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Messages - Moleculor

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16
DF Dwarf Mode Discussion / How do I filter my cistern?
« on: February 23, 2012, 06:29:00 pm »
So back in v34.01 I made a cistern in a fort. In the (1 square wide) tunnel that connected the river to the cistern, I placed a Grate, Fortification, Grate, right next to each other.

Or was it Fortification, Grate, Fortification? I forget. Anyway...

I remember reading that this would prevent things from getting into my cistern, keeping it animal/monster free. That's exactly what I wanted. Then I pulled the lever to fill the cistern and...

...watched as a swarm of fish spawned inside of it.

Now I'm building another one in 34.02, and I'd like to build a filter for it.

So... how do I keep my cistern and underground water supplies free of animals/creatures/vermin/monsters/whatever?

17
seeds are stored in bags and then possibly placed in barrels or rock pots.

Yeah, I finally dug deeper into the pot's descriptions. Turns out it's seeds inside of bags inside of pots. Weird.

There used to be a bug where seeds in rock pots could disappear if a caravan brought those seeds as well, so I usually store them in a seperate seed stockpile. You can have 200 seeds at most for any crop, and 100 seeds per bag, so a 4x5 stockpile will let you grow all indoor and 5 outdoor crops, which is more than I usually do.

Oh. Interesting.

Owned items are always clothing, though militairy can also "own" food. What usually happens is a goblin dying and a dwarf deciding that those socks look really nice, claiming them and when he has some free time, goes to store them. Since children born in the fort don't come with clothing included, they'll usually claim anything they can from the next goblin ambush. If that goblin died by drowning, the child would decide to pick up the troll fur socks, pathing would start and not find a path into the pond (can't swim) and you'll get the message you described.

Ok, I'm pretty certain that this is a seed storage issue, and I can't for the life of me think of what sort of 'owned' items my dwarves are magically losing. Remember, this is a small, young fortress. I've not dug into any caverns, I've had no hostile activity on my map at all, had no accidents, etc. I did have two dwarves die, but that was several seasons AFTER this problem started.

But since everyone keeps insisting that "Owned" means personal belongings rather than just seeds, how do I figure out which item(s) are causing the problem? There's thousands of objects on this map.

18
DF Gameplay Questions / Re: List of Vampire Facts
« on: February 18, 2012, 02:01:06 am »
Ok, so, stupid newbie question, but...

My fortress of 44 dwarves just lost two to blood drain. I'm pretty sure I've identified two dwarves that are vampires. (Seriously? I'm down 4 dwarves out of 44? And TWO out of 44 are vampires? These guys aren't rare at all, are they?)

How do I lock these guys into a room outside? I want to build a special little room just for them with fortifications to be a scout or whatever, and just let them rot outside, maybe see if they go insane from hunger or something.

19
top of my head:
1. it could be that the seed designated for moving became designated for planting, and the farmer was first.

So two dwarves can be assigned the same item for a task? (Storage/planting)

2. seeds are meant to go in bags(I think)

It could be that this is just a lesser-known use for them. I didn't even know rock pots could be used for food/drink until a week or two ago.

Verify that the item IS actually reachable (Military draft or temporary burrows can be used to position dwarves where you want them), that there are no burrow restrictions in place preventing the dwarf from reaching the item, that the custom stockpile wasn't changed to hold seeds (but exclude the ones not making spam),

I don't know where the items that are creating the problem are located.

Possibly because the first part of the job is actually "pick up seed" and we're failing on that part before we try to move it to stocks. Possibly because the seed is in an area where dwarves can't reach the stockpile. Check for forbidden doors, raised bridges, etc. Look at the job list, and try forbidding an item or two until you get the spam to stop - then figure out what those items have in common (usually, a location they can't reach or that they are unreachable).

Well, no doors are unlocked, and the layout is very basic so I haven't locked off any part of the area. No one's been in any rivers, etc. Every portion of my fortress is accessible, except a water cistern, and there are no items inside that except for living fish.

20
DF Gameplay Questions / Storing inaccessible items? Seeds? No stockpile?
« on: February 17, 2012, 04:07:54 am »
Ok, so I'm *still* sort've a newbie at this, despite having dabbled with the game on and off since 2D dwarf fortress...

I've got these few dwarves who keep cancelling a "Store Owned Item" job because the item in question is inaccessible.

I've used the [j]ob list to try and catch them just before they cancel, and I'm almost certain that I've narrowed it down to "plump helmet spawn".

I have a seed stockpile, but the job they're trying to do does not list the stockpile next to the job in the job listing (possibly because the stockpile is custom? Maybe? I'm guessing here...).

I do have pots available for storage (pretty sure, at least), and there is empty space in the seed storage area. What's going wrong? How do I make the spam stop?

I only recently got farms up and running (after flirting with starvation for a full five seasons), so this might have SOMETHING to do with it, but I'm not sure what.

EDIT: Ok, and apparently it's other things, like (rat weed) or such.

21
DF General Discussion / A were-capybara wouldn't howl!
« on: May 24, 2011, 09:29:03 pm »
A were-capybara wouldn't howl!

It would sound like this. Or this. Or these.

Just sayin'. (Oh mai science, so cute!)

22
DF Dwarf Mode Discussion / Get everone inside? Flush some blood?
« on: November 02, 2010, 03:05:02 pm »
Right, I'm back to DF again after yet another long absence.

I just had my first invading group of goblins or something or other. I've suddenly realized (after three or four dwarves got slaughtered) that I can't figure out an easy way to get everyone inside, behind the soldiers (who apparently decided to take a nap after killing one or two goblins).

1. How do I wake them up?
2. How do I get everyone inside? Burrows seem unnecessarily unwieldy for this task.

I also have a forgotten beast (or two?) wandering down in the caverns below.

My current plan is to dig a "airlock"-esque system of tunnels filled with spinning disc traps to kill anything that tries to get in. However, I'm at least familiar with the concept of these beasts that I know that sometimes their blood is toxic, poisonous, etc.

Spinning blades + forgotten beast with toxic blood sounds like a recipe for a tunnel my dwarves can't use afterwards.

3. If I flush water through the tunnel and down into the cavern below, will that clear up the blood?
4. Is there another way?

23
DF Dwarf Mode Discussion / Re: "Brewer" doesn't brew?
« on: October 24, 2010, 06:08:42 am »
But I don't want to rap... oh, therapist!

Right.

Bah, I tend to be "against" 3rd party tools, but DF is a bit unfinished, so I s'pose it couldn't hurt.

Though it looks like that program isn't compatible with the latest version of DF?

24
DF Dwarf Mode Discussion / "Brewer" doesn't brew?
« on: October 24, 2010, 05:38:43 am »
Right, so I'm back to DF again, after yet another very long break.

So of course I've not only forgotten most things, but there are new bugs and stuff to discover! Yay!

I've just had my third or fourth migrant wave (Armok, but they keep coming!) and I've spontaneously noticed that, lo, the brewer that just showed up, that only has a single skill, that of brewing, and a job description of brewer... doesn't have "brewing" selected in his labors.

Oh. Joy.

So I've gone over a few other dwarfs... slowly... and discovered that they too are "professionals" who don't do their jobs.

What's the fastest/easiest way to fix this issue, besides magma?

25
Ok. Did that. He left the meeting area and went down the stairs. Too bad the point I was sending him to was on the same level as the meeting area, which means he's now running away from where I told him to move to.

Actually, not running away, just holding still, a few levels below where he should be going.

... oh what the hell. You mean to tell me that it's not only possible to leave a point "open for editing" after closing the notes menu, but even if you SAVE, QUIT, and reload the game WEEKS later, the point will still be the one you're editing rather than placing a new one when you try to do so?

Ok, movement and stationing worked. He's now fighting.

However... What. The. Fuck? Y'know? I gave this guy a kill order, he ignored it, despite showing it as his current task. What's the point of a kill order then?

(EDIT Oh, and of course he kills my one dwarf fighter. Wow, the military in this version is BROKEN. Guess I'm not saving this fortress, as apparently there's supposedly a bug that once you add a dwarf to the military, they never are a civilian again, and I can't afford to lobotomize more dwarves.)

26
I went ahead and uploaded a save so someone can tell me what's wrong.

No, this isn't a forgotten beast or clown.

How do I station in this version? (Gods, the military system is SO SCREWED.) I've just assigned them to be stationed at a point every month of the year, it's not changing their behaviour. (It doesn't help that I have no idea how to see what month it is, since apparently my fortress' name is too long.)

27
What do you mean "special"?

So far as I can tell, it's a standard lizardman.

28
Would it help if I uploaded a save somewhere?

29
Yeah, did all that, still not working.

30
Right, so I've got someone assigned to a squad. He's carrying around a shield and a copper axe. I've given him a kill order.

He's twiddling his thumbs in my meeting area. He's listing the kill order as his current job, but he's not going in and doing it. This stupid lizard man has been torturing my mason for DAYS now, and the military won't go in and stop it.

Help?

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