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Messages - Stormfeather

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286
DF Announcements / Re: Dwarf Fortress 0.34.11 Released
« on: June 04, 2012, 07:41:46 pm »
Whoah! Thanks Toady, I just happened to glance up top while I was reading other topics and was like ".11? Wait, what??"

Spiffy!

287
DF Gameplay Questions / Re: Beekeeping industry
« on: May 26, 2012, 02:22:56 pm »
First, the thing about collection I don't understand: Do the beekeepers continuously gather products from the Hive when the option is enabled, or must I constantly go in and manually make them gather the materials?

Now, the interface I am not sure about the options:

Install Colony to Hive/(Can't remember without it right in front of me)

Gather Products/Do not gather products

Is the Hive doing what the option says in the side bar, or does it begin doing that option after hitting it's key and changing what the option says in the task bar?
 For example, when it says "Do not gather products" in the side bar, is it not gathering products or is it actually gathering them?

Okay, first, as long as you have someone with beekeeping (under farming) active, they should automatically gather the products. Keep in mind though that you need jugs available for them to do it, not stone pots/barrels or anything, because they need the jugs to store the royal jelly in (and later press the honey).

Come to think of it, I'm not sure if they'll gather the items if they don't have a goods stockpile available, since that's where the honeycombs go. I'd imagine they do, and just drop the honeycombs there at the hives or something, but I'm not sure.

Second, the hives default to gathering the products. I forget what's actively displayed at that point, but if you don't mess with the settings, the dwarven beekeepers will be able to gather the products. I usually turn off gathering for about 1/3 of my hives, to let them split the swarms up and repopulate other hives.

Once you have the honeycombs gathered (and royal jelly), make sure you have a Screw Press set up, and use that to press the honeycombs. You get wax (usable for wax crafts) and a jug of honey out of that (and require a jug).

Edit: Oh, and I've never really seen a problem with cats and bees. Maybe cats kill a few of my bees now and then, but not enough apparently to make any real dent in their population.

288
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 26, 2012, 01:54:15 pm »
Thanks, I ended up abandoning though - I had an ambush right after, and couldn't appoint a military to go wipe them out or anything, and got tired of watching my dwarves run around endlessly and uselessly. I finally just abandoned.

289
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 26, 2012, 11:58:53 am »
So... my current fort just lost all but one dwarven child due to a siege, and subsequent dehydratings/going mad/etc. (Said dwarven child may have been saved due to the small blip in happiness given when he slaughtered another berserking dwarven child by smashing his fist through his brain. At age two. But I digress.)

Now though I've had my first migrant wave come in, and get settled in enough that they no longer have the flashing "X" over them. But my nobles screen remains blank, with no ability to appoint anyone (which means I can't form a militia to get rid of the last few stragglers that keep interrupting jobs, for instance.)

Will the noble ranks/ability to appoint them eventually come back for whatever reason, or am I pretty much doomed to scrub the fort and start anew?

E: Nevermind, seems to be a bug as reported in Mantis. Ugh. Guess it's time to abandon.

290
DF Gameplay Questions / Re: hammerer
« on: May 25, 2012, 05:33:42 pm »
Ah, hammerers. I've had a lot of pain trying to figure out how they work. :p

First off, I've noticed that criminals seem to get hammering sentences more, for more crimes. So I'd have pinned all those crimes on him at once, and hoped for a lot of hammerstrikes. That may or may not actually kill a vampire, but even if it doesn't, it might give him an infection that eventually sees him off, or end up with him basically permanently in the hospital.

Second, make sure you have chains/ropes built and marked for justice. A hammerer won't do his thing in a jail cell, the prisoner has to be attached to a justice chain/rope instead. (That still counts as jail time btw.)

Third, make sure you have a free hammer. The heavier the better, if you're going for lethality. Silver hammers are nice for it. Your hammerer will go pick it up when it's time to exec... I mean, punish the guilty, and then (I believe) drop it off again when he's done.

291
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 21, 2012, 10:34:20 pm »
Have you given offerings to your home civilization? You should be able to press (c) on the noble screen to see your status on becoming the capital, and offerings are one of the requirements. (And at that point, it's not so much an "option," just the king and his retinue will suddenly show up on your doorstep saying "oh hai, new capital, gimme good rooms kplzthx"

292
DF Announcements / Re: Dwarf Fortress 0.34.10 Released
« on: May 21, 2012, 09:35:05 am »
Thanks once again Toady! Time to gen up a new world, since I wasn't too attached to the previous fort...

293
DF Gameplay Questions / Re: Refuse help
« on: May 20, 2012, 09:23:55 am »
They *might* degenerate, but if so, they do it verrrry slowly. I also have indoor refuse piles for bones and such, and have ended up with them overflowing if I've had a few too many hunters so that my crafters can't get through all the bones in time.

294
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 20, 2012, 09:20:56 am »
Other than that... make sure that your stockpiles are accessible (you didn't accidentally remove ramps/stairs leading to them), and that they're not full of stone (I know some people hide it with... dfhack? Or something.)
(d)(b)(h) hides things IIRC. It's built into the vanilla interface right next to the mass forbid and unforbid controls.

Ah, right. I think I was thinking of a mod that automagically cleans rock/whatever up and destroys it.

295
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 19, 2012, 04:42:48 pm »
I have a slight problem with a few of my stockpiles (v .07). Dwarves wont restock them. I have about 200 logs sitting in my depot and my wood stockpiles is empty. I tried moving the stockpile, deconstructing the depot, etc. Same goes for my lignite stockpile. Lots of idle haulers. No current burrow orders. I'm puzzled.

Any chance you turned your hauling off for stone and wood in your (o)rders screen? it's pretty easy to do by accident. :/

Other than that... make sure that your stockpiles are accessible (you didn't accidentally remove ramps/stairs leading to them), and that they're not full of stone (I know some people hide it with... dfhack? Or something.)

296
DF Announcements / Re: Dwarf Fortress 0.34.09 Released
« on: May 18, 2012, 08:37:17 am »
Yay, thanks for the new release, the buckets-at-the-well thing was driving me nuts. Though from the sound of if, not sure if I should start playing this release, or wait... >_>

297
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 14, 2012, 01:15:28 pm »
And the ore is dug out (ie, you didn't just get the notification that you found it, because it's in the wall by where you dug?)

298
DF Announcements / Re: Dwarf Fortress 0.34.08 Released
« on: May 14, 2012, 09:31:14 am »
Hrm, so much for poor Xenoblade today. :p Thanks Toady! I've been looking forward to this. :)

299
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 12, 2012, 10:52:43 am »
You could also put the dwarves you want to keep alive in a military, then set an alert to confine the civilian dwarves to that burrow and activate it, while having the military dwarves elsewhere.

300
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 05, 2012, 05:01:47 pm »
Yeah, the tricky part though is when it's a fully wild animal, since you can only specify those to be trained while they're still in the cage (or like I said, MAYBE on a chain, I'm really not sure about that one one way or another.) Since otherwise any time a wild animal entered the map you could just tell your dwarves to go tame it. :p

That makes it tricky if you tame them to semi-wild, release them, and they convert, since they'll then avoid traps and you can no longer assign a trainer to tame them again. Not sure if there's any option at that point, but to kill them.

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