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Messages - Malkyne

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16
Sorry I took so long to reply.  I wanted to try some of these suggestions, and some of them took a WHILE, because there was a lot of garbage on the ground causing build problems in that hallway (and because I was distracted by watching a 50-large Gobbo/Troll siege get torn to pieces by the ravenous dead -- I chose a pretty FUN embark).

Technique: House Calls
Credit: Tacomagic

Yes, you can still build a bed under a Dwarf.  Also, thankfully, hospital zones are not quite as buggy as they used to be, and you can now have more than one safely (it seems).  So, after a few false starts, I got a bed under my Dwarf, and designated a hospital zone.  After a lot of lollygagging on the part of my medical dwarves, this EVENTUALLY resulted in her being cleaned, sutured, and dressed, but NOT immobilized.  Rats!

Complication:  Interestingly, putting Sibrek in a bed made her more exposed to attackers from above.  They had only to stand on top of the door to attack her.  So, I had to post a guard on her at all times, while her medical care was going on.

Technique: Ma'am, You Can't Loiter Here
Credit: Merendel

Why, yes, indeed, a resting Dwarf IS unconscious.  After removing the bed and putting in a cage trap (this took a while, because some goomba left the soap on the floor), Sibrek was scooped right up into the cage.  I was then able to remove the cage trap, and wall up that unsafe hallway.  Once Sibrek was hauled down to my animal stockpile, I had her cage installed in the hospital, and attached to a lever.  Pull the lever, and Sibrek hopped RIGHT into a nearby hospital bed.  TOUCHDOWN!

Complication:  Sibrek's baby is now randomly crawling unattended around the Fort with a puppy --which is adorable, but dangerous.  I've fixed this in the past for jailed Dwarves by burrowing the baby with his mum, but I don't think the "seeking infant" task triggers while Resting, so there's not much of a point.

Also, unfortunately, I have no skilled bone doctors, and my neophyte bone doctors seem to have exactly zero interest in immobilizing Sibrek's stupid broken arm.  Incredibly, I have all the necessary ingredients for a cast, because I traded for some gypsum powder in year one.

Hilariously, there is one Trader who has been eking out a miserable existence on the surface for the ENTIRE YEAR that this has been going on, even with the Goblin-vs-zombie siege going on around him.  After a year of that, I just enabled a bunch of labors on him, and let him start building a shelter.  Incredibly, he was "quite content" until some other immigrants showed up and started dying all over the place.  It's too bad I can't send him back to the Mountainhomes, screaming, "FOR THE LOVE OF LIMUR GOLDENGILDS, NO MORE IMMIGRANTS!  They have more memorial slabs than beds!"

17
You could try collapsing the floor she's resting on, provided she isn't above anything really important.  She's unlikely to die of just a 1 or 2 Z fall, and it'd get her out of the way.

That's not a bad idea.  All I have underneath there is an abandoned dirt workshop room that has gone to seed.  However, a collapse would normally require channeling around her tile, and I don't think I can make that work.

For illustration:



I don't see how I can safely channel to Sibrek's right.

18
My dwarves are on an all-aquifer map.  They were invaded by undead in year two.  Their lives were harrowing and difficult.

Occasionally, a particularly hearty immigrant would figure out how to survive on the surface for a while.  She'd salvage food and liquor from destroyed wagons, and always run at the right moment, to evade the rampaging dead.

After my military was better trained and equipped, I would sometimes tear down the wall at the front gates of my Old Dirt Fort Above, where the dwarves lived, before they pierced the aquifer.  We would briefly open the doors, slaughter anything dead that came through, and then welcome these most mighty of all immigrants.

UNFORTUNATELY, during one of these Running of the Dead festivals, Sibrek Atiramud, Hammer Lord, daughter of two Hammer Lords, slayer of Fightculred the Zombie Dwarf, and Mother of TEN broke her dagblasted arm.  There, she dropped to the ground... right next to the doors, and began to REST, with her newborn baby in her arms.

No one recovered her to the hospital.

There she has stayed, in a cloud of miasma, as the Parts of the Dead rotted away around her -- too numerous for her kinsmen to remove in a timely manner.  Dwarves have come to feed her and give her water, but still nobody takes her to the hospital.

Now, we could just LEAVE her there, to heal... eventually... but, there's one small problem:

Due to an incident with a tree many years ago, there is a hole in the ceiling above the door that she is lying next to.  Occasionally, intruders fall through that hole, and enter the Fort.  The only way to secure that area is to wall it off.

However, while she is still lying there, we can't.

Does anyone have any suggestions as to how we might get her away from that door, so we can get that area locked down?  If she gets killed by some random rotting detached hand dropping through the ceiling, it's going to cause an incredibly destructive tantrum spiral involving multiple deadly Hammer Lords.

19
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 02, 2014, 06:54:26 pm »
OK, I think I see what's going on now.  When you first uncover your surface or a new cavern, all saplings/young are NEW.  That means that every single one of them will take the full maturation time to turn into full grown trees/mushrooms.  However, new saplings/young will continuously pop up (as long as you don't trample them).  So, recovery from your first cutting will always be PAINFULLY slow, but once your first generation of saplings/young mature, you should have a steady, continuous supply of new wood, after that.

20
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 01, 2014, 10:25:35 pm »
Before finishing my mud-room, I FINALLY had mushroom growth in my caverns.  I'm not sure how long it took, but it was on the scale of years.  Most of the growth took place in areas where there were three floors of space, but a few of them grew in areas with two floors of space.  There was no growth in areas with only one floor of space.  The number of mushrooms in the regrowth was slightly larger than the original population.


21
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 01, 2014, 04:05:16 pm »
Tried digging pits in a very deep soil embark.  Ran a control 9x9 of 1z, then another with 1z clear above and a third with 2z headroom to try and find needed height.  2 Years and no growth from any saplings :(

I'm going to try a 4-floor mud room, to see if I can get shrooms to grow in there.  If that doesn't work, well, I can keep trying taller.  My main dining hub is 40 levels deep, so I've got all kinds of head-room to play with.  It's just a pain in the butt to make an existing room taller, due to the challenges of safe channeling.

22
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 01, 2014, 08:08:27 am »
... If you caverns are too small, why don't you dig them bigger?
Quote

I was hoping to verify that this was the problem, before doing a lot of tedious channeling from above.  With a bajillion dead things dancing around on the surface, my framerate is pretty slow, at the moment, so it would take me a whiiiiiiiiiiiile to get all that rock moved.

Shrooms however shouldn't need to much space, they seem to go from 2 z levels to 4ish.

Sure, when you first find them.  They don't seem to regrow in the places where I originally found them, though.

23
DF Dwarf Mode Discussion / Re: Tree Regrowth
« on: August 01, 2014, 07:02:10 am »
I was invaded by 50 undead in year 2, and had to wall myself in, to survive the emergency.  It's now Mid-Autumn, year 5, and I am STILL walled in, frantically etching slabs to commemorate the idiot migrants who still occasionally show up (and are unfortunately sometimes the long-lost daughter/sister/cousin/niece of someone in my fort).

After three years, my surface trees are denser than they were when my wagon first arrived.  It is quite lush up there.  Now that I'm down to my last 24 logs, I'm regarding them enviously, and if I can get a few more metal armor pieces onto my Hammer Lords (charcoal uses wood!), I may try a suicide attack on the undead horde, just so I can regain access to the trees.

See, the problem is, none of my cavern wood has regrown at all.  The young 'shrooms just stay tiny for years on end.  I fear that my caverns may have too little headroom to regrow them.  What IS the minimum height needed to grow the big shroomies?

24
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 23, 2014, 05:44:36 am »
I've actually seen logs stuck in a tree now, it probably happens when you cut down one tree and the logs get stuck in a neighbouring tree. Cutting down that tree, can then result in injuries from the falling logs.

Yes, I had a whole lot of these on one of my maps.  BE SURE TO FORBID ANY LOG THAT IS UP A TREE, or you will be plagued with job cancellations, later on, when the dwarves repeatedly try to put that log in your wood stockpile.  ARRRRGH.

25
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 22, 2014, 08:30:08 pm »
I have theorized that saplings that are grow to a full tree size near another tree displace it and causes it to fall over, which causes the hole problem of dwarfs getting harmed and the like, but have yet to to watch this happen.

This has been my guess, as well -- that the sudden tree growth is causing trees to destroy other trees.  I even hilariously had a tree pop up all of a sudden and trap one of my dwarves on a peninsula in a lake.  Good grief!  Good thing I noticed in time to save him.

I've been playing whack-a-mole with saplings in my pastures, but I occasionally miss one, and it's driving me crazy.


26
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 22, 2014, 02:13:24 am »
Tree growth can be deadly to forts, since growing trees now pierce floors, undug tiles, stone, and pretty much anything else.  I have tower caps sticking up out of the ground.

Holy cow, I'm glad regrowth is fixed, but it may have been "fixed" a little TOO well.  I'm just trying to build a little wooden fort for my above-ground farm plots and pastures, and I can't finish my roof, because trees keep exploding up out of the pasture and destroying the roof.  I may need to give up on outdoor pasturing, this time!

Upon further experience with this map,  have only this to say:

Trees are the enemy.  Trees must be destroyed.  The Elves are nothing but mad cultists, enslaved by the trees.  BURN EVERYTHING TO ASH.

27
DF Dwarf Mode Discussion / Re: .40.02 Trees
« on: July 22, 2014, 12:48:58 am »
Tree growth can be deadly to forts, since growing trees now pierce floors, undug tiles, stone, and pretty much anything else.  I have tower caps sticking up out of the ground.

Holy cow, I'm glad regrowth is fixed, but it may have been "fixed" a little TOO well.  I'm just trying to build a little wooden fort for my above-ground farm plots and pastures, and I can't finish my roof, because trees keep exploding up out of the pasture and destroying the roof.  I may need to give up on outdoor pasturing, this time!

28
DF Gameplay Questions / Re: war dog training 'no creature'
« on: July 21, 2014, 05:06:06 pm »
There was an answer to it: pen the dogs in 1x1 animal pens. What happens is that the animal trainers are going to where the dogs were when the task was first set, instead of where the dogs were when the trainer got there.

This sounded like a great idea, but I'm having no luck with it.  I can watch my trainer march right up to the animal that needs training, and move directly onto that animal's square.  I have even sometimes seen her briefly free the animal from the pen, so that it moved off of it by one square.  Then, she complains that there is "no creature," about 9 times, and wanders off.  For me, this seems to happen for ALL trainable animals, regardless of origin.

29
DF General Discussion / Re: Vampire: The Quest for Pants
« on: March 21, 2013, 03:20:19 am »
You have to wonder why dwarven boots expose the toes. Do dwarves just like to feel the stale cave air on their feet that much? Do they rely on their toes to figure out what in front of them in the dark? Is there another reason?

Clearly, it's for the stone sense.

Well, the illustrious Vampiress Accountant, Ustuth Enshalkeskal Usennokor, has struck again.  This time, she slaughtered a child.  This will not stand!

I have decided that her punishment will be banishment.  She is to be walled up within a small barracks in the bowels of the fort, with her dog, and a hammer of quality.  There, she shall train alone, until she has achieved a respectable level of skill in her weapon.  At that point, she shall lift a pick, and strike the stone, breaching her way into the caverns.  There, she shall spend the rest of her days, among the Forgotten Beasts, where she belongs.

30
DF General Discussion / Vampire: The Quest for Pants
« on: March 17, 2013, 07:34:16 pm »
It was bound to happen.

I wasn't keeping up with the clothing needs of my fortress.  I knew it would come to a head, but I wasn't sure when.  My clothing pipeline was lackluster.  I had undyed cloth backed up into two stockpiles.  Something had to give.

My illustrious vampire book-keeper had been cooling her heels in the dungeon for a few years, now.  After being placed on careful burrow restrictions after six exsanguinations, she had, in a fit of desperation, finally drained someone in front of no less than THREE witnesses, in the great dining hall.  Well, this simply wouldn't stand.

When at last she was free from her chains, she dutifully returned to her desk, behind heavy lock and key.  The dwarves knew that she could not be trusted.

And then, she grew upset.

It wasn't the confinement that bothered her, oh no.  It wasn't the lack of contact with society.  It was her clothes.  Never keep a vampire from good clothes.

I carefully restructured her special burrow, so that she could reach the clothing stockpile.  But there was nothing to wear, but stuff as worn as hers, and oversized junk from invaders.  I frantically lit a fire under the clothiers, trying to get them to do their work, but as soon as they made anything, it was claimed by someone.  Some dwarves stashed their old clothes in their cabinets.  But, some of them put them in the clothing stockpile.  So, the clothing stockpile became this sad little flea-market, where dwarves traded their worn clothes for less-worn hand-me-downs.

And yet...

My legendary vampire managed to find just enough slightly-better hand-me-downs to avert a major vampire hissy fit.

And so, a vampire found her pants, and went back to her books, and my clothiers were given no vacation or sick-leave, because it would only be a matter of time before the dangerous vampire came forth, hunting for clothes again.

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