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Messages - Jerg

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46
This will probably slow your frame rate down due to all the clowns pathing to your fortress, so you should probably try to eliminate them soon.

I've had past experience that enlightens me to the fact that even a single escaped clown could stomp on my entire candy-garbed militia. And clowns don't come in singles.

47
Did you remember to set raw adamantine as a non economic stone? I think it's economic by default.
...that's the trick I stated in the starting post, course I did it.

Anyway I abandoned that idea and put a temp stockpile for cheap rocks near where I knew the (cough) entrance is, and channeled it out then let the digger build the wall with the stockpiled rock instead.

48
I devised a strategy whereas as soon as I hit (you know what) when digging through the cotton candy tube, I would list adamantine as non-economic and have the miner set to masonry and make a wall over the opening to (you know what). However it just happened and for some reason raw adamantine (even though it's everywhere around the opening to (you know what)) isn't listed in the list of blocks available for wall construction?

I had an earlier incident where a miner was stuck in another adamantine tube, I used the stock list-as-noneconomic trick and had him make a stairway out with the adamantine around him, so I know they could use it if needed.

Anyone care to help?

49
What happened in Matul Remrit between 1052 and 1054? The 1053 section is actually things that happened somewhere else in 1050?

50
DF Gameplay Questions / Re: Dwarf Fortress Mode
« on: December 04, 2011, 05:08:12 am »
Never mind, he died of thirst and now another one!!!!! AH! He was his only freaking friend, and this fool has more. It must be contagious!

Go to a coffee shop, use the WIFI there, and watch "captnduck"'s youtube videos playing DF, especially the tutorial one. Then all your 2000 questions / potential questions will be answered. If a pic is worth a thousand words, a 90-minute long video (that is his tutorial) will probably explain much more.

51
DF Gameplay Questions / Re: Magma Sea Ore/bar stockpiles don't work?
« on: December 01, 2011, 09:45:56 pm »
The reliable ways are to either use the "take" option on the receiving stockpile which is highly effective (although annoying to set unless there's a faster way than manually scrolling to the source stockpile), or remove the old stockpile.

Set up hotkeys so you can move quickly around your fortress. Move to a location, let's say your depot, then hit 'h' to enter the hotkey menu. Then hit the F-key you want, I usually use F2 for my depot. That will highlight the F2 line. Now it 'z' to tell the game to zoom there when you hit F2. Now hit 'n' to name it and type something like "Depot" and hit enter. Then hit esc. Now when you hit F2, you will instantly go to your depot. Set up keys for various parts of your fort and it makes setting up takes much easier, not to mention lots of other things.

I typically have:
  • entrance
  • depot
  • kitchens
  • dining hall
  • bedrooms
  • shops
  • magma forges

(Apologies if I got a detail or two wrong in the above explanation, I'm in the middle of genning a new world so I couldn't confirm everything.)

To the OP: It sounds like everything should be working. I'm sure you've checked this, but double (or triple) check your magma-level stockpile to be sure it is really set up to take the correct things. Stones should be pretty straighforward, but for somethings like finished goods, it's easy to turn off everything by hitting 'b' and then turn on a=one item (like mechanisms) and not realize that you've also turned off all quality levels, so nothing ends up going there. Like I said, stones and bars don't tend to have that kind of gotchas, but still take another look to be certain.

Another option is to try making a stockpile halfway down and see if that will work. if it does, try one farther down. if not, try one farther up. Eventually you'll find someplace that works and then work closer and closer to the magma level until it quits working. then look at what is in between those two.

Aha thanks for that method; I got the stockpile to work even at one level above the forge level, so I fooled around and it turns out that DOORS (that I placed between up/down stairway and the stockpile / forge area to prevent accidental lava catastrophe) actually prevented stockpile depositing!

52
DF Gameplay Questions / Re: Magma Sea Ore/bar stockpiles don't work?
« on: December 01, 2011, 08:50:21 pm »
The reliable ways are to either use the "take" option on the receiving stockpile which is highly effective (although annoying to set unless there's a faster way than manually scrolling to the source stockpile), or remove the old stockpile.

I've tried both of these already, and neither worked. It seems as though my dwarves don't even recognize the magma level stockpiles or something (although if i specify X number of barrels/bins they bring those down onto these stockpiles).

53
DF Gameplay Questions / Re: Magma Sea Ore/bar stockpiles don't work?
« on: December 01, 2011, 05:01:03 pm »
It shouldn't matter.  I have an ore stockpile next to my magma forges just above the magma sea, and dwarves happily bring ore to it from any level on the map.  Make sure you didn't disable hauling of stone in the orders menu.
"Dwarves gather minerals" is on in order, it always has been.

Yeah, accidentally disabling stone hauling would be one cause, also is it possible that the pathing between the stockpile and the rest of the fortress/accessible area is broken somehow?
I've had the magma forges area running for a year now with lots of weapons/bars/glass stuff made, so it should be accessible for all, but still, no one is bringing the intended stuff for the stockpile down at this level.

54
DF Gameplay Questions / Re: Magma Sea Ore/bar stockpiles don't work?
« on: December 01, 2011, 03:45:12 pm »
Nope, dumping the gold nuggets then reclaiming them doesn't work for me. Now the nuggets just sit in the garbage spot even after I removed the garbage area designation...

Huh.

Maybe it's because the stockpile I designated for gold ore is too far? It's at -5 height level maybe the dwarfs can't pathfind that far?

55
DF Gameplay Questions / Re: Magma Sea Ore/bar stockpiles don't work?
« on: December 01, 2011, 03:08:51 pm »
Are there rocks left on the floor? You can store bins and barrels on the same square as a rock, but not "unwrapped objects" such as cages and ore.
(H)idden rocks have been the bane of some of my stockpiles (i.e. the "why don't my indoor custom animal stockpile work?" problem)

No, I made sure to dump all the misc stones from the new stockpile before specifying the stockpile.

@khearn,

I'll try that method, hopefully it works.

56
DF Gameplay Questions / Magma Sea Ore/bar stockpiles don't work?
« on: December 01, 2011, 06:01:52 am »
Argh this this driving me nuts (and driving the expected smithing efficiency to hell), I have a ton of metal ores from mining and also lots of metal bars from trading, but the stockpiles I make at the magma sea layer (~ -5 ) don't cause anyone to start transporting the ores and bars when I force those options in the stockpile options (and disable those options in the upper level main stone stockpile). Does anyone have a solution to this?

Right now my dwarfs have to run about 100 levels up and down every time they smelt an ore / make a weapon or armor, it's ridiculous.


Thanks and thanks!

57
DF Gameplay Questions / Re: My well is dry... *Sad Face*
« on: June 17, 2011, 12:43:44 pm »
Try to build a well that's refillable via a controllable floodgate between a reservoir and a river.

58
dump means to throw the item to the nearest area designated as garbage shute.

forbid / claim means exactly that - forbidding an item means you tell all your dorfs to completely ignore it (even if you activated dump), and claim means they will try to move it to a respective stockpile.

59
DF Gameplay Questions / Re: Titan death announcement
« on: June 15, 2011, 01:34:15 am »
Do these titans drop anything useful at all? Or is the quantity and quality of loot in proportion to the difficulty of the titan?

60
From reading this all, I've gathered this:

1) Dig ASAP.
2) Also, Farm ASAP.
3) Leave off big/unessential projects for later
4) Leave room for expansion.
5) Consider defense the moment you arrive.


Also, some of the suggestions here to make it easier to start up is rather undwarfy.

Yeah I agree, any editing of Raws, or embark/abandon/reclaim trick, or for that matter danger room, is taking lame shortcuts and deducts from the true charms of the game (being able to appreciate the weight of !fun!).

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