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Topics - Thorfinn

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1
DF Dwarf Mode Discussion / Prepared ingredient spoiling in kitchen
« on: February 09, 2024, 06:37:47 pm »
In the past, I've always punted about things like "prepared yak eye" from going to miasma by simply putting my kitchen "outside". It just seems like there should be something to do with it. The cook hauls it to the kitchen and it sits there until it rots instead of being cooked into a roast or something. I can end up with the whole group idle, and with every hauling enabled, and the job to return it to the stockpile never comes up. Even dumping it doesn't work.

I must be doing something wrong. Or is "prepared turkey brain" completely useless except for producing miasma?

2
DF Dwarf Mode Discussion / Is there a way to name farm animals?
« on: January 11, 2024, 12:46:26 am »
47.05 (I am so not a fan of mouse only controls.)

I'm in the terribly time consuming part of assigning 1x1 zones for all my hens (usually 4 each of the 6 flavors) and realized I could speed up the process greatly if I could give each female a unique name, like hen1, hen2, pea1, gui4, etc. But I can't figure out a way to do that. I've even downloaded the right version of Therapist, but it doesn't appear to exist there, either.

Can they be renamed or nicknamed?

Or is there now some easier way to deal with poultry? Other than just not bring them along, I mean.

3
DF Dwarf Mode Discussion / Planter priorities
« on: January 18, 2023, 02:39:57 pm »
My first few days are a nightmare of micromanagement. One of the things that would really help might exist, but I've never found it. Is it possible to set the planter to prioritize taking a task planting seeds/spawn over preparing the next plot? If when they finish the previous task and there was an assigned plot for a seed available, they plant, and if not, prepare new plots?

Thanks!

4
I'm having trouble walling in an outside area when it changes Z. Flat is easy -- either a jutting floor tile on top of the wall, or two wall tiles, e.g.,

Code: [Select]
##
  #
  #

But when the terrain drops, how can I handle that transition? I thought I had it pegged by just running a couple tiles at the higher elevation by adding an extra block to the base of the lower wall, then stepping down to the new elevation. Not even sure how to depict that -- the wall section pictured above stays at the Z of the higher terrain for 2 tiles, then the whole thing shifts down to the lower terrain. Climbers got through. I added an extra block to the rampart to get rid of a potential diagonal move, to no avail. It was running too fast for me to see the path he took, but he appeared on my ramparts and jumped down to attack my farmers. Is it possible for climbers to move horizontally? Could he have been holding onto the underside of the upper level rampart, then climbed laterally onto the side of the lower rampart, then up onto it?

The only way I've been able to stop whatever that climber is doing is to make the top of the entire wall the same Z, which sometimes entails walls 15 or more Z high if I have a hilly embark. Might as well just roof everything over.

Thanks!

5
DF Dwarf Mode Discussion / Did I Somehow Corrupt My Install?
« on: December 30, 2020, 11:17:50 am »
I deleted a bunch of my old forts because I was tired of paging down through them all. I generated a new world, went to embark, and see weirdness. Seeds, for example, looks something like
Code: [Select]
                                       1 P
                                       1 P
                                       1 P
                                       1 P
chestnuts                              1 P
                                       1 P
                                       1 P
                                       1 P
                                       1 P
Wood shows various "unknown frozen plant substance logs" for several entries, Drinks would let me embark with the selections of "highwood none", several varieties of "n/a", a sampler of the ever popular "unknown plant substance" and so forth.

I've never had problems just deleting the region* files before. I've now generated 8 new worlds, and tried multiple embarks on each of them, each with a variety of weirdnesses, though it is something of a comfort to my dwarves that for Scorching embarks, they can bring along "unknown frozen plant substance vests" to help keep them cool.

I'm pretty sure all I did was delete the regions I did not intend to play again, and some have already been overwritten with other stuff, so I can't restore all of them. Time to delete the whole directory and start over? Or is there some simple fix?

6
DF Gameplay Questions / Work Orders Don't Increase Organization?
« on: December 17, 2020, 10:48:19 pm »
Just thought I'd pick it up again after a few year hiatus, and initially, as vanilla as I can handle. Things like DFHack's labormanager and extended inventory are pretty much essential, IMO. Way to painful to try to line everyone up in a hallway to do something like skill management. So I tried it this time without workflow.

I've been running EVERYTHING through the manager since about day 2, and here it is summertime already and I still have no more points in Organization than the 500 I embarked with. And when I say, "EVERYTHING", I'm not bothering with infinite or repeating orders -- everything has been in orders of no more than 5 at a time, and lots of them onesie-twosies. There have been a minimum of 50 orders processed in the kitchen and 40 in the brewery, maybe a couple dozen in the remaining shops, and bupkis.

Am I doing something wrong? It just seems I might as well switch back to workflow if I have to struggle so hard with the system and get nothing to show for it. Apart from the goods, which I could have had with almost none of the effort.

7
DF Suggestions / Pause on Job Completion
« on: April 14, 2018, 09:32:08 pm »
Mostly applies to construction and crafting. If the herbalist runs out of designated plants, or the chopper runs out of designated trees, it would be a bonus, but not a big deal to me.

Press "q" after setting down a building and you get options to "s"uspend, (and resume, as appropriate) and "x"cancel. It would be great if there were also a "p"ause on completion option so you don't have to set burrows to keep the dwarf close to the new workshop (or field) in order to keep him from going halfway across your fortress when you really want him to start something after he finishes the build.

Ideally, "j"obs would also let you "p"ause on complete in addition to "s"uspend, "r"epeat and "c"ancel.

8
DF Dwarf Mode Discussion / Seed Bags
« on: April 12, 2018, 11:57:46 pm »
I'm not sure what I'm doing different in this fort, but my planter can't seem to get anything done because all the seeds are in "Job"s to be put into bags. I can look in Improved Stocks (Ctrl-Shift-Z) and see the bags and seeds, and they are all listed in the Job list. The only thing I've figured out is letting the planter bag the seeds before he plants them. And even that doesn't work very well. He finds several other food-hauling jobs to do after bagging the seeds and before he wants to plant them.

I am going to be needing the bags for processing quarry bushes pretty soon, but it looks like the jerk is going to have all my bags dedicated to seeds by then. I've tried forbidding the bags, forbidding the seeds, forbidding both, trying to autodump them, everything I can think of.

Is there any way of salvaging this other than atomsmashing the stupid planter? I'll have a minecart of magma up top soon, so maybe that's the answer.

9
I'm trying to get this to run and can't figure out where it goes. Or maybe I'm making a mistake invoking it. Not sure.

getone
Spoiler (click to show/hide)

I've saved it as getone.lua in hack/lua. If so, nothing I've tried works to run it. Unfortunately, I've already uninstalled my 43.05, so I can't see how I used it there.

Any tips?


10
44.05

I embarked with 2M and 4F of three different egglayers. I dug out a room to hold them all, placed nestboxes with a 1x1 pasture on each, then a 4x6 pasture in the same room for all the males. The pastures do not overlap. There's actually a 1 space gap between the 4x6 and the nestboxes.Eggs laid just fine, and two seasons later, nothing. I checked with DFHack, and all clutches were non-fertile. OK, fine. Gather all the eggs, and watch as new ones get laid. I'm most of the way through the second laying now, and every nest is non-fertile.

I'm pretty sure that I used the same setup in 43.05, and usually had fertile clutches. Did something change in terms of accessibility, or am I misremembering, or maybe just incredibly unlucky? Maybe all the males are gay or something? How would I know without DT? Anything I can do about it if that's the case? Other than start a new embark, I mean?

11
DF Dwarf Mode Discussion / How does vermin work?
« on: October 11, 2017, 02:47:45 pm »
Been looking around for some science on this, but can't seem to find even any rules of thumb.

I'm trying to get an idea how important it is to put food in barrels. I have a 4x7 food stockpile with no containers, accepting meals from the kitchen as well as raw foodstuffs, all of which which get stuffed into QSPs, so there's a 4x8 zone for the cats to patrol, with most of the food in two tiles. Vermin remains are all over the place, one tile 18 deep in creepy crawler remains. But what I'm not getting is significant decreases in total food. Might have missed one or two, but every time I checked a decrease in food, it was because a dwarf was eating.

Is it just because I embarked with "too many" cats? I have 6 cats assigned to those 32 tiles, and there are 133 vermin remains, so they seem to be doing the job. So far, I have only a few hundred biscuits piled up in the QSP. Is it that is too low, vermin will get worse as that gets into the thousands, and the cats can't keep up?

Under what circumstances do you find it important to put food into barrels?

12
DF Modding / Rebalanced Economy?
« on: September 29, 2017, 04:15:58 pm »
Is there such a mod? If not, is it possible?

It's more than just tweaking a few raws, I think. Rooms have to be of a certain value, which is going to be hard to reach if you simply set all item base values at, say, 2% of their current values.

Are multipliers hardcoded? I can't figure out how to make bonuses for better craftsmanship 5%, 10%, 20%, etc. It would help a lot if master meals were only, say 50% more valuable rather than AT LEAST 500% more valuable, and usually a whole lot more. Same with fabrics, crafts, etc.

And since fort value affects things like siege and migration...


13
DF General Discussion / Weird keyboard behavior
« on: September 16, 2017, 01:45:51 pm »
Might belong in technical support but I didn't see one.

I can't get the Numpad+ key to register in-game.

In the main menu, I can set it to secondary select, or whatever that's called, and it's already there. Fine. Delete that one, add another bound by position. Shows up fine. But exit out, and it still is not there. I think what it's doing is taking it to the first in the list. If I want to get to the second item, I either have to use something other than they keypad or "-" through the whole list.

Strange thing is the Numpad+ works fine in other programs, it shows the correct keyboard scan, and, if nothing else, using DF to do the keybinding for DF seems like it should work. But no joy.

Any suggestions?

14
DF General Discussion / Aquifer piercing
« on: February 16, 2017, 04:14:22 pm »
I've been practicing the first couple months of an embark with the aim to improve it. Plopping down the mason and carpenter while still paused, and as soon as possible (a)dding wood screw, wood pipe and stone blocks lets me start constructing the pump by January 17. (I CAN start building it on the 16th, but that requires an additional carpenter and delaying of flooring over the entrance. Which is fine for most embarks, but I like to pretend I could be attacked at any time. I'm looking forward to builds where hostile embarks are not uncommon, and you sacrifice war dogs, livestock, anything in the wagon, and maybe a dwarf or two to be able to get the rest of the band dug in.)

My most recent few attempts have been using a burrow to keep the walling of the aquifer as continuous as possible. I thought it would be more deterministic, but there seems to be a huge random factor in cancellations because of water level. So I'm finding I'm getting through a single layer aquifer (full double-slit) and start digging down to magma around the first of March, plus or minus a week or so.

I'm not sure there's much of a way to speed it up consistent with having more than a single tile stairway. (If there is, I'd love to hear about it. I've tried doing a 3x4 and 4x4 pierce with double pumps, but so far they have not improved the speed.) But is there maybe a way to reduce the randomness?

I'm kind of at a loss. Do you just accept that you won't be to magma until the Ides of March or so, later if you have bad luck with caverns? Or is there a way of consistently beating that?

15
DF General Discussion / Save scumming
« on: February 01, 2017, 10:22:20 pm »
I feel really stupid asking the question, but how do you save scum in this game?

All I'm trying to do is figure out whether it's better to set up the manager before doing much of anything, or setting him up later, possibly after piercing the aquifer, or maybe even later. Ideally, it would be best to do it from a common point (play up to a given point, save, do x, do y, see where you are, save scum, do y, do x, see where you are) but I can't get these copies to even show up on the continue game list.

If I recall correctly a few versions ago, all you had to do was copy the save folder (region2 or whatever) into a different location, then paste it back into that same folder when you wanted to roll back. That is no longer the case? Or am I thinking a different game?

Thanks!

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