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Messages - Skorpion

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271
DF Gameplay Questions / Re: Stockpiling and tasking issues
« on: January 10, 2016, 07:39:45 am »
The order settings are definitely correct; first thing I checked. And the give/take orders are set, they're just not being done. There are no burrows and alerts set whatsoever. Or rather, two burrows, nobody assigned to them.
Looking at the job lists, it's just not being created for some reason.

Also, trying to DO anything with the items in question just flags up errors of 'no appropriate item'.

EDIT:
Aha, the slab problem was solved by making the nearby slap stockpile give to the workshop specifically!

272
DF Gameplay Questions / Stockpiling and tasking issues
« on: January 10, 2016, 06:01:44 am »
So. I have a bunch of stockpiles. However, the stuff IN them isn't being recognised for workshops. Seeds aren't getting planted, slabs aren't getting engraved despite the ghost hanging about in the dining room, and things aren't getting moved between stockpiles.

What the hell has gone wrong? Are my dwarves just stupid more stupid than usual?

273
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 09, 2016, 06:07:48 pm »
No burrows, no ramps inside the fortress. The stockpiles could be the problem, considering there's issues with seeds making it to the farms as well.

My stockpiling systems always used to work in previous editions. I don't know what's so wrong with them now.

274
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 09, 2016, 03:51:21 pm »
They're ALSO refusing to spin regular cloth. There's a mood hung up by a lack of it, and they're flat-out saying there isn't any when there IS. It's not forbidden, just not being used.

Also, how do I get them to actually engrave slabs? I'm getting similar errors of there being a load of them about and yet the craftsdwarf refusing to acknowledge their existence.
Meanwhile, A GHOST HAUNTS THE FORTRESS. Unhelpful!

275
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 09, 2016, 11:52:41 am »
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.

That's a big annoyance of mine. You can use it as a suture material guaranteed not to get yoinked to make cloth, but it has no stockpile category associated with it. So you have to manually dump it into your hospital then reclaim it.

So, it just can't be made into cloth at all?

276
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 09, 2016, 10:12:18 am »
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.

277
DF Gameplay Questions / Re: No outpost liason? How curious...
« on: January 09, 2016, 09:41:36 am »
Found magma and got mosses growing, but no liason with the second caravan either. Civ isn't extinct, but no sign of the humans or elves, either.

278
DF Gameplay Questions / Re: No outpost liason? How curious...
« on: January 07, 2016, 12:23:08 pm »
It's fairly mountainous, so I think there's no vegetation because there's just no vegetation growing there.

The 'glass with sand' idea is good, but for one critical issue: PLANTS.
They're growing fast in the sandy bit underground. I'm probably going to have to punch a shaft through from the surface. Or I'm just going to have to use copper barrels and bins.

279
DF Gameplay Questions / Re: No outpost liason? How curious...
« on: January 07, 2016, 11:53:19 am »
Found plants in the second set of caverns. Trees, too! Operation Clearcut is a go!

280
DF Gameplay Questions / Re: No outpost liason? How curious...
« on: January 07, 2016, 10:38:05 am »
Liaison might pop up later. My current fort also didn't have one the first autumn.

The other thing is unrelated. Can you fish? Can you get plants (and therefore seeds) off the Dwarven caravan? You might be able to. See if you can hold out at least another year (probably try to limit your wealth, if you think you will have trouble feeding new migrants) - elven and human caravans usually carry topside seeds.

I have a soil layer where the wagon landed, and there's a river handy for water. Fishing may be the way to go, at least until it's tapped out.
I'm mostly just pissed that I can't have animals. I should be set once I strike magma.
I brought seeds, I can get seeds, and I'm farming just fine aside from the lack of barrels, bins, and beds.

281
DF Gameplay Questions / No outpost liason? How curious...
« on: January 07, 2016, 10:11:16 am »
First caravan, no liason.

Should I abort and start on a new world, considering that I've got absolutely no vegetation? I was forced to slaughter the draft animals from the wagon already, someone's pet rabbit is starving to death, and even the cavern has no plant life!

Oh, and the caravan didn't even bring any wood.

EDIT:
Liason showed up on the third year. No sign of elves or humans as yet, other than bards and dancers.

282
DF Dwarf Mode Discussion / Re: Cancels Job: Horrified
« on: January 02, 2016, 09:27:13 pm »
An issue with the bodies now appearing in the corpse stockpile rather than in the refuse one is that the corpse stockpile doesn't have any sub menus, so you can't separate the dorfs (who you'd want to bury) from e.g. the goblins (who you'd want to obliterate). This means magma at the bottom of the hole might not be a good idea since your occasional dorf may end up there. The same goes for an atom smasher, although you have more control over that method of disposal.

That can be solved by clever engineering and careful use of stockpiling. In addition to the stockpilers, have a dedicated undertaker that hauls the dwarven corpses out of the hole and to the nearby cemetery. Or just have it done later by the stockpilers. Then you can add the magma, or atom smash.
Alternatively, you torch everything and just carve slabs for people, or have empty coffins dedicated to them.

283
DF Dwarf Mode Discussion / Re: Irrigating huge tracts of land
« on: December 31, 2015, 01:15:33 pm »
Got a soil layer? Dig it out, channel a hole in the ceiling, pave over it, and put the farm underneath it.

284
DF Dwarf Mode Discussion / Re: Water purification from dropping?
« on: December 31, 2015, 01:14:29 pm »
Because it's not stagnant if it's moving, obviously.

285
DF Dwarf Mode Discussion / Re: Cliffs of Hilarity
« on: December 31, 2015, 08:56:20 am »
I've had similar. Two rivers coming together in a pair of >10 Z-level waterfalls before joining into one.

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