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Messages - greycat

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76
DF Gameplay Questions / Re: Workshop Hauling
« on: April 06, 2016, 07:19:55 am »
By modifying greycat's description you can sort stone:
- Set up the feeder stockpile to take all the kinds of stone of interest.
- Set up one track stop/route/mine cart for each kind of stone you're interested in and set up the routes to take only one kind (or group) of stone each, all taking from the common feeder stockpile. That way you can e.g. get Gabbro, Cobaldite, and Marble sent to the feeder stockpile and have each of these stone kinds sent to their own mine cart QS.

Or you could just set up 3 feeder stockpiles, one for each stone type, each feeding its own minecart and 1x1 QSP.  Both ways work.  The advantage of 3 separate feeder stockpiles is that they can be some distance away from each other, instead of all in the same place.

Personally, I don't use QSPs of either kind for non-ore stone.  I just draw a 5x5 "ring" stockpile around each stone-using workshop (mason, mechanic, etc.) with wheelbarrows in it, taking from anywhere, giving to its workshop.  But I do use QSPs for ore, down by the magma smelter(s).

77
DF Gameplay Questions / Re: Workshop Hauling
« on: April 05, 2016, 05:53:57 pm »
Create a dumping zone and then (d)esignate -> (b)ulk -> (d)ump the items you want. Always seems to be a high priority job for me.

Don't forget to (d)esignate -> (b)ulk -> (c)laim the items on the dump zone (they're automatically set as forbidden once dumped).

Don't worry about space, you can have as many items on a single dump tile as you want.
Quantums...ok.  In a quantum SP, is there a way to set up to make stone blocks from ONLY a particular stone?  Especially if it's mixed in with your quantum dump?

If you mean the old-style dumping quantum stockpiles, no.  Well, yes, you would control which items you mark for dumping.  But if you don't do that, if instead you just mass-dump an entire area with d-b-d, then no.

With minecart quantum stockpiles, absolutely yes.  They are the best thing ever.  You just set up a 2x2 (or slightly larger) stockpile, assign wheelbarrows, designate the stone types you want, and voila!  Now you have a 2x2 stockpile of one kind of stone.  When the minecart takes from there, and dumps into the 1x1 QSP, it'll only take that one kind of stone, because that's all there is.

78
DF Gameplay Questions / Re: A cuestion about Danger Rooms
« on: April 05, 2016, 04:03:32 pm »
If you mean the purple dwarf who is in between two fortifications, most likely it was a "dodged through fortifications" bug, as Patrik suggests.  Get him out by removing one of the fortifications, if it was constructed, or by digging a tunnel (either through the fortification, if it's carved from natural stone, or from the north or south), or by digging stairs up through the floor beneath and then constructing a down-staircase where the dwarf is.  At least, I think that last option is possible without moving the purple dwarf out of the way first....

Wait... are those fortifications, or smoothed walls?  Um....

79
DF Gameplay Questions / Re: Blunt Weapons
« on: April 05, 2016, 12:56:45 pm »
Artifacts can be made out of any material.  They're special.

As for how effective a gold hammer is... well, I think gold is softer but heavier than silver.  So, maybe a toss-up.  Others would be better suited to answer this part.

80
Right.  Well, I know that it might SEEM like you want to go meet the Queen, and do all that boring stuff you were talking about earlier, but I'm ninety percent certain that won't actually advance my goal of displacing my brother as the God of Worship in this place.  As a matter of fact, the Queen is like, the LAST person you want to go see for that, since she -

- is lactose intolerant.

81
DF Gameplay Questions / Re: King within the first year?
« on: April 03, 2016, 02:46:58 pm »
The quickest way to raise room value is to build a weapon trap in it, filled with high-quality trap components.  Steel would give incredibly high value, but even lesser materials will suffice, especially if you put all 10 possible items in the trap.  If you've got sand, you can churn out an unlimited number of high-quality glass serrated discs.  Ten of those will give you a royal room pretty easily.

82
Right now I have a tavern with a barkeep and a performer.

Having tavern workers serve drinks is actually unwise.  It leads to deaths.  But, y'know, if alcohol-related deaths are what you want then carry on.  I won't judge.

Quote
The tavern is designated from both the meeting hall AND a zone, which overlap perfectly. The tavern has a booze stockpile and a goblet stockpile,

A goblet stockpile is not what you want.  That would allow the dwarves to self-serve.  For tavern workers to serve drinks, you need a chest or coffer (which could also be a bag) built as furniture in the tavern.  Goblets should be stored in the chest.  If you also have an active goblet stockpile, that might cause problems.  I don't know if the two can coexist peacefully, without causing an infinite loop of goblet hauling between the two.

Quote
The tavern has three chests although only one of them is being used, and that one has instruments and goblets in it.

Well, that should work as far as I know.  What happens if you remove the goblet stockpile?

83
DF Gameplay Questions / Re: 42.06 Caravans
« on: April 01, 2016, 10:19:13 am »
    I upgraded to 42.06 yesterday and started a new fortress.  First two caravans got the "caravan arrived" notice but then...no caravan.  Even stranger...on the first one after some time passed I got the "caravan leaving" message...but no diplomat ever showed and the caravan never appeared at my depot.

    It has nothing to do with your fortress layout.  Caravans simply have a lot of bugs in the current version.
    Probably others; I stopped reading at that point.[/list][/list]

    84
    DF Gameplay Questions / Re: Running out of seeds in 42.06
    « on: March 31, 2016, 07:13:17 am »
    There's truly no need for farming since farming produces very low value cooking ingredients.

    Only if you stretch the definition of "need" a bit.  Your dwarves technically don't "need" booze, but it is considered essential in most fortresses.  For booze, you need plants.  For plants, you need to farm, gather or trade.

    Also, you are forgetting the high value of quarry bush leaves.  Ridiculously high.

    85
    DF Gameplay Questions / Re: Questions about military
    « on: March 30, 2016, 07:35:56 pm »
    1) The marksdwarf must have a crossbow, a quiver, and bolts.  In his actual inventory, not just green-checkmarked on the ammo allocation screen.
    2) The marksdwarf must be adjacent to the fortification unless he has very high skill.
    3) The marksdwarf must be able to see the goblin from his current position.

    86
    DF Dwarf Mode Discussion / Re: building a bridge crashes the game
    « on: March 30, 2016, 03:30:58 pm »
    the sapling trick worked - until i decided to build the bridge. after bg, size and material selection, the game crashed instantly.

    version 0.40.24.r5

    Version 0.42.02 has the changelog entry "Fixed crash from building constructions on tree leaves etc." which was supposed to fix bug 8719.  You are playing an older version which still has that bug.

    87
    DF Dwarf Mode Discussion / Re: Evil Goblin Embark
    « on: March 30, 2016, 02:19:50 pm »
    Toady has fixed goblin sieges now, so they are pretty keen to show up if you are within range

    For small values of "fixed".  They're slightly less broken than they were in 0.40 (see 9202, 9236).

    88
    DF Gameplay Questions / Re: Questions about military
    « on: March 29, 2016, 01:27:10 pm »
    On the wiki, it says that when a baron arrives I can appoint a champion

    Fixed.

    89
    DF Gameplay Questions / Re: How to move specific injured dwarves?
    « on: March 29, 2016, 01:20:59 pm »
    Setting up beds in a new hospital ought to result in the injured move by themselves or get hauled there as the old one is removed. I don't think adding a bed to a hospital will get those resting at a hospital floor off the ground

    Problem is, they were not Resting.  Therefore there won't be a "Recover wounded" job for anyone to do, and therefore nobody will get moved to a bed.

    If the hospital zone has no beds to begin with, I don't think patients will be taken there.  But I have to admit I've never set up a hospital without beds.  If you don't have a hospital, then the injured dwarves will be taken to their personal bedrooms, or to a dormitory if they don't have a personal room.  Of course all of that is predicated upon a dwarf realizing he is wounded, performing a "Resting" job, and therefore being eligible for transport.

    Dwarves not resting when injured falls somewhere under the umbrella of bug 309.

    90
    DF Announcements / Re: Dwarf Fortress 0.42.06 Released
    « on: March 28, 2016, 12:28:27 pm »
    Raven is in about 3 threads on marksdwarves in the DF Gameplay Questions forum.  Not sure why he felt a need to post here too.

    The main thread for Raven's marksdwarf issues seems to be this one.

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