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Messages - Snaake

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721
This is what I like to do:

Spoiler (click to show/hide)

While that would work, I have to ask, why even have the 2nd refuse stockpile? Or the channel for that matter. The point of the track is automated quantum stockpiling, yes, but couldn't you just have it dump to the ground on the same level, just next to the track stop? Place either a take only from links refuse stockpile there, or a garbage dump zone (in which case you will end up with dwarves carrying other dumpable stuff there too). Dwarves shouldn't carry stuff away from either. Then build the atomsmasher to smash that square (including any idiot dwarves bringing stuff to the dump).

Not sure if stockpiles can be places in bridge squares, so that would necessitate a 1z-level drop, sure. You could also set a pressure plate on the track (when the minecart arrives back at the filling end of things) to trigger the smasher, if you want, but bridges opening&closing do effect fps too...

This is, in my opinion, the greatest use of minecarts so far (although they're fun for other stuff too): automated quantum stockpiling, which just seems less cheaty than using dumping. :P My next fort, I plan on not clearing away any stone with dump commands, just using some 3-wheelbarrow stone stockpiles that load onto minecarts that dump to quantum stockpiles near the masons/stonecraftsdwarves/mechanics. We'll see how long that decision holds, though.

722
DF Gameplay Questions / Re: How to get vermin->pets?
« on: June 08, 2012, 09:27:57 am »
How do you get tamed vermin to be adopted then, since I gather that's the only function for the whole trapping skill and animal traps?

You can't remove the creature from the trap without having a cage to put it in.

723
DF Gameplay Questions / Re: Glass box = bin?
« on: June 08, 2012, 09:26:59 am »
Boxes= containers, like chests/coffers(/bags, which have a different graphic and can also be used for sand, etc.)

724
DF Suggestions / Re: Simple interface fixes
« on: June 08, 2012, 09:14:02 am »
Bump because I agree, this is relatively fresh and still relevant (workshops taking from stockpiles has been added at least), and I have a couple of additions. There's some even older threads of course...

To reiterate:

- Stocks screen needs to be searchable, similarly to manager orders/as detailed above
- Some larger categories for stocks screen would be useful (so eg. show number of socks, not all by type; goblinite clothing clutters up the stocks screen to no extent).

New stuff which I don't think was mentioned, regarding managing animals
- Being able to view caged/pastured status in the status-animals screen, not just in units-pets/livestock (and adding pastured status there could be useful as well)
- Adding animal gender indicator to units list, why not also the v- and k-looking commands, not just animals screen. At the very least, the unit lists' zooming (c) and (v)iew animal commands to the animals screen. Would make sorting various animals by gender and eg. description (breeding for gigantic, very fat and very muscular animals?) much easier.
- frankly, combining the better parts of the unit list for pets/livestock and the animals screen, and using the same interface could work.

New stuff *specifically related to the new enlarged menus (in some screens) for larger resolutions (I play with 1920x1080 :P):
- The new screens are annoying to scroll through, since one pageful can have literally dozens of entries, so pgup/pgdown or */ scroll too much. Add a new "scroll down 10 places" option, or something similar. Preferably shift+arrow (or +-), for similarity to the shift+arrow cursor movement with designations etc.
- Better mouse control could also help here.
- military schedules screen's modification to support larger resolutions should also include horizontal resolution, so you can see more than 3 squads' schedules at once with large enough resolution & appropriate zoom.

About the last section, I recall some people stating in the facepalm thread in dwarf mode discussion, that they could use the mouse in some screens (stocks iirc), where it doesn't work for me. Any settings that help, or has it changed in versions since?

Also, the "scroll 10 places" might in theory be doable as a macro or even keybind, but I haven't delved into either of those at all yet. Any advice on a workaround? I think one big issue is that it should preferably work with a variety of screens (stocks, unit lists, jobs, manager... and everything else that gets support for larger resolutions, eventually).

725
DF Gameplay Questions / How to get vermin->pets?
« on: June 08, 2012, 08:11:49 am »
So, in the fort before my last, I thought I'd try to make a couple of dwarves happy by giving them pets. Also, try to learn how to do that. So, I a) trapped a pond turtle (took a bit of figuring out how to get the trap set, and then forgot to bait it for a while, etc.) and b) bought a caged tame grey squirrel (from the elves, iirc). I had at least 1 child, if not a couple of dwarves, who admired one of said 2 species.

I then proceeded to set them as available in the stocks-animal menu, and after taming it I think I moved the turtle into a cage too (glass=terrarium). However, several years passed, with noone adopting them as pets. What did I do wrong?

Was it that the dwarves were children (but children can arrive with pets and be adopted by cats...)? Or was it that the stockpile was upstairs, in my animal training area, with hardly anyone walking by, so nobody noticed the cute little critters?


P.S. The DF2012:Pet article at the wiki could use a bit more fleshing out, maybe.

726
Related to this, does frozen water atomsmash stuff inside it? I was under the impression it wouldn't.

However, I've had a hunter's corpse and his gear lying in a river for a few years now, as said river is at the bottom of a chasm, and I was waiting for my bridge-damming-river-at-flick-of-a-lever project to be done until I'd try to recover it (since it would be trivial to do so at that point).

Now, I think the river froze for the first time ever, despite the fort being several years old. Either that or I never noticed before, but this should be pretty obvious (temperature on the whole time). The biome is mostly/all warm, and it was frozen for less than a month, I think - a short time, anyway. And the source end never froze (about 40 tiles in length from map edge).

I was under the impression that the items and corpse would just get encased in ice, but apparently they either got atomsmashed (since they didn't reappear when the ice melted), or my dwarves were sneaky and stockpiled everything when I wasn't looking. Which shouldn't be possible either, since according to my understanding the items should have been encased in the ice, and I didn't dig it out. It also destroyed some other stuff lying in the river (a kobold corpse, vermin remains, etc.). So... any ideas?

727
DF Dwarf Mode Discussion / Re: A bug? Infinite miners.
« on: June 06, 2012, 11:18:41 am »
Well, had to break my lurking (first post!) to reply to this. I've noticed some oddities in past forts, but I think the masses of novice farmers (including cheesemakers and such) and rangers and fishermen is something most forts have to deal with. However, in my current fort, the first in it's world (started in 34.10 I think), I've had crazy amounts of military-trained dwarves.

I started with my usual (1 axedwarf, 1 marksdwarf). First time I started out my new starting gear of 6 picks (7th guy is the woodcutter) but no mining skill for anyone - it levels up pretty fast. I now have 177 dwarves, of which 48 are babies&children = 129 adults, of which only 30 *didn't* arrive with something like speardwarf 3/shield user 1/dodger 1.

More precise figures of the adults who have survived (I've lost a few dwarves, only 2 in military service though):
1st wave: 6 alive now, 1 without military skills (I'll call them "civilians" from now on)
2nd wave: 8 alive, no civilians
3rd wave: 25 alive, 5 civilians
4th wave: 9 alive, 1 civilian
5th wave: 10 alive, 5 civilians
6th wave: all kids (DT quirkyness in tracking which wave babies belong to, I guess?)
7th wave: 34 alive, 7 civilians
8th wave: 31 alive*, 7 civilians
*(remember, adults - the 8th wave arrived with 52 dwarves, now are showing up as 63. Just not stopping with popping those babies.)

So, usually 80-100% of adults have had either one melee weapon skill at 3 + shield user, armor user, and dodger 1, or marksdwarf+something. A couple of higher-skill melee dwarves in waves 2-4. 1 wave (#5) only had 50%. Never seen this kind of thing before, although I've only played with DF2011 and later, I think, and not that much even then. Annoyingly, I don't have much use for all the military, since I've yet to see a siege in my 4th year. Only 1 minotaur, 1-2 snatchers and maybe 3-4 kobold thieves, too.**

I was just assuming it was some sort of cultural bias, as in, your civ had some sort of bias to military, maybe another to something else, etc. I've also gotten like 4 dwarves with building designer, I've had several 100+ dwarf forts earlier with no immigrants with that skill, ditto for eg. organizer/record keeper, but now i've gotten immigrants with those.

** What might be a factor for both things, is that I'm living pretty close to some other dwarf sites (not my civ's) in the middle of this medium-sized area completely surrounded by mountains (with all the passes inhabited by dwarves). The info for the embark site did list red ----- goblins, though.

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