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Messages - Lytha

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241
Is there a way to automatically set tresholds of seed availability, so that my dwarves won't extinguish the seeds of a given plant when they start to run low? Or people just forbids to eat or cook the seeds, and they keep piling up forever?

Can the same be done with clothes? I have clother workshop now, but haven't bothered to produce clothes yet. How long will my starting clothes last?

And lastly, my Carpenter produced a few masterpieces. How can I see which one it is right after it's done and I get the message?
Seeds are not eaten or cooked by default. If you enable the cooking of them, they will all be used up by the cook after a while. If you don't, dwarves will collect 200 of any seed and store them in bags. Any further seeds above 200 won't clutter up your game, they just don't appear.

Clothes rot away after approximately 8 years. First, they turn into "x Trousers x" indicating that they are worn. Then they turn into "xx Trousers xx" indicating that they are in rag status. Then they are finally gone after a while. I would recommend caution with the clothing industry, given that dwarves claim clothes, but won't actually don them unless you use the military interface for it.

Immediately after the carpenter has created a masterpiece, it is in the carpenter's workshop. "t" over the workshop to check it out. After a few seconds, it's probably hauled away into your furniture stockpile. You can look at the items there with the "k" key. Also, you can use "z-Stocks, scrollscrollscroll, tab to expand view" to check out your furniture piles. Stars around the barrel (huge stars, not simply the multiplication symbol) identify masterpieces. In that z-Stocks list, you can then "v" view the item directly, or zoom to it and look at it as it sits in the stockpile.

This is all assuming that you know what your carpenter is currently producing. If he does a wild mixture of furniture, it may be a bit hard to find it in the z-Stocks menu.

242
DF Dwarf Mode Discussion / Re: Optimal livestock?
« on: April 18, 2011, 04:08:49 am »
I use a pair of blue peafowls, a pair of alpacas, a bunch of cats, and I modded those pesky unicorns to be [PET] and [TRAINABLE]. However, they do graze like lunatics, so I am hoping now for a male grizzly bear from the elves. They already provided me with a female one.

243
DF Dwarf Mode Discussion / Re: Kokebudib: A noobs fortress
« on: April 18, 2011, 04:04:16 am »
YES I got some Migra-


DANG IT! A SOAP MAKER AND TWO DYERS!
Every dwarf can be everything. If they arrive as legendary potash makers, just give them proper jobs instead. Sure, they start out as noobs, but dwarves learn fast.

Both miner/grower and woodcutter/grower are bad options, by the way. Since food is necessary for survival (plump helmets = booze), the farmer should do nothing but planting. You don't really want your only farmer run away for a year while you're hollowing out more of these huge rooms, do you?

244
DF Dwarf Mode Discussion / Re: What's your current fort name?
« on: April 18, 2011, 03:56:53 am »
"Liontown" is the name. The ground is called "The Palace of Apes".

Both are the result of the random name generator.

245
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 18, 2011, 03:50:33 am »
Yes, a biome border is involved in the failed cistern in z=96 (the one fed from the bottom level of the ocean.) However, that one's walls and floors were constructed before I filled it with water. Not really according to the "cisterns must be constructed" urban legend, but because I prefer the look of constructed rock walls around a cistern, when in sand and silty clay.

The miniature non-constructed "cistern" for proving that constructed walls and floors are not needed to get fresh water is of course a biome change. You won't find a natural wall of an ocean biome next to the ocean's surface.



Edit.

I just noticed that the little buggers all went for a bath at the saltwater well in the hospital in z=97. So, they do wash themselves in salt water. Since the fact that they went for 8 years without a bath made me feel so uneasy about the lack of fresh water, I guess the reason for the water cleaning experiment is now void.

However, I still want to know how to turn ocean water into fresh water, when working with it in the lower z-levels instead of above the surface of the ocean.

I also found the aquifer. He was hiding below some parts of the ocean, and it's a nice 5 or 6 z-level rock aquifer, too.

246
DF Dwarf Mode Discussion / Re: Why get water?
« on: April 17, 2011, 04:27:43 pm »
You can't have flooding accidents with booze. Enough said. :)

247
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 17, 2011, 03:59:07 pm »
Underground fresh water would be explainable in that the map generator tags an entire z-level (or z-level of a biome) at a time with the salty or fresh flags when it creates the terrain.
Yeah, and I think that it may be something like that.


... however... that little "cistern" in the screenshot in my previous posting is in a z-level that contains salty murky pools. Back to "makes no sense at all".


I really intend to drain the ocean some more z-levels, but I am sort of busy with my magma pump stack at the moment. I only got 124 z-levels to cover, and they must all be smoothed and perfected. Oh yeah.

I also still need to figure out an aesthetically pleasing way to drain the ocean down some z-levels, allowing access to it and having some sort of outlet for the flooding accidents AKA new towercap farms.

248
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 17, 2011, 01:02:04 pm »
Therefore, to construct a working cistern...

1. Dig out a room
2. Give it a constructed floor and constructed walls
3. Pump in water through a screw pump
Nope, you are mistaken. This is how I constructed the cistern from the bottom of the ocean near the other lower levels of the ocean. The result was salty water. Nothing did go wrong during the construction of the pump, there were no flooding accidents, and all the floors and walls were constructed.

On the other hand, I am quite confident that pumping into the z-level above the ocean's surface would result in clean water, without the hassle of having to construct a cistern.

I get the impression that everyone is spreading our urban myths here without apparently actually haven't done any constructions like this themselves.



Edit:

Just tried it. Ayup, no constructed walls necessary. What's more: The ocean waves did get into the little 2x2 room past the screwpump before my architect was finally done constructing it.

According to the "if salty water ever touches anything, the tile is poisoned for ever!" myth, this shouldn't be a water source now. However, it is.

Proof in the image in the spoiler:
Spoiler (click to show/hide)

249
By the way, how much time do I have before the goblin will attack me the first time?

Also, how much farm spaces (mushrooms) do I need to feed a single dwarf?
I have a fortress of 10 dwarves and 7 children. I use a 1x2 tile strawberry farm, a 1x2 tile whipvine farm. The whipvine covers both for booze and for meals. Also, I collect the shrubs from my (small = ~15x20 tiles) towercap farm regularly - that yields about 10 more plants per season. If you haven't got a towercap farm yet, you can also just harvest the shrubs on the surface, inside of your moated and fortified area. 

250
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 17, 2011, 06:32:15 am »
I have some experience with salt water, but I usually end up on a salty aquifer. In these cases, all you need to do is to hollow out a space in the z-level above the aquifer, poke a hole into that from above, install a screw pump, and your clean fresh water is ready to go. No constructed walls necessary at all.

Your explanation also can't explain why cavern water below an ocean is considered to be fresh instead of salty, so there must be something more to it than just the constructed walls.

251
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 16, 2011, 08:29:19 pm »
They are drinking booze! I've a stockpile of 30 booze per dwarf, which is restocked permanently.


But I had the sneaking suspicion that they might need a water source to wash themselves and that the well might not be enough for this. Also, I would find a well over fresh water sort of kinky in a beach embark. For my hospital, that is.


Anyway, I think it's a complete waste of time, but I'll drain some ocean water down a couple of z-levels and check out the saltiness of the result of another attempt. For !!science!!.

I need water downstairs anyway to flood the living quarters to create mist generators.

252
DF Dwarf Mode Discussion / Desalinazation... the eternal question
« on: April 16, 2011, 08:17:48 pm »
My dwarves selected a nice spot near another ocean, so the water is salty. The ocean is about 6 z-levels deep.

Well, since there is no aquifer, or since I was incapable to find it, I decided that the ocean would be my source of water for the plumbing. I pierced it with a fortification in its lowest level, depressurized it and filled a 7x7 room with constructed walls and constructed floors.

From there, I pumped the water one z-level up, into another 7x7 room with constructed walls and constructed floors.

The water does not touch any original surface anywhere. Even the pump sits on constructed floor tiles.

When I pierced my reservoir (the one filled with clean fresh pumped water... or so I thought) from above for the construction of a well, I found that the water was still salty. This room was of course still below the ocean's surface, so perhaps the z-level just "poisons" all of the water?


I then build a little reservoir up on the surface. It's feeding from a murky pool, and this water is desalinated completely and perfectly. This is above the ocean, of course.


I wonder now if it might be a total waste of time to drain some more water from the ocean, this time down a couple of z-levels, depressurize it, and have another go at the desalination. Because from my experience with oceans, the cavern water usually counts as non-salty, even if it's right below the ocean. This may be caused by the large vertical distance between the caverns and the ocean.


Before you suggest that I should use the cavern water... I don't have any on the map. There are just shrubs, moss, trees and spider webs.

253
That's probably because you accidentally selected this dog for being put into this pit. i-p is both for a pond and for a pit. Some people like to throw all their kittens into a 1x1 pit for some reasons. Select this activity zone and check out if some of your animals have a + marker infront of themselves. There could also be something looking like this [=]. That means that they are designated to be thrown down that hole. Just select these animals and press enter to remove that designation.

Don't forget to remove (i-x) or deactivate the pond zone as soon as you have enough mud. Else, some dwarves will be tied up with throwing more water down that hole, which might interrupt the farming process, cause a minor flooding accident and would be pointless over all.


@randyshipp: yes, but Noir wants to have farms on Gneiss and Mudstone. You still need irrigation and mud to farm on rock.

254
Your farms are in z=151. Go to z=150, dig a way to the area above your designated farming area. Channel out a floor tile on top of one of the rooms where you want to farm.

Make an activity zone over the channeled tile. i-p. "P" to change the settings. "f" for "is a pond, not full yet". Dwarves will now fill a bucket with water from your water zone (you may need to declare your murky pool as a water zone for this to work (i-w)), and pour water through the hole onto your farming ground.

This will create mud, allowing you to farm on the gneiss and other surfaces.

Now, I don't know how huge you made these farming rooms. A 10x10 room or bigger will take a while to be muddied completely. But you should already be able to create your first small farming plots quite quickly.


What's important is that you don't expose tiles to the light in this fashion, because then the farming plots become confused about whether they're aboveground or subterranean.

255
Please check the floor of these rooms by pressing "k" and moving the cursor to the room. If it says "sand", "silt", "peat", "clay", then it's soil and you should be able to plant your plump helmets there.

While you're loo"k"ing at the tiles, also tell us the rest that it says. I.e. "aboveground" or similar.

Quick way to check which seeds you actually got: press "z", then move to "kitchen". It tells the seeds at the top of the list of food items.


I can imagine some problems with subterranean/above ground mess up, but these scenarios depend a bit on how new you really are at this game, so I won't elaborate them yet. :)

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