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Messages - anewaname

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316
DF Dwarf Mode Discussion / Re: Steam: Labor
« on: January 11, 2023, 01:54:46 pm »
I also don't know if the labor system considers the dwarf's need to craft. My solution to that uncertainty is 6 craft shops and a "produce 6 bone crafts each season" order. It would be great if personality played a role and two dwarfs started a fist fight over who would get to do the work.

317
DF Dwarf Mode Discussion / Re: Magma flowing up through forge
« on: January 11, 2023, 01:26:34 pm »
Yeah, look for a source of pressurized magma at the same or higher z-level as the magma forge.

318
DF Dwarf Mode Discussion / Re: Dwarven School?
« on: January 10, 2023, 09:21:00 pm »
Maybe you can lure them to your choice of guildhalls by putting the toy stockpile there.

319
Many military vehicles have towing winches exactly for this sort of problem. Besides, if you were parking a vehicle, you'd know both your CO and the enemy would be vicious if you couldn't move out at a moment's notice.

320
DF Dwarf Mode Discussion / Re: Premium - invasion of the everything
« on: January 10, 2023, 01:25:50 am »
The dwarfs butchered many trees to clear land for a fort.

Herds of giant giraffes enter the map and making a beeline straight into the fort, and the giant vultures avoid military dwarfs and prey on lone citizens.

The mayor has become paranoid and sputters about elves and how the powers they worship pervade the land.

Spoiler (click to show/hide)

321
I should have said I was responding to martinuzz's post and his noticing the fonio bag in the cave wheat stockpile with mixed seeds. The problem of the seeds being stuck in the workshop is something different and I haven't experienced it, and since I thought your second post was an answer to the OP, I branched the thread in reference to the mixed seeds in bags, which I've seen in 40.n.

Because I haven't seen the new problem of seeds being stuck in the workshops, I'm not sure what to think about it, but the "more than one type of seed is stuck in a bag" problem is the same in 47.05 and 50.05 (just tested both versions). It happens because the "store item in bag" seed-bagging code attempts to put a seed into an bag regardless of stockpiles and regardless of the Mix Food setting. The code only asks "is there a bag named for the type of seed or is there an empty bag?".

In 47.05 or 50.05, on a new default embark with no stockpiles, mass dump all bags and seeds and wait until all the bags are empty of seeds. Unforbid one bag and one plump helmet seed, the dwarfs put the seed in the bag and the bag gets a name. Unforbid all the other seeds but only one other bag; the dwarfs take the 4 plump helmet seeds and add them to the named bag, but the remaining 25 seeds, 5 different seed types, are put into the only available empty bag. I like to think this is not a bug because dwarfs are making the smart move by protecting all the seeds instead of leaving them for the vermin... But it probably is a bug because once you are out of empty bags, they don't try to mix seeds anymore.

322
DF Dwarf Mode Discussion / Re: Razing the Goblin Dark Fortress
« on: January 09, 2023, 05:03:23 pm »
Consider drawing most of them to your fort, to fight them with the home ground advantage. Then visit their fortress.

323
Consider this... every fort already has great quantities of stationary underground magma, and glacial volcano embarks have about 300 magma tiles exposed to cold and snow. The stationary magma is not the problem.

324
If you create a fonio-seed-only stockpile, they might pull it out of the other bag.

The problem starts when there are different new seeds (new, meaning you don't already have bags with that type of seed in them). At that point, a job will start for each different new seed that target the same empty bag. When the first seed is put in the bag, the bag is named but if the other dwarf is already hauling a different type of seed towards that bag, they are going to finish their job and add it to the same bag.

325
DF Gameplay Questions / Re: Classic v50.05 small questions
« on: January 09, 2023, 03:47:51 pm »
I have these missing buttons too but assumed this was because of how I have this machine set up.

For bins/barrels/etc, if you click to the right a bit and the number changes to a blinking underscore, you found the button.

Also for Minecart 'H'auling routes and their stops, the "delete" button is hidden to the right.

For bridges, I click the the >> once when I want the bridge to raise to the east. There is no visual feedback to indicate it was clicked and WASD does nothing. It's been working, but sometimes I mess it up still and it won't accept the build location I clicked.

For screwpumps, the << indicates you want to intake fluid from the west and the tile you click to build will be the "solid tile"of the machine once built. I have missing visual clues and I still need to rebuild pumps a couple times to get them right.

326
General Discussion / Re: What Is Man Made For Realistically?
« on: January 08, 2023, 02:25:41 pm »
"Sir, our experiment on Planet 41 is getting out of control. Risk Assessment is saying there it would be highly unstabilizing to our society if they successfully access our galactic internet. They suggest we terminate the project."

327
DF Dwarf Mode Discussion / Re: Best embark combat skills for one dwarf?
« on: January 07, 2023, 08:44:36 pm »
Discipline trains easy and fast, wounds that aren't dodged heal slow.

328
As a side-note, in 47.05, a goblin fortress would create a biome around it that is displayed as haunted/terrifying but will not have the weather or other interactions normally associated with evil biomes.

329
General Discussion / Re: AmeriPol thread
« on: January 07, 2023, 02:36:24 am »
The holman rule..., as described by the National Federation of Federal Employees, who seem a bit biased against it...
Spoiler (click to show/hide)

330
The reason they climb over a wall in the first place is because they saw one of your dwarfs or animals over the wall, that is when they decided to stop walking and try climbing. Because of this, if you use miners to flatten the nearby hill (within about 20 tiles of your wall) and clear the trees, that will remove any place they can see from, but flyers will always be a problem.

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