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Messages - Farmerbob

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616
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 07, 2012, 12:35:11 am »
3.I have 10 crafters right now. It's a lot, but it's a good way of removing excess stone.
How do you keep up with producing bins to put everything in? I would plow through wood like crazy if I did that...Or can you make bins out of more than just wood?
Bins can also be made out of metal.
Although, in this case I think Prologue is not using bins at all.

Wouldn't not using bins clutter the floor just as much as the stone would? Or is that not the purpose for removing the excess stone?

Four possibilities off the top of my head.

1) Really Honking Big stockpiles make bins less necessary when your dwarves are still slow crafters, but eventually stops working well.
2) Two stockpiles.  One small one, one large one.  The small one is by the trade center, the large one is underneath an atom smasher.  Masterwork and Artifact goods go into the small one, everything else goes to the big one and every now and then trigger the smasher.  They should both be very close to the crafting center, or your dwarves will eat up huge amounts of time simply hauling mugs around.
3) Declare a garbage pile in the middle of a stockpile.  When the stockpile is full, remove the stockpile designation and immediately designate everything there as dump items.  Dwarves come and stack everything into one pile.  Re-designate stockpile & let it build again. Let items stay dumped until the caravans come, then undump them and tell the dwarves to take them to the traders.
4) Magma.  Works with most rock & other materials.  Anything that won't melt, sell to traders.

617
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 07, 2012, 12:19:25 am »
Would dwares react stupidly if I place my farmer's workshop outside of the pasture and try to milk the animals inside?
What'd happen if I try to milk and the only milked animals are roped animals?

As of the most recent version, I've never done it any other way than what you describe.  I never put any workshop outside, of any type, and never put workshops in pastures.  As for roped animals I'm not sure why you would rope them?  Are they guard cows? (not kidding, lol)

However, roped animals, as of the last version anyway, would simply be dehitched, dragged to the workshop, then milked.  Sometimes the animal gets away for a short while, but it's still assigned to the rope, so the dwarves will eventually find it and put it back where it belongs.  I used pastured in the current version, not ropes except for guard wardogs, so not sure what the reaction of a milker to a rope would be this version.

618
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 06, 2012, 06:55:22 am »
Food overproduction in one of my forts.   Any idea how long these stocks will last?

Spoiler (click to show/hide)

My guess would be it'd take around 15 years for 100 Dwarves to exhaust it :P

Trade with it.  Buy everything on every caravan, and give them meals in return.  Keep legendary meals in a separate stockpile, and only trade non-legendary meals - unless you start making so few non-legendary meals that you have to start trading them.

Set up your industry to process incoming metal items into useful stuff, and start atomsmashing anything else you make that's not legendary or artifact.

Right now dwarves do not actually do anything with clothing unless you create military uniforms.  I *think* that Toady is implementing economy again this update?  Not sure.

619
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 06, 2012, 06:39:43 am »
Lost a miner already  :-X

I guess the mine and run method doesn't work in magma!

two ways to possibly prevent loss of a good miner.

1) use an engraver and create a fortification, rather then mining through the wall.

2) dig a trench in front of the punch through spot, and bridge across the trench to give your dwarf a spot to work from.  Even a 1 tile wide trench will help a lot.

In both cases you should make sure the dwarf in question has something to do so they don't loiter.
1) Does magma take longer to go through a fortification than onto an empty tile? Otherwise what's the difference?

2) Does magma/water drop down from a bridge tile? Otherwise I don't understand what this means.

I'm surprised there doesn't seem to be a "working safely with magma" article on the wiki.

I never quite realised how few rocks are actually magma safe...

Oh BTW, is magma actually infinite? I ask because after breaking a few rocks the lava stopped being 7/7 everywhere and didn't seem to come back either.

Magma CAN be infinite, but it can also be in pools.  It's normally in pipes in my experience, but if you fiddle with world gen, there might be a way to create more pockets.

I carve fortifications for both water and lava channels for three reasons:

1) Fortifications keep building destroyers out.  Yes, they will swim through water or lava to get at your destructable floodgates & whatnot if they can survive in water/lava.

2) Seems to me that it does slow down the flow.  I may be mistaken, but I do not believe so.

3) Anyone can be an engraver - you don't have to risk a miner, or a mining pick.

As for the channel and bridge thing.  Here's what I mean:

Code: [Select]
LRRRRR
LRCCZRRR
LFB..........
LRCCZRRR
LRRRRR

L = Lava
R = Rock Wall
F = Fortification cut in wall
B = Bridge
C = Channel cut in floor
Z = stairs up from channel level in case dwarf dodges, falls in, and recovers
. = Floor

What happens here is that the lava will start spilling onto the bridge, but then has to spread left, right, and down to fill the area channeled.

I have heard of people simply using floor bars, rather than bridges.  I have never tried that, but if you have a metal industry, or get bars in trade that you don't mind using, you could try that.  Magma would fall straight through bars, and I'm pretty sure dwarves can walk on them.

620
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 04, 2012, 01:02:28 pm »
Lost a miner already  :-X

I guess the mine and run method doesn't work in magma!

two ways to possibly prevent loss of a good miner.

1) use an engraver and create a fortification, rather then mining through the wall.

2) dig a trench in front of the punch through spot, and bridge across the trench to give your dwarf a spot to work from.  Even a 1 tile wide trench will help a lot.

In both cases you should make sure the dwarf in question has something to do so they don't loiter.

621
Damn,it need WinXP SP 3.My version is SP2.
Oh well...

Windows Update.  Install everything that indicates it's "critical" or "security"

Backup anything important though - SP3 didn't play well with some machines at one point.  Not quite sure how legacy your machine might be.

622
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 03, 2012, 10:33:00 pm »
A siege was going poorly, but still winnable until a troll just smashed a floodgate and my fort instantly flooded from high-pressure magma.

My first indication was a steep FPS drop and a few seconds later
UristMcLava has bled to death x60   
as the lava took inside of two seconds to fill my enormous, 3z high dining hall.  I really lava this.  And I have dwarves trapped in the bedroom area behind a set of closed doors.

Heh - this is why I always protect my floodgates with constructed fortifications :)

623
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 03, 2012, 07:06:37 pm »
Can anybody point me to a guide for catching and using cave spiders? My cats always slaughter them before I get too many webs.

Keep the cats pastured.  The only purpose a cat has in the fort is to kill off vermin in the food supplies (and cheap meat if you want), not to enslave dwarves.  So keep cats pastured where you have you food stored and kill the extras off.  When they're pastured they don't roam around wherever they want, slowing down the framerate, and it keeps them killing the vermin that need to be killed.  I think perhaps pasturing them slows down their adoption of dwarves, so there may be the added benefit of them adopting less dorfs as butcher immunity.

If/when your fort becomes overrun with vermin, you can always set entrances to caves and outdoors as forbidden to animals, and release the cats from pasture for a little while to let them clean up, then re-pasture them.

624
Meph, if you haven't done so already, and if you have access to the appropriate parts of the code, can you do some cleanup on the structure and naming conventions of save games?

I suspect the naming convention is out of reach, but if you can actually create a sort and display that will always indicate what it really the most recent save, that would be great :)

625
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 02, 2012, 10:02:28 pm »
Is there a way to put chests in a barracks so the soldiers can put food and eat, without the food rotting? Should I just put a food stockpile in the barracks?

Also, re: equipment, I have a squad of 10 dwarves and I made 10 steel breastplates/helms etc for them. For some reason there's always roughly a full set in the stockpile, though. Why?

I assume the randomly missing items (but mostly intact uniforms) is just bugs?

I don't create militaries because they are simply too muh of a headache, but I have provided for militaries others have created in community forts.  Put a little dining room with a food and booze stockpile in it, and make good tables and chairs and fill it with statues and carvings etc.  Basically your military dwarves will go get the food and drink from there and pass through a small dining area with high value items in it which can improve their moods.  Add a mist generator if you expect your military to experience lots of pain and suffering, or if you expect to draft a lot of dwarves with very high civilian skills, or keep them on duty for extreme amounts of time.

626
But I need people to play it, otherwise how should I figure out how balanced it is ? ;) I can only play one testfort at a time...  if several people come by and say: Wow, everyone is sick, my smith is burning and all the kittens are dead, I know that is is overkill.

But I like the idea of work induced injuries. Is realistic, makes sense and keeps the doctors busy. Otherwise people who bunker themselves in, or use traps and magma to kill everything wont need a hosital at all.

Hrm, I resemble that remark.  :)

627
Looks handy.  I typically don't use mods or tilesets, but I'm marking this anyway to watch it, on the off chance I play again soon :)

628
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 02, 2012, 04:50:27 am »
Another set of noobish questions from me:

I've got oodles of vermin remains in my refuse stockpiles.  I see that there's an option to not collect vermin remains, and I'm pretty sure it's set to not collect the remains, but my stockpiles seem to keep filling up.

Anyway, how much do corpses like this affect FPS?  Should I try to destroy them?  I could atom smash them, but can I just dump them in magma instead?  I've never used a magma garbage disposal, do I have to dump into semi molten rock, or will regular magma do the job?

I split my refuse into useable refuse and unuseable refuse.  Unuseable refuse generates miasma if kept underground, so I store it in a refuse pile that is above ground.  I typically double it up as a pasture.  Useable refuse I store near a couple craftdwarf shops, and farmer's workshops so I can make the bolts and yarn and whatnot.

Refuse stored above ground rots away without miasma, BUT it also rots away faster too!

629
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 01, 2012, 08:44:34 pm »
Cool that helped.

Is there a safe way to breach a river or whatever? I know how to block it with levers/floodgates and whatnot, but not how to begin it. At the moment I'm just digging right into the river then running like hell.

Safest secure way to create access to a river that I've found.

1) Dig out the access to the river, except the last tile.
2) Build a stone wall near the end of the tunnel.
3) Cut fortifications in the stone wall, to allow water to pass
4) Place a floodgate next to the constructed fortifications (*edit* on the fortress side of the fortification)
5) Link the floodgate to a safe lever that you can later wall in.
6) Test the floodgate, then seal it.
7) Send dwarf out to the river's edge, channel out the last tile between the river and the tunnel.

When you are sure you are ready to allow water into your fortress, open the floodgate.

You could also build a pressure plate in a pond fed by the river, link the plate to the floodgate, and set it so that it would open the floodgate whenever the water gets low, I suppose.  Never tried that.  If you do, I'd suggest constructed fortifications around the lever, to keep crazy dwarves out.

630
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 01, 2012, 12:30:17 am »
Is there a way to safely pit caged enemies who escape easily?

I wanted to have a pit full of enemies that I can drop the odd savage beast into for my amusement, but everything escapes the moment I try to toss them in. I tried having the stockpile right next to the hatch-covered hole to no avail. I'd rather not use levers unless I have to due to the potential volume of critters being pitted.

Do do it reliably and safely, I think you will be stuck with mechanisms, but there's a better way than levers, I think

1) Water pressure plates linked to the cages.
2) Cistern of pressurized water with floodgate lever-controlled.
3) Pressure plates release the caged critters when water level gets to 7/7
4) One pressure plate also releases the set of multiple floodgates that allow the cages and the critters to get swept down 1 level into the combat pit.
5) Combat pit should be set to drain to map border, but blockable in case you decide to just kill off everything in the pit too (at least the things that can drown.

Water pressure is awful hard to resist, for pretty much anything.  Not sure about clowns and megabeasts.  Never attempted this myself.

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