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Messages - TubaDragoness

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46
To Whom It May Concern,

It has come to my attention that not only are you leaving buckets by the side of ponds, but you are also complaining that the buckets are being lost or destroyed.  I assure you, they are still intact and findable.

More problematically, I have noticed that you are taking it upon yourselves to dump all wool, skin, and hair.  It has gotten so bad that I have started habitually going through the dump when the spinners and leather workers complain that they are unable to do their jobs.  Please stop doing this, or I will find the person responsible and make them sleep outside.  Thank you.

By my hand,

HMD

To Overseer HMD,

'T'ain't our fault for followin' standing orders, now, is it?  Maybe we should review those and see if them ink smudges were a'purpose or not.

Yrs,
Dabbling Hauler

(Check your (o)rders > (r)efuse menu and be sure that wool and skin are set to "save".)

47
Easily avoided by choosing pastures based on the cat's sex. I make cat pastures over the food, booze (under the tavern), valuable refuse (bones), and seeds stockpiles, and assign one sex to the food/booze and the other to the bones/seeds. There's far lower traffic in one of those groups, and all my non-owned cats are still useful. The ones who do pick owners are visited frequently by them, so they have plenty of chance to drop off their kills and start hunting again.

And of course if it gets too bad, you can neuter your males with gelding.

48
DF Dwarf Mode Discussion / Re: Dog joins Fort?
« on: February 24, 2019, 12:15:32 pm »
I've heard of this bug before. Has to do with how squads sent on missions return and reintegrate into fortress life - the dwarves are just treated like new migrants, but any warbeasts or mercenaries with them re-petition for residency.

http://www.bay12forums.com/smf/index.php?topic=168292.msg7624944#msg7624944
http://www.bay12forums.com/smf/index.php?topic=168292.msg7625015#msg7625015

49
As far as I know this is pretty normal. The cave tribes don't show up on your unit list until you breach their cavern layer, but they exist and live their merry lives fighting troglodytes and cave spiders. Tends to create random corpses and limbs which then get teleported up to the scrambled item piles on the surface during reclaim.

Still, be wary. Sometimes forgotten beasts end up on the surface, too.

50
DF Dwarf Mode Discussion / Re: A diplomat has left unhappy?
« on: January 28, 2019, 10:08:52 pm »
As far as I know, this happens when you have no leader they can meet with. Usually because said leader has gone mad or died.

51
Don't retire your fort! :P

I prefer different types of worlds to adventure in than I do to build forts in, so I usually have two worlds running; a large one with a relatively short history (200 or so years), giving me plenty of options for fort placement, and a medium to small one with a longer history to provide more interesting targets that are nearby and more artifacts to hunt in adventure mode. If I'm feeling like an overachiever, I can make a quick fort in the adventure world to make artifact equipment or just consistent armor, but those usually aren't built to last long term.

52
DF Dwarf Mode Discussion / Re: How to keep track of stocks?
« on: December 19, 2018, 10:45:19 am »
The issue is mostly the sheer amount of information the game has to offer, I think. Perhaps a search filter on the stocks screen would help, along with a toggle to only count available items (not in a building, forbidden, or belonging to a visitor)? That shouldn't be too crazy, given that the game already knows to color code them and can search for particular units/materials/creatures in other menus.

As for how I personally stay on top of things, I don't worry so much about exactly how many I have as much as "do I have enough?" I use the job manager to produce a set amount of brand new clothes of each type every month, and then occasionally check dwarves to see if they're mad about worn clothing. If they are, I look at how we're falling short and increase workers, slated jobs, or raw material production. Things like furniture and mechanisms are easy to check by trying to place one, and tend to be required in bursts as I expand rather than constantly draining.

You could also use stockpile settings to finely sort items. This pile has ONLY socks that are considered wearable, this one has robes, etc. Ones that are worn out hang out on the bedroom floors or in the refuse stockpile, so they shouldn't interfere with "eyeballing" your stockpile. Obviously works better in more mature forts, since it takes a lot of real estate.

53
DF Dwarf Mode Discussion / Re: Flags/banners/standards
« on: December 18, 2018, 06:37:26 pm »
And yet the words "flag", "banner", and "standard" all exist in their dictionary. Dwarves are strange creatures.

54
DF Dwarf Mode Discussion / Re: Flags/banners/standards
« on: December 16, 2018, 06:39:41 pm »
Sew your group images on a cloak and put it in a display case, perhaps?

55
DF Dwarf Mode Discussion / Re: Ethical vs. Practical
« on: November 22, 2018, 09:31:07 am »
Hard lean towards ethical. I have never slaughtered cats or dogs (even before gelding was a thing) and avoid buying their meat or leather from traders. Dwarves are only expendable if trying to save them jeopardizes the rest of the fort (ie that one fisher that somehow didn't get turned off and is still outside when the siege comes). Grazing pets are attempted to be cared for, and strays are allowed to reach full size before slaughter for more reasons than just yield. Every baby born into my fort gets a name.

And yet I create random bridges to fling people around because it's funny and my most missed part of 40d is the ability to hit things so hard they fly into a wall and explode.

56
DF Dwarf Mode Discussion / Re: Necromancer just... leaves?
« on: November 22, 2018, 09:23:42 am »
Another possibility for the burrow causing mass water hauls is that the bedroom area was not included. Dwarves going to sleep just dropped where they were, and if they were thirsty, it treats them as injured.

57
DF Dwarf Mode Discussion / Re: Question on Sieges
« on: November 07, 2018, 06:46:35 pm »
Not to be that guy, but you did check your init files to make sure invaders were allowed, yes?

58
Dear Urists,

Please stop suplexing goblins from the top of the pasture walls. My militia is not properly prepared to take on a siege of that size, but we have sealed our fort so we can continue operations as normal. If you leave this protected zone, there is nothing we can do except sigh as you are torn apart by beak dogs and lashers.

Sincerely,
Overseer (Dabbling Architect)

Also re: rotting corpses - you have an accessible corpse (y) stockpile in addition to the refuse (r) stockpile, yes? Sapient creatures and pets don't count as normal refuse.

59
DF Dwarf Mode Discussion / Re: caravan stuck
« on: June 01, 2018, 03:17:57 am »
The consolation prize is whatever the wagon or pack beast was carrying when the merchant spooked gets dropped, so you get a grab bag of random foods and goods.

60
Caste names must be unique, but you can have multiple [FEMALE] tokens, as said. I created a critter based off a book, something like a small dragon that comes in specific colors linked to sex. Two of them were female, both capable of producing egg clutches, but the "queens" consistently produced bigger and healthier clutches. Sadly, there was no way to limit which castes were valid offspring, but I was able to manage giving the "lesser" female a very small clutch size and the "queen" a larger one.

This was several versions ago, but I don't think that much has changed in the token level. I'm doing it again from scratch, so if I have success (or not), I'll share code bits.

Ants and bees in-game only have the [FEMALE] token on the queen caste; workers are genderless.

(Also, this is probably better suited to the modding forum. Just sayin.)

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