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Messages - greycat

Pages: 1 ... 5 6 [7] 8 9 ... 230
91
DF Gameplay Questions / Re: Artic Volcano embarks
« on: March 28, 2016, 12:18:41 pm »
I think it is just mountain and glacier that count as frozen.  There are a few plants (such as blueberries) that can grow on tundra, but not many.

Oh, wow.  That's... well, probably not new, but relatively new-ish.  Probably happened with the big plant addition of 0.40.01.

Code: [Select]
[PLANT:BLUEBERRY] vaccinium spp. (section Cyanococcus)
        [NAME:blueberry bush][NAME_PLURAL:blueberry bushes][ADJ:blueberry bush]
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
        [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
        [PICKED_TILE:58][PICKED_COLOR:2:0:1]
        [DRY][BIOME:ANY_TEMPERATE][BIOME:TUNDRA][BIOME:TAIGA]

Looks like... cranberries, bilberries and blueberries have it, along with various grasses.

92
DF Gameplay Questions / Re: How to move specific injured dwarves?
« on: March 28, 2016, 12:09:15 pm »
From the attack there were many injured dwarves. I hastily set up a hospital zone on the ground. The dwarves were immediately picked up and put in the zone.

However, many of them were stacked on top of each other. And after reading the attack logs I've found that there are bitten dwarves on top of the unbitten dwarves.

Build an area with individual rooms.  Zone a hospital over it.  Then deconstruct the beds that the injured dwarves are currently in.  If the dwarves are still resting from injuries, they should be moved to the new individual rooms, assuming no other hospital beds are available in the hastily-laid zone.

Once they're in individual rooms, you can wall them up or whatever.

93
I've assigned 30 bolts of bone as combat and training ammo

To the whole squad?  There's your problem.  Try assigning, like, 500 bolts to each squad.  Or more if you're assigning both Combat and Training bolts.

94
DF Gameplay Questions / Re: Scholars
« on: March 28, 2016, 11:54:08 am »
I don't think quires count as equipment.  What is the dwarf actually picking up?  Is he also in a military squad?  Does he have the Mining, Woodcutting or Hunting labor(s) enabled?

95
forging coins and melting immediately gives a 50% profit, while coin stacks split into one get 500% profit. Really time consuming to split, tho.

Edit: maybe 5000%?

It's 10% if you don't split the coin stack into individual coins.  And the only known way to split the stack is painful macro-based caravan trading.

Obviously it's up to the overseers to decide whether they want to do that, but I shouldn't expect it will be necessary.  You've got steel from trading, and copper on site.

96
But enough of that. Misty, go milk 4 more cows so that you can make a stack of 5 cheese in one job.

Will ordinary cow milk stack with Cowsea's milk?  I wouldn't care to try it.

97
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 28, 2016, 07:38:10 am »
I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.

Turns out the bindings in question are in a bin in a finished goods stockpile.

Is there some reason the dwarves can't access this particular bin?

It's possible that this is yet another bin-related bug.  More Science may be required.  (Most importantly, you need to rule out whether you made a mistake with stockpile settings, which is easy to do by accident, even for veteran players.)

Personally, I do not use all-inclusive finished goods stockpiles.  They cause too many problems.  All of your book-industry products will be better off just sitting in the workshops where they were made, until needed.

98
DF Gameplay Questions / Re: Is there a way to just get less Migrants?
« on: March 28, 2016, 07:33:04 am »
Do you change this in the raws?

It's in data/init/d_init.txt

Quote
If using LNP, if you save and then reload the game with a change in the pop cap does that work or is just the initial setup used?

The LNP launcher program just modifies files for you.  The files are read when Dwarf Fortress starts, so after changing the population caps, you have to save, exit and restart DF.

99
DF Gameplay Questions / Re: Artic Volcano embarks
« on: March 28, 2016, 07:28:59 am »
Mountains, Glaciers and Tundra are all considered "Frozen" biomes (or more technically, they are not considered "Not Frozen" biomes).  Even if you somehow create soil, you still won't be able to grow any above-ground crops there.

100
DF Community Games & Stories / Re: The Great Library
« on: March 25, 2016, 01:02:30 pm »
He means this bug.

101
DF Gameplay Questions / Re: Is there a way to just get less Migrants?
« on: March 25, 2016, 12:43:48 pm »
As far as I know, the only way to enforce small migrant waves is to micromanage the population cap every season.

102
DF Gameplay Questions / Re: Questions about farming
« on: March 25, 2016, 11:07:07 am »
If dwarves are denied their reading (etc.) they will slowly accumulate unmet needs and become unstable.  At least in theory.

103
I make 1Z wells all the time and have never had any problems with mud contamination.  I think the "all wells must be at least 2Z" dogma is a bit excessive.

104
DF Gameplay Questions / Re: Questions about farming
« on: March 25, 2016, 10:32:33 am »
Sorry I meant the number of plants brewers consume per season.

You'll have to do your own science to figure out how many ticks it takes per job at a given skill level, or whatever.  I don't think anybody has ever really timed it.  Dwarves don't work nonstop anyway.  Your brewer will eventually get distracted by a need to meditate or to read the new books you got, etc.  That will have much more of an impact on your booze output than his skill level.

Each brewing job takes one stack of plants, and one barrel or large pot, and produces 5n units of booze, where n was the size of the plant stack.

Nobody knows how many ticks the job actually takes.  Well, maybe quietust knows.  He knows everything....

105
DF Gameplay Questions / Re: Military Scheduling Woes
« on: March 25, 2016, 09:37:13 am »
To elaborate, I have two squads, a squad of 5 marksdwarves ("First Rangers") and a squad of 5 fighter dwarves with varying weapons ("The Infallible Towers").

I made a patrol route using 6 points in the cavern, then set my two squads to alternate patrolling: one squad will patrol for 3 months while the other squad trains for 3 months, then they switch. I set up a schedule to this effect, with 4 dwarves minimum on the patrol order and 10 minimum on training.

Err, what?  You have 14 dwarves' worth of orders within a single squad-month?  But a squad only has 10 dwarves (at most).  And yours have only 5.

The "x dwarves minimum" component of an order is used to give your squad members some non-military down time.  If you have a squad of 5 dwarves and you want 1 of them (at a time) to be a civilian and do civilian stuff, then you can set your order for "4 dwarves minimum".  That will make 4 dwarves become active military (solid smiley-faces) and the rest will become inactive civilians (hollow smiley-faces).

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