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Author Topic: Some no-noobwie questions  (Read 1548 times)

XZell

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Some no-noobwie questions
« on: January 07, 2017, 09:10:39 pm »

Hello to everyUrist!
I've some questions for you. One of them is not actually a question but a "bug" report.
So, the first one question is about one new feature in adventure mode. There is any difference between build a wooden bed or just dropping it to the ground? I can interract with it anyway so I don't understand why i have to build it.

The second one is about the order, the layout of custom stockpile options. So, if you want to create a stockpile that accept only Plump helmets and another plant, you must search and find it in a no-alphabetical list. What's the order cryteria? Can be changed to alphabetical?

The last one is a report about the detail options of stills' work orders. You cannot choose the brewable plant!
If you want to create a still where you brew pig tails only, you must create a pig tails-only stockpile and assign it to the workshop. I think it's just something missing, cause if I want to create a marble statue, i can specify it by the work order's detail option.

Sorry for my vary bad english. I hope you can understand and help me.
XZell
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wooks

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Re: Some no-noobwie questions
« Reply #1 on: January 08, 2017, 01:48:48 am »

I could be wrong, but I believe there is a known bug where small mods, to include texture packs, can remove the ability to detail stills correctly. I'll see if I can find it.
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mikekchar

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Re: Some no-noobwie questions
« Reply #2 on: January 08, 2017, 04:42:47 am »

Beds in adventure mode:  I'm not sure.  I didn't know you could interact with beds...  I'll have to try it :-)

Stockpile option order:  Yes, it has been a gripe for many years.  There is no particular order, but I've noticed that plants that exist in the real world tend to be on top and plants that are DF only are at the bottom of the list.  Not particularly helpful, but useful for quickly finding indoor plants vs outdoor plants.  I believe DFHack provides a facility for searching these lists.  I don't use DFHack, so I can't verify at the moment.

Missing details for brewing (and cooking and processing plants).  This is another gripe that has been around for many years.  I suppose you would call it a missing feature rather than a bug.  Toady is aware of it, but I suspect is will be a *very* long time before it is fixed (I bet it's fixed around the same time the stockpile option order is fixed ;-) )  Stockpiles are the way to go.  It's not as bad as it seems, though.  You only need 1 (or *maybe* 2) stills in any fortress.  Same for kitchens.  You can record a macro and save it so that in future fortresses you only have to hit the macro.  For stills, though, I tend to add single tile stock piles near the still as I get each new plant/fruit.  That also saves you from having to figure out which fruit/plant is brewable (because they are mixed up in the stockpile menu :-P ).
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Fleeting Frames

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Re: Some no-noobwie questions
« Reply #3 on: January 08, 2017, 07:33:52 am »

I could be wrong, but I believe there is a known bug where small mods, to include texture packs, can remove the ability to detail stills correctly. I'll see if I can find it.
Not present in vanilla either.

But to name a mod that can do it, dfhack's job-material. Of course, to do it more than once you need to duplicate or repeat the job, and to keep a stock you need to use workflow.

Or mess with stockpiles, like detailed above. Either way, a pain to do for properly for over 6 dozen boozes.

feelotraveller

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Re: Some no-noobwie questions
« Reply #4 on: January 08, 2017, 09:07:29 pm »

The other way to manage brewing selections is to use the 'kitchen' menu.  So for only pig-tail brewing fortress-wide turn off brewing for all other plants.  (Beware that the default is brewing on for novel plants in the fortess stocks.)

For stocks of 6 dozen different booze types (and multiple stills) it is necessary to check on stock levels occasionally, turning off brewing for plants/fruits that you have (more than) enough of, on for those you want produced, and perhaps resorting to using job-material, or tricky forbiddings or special stockpiles for particular emergency brewings.  (Or micromanaging the kitchen menu for a few jobs...)

Cooking jobs are a bit more difficult since multiple items are used at once.  On both counts it is an older system which allowed some specification of jobs (if you think about how to use it) well before the new work orders system.  Whatever changes might be made will more than likely wait until the cooking system is overhauled.

p.s. The dfhack search ability for stockpile items is why I will always play with dfhack if possible...  ;)  In fact the plants list is very short compared to a couple of others.  :P
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XZell

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Re: Some no-noobwie questions
« Reply #5 on: January 11, 2017, 05:37:02 pm »

Thanks for your support and answers.
I have another question about levers? how do you track their connections? i use Notes, with their description and different colors and symbols. Red for traps, blue for civilian purposes, #for grates, ! for bridges, X for floodgates. I'd like there was a "dislink" command to recover mechanisms (now i must destroy and ther rebuild the costruction).
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PatrikLundell

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Re: Some no-noobwie questions
« Reply #6 on: January 11, 2017, 05:58:12 pm »

DFHack allows you to name name most things, so I tend to name my levers. In addition to that, I place them physically so they should map to where the thing controlled is located.
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XZell

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Re: Some no-noobwie questions
« Reply #7 on: January 11, 2017, 06:43:55 pm »

DF Hack seems to be very useful, right? i always played DF vanilla. just changing some settings in the configuration file such as the autosave and the population cap.
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Nilbert

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Re: Some no-noobwie questions
« Reply #8 on: January 11, 2017, 09:26:48 pm »

Hi XZell!  I've never used the dfhack myself and have been playing for years.  There does seem to be some cool aspects of it, but it takes a little time for the folks working on it to update it once a new version comes out (or so I have read).  I think you'll find on the forum we are a mixed bag, some use it and some don't.

If you stick with vanilla version like I do, I keep track of levers by type of stone and/or metal and by rooms.  By rooms, I keep all my levers for flood gates in one room, then for bridges in another, etc.  I do vary this a bit if a lever is for a really far away part of the fort but this is my general rule.   If you want to visually see the difference in each room, use different colored ones (white lever to white bridge, gray lever to gray bridge, etc).  That said, I like dark stone for walls and bridges, so I just use a variety of dark stone blocks (diorite lever to diorite bridge, mica lever to mica bridge, gabbro lever to gabbro bridge, etc).

I think the limit on this is how many levers you have.  I have also based it on location (if I have a hallway with three bridges, I put three levers in the same order in the bridge room) but that can get confusing and I've crushed a few dwarves this way.
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Urist9876

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Re: Some no-noobwie questions
« Reply #9 on: March 02, 2017, 07:39:48 am »

Color coding levers
In the manager screen you can order gold and other material mechanics.

If you need more options you could try and decorate mechanisms with the same image but looking that up won't be convenient.
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Scorch

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Re: Some no-noobwie questions
« Reply #10 on: March 02, 2017, 12:13:58 pm »

Quote from: Fourmites
Strategies for Levers
You folks do know that DF has a mechanism for adding notes to tiles, right? Color coding and locating is fine, but I always make sure to add a note to every lever so I know what it does.
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Starver

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Re: Some no-noobwie questions
« Reply #11 on: March 02, 2017, 01:03:45 pm »

Thanks for your support and answers.
I have another question about levers? how do you track their connections?

I just obviously geolocate my levers. Either they're next to (or logically semi-next to, in a tight location/the other side of a magmaduct wall) the thing they're linked with, or if I have an underground lever-room controlling (for example) multiple drawbridges around the edges of the fort, other entrances via outlying towers, etc, the levers for each element is placed suitably within and around the room to closely match the target locations, but in miniature...

e.g.
#########
#ó++ó++ó#  (outer edge levers for pillbox sally-ports
#+ò+ò+ò+#  (inner edge levers for fort-wall drawbridges
#++>+>++#
#óò+ó+òó#  (central lever for some "master shutdown" function
#++>+>++#
#+ò+ò+ò+#
#ó++ó++ó#
#########


But I might also use colouration to affirm the functionality.   Cinnabar levers for connecting - magmasafely - to magmaduct gateways; cobaltite ones to control waterflows; olivine for those to surface gates; whatever works with what materials I get on the map and what mechanisms I end up getting made...  bright white ones, of whatever material, are a particular favourite to make "major" levers of some kind to contrast with the greyer ones activating secondary or rougher functionality. Also can be applied to the bridges (with enough suitable blocks available) to aid in determining the correct linkage.
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snow dwarf

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Re: Some no-noobwie questions
« Reply #12 on: March 03, 2017, 05:23:24 pm »

Thanks for your support and answers.
I have another question about levers? how do you track their connections?

I just obviously geolocate my levers. Either they're next to (or logically semi-next to, in a tight location/the other side of a magmaduct wall) the thing they're linked with, or if I have an underground lever-room controlling (for example) multiple drawbridges around the edges of the fort, other entrances via outlying towers, etc, the levers for each element is placed suitably within and around the room to closely match the target locations, but in miniature...

e.g.
#########
#ó++ó++ó#  (outer edge levers for pillbox sally-ports
#+ò+ò+ò+#  (inner edge levers for fort-wall drawbridges
#++>+>++#
#óò+ó+òó#  (central lever for some "master shutdown" function
#++>+>++#
#+ò+ò+ò+#
#ó++ó++ó#
#########


But I might also use colouration to affirm the functionality.   Cinnabar levers for connecting - magmasafely - to magmaduct gateways; cobaltite ones to control waterflows; olivine for those to surface gates; whatever works with what materials I get on the map and what mechanisms I end up getting made...  bright white ones, of whatever material, are a particular favourite to make "major" levers of some kind to contrast with the greyer ones activating secondary or rougher functionality. Also can be applied to the bridges (with enough suitable blocks available) to aid in determining the correct linkage.
There is a different way, press "N" and you will get whatever the menu was called. You add a note to the thing you placed on top of the lever and you are done. Basically what I meant through this is that check out the "N" menu and you will figure it out.
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