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Topics - vertinox

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1
DF Gameplay Questions / Chickens not claiming nest boxes.
« on: November 10, 2014, 10:50:19 pm »
I'm running into the problem again and a google search has me with a similar thread from several years ago.

I have chickens underground in a room with nestboxes. I put a chicken and a hen in a separate room for breeding purposing but they none of the chickens are claiming nest boxes. I've even unpastured the hen and rooster in the locked room.

I'm at a loss.

[edit]

Never mind. After a season or so the hen finally claimed the box.

2
I've used wood to create about 43 bars of charcoal, but for some reason my task in the manager keep saying "Need refined coal" and they stopped completion. They were working before. I moved my charcoal to a new stockpile but no luck in changing the status.

I did upgrade my save from a .13 to a .15 so I don't know if that could have caused it.

3
DF Gameplay Questions / Keep running out of plump helmet spawn seeds.
« on: October 31, 2014, 06:28:16 pm »
I remember this being a problem in the past. I am only using plum helmet for brewer so I am not cooking them nor am I cooking or brewing seeds.

However I am running out of seeds constantly. What are the best practices to get as much seeds as possible (other than trading).

4
I got a human invasion so I have two projects going on...

One a massive water trap and then removing my existing traps.

Currently the water trap requires a good deal of people building bridges and stone floors (to prevent underground trees from growing) and I have enough people working on that.

But at the same time I'd like a dwarf to go ahead and remove the traps so I can rebuild them to avoid the issue with the diplomat giving the humans trap avoid.

Now I have a mechanic and he didn't seem to do anything until I enabled the "architecture" labour, but he removed half the traps and then started to join his buddies building many of the bridge and roads I have in the water trap I am building.

Now I realized I could just add him to a burrow while typing this?

Think that would work to get him to remove the traps and stop working on my other projects?

5
DF Gameplay Questions / Prevent looms from auto tasking?
« on: December 30, 2012, 03:26:16 pm »
Is there a way to prevent looms from automatically spinning thread into cloth and so on?

Occasionally I want to manually add the task but not have it do it automatically for me so I can get thread into my hospital.

6
I have a bunch of targets that I need to taken out, but my marksdwarfs are running out of arrows and even when I set them to inactive and then reassign them to the burrow to the place where they need to be shooting they don't pick up more bolts. I have plenty of bolts to be shot, but they have no interest in picking them up between assignments. What should I do to make them pick them up?

7
DF Gameplay Questions / Clowns and stone fall traps
« on: July 26, 2012, 03:20:14 pm »
Question, can clowns be killed by stone fall traps? I know they can by manual spear traps, but would a hall way of stone traps work as well?

8
DF Gameplay Questions / Can't make offerings to trade caravan
« on: June 23, 2012, 05:22:34 pm »
I've decided to become capital and I need to make offerings to the trade depot to do it, but when I mark goods for trade the o is greyed and I cannot make the trade.

I don't have any goods on their side selected but have marked items on mine to trade. What am I doing wrong?

9
Title says it all. I have wounded dwarfs who need fixing but I don't want to use the tons of adamatine threads waiting to be made into wafers in the hospital?

Will the dwarfs just have to suffer until I'm done processing the wafers?

(edit)

Whoops this was meant to go into the DF question and answer section of the forums. I already know there is a suggestion to prevent adamantine in the forums, but wanted to ask if there was any way to prevent it. Sorry.

10
DF Gameplay Questions / How to get to candy surrounded by magma.
« on: June 02, 2012, 04:35:47 pm »
Ok so I'm digging a bit too deep and I found plenty of candy to be had, but unfortunately I ran out of candy to dig and the only ore left is completely submerged in lava. Lava is above it, lava is beside it on all sides. How the heck to I get to it?

11
One thing that has really annoyed me with cloth stockpiles is that dwarfs put good and tattered clothes into the same stockpile.

If we could have the option to make one stockpile of finished goods contain new clothes and another one with old, tattered, and undesired clothes it would make clothes management a great deal easier.

I could put all the old clothes into a stockpile near the trade depot to trade off and I could quickly see if I needed to make more new clothes by looking at the stockpiles with new clothing instead of having to guess because so many tattered clothes are filling up the stockpile

12
DF Gameplay Questions / Tattered clothing and clothing industry
« on: June 01, 2012, 04:51:33 pm »
I thought I would be smart and create three stockpiles for feet, leggings, and armor so I could eye when my dwarfs are running low on clothes but apparently dwarfs will put unwanted tattered clothing back into the stockpiles.

Is there anyway to separate the stockpiles into good and bad clothes? If not, how does everyone keep track of good versus bad clothes in their clothing industry.

Do you simply produce enough clothes constantly to keep up with it and not pay attention to how many clothes are needed or left?

I have been using the manager to make 20 of socks, trousers, and dresses to keep everyone happy but it doesn't seem to keep up with all 233 dwarfs and I really want a way to keep track of clothing somehow or it will drive me insane just guessing.

I guess I could manually dump the old clothing but that would be too tedious I believe.


One thought that just occurred to me was to put clothes next to the trade depot and sell the tattered clothes, but that still doesn't give me a good way to tell how many clothes are left.

13
DF Gameplay Questions / Military units not putting on new cloting
« on: May 31, 2012, 07:35:26 pm »
So I got a squad of five crossbow dwarfs who have been in the military for a while. They are set to inactive and aren't setup to train currently, however several of them are complaining about tattered clothes and the lack of clothes. Two of them have no shoes and are embarrassed about it. I have plenty of new socks in the stockpile ready to go, but they don't seem interested in picking them up.

The first solution I can think of would be to label the dwarfs for easy identification and then remove them from the military and then re-add them once their clothes pick up is done. I bet that would work, however I would rather have a real solution of either fixing their uniform or some other option to pick up clothing. I don't want them to just wear socks either in the uniform screen. I wan them to pick up socks and also leather boots when available.

Is there something I can do or should do?

14
Can enemies shoot through forts 1z below and adjacent for the fortification?

And can dwarfs shoot things 1z below and adjacent to the fortifications? Can they shoot down 2z if needed if its adjacent to the fort.

I ask this because I'm about to design some fort for shooting defense of the fort and was going to build a trench 1z deep in front of the fort. Can enemies down in the trench shoot diagonlly through the fort since its just diagonally? In that case should I build the trench 2z deep? Can dwarfs shoot things 2z down then from that angle?

Just trying to think this construction out.

15
DF Gameplay Questions / Optimal Armor Sets
« on: May 27, 2012, 12:09:45 pm »
I have just found adamantine on my map and was about to build out some candy armor.

My question is... What is exactly the best armor type set?

I'm looking at the wiki and it seems to be:

Helm
Breastplate
Gauntlets
Greaves
Highboots

Is this basically correct? But can I also make adamantine mail shirts in the mix to improve armor ratings? Is there is anything else I can overlap in armor creation to give more protection?

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