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Messages - slink

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286
DF Gameplay Questions / Re: Beekeeping industry
« on: May 28, 2012, 07:12:00 am »
I don't keep bees anymore because of the bug where beekeepers stand where an avauilable colony used to be

I mentioned that problem in my post.  It gave me a lot of trouble in a fort that I started in 34.05, but it can be avoided if you only build a single hive at a time.  When you build multiple hives, the game assigns the same wild colony to multiple hives, and that's why the beekeeper goes to stand out in the middle of nowhere.

This is the bug that's involved: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3981
It's still the reason why I don't keep bees anymore, whether or not you mentioned it previously.  :P 

You can build one hive at a time but later on the ones that are being collected from may still run out in such order as to create a shortage of hives to collect from.  It's fine if they stand nearby one of the indoor breeder hives to wait for a new colony, but going outside the fortress is often a bad idea.  That's why I think a workshop order not to collect wild colonies would be useful.

287
DF Dwarf Mode Discussion / Re: Rabbit ranch
« on: May 27, 2012, 05:17:58 pm »
Grazing animals need pastures if tame.  Wild grazers do not need to eat.  It does not matter if the animal is a pet, only if it is tame.

I think dwarves will feed grazing pets. Not sure, though.

If this is true, then the wiki entry for rabbits is wrong. Verification needed.

Sometimes, but very inconsistently, dwarves will feed their hungry pets. You cannot rely on this, however. Rabbits may be the only creature that can survive if made a pet without a pasture because they take a long time to go from hungry to dead from starvation, giving their dwarf a long time to get to caring for them. Anything with a grazer value less than 10000 will surely die if not pastured. It may depend on the owner's personality traits, too, though which traits, exactly, would affect it I don't know.

Also, pets will only be fed with raw, edible food, not cooked meals, so if you don't have any meat or plump helmets around, they're dead anyway.

I've never lost a pet grazer to starvation.  Their offspring, however, are stray and will starve unless you constantly watch for their births.

288
DF Gameplay Questions / Re: Stockpile management in 0.34.10
« on: May 27, 2012, 04:30:51 pm »
For starters, you should stockpile your artifacts away from everything else.  Preferably deep in your fortress.

289
DF Gameplay Questions / Re: How do I expose a Vamp?
« on: May 27, 2012, 03:46:37 pm »
Don't make trousers?   :P

290
DF Dwarf Mode Discussion / Re: Rabbit ranch
« on: May 27, 2012, 03:42:32 pm »
I've never lost a pet grazer to starvation.  Their offspring, however, are stray and will starve unless you constantly watch for their births.

291
Dammit Slink beat me too it!  But he's wrong, I believe.  You cannot mod an entity entry once the game has been generated.

You could copy the dwarven civ entry though, and remove the ACTIVE_SEASON from one of them, and embark as the civilization that has no season.  That way you'd get dwarven caravans with no diplomat, but then again, you wouldn't get any dwarven diplomat ever.
I'm a she, the same as you presumably are.   ;)
I have done it with a fortress after it was started, in 40d.  I've turned it off and then on again some years later.  Whether it still works, I have no idea.

292
You can edit the entity_default.txt file in the raws for the save, and remove the brackets around the seasons in which races arrive.  Then you can put the brackets back when you want the caravans and diplomats to begin arriving again.

Example line, for Dwarves:

   [ACTIVE_SEASON:AUTUMN]

 

293
DF Gameplay Questions / Re: How do I make amulets?
« on: May 27, 2012, 08:56:03 am »
If you don't want to export crafts and have a cheap and plentiful metal, you can make the crafts of that metal and then melt them back down.  At least, you can do that until the metalcrafter starts making masterpieces.

294
DF Gameplay Questions / Re: Beekeeping industry
« on: May 27, 2012, 08:11:52 am »
I don't keep bees anymore because of the bug where beekeepers stand where an avauilable colony used to be, but when I did, I never had any problem with my plentiful cats decimating my bee population.  What would help is if there was an option for beekeepers to ignore wild hives, in the workshop orders menu.  Then at least the beekeepers would not stand around at the edge of the map.

295
DF Dwarf Mode Discussion / Re: Secure beekeeping made easy
« on: May 27, 2012, 08:03:02 am »
Yeah you only need an enclosed above ground area to make secure beekeeping no need to make fortifications or soething dwarvenly complex or dangerous.
Agreed.  I went to the bother of making an indoor bee area with a protected ventilation pipe to the outdoors, and the bees had no outdoor access.  Then I knocked out one wall adjacent to the outdoors and they still had no outdoor access.  I moved the hives outdoors and then completely enclosed them with wall and a ceiling, and they now had outdoor access.

296
DF Dwarf Mode Discussion / Re: does anyone use castes
« on: May 26, 2012, 09:44:12 pm »
I group professions into custom professions using Dwarf Therapist, once the fortress stops receiving migrants.  Before that I leave them grouped by migration wave for ease of checking for vampirism and handing out clan names.  I fill all of the important functions with the best Dwarf, or in some cases Dwarves, available.  Then the rest become haulers.  Hauling gets turned off on most of the others.  Haulers also operate pumps, cut wood, and lately they mine.  Females mine, males cut wood.  That is because wood-cuttting is often more hazardous and I don't want children wandering into danger zones.  Pets are bad enough.

Currently I have these groups:
Construction (mason, carpenter, stone detailing, architecture)
Crafts (typical crafts, gem workers, and dyers)
Defense (including mechanics, animal trainers, bowyers, and seige people)
Forges (metalworkers, probably should include glassmakers and potters but doesn't)
Government
Hauler (also cut wood, mine, and operate pumps, labor pool, in other words)
Medical Staff (including wood burners, lye-makers, and soap-makers)
Provisioner (all farming except anything included in a group above, are allowed to haul food and animals)
VAMPIRE

In previous versions I was able to group Dwarves by deity, and associate the deities with occupation groups which I called clans.  Because deities back then were matrilineal, I made my society matrilineal and did force husbands to change profession if they married into a clan.  Now that Dwarves worship a random number of deities and inherit them in some likewise random fashion from their parents, I can't do this.  That's okay, because the migrants who are historical figures have real family relationships that I can use to make clans.  They just aren't lumped by profession now.

297
DF Dwarf Mode Discussion / Re: BEST UPDATE EVER!!
« on: May 26, 2012, 09:22:00 pm »
Details. I don't care how many 'bars' I have. I want to know how much -soap- I've got. For bars, logs, cloth, and certain other things, the UI is fine; However, it's a bloody pain to forbid/unforbid weapons, ammo, armour... anything that's roughly a third of the way from the top of the first page.
Or to set items for melting.  I have noticed that running the cursor over the stones entry isn't as painful as it used to be.  I guess that is one positive effect of the reduced mining drop rate.  It was the stones entry that I always paged down to get past, before now.

298
DF Gameplay Questions / Re: Number of weapons in trap
« on: May 26, 2012, 01:26:05 pm »
The good thing about the spikes is that they also affect goblin demonic leaders and titans
And those nasty little kobolds.   :)

299
DF Dwarf Mode Discussion / Re: BEST UPDATE EVER!!
« on: May 26, 2012, 12:07:57 pm »
The longer lists are great, and a take some getting used to navigating, both.

The hauling works, but has some foibles.  I think the one change that would improve hauling the most is if they used the wheelbarrows to haul the bin nearly full of bars to the one bar they are picking up, instead of only using it to haul the full bin back at a later time.

The stockpile changes are great.  Still need a place for large gems and for gem artifacts, though.

The one change  from 31.x that has aggravated me no end is the double-tap process for selecting a stack.  If I am buying all of the cheese, meat, and fish from a caravan, that change can turn 150 taps into 300.  Why couldn't the partial-stack option have been tied to something like shift-enter (if that is possible)?  Surely people who are only selling one roast aren't selling one roast from every stack of roasts in their fortress.  It would only be one inconvenience for them instead of 150 inconveniences for me.   :P

300
DF Dwarf Mode Discussion / Re: Trying to reclaim a fortress.
« on: May 26, 2012, 09:05:09 am »
Possibly some kind of hex editor could edit an uncompacted save, but I have never tried that.  I do know how you feel.  I had a very nice fortress that I lost to something not at all related to the three Forgotten Beasts who had infested it when I tried to return.  They had been walled securely into their caverns, but apparently they got a free pass on reclaim.

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