

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DF Gameplay Questions / Re: Need help with manager order conditions
« on: January 27, 2021, 10:21:44 am »
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In this scenario I would make the "low numbers" a bit bigger ... such as "if amount of pig tails is at least 8, process 8, etc." and/or setting an order in the workshop profile for each station "if amount of pig tails is at least 8, process 1, etc." That allows for the tasks to be distributed across your stations.

Already tried setting "if got 1, process one, repeat" for each workstation, but that doesn't help much. Normally, if you order a large batch of pig tails processed with a single order from the manager, one or two of the threshers will approach the workshops and process everything with lightning speed, with no interruptions. But if you set a daily order for a workshop, they will come - process a single stack - then go do other jobs or socialize (in an empty tavern). Again, the goal here is to make all, or at least most of the dwarves finish their seasonal quota so that they can socialize together, and do other things like working on mega-projects.

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since the maximum stack size for pig tails is 9

Pretty sure it's 5. I've never seen stacks of more than 5 units on any plant. Perhaps that only happens when you fertilize farms with potash? I don't.

Anyway, I've set milling, plant processing, plant-to-bag processing and other stack-related orders to "if amount of <plant-name> is 250, process 50 times, check monthly, repeat". Because if by any chance all stacks have a maximum of 5 units in them, that would take 50 jobs to process 250 units. Not happy with this approach, too many leftovers for my liking, plus I cannot make seasonal checks with such a low number (50 jobs is barely anything in case all stacks happen to be 1-2 units). If I increase this number, there will be even more leftovers at any given time. If I set it lower, I will have to make daily checks, and the threshers won't have any downtime at all.

It works, kind of. Doesn't give me cancellation spam and the work pace is tolerable enough. But it's a clumsy solution to a simple problem that shouldn't exist in the first place. Why can't the manager count stacks instead of units?

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Try solving one goal first. And define them more functionally.

Not sure what you mean there, 'cause my goals are quite defined. Everything works like a charm as long as I micromanage orders after each harvest and caravan. Basically give out a bunch of fortress-wide perpetual orders and cancel them one-by-one as we run out of raw materials. It's not about my inability to define goals, it's about the lack of tools to fulfil them (or my inability to locate those tools).

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DF Gameplay Questions / Re: Need help with manager order conditions
« on: January 27, 2021, 02:37:47 am »
As I thought, operating with low numbers (e.g. if the amount of pig tails is at least 1, process 1 pig tails, restart, check daily) is a terrible solution. The amount of work that was previously done in a matter of weeks now takes seasons to complete. Not to mention the task completion spam. What's even worse, this kind of approach defeats the purpose of having multiple work stations and 8 legendary threshers, as only 1 work order is given at a time.

Back to the drawing board. Such a pain in the butt over something so trivial...

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I've either been getting short changed by the caravans, or I'm just not very keen on the details, but I don't remember ever seeing dyed cloth from the traders.
You're right, my bad. They bring only boring cloth.

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If you do end up with the take from anywhere stockpile getting clogged with dyed cloth however, you could set up another linked clothier's shop and just queue up an infinite order of bags until that stockpile is cleared.  Or temporarily set it to give to the dyed cloth stockpile to make some space again.
My current 23-year-old-fortress is at the point where I'm obsessed with automating everything I can so that it would require no player input. Keeping an eye on dyer's stockpile is not really what I'm aiming for. Besides, most of the cloth that comes from the weaver is already dyed since the thread itself is dyed - I don't think there is a point of keeping that second stockpile of cloth. The problem at the moment is not dyers vs clothiers fighting, but more of a dyers vs dyers and clothiers vs clothiers infighting. Oh, well. At least they get the job done after all the cancellation spam.

I can always prevent the bin-fighting between them by simply producing more cloth, but it goes against my second goal of avoiding over-production and keeping the stocks tight and clean. The basic formula is

Harvest/Loot/Import raw materials ==> Process each and every bit of raw materials into goods ==> Sell/Gift them to the caravans ==> Repeat.

I'm not trying to set a mega-production chain that you can normally do with Workflow (keep those goods at this quantity, and these goods at this quantity, etc). The goal isn't keeping the dwarves busy. The goal is to process everything I got as fast as I can, so that everyone gets leisure time until the next caravan arrives. It's not even for the sake of profit (a single functioning industry is enough to buy anything from the caravans), it's mostly to keep those legendary skills frosty and let the dwarves scratch that "practice a craft" itch.

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DF Gameplay Questions / Re: How do you deal with loincloth?
« on: January 26, 2021, 04:02:47 pm »
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if you can do that with multiple elven civs you might get a small rather than pitiful supply.

Wait, is it possible to get more than a single elven caravan each year? In any case, I would rather not risk doing any raiding activities unless I absolutely have to, due to the possible equipment corruption bug. It's an old fortress, would be a shame to lose it now. Come to think of it, if I stop fighting goblins and seal the fortress instead, they are supposed to become neutral and might send caravans too. Loaded with loincloth hopefully.

Funny thing, after I posted this thread one of my dwarves made this:

Spoiler (click to show/hide)

OKAY THEN. I won't accuse the dwarves of being unable to make loincloth ever again, promise!

This thing is ridiculous. The undergarments situation is clearly driving my fortress insane.

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DF Gameplay Questions / Re: How do you deal with loincloth?
« on: January 26, 2021, 01:05:15 pm »
Damn, I was a happy man for about an hour. Oh, well. I'll try that entity_default trick. And if that doesn't work, guess I'll stick with 'o'rders, forbidding/unforbidding goblin panties each time they come.

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DF Gameplay Questions / Re: How do you deal with loincloth?
« on: January 26, 2021, 11:57:05 am »
Derp, I forgot there is no size difference for undergarments. I never even considered ordering loincloth from humans since all their clothing is large.

That solves my problem, thanks a bunch.

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DF Gameplay Questions / How do you deal with loincloth?
« on: January 26, 2021, 08:48:01 am »
Dwarves can't produce loincloth for whatever reason (apparently making a rag that wraps around your dwarf parts is more sophisticated than making a dress). However, first thing they do after fighting off a goblin siege is taking that blood-soaked XXtroll fur loinclothXX out of a dead goblin's body and putting it on. Which results in this:



Even if you have hundreds of masterwork clothing laying around, the dwarves will still get those recurring memories of "after clothes rot off her body" and "due to wearing old clothing", "after wearing tattered clothing" just because unlike that shirt/hood/dress/whatever, they cannot replace worn-out loincloth. Unless you have elven neighbours, you can't import loincloth either - the dwarves will keep wearing looted ones.

What makes it worse, designating all loincloth for dumping via Stocks screen works only if you do it immediately after breaking the siege, before any looting begins. If you forget to do it right away and accidentally let the dwarves put it on, worn loincloth won't be dumped. Driving me crazy really. Having a state-of-the-art textile industry while every single dwarf in the fortress has some kind of old-clothing-related PTSD.

How do you deal with loincloth problem? Also, is there a mod of some sort to make crafting loincloth possible? I honestly can't fathom a reason why wouldn't a dwarf craft loincloth. Apart from, maybe, not wanting to wear one? Then again, apparently they do.

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DF Gameplay Questions / Re: Need help with manager order conditions
« on: January 26, 2021, 08:05:10 am »
The link is really useful, thanks. There is a rather comprehensive explanation on automating pig tail processing right in the OP.

I guess I'll try messing around with low numbers, although I imagine this would lead to a never-ending work process. The rest of my industries are all set to seasonal checks, so that the dwarves have a month or two each season to do whatever they like, once the work is completed.

Separating cloth stockpiles to take from dyer/weaver and give to the clothier doesn't really work for me, because I also rely on imported cloth. So if I set a cloth stockpile to take from weaver + take from anywhere and give to the dyer - well, what if I buy a dyed piece of cloth? What if a piece of cloth I took from the weaver was made from a dyed thread, and thus is already dyed? It will just stay in that stockpile forever, not being used for anything.

As for disabling hauling, well, can't really afford that either. Some dwarves finish their seasonal tasks faster than the others, the least they could do is to help those others wrap up the production. My problem is not the lack of working hands, but rather the clumsy manager interface that doesn't allow me to set up production chains I have in mind.

Thanks a bunch once again.

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DF Gameplay Questions / Need help with manager order conditions
« on: January 26, 2021, 05:26:39 am »
I have problems with setting some of my industries to work properly via manager orders. Would appreciate some advice.

1. Processing pig tails.

So, everything should be easy in theory. I have a separate stockpile for pig tails so that they don't get brewed. Then I give out two order via manger screen:
- If amount of unrotten processable plants is at least 100, process 50 plants, check seasonally, restart when completed;
- If amount of press_paper_mat-producing plants is at least 100, mash 50 plants into slurry, check seasonally, restart when completed.

Once the fortress harvests 100 pig tails, half of them is processed into thread, and another half into slurry. The problem is, pig tails are harvested and gathered into stacks of varying amounts, anywhere from 1 to 5. The manager counts the amount of pig tails, not the amount of stacks. Once the stock reaches 100 pig tails, he orders 100 jobs. Each job processes a single stack, not a single pig tail. This results in running out of pig tails way before the order is completed, following by job cancelation spam and the need to reset the order.

I've tried to mess with the numbers, setting the trigger to [at least 300 processable plants = process 50 plants], but that doesn't work. Sometimes we run out of pig tals regardless, and sometimes we get overflowed with unprocessed pig tails. Both scenarios require manual interruption and resetting orders, which annoys me somewhat. Same problems exists in milling jobs, pressing slurry into paper, processing quarry bushes into bags of leaves - basically anything involving stacks of varying amounts.

2. Working with bugged industries.

Gem setting and decorating with bone/shells/other body parts is currently bugged as most of you know - the manager can give out the order, but the job count never goes down. So if you have a stock of 100 sapphires and 100 shells and order to decorate with 10 shells and 10 sapphires, the order won't stop until you run out of both shells and sapphires. What makes it worse, there is no such thing as auto-gem-setting or auto-bodypart-decorating, so you have to do all that stuff manually each time. It's especially painful with gem setting due to horrendous interface of jeweler's shop. First you look up your stocks screen and find how many heliodors you have. It's fourteen. You highlight the workshop, select a specific gem, select an encrusting job (furniture, goods). Select a gem, select a job. Select a gem, select a job. Select a gem, select a job. Sel-- oh wait, can't have more than 10 jobs per workshop. You highlight the next jeweler's workshop, select a gem, select a job. Select a gem, select a job. Sel-- wait, how many heliodors I have again? Open up the stocks screen, find heliodors. It's 14. Okay. How many cutting jobs did I give out again?

There's gotta be an easier approach to all this.

3. Clothing and dyeing.

Since there is no option to set separate stockpiles for dyed/undyed cloth, my dyers and clothiers keep fighting between themselves for those cloth bins, resulting in job cancellation spam. At some point I tried playing with cloth QSP to keep cloth out of bins, but that was even worse. First, that's just too much hauling (dyers work extremely fast). Second, I can't import cloth (traders bring cloth in bins, and dwarves can't take cloth out of bins unless you order to dump it - it's the same as leather). Then I tried to sort of schedule these industries via manager (he made his order condition checks for dying and clothemaking yearly, so that dyeing happened during Summer-Autumn, and clothesmaking during Winter-Spring). That solved the problem somewhat, but not quite . Dyers fought between themselves, as well as clothiers.

Sorry for the text wall, but I don't know how to explain these nuances without delving deep into the details.

TL;DR: how do you automate plant processing, gem cutting, bone/shell decorating, clothesmaking, and dyeing?

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