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Messages - Mushroo

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211
According to the stock screen I have 13 plump helmets, but the miller says there are no millable unrotten plants. Also, I can't find the plump helmets on my plants stockpile (and all other piles should have plants disabled).

Are plants "in the field" counted as plants in the stock screen? If not, where are my plump helmets and why can't they be milled?

If so, is there any way to know how many plants are ready to be processed without counting barrel contents?

Plump helmets cannot be milled. You can: eat them raw, cook them into meals, or brew them into dwarven wine. (Note that eating raw and brewing produce a spawn/seed, while cooking into a meal destroys the spawn.)

Each plant has its own uses as detailed in the wiki: http://dwarffortresswiki.org/index.php/DF2012:Farming

For milling edible flour, your choices are: sweet pod, cave wheat, longland grass, whip vine. Of these; whip vine flour is the most valuable, and sweet pod sugar is inefficient compared with processing plant (barrel) at a farmers workshop into dwarven syrup (5 times the yield). Your quern/millstone workshop can also be used to produce a variety of plant-based dyes and/or rock nut paste for pressing into rock nut oil.

212
DF Gameplay Questions / Re: Something with the military
« on: October 25, 2012, 03:33:58 pm »
Oh they can get happy thoughts from the individual nice things in the dorm, so it is not a waste of effort. Put some lovely floodgates and caged animals scattered around. :)

213
DF Gameplay Questions / Re: Something with the military
« on: October 25, 2012, 10:43:39 am »
As mentioned above, a dormitory's primary benefit is not the good thoughts it creates, but the bad thoughts it prevents!

214
DF Dwarf Mode Discussion / Re: Ease of design
« on: October 24, 2012, 10:22:48 pm »
^--- That's a good layout for 11x11. Another good one is a workshop in the exact center, with 1-tile staircases surrounding this workshop in the tiles diagonal to each corner. Then you can build other workshops off the central workshop in a "cross" pattern. The stairs make it super-efficient to move between floors, in fact it is more efficient that building horizontally, I believe. Any extra space on the floor can be used for stockpiles or living spaces, I like to put at least 1 bed and table/chair on each floor so dorfs can take quick breaks from work for a nap or snack!

215
^--- definitely true, it is not necessary at all! It is just something fun that I kind of enjoy. Masterwork serrated disks are fun too, I went through that phase myself.

Just sitting down for another play session on the challenge fort. Rock nut soap production has begun, and the plan is to build a sleeping dormitory completely out of soap that hangs from the roof of the first cavern like a yellowjacket's nest.

216
Aha. Won't the dwarfs eat them before I can process them in that case? Or will they always prefer nicer meals (and if they really prefer the plants let em graze?)

I guess this requires having enough seeds as you get the seeds back on processing, but maybe a mature fortress has way too many seeds anyway?

Dwarfs will starve to death before they eat an unprocessed quarry bush. The only plants they can eat raw are plump helmets and berries.

The game has a cap of 200 seeds per type, therefore if you process hundreds of plants at once, you are essentially wasting the surplus seeds. Better to process 30 plants, get those seeds in the ground, then process another 30 plants when you need them, etc.

217
Seeds --[Plant]-> (Plot) --[Harvest]-> Plant --[Mill/Distill/Process]-> seeds + (flour/drinks/...)
If I set to repeat, and at some point they can't find a X to process, the job will cancel, no?
That's all correct.

So... if that is all correct, how do you avoid using the manager to set 30 jobs and get tons of cancellation messages? Or do you just assume that some stock will build up and give an [R] job to work away the stock, and check every so often? Or is a good farming operation flooded with plants so all will go alright? (and how do I achieve this?)

I'll try again tonight hopefully and post a save if I still can't get it to work, I'm probably missing something silly..

Correct, you let the plants build up and then use the manager (at least this is how I do it). For example 1 lavish meal needs 4 ingredients, so you can cue up 120 process plant (bag) jobs and 30 prepare lavish meal jobs.

It is much easier (in my opinion) to store food in plant form, and then process it as-needed, rather than to store food in processed form in case you need it.

218
DF Dwarf Mode Discussion / Re: Migrants - How do I stop them from coming?
« on: October 24, 2012, 01:23:42 pm »
Edit your /data/init/d_init.txt file and change [POPULATION_CAP:200] to your desired value. As you point out, the first 2 waves are hard-coded.

219
DF Gameplay Questions / Re: Something with the military
« on: October 24, 2012, 12:26:58 pm »
Yeah I never mess with individual bedrooms any more (except for nobles), just too much micro-management.

I get much better happiness results, for less effort, simply by putting a single quern, hatch, grate, cabinet, etc. in the dining room entrance. Then dwarfs who like those things get a happy thought every time the walk past, easy peasy! :)

220
DF Dwarf Mode Discussion / Re: Ease of design
« on: October 24, 2012, 12:19:31 pm »
Dang, you guys build huge fortresses! What are you doing with all that space LOL? :)

221
DF Dwarf Mode Discussion / Re: Ease of design
« on: October 24, 2012, 11:15:49 am »
^--- I love that you call 4,410 tiles (21*21*10) "minimalist"! :)

222
DF Gameplay Questions / Re: Making Beekeeping Work
« on: October 24, 2012, 09:29:22 am »
Did you try my advice and set 1/3 - 1/2 of your hives from "gather hive products" to "save for split"?

And yes, you must be patient, it will take approximately 1/2 year to get your first mead and 1 year until you are producing in any significant quantity. :)

223
DF Gameplay Questions / Re: Making Beekeeping Work
« on: October 24, 2012, 09:15:31 am »
Make sure you have only the 1 beekeeper, I haven't experienced that bug myself but I read about it somewhere.

224
Great advice! I agree whole-heartedly about recruiting only skilled fighter immigrants, not unskilled peasants!

225
DF Gameplay Questions / Re: Making Beekeeping Work
« on: October 24, 2012, 09:08:07 am »
Beekeeping actually isn't bugged at all. Did you know you can press 'g' on a hive to toggle "gather hive products" on/off? If you set a certain percentage (you'll have to experiment, I think it's about 1/3) of your hives to not gather products, then your beekeeper will split these into new hives instead of wandering the map to collect wild hives.

But you're crazy if you think you can base your fortress economy around beekeeping. You will struggle to produce enough booze for even 20 dwarfs using this method. Growing plants is at least 10x more efficient!

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