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Topics - 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 / 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?

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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.

5
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?

6
DF Gameplay Questions / RAISING Bridge disintegrates anything on it.
« on: January 28, 2015, 05:35:28 pm »
So i never played around with atom smashers. I had a few puppies playing next to a draw bridge when i opened it and suddenly i went from 5 puppies to 3. I did not lower the drawbridge, just raise it and they seemed to be on the joint of the bridge. They have been missing over a week now so i'm guessing raising a bridge will annihilate anything on it, even if it's on the fulcrum of the bridge.

7
What it basically says, still have some goods stuck on the platform and I'd rather not have to deconstruct the platform to get them back. I've gone though a  period where 15 of my dwarfs were idle so i figure if the things were going to move they would have at that point. As far as i'm concerned they are stuck

8
DF Gameplay Questions / Gathering efficiency.
« on: January 27, 2015, 04:58:15 pm »
Summer came and with it the fruiting of many peach and and almond trees. My Dwarfs are stumbling over all the food on the ground and i have them using step ladders to collect what they can but i have lines of peaches and cherries and stuff littered all over the ground. Is there some thing i can build that would allow the dwarfs to collect more than one item as they seem to only have a single peach in their inventory?

I was thinking of storing the step ladders closer to the trees
Also i was thinking of putting a dedicated stockpile right next to the trees as hauling that stuff into my kitchen is quite a trip.

Good, bad ideas?

9
So brewing option at the still is red, I have a barrel full of plump helmets and THEY WERE being used to generate booze, suddenly no more.

I'm not watching a cook grab a plump helmet walk it to the kitchen and use it to create a meal while the brewer ignores the same supply because "unrotten drink_Mat-producing plant empty food storage item"

No kitchen orders have been give.
No bizarre orders to restrict or take from or give to have been issues to stock piles anywhere in the cahin of production.
and yes i have a barrel full of plump helmets sitting right next to the still.

This is not my first rodeo with DF and i've probably brewed thousands of plump helmets in the past

Not sure how do deal with this

10
DF Gameplay Questions / More stockpile problems
« on: July 08, 2012, 07:04:00 pm »
1st problem is i have a large gem that is encrusted with gems sitting in my jeweler workshop. Even if i make a finsihed good stockpile that only allows "large gems" it will not take it. i can't seem to get it out of there.

2nd i have two finished goods stockpiles. 1 accepts from a craftdwarves workshop and gives to the jewler for encrusting, it only takes from links. The 2nd finished goods stockpile only accepts from the jewler and gives is not set, it only takes from links, that problem is dwarves are comming in and grabbing from the second stockpile and mixing it with the 1st meaning that all encrusted finsihed goods are mixed with non-encrusted finished goods. I dont' know how to prevent, utilization of burrows is not an option to resolve either issue.

11
DF Gameplay Questions / Selling captives troglodytes .
« on: July 06, 2012, 11:50:30 pm »
So traders are inbound so i went to my depot hit g to move items from stockpiles to depot scrolled down to pets and began to select troglodytes.
 
Unpause and the next thing i know my dwarves are RELEASING the troglodytes  into the open, not transporting them.  Ahh okay this does make sense i transported the contents of the cages not the cage and it's contents. Good thing i don't trust myself and save CONSTANTLY by backing up the region1 folder

So i can fix this i reload region 1 and alter what i'm doing. I go to my depot hit g to move items from stockpiles to depot scrolled down avoiding PETS and find CAGES, this should work right as i'm transporting cages right? WRONG. the Trogladytes are NOW running free.

I can't be 100% certain you can sell captive animals but i've heared it reference multiple times so i'm at a loss to understand why these cages are being opened. They are stored in stockpiles

12
I have a stockpile with drinks and periodically the dwarves empty them by drinking the contents. The problem is the barrels stay in this stockpile EMPTY and the brewer refuses to use them to brew new drinks. It's sorta a catch 22 because the drink stockpile has the barrel allowance set to the maximum plots, this allows barrels to be placed in the stockpile but once they are empty i cannot get rid of them because the stockpile demands a certain number of barrels.

Unless i micromanage the stockpile, resetting this allotment back and forth, i don't see a solution. Automation is the goal but i dont' see how i can get rid of the empty barrels and maintain teh benefit of a stockpile full of barrels?

13
DF Gameplay Questions / Male and female trogladites captured
« on: July 05, 2012, 07:52:26 pm »
Two horny cave-dwelling Troglodytes tried to F on a set of my cage traps and caught their asses snared. I was hoping for naked mole dogs who have been screwing up my miniing operations but got these things instead. What should i do with them?

I assume they are sentient and i can't butcher them.

14
So I posted about a week ago on an issue I had with my jeweler. His work was constantly being interrupting because haulers would come in and grab a bin full of rough gems and bring it into the depths where my miners where periodically uncovering gems. I could not control when the miners uncovered gems because they where mining through stone I had not seen yet.

Advice was given to make 1 additional rough gem stockpile that would feed into the 1st gem stockpile, the idea was that the second gem stockpile would take from the mines(or take from anywhere) while the 1st gem was linked to the second gem stockpile and couldn’t get from anywhere else. This didn’t work as workers would come in and grab the bins in the 1st gem stockpile that the jeweler was taking from and bringing over to the second gem stockpile which was interrupting any future orders the jeweler had.

It was then suggested to use burrows to limit access. This worked pretty good as I could assign everybody to a single burrows and then cut a tiny hole in the jewelers workshop that only the jeweler and another person had access to. The 2nd rough gem stockpile could be given access to anybody.

As I played with this more and more a problem emerged and to be honest I’m not even sure what this problem is other than to say I have a massive volume of stockpile cancellations. Typically “Dwarf cancels store item in stockpile: item inaccessible”
The J key Is a powerful tool to see what jobs are needed to be done and I have been using it constantly but for this problem it doesn’t seem to help because these particular stockpile cancellations don’t identify the item in question so you cannot trace why your having a failure. There is no way in the announcements (a) to see what these jobs are that are being cancelled so I’m at a loss to fix them.

I’m about to eliminate all my burrows to see if this is the cause as I’m sure it was, initially I thought it was stockpiles that where to small or not enough bags. I’m pretty sure I eliminated those possibilities.

I just really don’t understand, I have my entire base painted with 1 burrows except a tiny hole cut out for the jeweler and all these cancellations. My understanding is that individuals WOULD NOT TAKE jobs outside of the burrows, that is to say that a job WOULD NEVER COME INTO EXISTENCE if it existed outside of a burrows but I’m beginning to question that, still the burrows themselves are ubiquitous and yet all these cancellations.

The only other thing I can do is have a rough gem stockpile with NO bins and thus it will have to be a massive stockpile which just seems sloppy as fk  and I’de like to avoid that at all costs but I’m at a  loss to resolve or even identify why this massive volume of stockpile cancellations.

Anybody kjnow how to twist the a key to my will to extract more info out of it or have experience with burrows causing item cancellations? Could this possibly be a bug?

15
DF Gameplay Questions / Consolidation of items into one barrel
« on: July 01, 2012, 06:12:56 pm »
I'm not sure this is even possible but i'm having space issues. I have a still that is outputting all varieties of alcohol. For some odd reason i have two barrels sitting next to each other in one is Prickleberry wine [4], in the barrel next to it is Prickleberry wine[5]. I'de like some of these extra barrels back for other functions but more so i'de like to avoid whatever lead to this sorting method, IT'S TERRIBLE!

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