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Messages - Uristocrat

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1021
DF Suggestions / Re: Allow "melt" on wooden objects
« on: June 30, 2010, 06:06:47 am »
I liked that idea and I would add something else:

Melting wood items for a fraction of coal (just like melting metal items);
"Melting" (grinding?) stone and glass into sand;
"Melting" everything else (cloth, bones, carcasses, etc) into ash.

This way, everything would be able to recycle. I would love to get rid of the infinite supply of trash from dead goblins into something useful.

Well, I think you can only actually turn certain stones into sand (at least, given that we're talking about the kinds of stone you could make into glass), but overall I agree with you and I like that idea.

Lord knows, I've often wished that I could simply burn all those damned, worthless XX Pig tail socks XX littering my fortress (and clothier's workshops...).  Hell, I wouldn't mind burning them for the sake of burning them, even without ash, but the idiot dwarves don't want to touch "owned" objects, even when the dwarf is dead, so I can't even throw them into magma.  True, you can bring the magma to *them* but that's quite a bit more... fun.

1022
DF Gameplay Questions / Re: Where's my masterpiece?
« on: June 30, 2010, 05:59:28 am »
Heya all!

Sorry for the epicnewb question, but I'm playing through TinyPirate's tutorial and my woodworker made a masterpiece!  ...but I have no idea how to find it.   :'(

Any help would be much appreciated!

It's probably still in the workshop, unless someone has moved it to a stockpile.  Do you happen to know what he was making?

If he was making beds, for example, you could try to build a bed, then expand the listing and look through them all to look for the one that's a masterpiece.  Note that this won't work until someone has hauled it to a stockpile.  If it's still in the workshop, you can use 't' to view items in workshops and look at the workshop where that guy was working.

Or someone could be in the process of hauling it, in which case you just want to wait for it to go into a stockpile.  I'm guessing you had your woodworker making beds, bins or barrels (at least, those are the only things *I* make from my valuable wood supply), so it'd go to a furniture stockpile.  If you don't have one of those yet, set one up somewhere.

And just FYI, if you do what I do and make furniture on 'repeat' (because you tend to need a lot of beds, etc.), furniture stockpiles may eventually become huge.  I make all my tables/chairs/etc. out of stone and I set the tasks to repeat so...  I've had multiple 100x100ish furniture stockpiles before... enough to hit the limit where I had to cover the area with multiple stockpile designations because the game wouldn't let me make single one any larger.

1023
DF Suggestions / Re: Allow "melt" on wooden objects
« on: June 29, 2010, 05:54:03 am »
I like the idea of turning kittens into charcoal even better.

That makes me wonder if a "kitten smelter" is even possible, or if workshops only take items, not creatures.

Hmm... I should go read the modding forum...

1024
DF Gameplay Questions / Re: 40d: Artifact Vaults
« on: June 27, 2010, 06:21:59 am »
Room with raising bridge as its only entrance.  When not storing/retrieving stuff, keep bridge closed.

I've got a cool room made up (skeletal titan and all).  Problem is getting folks to haul the damned things into it :(

Right now, there are a dozen or more crowns/scepters/leather underpants/idols sitting in several of the massive general storage areas and "take from stockpile" either isn't working the way I expect it to, or they're just too busy to listen to me...

Mostly, I'm worried that I don't understand how anything could be total-quality artifact but not base-quality artifact?  Does masterwork + masterwork promote an object or something?  I have a few such bits of clothing, I think...

1025
DF Gameplay Questions / Re: 40d: Artifact Vaults
« on: June 27, 2010, 05:21:29 am »
> Only the crafting ones are pointless.

Those are the ones I want to lock up, far from the prying kobold thieves.  Yes, my dogs (actually, wolves now) stop them, but some of the main stockpiles are too close to the entrance and traps don't stop thieves.  They're also full of useless artifacts.  What good is artifact leather underwear if no one wears it?  Ditto with all those crowns/scepters/idols.

The mechanisms are in weapon traps, as are the weapons.  The furniture is already in the Queen's room.  Some of the doors were put in central locations as a sort of Dwarven Prozac.

I'd at least like to lock up the useless stuff behind a massive floodgate and a skeletal titan to make folks think twice before stealing it.

1026
DF Suggestions / Re: Allow "melt" on wooden objects
« on: June 27, 2010, 05:07:55 am »
I like the idea of turning kittens into charcoal even better.

If magma roasted kittens (or goblins) produced charcoal, I would never go short.  The blinking deceased unit list might become seizure-inducing, though...

Heck, there are almost 100 goblins waiting for stripping/sorting/etc. that I have to dispose of, not counting the squad leaders I put on display (and a few who will go on display shortly).  I really have to find more efficient means of killing prisoners and melting down their stuff.  Maybe if I move to all-terrariums, I can just mass-melt their stuff and toss them into the vent, losing the green glass terrarium which is essentially free anyhow.  The hard part is knowing whether or not I've actually melted their stuff yet.

1027
DF Suggestions / Allow "melt" on wooden objects
« on: June 27, 2010, 03:05:14 am »
I wish you could "melt" wooden objects in a wood furnace to produce charcoal.

Currently, the best you can do is to drop wooden cages containing goblins (or kittens) into magma.  While fun, it doesn't give you any charcoal.

1028
DF Gameplay Questions / 40d: Artifact Vaults
« on: June 27, 2010, 03:00:51 am »
How do other folks set up their artifact vaults?  And do I need to set the stockpiles to accept base-quality "artifact" items, or total-quality "artifact" items?

I have this nifty place dug out in a fancy geometric design, smoothed, engraved, protected by a floodgate/lever, a skeletal titan in a cage, a dragon (my 3rd one; tamed & but missing the front left leg), several goblin squad leaders in cages (but stripped of possessions), and some tamed wolves all guarding the place.

But all I have in the stockpile is an empty bin, even though we have probably 30 artifacts total (granted, some are mechanisms/weapons which went into traps, but...), even though I told it to take from an existing stockpile with several artifacts in it and set it to accept all finished goods, weapons, ammo, furniture, etc. of artifact quality.

Maybe they're just too busy due to the 12k units of booze, 8k+ prepared meals, etc. that I need more barrels for, that 200x200ish storeroom I just mined out, or the ~80 new cage traps?  It'll probably take a while to process that huge magnetite cluster and those copper veins, too...  But I wish they'd put something into the storeroom, even if they've got a few thousand stone to dump :(

1029
DF Gameplay Questions / Re: Dwarfy or Profitable?
« on: June 07, 2010, 06:06:56 am »
My idea of "dwarfy" is to drop naked goblins into the magma vent while drinking booze.

To each their own...

1030
DF Gameplay Questions / Re: Quirky items of YOUR production
« on: June 07, 2010, 06:04:59 am »
Agegul, Daubcontrol, a Rope reed braies

This is a Rope reed braies.  All craftsdwarfship is of the highest quality.  It is encrusted with Heliodor.  It is made from Rope reed cloth.  The thread is emerald with Emerald dye.  This object menaces with spikes of Rope reed.

That's right, we have artifact underwear.  And it *menaces* with spikes of... cloth?  Somehow, I'm surprised they weren't made out of limestone.

Gusiloggez, The Copper Hole, a Highwood Barrel

This is a Prickle berry wine Barrel (Highwood) <#22>, All craftsdwarfship is of the highest quality.  It is encrusted with Marble, decorated with green glass and encircled with bands of Highwood and Limestone.  This object menaces with spikes of Tsavorite, Dendritic agate and Native silver.  On the item is an image of two whip vines in Yellow grossular.

Which is more notable mostly for containing no copper whatsoever, in spite of the name (and we have *tons* of copper, silver, and even some Bismuth, but not a speck of iron yet, except what the goblins bring us).

There's some other artifact (a coffer, I believe) which has a nice inscription depicting an elf devouring a dwarf.  I'm not sure I want to know what brought that on.  The only elf who has attacked us so far was in cahoots with the goblins, which doesn't give me much of a reason to trust the pointy-eared devils.  they've even got a leadership position in the parent dwarven civ, so I'm keeping the captured elf on display as a warning.  He's near our caged (and "tame") dragon, who we can't really trust after he ate one of our dogs on the way in.

That said, rivers are great.  Just construct a bridge over it (using constructed floors, not a true bridge object) and line that with cage traps, then put walls and doors on either side, so you can lock it if you want to.  Fun!

1031
DF Gameplay Questions / Diamondbanner lives!
« on: June 04, 2010, 05:20:25 am »
I could have, but there were too many, so I chanced it.

Fortunately, they did carve the fortifications in time, so the world now has a drain.  Someone should have clued Noah in about how to deal with endless rain.  I didn't realize that you could carve fortifications into the end of the map and create a gigantic drain during the winter...

Oh, and the magma forges are up.  One poor, recently-immigrated potash maker with tattered clothes and no real skills was a bit too slow to get out of the way once the fortification leading into the magma vent was carved.  He's still flashing, somewhere, on the unit screen.  The magma man was trapped and put in a zoo.  The raw recruit sent to investigate the cage-trap lined tunnel actually survived, too!  (Our kitten supply was deemed too valuable to risk). The original above-ground farms are a mess, though.  I've decided that they're effectively a water store/swimming pool now.

Current prospects are to figure out how to lure the four imps out of the vent and into the cages.  There's also an impressive bridge being built several levels above the top of the magma vent for... sightseeing purposes.  Maybe I'll make it out of green glass.  Have to talk to the architects.

Sadly, our bismuth-loving noble consort died.  I believe the official cause of death was listed as a "malfunctioning lever."  Then again, she refused to count the bismuth bars erected in her room towards the mandate.  Levers have been a problem recently, like when the bridge tipped over a human cart on its way out of the depot when the Tax Collector banned the export of iron items (and the caravan was carrying out a ton of iron goblin armor).  The Tax Collector decided to inspect that lever personally, only to die from yet another lever malfunction.  For some reason, the rest of the caravan refused to pick up the goods dropped on the floor when the first wagon was reduced to logs, but we saved them for the next caravan to pass.  The good news is that we no longer have to pay taxes.  Still, it's tragic, really.

We've had more success in expanding the fortress, though.  There are now underground tunnels that provide secure entrances for immigrants, who like to show up on the opposite side of the map from the main fortress for some reason.  They can admire the beautiful smooth obsidian roads on their way in.  And the bedroom floor is looking wonderful, housing almost two hundred dwarves, with a massive floor-spanning smoothing project going on.  Everyone owns a chest and cabinet now, too, though some of the nobles question this.  We've offered them some fine levers to play with as compensation.  Who doesn't like watching the pretty spikes go up and down?

The elves are also mad at us.  We accidentally tried to trade a single larch amulet by mistake (having gotten it from them to begin with for reasons that are no longer clear to us, given that no self-respecting dwarf would ever wear the thing).  They said that it wasn't "ethical" to make things from trees for some reason and stormed out, though they didn't seem to mind the dwarf bone crown one of the goblin leaders wore.  Maybe you have to sing the tree a song and cry before you cut it down?  Elves are weird like that.  Then an elven diplomat started getting all snooty about the trees before running off.  Now another diplomat is stalking our leader, who keeps making excuses not to meet with them.  Even when he had nothing else to do, he decided to go harvest some crops.  Then he went on break.  But he never bothered to meet with them.

I knew there was a reason I voted for that guy.

Hopefully the retracting bridge built for magma vent viewing will be available soon.  I'm sure that the elves will be in awe once they see our impressive engineering!  Maybe we could even find a way to get that elf who is a local leader of our parent Dwarven civilization to visit?  Then we can engage in traditional Dwarven sports, like dropping naked goblins into magma while drinking booze and admiring the levers.

1032
Given the slow speed of the flood and the way it seems to get worse in spring, I'm going to have to go with the theory of low water levels -> ice -> 7/7 water being the root of my problem.

With the complete lack of evaporation during rain/snow storms (which have still never ended) on any above-ground tile (interestingly, *underground* tiles still evaporate... I've been seeing this by trying to fix my above-ground farm), you get a water-creating cycle.  It's not enough to overflow existing ponds, sure, but cut the side out of something?  Yeah, that will flood.  My other problem is that it was able to spread out to a huge valley before I could fix it and it was on a high z-level.

Right now, I'm trying to channel out a drain with a pressure relief valve.  I just wish I hadn't created so many other smoothing tasks.  I really want the damn dwarves to hurry up and carve a fortification into the side of the map before spring comes...

1033
Okay, here's the save for anyone who wants it.  I don't think I've made any changes to anything, except having attempted to toggle weather on & off that time.  I think economy is off, too, so they don't spend their lives playing with coins.  I use the graphical version, too, if it matters.  Feel free to ask if there's anything else you need to know about this save:

http://dffd.wimbli.com/file.php?id=2429

1034
Well, I can't turn weather off when it stops raining because it has never stopped raining.  Ever.  We move to snowstorms in the winter, which don't seem to allow for evaporation.

I'm uploading the save now.  Never did get the confirmation emails, but I guess someone at DFFD activated my registration (thanks!).

1035
I'll try to upload it, but DFFD isn't sending me the registration email.

If I get it up and anyone wants to see, the flood is in the far bottom-left side of the map near the top.

And the elf leader of the goblins is caged with the rest near the central staircase several levels down, in case people wanted to see that more than the rain.  There's also a goblin master thief somewhere, a prison complex being built, a magma forge complex being set up (floodgates all linked up, just need to gather a few pretty rocks, wall off that mined-out vein, carve the fortification and run for it while trying to wall off the stairs), and the above-ground crops that I'm trying to dry out by roofing over them, then mining out the ice this winter.

But first, I have to get a registration code so I can upload it.  Hrm.

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