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Messages - suburbanplankton

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1
DF Dwarf Mode Discussion / Re: Bizarre kidnapping report
« on: December 24, 2015, 02:26:16 pm »
Perhaps it's some sort of reverse Dwarven hot potato...whichever settlement ends up with Mosus when the timer goes off, wins a prize!

2
DF Dwarf Mode Discussion / Re: Liaison don't giving news
« on: December 08, 2015, 12:28:25 pm »
I'm getting as much news as ever, possibly more.  I think you just have a boring world  :)

3
DF Dwarf Mode Discussion / Re: Mysterious Cat Deaths
« on: December 08, 2015, 12:21:52 pm »
hahaha Dwarf fortress never disappoints.i suppose a temporary fix would be to have car wash mists outside the taverns.

I saw mention in another thread of 'banisters' being something that we can build now...if that's the case, then we should be able to place multiple waterfalls at strategic locations within the taverns, so that the mist keeps the floors clean (or at least dilutes the spilled alcohol), with the banisters keeping drunken revelers from falling in.

4
DF Dwarf Mode Discussion / Re: Differences In The New Edition - General
« on: December 04, 2015, 02:38:24 pm »
It seems that menus (setting tasks in workshops, for example) now always seem to revert to the top of the list after you select something.
Very irritating. Was this an intentional change, or is it a bug? Makes doing anything take a lot longer. :-\

I'm pretty sure vanilla has always done this, and the menus remembering your last selection was DFHack.
No, I concur that this is new (and IMO unwelcome) behavior.  Hopefully it's an easily fixable bug. 

5
DF General Discussion / Re: Tallow is Delicious
« on: January 20, 2015, 03:41:31 pm »
We've currently got several pounds of raw pig fat in the freezer (a friend raises pigs and sold us half of one last year).  My wife periodically thaws some out and renders it into lard...it is indeed a seriously tasty comestible, and makes for the best biscuits you've ever tasted.

On a related note: bacon fat, saved off into a jar and solidified, beats butter nine ways to Sunday as a topping for toast.

6
DF Gameplay Questions / Re: Issue with priorities
« on: January 15, 2015, 06:38:27 pm »
I've encountered the same problem; once they get started hauling they seem to enjoy it so much that they refuse to stop.

Once all of the hauling jobs are done, they will eventually go back to their mining jobs...or you can simply disable all hauling jobs for your miners, and they'll never pick up another item again (I usually do this, at least until I have the majority of my fortress dug out). 

What version are you running?  I noticed this in 40.23; I believe there might have been a fix for this behavior in 40.24, but I haven't had the opportunity to test it yet.

7
DF Suggestions / Re: Priorities for construction
« on: January 13, 2015, 08:30:49 pm »
Ask, and thou shalt receive...as that's a new feature in 40.24.

8
DF General Discussion / Re: Dwarf Fortress 40_23 Starter Pack r2
« on: January 08, 2015, 06:34:23 pm »
got tired of waiting for the 40.23, decided to download the 40.19 since I haven't played DF in a while.


..............40.23 is out?

yay!
Where've you been?  40.24 is out!


9
DF Gameplay Questions / Re: How To Farm (versions 0.31.x through 0.40.x)
« on: January 07, 2015, 11:24:36 am »
Hey, is there a list which above ground plants currently work and which are bugged?
There's a listing on the Wiki, but I'm not sure how complete and accurate it is...

10
DF Dwarf Mode Discussion / Re: My miners doesn't mine [0.40.23]
« on: December 31, 2014, 12:45:04 pm »
It's any and all hauling jobs, not just Depot-related.

I'll have to do some more testing to figure out if this is actually a bug or not, but at the moment it seems:

If the miner is already mining when hauling jobs are created, the miner will continue to mine, letting other dwarves pick up the hauling jobs.
Once the miner has no more mining jobs, he will pick up an available hauling job.
Once the miner starts hauling, he will not pick up any newly created mining jobs until all hauling jobs are done.
After all hauling jobs are complete, he will pick up the available mining jobs and everything proceeds 'normally'.

If I disable the various hauling-related labors for the miner (e.g. 'item hauling', 'food hauling'), those choices are respected, and if I turn off all hauling-related labors, the problem does not occur.

I'll play around some more and see if I can spot any other conditions that might be affecting this behavior...

11
DF Dwarf Mode Discussion / Re: My miners doesn't mine [0.40.23]
« on: December 30, 2014, 01:29:57 pm »
I'm having a slightly different problem; I can't get my Miners to stop hauling and start mining.

If they are already mining, they will happily continue until they've mined out all designated areas, but if they find themselves idle and start hauling, and then I designate more areas for mining, they will ignore their primary job until every last horse bone scepter, granite mechanism, and pond turtle shell has been dragged to its appointed stockpile.  It doesn't seem to matter whether I set the mining job to priority 7 or priority 1; any hauling job seems to take precedence over every mining job...but only if the Miner in question is already hauling when the new mining job is designated.  The same goes for my Woodcutter...and I think for my Engraver, though I'm not certain on the latter (but I assume the same logic would be used for all three jobs, since they're all prioritized now).

It's easy enough to work around the problem by disabling hauling for my Miners, but I'd rather not have to go to that level of micro-management...

12
DF Dwarf Mode Discussion / Re: CANNOT BREW ANYTHING?
« on: July 13, 2014, 05:50:54 pm »
Wine, Ale, and Rum don't even show up on the job manager menu. Something is very wrong here...
They have never showed up in the Manager menu.  The option there has always been "Brew Drink"; now there are "Brew Drink from Plant" and "Brew Drink from Fruit" options...though I think the latter is not working yet.

I had this problem this morning, where I was  able to confirm that it was caused by my dwarfs being unable to brew anything that was stored in a barrel.  I disallowed barrels on my Plump Helmets stockpile, and as soon as a non-barreled plant appeared in the stockpile I was able to start brewing.

13
I've seen some discussion on other threads concerning the amount of time it takes for the new multitile trees to regrow.  As far as I can tell, nobody has an answer to the question as yet; if trees regrow in a year or so, then this is a problem from a balance perspective, but if it takes 10 years for new trees to appear then I don't think it's game-breaking.  Hopefully the way it works is the latter...that way, you wind up with a lot more wood up front, but if you clearcut your map then you have no more logs  for a long, long time.  And over a number of years, the total number of logs you can harvest would probably turn out roughly the same as in earlier versions.

Time for some !SCIENCE!

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