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Author Topic: Questions about the usefulness of new jobs  (Read 11861 times)

Mushroo

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Re: Questions about the usefulness of new jobs
« Reply #75 on: March 26, 2012, 04:37:30 pm »

If you like you can put a statue in the grass and another in the dining hall. I have tested this, and the animals did not starve to death. :)

Once you have breached the caverns then you can dig out a soil layer and graze there, if you like.
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NW_Kohaku

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Re: Questions about the usefulness of new jobs
« Reply #76 on: March 26, 2012, 05:39:31 pm »

Cool makes sense. It is also my personal belief that cave fungus grows faster then pasture grass above ground. I like to clear out a level of soil if I have one to spare and just dump all my animals up there.

Depends on the rainfall - check the "Other Vegetation" before embarking for how fast grass grows aboveground.

If it's low, it grows faster underground, but if it's very fertile, grass grows faster aboveground.
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slink

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Re: Questions about the usefulness of new jobs
« Reply #77 on: April 04, 2012, 02:35:16 pm »

Ressurecting this thread for the sake of completeness.  Bee hives apparently need to be in Aboveground/Light (these are synonymous at the moment) in order to recognize that they have access to the outdoors.  We might not even need a fancy vents, but I can say for certain that an Underground/Dark area won't work even if there is a huge breach in the wall leading directly to the outdoors.  The bees will reproduce, but not produce.
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Elanorea

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Re: Questions about the usefulness of new jobs
« Reply #78 on: April 04, 2012, 05:14:07 pm »

What this game needs is attack bees. Place a beehive next to your entrance, when a goblin wanders close, swarm of bees flies out and stings that motherfucker to death. Would make beekeeping a lot more worthwhile, no need for traps as long as you have bees.
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KodKod

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Re: Questions about the usefulness of new jobs
« Reply #79 on: April 04, 2012, 05:18:32 pm »

Attack bees, possibly linked to pressure plates, which swarm and kill any invaders that come near the entrance of your base sounds an awful lot like some other game I've played.
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Telgin

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Re: Questions about the usefulness of new jobs
« Reply #80 on: April 04, 2012, 05:27:09 pm »

I agree with the general sentiments in this thread, in that food is currently poorly balanced, grazers are hard to keep, and bees are mostly worthless.

Having said that, I still keep shearers and beekeepers around because frankly, what else am I going to do with everyone?  I'd rather things be a bit more realistic (in that a handful of farmers can't feed hundreds with little effort, namely because a single egg or plump helmet is a meal), but I'm eager to see how Toady will eventually improve all of these things.  It's going to be a while though, unfortunately.
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Lockyy

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Re: Questions about the usefulness of new jobs
« Reply #81 on: April 04, 2012, 06:49:10 pm »

Without bees how could you possibly build a bee-powered robot?



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micha

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Re: Questions about the usefulness of new jobs
« Reply #82 on: April 04, 2012, 07:17:23 pm »

Bee's just need a path to the outside as per the wiki. bad monsters can't break floor grates from below =P

So now all we have to do is engineer our own hive systems to place our bee's in )

i think that's called a courtyard!  usually openings to 'fresh air' go down a ramp or stair, blocked by a hatch or bridge above, from inside. thats safe but not hands-off. i dont know better than to have the courtyard on a lock-it-up switch with a zone i can forbid. bottomline, you dont need vents that let, light is enough. i think they produce behind fortifications too, but thats another waste of space can of worms cause you don't want your bee-keeper shot by arrows either. so, go courtyard!
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