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Messages - khearn

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286
I dunno if it actually does anything, but there's a tag in creature_equipment (yeah, I know) set as [TRADE_CAPACITY:15000]. Decreasing that might solve, or at least lessen, the problem.
Had you bothered to read the bug report I linked to on the first page, you would have known that this is exactly what the problem is - back in 40d, it meant 15,000Γ, which was a reasonable amount of trade goods, but as of 0.31 it changed to 15,000 kilograms, which is obviously way more than it should be.

I'm confused about weight units. The wiki says:
Weight, or sometimes more correctly termed mass, is an item property, and is measured in the unit Γ, also sometimes known as urists, or more commonly as the kilogram, its equivalent real-life unit.

That kind of implies that an Γ is a kilogram. But what Quietust says implies that Γ is much smaller than a kilogram. So how much mass is an Γ?
 

287
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: January 14, 2016, 03:02:34 pm »
Yeah, I usually turn away and do other things once a load starts, expecting it will be done when I get back. Instead I get back and find the warning notice, and still have to wait for the rest of the load. It would be nice if the notice could come at the very start, or very end of the load. But I realize that dfhack may not be able to get that sort of timing, so some way to turn it off would be nice.

288
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 14, 2016, 02:58:46 pm »
Don't stick junk artifact weapon in your trapline, build it into a trap in the busiest hallway in your fort, so every dwarf gets good thoughts as they walk past it.

289
I love seeing all the dwarves in a new wave of migrants as soon as I do a read after they're announced and before they straggle onto the map. It's nice to not have to watch and wait for them all to arrive when I've got other stuff I need to pay attention to, and it's nice to be able to just start sorting them without waiting.

However, the animals that come with the wave don't show up in DT until they arrive on the map. I suspect this is just an oversight and will probably be pretty easy to fix, so I'm just letting you know. If it turns out to be a lot of effort, it's not a real high priority as far as I'm concerned.

Thanks again for all the work you've done on this, Splinterz.

290
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2016, 09:53:26 pm »
This is my first time embarking on a glacier. Wasn't too bad. I was rather unprepared for the yeti, but they haven't been as bad as I feared. An unarmed civilian can usually punch one enough to get it to pass out, but will exhaust himself punch its head once it's unconscious. But drafting someone who can grab a copper axe will do the trick. And an actual soldier with a bronze or steel weapon has no trouble against a yeti.

Having no wood or soil aboveground meant I had to send people into the caverns, and the cave crocs were worse than the yeti until I got a few soldiers training full time down there.

One interesting thing I just discovered it that you can sell chunks of ice to the elves (and presumably humans and dwarves). I'd like to see the look on their faces when they get home and the ice all melts.

"Hey! look at the bargain we got from those stupid dwarves! Just 3 coin each for these nice chunks of... er... water... that's leaking out of the grown cotton sacks on our mules..."

291
DF Dwarf Mode Discussion / Re: How can I tell if a site has iron?
« on: January 13, 2016, 09:23:51 pm »
I'm playing a glacier site they said it had no metals in the site finder, but it's got a few layers of chalk with small clusters of cassiterite. So if I import copper, I can make bronze in limited quantities. That, plus the iron/steel I can import is proving to be sufficient.

Surviving the Yetis that wandered in the first few seasons was kinda iffy. At one point I had 6 of my 7 dwarves up against one yeti. The Yeti was unconscious due to pain from a punch to the gut. The dwarves were all punching it in the head, but accomplishing nothing. They kept it up until they were passing out from over-exertion. I thought my fort was going to fall because they were too dumb to stop punching it in the head. But fortunately, I managed to get the remaining dwarf to go near a copper axe and drafted him, so he picked up the axe and joined the fight. A copper axe apparently won't decapitate a Yeti, at least not in unskilled hands, but it did open enough arteries to get the Yeti to bleed out.

Now, a year or so later, any Yeti than wanders down the entrance tunnel finds a trio of soldiers with steel weapons and bronze/copper armor waiting for it. Those fights don't last long at all.

292
DF Dwarf Mode Discussion / Re: How can I tell if a site has iron?
« on: January 13, 2016, 08:30:34 pm »
That's a perfectly reasonable way to get back into it.

293
DF Dwarf Mode Discussion / Re: water stockpile?
« on: January 13, 2016, 08:28:27 pm »
The trouble is, the bucket needs to be close to the dwarf when the dwarf decided to give water. When he takes the job, he'll head for the closest bucket to where he is when he takes the job, not the closest bucket to the well.

That's the way it works for most, if not all jobs that require an item. If your stonecrafter accepts a "make rock toys" job while halfway across the map from his workshop, which has a stockpile full of rocks next to it, he'll grab a rock where he is and slowly drag it all the way to his shop. But if he then does a second job at the workshop, he'll make use of that nearby stockpile. So stockpiles near the work site are a win for work sites that have a lot of repeated jobs.

Unfortunately, I don't think you get many repeats on giving water.

294
DF Dwarf Mode Discussion / Re: How can I tell if a site has iron?
« on: January 13, 2016, 08:05:02 pm »
Lastest dfhack alpha is at https://github.com/DFHack/dfhack/releases/tag/0.42.04-alpha2

It's working fine for me. I've had a couple of crashes while saving the game, but the saves seemed to be fine (and I was going to quit anyways).

But like Niddhoger says, you don't need iron ore. I actually prefer starts that don't have it, so I have to trade for it and appreciate what I get more.

295
DF Dwarf Mode Discussion / Re: water stockpile?
« on: January 13, 2016, 04:34:58 pm »
To get a pond filled quicker, designate multiple pond zones around the pond, and have plenty of buckets available. One dwarf will take a "fill pond" order per zone, so having multiple zones will get multiple dwarves in action.

296
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2016, 04:31:16 pm »
Station each squad in a different place and see is Onul ends up running back and forth.

BTW, what uniform is he wearing?

297
DF Dwarf Mode Discussion / Re: water stockpile?
« on: January 13, 2016, 02:59:27 pm »
I don't know of a way to set up a stockpile that only accepts buckets with water, but dwarves tend to leave water in a bucket when they're done with bringing water. So if you set up a bucket stockpile near the hospital, I'll bet it will end up with buckets containing water after a few give water tasks are done.

298
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2016, 02:56:54 pm »
Sounds like you have things under control.

I like the "United with tin" epitaph.

299
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 13, 2016, 02:29:05 pm »
You could always dig a tunnel next to the cavern and carve fortifications in the wall between the tunnel and the cavern, so marksdwarves can shoot through but the beast can't get to them. It might still be able to shoot webs through fortifications, though.

Forgotten beasts ignore traps. I think they can also break down doors, so don't rely on just doors stopping it. Either build a drawbridge and raise it, or else build a wall to block it off.

300
DF Dwarf Mode Discussion / Re: Necromancer Fortress
« on: January 13, 2016, 02:23:48 pm »
I was going to ask if you have a hospital designated. Maybe they were all waiting for someone to take her to a hospital. But it seems to have resolved itself.

Dead, in a hospital, either one is fine, back to work.

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