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Messages - Rafe

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1
DF Gameplay Questions / Bolts and archery training conflicts
« on: February 09, 2015, 06:05:05 pm »
So i have found that trying to train early game with wood/bone bolts and equip for combat seems to create a conflict. Archers will simply not empty out their quivers that are full of copper bolts and load them with wooden ones to archery training.  I started a new game specifically to test the archery training and i DID get it to work but only after allowing copper bolts to be used in training and damn did they go fast.

It seems like it might be that crossbowmen will NOT empty their quivers and replace them with less valuable bolts and so get stuck if a quiver is full and ammo orders conflict. Anybody know a way around this, hopefully one that doens't require intense micro

2
DF Gameplay Questions / Butcher will not carve up mutilated animals
« on: February 09, 2015, 03:10:30 am »
Were*insert random here* attacked my fort but i had the ability to get my population into a deep burrow fast though tey took their time raising the bridges and the werething got in. It made it to my first pen and slaughtered 2 cats 2 dogs 2 pigs and left nothing but corpses, some designated mutilated others designated just as corpses.

My butcher however does not seem to want to touch these corpses and i could have sworn i was able to butcher corpses of animals i did not dispatch before.

Am i just not checking my settings right or is there something i'm missing. Nothing that was slaughtered by the were*randomgeneration* was sentient.

note: Also yes i have baby poults tethered to ropes around the perimeter of the map but it just wasn't good enough for early warning
I think i will have to increase the density.

3
DF Gameplay Questions / Re: Peach pits and other worthless seeds
« on: February 03, 2015, 07:28:30 pm »
Dump them right next to/on top of the trade depot and sell them to the elves. Not sure if you can sell seeds though.

Or put them into a coinstar, but that's even more exploity.

Yeah. After 2 years of harvest I had the traders come in the 7th month after the 2nd summer harvest and a sold a barrel full of worthless seeds for a value of  about 308. Tons of Lime, Carambola (star shaped fruits), and Papaya seeds. I just had to subject mself to the torture of the stockpile menu for seeds which is a nightmare, nothing is in alphabetical order - god i wish it was. It is critical to separate your viable seeds like plump helmet spawn , rock nuts from the bad worthless seeds so they dont' mix in bags. It seems once seeds mix within bags dwarfs won't remove them automatically

Anyway problem solved, fretting over a few single papaya seeds doesn't make sense and i can probably dump those and reclaim them in theory where they will end up back in the annual tree seed barrel.

4
DF Gameplay Questions / Manager orders and craft dwarf's wkshp conflicts
« on: February 02, 2015, 06:05:24 pm »
I have both a stone carver, for crafts, and a bone carver for shells and bone bolts. That's 2 dwarfs, i have 3 craft dwarf workshops. For some odd reason my bone carver stands around, not carving because all the orders in each of the workshops fill the cue with carve stone mug, toy, instrument. These originated from the manager screen which i input but i didn't expect there to be a output trade off in that if you want to utilize a stone carver's skill you must accept that your bone carver is just going to sit around doing nothing and vice versa. I tried using the P to manage the workshop in hopes of limiting the stone cutter's access to 1 shop that will be reserved to teh bone carver but that created a bizarre outcome where shells couldn't be found despite sitting in an adjacent stockpile

Do i just have to micromanage and continuously pause and reissue orders or build a football sized stadium interior filled with 15 or so craftdwarf workshops so order conflicts are overcome with teh sheer spatial size of the order cue caused by having tons of these spaces - god i hope not because that just is dumb?

5
DF Gameplay Questions / Strange mood in clothing shop
« on: February 01, 2015, 10:46:54 pm »
So i have a Dwarf that is sketching stacks of cloth in the mood and has taken over teh clotheir's shop but it doens't seeem like she's starting work on anything. Is it possible i need large volumes of cloth? I have marshalled all my dwarfs to produce as much as possible.

6
DF Gameplay Questions / Re: Should I start Masterwork?
« on: January 31, 2015, 08:24:00 pm »
Sounds imba as hell. Some of the things like planks from a saw mill sound interesting to give you more incentive to use wood for late game constructs but overlapping functionality and give you more pathways to get the same things makes other things irrelevant. Getting rocks from cave crab excretion seems way outta whack.

7
DF Gameplay Questions / Re: Should I start Masterwork?
« on: January 31, 2015, 01:34:24 pm »

Pets are different, you won't have access to dogs and cats at embark, but a host of more dwarfy, cavern type animals. I like to use leatherwing bats (you can shear them for endless leather, and they hunt vermin)

Wait a minute, there is only one reported case on earth i know of where a human grew back their skin http://www.telegraph.co.uk/news/worldnews/europe/sweden/6974596/Swedish-girl-grows-back-face-after-reaction-to-Paracetamol.html and still it's questionable how journalists with no medical background interpreted the information Dr's gave.

Did you mean butcher? I think you meant butcher otherwise burn victims everywhere will see a light at the end fo the tunnel for regenerative medicine.
Important new buildings: the wood splitting block, built from any block, lets you smooth logs and cut them into 4 planks. The researcher's study lets you research more advanced workshops. The brewery is an improved distillery.  Querns and powered millstones now serve different functions, querns mill plants, millstones crush harder things like bone into bonemeal (a flux!) and rock into sand. The screwpress presses oil from leaves, and more. Specialized workshops like the stonecrafters and woodcrafters work with blocks and planks instead of stone and logs, letting you make more with less. The sawmill takes a sawblade to build, and functions as an improved wood splitter. It also lets you cut farmed trees (trees grown in regular farm plots) and get the seeds from them.  The crucible lets you make steel and bronze more efficiently, among other things.

I have to admit some of this sounds really interesting as I always felt workshops were lacking in the game and the idea that grinding systems have more overlapping function and that wood can generate more efficient output as you tech up sounds cool.

8
You cant have the workshop feed a stockpile specifically?

Thanks to you i went back with a copy of my embark and focused on single task fishing industry for a third time rather than try to minmax 100 things while building/painstakingly planning a future dinning room. A lot has to be said in that this has freed up quite a bit of attention to learn the interface and watch individual dwarfs while others descend into misery because they don't have beds or tables. I finally started playing around with the orders menu - o key- and there was my solution. 

Quote
Most notably, dwarves will not dump items that are in a tile marked "Above Ground" unless you allow them to (o->r->o).

The moment i switched this bones began to fill my refuse pile. I guess not specifying that my fishery workshop was right next to the  stream i fish from was the problem. Glad that is solved.

Though i suppose this creates other problems in that if something is at the edge of the map and dies a dwarf will run out to retrieve it wasting time and exposing himself to hostiles.

9
DF Gameplay Questions / Re: Peach pits and other worthless seeds
« on: January 30, 2015, 01:14:38 am »
Yeah i was thinking this too. I don't want 10,000 peach pits sitting around anywhere on my map. Still the gameyness of building a massive dwarf sized nut-cracker to atomize them into dust is just not cool, wish there was some legit way without the reals of reality to dispose of them without inseminating the blood of Armok with the contaminant.

Apparently(NOT A FEATURE DWARF FORTRESS) you can make jelly out of peach pits http://www.savvyeat.com/peach-pit-jelly/ so they could have some realistic culinary applications.

Would be nice if you could feed these to avian livestock accelerate egg production.


10
OKay i started   a new world just to test the fishing industry. I only had my dwarfs fish. They were  accompanied by 1 cleaner(fishery) and 1 shell carver at a (craftdwarfs). What seems to be happening is that the fishery sequesters or hoards all the shells, it will not release shells. A craft dwarf working will take the shells from the fishery and immediately make crowns or earrings but no haulers will remove shells from the fishery into a dedicated stockpile.

I'm guessing this is a bug but it's certainly not fatal and you can always check your volume of shells in your stocks +e menu.

But yeah i got the stockpile to work once taking shells but i cannot replicate it anymore even in a fresh replay where i'm deliberately trying to focus on that part of the production chain only

11
DF Gameplay Questions / Re: Peach pits and other worthless seeds
« on: January 29, 2015, 10:23:05 pm »
They currently have no use, atom smash them.

prefer not to use exploits

12
Yeah i figured it out. The problem wasn't obvious. I had shells littered all over the trade depot that i couldn't remove. The problem is that, while the shells had a dedicated stockpile, shells do not stick nor do they fit into bins or barrels. So Yeah it was kinda counter-intuitive given that most stuff seems to have a container. In case your interested these are little bitty pond turtle shells.

13
DF Gameplay Questions / Re: Fish migration
« on: January 29, 2015, 06:36:10 pm »
Yeah i depleted a local pond and the fishermen then went to a nearby stream to fish. The next season the local pond was abundant with fish again.

It seems like fishing is a tremendous boon to the food industry not to mention shells.

14
DF Gameplay Questions / Peach pits and other worthless seeds
« on: January 29, 2015, 06:07:26 pm »
Benefited tremendously from a natural orchid of peach trees but i'm now overflowing on peach pits. I can't seem to find a use for them, is there one? Can i dump these in a refuse pile and will that result in them disintegrating after some time?

15
DF Gameplay Questions / Re: RAISING Bridge disintegrates anything on it.
« on: January 28, 2015, 06:47:41 pm »
The tiles of the bridge that turn into wall crush everything that stands upon them when the bridge raises. Only items/creatures on the other tiles will be thrown.

I JUST KILLED PUPPIES. I had their mother tied to a rope at the entrance so no skulking vermin could infiltrate my 2ndary entrance which granted access to my orchid during harvest months. The puppies were playing next to their mother as carefree puppies do. I closed the bridge during winter for security reasons assuming atom smashers work in the opposite direction and i obliterated 2 puppies. :'( :'( :'(  I hate myself

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