Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Khym Chanur

Pages: 1 ... 7 8 [9] 10
121
DF Suggestions / Forbid/prefer item types for construction
« on: December 22, 2009, 01:29:27 pm »
If I'm constructing something on the surface near my wood stockpile, when choosing a material I'll have to scroll past all the different types of logs.  Plus obsidian and flux will often be before the value-1 stone that I actually want to use.  I could mass forbid obsidian/flux/wood, do my construction, and then unforbid them, but it'd be better if I could simply say "never use these things for construction", or "put non-metal/non-economic stone at the top of the list, even if other things are closer".

122
DF Gameplay Questions / Globs of molten rock?
« on: December 21, 2009, 07:54:00 pm »
After releasing magma into the tunnel which supplies my magma-driven workshops, the rocks left behind in the show as "molten <whatever>" in the stocks screen... except for one rock, which is listed under "glob" as just "<rockname>", right alongside all of the fat and tallow.  What made the game decide that that particular rock was a glob?

123
DF Bug Reports / Forum bug: negating a search term gives error
« on: December 21, 2009, 03:39:07 pm »
I was trying to search the forums for exactly the string "glob", so I did "glob -global".  However, this leads to the error: "The database value you're trying to insert does not exist: all_word_body_2".  I get the same error for any search that uses "-" to exclude a string.

124
DF Gameplay Questions / Magma flow speed? (by frames/steps)
« on: December 19, 2009, 09:25:30 pm »
How long does it take (measured in frames/steps, not real-time) for magma sourced from a magma pipe to flow down a one tile wide tunnel?  I thought I was being clever when I dug a tunnel slightly over 200 tiles long to move magma from the magma pipe to where I wanted to have my magma powered workshops, but it's taking seasons for the end of it to fill up to 7/7.

125
DF Gameplay Questions / Caravan split, spawning on opposite edges?
« on: December 19, 2009, 05:10:16 pm »
The first elven caravan spawned in the north-west corner of the map and made it's way south to my trade depot.  I got my trader there, traded, dismissed my trader... and then I see a few elves with pack-animals in tow coming up to the depot from the south.  Is this something that's known to happen?  Or was I just misreading the screen?

126
DF Gameplay Questions / Migrants refuse to haul
« on: December 19, 2009, 03:55:10 am »
My first wave of immigrant refuse to haul, even though all of them have all hauling related labors enables, the jobs screen shows plenty of waiting hauling jobs, and my original 7 dwarves are willing to haul.  However, the migrant ranger is perfectly willing to hunt.

Also, my carpenter among the original 7 dwarves refuse to either do carpentry or cut trees, even though he has both labors enabled.

Plus, when I try to construct anything, it only lets me make things out of logs and some tin bars, even though there's plenty of rocks available to use.  From other posts I've gotten the impression that sometimes if even one item of a certain type is forbidden that the dwarves won't touch any item of that type, but I've reclaimed every single item in the fortress, and they still won't go.

127
DF Suggestions / Import request screen: highlight preferred materials
« on: December 18, 2009, 06:45:55 pm »
When telling a trade liaison which items you'd like to import, it'd be nice if it would highlight material types (blocks of metal, stone, etc) which one of your dwarves have a preference for.  Even better if it would list which dwarves likle it and how much of it (if any) you have in stock.

128
DF Suggestions / Interface: list suspended constructions
« on: December 18, 2009, 06:21:55 pm »
It'd be nice if in Building List you could have it list only incomplete constructions which have their construction suspended. 

129
DF Suggestions / Announce workshop clutter
« on: December 18, 2009, 06:09:34 pm »
In my most recent game I found out only by accident that my stonecrafter's workshop was completely cluttered with finished goods, and I sometimes forget to turn on "Dwarves gather refuse from outside", leading to my outside butcher's shop becoming cluttered with bones.  It would be nice if it would be announced when a workshop's clutter-level increases,  so you'd know when there's a problem.

130
With a single magma glass workshop with both "Make Raw green glass" and "gather sand" set to repeat, my glassmaker would only periodically produce raw green glass, with large stretches of idleness in between.  When I turned off the repeated "gather sand" task from the magma glass shop (leaving the three normal ones which only exist to issue "gather sand" tasks) he started working continuously.  Note that he never canceled the task because he ran out of sand; the "Make Raw green glass/R" task was always there in the workshop whenever he was jobless.

131
DF Gameplay Questions / Weirdness with forbidden food stockpile
« on: December 15, 2009, 09:30:26 am »
This current game was the second time I got a dwarf with a strange mood, and the first one that required shell, which I had forgotten about.  Being very new to the game, it took me a while to get some turtles and put them in a food stockpile near a dining room.  However, none of the dwarves would eat them.  So I tried forbidding everything in that food stockpile (and other stockpiles nearby) except for the turtles.  However, as far as I could tell:

1) They kept eating out of the forbidden barrels.

2) They started taking the forbidden barrels out of the stockpile and moving them... somewhere.

3) After my dwarf went insane and I reclaimed the remaining food barrels, they started bringing back the removed barrels.

Was I misinterpreting something?  Was I doing it wrong?

(And it was the stonecrafter who was the source of all my exports.  *sigh)

132
DF Gameplay Questions / "Allow Init Embark Options to Show ... Always"
« on: December 13, 2009, 01:41:16 am »
When you have "Allow Init Embark Options to Show ... Always", how does that information show up? I have "Show Magma Pipes" set to Yes, and the site finder has Magma Pipe set to Yes, but I don't see anything different in the region chosen by the site finder.

133
DF Gameplay Questions / Lots of obsidian without magma?
« on: December 12, 2009, 07:47:00 pm »
After creating a world, I set the site finder to find a site with a magma vent/pipe, no underground river, no underground lake, no chasm and no bottomless pit.  Worked fine, but there was too much forest and not enough mountain.  I moved the fortress site over so there was more mountain and less forest, which also moved it closer towards a nearby volcano.  So far, I've dug out tons of obsidian, but I still haven't found any magma.  Could the magma have been under the forest located by the site finder?

134
DF Gameplay Questions / Building list: reducing clutter, naming things
« on: December 11, 2009, 12:54:04 am »
First, things like doors and tables are going into the Building List.  Is there any way to hide these items from the list?  Zooming to them and doing "hide" only prevents them from being shown on the map.

Second, is there a way to name the things which show up in the list?  "Zone" and "Wall" aren't that useful.  Placing a note on them doesn't do it.

Thanks in advance.

135
DF Suggestions / Link immigration to more than wealth
« on: December 09, 2009, 03:46:41 am »
So far as I understand, the number of immigrants you'll attract is related to your fortress wealth.  Thus if early in the game you create a few very valuable artifacts, or digging out rooms and/or exploratory mining produces lots of valuable stone, then you'll get more immigrants than you can handle.  The formula for how many immigrants you attract should also take into account things like:

* Yearly/seasonal production rates of food and booze.
* Size of food/booze stockpiles (or lack thereof).
* Number of rooms in the fortress.
* Total square-footage of rooms in the fortress.

Thus if you had a fortress with lots of wealth but very little in the way of food, booze and rooms you'd get very few immigrants, while a fortress with very little wealth but plenty of empty bedrooms and overflowing with food and booze would attract at least a few immigrants.

Pages: 1 ... 7 8 [9] 10