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Topics - morikal

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1
DF Gameplay Questions / Help diagnosing cart issue
« on: March 07, 2020, 10:37:00 pm »
I have a minecart route to bring wood from afar.

I had one route set up, and it works fine. It is a straight track that goes up a level via a ramp.
It has a pressure plate a few tiles from a door on each side, opening the door for the minecart.
So:
 stop by wood stockpile (take from that stockpile, wood prefered) -> NS tracks to bridge -> across bridge -> NS tracks to pressure plate (including under it) -> plate opens door further down -> NS tracks to ramp (past pressure plate triggered on empty wagon coming back) -> NS upward tracks up ramp -> NS tracks to track stop (including under track stop), which is where the 2nd stop is (give to the quantum stockpile on the other side of the track stop, track stop set to highest friction & dump).
Haulers guide the cart.

I set up a second, identical route two tiles to the right (so one tile of wall between them). I have checked over it thoroughly, and all the tracks are present (except under the bridge, but that is the same in the working route), including NS tracks on both the up & down ramp, and track under the track stop.
But the second route only works in one direction--the haulers fill the cart, then manually haul it up the stairs outside, around to the main entrance, down through that, and around to where it should dump in the quantum pile. Once they reach stop 2, they guide the cart just fine back to stop 1. Then repeat the manual hauling the long way around to stop 2...

Anyone have any ideas I can try to figure out what is wrong?



2
I have a corpse stockpile, and separately a refuse stockpile with the corpses submenu enabled (and nothing else enabled).
The former usually gets the corpses (and body parts, for some reason, ignoring my outside refuse stockpile that accepts bodyparts) of my enemies. The refuse one gets hunter kills, etc, and is by my butcher shop.

I had a few wardogs killed, none of which were assigned to anyone, and their corpses are being put in the butchery stockpile, but can't be butchered. They stay there til they rot, and then their skeletons are also staying in that stockpile.
Is there a way to set things up so these skeletons get moved somewhere else?

3
I saw a dwarf carting a heavy load of metal bars, and I was wondering why. It said he was putting it in a stockpile. So I followed him, while he took the 10 or so lead & zinc bars from the smelter across the whole fort to put them in my furniture & stone blocks stockpile... (I have two metal bar stockpiles pretty close to the smelter, neither is full.)

The stockpile he stored them in does not have metal bars enabled. The only category enabled under bars/blocks is "Blocks: Stone/Clay".
There is room in both the stockpiles right by the smelters.

I checked other bins in the stockpile he took the bars to; none of them have metal bars, they all have stone blocks as expected.


Anyone know what may have caused this?

4
So he has just sat there wounded for a while now with a knee & toe injury unable to stand... I forbid the corpse of the boar that injured him, but he still shows his current task as "Return Kill".
Is there a way to get him to forget about the kill and go get healthcare?

5
My hunter picked up all equipment except ammo.
I tried many things (unassign hunting, recruit with different weapon, unrecruit after changing equipment, reassign hunting, etc).
I tried different dwarves.

Finally while messing with military ammunition, I noticed under ammunition that hunter had some specific 4 sets of 25 bolts selected. I cleared it and added generic 100 bolts again. The hunter picked them up and got to work.

When he ran out of bolts, he idled again. The hunter ammo section still had 4 specific sets of 25 bolts selected. To get him to hunt again I had to clear it & put 100 generic bolts again, and then de-assign hunting & reassign it (without that, he just kept socializing in the tavern).

Am I going to have to keep doing this every time he runs out of bolts? Is there a workaround for this issue?

6
DF Gameplay Questions / Took forever for dwarves to get wounded guy
« on: October 08, 2012, 01:17:10 pm »
He is lying on the ground outside, nothing else by him. They come by to feed & water him.

He has a diagnosis request, and nothing else. (No indication he can't walk)

His toe is smashed and broken.

I have 3 dwarves with just medical skills & recover/feed/water wounded enabled. They are sitting around with no job, unless the guy gets thirsty/hungry, in which case they feed/water him.


What can I do to get them to take him to a hospital and diagnose him?
I do have a hospital set up, hospital info shows I have some of everything.

And, as I was writing this, I kept checking some stuff, and they went to get him.
He's been lying outside for a good while though... why'd it take so long to generate the request?

7
DF Gameplay Questions / Can't get brewer stockpile setup correctly...?
« on: October 07, 2012, 11:39:43 pm »
Hi guys,

So I have 2 stockpiles near my still:

 - one for plants. This one works fine

 - one for barrels & large pots/food storage. This one doesn't work. I have it '[T]aking' from my main stockpile, where I left both barrels & large pots/food storage active, as I don't have space to store them all in my still stockpile.

My intention was that the still's barrel stockpile be kept full, with overflow going to the general stockpile.


What do I need to do to make this happen?

8
DF Gameplay Questions / Possessed dwarf needs thread, but won't grab it
« on: October 02, 2012, 10:39:22 pm »
He is just muttering "cloth... thread" (and some other stuff, but he has everything else he is muttering about in the workshop already).
I only had silk thread when he was possessed, so I rushed to make some animal hair thread and some plant fiber thread.

I now have all of the different thread types (well, except adamantium), and he is still just sitting there muttering...

Have I missed something?

9
DF Gameplay Questions / Which stockpiles need clear space again?
« on: March 29, 2011, 02:39:08 pm »
I can't seem to recall... which stockpiles do I have to clear loose rock off of instead of just hiding it?

I am pretty sure the following do, but would like a full list:
 - stone stockpile
 - furniture stockpile


Any others?

10
DF Gameplay Questions / Super underground?
« on: March 26, 2011, 10:42:01 pm »
Is it viable now to dig a temporary shallow fort, train up a bit of military, then dig all the way down to magma, and build your fort around that area?

Are there enough underground trees around to support any wood needs?

If my depot is down 100 zlevels or whatever it is (maybe more like 90 z levels, if 100 is the very bottom), will caravans make it, or will they turn around and leave before they get there?

Or is it more reasonable to figure out a way to power a huge pump stack to get magma up? (Or have a LONG walk between my magma powered industries and everything else?)

11
DF Gameplay Questions / Unable to cut gems?
« on: March 26, 2011, 03:29:11 pm »
I'm not sure what I'm missing... I've got a jeweler's workshop set up next to a gem stockpile. I've got 3 rough blue jades in the stockpile.
I have a dwarf with gem cutting enabled.

When I go to the workshop and try to add a new task, I get the menu with 'cut gems' and 'encrust gems', but pressing 'c' for cut does nothing. (Same with encrust, but I don't have any cut gems I could encrust with, so thats as expected.)

Am I missing something?

EDIT: Using the job manager I was able to add the jobs, and they show up in the workshop. But going through the workshop interface didn't work.

12
DF Gameplay Questions / What are the current big bugs to be aware of?
« on: October 15, 2010, 09:02:52 pm »
I stopped playing a few releases ago, and am about to dive back in.

Anything I need to be aware of?

E.g., it looks like the medical dwarf issue is still there? Do I need to build hospital beds right next to tables for surgery?

Is the burrow hauling bug still around? (dwarves with hauling disabled will stand around trying to haul something to a place outside their burrow, spamming cancel messages and accomplishing nothing)
So, don't do burrows? (Or is there a workaround? Last time I had my food prep in a burrow, and the brewer kept trying to haul away his latest barrel of booze, but cancel spammed cause the destination was outside his burrow... he had hauling disabled)

Anything else?

Thanks!

13
DF Gameplay Questions / Burrows and hauling spam
« on: July 26, 2010, 06:09:19 pm »
So I've seen bugs 0000597 and 0000600 in the bug tracker.

I have a slightly different situation, and it apparently isn't common (at least, no one else I've seen complained of this), so perhaps people are aware of a way to make it stop happening:

I have 3 farmers in a burrow together with their farm plots, plant & unprocessed food storage, a kitchen, a still, a farmers workshop, a dining room, a small prepared food stockpile, and 2 1-tile booze stockpiles.

None of the farmers have hauling labors enabled at all. Each has farming (fields). One has cooking, one has brewing, and one has milling & plant processing & whatnot for working in the farmers workshop.

I defined the burrow, and added the 3 to it. They came in just fine, no spam. I then queued a few brew drink orders at the still. After completing one, I started seeing spam from the brewer canceling 'store item in stockpile' because the dropoff is inaccessible.
Looking at the job screen ('j'), I saw he was tasked to haul the barrel of wine he just made to a booze stockpile outside of his burrow. I don't know why he wants to do this, given that he has no hauling labors...

I forbid the wine barrel, and he stopped spamming and went about his business. I unforbid it, and one of the other farmers came over and stood on top of it spamming job cancellation. The other farmer also had no hauling labors.

So--is there any way I can keep these guys in their burrow, producing stuff, and NOT have them try to haul it out? The bugs I reference at the start are due to:
 - A civie being in the midst of hauling something when they get assigned to the burrow. This was not the case
 - Civies with hauling labors enabled trying to haul things from their burrow to a stockpile outside their burrow. Also not the case--no hauling enabled.

Thanks for any help!

14
DF Gameplay Questions / using burrows causes 'inaccessible' spam?
« on: July 25, 2010, 09:03:38 pm »
So I put my farmers/cooks/brewers/processors into a burrow. One of them is now spamming "Cancels Store Item in Stockpile: Drop-off inaccessible"

Is there any way to get him to stop trying to do that, or to stop spamming it, without stopping the announcement of all cancellations?

Is this some problem on my end, or is this a common issue?

(BTW: I added the furniture stockpile with all the barrels in it to the burrow so the brewer can go get barrels to brew in, if that makes a difference... the spammer is in fact the brewer. Anything I can do here?


EDIT: Looking around a bit, it appears he is trying to store the whipvine seeds that came back from brewing some whipvines in the external seed stockpile, which is not part of his burrow. Shouldn't he just not be able to get such a hauling job?

15
DF Gameplay Questions / Can't get my doctors to start...
« on: July 25, 2010, 08:59:20 pm »
So I have a dwarf with lots of injuries (mining collapse).

he has been diagnosed by the chief medical dwarf, who determined he needs:
Surgery, Sutures, Setting, Dressing, Immobilization
He has infections (cause I don't have soap yet), if that matters...

I have doctors with surgery, dressing, suturing, etc enabled, sitting around with 'no job'.

The guy's medical history shows he was brought in to rest, diagnosed, cleaned, and thats it so far.

What am I missing? I checked, and everything except gypsum powder and thread is stocked in the hospital (there is cloth but no thread). How do I get my doctors to start cutting into this dwarf?

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