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Author Topic: DF 2012v0.34 question and answer thread  (Read 888880 times)

Ploder

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Re: DF 2012v0.34 question and answer thread
« Reply #2070 on: June 06, 2012, 06:26:11 pm »

What's the simplest way to see to it that your brewer makes different kinds of booze? I have numerous brewable plants in my food stockpiles, but all of my dwarves are consistently having the "sick of drinking the same old booze" thought.
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Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2071 on: June 06, 2012, 06:27:45 pm »

What's the simplest way to see to it that your brewer makes different kinds of booze? I have numerous brewable plants in my food stockpiles, but all of my dwarves are consistently having the "sick of drinking the same old booze" thought.
press z, find the stocks tab, find drinks. If you have an extremely large amount of a certain drink, press z and disable brewing for that plant in the Kitchen tab.

And by the way: Disable cooking for plants which make good-value drinks, such as sun berries->sunshine. You can also disable cooking if you have other sources of food and/or have a low amount of a certain plant.
« Last Edit: June 06, 2012, 06:29:38 pm by Yovatsap »
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #2072 on: June 07, 2012, 01:17:21 am »

What's the simplest way to see to it that your brewer makes different kinds of booze? I have numerous brewable plants in my food stockpiles, but all of my dwarves are consistently having the "sick of drinking the same old booze" thought.
press z, find the stocks tab, find drinks. If you have an extremely large amount of a certain drink, press z and disable brewing for that plant in the Kitchen tab.

And by the way: Disable cooking for plants which make good-value drinks, such as sun berries->sunshine. You can also disable cooking if you have other sources of food and/or have a low amount of a certain plant.

don't worry about the stocks tab, drinks show up in the kitchen menu too (at least did last time I played the game). As said, when you find you only have dwarven wine or the like, turn off plump helmets for brewing for a while
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DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #2073 on: June 07, 2012, 01:45:39 am »

What's the simplest way to see to it that your brewer makes different kinds of booze? I have numerous brewable plants in my food stockpiles, but all of my dwarves are consistently having the "sick of drinking the same old booze" thought.

To see what he is brewing at the moment: press 't' and hover of the still, it'll show what kind of items are in the shop, including the plants he is currently using. As said, if you want him to stop making dwarven wine, go into the kitchen tab in the z-screen.
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LordBaal

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Re: DF 2012v0.34 question and answer thread
« Reply #2074 on: June 07, 2012, 08:15:17 am »

I alternate between downstairs, up-/downstairs and upstairs in a 3x3 arrangement, easy to designate with the help of macros. Ramps are better for FPS is said, tho.

stairs.mak:
Code: [Select]
stairs downward 3x3 alternating
D_DESIGNATE
End of group
DESIGNATE_STAIR_UPDOWN
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_RIGHT
End of group
DESIGNATE_STAIR_DOWN
End of group
SELECT
End of group
CURSOR_UP
End of group
CURSOR_UP
End of group
SELECT
End of group
CURSOR_RIGHT
End of group
DESIGNATE_STAIR_UP
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_UPLEFT
End of group
CURSOR_UPLEFT
End of group
CURSOR_DOWN_Z
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
DESIGNATE_STAIR_UPDOWN
End of group
CURSOR_RIGHT
End of group
SELECT
End of group
CURSOR_UP
End of group
CURSOR_UP
End of group
SELECT
End of group
DESIGNATE_STAIR_DOWN
End of group
CURSOR_RIGHT
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_UPLEFT
End of group
CURSOR_UPLEFT
End of group
CURSOR_DOWN_Z
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
DESIGNATE_STAIR_UP
End of group
CURSOR_RIGHT
End of group
SELECT
End of group
CURSOR_UP
End of group
CURSOR_UP
End of group
SELECT
End of group
CURSOR_RIGHT
End of group
DESIGNATE_STAIR_UPDOWN
End of group
SELECT
End of group
CURSOR_DOWN
End of group
CURSOR_DOWN
End of group
SELECT
End of group
CURSOR_UPLEFT
End of group
CURSOR_UPLEFT
End of group
CURSOR_DOWN_Z
End of group
CUSTOM_CTRL_R
End of group
End of macro
Thanks!
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Demonic Spoon

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Re: DF 2012v0.34 question and answer thread
« Reply #2075 on: June 07, 2012, 08:41:00 am »

Can werecreatures destroy buildings?
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Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2076 on: June 07, 2012, 09:20:22 am »

Can werecreatures destroy buildings?
Only if the transformed creature is a building destroyer. Haven't had it happen though...

Demonic Spoon

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Re: DF 2012v0.34 question and answer thread
« Reply #2077 on: June 07, 2012, 09:26:10 am »

Kay. I'm considering putting the beds in my hospital in separate rooms with doors to prevent another werecreature hospital massacre slash wereplague outbreak. Can werecreatures open doors while transformed?
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Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2078 on: June 07, 2012, 09:35:00 am »

Kay. I'm considering putting the beds in my hospital in separate rooms with doors to prevent another werecreature hospital massacre slash wereplague outbreak. Can werecreatures open doors while transformed?
WAIT! Just double-checked from the wiki and it seems they are building destroyers. You'll need a bridge system and fast lever-pulling dwarves for that isolation/quarantine to work.

I really can't believe I never noticed them being building destroyers. Although I have never let one enter my fort. My dwarves made short work of them so far. But I never expected anything much from a weregoat...
« Last Edit: June 07, 2012, 09:39:08 am by Yovatsap »
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Demonic Spoon

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Re: DF 2012v0.34 question and answer thread
« Reply #2079 on: June 07, 2012, 09:37:02 am »

Eh, I'll just replace "doors" with "cage traps". They sometimes sneak in as migrants.
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Yovatsap

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Re: DF 2012v0.34 question and answer thread
« Reply #2080 on: June 07, 2012, 09:43:31 am »

Would cage traps work on secertly-werebeast-migrants?

Demonic Spoon

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Re: DF 2012v0.34 question and answer thread
« Reply #2081 on: June 07, 2012, 09:45:21 am »

Only once they transform. Otherwise they'd all get caught when they come in via the trapped entrance.
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Tirion

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Re: DF 2012v0.34 question and answer thread
« Reply #2082 on: June 07, 2012, 09:57:07 am »

Do werecursed dwarves still eat and drink?
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Xen0n

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Re: DF 2012v0.34 question and answer thread
« Reply #2083 on: June 07, 2012, 10:25:23 am »

What's the simplest way to see to it that your brewer makes different kinds of booze? I have numerous brewable plants in my food stockpiles, but all of my dwarves are consistently having the "sick of drinking the same old booze" thought.

To see what he is brewing at the moment: press 't' and hover of the still, it'll show what kind of items are in the shop, including the plants he is currently using. As said, if you want him to stop making dwarven wine, go into the kitchen tab in the z-screen.

Oddly, the biggest issue for me is that all my dwarves seem to go far out of their way to go eat the plump helmets in my farming / brewing stockpile, instead of the giant pile of masterful prepared meals directly adjacent to my enormous dining hall.  There are seeds all over my beautiful dining hall... any idea why they seem to actively avoid eating the prepared meals?


I seriously doubt a fancy ramp design gives any significant performance increase over a simple up/down stair shaft.  I don't think any science has been done on this in 0.34.x at all.

I have always just used up/down stairs so can't vouch either way, but here's a thread that at least has a bunch of anecdotal evidence.  I'm in the process of slowly replacing stairs with ramps in my fort to see if I notice any effect...
« Last Edit: June 07, 2012, 10:29:19 am by Xen0n »
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Demonic Spoon

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Re: DF 2012v0.34 question and answer thread
« Reply #2084 on: June 07, 2012, 10:39:27 am »

What's the simplest way to see to it that your brewer makes different kinds of booze? I have numerous brewable plants in my food stockpiles, but all of my dwarves are consistently having the "sick of drinking the same old booze" thought.

To see what he is brewing at the moment: press 't' and hover of the still, it'll show what kind of items are in the shop, including the plants he is currently using. As said, if you want him to stop making dwarven wine, go into the kitchen tab in the z-screen.

Oddly, the biggest issue for me is that all my dwarves seem to go far out of their way to go eat the plump helmets in my farming / brewing stockpile, instead of the giant pile of masterful prepared meals directly adjacent to my enormous dining hall.  There are seeds all over my beautiful dining hall... any idea why they seem to actively avoid eating the prepared meals?

Do you have a economy yet? Your dwarves might not be able to afford the masterful meals.

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« Last Edit: June 07, 2012, 11:47:42 am by Demonic Spoon »
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