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Messages - lazygun

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I recently noticed my armoursmith and weaponsmith sharing a forge when I set "do now" for jobs to make a copper helm and copper bolts.

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 20, 2020, 06:00:48 pm »

I found a way to get specific seeds out of bags. without dumping them. In my current fort I tried using a pedestal and putting the seeds "on display". It works quite nicely and my dwarfs get good thoughts from completing the job. However unlike a dump order it only generates haul orders one at a time. Still that could be a plus.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 18, 2020, 10:33:56 am »
My immigrant-capped fort just had its first natural-born citizen. One more and the fort will be eligible for strange moods and werebeast attacks. Get to work on the entry hall traps, dwarfs! Right after the mandatory winter go-slow to let the citizens catch up on their praying and socialising.

The mother has no husband, no lover, no friends, only passing aquaintances. And the father is -- oh! it's Minkot! I spent the last eighteen months trying to cheer him up, unsuccessfully. A couple of months ago I gave up and exiled him. I thought it was for the best. So now the poor baby concieved during a one-night stand is being brought up by a single mother and might never even meet the father.

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DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 30, 2019, 12:45:28 pm »
Soldiers with equipment set to 'replace uniform' will drop all their civilian gear when they go on duty. This includes jewelry. This is good because after the ownership decays they can get a good thought by re-acquiring it. This is bad if they drop stuff outside the fort and then a troupe of rhesus macaques steals half a dozen masterwork earrings.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 07, 2019, 06:30:17 am »
New fort. I haven't moved my carpenter's workshop underground yet. First dwarven caravan arrived. I get a message "A kea has stolen a -apricot wood wheelbarrow-" I check the other keas on the map and I'm about to lose another two wheelbarows and three minecarts.


21
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 16, 2019, 07:56:22 pm »
My fort is suffering a sheepsplosion after I let the breeding population increase to around 40. I wanted wool for clothes, but now my dwarfs are still spinning when the seasons roll around and it's time to start shearing again. Further, my cloth stockpiles are now full of bins of sheep wool cloth. I ordered a cull of about half the adults. Now the butchers shop is stinking out the kitchens: all my dwarfs on only food hauling and refuse hauling are still not enough to cope.

Also, the fort had a puppy who apparently loved to jump onto the (inaccessible) top of the curtain wall and then fall 3 z-levels to the ground on the other side. Or something. I never saw it happen, just the "combat" reports when she hit the ground. She grew up and still carried on this habit until she smashed her paw to pulp. So I put her out of her misery.  :(

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 29, 2019, 07:33:56 am »
My population-capped 18 dwarf fort just had its jeweller inherit the position of count of a far, far away fortress. I've scrambled to dig and bling out a living suite. Just need a few more engravings in the tomb.

Also, Degel, we have PLENTY of tables, despite your complaining. If you decide to eat your meal in what will be the count's throne room that's your fault!

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 21, 2019, 12:50:18 pm »
In a hurry to set up a water source I set up a desalination pump next to the sea shore. Then while digging the cistern I encountered damp stone. Yes! I found the elusive aquifer! I'll install proper plumbing later to bring the water closer to the main fort, but for now I'll just designate a hospital zone right next to it.

24
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2019, 10:41:55 am »
The first caravan arrived at the same time as a group of beetle men, who frightened some of the merchants. Now the caravan dwarfs seem reluctant to trade because they are "still unloading". And since the fort is on an isolated volcanic island that means no trading at all until next autumn.

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DF Dwarf Mode Discussion / Re: Unwanted Water Stacks
« on: April 04, 2018, 10:09:37 am »
One way to deal with the problem: mark the water itself as forbidden then assign the buckets to be traded. Your dwarfs will pour out the water on the floor before carrying the bucket to the depot. After you 'claim' the forbidden water it'll probably generate a cleaning job. If trading with the elves, remember to un-assign any wooden buckets for trading before entering the trade screen.

You can forbid the water in the stocks screen, just check afterwards and ensure that any water in well-buckets is no longer forbidden.


26
DF Dwarf Mode Discussion / Re: Encrusting with clay gems
« on: March 26, 2018, 04:51:36 am »
You could define a burrow that includes the workshop, furniture stockpile and clay boulder stockpile, then set 'limit workshops to burrow'. I'm not sure which version introduced that setting but it's pretty handy. If there's no stockpile that accepts the cut clay gems, they will pile up in the workshop and still be permitted for use in encrusting. It will still work if you expand the burrow to include extra workshops.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 09, 2018, 08:40:38 pm »
The outpost of Valleycrafted claimed its first dwarven life today, when I rediscovered why it's a bad idea to de-construct the down-stairs at the top of a 26 z-level stack of stairs. Tip: first build a hatch or grate two levels below what you are de-constructing.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 08, 2018, 09:24:46 am »
New fort. I am too busy (breaching the aquifer, making trade goods, digging to magma) to make a proper underground depot. Come the first caravan and...
* Urist McHauler cancels Bring Item to Depot: Interrupted by vulture     x20
* Urist McBroker cancels Trade at Depot: Interrupted by vulture 

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 02, 2018, 09:13:52 am »
I just got into a war with a second goblin civilization that was previously 'no contact' after one of my dwarves was spotted stealing a codex.

The first goblin civilization has been getting its butt kicked by a local human civilization (also 'no contact' apparently) and no site has more than around 30 population. So roll on the FUN! Except, that'll just add more to my huge hauling backlog.

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DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 31, 2018, 06:19:38 pm »
A visiting scholar got mixed up in the basalt quarry outside my fort's walls (because I started building with basalt, ran out, and I hate mixing different stones) Now he is clinging to the side of a 3 z-level drop with no inclination to move. Well then, it must be time to channel away the clay loam he is clinging to.

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