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Author Topic: Stuck objects  (Read 898 times)

Iamblichos

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Stuck objects
« on: January 25, 2015, 05:12:52 pm »

My fortress is 7.5 years old, and regularly slaughters 30-40 goblin sieges.  The populace hauls the corpses, gets overcome with girly drama, and runs around.  I expect this.

Now, though, my hunters are getting "Horrified" at the spot where the battle took place.  A little sleuthing determined why... there are goblin bits stuck at all levels of the trees above where the battle took place.  (What can I say?  My soldiers love their jobs.)

Is there any way to get them down without cutting down every tree in the area?  It's a "Heavily forested" area and I don't feel like looking at big bare spots, or listening to the ponces whine and cry about the poor widdle trees.
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I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

wierd

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Re: Stuck objects
« Reply #1 on: January 25, 2015, 05:20:02 pm »

If they are actual items, then block select them for dumping, and use dfhack's autodump.  that teleports the objects, so even if they are embedded in the trees, they will be moved.

If it is "residue" (contaminants, etc) then use the dfhack clean command to remove all contaminants.

That probably isnt very helpful if you are using a very recent version though.
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peridot

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Re: Stuck objects
« Reply #2 on: January 25, 2015, 06:08:12 pm »

Just cut the trees already. They'll grow back. And do you really get elves whining? I haven't seen that yet. If you really don't want to cut them you can probably build a scaffold up to the right z-level (for every item). Otherwise you can use dfhack tricks to artificially dispose of them, as already mentioned.
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Thisfox

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Re: Stuck objects
« Reply #3 on: January 25, 2015, 06:23:21 pm »

Scaffold to the items using fast-to-transport blocks, or cut the trees. They do grow back, but if you're trying to keep good relationship with the elves Bringers-Of-Exotic-Beasts, you need to cut less than 100 trees per year. Even a heavily wooded area is unlikely to have that many trees, and wood is useful.

Also, over time, according to general opinion here, they will eventually become hardened to the view. I take it the trash haulers weren't your huntsmen?

I have a different issue with stuck objects: If you have a dorf get a strange mood when he is carrying (or about to carry) something, then the something gets abandoned in the middle of the hall.... and rarely (if ever) picked up again, even if I assign it for dumping. Especially if said abandoner-of-work dies before leaving his mood, or goes insane....

I don't use the hacktools, so I can't use your "teleportation" method...
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Mules gotta spleen. Dwarfs gotta eat.
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utunnels

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Re: Stuck objects
« Reply #4 on: January 25, 2015, 07:04:57 pm »

I don't know why.
But my dorfs are all happy to walk on tree branches to reach other platforms. But they won't collect webs on mushroom trees. So I guess maybe they won't touch body bits on your branches.

Maybe you can consider all-hammer squads next game (could still get goblin teeth though).
« Last Edit: January 25, 2015, 07:07:25 pm by utunnels »
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Max™

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Re: Stuck objects
« Reply #5 on: January 26, 2015, 02:22:14 am »

I had a worse problem in a fort I reclaimed to force moods for an adventurer to use, the armor was mooded and stored fine, but the weapons ended up stuck in the right impassable tile of the forge, and dismantling it made them disappear.

I reloaded the save and edited the positions with dfhack, which let me grab them as an adventurer and run around, but upon leaving the site and fast traveling they disappeared from my inventory.
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Pirate Santa

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Re: Stuck objects
« Reply #6 on: January 26, 2015, 02:47:00 am »

And do you really get elves whining? I haven't seen that yet.
Bizarrely, I was able to clear fell half my current embark on immediate arrival, but 4 years of no woodcutting at all later when I cut a mere dozen trees, that caused the elves to send a diplomat to complain.  ???
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Thisfox

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Re: Stuck objects
« Reply #7 on: January 26, 2015, 02:52:31 am »

And do you really get elves whining? I haven't seen that yet.
Bizarrely, I was able to clear fell half my current embark on immediate arrival, but 4 years of no woodcutting at all later when I cut a mere dozen trees, that caused the elves to send a diplomat to complain.  ???

Perhaps when you first embarked, they were yet to realise that you were there. A year of grace. Then later, you were a nuisance.
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Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

Max™

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Re: Stuck objects
« Reply #8 on: January 27, 2015, 02:05:36 am »

That's the most frustrating part of adventurer mode, I think, I can deal with the deaths, the obtuse information gathering methods...

The fact that I can literally burn an entire forest while crippling elves and leaving them laying in the fires and the only thing that sticks if I leave/sleep is the deaths... so I can't even piss them off on behalf of my civ like this... it is such a bummer.
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