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Messages - Tomsod

Pages: [1] 2 3 ... 7
1
DF Dwarf Mode Discussion / Re: 47.05 food cooking
« on: May 09, 2024, 03:58:24 am »
This is bug 7546, and it can happen with fruit, flour, or milk.  A more obscure way to deliberately break the four-item limit on roasts is to forbid some food when it's already being cooked in the workshop, then order another roast and unforbid said food while the cook hauls something else to the kitchen.

2
DF Dwarf Mode Discussion / Re: New UI is shit.
« on: April 23, 2024, 02:48:49 pm »
AND THESE F*CKINGLY ORGANIZED STOCKS.

I'm even not speaking of scrolling speed, it's everywhere only with mouse wheel or clicks.

Have to press EVERY KIND OF MATERIAL just to see how many of it is.
And any containers like barrels/bags/bins/etc.

But the most UNDESCRIBABLE STUPID Prepared meals are shown.
To be fair, v0.47, also showed all prepared meals as "prepared meals [х]" until you hit Tab, which was stupid too.  If you must click on each one separately now it's indeed a bad change, but meals specifically were always like that.

3
Of course.  About the underground, it's every tile that was never exposed to sunlight, basically (wiki article).  Ocean down to its floor started as above ground, and so it will remain, even after the obsidian casting.

4
To add, farm plots wouldn't work either.  Oceans just don't support any vegetation at all.  (Obviously this doesn't apply to underground tiles below the ocean; these can grow fungi.)

5
DF Gameplay Questions / Re: Moved sand source dissapears
« on: April 18, 2024, 07:28:14 am »
The trick we use is place a floor grate on the clay tile to prevent moss from growing, and it still allows collecting.
Last I checked, stockpiles over grates aren't possible either, at least not in v47.05.

6
DF Gameplay Questions / Re: A few fort gameplay questions
« on: April 18, 2024, 02:14:56 am »
Yes, I recall reading before that Tactics skill can be trained reasonably fast, but I won't be able to spare (or train, or even equip) 60 soldiers any time soon, and I'm not cool with letting them die without good reason, so in the end I embarked with a proficient tactician, who is just about to retire as miner, then intern as a manager (organizer is useful for soldiers too), and then he can lead the military.  Hopefully proficient + full steel will be enough to avoid early losses.

On that topic, it's sad that mining apparently doesn't increase attributes anymore, I was hoping for at least some strength gain, but no luck (and he's been legendary+5 for a while now!)

7
DF Gameplay Questions / Re: What are the benefits of leather armor?
« on: April 18, 2024, 02:02:12 am »
Leather has horrible material properties, so leather armor is even less protective than bone, in fact even silk clothing might be stronger than leather (once it was, then it wasn't, now nobody knows if that change was reverted).  It's only useful for training, and to prevent naked tantrums if you can't mass-produce shirts for some reason (being technically armor and not clothing, it won't become worn over time).

8
DF Gameplay Questions / Re: Moved sand source dissapears
« on: April 17, 2024, 04:15:27 am »
Also, not sure about sand, but I found it more convenient to collect clay from nearby unmined walls rather than clay floor, because you must build a road/etc. on the floor to keep it from being overgrown, and walls are safe from that.  More importantly, it's impossible to designate a stockpile over said road; but if you have the clay stockpile right over the collecting zone, dwarves will just pile unlimited clay there (so it's quantum), and then it can be linked to somewhere else (a track stop dumping clay into a vertical chute, in my case).  I initially tried to put a small ordinary stockpile nearby, but it was filling up quickly and required more overall hauling.

Of course, it's impossible to get soil walls with the mud trick, but since you went for a cave-in anyway, might as well drop a wall next time (if there are still any left above your tunnel).  Whatever caused your sand floor to vanish probably won't erase the entire wall!

9
DF Gameplay Questions / Re: Moved sand source dissapears
« on: April 15, 2024, 07:13:48 am »
So it reverted to the layer material?  Curious, this should only happen after a significant tile change (e.g. building and deconstructing a wall, or growing and cutting down a tree).  Maybe sand tiles exhausting themselves are a new v50 feature.

Anyway, instead of a cave-in it's simpler to spread some mud onto the stone near the magma, wait until cave moss grows, then build a road or otherwise remove the growth, and the local soil type should be left behind, sand in your case.
(or walkable workshop tile)
That actually didn't work for me in v47.05, moss etc. still grows under workshops built on soil.

10
I'm pretty sure releasing a caged wild animal makes it count towards the wildlife cap again, but yeah, they can give birth in cages.  The offspring thing might work, I wanted to try that myself.

11
DF Gameplay Questions / Re: Wagon-accessible front gate
« on: March 21, 2024, 11:15:17 am »
From a quick test in 47.05, yes they can, at least D shows there's a path.

Personally I place all my depots inside a double airlock, so that at any given moment it's either closed to outside, or closed from the main fortress.  That way invaders will never attempt to path through it.  I dunno if this would be cheating to you too.

12
DF Gameplay Questions / Re: Cleaning up Deadly Dust
« on: March 20, 2024, 10:20:14 am »
Oh, that's right!  I think smoothing the floor also works, not sure about walls though.  But it's still important to check for boots and to keep (barefoot) animals away until done.

13
DF Gameplay Questions / Re: Cleaning up Deadly Dust
« on: March 20, 2024, 07:40:18 am »
IIRC procedural syndromes usually have all four trigger types set, including "ingested".  Your best bet is probably to lock a few dwarves wearing boots inside the fouled room until they deign to clean it (make sure the labor is enabled).

EDIT: then dump the boots into magma just to be safe.

14
DF Gameplay Questions / Re: A few fort gameplay questions
« on: March 15, 2024, 12:50:26 am »
Update: I finally got a good fisherdwarf migrant, and she successfully fished some mussels out of the isolated part of the river.  It means I can build a safe fishing spot after all!

15
Wiki says pedestals only work when the dwarf walks directly over them, so the grates probably won't help.

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