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Messages - Rafe

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31
Hey wow, I always wondered what that was for. :D Thanks guys!

If you do try to assign all your dwarves to 1 burrow there is a particularly nasty bug that will likely screw up any and all hauling tasks eventually
http://www.bay12games.com/dwarves/mantisbt/view.php?id=600. If you fail to  manage to ensure that all your stockpiles don't potentially have targets outside the burrows you will get failed to stockpile spam and also you will eventually kill your fortress because vital hauling jobs will be ignored when the spam attempts to assert itself on dwarves over and over again.

I've had butcher shops adn bins full of rough gems sit for months withing a burrow along with their associated stockpiles despite having 15 idle dwarves.

Worst bug ever !!

32
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 07, 2012, 11:03:50 pm »
The game's still awesome even with a bunch of bugs - you get to learn your way around them pretty quickly, and the really game-breaking ones tend to get fixed early after they get broken. Tend to.

I think this bug and the burrow bug hitting me simultaneously really disheartened me.

The burrows bug, http://www.bay12games.com/dwarves/mantisbt/view.php?id=600, is not just bad because it spams you, i now realize that ANY items outside the burrows will create jobs that cannot be complete. This wouldn't be so bad if it was only spam but i notice that it actually results a termination of hauling jobs as impossible hauling jobs get assigned over and over and seem to have precidence over hauling jobs that can be complete.

I've had meat turn rancid in my butcher workshop because of this and gem bins sit ignored for months. This bug is so insideous because it destroys the ability to use burrows as long as you have a stockpile in them. I cannot resolve the issue without taking everybody out of the burrows as it's i have a rather large complex burrows that helps automation but eventually breaks down because of the bug. Ultimately it requires me to baby sit EVERYTHING and constantly pause to make sure those 5 idlers will eventually go back to work. I really just wanna play the game, not make sure the game will play so i can play it.

And for some reason this bug is declared as minor.

33
DF Gameplay Questions / Re: Selling captives troglodytes .
« on: July 07, 2012, 12:00:45 am »
When bringing a cage to the Trade Depot in order to trade it, any wild animals inside the cage will be freed. Tamed animals can be safely traded. Bug:4065

Holy fk another bug!!!!!!

First the Burrows stockpile item cancellation bug and now this..

I think i'm gonna have to give this game a rest until all these bugs are sorted. I just can't work around these damn bugs!!

34
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

35
is the still restricted to taking from somewhere, or the stockpile restricted to giving to somewhere that is not the still?

no other then a burrows overlapping my entire base

Also, have you set a number of barrels to be reserved in the placing stockpiles screen?

Not the fortress status one but the one you get by press p for the stockpiles command.

You mean by pressing the r and e keys to increase and decrease reserves just like c and v for bins? yes i MAX out reserve barrels for the drink stockpile. This is infact the problem i need to max it out to have barrels present but doing so forces empty barrels to stay.

36
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?

37
DF Gameplay Questions / Re: Military
« on: July 06, 2012, 05:53:05 pm »
Thanks, i havn't begun to mess with military yet but i'm starting to feel really good with burrows, barrels and stockpiles.

38
DF Gameplay Questions / Re: Military
« on: July 06, 2012, 05:41:20 pm »
YOu sir are in luck i just found this cornucopia of information. However i have not yet begun to attempt to understand this information

http://dwarffortresswiki.org/index.php/DF2012:Military

Please if you figure out how to equip dwarves in teh same squad with different weapons tell me.

39
DF Gameplay Questions / Re: Two issues I've seen in 34.11
« on: July 06, 2012, 04:52:03 pm »
the bug I really find annoying in 34.11 to the point that version is unplayable for me is the one with constructions, where a dwarf, say building a wall, will stand on the very tile the wall is to be built and will get a "creature occupying site" error, the worst is that it seems to be completely random, if at least it was predictable like when we used to avoid dwarves to get trapped by building a wall (and suspend it) where we didn't want them to stand...

Yeah this is hell. I'm trying to build a wall on top of a wall and i have to lay each individual block manually for all stacked portions of the wall.

Not to mention fish not migrating from off the map onto the map makes fisherdwarves or geoengineering projects to make fishing faster/safer kinda pointless to invest in.

As far as OP hauler's grabbing bins  that others happen to be working from forces me to stop playing the game and try to understand the source of the cancellation. I spend more time on pause verifying that i'm not going to have extensive moments of idleness.

One way i found , i think , around this is to basically make one large burrows that encompasses your ENTIRE base and assign ANY dwarf with hauling to it.. Then in the stockpiles that cause cancelations you cut them out of the burrows and only allow a few dwarfs access to this point by removing them from the main burrows, That way you will only get one or two dwarves managing or updating those piles rather then 80 which means it will be interrupted less frequently.

Beware if you try this there is another nasty bug that causes constant cannot find item spam. If you have this spam your likely including a stockpile in your burrows.

40
DF Gameplay Questions / Re: Male and female trogladites captured
« on: July 05, 2012, 10:41:51 pm »
Lol so anyway the story if anybody is interested i opened up this cave and naked mole dogs caused all sorts of chaos. I quickly sealed up the cave wall with blocks and was secure but it occurred to me why seal it up, lets get some bags and meat from this as i was getting swarmed with naked mole dogs. So i made a different tunnel and layered it with cage traps, about 4 of them. It was about a month or so but eventually a troglodyte got captured then another then another. I moved their cages outside but the rest of the tribe kept on streaming into my tunnel. One got snared and now the entire tribe is having some sort of bizarre vigil near the cage he's trapped it, or maybe they are trying to free him. I can't reload the traps because they are all stationary in this tiny tunnel.

I will probably make another tunnel and line it with six cage traps open it up and hope they stream in.

41
DF Gameplay Questions / Re: Male and female trogladites captured
« on: July 05, 2012, 09:38:20 pm »

this begs the question, you can't even transfer bins or barrels to the depot when the elves come or can you use bins but ONLY sell the items inside if you don't want to offend ?


42
DF Gameplay Questions / Re: Male and female trogladites captured
« on: July 05, 2012, 09:16:21 pm »
Piss then of?

Why that?

Elves are hypocrites. They worships nature and hate to see other races defile it by creating stuff with wood.

i2amroy just tried to set me up by offering elves a deal that would offend them. I guess the only way to sell them is to somehow transfer them to some form of metal cage because i can't release them.



43
DF Gameplay Questions / Re: Male and female trogladites captured
« on: July 05, 2012, 08:41:05 pm »
Sell them to the elves. It takes 10 years for a troglodyte to mature, so there isn't much point in breeding them.

will selling the elves items in wooden containers, in this case i used wooden cages to capture them be an issue?

Also do you sell the troglodyte or the actual cage with the troglodyte?

44
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.

45
DF Gameplay Questions / NOT ENOUGH AK-47's
« on: July 05, 2012, 04:31:03 pm »
Why is it African nations can militarize children effectively but dwarven colonies and outposts havn't developed this innovation yet?

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