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Messages - anewaname

Pages: 1 ... 155 156 [157] 158 159 ... 177
2341
DF Dwarf Mode Discussion / Re: Job Manager & Stockpiles
« on: May 28, 2017, 08:24:50 pm »
If you link the end-stage stockpile to the workshop that will be using it so that the workshop only takes from that stockpile, I think that should cause the manager to only count the number of raw materials available in that stockpile.
It does.

Now I'd like to automate it, but I'm having trouble working out the best way to set up job manager to keep the system fed without swamping the source stockpiles.
As far as I could tell, there is no way to set up a workshop order to limit output based on a stockpile's contents rather than the fort's contents. And with booze, you cannot tell if the barrel has 5 or 25 drinks in it, so a stockpile might have much fewer drinks than you want on reserve.

If overflowing your source stockpiles is a problem because you never want to recreate all the links to the little stockpiles, then create a reservoir stockpile, that feeds to the central stockpile.

My setup for cooked food and booze is like this. I have one 20 tile stockpile that feeds all of the little stockpiles, and I have one large reservoir that feeds the central stockpile. That 20 tile stockpile is created in the first year and is never replaced. The job manager has one order each for "cooked food", "brew plant", and "brew fruit". Each order has a "quantity < n" condition, and as the fort grows, n is increased (from about 100 to 500 then 1000 and 3000, then it stays there) and the number of workshops are increased, but the job orders are not recreated.

Check out this thread if you need haven't already.

2342
My search-fu fails again!
When using 'individual choice: melee' in the uniforms to save time, is a dwarf more likely to grab a weapon based on their skill or whatever's shiniest?
Also, for some reason I couldn't find anything... cloaks vs robes. Enough of a difference to switch out the cloaks? I do issue high boots in the uniform, which take care of the lower leg covering, but cloaks have been a surprising help with everything else. Should I add hoods?
I'm not sure exactly what drives a dwarf to choose a particular weapon, but "liking a weapon", skill in a weapon, and weapon value, all are involved. There may be more factors involved.

The difference between robes and cloaks can be found here in the Armor page on the wiki. Robes provide better "lower body" coverage and are type=Over while cloaks are type=Cover, so you can equip both a robe and a cloak at the same time. I usually give them a cheap mail shirt instead of a a robe though. Here is an example of how to make a civilian uniform and modify it to provide better protection. I usually add hoods because you can have one with a helmet, and if the helmet is not available yet, then at least they have the hood.

2343
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 27, 2017, 10:01:46 pm »
Is it made of bulky tunnel tubes is it a bulky crossbow made of tunnel tubes? I'm assuming the former.
"Tunnel Tube" logs is the material. I like the "bulky" attribute, as it implies the crossbow is larger than normal, even though it still weighs only 1. Moody dwarfs apparently can make some fancy things. I also have a "sleek steel high boot" but that is more annoying than anything else.

2344
DF Dwarf Mode Discussion / Re: Ok... now im dead right?
« on: May 27, 2017, 09:47:02 pm »
I read somewhere that these colossus are good for levelling up your marksdwarves because they dont take damage... anyone know how to set that up?
It is mentioned here in the wiki. You can zone-pit the colossus into the sealed room, or build the cage in the room and link it to a lever, then seal the room before pulling the lever to release it, and have dwarfs fire through fortifications at it.

Use this guide to help set up the marksmen gear properly.

The archer and target rooms can be like this

WSS~FBOR~~~~W           W= Wall
WSS~FBOR~~~~W           S= Statue (safe place for dwarfs to dodge to, instead of through the fortifications)
WSS~FBOR~~~~W           ~ = floor
WSS~FBOR~~~~W           F= Fortification
WSS~FBOR~~~~W           B = Bridge, one-wide and raising toward the fortifications, to block LOS to the room if needed
WSS~FBOR~~~~W           O = open space (so targets cannot stand adjacent to the fortifications)
WSS~FBOR~~~~W           R = downward ramp, in case targets wander or fall below, they can climb up

This is sample, and probably can be improved on.

2345
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 27, 2017, 07:38:21 pm »
New artifact.... useful and it sounds really cool, like a dwarf decided to make a portable ballista.
Spoiler (click to show/hide)

2346
You'll notice that I've set some floors to be constructed, that is because a rather poorly planned attempt at growing cranberries caused most of the fort to collapse.
Building the legend of the Plaitmined's cranberry wine!

2347
DF Dwarf Mode Discussion / Re: Rot
« on: May 27, 2017, 07:15:28 pm »
I had a couple of rotting cats running around after exposure to weather and they died after about a season.

2348
DF Gameplay Questions / Re: What is happening here?
« on: May 27, 2017, 07:11:28 pm »
From the wiki, "Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. Floor hatches can stop both falling creatures and liquid. They can also be locked to keep those pesky crundles from interrupting everything your dwarves could possibly do. " Building a floor hatch over those stairs will stop most of the falls but some dwarf might be opening that hatch when Urist dodges. Every bit of what Patrik wrote is good advice.

2349
Currently the "Pickup Equipment" job's subtasks follows this order.
- drop old item
- walk to new item
- equip new item

What if it were ordered as this?
- walk to new item
- drop old item
- equip new item

I see these effects.
a) Dwarfs would no longer drop the 'old item' on the refuse stockpile because the Pickup Equipment job started in that tile. *
b) The 'old item' will be worn longer, leading to fewer concurrent Pickup Equipment jobs. **
c) Players would no longer have to imagine their dwarf walking 200 z's to get new trousers, without trousers. ***

* Refuse stockpiles are my main source of xSuperiorx and xExceptionalx metal armor.
** If a squad's uniform includes "iron helm" and the squad currently has three different quality levels of iron helm equipped, the production of a higher-quality iron helm currently causes three Pickup Equipment jobs to be triggered. Some of these are likely to be concurrent, meaning up to three dwarfs in that example squad are tasked with jobs that they will not untask when you need them to respond to a squad Move/Kill order. It also means that they are still wearing their old item if the new item is misplaced (the locked bin effect or a player forbidding the new item because McAxeman is needed pronto).
*** Shouldn't dwarfs want to wear the old item right up until they get their hands on that new item?

This post is about the order of the subtasks for the Pickup Equipment job, not about other aspects of the job.

2350
DF Dwarf Mode Discussion / Re: Ok... now im dead right?
« on: May 27, 2017, 02:14:47 am »
What made you think Bronze Colossi were Trapavoid? Doesn't mention anything about that on the wiki. Indeed it states that cage traps are the easiest way to deal with one.
I gave bad info!

But on the other hand, he is now aware that he has the tools to prepare webbed traps.

2351
DF Gameplay Questions / Re: Suicidal dwarves doing jobs
« on: May 27, 2017, 02:07:49 am »
Some players assign specific equipment to avoid untimely uniform upgrades, others will produce all of the uniforms before creating the squads.

While there is no way to determine what item they are looking using the job menu, if you are currently forging new items, you might see an item in the forge with "TSK" next to it. That item might be the item.

2352
DF Gameplay Questions / Re: Titan won't attack me
« on: May 27, 2017, 01:22:05 am »
Dwarfs will generally avoid a fight. The exceptions are
- military dwarfs on scheduled duty or squad orders (they are aggressive unless they are in a state of terror, like dogs)
- a civilian that has been chased and caught (fighting back because they can't outrun the enemy, but ready to flee as soon as they can, like herd animals)
- civilians that have seen an allied unit under attack (they are vengeful)

You cannot tell dwarfs to run away, but when there is a civilian alert active, they will try to get into a burrow if four conditions are true, if they are not in the burrow, if they can path to some bit of that burrow, if they are not in a state of panic, and if they are not military dwarfs on scheduled duty or 's'quad orders. If those conditions are true, they will run away from anything, so you can create a squad and give it a move order and when he is close enough, remove the move order, but no dwarf is going to outrun a web-spitting titan.

It is a titan so it will avoid traps. It has webs so it will mess up most things you can send after it. Patrik's suggestion of bricking it in is the best choice... Then you can fill the hall with water to drown it, cause a cave-in (wiki explains what causes them), or dig out an adjacent shooting range for archers to shoot it. Walling it in can be done by digging around to get to the other side and making walls (at some distance from the other end of the tunnel to avoid distracting it).


2353
DF Dwarf Mode Discussion / Re: Ok... now im dead right?
« on: May 26, 2017, 07:37:14 pm »
You can combine that giant cave spider with cage traps to cage that titan. The wiki has "titans and forgotten beasts (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it." from here. The silk farm explains how to get the spider spitting webs out. Just don't let your spider get punched by the titan.

2354
You can put miner/hunter/woodcutters in a squad with no military uniform, just avoid squad orders or barracks assigning as that is when the problem hits. That is when they stop responding to the miner/hunter/woodcutter jobs that are available, remove from the military and disable/reable the labor to fix.

2355
DF Gameplay Questions / Re: Need help fixing 'Muddy Open Space'
« on: May 25, 2017, 07:39:55 pm »
The non-DFHack trick would be to build a floor and then deconstruct it.
On which z-lvl? I'm suffering from random caveins in my current 43.05 fort, but I don't know the origin, so can't use the workaround :(
Well, constructing the floor will clear the mud that the OP was having problems with, see removing mud.

If you are having problems with cave-ins happening in the caves, where you have not explored yet, you cannot do anything until you can see the location. Explore and when you find the spot, use DFHack or the "build a floor" method.

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