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Messages - Blue_Dwarf

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91
DF Gameplay Questions / Re: Work orders not being worked on
« on: February 14, 2023, 11:23:08 am »
Once I even made a setup where I had enemies behind windows that I could selectively display to the guildgoers to terrify them into leaving but while amusing, just using the eraser is much more practical.
Did the enemies leave?

92
DF General Discussion / Re: Massive framerate drop updating to 50.07
« on: February 13, 2023, 03:57:37 pm »
There were some changes in the tilesets, maybe that is related. Some plants have new appearance, farm plots now show growing plants etc.

93
DF Gameplay Questions / Re: What is causing dwarves to spill drinks?
« on: February 13, 2023, 01:26:59 pm »
Isn't walking spreading contaminants an option that's off by default in fort mode, [WALKING_SPREADS_SPATTER_DWF:NO]?
I'm not sure if it applies to drinks, but it's always been set to "no".

94
DF Dwarf Mode Discussion / Re: Embark landing straight into -103
« on: February 12, 2023, 02:48:21 pm »
There's also lava hovering above me, and I don't think I can get out of the initial embark area
Armok spoketh, "Fuck those 7 dwarves in particular."

95
I seem to be missing something. I have 10 dwarves burrowed in an area with 10 bedrooms (assigned to them individually and part of the guild hall), a meeting hall (part of the guild hall), and a dining room (part of the guildhall). But they are all standing around socializing rather than doing demonstrations. Same result with both a Hunter guild hall and a Farmer guild hall.

What am I doing wrong?
Probably the burrow thing. Try actually locking them in a room without any burrows.

96
DF Gameplay Questions / Re: What is causing dwarves to spill drinks?
« on: February 12, 2023, 01:53:54 pm »
It happened again:


97
DF Gameplay Questions / Re: What is causing dwarves to spill drinks?
« on: February 12, 2023, 12:44:34 am »
I haven't noticed that before.  How often is it happening in your fort?
Not often enough to be worth asking about until now, but often enough to say enough is enough at some point. This has happened across multiple forts, and may have been a thing in previous versions.

98
If it was a deep pit, he would have gotten a notification that it was discovered.

99
DF Gameplay Questions / What is causing dwarves to spill drinks?
« on: February 11, 2023, 12:23:04 pm »
Every once in a while, I get an alert that "a dwarf cancels drink, job item lost or destroyed". Then there's a pool of drink on the floor where he did that:



Then it seems that these pools somehow get teleported to the surface and multiply around the fortress.

100
DF Gameplay Questions / Re: STEAM: Simple Questions Thread
« on: February 10, 2023, 12:40:27 pm »
Is there a way to see details of objects in the trade screen?
No, you have to click on the trade depot and examine them that way.

101
DF Dwarf Mode Discussion / Re: Managing military without Therapist
« on: February 10, 2023, 11:06:26 am »
How do you filter out emotionally weak dwarves?

By reading the personality descriptions. You're looking for things like "doesn't handle stress well," "cracks easily under pressure," "is often nervous," and the like. It's a bit tiresome, but do-able.
Hmm, my militia commander is a nervous wreck, but she can handle stress.

102
DF Dwarf Mode Discussion / Re: Managing military without Therapist
« on: February 09, 2023, 03:00:12 pm »
I use nicknames as an indexing tool for what squads the dwarfs will be assigned into. As migrants arrive, they receive a nickname indicating current weapon skills and if they are emotionally able to handle combat. Then, dwarfs go into squads based on their nickname. The nicknames aren't changed unless the dwarf is moved from the basic training squads (train without weapons) to specific-weapon squads.
How do you filter out emotionally weak dwarves?

103
DF Gameplay Questions / Re: Farming yield of an irrigated rock floor?
« on: February 09, 2023, 02:51:58 pm »
How big do you think the farm plots should be?
If nothing has changed since version 42 or so, a dabbling farmer can handle around 14 farm tiles, while a legendary+5 around 30. You can see my tests on this in my signature.

Also, I'm not sure how useful your test will be if you use dabbling planters. Their plants will mostly be stacks of 1, which defeats the purpose of comparing stack sizes between different soil types. Maybe you can test if bad soil actually destroys seeds planted in it that way.

104
DF Dwarf Mode Discussion / Re: Questions brought up by Masonry
« on: February 07, 2023, 04:11:24 pm »
Maybe a Weaponsmith knows better what he needs the building to look like than some random Stone carver.

105
DF Gameplay Questions / Re: Farming yield of an irrigated rock floor?
« on: February 06, 2023, 03:59:04 pm »
I know that a higher planter skill is associated with faster grow times and larger stack sizes upon harvesting. What I need to know though is if different crops have different base growing times and if some are prone to larger stack sizes than others.
A higher planter skill only increases the resulting stack sizes (fertilizing also does just that). Crops grow time is always the same, but varies between crops (sweet pods take longer to grow).
Dang, well that makes my plan a bit more complicated since now I have to use a single type of crop for the underground and surface areas. I guess I'm just going to have to lock each grower in their own little area with enough food and booze to last a few months so that I can observe how much each plot produces individually. Either that or I just perform the test over multiple seasons, but that would rely on the fortress continuing to function for such a long time.
Grow times are either 30000 or 50000 ticks (25 days or 41 days) for any crop. You can just use the wiki to select your crop types.
https://dwarffortresswiki.org/index.php/Farming

I'm not sure what is the grow speed of the aboveground crops, but it should be one of the two.

You can probably even mod the [GROWDUR] to make them grow faster or slower, whichever you need for the tests.

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