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Messages - Astramancer

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361
DF Gameplay Questions / Re: Idlers
« on: January 31, 2010, 01:02:22 pm »
It takes some effort to get all of your dwarves working, but once it's set up, it's going to be /R and forget.

Planting is the basis for several job chains.  You want to have large enough fields and awesome enough growers.  Planting gives you the clothing industry (pig tails + dimple dye = growing, harvesting, milling, threshing, dying, weaving, clothes making, clothes decorating), but it also gives you brewing and cooking (process to barrel, process to bag, milling, cook lavish meal).

If you have magma and sand, glass making gives you gather sand, make green glass gems, cut green glass gems, decorate with green glass gems.  This also gives you legendary glassmakers (for furniture and trap components), and legendary gem setters (to make really, really awesome stuff with all those cut gems you've been buying with your cinnabar mugs covered in broken glass).

You can also use those crafts to purchase metals from the merchants, to supplement your ore from mining.

362
DF Gameplay Questions / Re: Define Emergency Shelter
« on: January 31, 2010, 12:06:14 pm »
Once the next version comes out, you'll be able to use Burrows to do that.

For now, I suggest just building a wall all the way around your fishing operation with secure access (wall/tunnel) to your main fort.

363
DF Gameplay Questions / Re: Getting items out of a bin
« on: January 31, 2010, 10:33:54 am »
Have you tried just marking the bin for dumping?  To avoid potential problems with accidentally throwing your artifacts under an atom smasher or down a pit, just make a dump zone right next to the bin.

Dunno if it works, just a thought.

364
DF Suggestions / Re: Being able to build before having the required Item
« on: January 28, 2010, 08:54:21 pm »
In the stockpile menu (where you select what kind of stockpile you want) there's an entry for "reserved barrels" setting it to, say, 5, will mean that no matter how much food you have lying around, the dwarves will ignore the last five empty barrels and just stick the food on the ground.  Only tasks that specifically use barrels will use those reserved barrels (namely: brew drink, process to barrel, make dye shop).

As for your suggestion, I don't see anything wrong with designating without the materials, but when a dwarf comes to build it, and there's nothing to build with, it should suspend the task.  The manager should auto-unsuspend tasks as materials become available.  (or whatever else caused the task to be suspended in the first place - like wild sheep or 2/7 water)

365
DF Gameplay Questions / Re: Draining a pond
« on: January 26, 2010, 10:46:17 pm »
yeah, they'll do it one tile at a time.  Each time a damp wall is revealed, and it has a digging designation, the dwarves freak out and remove the designation, while telling you all about it.  If you're drilling a corridor or a room, I would suggest just doing one tile at a time in a straight line, then you can designate both sides of revealed damp tiles, dig them out without interruption, and repeat.

366
DF Suggestions / Re: Designate Stones for Destruction
« on: January 26, 2010, 09:05:26 pm »
I see nothing wrong with making a designation for "I don't want this to exist anymore" and there's no reason it should only apply to raw stones.  The only reason why I use atom smasher or quantum stockpiles is because I want room to store my stuff without having to haul stupid rocks everywhere or set up craftdwarves shops in the middle of the room and set crafts on repeat just to get rid of stone.

I support this suggestion.  Even if it's just a stop-gap measure to get rid of atom smashing and quantum stockpiling.

367
DF Gameplay Questions / Re: Seed hauling effeciency
« on: January 25, 2010, 09:24:20 pm »
Pretty much what they said.  Or forbid plump helmets from eating and just brew them so the seeds end up next to the farm plot anyway (your stills are next to the farm and main food stockpile, right?).

You can build up 200 seeds pretty fast with legendary farmers and brewing.  Once you have 200, you can either re-enable plump helmets for eating (as long as you're still brewing, most of the seeds will end up there).

Even with lavish meals, you'll still run across dwarves who get a hankering for Plump Helmets.  Maybe the like them, maybe they just crave variety (by eating a staple?), who knows - they're dwarves.  I always have quite a variety of foods (I try to grow everything that will grow in my biomes), and my dining halls are loaded with seeds and bones awaiting hauling.  I pretty much just ignore it, my dwarves don't seem to mind eating in a refuge heap.

368
DF Gameplay Questions / Re: Draining a pond
« on: January 25, 2010, 09:19:01 pm »
The only water that leaks through solid rock is AQUIFER - which will leak through walls and the ceiling.  So just make sure the damp is from a lake or stream, and not aquifer, otherwise you'll have a very flooded fort.

369
DF Suggestions / Re: Cannibalism
« on: January 25, 2010, 09:17:16 pm »
I must be thinking of PERSONAL_MATTER wrong then.  I thought it was up to the individual whether they did it or not, and that others would react based on their personal views, and thus some dwarves would be like "well, you did what you had to do" and some would be "wow, you're a friggin monster"

In any case, I'm pretty sure Urist McSnack's friends would find the whole thing quite horrifying, even if they found EAT_SAPIENT_KILL:DESPARATE acceptable.

370
DF Gameplay Questions / Re: So if I was going to do a surface town...
« on: January 24, 2010, 10:24:20 pm »
Siege weapons don't do diddly on top of roofs.  Even the catapult fires in a straight line across just the zlevel it's situated on.

And a ballista does need special ammo.  You make the ballista bolt head at the forge (I don't remember what it's under), and you use the siege workshop to mate the head to a log to make the bolt.

371
DF Gameplay Questions / Re: All trade liaisons are dead, what now?
« on: January 24, 2010, 03:21:23 pm »
I'm guessing he's making the Manhattan Project.

I like to take highly toxic stones (like pitchblende and cinnabar) and turn them into mugs which get decorated with glass, which I sell to elves.

372
DF Suggestions / Re: Cannibalism
« on: January 24, 2010, 03:14:10 pm »
so something like:

[EAT_SAPIENT_KILL:DESPERATE]

Where desperate would make basically be treated as PERSONAL_MATTER if they were reduced to hunting for vermin?

373
DF Dwarf Mode Discussion / Re: Reserving materials, etc
« on: January 23, 2010, 06:47:49 am »
You know, you're completely right.  I saw 'reserve' and immediately thought moody dwarf, re-reading carefully, it does appear I was wrong.  :/

So I'll just say "What he said" with the addendum that, to a dwarf, "closest" means "as the mole digs" not "path distance."

What this means is that a rock 2 zlevels straight down is closer than a rock 3 tiles over.  Despite the second rock having a path distance of 3 and the first rock having a path distance of 300.

One tactic that require less micromanagement is to have a stockpile that accepts what you want to be decorated next to the workshop (along with a stockpile for the appropriate kinds of gems).  Then install a lever operating the door to the workshop/stockpile area.  Change the profile of the lever so only the jeweler can pull it.  He walks in, pull the lever, locking him in, then you can encrust all you want without worrying random stuff that you don't want will be encrusted.  When you're done, pull the lever again, the door opens, and you can refresh the stockpiles.

Depending on your attention span, you may want to include a bed and a small food/drink stockpile, just in case you forget about your jeweler for a few years (learn from my mistakes!).

If you don't mind more micro, but still want to be absolutely sure that you only encrust what you want, you could put a hole in the roof of this sweatshop, dump in goods to be encrusted, gems to encrust with and food/drink.  Reclaim it and when you're done with the encrusting, dump the finished goods out a hole in the floor and reclaim it.  This way your poor jeweler cannot possibly encrust anything but what you want, and, bonus, he's protected from the hammerer (and any social interaction, and freedom, but what does a dwarf need with those?)

374
DF Dwarf Mode Discussion / Re: Reserving materials, etc
« on: January 23, 2010, 05:41:34 am »
gem setting is done specifically by gem type -- the jewelers workshop will have 'decorate with black diamonds' as well as 'decorate with green glass'.  So in this case it's as simple as just not decorating with your material of choice.

However, this does not guarantee that moody dwarves will pick your crazy-expensive gems.  A somewhat exploity trick is to forbid all materials but what you want your moody dwarves to use.  This can cause other production problems for the duration of the materials grab depending on what's being made at the time and what materials you had to forbid, and be sure to not forbid the stone that the moody dwarf's workshop is made from as he'll go crazy.  For this reason (and others), I prefer to build all workshops out of rock blocks, so when I'm forbidding stones from the zstocks menu I can't accidentally forbid workshops.

As for a more general method of reserving stuff for moody dwarves - some people like to make a small room with stockpiles for materials that moody dwarves like to use a lot that are somewhat rare (turtle shells on certain maps, giant cave spider silk cloth on certain maps, ect) that they forbid and reclaim if a moody dwarf needs it.  In this way, they don't lose a moody dwarf just because some random dwarf decided to make a giant cave spider silk bag back when you set bag-making on repeat a few hours ago.  You can also use this method combined with the 'forbid everything from the zstocks method' because then you only have a small area where all your good stuff is concentrated so you can just do a mass-reclaim on that one area.

375
DF Dwarf Mode Discussion / Re: Interesting land feature...
« on: January 22, 2010, 06:30:29 am »
Sometimes underground pools will be dry on embark - which means no mud, either.  It can happen to both exposed and truly underground pools.  It's better than if you get a magma pool that's dry on embark...

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