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Messages - jcochran

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241
DF Gameplay Questions / Re: Farming Interruptus
« on: October 22, 2013, 01:24:39 pm »
Or perhaps have dfhack and enable seedwatch (which enables/disables cooking of seeds & plants based upon how much you have. So you'll have enough seeds for planting even though you also cook with 'em).

242
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 21, 2013, 11:18:09 am »
Triple-posting for !!science!!.



Attempt #2. Three thieves vs. sixty children. So far, no one has died, although all the children are slowly dehydrating to death. The goblins are coming out on the worse end of the conflict overall, but I have a feeling they're training their dodging skills faster than my children are training their fighting skills. I'll see how this goes - maybe next time I should try a smaller containment area with fewer individuals involved. I'm thinking one goblin versus two or three children.

You know, it's posts like these that make me think those goblin snatchers are doing the kids a favor.
Well, have you looked at the snatcher messages?

To save you time, here they are straight from snatcher_profession.txt ....

I rescue lost children and bring them back to [CONTEXT:PLACE:TRANS_NAME].

So yes, given some of the 'child care' being attempted here, I could see the children being rescued...

243
DF Dwarf Mode Discussion / Re: Do Forgotten Beasts Attack Each Other?
« on: October 21, 2013, 11:13:51 am »
If the FB is weak enough, the animal men could certainly kill it, had it happen a few times.

Grumbling, indeed they can. First forgotten beast I got on the current fortress was a large bloated tick that spit webs. Of course, I decided to house the FB in a nice silk factory with a few bait animals to web over and over. But during the construction of the FB housing, I looked at it in the units report and noticed some injuries. I then zoomed onto it in the caverns and saw it was fighting a bunch of animal men.... Unfortunately, the animal men won. Scratch one silk farm.... But a few years later, managed to capture a giant cave spider.

244
DF Dwarf Mode Discussion / Re: Dwarven macromanagement: an experiment
« on: October 20, 2013, 03:05:23 pm »
In my experience, autolabor is almost worthless if you want anything done in a timely fashion even when your fortress gets a population from 50 to 100. And the spinning task is ... difficult ... for workflow to handle, although you might be able to use 'job item-material' for the spinning task and make multiple tasks to handle different types of wool (ALPACA, LLAMA, SHEEP), but it would be painful to deal with the various "Got hair when I killed the animal so make some cheap hair thread for sutures in the hospital" such as horse, yak, and what not. You'll find 'job item-material' to be absolutely invaluable in conjunction with workflow when you start milling plants. Basically, set up multiple jobs at the quern or millstone with one job per plant type and use job item-material to specify exactly what material for each job. You could manually do such selectivity using multiple millstones and linked stockpiles, but it's a lot nicer to have a half dozen jobs on one millstone to mill cave grass, sweet pod, longland grass, dimple cups, etc. Besides, using multiple millstones and linked stockpiles still doesn't work with workflow. Haven't been able to find the material token type for rock nut paste to be able to use the screw press so haven't been able to make rock nut oil using workflow.

245
Who says they don't? After all, they might enjoy it.

Why can you use magma forges and smelters to create and work magma safe materials like iron and steel?

246
DF Dwarf Mode Discussion / Re: ... said no dwarf ever.
« on: October 18, 2013, 04:21:58 pm »
"Oh shit!" puff ... puff ..."damn goblin is chasing me! Ah ha! The fortress gate, I'll just run inside and be safe!"

247
DF Gameplay Questions / Re: Cave-In Question
« on: October 18, 2013, 11:56:15 am »
I only have murky pools on the surface. I'm currently siphoning the water out of two, large, murky pools, and then purifying it with a screw-pump. It doesn't give me much water, but it gives me enough for my dwarves to clean wounds, take baths, ect. I'm not wasting any more on irrigation until it rains again and fills up the pools.
It only takes 1 bucket per tile one time only to irrigate a plot for farming. Then it lasts forever. And if you have any soil layers, then you don't even need to irrigate.

248
DF Dwarf Mode Discussion / Re: powering the millstone
« on: October 17, 2013, 08:36:34 am »
so i need to dig a channel in the center tile of the windmill, where the millstone should be put then?
the windmill stays on the open space. i dont know, if theres any wind, but the vanes are moving.

If the vanes are moving, you should be able to use the 'q' command to see how much power it's generating.

249
DF Gameplay Questions / Re: Dwarfs won't build stairs
« on: October 16, 2013, 05:16:51 pm »
Depends upon how you embark. If you choose "Play Now!", the dwarves do get a reasonable set of equipment and skills including a couple of picks. But if you choose "Prepare Carefully" and select your own equipment, you have the onus of making sure you have a pick, or some means of acquiring a pick. And even if you do embark with a pick, some wildlife can steal it (see Keas and why they're hated). But not all is lost if you have an anvil, some weapon grade metal (or something made of weapon grade metal) and the ability to make coke or charcoal. Just build the needed workshops (wood furnace, smelter, forge) and make a new pick. And since you mentioned cutting down trees, you do have an axe or two that can be melted down ... But make sure to get enough lumber for the rest of the operation... And once you're digging away with the pick, you can replace the axe easily enough.

250
DF Gameplay Questions / Re: Dwarfs won't build stairs
« on: October 16, 2013, 05:04:44 pm »
The obvious question then becomes .... Do they have a pick?

251
DF Dwarf Mode Discussion / Re: powering the millstone
« on: October 16, 2013, 02:55:18 pm »
I think you can only power millstones from the top, and windmills only power things directly below them.

I don't know if you're right about the windmill, but millstones can be powered from any side. I've powered quite a few of 'em through an axle. In fact, millstones can transfer power as well. But I haven't used windmills. Just water wheels.
 

252
Forgotten beasts serve that function.

Why won't this thread die?

253
Because they're hypocrites.

Why does water have pressure and magma doesn't?

254
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: October 14, 2013, 06:17:01 pm »
Hmmm... That map you linked looks like three cotton candy cones stuck upside down. Please tell me that each of 'em in your picture also have huge fluffy mounds of cotton candy directly beneath them only a few Z levels away....

255
DF Dwarf Mode Discussion / Re: Cage Traps and Mass-Capture Programs
« on: October 14, 2013, 06:13:50 pm »
Good luck. The danger room should kill them. Heck, I had a dwarf that dropped a gauntlet in the danger room (no idea how) die. Goblins that hardly wear any armor, and naked trolls probably won't last much longer.
Did you perhaps use something other than training spears in your danger room?

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