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Messages - caveman98

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1
DF Suggestions / Re: Fortress Endings: Fungal Takeover
« on: February 06, 2023, 08:31:22 pm »
This is a good idea. Secret plan of the insidious plump helmet men.

2
DF Suggestions / Re: A workshop that deletes items
« on: January 24, 2023, 10:17:44 am »
This can be done by constructing a magma pit: Get at least 3/7 magma into a pit. And then construct a trackstop with a minecart that automatically dumps garbage from a stockpile.

3
DF Dwarf Mode Discussion / Re: mist generators: are they worth it?
« on: January 20, 2023, 05:35:17 am »
For practicality, they're not worth it, at least in recent versions. However, alongside bringing happiness to dwarfs, the mist generator also brings happiness to the players as they watch how their own device produces those little shifting mist blocks.

4
DF Dwarf Mode Discussion / Re: Visitors come without location in v0.50
« on: January 17, 2023, 10:00:45 pm »
Monster Slayers normally don't petition for citizenship. BUT, there's a but.

You can go to their labor tab, location, and delete "monster slayer", then they are no longer a monster slayer and will do normal labors and can be assigned labors, they'll also eventually petition for citizenship. An ex-monster slayer (prior to citizenship) is a bit in between a normal citizen and a visitor. Like they'll do labors, but they won't attend some activities like guild halls. The fact that they are "recreation impaired" actually makes them quite responsive to jobs like in my latest fortress my ex-monster slayers are the most responsive miners.

"I'm a monster slayer!"
"No you're not."
"Understandable, well, off to the fields to plant plump helmets"

This is a very important fact I didn't know.

5
Kitchen jobs don't use pots. It's the food hauling job that uses the pot, and there's no way to restrict which kind of container the hauling job uses. The best way to do it probably is to put all the non stone pots away from both the kitchen and the meeting area.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 16, 2023, 03:49:40 am »
One of my marksdwarves is stuck on a loop in the (melee) training barracks.
Every tick, he switches between archery practice, and lead combat training, with an occasional organise combat training in between.

It's not the uniform bug. That's all fine. My marksdwarves used to train both in the archery range as well as in the barracks just fine, no settings changed.

I tried disallowing training in the barracks. No effect.
I tried stationing the dwarf, and then cancelling the orders. Alas, he just went back to the barracks and resumed the loop.

I am hoping that a drink, eat or sleep job will snap him out of it.

My marskdwarf squad consists of 2 dwarves. The leader is currently off duty (the squad has a 'at least 1' train order), which makes it even more strange, because who is he even organising / leading a combat demonstration for? There is no one to demonstrate it to.

EDIT: adding the 2nd dwarf to the training scehdule didn't help.
Unforbidding the stack of single bolts beneath my archery targets did help. Apparently the 10 single bolts in the stockpile were not sufficient to make the dwarf start practicing archery.

EDIT: crap, he's stuck on the loop again, even though there are plenty of bolts available now. The archery training only worked when only the archery range was set for training and not the melee barracks.

Free the barrack room might help.

7
DF Gameplay Questions / Re: Rooms
« on: January 15, 2023, 10:37:30 am »
Doors can contain accidental flooding.

8
DF Gameplay Questions / Re: DF2022 ascii mode - trade agreements
« on: January 13, 2023, 11:52:30 pm »
If default is white, then white should mean off.

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