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Messages - Drazinononda

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241
The BEST option though, is to stop cooking plump helmets and strawberries, and instead grow wheat, mill to flour, get the seed, and cook that.

There's also the option of brewing the plants, then cooking the beverages. But I'm not sure what is meant by "best" so I won't argue that this is better, but to note: plants mill at 1:1 for flour, but brew at 1:5.

242
DF Dwarf Mode Discussion / Re: Law & Order
« on: May 23, 2013, 11:48:54 am »
Release him. Imagine him and the sheriff going about their work, watching over their shoulders all the time. Maybe the murderer will reform and the two of them will become friends in the end, who knows?

243
Control the quantity using a designated seed pile adjacent to the normal food pile, and restrict bags and barrels from it. This limits the number of seeds that can be physically stored, then assign to take from the brewing pile.

Round about as a solution, but should do the trick.

(Say you want only 10 seeds in the pile. Seeds have a median average for the size of stack they make, so use that, and get the amount of no barrel, no bag tiles your stockpile needs to be. (My experience says the average is around 5 seeds per stack. (Though I admit not paying much attention) This means a stockpile with 2 tiles.)

The pile will not be an exact value, but will ballpark in the area you want it to be.

Seeds don't stack, and you can't restrict bags from a stockpile directly. He'd have to make sure all his bags were held up elsewhere, possibly full of sand or something.

244
I'd set up a large stockpile that feeds into a small "cookables" stockpile that gives to the kitchens, which then feeds into a "brewables" stockpile that gives to the stills. Since your brewables are the end of the line, that stockpile will always be full -- ensuring that you never run out of seeds; and the extra will be cooked off for meals. The large stockpile I mentioned first is just so you don't have plants withering or rotting because you left them out.

245
DF Dwarf Mode Discussion / Re: Umm... I may be screwed.
« on: May 22, 2013, 11:01:28 pm »
Unless something has changed that I missed, water touching a natural floor or wall in a biome with saltwater will turn salty, regardless of any contaminants; the workaround used to be to build (not just dig) a cistern, with constructed floors and walls, which would not resalinate the water as a dug cistern would.

246
DF Adventure Mode Discussion / Re: I want to say goodbye.
« on: May 22, 2013, 05:38:08 pm »
When speaking to a character in the Adventure Mode, the option on the very bottom of the list (press + to scroll down) is "Goodbye."

There you go. Hope it helps.

247
DF Dwarf Mode Discussion / Re: Armor equipping conundrum
« on: May 20, 2013, 10:13:55 pm »
Is it advisable to assign all equipment?

Like to the individual pieces?

If you don't mind the extra work of assigning everything, and then assigning everything again when you want to upgrade, then yes it is advisable, because it is the most reliable way to make sure each soldier gets what you want them to have.

248
DF Dwarf Mode Discussion / Re: Armor equipping conundrum
« on: May 20, 2013, 05:54:40 pm »
Pretty much. Your best bet is to set the uniform to replace clothing, and only use exact matches. That way whoever is assigned the uniform is forced to equip the right armor.

The dwarves should strip naked, rush the armor stockpile or forge, and equip what they need

This.

The reason they are only equipping the chainmail is, most likely, that the rest of their outfit is already "full." This page has a tl;dr breakdown of how the game determines what and how much armor/clothing a dwarf can equip, and why. Read up and understand; that will solve most equipment issues you'll ever run into.

I'll save you a little time and address the two main issues here: size/layering and [SHAPED] pieces.

1. Any given body part can only equip a certain amount of apparel, and that amount is also affected by what specific types of clothing are chosen. Just like real life, a DF character can only equip so many shirts, and fewer coats. The dwarven standard outfit (in a vanilla game) includes plenty of space for armor, so that is likely not your problem, but possible. This thread includes some exposition about that specific issue.

2. Any given body part can only equip one [SHAPED] item at a time. High and Low Boots, Greaves and Leggings, Breastplates and Leather Armor, Gauntlets, Helms and Caps are all shaped, including cloth or leather items. This means that if your soldiers are wearing cloth caps, they won't equip a helm unless you set the uniform to "Replace Clothing."

Setting them to Replace Armor will force them to equip only the items they have been assigned through their uniform. They won't include anything else, so make sure you have at least footwear, legwear and something for the torso or they'll get bad thoughts for lacking those clothing items. Or just assign them cloth shoes or whatever until you finish those parts of the uniform.

249
DF Dwarf Mode Discussion / Re: A Comparison of DF Verses Minecraft
« on: May 19, 2013, 02:52:54 pm »
I would have it's more like "Minecraft is DF for people with ADD." DF came first, you know, and inspired Notch to some extent.

250
DF Dwarf Mode Discussion / Re: Clearing Crimes
« on: May 19, 2013, 11:29:34 am »
Have you considered making your Captain of the Guard a very weak dwarf and assigning him a training sword?

Or would even that be a recipe for genocide?

251
DF Dwarf Mode Discussion / Re: Dwarven tanks?
« on: May 19, 2013, 01:30:01 am »
strange, it really wasn't modded? Maybe its because flying people behaves a bit unpredictable...

Just to be perfectly clear, helmets have not been modded... I've fixed up bolts and arrows a bit and flexed my Armok powers to make lady dwarves grow beards. Haven't touched item_armor.txt at all, so helmets (and all other armor) are still vanilla.

Honestly, I'm surprised it even specified "lower body" instead of just "body part." Fall damage is so wonky I never know what to expect, and I certainly didn't expect my dwarf to turtle up into his helmet.

252
DF Dwarf Mode Discussion / Dwarven tanks?
« on: May 18, 2013, 05:29:03 pm »
This happened in a game without any armor modding:



But I wonder, would this be possible to achieve consistently by giving helmets [LBSTEP:MAX]? SCIENCE TIME

253
DF Dwarf Mode Discussion / Re: So I built a wall around my pasture
« on: May 18, 2013, 05:09:00 pm »
I've never seen an animal obedient enough to starve while standing on a patch of grass because the boss told him not to eat...

You've never seen an animal trained by a dwarf.

I had a burrow keeping my civilians inside the fort for the duration of the siege. The pasture was a walled of enclosure well outside the fort and not included in the burrow, no animals were assigned to it and tbh I don't see an option to do that, but that sounds like that may be at least part of the issue.

If the civilians were assigned to the burrow (w -> c) then it shouldn't have affected the animals' behavior. If the civilians were sent to the burrow through an alert (m -> a) those apply to your animals as well and would activate the bug.

Here is the bug report I mentioned earlier (which I actually submitted myself... heh) if you'd like to add your evidence. There is also a link there to the original thread where I learned of the bug.

254
DF Dwarf Mode Discussion / Re: Mayors and Elections
« on: May 18, 2013, 04:58:13 pm »
This is a known bug.

255
DF Dwarf Mode Discussion / Re: So I built a wall around my pasture
« on: May 17, 2013, 10:56:36 pm »
Did you have a burrow alert set that did not include the pasture? There's been a bug reported that animals "assigned" to a burrow through an alert will not eat in a pasture outside of that burrow. They'll stay in the burrow, they just won't eat.

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