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Messages - anewaname

Pages: 1 ... 134 135 [136] 137 138 ... 177
2026
DF Gameplay Questions / Re: Armless hammer dwarf
« on: February 28, 2018, 10:07:30 pm »
... if one armed dwarf equipped with war hammer and a shield is made useless for military when his ability to grasp is somewhat impaired and his right upper arm is missing.
If he can still hold either a shield or hammer in the other arm, he will not be useless in a fight, but he is better off doing some civilian work instead. If he cannot hold a shield or hammer in the other arm, he may have issues with not being able to hold a mug.

2027
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 25, 2018, 09:07:33 pm »
I have a fort in an evil area to challenge myself after having a fortress where nothing came for 10 years.

Now I have horse foal vile gloom zombie and bull calf vile gloom zombie fighting each other. They don't seem to be able to kill each other, as they have been at it for quite a while. Foal was the first to lose its teeth, but calf followed soon after. It looks like some kind of death dance among teeth, there is a lot of them.
The slow death dances of husked animals is scary. I had husked sea otters on one embark and there would be a group of them fighting on the ice or in the water each year, until the ocean refroze, killing some or all of them, then more would arrive later, get husked, and it would happen again. Sea otters are little compared to bulls. A husked bull should be able to wipe out a lot of goblins. Cage it!

2028
DF Gameplay Questions / Re: Resource splitting
« on: February 25, 2018, 08:54:25 pm »
For pigtails, I use a method intended to ensure a rough split between booze and thread production of all excess pigtail, and to maintain a reserve of pigtail for slurry production. It is a set of jobs that trigger when enough resource is available for all of the jobs at once, and the ratio of items produced from the jobs determines the split %.

In this example, it is 33% booze production and 67% thread production, with a reserve for slurry. Since the Process Plant, Brew Drink, and Slurry jobs each take one "item stack" of pigtails and processes it, and the job manager counts "items" available, not "item stacks" available, the numbers in the following example reflect this difference. To set it up you need:
  • one stockpile for pigtails (the only stockpile in the fort that accepts pigtails, maybe 3 to 6 tiles and using barrels)
  • one stockpile for empty barrels/pots (it could be anywhere in the fort, but it needs to exist and hold 4+ barrel/pots because the Still will be linked to it)
  • near the pigtail stockpile, one Farmer's workshop (linked to the pigtail stockpile)
  • near the pigtail stockpile, one Still workshop (linked to the pigtail and barrel stockpiles)
  • near the pigtail stockpile, one Quern workshop (linked to the pigtail stockpile)
  • set each workshop profile to refuse General Work Orders
  • in Farmer's shop, add a job to "process plant" (quantity = 4, condition = at least 50 pig tail and 2 empty barrel available)
  • in Still, set up a job to "Brew Drink" (quantity = 2, condition = at least 50 pig tail and 2 empty barrel available)
  • in Quern, set up a job to "produce slurry" (quantity = 4, condition = less than 5 sheets available)
So, when you have at least 50 pig tail "items" (which means you have at least 10 pigtail "item stacks") and 2 barrels available, it will trigger the production of 4 Process Plant and 2 Brew Drink jobs (roughly splitting the pigtail, 67% and 33%), with those workshops taking from the linked stockpiles, and there will be a reserve of pigtail in case you run out of pigtail sheets and the slurry job triggers. The job item condition of at least 50 pig tails available is due to the need to assume you might have anywhere from 50 "item stacks" of 1 item each to 10 "item stacks" of 5 items each, and that up to 10 "item stacks" might be needed at once.

2029
No sand anywhere? Create 30x30 zones and you'll see how many sand tiles exist in in that zone... you might find some sand if you're lucky. If you can get some sand (and dump seeds from bags to get a bag), you can make the raw glass the moody dwarf needs. Or maybe the caravan will arrive in time and have some glass for sale.

2030
He needs a workshop for his mood type. See moods: skills and workshops.

2031
Inorganic armor can also get damaged if dropped on a refuse pile (by a dwarf that just finished a Haul Refuse job and is starting a Pickup Equipment job).

As a jest, what if dwarf traits effect the rate of wear for clothing? Maybe Orderliness matters? Who hasn't seen teenagers with bedrooms that have clothing on the floor, that they step on as they run about.

2032
DF Gameplay Questions / Re: Dwarf Mode Clothing and Uniform wear questions
« on: February 23, 2018, 12:32:45 am »
I had one damaged piece of armor.  A masterwork steel helm,exceptionally decorated with gold and finely decorated with reindeer bone.  This helmet earned one level of wear in combat.  The dwarf automatically replaced this helmet with an undecorated masterwork steel helmet.  In it's worn state, this helmet is worth 4387 urists vs the 4320 urist value of an undecorated masterwork steel helm.
This might mean that military and civilian uniforms value items differently, with the protective value of the item being more important for military uniforms and the urist value of the item more important for the civilian uniform.

2033
How does that work? Wouldn't that get a "job cancelled: Creature occupying tile" report??
It worked fine. It occurs to me that I cannot recall a time when a floor construction was cancelled for any reason involving items or creatures blocking the tile.

2034
I had an elf merchant walk onto ice, which melted while the merchant's yak was still on land. So there was the elf merchant standing on water while the yak was standing on land, and they stopped moving. I built a floor under the elf and he started moving again.

2035
DF Dwarf Mode Discussion / Re: ducks keep climbing into trees.
« on: February 22, 2018, 01:13:01 am »
Most of my issues with tame fowl stuck in trees have happened when the wagon is the only meeting area and it is under trees. Tame birds and the occasional sheep will "jump up" into the trees when startled by wildlife or pushed around by socializing dwarves. If there a meeting area, pasture, or the wagon underneath those trees, remove it and make a new meeting area or pasture somewhere else, then cut down the trees that animals are currently stuck in.

2036
Within vanilla DF, when you are in the creation menu for a temple location, scroll down the list of deities and you can see all of the deities and each one's domains. The list includes all deities from your civ's pantheon, including those that none of your dwarfs worship. It is quick to write them down on paper and then you have the list.

I do not know if other deities are added to that list after non-dwarf worshippers are accepted as citizens.

2037
Anyway, shouldn't bones take years to decay, even outside? Shortening that to a couple of months just because you put it in a stockpile sounds ridiculous.
There was a test done by players with bones in a refuse pile and while I cannot recall how long they did the test for (20+ years?), the bones did not decay during that time. But, they probably do decay, as someone recently posted about their wood bins decaying after many years of use. Plus, while bones in RL last hundreds of years, they do "dry rot" and eventually become powder.

2038
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 18, 2018, 03:05:28 pm »
One of the monster slayers showed up with two artifact weapons; a bow and a halberd. Im keeping them. Locked him in a room until he dies
Are they artifacts from moods or just common weapons that were named by the slayer?

2039
DF Gameplay Questions / Re: question on well and cisterns
« on: February 17, 2018, 10:48:53 pm »
I am guessing that sweat is not a contaminant. I do not know this.

Get a dwarf bloody (from fighting, not from walking through blood pools), and watch him to see if he uses soap.

Or, disable your soap QS and wait a year and see if the dwarfs start leaving soap at the water sources.

Maybe the rain is washing your dwarfs...

2040
DF Gameplay Questions / Re: question on well and cisterns
« on: February 16, 2018, 07:58:44 pm »
There is no "take a bath" job, only the "Clean self" job. They always seem to use soap if soap is available (not in the hospital storage).

Maybe your dwarfs just don't feel dirty enough.... I believe sweat is not a contaminant. It evaporates, but bloodstains do not. Being sweaty might not be a reason to start a "clean self" job, but being bloody is. Send a couple of dwarfs to butcher several wild animals and find the bloodiest dwarf, and follow him. He should start a "clean self" job.

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