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Author Topic: DF2014 Question and Answer Thread  (Read 434577 times)

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #2820 on: May 26, 2016, 03:20:33 am »

So then a magma kiln for pots and farms for fruit and veg plus gathering would make you pretty much self sufficient?

Unless they are fire clay (Therefore stoneware instead of regular clay earthenware), the pots would need glazing first in order to hold liquids (via the application of wood ash glazing or expensive casserite tin glazing) and also require transportation to the nearest accessible area of lava to mix in all the components.

Glazing pots may also inadvertently raise fortress value considerably depending on the skill applied, glazing can also be applied to relevant stone objects too (is that a bug? thats my question personally) which can be a negative thing if you are trying to remain low profile by keeping fortress value down in the planning and infrastructure stages of your fortress.
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2821 on: May 26, 2016, 11:35:14 am »

You could completely automate bag construction - pig tails->thresher->weaver->clothier.  If you were sure to have slightly excess booze then the thresher could just syphon off an extra pig-tail here or there, especially since a glass industry reuses bags anyway.
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2822 on: May 26, 2016, 05:26:52 pm »

So glass is the only recyclable alcohol container?
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FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #2823 on: May 26, 2016, 05:45:47 pm »

So glass is the only recyclable alcohol container?

By recyclable i think you mean 'Renewable' or 'replenishable' as to say theoretically infinite so long as the heat of magma and bags full of sand are supplied to create 'green' glass. Higher value clear glass (requires pearash, which is potash run through a kiln) and top value crystal glass (requires crystal mineral stones) are non-renewable.

Technically in its current state, whatever the merchants bring is renewable until the development arc to implement real world markets is introduced (as to say buying all the wood from a caravan will create more demand for wood and potentially raise prices next year, or selling lots of metal will deflate prices and everyone will walk around in swanky metal armour and play with metal toys hypothetically as a scenario)

Since you can't break down glass pots again back into material for 'recycling' (at-least not without a modded workshop and lots of traumatised dwarves from lost masterpiece pots) they arent recyclable, unless you count returning them to the magma and destroying them to do that.
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #2824 on: May 26, 2016, 05:48:59 pm »

As far as renewable goes, wood might as well be infinitely renewable with how fast trees grow and how much they produce.

For something truly recyclable, metal barrels can be melted back down.  I don't think they give as much material back as they take to make though, so it's not a great idea in general.
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2825 on: May 26, 2016, 08:33:44 pm »

Only thinking of renewable resources for brewing, you need crops for thread and bags for sand, plus magma for glass? I just want to leave it running without bothering to trade
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2826 on: May 26, 2016, 09:45:31 pm »

Only thinking of renewable resources for brewing, you need crops for thread and bags for sand, plus magma for glass? I just want to leave it running without bothering to trade

But most of that will reach an equilibrium.  If you want 100 dwarves to self-sustain, then 100 barrels/large pots will guarantee there will always be enough drink available.  If they fill the 100 barrels and can't produce more, then the crops will just wither in the fields until space opens up.

Glass is similar.  A single bag can sustain a magma glass industry indefinitely, and that's before work orders were implemented.  More bags is clearly better, but they are reused so you have no need to automate their production.
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2827 on: May 26, 2016, 09:53:30 pm »

Now my new questions,

Is there any purpose to assigning a barracks to an individual?  By this I mean the "a: Assign Room" command, not through the military.

Is there any use to sculpture gardens, zoos, well rooms or any other meeting areas since .42?  I've made a few but I haven't noticed any positive thoughts or dwarves hanging around them like they use to.
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2828 on: May 27, 2016, 12:28:22 am »

Wait, are barrels and large pots reusable? We're they always?
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ManaUser

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Re: DF2014 Question and Answer Thread
« Reply #2829 on: May 27, 2016, 02:33:06 am »

Wait, are barrels and large pots reusable? We're they always?
Yes. And as far as I know, yes again.
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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #2830 on: May 27, 2016, 02:37:16 am »

Note though that they at least used to prefer to drink the fullest, newest barrel first (though not sure if this is the case anymore, given I've seen embark barrels with both 3/5 and 5/5 in same stockpile after some time). Even a random order means that you can guess when the last barrel will empty, but not so much for the first - in any case, having half your drink stock done yet no barrels available for brewing is not exactly weird.

Reserving barrels from stock[p]ile menu can help guarantee that you can brew when drink gets low, if you want to be sure.

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #2831 on: May 27, 2016, 04:25:44 am »

Now my new questions,

Is there any purpose to assigning a barracks to an individual?  By this I mean the "a: Assign Room" command, not through the military.

Is there any use to sculpture gardens, zoos, well rooms or any other meeting areas since .42?  I've made a few but I haven't noticed any positive thoughts or dwarves hanging around them like they use to.

To memory, individuals cannot claim barracks defined rooms as they are reserved explicitly for military. However some nobles get a kick (the king particularly) out of requesting that armour racks and and weapon racks be placed in their rooms. And its one way of raising value for a dwarf's room if you run out of ideas for furniture without going overboard.

Sculpture gardens still have a use in applying a additional x2 happiness modifier on furniture with the 'tastefully arranged' thoughts in leveling quality. Zoos (& glass aquariums for vermin fish caught in animal traps via 'capture live fish' or any kind of caught aquatic animal though the cage transferral behaviour is a bit bugged) rely a lot on the value of the cage in how its decorated in relevancy to the animals being exhibited. People who like sheep, will be happier if you put your spare sheep not for pasturing due to age or awaiting slaughter inside a cage (where they will be hand fed be warned so be prepared to dump out seeds, though you can burrow a animal caretaker over a particular pile to keep them from rummaging your crucial industries) for display and its a nicely made cage. (zombies are immortal and exhibit as regular animals in cages, so capturing reanimated animals for tourism is good)

Private statue gardens and zoos help deliver the most to your dwarves if the general public dont appreciate your art.

A lot of socializing does happen in the taverns and close proximity in little cloistered prayer sites, so dwarves without being explicitly bundled together all the time dont bond as much as they used to, though evidently they still get into arguements, chat etc. Overlapping your taverns with statue gardens and zoos will likely not work because of 'socialise' and 'worship' areas interfering as a activity, detracting from direct idling behaviour.
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feelotraveller

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Re: DF2014 Question and Answer Thread
« Reply #2832 on: May 27, 2016, 06:45:48 am »


Glazing pots may also inadvertently raise fortress value considerably depending on the skill applied, glazing can also be applied to relevant stone objects too (is that a bug? thats my question personally) which can be a negative thing if you are trying to remain low profile by keeping fortress value down in the planning and infrastructure stages of your fortress.

Nah, it's just another form of decoration.
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ragincajun

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Re: DF2014 Question and Answer Thread
« Reply #2833 on: May 27, 2016, 10:32:07 am »

How can I kill a fire snake?  It can attack (bite) my dwarves but I can't seem to target it.
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ManaUser

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Re: DF2014 Question and Answer Thread
« Reply #2834 on: May 27, 2016, 10:43:34 am »

It's a vermin, so your best bet is probably to get a cat on the job. (You could pasture one where that snake is bothering you, I suppose.) I'm unsure how safe this would be for the cat...
« Last Edit: May 27, 2016, 11:10:42 am by ManaUser »
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