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Messages - Rafe

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16
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.

17
DF Gameplay Questions / Re: Fish migration
« on: January 28, 2015, 01:43:54 pm »
This used to be bugged http://dwarffortresswiki.org/index.php/DF2014:Fisherdwarf  Stocks of fish in the water is not renewable. Bug:2780 and may still be. Any infrastructure you build to facilitate safe fishing  will potentially be wasted.


I may be wrong but i'm nto sure how to interpret the bug tracker here. The wiki link says that the bug is acknowledged and nothing more however different people report the same bug separately and on related bug reports it seems to say that this bug is resolved.

The version history also seems to indicate it was fixed.
Quote
Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)
I'm guessing that fish are now essentially an unlimited food source : Made fish appear in many situation where they were erroneous missing (old forts will still be off, unfortunately)

18
DF Gameplay Questions / Re: How To Farm (versions 0.31.x through 0.40.x)
« on: January 28, 2015, 01:26:31 pm »
What about re-sizing a plot? Can i delete it and the contents of the plot will still grow and then i simply make a new plot with larger dimensions over the existing one and it will no disturb the growth of the plot?

19
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

20
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?

21
Well, empty barrels may very well sit around allocated to stockpiles. In that case they're already claimed and and not available (the dorfs will put solid food into the ones in the food stockpile, for instance).

I think this may have been it i cannot be sure, it seems to have sorted itself out.

Thanks

22
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

23
DF Gameplay Questions / Re: More stockpile problems
« on: July 08, 2012, 10:53:48 pm »

Thanks for the reply

1. another bug!!!
2. IF i remove the 2nd stockpile then my encrusted FGoods will mix with my non-encrusted and any additional encrust orders will potentially target already encrusted goods. This wouldn't be bad if theft wasn't an issue but i don't wanna put all my eggs in one basket, or all my gems on one good.

24
DF Gameplay Questions / Re: More stockpile problems
« on: July 08, 2012, 07:44:46 pm »
That finished goods pile is the problem. Since it's linked to the jewelers shop, no others can take from it.


Not sure i understand "that" do you mean the first or the second finished goods stockpile.

The problem isn't that goods are not being taken, the problem is they ARE being taken and mixed with other goods that are not encrusted and then placed back into the finished goods stockpile that gives to jewler and takes from craftdwarfs. This means items that are encrusted may be doubly or triply encrusted, id'e like control over this process

25
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.

26
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 02:17:34 am »
for the non-bin stockpile without item stacking in the same space(which i assume is how the minecart method works) i was thinking 7 to 10 max. More if i want to minimize labor to sort the gems from a bin into the the linked gem stockpile on the floor.

27
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 01:50:14 am »
It's not my minecart system.  And no, the stockpile needn't give to the workshop unless you're trying to control what else it uses (for example, you've got separate stockpiles for different kinds of furniture so you can tell the jeweller exactly what to encrust when).  Course if it does, you will need to have the kinds of gems in there that you want cut if you're going to cut them, yes.  Still not sure where you came up with that percentage number from or what it has to do with anything.

The % was arbitrary based on a potential scenario where some % of my rough gems are in stockpiles that are not linked directly to the jeweler while the remaining 20, which i made up, are in the pile with direct linkage "give to jeweler workshop".

I'm i'm using a minecart method then this probably changes everything but that example was trying to rationalize a stockpile with no bins, and automation.

28
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 01:31:40 am »


Quote
and if less then 20% of your gem stock is ready to be cut and therefore you will only have limited options to cut "c" from jeweler and thus this works inversly against automation in that now instead of micromanaging stockpiles you must perioridally return to your jeweler to assign cut jobs.

No idea what the heck you mean here, sorry.

What i mean is that in order to cut gems the stockpile that contains the gems must "give" to the jeweler. If i its' a small stockpile then i cannot issue that order with tonsa repeats. The option to cut or even embed doesn't present itself without the linkage to a stockpile with existing items, gems, furnature, or finished goods, on it.

If your minecart system works maybe that might be a good stand.

29
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 01:13:30 am »
If your workshops are suffering haulblocking you don't need to use burrows to fix that.  All you need is stockpiles which don't allow containers, either as your only stockpiles of those types, or as buffers between the workshop taking stuff and the haulers going out into the world to collect.

The problem with this solution is that stockpiles that don't use containers have to be large right? if i have a stockpile with a bin full fo ready to be cutt gems vs a stockpiles with gems layed about all over the floor that's additional labor to perform this item scattering. So the drawbacks are you need a massive space to scatter these items or you can have a small space but you just added a few more jobs every minute or so as a dwarf has to come up to the stockpile and spill more gems on the floor.

Also isn't there a problem in that this is the stockpile that must be linked to the jeweler and if less then 20% of your gem stock is ready to be cut and therefore you will only have limited options to cut "c" from jeweler and thus this works inversly against automation in that now instead of micromanaging stockpiles you must perioridally return to your jeweler to assign cut jobs.

30
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 08, 2012, 12:02:20 am »
Burrows are only used by one part of the game, they are 100% optional in that part, you can work around the problem, and it can't do any damage unless you choose to let it do so.  Why wouldn't it be called minor?  At worst it's a nuisance, and it's one which many (perhaps most) players will never contend with.

I suppose you could play and ignore burrows totally unless you have a civilian alert and need to consolidate your civies. Initially i started using burrows to prevent my jeweler from getting having rough gems lifted as this was interrupting his work entirely. This worked great but unbeknownst to me in the background hauling tasks where accumulating that where necessary but would eventually be ignored.

I found the burrows tremendously useful for streamlining automation or for keeping my dwarves out of caves which i now have to use locked doors for.

I see tremendous potential for them and it' kinda hard to go to a minimal burrow uses(for emergencies) when you experience their shortlived  benefits.

I was never able to find the offending stockpile anyway , i tried covering the surface with a burrow as well as all the transitional Y layers incase somebody wanted to pick up a rock on a step or a dead rat that got killed on a stairwell.

 :'(

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