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Messages - kingubu

Pages: 1 ... 17 18 [19] 20 21 ... 41
271
DF Dwarf Mode Discussion / Re: The unluckiest hammerdwarf?
« on: May 31, 2013, 08:02:28 am »
Guineafowl never give butchering returns, they're just too small.

From my experiments in egg hatching and butchering, newborn peafowl and geese are newborn size for about 3 seconds, then they jump to a random size with a maximum slightly less than adult.  Bottom end runs about 20% of max.

This means that adult breeders raised in the fort could squeeze out a baby that is 5 times larger than their mom.
Man, I wish Goombageek was here to draw this.

Turkeys and chickens jump to a much smaller size, less than half of adult size.  Too small, in fact, to butcher for anything.  So there is some correlation between growth rate and final size.  Perhaps turkeys, chickens, geese, peafowl, dogs, and cats all jump to a size based on their [BODY_SIZE:1:0:XXXXX] tags, the size they should be after 1 year.

I am terribly curious to find out how big baby cave dragons are.  And I am running dfhack, so I'm curious if this can be reproduced in vanilla.  But it's not going to be me doing the testing.  Been wrestling with this bug all week.  I am scienced out.

272
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 31, 2013, 05:57:45 am »
In case anyone ever needs it, here's a script to tag all peafowl for slaughter.
Code: (killallbirds.lua) [Select]
local birds = -1
for i,j in pairs(df.global.world.raws.creatures.all) do
if (j.creature_id == "BIRD_PEAFOWL_BLUE") then
birds = i
end
end
for i,j in pairs(df.global.world.units.active) do
if (j.race == birds) then
j.flags2.slaughter = true
end
end
600 birds are too much to do manually.  :)

273
DF Gameplay Questions / Re: Ballista Arrows
« on: May 31, 2013, 01:35:05 am »
Rabbits cannot be killed or even injured by siege weapons.  Ballista arrows just bounce off.

I once spent two years shooting at all the named animals in my fort to get rid of them.  After two years, the rabbits were all that was left.  Rabbits may be the Secret Masters of Dwarf Fortress.

274
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 31, 2013, 01:26:22 am »
If they can walk to it, create a (h)route, create a (s)top on the square, (v)assign a minecart to the route.  They'll carry the cart there and set it down.

275
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 31, 2013, 01:21:12 am »
Thanks for the reply!  I'm glad it's not just me.

Yeah, it looks like a universal bug so far.  I have yet to find a creature born in the fort that gets bigger or gives larger butcher returns.  Been testing several different animals over maybe 7 years.  Turned my fps to 500 to make things go faster.

Here's a weird upshot.  Turkeys and chickens never grow big enough to give bones.  I can't imagine how no one ever noticed that before.

Geese and peabirds are born big enough to slaughter for bones about 1/3 of the time.  Geese slightly more.  With smaller clutch sizes, so it about breaks even.

277
You can change the amount of ammo they carry under (m)ilitary (f)ammunition.  I've had my xdwarfs carrying 100 bolts each in one quiver.

Remember that metal bolts weight quite a bit.  Give them too many bolts and they'll slow down.

278
DF Gameplay Questions / Re: Advice on keeping soldiers happy
« on: May 29, 2013, 06:00:35 am »
Chairs thing is being able to sit down to eat.  Put more tables and chairs in your dining hall.

Plus it wouldn't hurt to put some statues in there, and smooth and engrave the walls for bonus happy.

279
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1374

0001374: If squad is assigned multiple ammo types, dwarves with "individual choice ranged" carry wrong ammo, and other ammo bugs

Maybe try without individual choice.  Good luck!

280
DF Gameplay Questions / Re: Lazy Dwarves, or LSD Outbreak?
« on: May 28, 2013, 02:01:55 pm »
Sometime dwarfs just don't wanna work.

I've been doing a 6 military, 1 worker embark for a while, and it's super annoying to watch him stand around in the dining hall when I know he's got like 20 different jobs he could be doing.

I've starting using meeting zones to have him hang around the jobs I'd like him to work on first.  Like getting the Yak corpse out of the butcher shop before it rots.

Dwarf won't recognize a moved meeting area right away either.  Takes a few in-game days before they'll start hanging out at the new place.

281
DF Gameplay Questions / Re: Stone Blocks
« on: May 28, 2013, 01:50:32 pm »
Or if you're lazy, 'job-material MARBLE' in dfhack.

282
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 28, 2013, 01:45:55 pm »
Making a script to tag peafowl for slaughter that are big enough to yield bones.  This is what I got so far.

Code: (slaughter.lua) [Select]
local this = dfhack.gui.getSelectedUnit()
if this.body.blood_max >= 282 then
this.flags2.slaughter = true
end
print(this.body.blood_max)
Code: [Select]
keybinding add Shift-B slaughter
Works fine.  Put the cursor on a dude, big B, if it's large enough, it's tagged.  The actual number is between 285 and 280.  I'm still refining it, just waiting on the next generation to grow up.

My question is, does anyone know when animals grow?  It's been like 3 or 4 months I think and all the remaining birds are stuck at their current size.

Do I have to take them out of a cage for them to grow?  Or does the grow event only fire twice a year or something?

283
DF Gameplay Questions / Re: Non cat vermin destruction
« on: May 28, 2013, 05:13:21 am »
It's actually not that hard.  Just give them a vermin pet, then lock them in a room.  Eventually, they'll get hungry enough to eat vermin.  I'm just, you know, saving it for a really special dwarf.  It's never as good as the first time.

284
Turning off bins storage thingy in your seed only stockpile can help.

Edit: fixed

285
DF Gameplay Questions / Re: Non cat vermin destruction
« on: May 27, 2013, 05:06:49 pm »
There's a negative thought "was forced to eat a treasured pet to survive lately" that I've always wanted to subject a dwarf to.

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