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Messages - pajrc1234

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DF Gameplay Questions / "Airlock" gladiator arena antechamber design
« on: September 09, 2023, 08:17:25 am »
Hi, so I'm building a gladiator arena to do something fun with all the undead I've been capturing. It has two side chambers for monsters so I can pit undead against something else I think would be entertaining. I'm also putting an antechamber so I can put soldiers there to either have them fight or just take out the winner.
I've been using drawbridges and I'm going to link up levers to each thing so I can control when each party enters the arena. For the antechamber, I want two bridges: one into the arena and one from the main fortress. But I want these bridges to alternate, so that only one is ever open at a time. Basically, I want an airlock where the soldiers are astronauts and the abstract concept of "safety" is air pressure. I've looked at the DF wiki and it says that toggling a lever doesn't toggle the thing it's linked to, it just changes it to the lever's state; so turning off the lever will open both bridges regardless of how I set them up before.
Is there a way I might go about this?

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DF Gameplay Questions / Re: Seeing how much clothing I need
« on: August 22, 2023, 06:11:25 pm »
With all types of items, including clothing, the Stocks lists will show all items of that type on the map, including clothing worn or carried by visitors and invaders, and stored in cabinets, etc, so using Stocks will not help you out much for this (see Stocks in the wiki for more info).

The minimum you should do to ensure the dwarfs have enough clothing, is to create a set of orders that produce clothing similar to "make 5 trousers when less than 5 trousers are available", because the Work Orders will only count the clothing that is not already in use (worn by people, forbidden, or being hauled, or otherwise owned by someone). This will ensure there is always some clothing available, even if it is well-used and worn.

The maximum you could do is to create a fancy workshop-->stockpile-->magma system that cycles all slightly used clothing into magma and then rely on work orders to create new clothing. The dwarfs will be happier due to receiving newer clothing, but this will take more work and resources.

Read the wiki sections "Wear" and "Coverage" to answer your questions on coverage and the "Managing Clothing" section to show how some players control clothing in their fort. Dwarfs probably assign a higher value to preferred materials when making their selection from the available clothing, but it is just as likely another dwarf will take the item first, so you need to make a lot of clothing of that preferred type to ensure a dwarf gets one.

I'm gonna follow this. I've started using conditional work orders a lot more now, and it's good to know that they only count clothing not in use. It's something I would've spent a lot of time either wondering about or ignoring otherwise.
Thanks for the help everyone!

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DF Gameplay Questions / On the nature of artifact value
« on: August 22, 2023, 06:06:43 pm »
Recently, a dwarf made a native gold quern artifact (without any intervention on my part; a rather pleasant surprise) worth 134400 bucks. It's about 10% of the entire wealth in my fort, and almost certainly the most expensive item in my fort. Which inspires some questions:
Since caravans (at least, in the little of DF I've experienced so far) don't really get above maybe 20,000 bucks (as a liberal estimate) worth in goods, is there really a use in making expensive artifacts to sell? Do polities attempt to trade specifically for an artifact they desire (say, with an artifact of their own)?
Is there a use in making more expensive artifacts to keep? If my dwarves use this native gold quern (for example), will the boost to happiness be much greater than if they just used a masterpiece gold quern? Is it better used just for display?

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DF Gameplay Questions / Seeing how much clothing I need
« on: August 21, 2023, 05:17:19 pm »
So regarding the textile industry in my fort, I can make a lot of clothing. But I'm not quite sure what it is my dwarves need. The stocks give me some information but not all that I need.
Basically: Are the clothes listed in "stocks" including the clothes that are on my dwarves, or extra pieces? Do dwarves need more than one piece of each type? Will they automatically choose clothes made of materials they prefer? And how do I tell how worn out the clothes are?

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DF Dwarf Mode Discussion / Re: Dwarves not hauling?
« on: August 19, 2023, 09:03:12 pm »
This is a little late to the party, but since it's at the top of the list anyway, I'll share an experience I had yesterday and today.
Literally none of my dwarves would unload the original caravan. And then, when I abandoned and made a few fort, they wouldn't move things from my temporary general stockpile to the new one. I was incredibly frustrated.
But I figured it out:
It was a custom stockpile, and for some reason the "additional options" for "Plant/animal" and "Non-plant/animal" were disabled. They're there if you want to appease elves more easily. But in my case, since they were both disabled, they were preventing the dwarves from putting anything in the stockpile. Permitted both of those, and it was fixed.

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