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Messages - Loci

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226
DF Gameplay Questions / Re: Raiding and Pilliaging- fps boost method?
« on: April 22, 2018, 11:14:21 am »
So fps is a problem.

I really want to boost it through constant raids...


Why would you assume that sending dwarves to fight battles off-screen will increase your fps?

227
DF Dwarf Mode Discussion / Re: My whole fortress is broken again
« on: April 20, 2018, 03:20:37 pm »
Items in bins are not listed individually in the trade depot goods screen--you need to select and move the whole bin (which, by default, won't appear if any item in the bin would violate a mandate). Additionally, bins are bugged in that every store item in bin job blocks access to all other items in the bin until the job is complete. That bug tends to cause many workshop cancellations when all your supplies are stored in one bin.

As for the magma carts, magma sets tiles to injuriously high temperatures. With temperature calculations disabled, those tiles will never cool down, and your dwarves won't set foot in those tiles while they're hot. Enabling temperature calculations should resolve the problem quickly.

228
DF Gameplay Questions / Re: No robes?
« on: April 19, 2018, 06:46:03 am »
The items your civilization can produce are determined by the tokens in entity_default.txt. Under MOUNTAIN (a.k.a. dwarves) is the token: [ARMOR:ITEM_ARMOR_ROBE:COMMON], which usually gives dwarves access to robes, but not always. Weapon, trap component, and shield tokens do not appear to support a rarity value, so they are always available.



As far as I've seen dorfs have variable access to upper body clothes (there's always at least one for both clothing layers), and the same goes for boots (which are armor) where high or low boots may go missing (but you can have access to both, and you can't miss out on both).

The game does not enforce any minimum access to clothing/armor. I changed all the COMMON values to RARE, generated a world, and embarked from a civilization that could not produce any clothing or armor (except shields). My embark dwarves were naked (and unhappy about it).

229
DF Dwarf Mode Discussion / Re: Seed Bags
« on: April 15, 2018, 12:32:35 pm »
So you don't bother with flour or dye either?

Usually I just make 100 extra bags and grumble a bit. By the time I set up the dye industry I have seed issues sorted. But none of the bag-requiring jobs are necessary for a successful fort, so you certainly could skip all of 'em.

230
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: April 15, 2018, 12:23:54 pm »
I plan to build a underground well, but I'm not sure if its flood- and siegeproof

No and no. Here's one recommended design that's both:

http://dwarffortresswiki.org/index.php/DF2014:Pressure#Safe_well


So ever since I started playing again I've been constantly harassed by claims of not having any seeds for my plump helmets. What change is it that has led to this trend?

Storing anything in a barrel blocks access to everything else in the barrel until the job completes. Don't store your actively farmed seeds in barrels.


My farmer's keep making thread out of hair that I think they get from the refuse pile, and it's not getting stocked in the cloth pile, nor is it labelled correctly - it's not "[Animal] Yarn" but "[Animal] Thread". Is this thread useless and a glitch or something?

Hair thread cannot be woven into cloth, but it can be used for some jobs like suturing and book binding.

231
DF Dwarf Mode Discussion / Re: Seed Bags
« on: April 13, 2018, 04:18:22 pm »
Did a quick test and looks like the best way to deal with it at this point in the game is to NOT have a seed stockpile at all. Leave 'em on the floor of the still.

That's actually *worse* since, without the stockpile-consolidation logic, multiple dwarves will use multiple bags to store one type of seed.



Forbidding bags didn't work well at all. When I needed them for the quarry bushes, and un-forbid (claimed?) them the game decided putting seeds in bags was more important than putting leaves in bags. I still have no idea what to do about that. Maybe something with burrows...

The easiest solution is to just not grow quarry bushes. If you insist on quarry bushes, the next easiest solution is to make 100 spare bags to store worthless seeds in a stockpile. A third alternative is to completely separate your quarry bush processing in an isolated area.

232
DF Dwarf Mode Discussion / Re: Maintaining framerate in 20 year fort
« on: April 07, 2018, 05:22:14 pm »
Does anyone have any suggestions?

Get rid of all pet-locked doors.

Make all your hallways with any traffic at least 2 tiles wide. Dwarves meeting in a single-tile-wide hallway will repath to avoid sharing a tile, potentially flood-filling the entirety of the map to find an alternate route. Even worse, repathing uses jump/climb pathing, which is more expensive than regular pathing.



I've had some success using a single spiral ramp through my fortress. Ramps seem easier on FPS than staircases.

Short of rather ridiculous bugs, I don't see how stairs could have much impact at all.



Dwarves will never path through restricted zones unless they need to, even if it takes them to the other side of the map.

Nope. "Restricted" tiles have a pathing cost of 25, meaning dwarves will only detour up to 12 normal-traffic tiles (or 25 high-traffic tiles) by default. (You can modify these values, however.)

In general, setting traffic costs can be helpful, but only if you know what you are doing. It doesn't matter what traffic costs you set if your dwarves are constantly running into each other in one-tile-wide hallways--they will flood-fill the entirety of the map looking for an alternate route, regardless of your traffic costs.

233
DF Dwarf Mode Discussion / Re: Garbage Explosion
« on: April 07, 2018, 04:53:23 pm »
If you place your garbage on top of the bridge tiles that turn into "walls" raising the bridge will smash the trash instead of flinging it everywhere. When the bridge is up your dwarves won't be able to dump garbage on it directly, and any garbage dumped from above will simply remain suspended by the "wall" and fall down into smashing position when the bridge is lowered. A 1x1 raising bridge works great--there is no chance of garbage flinging since there are no non-wall bridge tiles.

Using the top of the bridge also allows you to automate a garbage disposal pit (using standing orders or a dumping minecart stop) without any risk of a "garbage flinging event". You can even link the bridge to a pressure plate in a random hallway for automatic operation.

234
DF Dwarf Mode Discussion / Re: Booze droppers
« on: April 03, 2018, 04:07:07 pm »
I wanted to see how you guys do booze droppers for isolated dwarfs.... Last time I tried it demanded a shit tone of micro management....

A simple minecart route can fully automate the process. Dwarves load the cart full of booze and push it down the track, through two statues (blocking dwarf-access to the tracks), and dumping the booze in the isolated area. Dwarves in the isolated area drink the booze and load the empty containers back into the cart. Once the cart fills up it's pushed back out for a refill.


I noticed that (some of) my boulders were simply vanishing...

The game already has a "wear/damage" tracking system for objects, and Toady would very likely use it for "falling damage" much like it is now used for "fire damage", "combat damage", and "throwing damage". Having falling items simply disappear seems rather unlikely.

I tested dumping booze barrels down a 30+ z pit in v0.44.09. Whether dwarf-dumped, minecart-dumped, or "tossed" by a retracting bridge, all the barrels survived the plunge. I then set the dwarves to repeatedly load the barrels into the minecart and let it run a while. By the time all the booze had been consumed there still weren't any damaged or missing barrels.

I'm not sure where your missing items disappeared to, but if you post your save it might clarify the matter.

235
DF Dwarf Mode Discussion / Re: Crashes are very frustrating
« on: March 31, 2018, 12:06:20 pm »
I'm getting maybe 1 crash every 5-8 hours of playtime, and it's tough to understand exactly why and when.  For instance my last crash was right after I found the magma sea, I closed out the pop ups then when I went 1 level up DF just crashed and closed.

Are you using TWBT? (Note that some starter packs enable it by default.) If so, try disabling it and see if the "cursor movement" and "view-key" crashes stop.

236
DF Dwarf Mode Discussion / Re: Complex drawbridge mechanics
« on: March 19, 2018, 12:02:52 pm »
Double pull ceased to work with any degree of certainty with the jobs rewrite back in 0.40.X, as dorfs now pull the lever once, walk away for 10 or so steps, then figures that they should take up a new job. Not only does it mean that the time it takes the dorf to return for a second pull may be too long, there is also a significant risk the second pull task has been taken up by someone down by the magma sea during the time the pull order has been "published" and the initial puller has been walking away.

It worked in v0.44.07 when I tested it, but if you're having problems you can temporarily lock a door to keep the lever-puller from wandering off or switching jobs.

237
DF Gameplay Questions / Re: Abandoned Flasks and Quivers
« on: March 19, 2018, 11:57:12 am »
My dwarves have been scattering their flasks, waterskins, and quivers all about.

That's probably a uniform conflict. Military dwarves should have the mining, woodcutting, and hunting labors disabled to avoid dropping equipment when going off-duty.

238
The default Dwarf Fortress download is 64-bit, which Windows XP cannot run. Under "All versions" you can select a 32-bit build which should work.

239
DF Dwarf Mode Discussion / Re: Complex drawbridge mechanics
« on: March 17, 2018, 04:33:10 pm »
A lever sends open and close signals, not toggle signals.

This is quite true. However, it *is* possible to accomplish a single-lever control.

Most simply, a "single lever airlock" uses two bridges with reversed usability.

A more finicky design is to build the out-of-sync bridges as described by Iduno then pull the lever *twice* in quick succession for each activation. The first signal will be ignored by one bridge and trigger the other. The second signal will then be ignored by the already-triggered bridge and trigger the other. When done properly, the two bridges will both toggle and remain out-of-sync.

240
Nevermind, looks like my dwarves didn't want to build stuff using raw basalt stone, so I changed the material to wood, and it worked.

You don't specify the type of material to use, you specify the specific item(s) to use. If those specific items are then rendered inaccessible (say, by the flooding of the reservoir wherein they lie) your dwarves will not substitute any other item. The items that you select for use in buildings are marked with 'TSK' in game, which you can use to investigate why your dwarves won't complete a build job.

Incidentally, this is one of the reasons why using dwarf-made materials for buildings is recommended--the odds of basalt blocks in your mason's shop or stockpile being rendered inaccessible are much lower than those of random stones scattered throughout your fortress.

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