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DF Dwarf Mode Discussion / Re: Don't you hate...?
« on: May 29, 2012, 04:37:31 pm »
I'm grateful when caravan guards kill invaders for me.
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Is there a way to mod the bee sting?Check the file named creature_insects.txt. There are lines for pain and swelling that you can mod, although I have no idea what the parameters mean. You might check the modding forum. I can't believe no one has "weaponized" the bees.
On topic, the only thing that might make me worry is if burrowing enemies could drill through walls, rendering all defense null.YES
So I know how stone stockpiles have been changed so they are automatically assigned a wheelbarrow, and I know it's just one wheelbarrow so I assigned only one dwarf to stone hauling and this is what usually happens.You can increase the number of wheelbarrows on a stockpile to two or three. That might keep the game from waiting until the one-and-only wheelbarrow has been returned before it generates another fetch-the-stone job. At the least it will let you have three stone haulers.
Dwarf goes to stockpile, takes wheelbarrow, goes to stone, picks it up, brings it back to stockpile with the wheelbarrow. Good. Then he goes to the meeting area. As soon as he reaches it, he goes back to stockpile to pick up the wheelbarrow for the next stone.
This is a problem since my meeting area is quite a ways away from the stone stockpile. Why doesn't he go for the next stone immediately after returning with the first stone? Why does he make a trip to the dinning hall first? (he doesn't drink or eat there, I've watched him).
And what's even more frustrating is that sometimes he'll even forget to bring the wheelbarrow with him!
What can I do to remedy this?
In the past I have had corridors 5 tiles wide. I've reduced my corridor size to 3 tiles in 34.x. I still was having no problems, probably because wagons were entering and leaving the fortress through relatively short, very heavily trapped, tunnels. This is the first fortress I have made where the wagon tunnel goes all the way to the edge and is only 3 tiles wide. Since I now have to maintain a separate, untrapped, entrance for them, I decided to keep them completely safe. It worked for a couple of years, and then the disaster struck. Probably, as you say, from giving them too much used clothing to pack up. I never dispose of bins.Yes, and I didn't believe you because it had never happened to me before. Sorry.![]()
I think it's hard for most typical fortress designs to encounter it, but my usual design and trade style is almost ideal to create the problem. Part of it requires trading so much stuff that it takes 2 months for the humans to actually leave after their announcement. I trade all of the worthless crap to them, but without the bins, because I'm constantly running out of bins. If you just trade the bins, they leave pretty quickly.
Yes, and I didn't believe you because it had never happened to me before. Sorry.I have Human caravan wagons trying to leave while Dwarven caravan wagons are trying to enter, through a 3-wide corridor attached to the edge of the map. They aren't just moving slowly, they aren't moving at all. It may be the two ramps leading down are too close together for the wagons travelling in two directions to pass over/under each other. I haven't found anything I can dig out, or bridges I can lower, that fixes this. Anyone want to have a try at at?
Here's my save: http://dffd.wimbli.com/file.php?id=6392
Happens to me all the time. If you give the humans a new 3-wide path to leave, they will change course and take it. The dwarven wagons will continue moving, however, and may cause a new jam past where you freed things up. Eventually they'll start deconstructing wagons to clear the jam - but it takes months.
I switched over to having two depots with a 6-wide entrance that would branch into two 3-wide depot approaches. A drawbridge would control which was open. Or you could just forbid the human one when the dwarves arrive.
The jam was very near the edge of the map and just before two consecutive ramps leading to the surface. The first Dwarven wagon was on the ramps and the first Human one was nose-to-nose with it. There were two corners in the tunnel before the ramps and so there was not much room to dig more tunnels but I did try. The Humans were apparently all committed to the original exit and only jostled for better position heading towards that exit when I widened the space in the hopes that they would turn and take a new exit. Eventually the first Dwarven wagon deconstructed and another entered the map to take its place. This continued until all of the Dwarven wagons were destroyed. Then the Human wagons left.
Anything requiring pasturing is kept in areas with cave moss.