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Messages - randyshipp

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76
DF Dwarf Mode Discussion / Re: Reusing cages
« on: April 23, 2011, 04:01:10 pm »
No, .25.  I'll try checking refuse orders (they are above ground) and if that fails, I'll try building them first, though that seems silly, i.e. it ought not take that many (undocumented) steps to do this. :-)

77
DF Dwarf Mode Discussion / Re: He died a hero
« on: April 23, 2011, 03:11:34 pm »
We'd pour out a pint of ale for the stumpy little bugger, but that'd be wasting good ale.  How about we get pissed and sing a song about him instead?  To Atir, Legless Hero of Diamondrelic!

78
DF Dwarf Mode Discussion / Re: Kennel problems
« on: April 23, 2011, 03:09:02 pm »
Nothing's ever simple, is it?  I go select my militia commander to give him a bad ass pet for his months of exemplary service training my dorfs.  Uh, yeah, there are 7 war animals available.  And since there's no way to select a specific one, nor any way to unassign a war animal after assigning it, it's pretty much a crap shoot who's going to get the bear.  That sucks.

79
DF Dwarf Mode Discussion / Re: Reusing cages
« on: April 23, 2011, 03:06:31 pm »
OK, here's something weird.  There are a few seeds inside a few of them.  Besides being a little weirded out not know how the hell those got in there, I'm also concerned that this is keeping them from being used to re-arm my cage traps.  How can I clean them out?
When you tame an animal, the trainer brings a bit of food to the cage and uses it to tame the animal. If that bit of food is a plant, it leaves behind a seed, just like most other uses of plants, and the seed is dropped inside the cage.

To remove the seeds from the cages, designate the seed for dumping (you can do this by the same method used to disarm prisoners), or construct the cage as a cage building (b-j), link a lever to the cage, and pull the lever. Once the cages are empty, they'll be usable for cage traps again.

Sigh, this is wearing on me.  I found something in the 40d wiki about disarming prisoners.  This is what I did. 

- I have all the cages in an Animal stockpile right in the middle of my camp.
- I did {d}{b}{d} on the entire stockpile to designate it all for dumping.
- I created a garbage dump zone right next to the Animal stockpile.
- I used {k} to look at each square, then used {d} to turn off dumping for the cage only.  I hit {Enter} on each one to verify that the seeds inside are still set for dumping.

And nothing.  Nobody's moving at all to dump the stuff.  Thoughts?

80
DF Dwarf Mode Discussion / Re: Kennel problems
« on: April 23, 2011, 03:02:52 pm »
I have the solution, it does not have anything to do with the RAW files. Just remove the animal you want to train from the Pen/Pesture zone, and it should be trainable, worked for me :)

Woot!  Newbies helping newbies for the win!  This was perfect.  Thanks very much.  I now have a sweet War Bear. 

Better to assign him to a marksdwarf or an infantrydwarf, I wonder?

81
DF Dwarf Mode Discussion / Re: Kennel problems
« on: April 23, 2011, 02:59:33 pm »
He's pastured.  I'll try removing him from that.

82
DF Dwarf Mode Discussion / Re: Kennel problems
« on: April 23, 2011, 02:28:42 pm »
The wiki claims that in .25 grizzly bears can be trained as war bears at a kennel.  I just bought a caged grizzly from some pointy-eared types which they say is tame.  But Train War Animal at the kennel came up empty. 

Can someone link to a primer on checking/editing the raws, or is there another explanation than [TRAINABLE:???]?

83
DF Dwarf Mode Discussion / Re: Wow, I've really hit a wall
« on: April 22, 2011, 10:39:25 pm »
Can those settings be changed AFTER embark?  In other words, if I edit d_init.txt now, will it change the rules in mid-game?  Thanks.

84
DF Dwarf Mode Discussion / Re: Reusing cages
« on: April 22, 2011, 05:20:06 pm »
OK, here's something weird.  There are a few seeds inside a few of them.  Besides being a little weirded out not know how the hell those got in there, I'm also concerned that this is keeping them from being used to re-arm my cage traps.  How can I clean them out?

85
DF Dwarf Mode Discussion / Re: Wow, I've really hit a wall
« on: April 22, 2011, 05:18:52 pm »
I think it was a skill limitation on the forge.  I still haven't seen anyone start working there, but I think I will.  I'll scream again if not. ;-)

86
DF Dwarf Mode Discussion / Re: Reusing cages
« on: April 22, 2011, 05:00:01 pm »
But at this point there's nothing in the cages.  Would an animal stockpile still be the thing?

87
DF Dwarf Mode Discussion / Re: Wow, I've really hit a wall
« on: April 22, 2011, 04:59:28 pm »
Or might you have put any restrictions on your workshops?

Umm.  I have a nagging feeling I should check that.  :-/  Thanks.

88
DF Dwarf Mode Discussion / Wow, I've really hit a wall
« on: April 22, 2011, 04:32:51 pm »
Everything was going pretty well, but now I've hit a VERY frustrating wall where things have basically stopped working well and I have NO idea why.  My last set of migrants bumped me up to 74 dwarfs, so I understand there'll probably be a fair number of idlers.  But what's amazing and maddening is that I have so many idle workshops now.  I've been unable to coax a metalsmith (to make a cage) or a weaponsmith (to make crossbows) into my metalworking forge for what seems like almost a year.  I have legendary craftsmen who now sit in the dining area -- or in a random, non-bed square in their bedrooms -- for hours it seems like with No Job.  I use Therapist.  I'm looking at a guy with only two labors enabled, period: Weaponsmithing and Furnace Operating.  There are copper bars in my stock.  There are charcoal bars.  There's a forge with four Forge Copper Crossbow jobs queued up.  And he sits there in the dining room.  Not eating.  Not drinking.  Not attending a party.  Just sitting.  He's happy.  I'm not.

Any idea what I could have done to so fuck up my fort in the space of an afternoon?  I like a challenge, but not one that just feels like a malfunction with no clues how to troubleshoot it.

89
DF Dwarf Mode Discussion / Reusing cages
« on: April 22, 2011, 04:16:41 pm »
I've searched the forum and read all the wiki stuff I could find on cages and cage traps, but I didn't find the answer.  I placed a number of cage traps around, mainly to control the wild animals (yaks and mountain goats, mainly) that wander in my front gate and disrupt things.  As I notice the caged wild animals on the {u} screen, I've queued up a Train Large Animal job at the Kennel and, when they've turned into a caged tame animal, I put them out to pasture along with my other livestock.  Here's the problem though:

I know have half a dozen or more cage traps on my map that flash between the cage trap symbol and the cage symbol.  When I look at the square with {k}, I see the cage sitting there.  But for whatever reason, the cage doesn't get hauled to a stockpile or used to stop the annoying spam of "trap arming job cancelled: cage needed."  I've tried forbidding and claiming individually, and I've tried {d}{b}{c}.  No luck. 

Thoughts?

90
Yeah, in my experience (limited, only a bit more than you) it's not worth trying to sell most raw materials.  The merchant caravans can only haul so much stuff, and ore and wood is largely too heavy.  I find that Lavish Prepared Meals are a pretty effective trade good, along with the other crafts.  I haven't gotten to the point yet of being able to buy entire caravans, but I'm getting better.

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