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Messages - Shazial

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46
DF Dwarf Mode Discussion / Re: Problems with babies
« on: December 05, 2014, 05:04:20 am »
You can turn off all cancel notices from the orders screen, if you don't mind possibly missing something important.  The baby communes you're speaking of have definitely been done before - someone here has a link in his signature.  I believe the title is something along the lines of "kinder, gentler dwarven child care".  I personally take a free-range approach to child care, but I just started playing with invasions on and I have yet to deal with goblin snatchers.

Yeah I would rather not turn the cancel notices off because I tend to be a bit of a control freak - I want to know what's going on so I can respond as soon as I get a hold of the situation.

Oo, good to know. I will have to take a look at those threads and see about building my own childcare. :D I have some ideas, but it might be a better idea to look into what others have come up with first.

Babies are a special case. They're generally unable to take jobs, which means they will not eat, drink, sleep, get clothes or get treated in a hospital. Each of these requires taking on a job. They can be fed and watered by adults who notice a hungry/thirsty baby, nothing else (a wounded unconscious baby is not treated, because treatment requires the "Rest" _job_). Consequently, a _baby_ camp won't work, you have to wait for them to pass their first birthday.

Normally, a baby will be carried around by its mother, and mothers put absolute priority on scooping up any loose infants. Take a better look at your cancellation messages for infant-seeking cancel spam, there's a reason for cancellations mentioned right there. "Infant inaccessible" means the baby got loose and ended up in a place the mother cannot walk to, but is apparently still alive. Check the mother's relations screen again, scan through the babies and see if one of the living ones is not in the same place as the mother.

If the mother cancels picking up her child with the reason "too injured", she might have run out of hands to grasp with. There's not much you can do in that case, apart from blocking cancellation messages. Hands rarely grow back.

Locking up children (not babies) is possible and tends to keep them out of harm's way, but they don't care for orders and are thus a bit difficult to move to the childcare area. Assigning them personal bedrooms is the only reliable way to redirect them. Burrows are largely pointless because they control where a dwarf can take _jobs_, which isn't the main cause of child travel - mostly they follow their mother around, which isn't related to any job at all so can be done regardless of burrow settings.

Hmm.. That does explain why the wee ones can have half their guts hanging out and not get any treatment. o: I probably need to expand my hospital while waiting on the babies to grow since quite a few of them seem more or less injured (Horay for passive population control...).

Well, I wouldn't be wondering about the spam as much if there was a reason. There is not. There's just a lot of "Seeking infant" ever since that tiny thing spawned to the world, which is what makes me think it's probably some sort of a glitch. There was another dwarven lady who did it for a moment but then quit. This lady.. nope. She seems to cancel every individual job she has queued or is going to do, so there is pages upon pages of this:

Spoiler (click to show/hide)

47
DF Dwarf Mode Discussion / Problems with babies
« on: December 04, 2014, 06:59:28 am »
Greetings from the hills.

I updated my dwarf fortress version to a newer one, and moved over my old save. It's not completely compatible, as I think this fortress was started at 40.11, and the version I currently have is 40.16 (Surprisingly stress hasn't been an issue in my fortress despite this version having a bad reputation for it). Transitions between versions have been rather smooth and I've been using the LazyNewbPack while playing.

Now however, the babies are proving a bit problematic. Not really because dwarves breed like rabbits, but because their mothers refuse to take them to the hospital despite quite a few of them having numerous body parts mangled beyond recognition (thanks to my McCheaterson style danger room on a popular hallway). Is this.. normal? I know dwarven ladies are prone to using the babies as shields and I've had it happen quite a few times myself, but I think I've always seen at least some of them in the hospital later on. My hospital is fully stacked and has free beds and traction beds too, so there's no reason not to take them there.

I spoke to mr. Google about the issue and it seems to be a known bug from somewhere earlier, but I wonder if anyone else has ran into it in recent times?

There is also another very annoying baby created problem. One of my miners recently spawned a little one. This now makes 6 kids for her (makes me want to geld her husband...) i.e. She currently has 4 babies of different ages and 2 children of different ages. I don't mind them breeding, future work force and cannon fodder is always nice, however the problem is that ever since the birth of the youngest one, she keeps spamming Cancel Job: Seeking Infant. At worst I had 24 pages of only this report and it annoyingly drowns every other announcement made by the game.

It doesn't really even make sense to me, she's already carrying a baby, a badly mangled one at that (see earlier baby problem). I don't know if she's looking for another baby that she's trying to carry at the same time, or... Never mind, I just checked, 3 out of 4 kids are in a grave with their upper body missing.  So I guess trying to find another baby isn't really the cause of it (Should I be worried about her having such a high infantile death percentage..?).

Any ideas what could be causing it and how I could stop the spamming? She does seem to do some work e.g. item hauling despite all the time spamming a cancellation message. Is concentrated baby/child camp somewhere in the depth of the fortress a viable idea (Build a big hall with food and entertainment and lock them all up in there)?

Ideas appreciated!

48
DF Dwarf Mode Discussion / Re: MsPaint Scenes: I draw your descriptions!
« on: November 20, 2014, 06:39:51 am »
I got back to the game after the new release came out, but I waited a few versions. My new fortress was great, lots of wood, great metals, a river for fishing.. However the new climbing system was a little bit bugged and I didn't assign a meeting area. This caused a hilariously horrible situation in my Fort and gave birth to a legend of dwarven children. Take a seat and listen to the story of..

Rain of Children's Corpses

From the diary of Urist McAnonymous
Day XX
Things have been odd in the Ancientrage of Apes. We've worked a lot and dug deep, however our children have gone missing. Goblins have not been seen, nor dingos, so these disappearances are a mystery. Urist McWoodcutter did claim he had seen some of them go wander in the hills, but his eye sight is a bit poor so we're not certain what he saw.

Day XX5
Our son has gone missing. Uriste McWife was upset and distressed, and I do need an extra drink.

Day XXY
I went chopping trees when I saw Urist McWoodcutter get killed by something falling off the tree. By Armok. The corpses. The children. They are raining down from the trees. I can't handle this. Oh god, oh Armok spare us...


Long story short my kids got bored and with no meeting zone assigned they started wandering outside. This lead to them climbing up trees and getting stuck in the branches, and going missing. The situation was only solved when the wood cutters started chopping down trees and were greeted by a literal rain of child corpses. Some of them died from getting struck by the corpse falling, some got injured, most went insane from sorrow and caused a big tantrum spiral, killing 97% of the population of the fortress.

In the end, there were only 4 dwarves left: 2 babies, one insane adult and a kid, whose personality treat was something along the lines: "Doesn't get discouraged often. Doesn't get depressed often." So despite everything her happiness never. went. down. She happily lived her life in the middle of the chaos, where her friends ran off to die up in trees and then her family went insane and died.

I was half tempted to continue the fort just to create her epic story but with no workers and migration cancelled from all the horrors that occurred the fortress was doomed.

49
DF Dwarf Mode Discussion / Re: odd animal farms
« on: November 20, 2014, 05:33:34 am »
My animals aren't that weird or exotic, but I do have quite a handful of different ones in one fortress. I had the luck of buying a breeding pair of dingoes from those pesky hippies before I pissed them off for good. Then another stroke of luck I managed to capture a breeding pair of black bears and a breeding pair of kangaroos (and surprisingly some of my dwarfs actually like them and have adopted them as pets!), so now I have a rather nice varying zoo at my hands. My cage traps also lately caught some sea otters and ravens, but I'm not completely certain yet if I want to keep them.

50
DF Dwarf Mode Discussion / Re: Trading - what is the point?
« on: November 12, 2014, 05:11:28 am »
Trading is often the easiest way to secure cloth and leather if you accidentally cook your seeds or a forgotten beast comes and kills all your animals before your military marches in to take care of it. I also tend to enjoy trading as an RP thing. It makes my fortress feel like it's connected to the world around it and doesn't just exist in some sort of a micro world of its own. It almost always feels like a festival when the caravans arrive - the dwarves stop their every day work and haul things to the Depot to receive more booze and food to guzzle down.

Though the fest is probably just an illusion the starving dwarves created out of the joy of getting food other than plump helmet gruel.

Plus it's always nice to dust out the warehouse and sell out all the excess and lower quality stuff you don't want your dwarves to use.

51
DF Dwarf Mode Discussion / Re: Do you have any DF quirks?
« on: November 12, 2014, 04:11:30 am »
I don't have too many quirks, just a tiny handful.. for example I feel really awkward embarking on a site without a river. I don't care if the river is under ground or above ground, if it freezes or dries completely out during my game, but in the beginning I just need a river or a brook on the site. ><

I'm also a sucker for symmetry. I tend to dig my levels to follow some sort of a symmetrical pattern. If I dig a hallway and a room on the other side, I need to mirror the size and position of the room on the other side.. that's why I hate running into damp stone and undiggable things.. it ruins my symmetry.

Related to the symmetry I tend to arrange my fortress in a specific manner. First level is the food and agriculture quarter, with stockpiles and workshops of specific type grouped up together, second level is typically two z-levels below, or when I get the first pure stone ground level, and it becomes the wood and stone factory, where all the furniture is produced, then I dig down two levels again, and create the crafts dwarf area, with gem cutters, crafts workshops, clothiers, etc., and then again two z-levels down to create the metal and forge and furnace level. On each level I branch out dwarven accommodation, creating individual rooms for my dwarves.

Last but not least, I always build the tiny dwarf houses the same way. It's a 2x3 room, with bed in the middle, chair and table at left or top, and a chest next to bed, and then a cabinet next to the chest, leaving one empty space in the middle of the room. The noble's rooms are bigger, but otherwise follow the same principle and arrangement of furniture, except the bed and chair+table change places, with the chair and table being in the middle of the room.

52
DF Dwarf Mode Discussion / Re: Dwarven Haiku? Not For The Weak Hearted!
« on: November 11, 2014, 04:18:16 am »
Bronze Colossus,
Done in by a hammer.
Fancy crab statue.

King is unhappy.
His Mandate was not met.
Hammerer's joy.

EDIT:

I figured this modified version of the Chandler's Wife song would fit this discussion perfectly:

Spoiler (click to show/hide)

EDIT 2:  Here's a take on the Needy noble (drunken sailor).

Spoiler (click to show/hide)

53
DF Dwarf Mode Discussion / Re: Horse on a tree
« on: November 08, 2014, 08:17:21 am »
This was the first time I had seen a horse on a tree so I was really curious as to how it could've happened.. Cutting down the tree or building a ramp also are the easiest ways to handle the situation, however I was interested to see if there were any creative ways to go with it, since my embarkment site is very peaceful and there's not much "fun" going around.. so I might as well create some of my own. >.>

Standing on a sapling sounds like the most possible situation to cause this horse to get up there. I only noticed it when the "Animal inaccessible" spam started. x.x

I've had similar situations in an earlier fortress when the climbing skill was introduced. However, back then it was mostly due to my own noobishness: I didn't assign a meeting zone, so all the kids ran outside, started climbing trees, got stuck up in the trees.. then their bodies rained down on the unsuspecting dwarves below when the tree was felled or they otherwise somehow fell. It was.. pretty interesting to watch one dwarf have the corpse of his missing son fall ontop of him, make him injured and then go berserk and start a tantrum spiral that was the downfall of that fortress.

54
DF Dwarf Mode Discussion / Horse on a tree
« on: November 07, 2014, 05:52:39 am »
Things have been calm in the Heavymire of Practising. Booze flows, trading's good, the King moved in and is surprisingly benevolent, there is a horse and its foal growing on a tree...

Wait, what?

Spoiler (click to show/hide)

Stuckos Asteshoshosh is a very confused dwarf, because his pet is starving, and apparently has somehow ended up on a tree, and given birth up there. Now Stuckos Asteshoshosh is trying to figure out a way to get the horse down without killing it or its foal.

Ideas?

55
DF Dwarf Mode Discussion / Re: Cloth trouble
« on: October 23, 2014, 07:47:22 am »
You select the material type then the thing you want to make on clothier workshops, so if you want a yarn bag, you select "yarn" then select "make yarn bag"

I don't normally use the manager because it takes forever for the lazy beard to accept the orders, and it makes issues really confusing...

I figured. The naming was just misleading.. it's funny to call the cloth "Wool cloth", yet if you want them to use the wool cloth you tell them to do "Yarn <craft>". x_x

A well trained manager makes things extremely smooth. :3 Mine is a legendary organizer, so she gets all my orders handled in a wiffy. When the population gets really high and things get hectic, I find it difficult *not* to use the manager. x.x

56
DF Dwarf Mode Discussion / Re: Cloth trouble
« on: October 23, 2014, 06:07:46 am »
Dunno, always used manager for cloth:) also yes, yarn is wool.

That explains so, so much... I just thought it meant the yarn that you can spin or buy from merchants. Derp. Thank ye all for saving me from sockastrophe!

57
DF Dwarf Mode Discussion / Re: Cloth trouble
« on: October 23, 2014, 04:20:11 am »
You order stuff madé from silk, wool or plant cloth. Your čase is you have wool, but order stuff Maxe from plants.

Is there a list of which item is made of which type of cloth somewhere outside or inside the game? The workshops don't really specify, you can only choose from cloth, yarn or silk.. or is this a case where yarn means wool cloth?

58
DF Dwarf Mode Discussion / Cloth trouble
« on: October 23, 2014, 02:47:43 am »
With the new version out and what not, I got back to the game, and after two destroyed Fortresses, the third one, Heavymire of Practicing, has been rather successful with 189 happy dwarfs going with their daily life. However, I'm facing an odd problem..

These happy fellows are ignoring the bins upon bins of different wool cloths I have bought and weaved for them, and rather cancel the clothes making jobs if they don't have any plant cloth available. The cloth quarter has the loom, two clothier's shops and the cloth stock piles side by side, so distance should not be an issue. The bins haven't been forbidden either, so by all logic, they should be happy to have such plentiful materials to work with.. Unless they all have a severe wool allergy?

Am I missing something blatantly obvious? Is there a specification or limit on which cloth type is used for which type of items (kinda how you can't make weapons out of some metals)?

59
DF Gameplay Questions / Re: Moving cages creatures
« on: March 18, 2013, 04:31:37 pm »
You have to tame creatures if you want to sell them or butcher them through the workshop (instead of sending in the military). Activate the animal training labour on a dwarf or two, and assign the animal for taming. The trainer should then bring a piece of food to the cage and tame the creature. Trained creatures can be released from the cage and behave like tame animals, but will forget their training over time, and if it isn't reinforced, they will eventually revert to a wild state.

You cannot tame animalmen, and you cannot normally use their corpses for food and other resources. Release them or kill them with your military, there's not much else to do with them. You can stuff multiple creatures into a single cage - build a cage, then 'a'ssign animals (and animal men) to it from the 'q'uery menu. Don't assign wild creatures already sitting in another built cage, there's some bug there; transferring creatures from a 'loose' cage sitting in a stockpile or so works without problems.

Build a central cage where you won't have to parade the critters past Human traders during transfer (the buffoons like to slaughter your catches on sight), and assign all the non-grazers to the cage.  Grazers are trickier because they require more attention.  Buld another cage near your farm so access to fresh greens is easy, build the grazer's cages near that cage and transfer them in.  Assign your two best trainers to them and turn off stone and item hauling so they have plenty of time to the grazers so they don't starve.  Next, assign "U"nassigned trainers to the non-grazers.
Once you have General Familiarity of the grazers and you get a few -trained- or better females, transfer them to a safe pasture.  If all goes well, you'll get some offspring(a male must be present on the map or caged for reproduction).
If you're brave, carve out a 4x4 room with a door, zone it "n" & "t" and transfer a couple of your better trained aggressive non-grazer females to the room and assign a devoted trainer to prevent them going wild.  Once again, if you're lucky you'll get offspring.
Assign your devoted trainers of the parents to your offspring, eventually they'll become tame and you'll be able to safely pen them with your other stock.

I've been trying to tame all sorts of animals, but the taming process seems to be broken in my game (There's no option to assign an animal for taming and queuing a taming/training task in Kennels just gives: "No tameable animal available" error), which really sucks, because I have a lot of dogs I could make use of. I don't know why it's not working though.

I'm also the only civilization in my embark site.. No humans, no elves, just dwarves trade with.

Guess it's time to make a marksdwarf training range and release the moosemen there to be living targets.

60
DF Gameplay Questions / Moving cages creatures
« on: March 18, 2013, 10:06:08 am »

My hunters and traps have been rather successful at capturing many different things, including raccoons, moosemen, badgers, yacks etc. My problem is that I cannot move the cages for trading or animals for pitting, etc. without them getting out and going on a rampage, which often first leads into them interrupting my hard working dwarves and then getting their heads bashed in by my military. The only exception seems to be if I build a cage, and the dwarves haul the whole cage with its contents to the spot, thus creating a rather exotic Zoo. This is rather annoying, as the amount of said non-useable caged creatures is starting to grow rather big. Am I missing something, or doing something wrong?

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