Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6

Author Topic: Questions about the usefulness of new jobs  (Read 11866 times)

runlvlzero

  • Bay Watcher
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #45 on: March 25, 2012, 11:55:25 am »

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 )
Logged
I voted for BANANA!

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Questions about the usefulness of new jobs
« Reply #46 on: March 25, 2012, 12:04:35 pm »

Each hive produces something like one unit of honey per year, and unless your map is covered in wild hives, you can't raise enough to be even remotely worthwhile.  If you muck about in the raws, however, you can up that to 5 units of honey per season, add bumblebees as hiveable (so you can get your field of hives set up sooner), or even add ants as hiveable.

As for pig wool, there are about three extant wooly pigs, collectively called Mangalitsa (or -tza, or -ca).  I've never found any reference to them being sheared for wool.  Their main purpose is that they produce a lot of superior quality lard (though take longer to mature), and their wool makes them more cold tolerant (and very cute).  Knowing swine, I suspect that the wool would always smell of pig, which is not the nicest of smells.

Perhaps you could mod them in, and make them shearable.  Is there anyway to change butchering returns in a creature, so that it would give, say, twice as much fat and half the meat?  Also, is there a way to specify the value  of specific parts, so that they could have fat 2-3 times the value of ordinary pig fat, but cheap low quality wool?

I modded the normal pigs to "wooly pigs" with two fat layers.  I did this on a copy of a fortress.  I then butchered the same boar in both fortresses.  I got 8 units of fat from the unmodded boar and 16 from the modded boar.  Thus, adding a second layer of fat to the pig did work.  I did not attempt to shear the wooly pig but given that the wool code came from a sheep, it should work.

Spoiler (click to show/hide)

Edit: I added a missing part from the sheep, but it still won't shear.  Maybe it has to be in there at world gen?
« Last Edit: March 26, 2012, 10:06:48 am by slink »
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Questions about the usefulness of new jobs
« Reply #47 on: March 25, 2012, 12:09:21 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 )
Aha!  So you could make an outdoor chimney which is blocked by a floor grate above the ground, and the chimney vents into your fortress.  Below is a poorly done rendition, where the outdoors is on the right and your fortress is on the left.


ffw
oow
wgw
woo
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #48 on: March 25, 2012, 01:12:52 pm »

Well, if all you need is a path to outside, and floor grates don't block that path, you could simply construct an above-ground building (or carve out a building inside of a cliff) that has constructed walls all around, and then a floor grate leading out like a sink spigot over some field of wild grass and flowers.

I'll have to try that sometime.

Even without it, however, there is a solution to fliers - just make the access to the bee hives have a drawbridge instead of just a door.  If fliers come, screw the bees, they're on their own.  I can make more skeps later. 
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Questions about the usefulness of new jobs
« Reply #49 on: March 25, 2012, 04:12:47 pm »

And it works!  Thanks, runlvlzero.   :)

Ground Level
Spoiler (click to show/hide)

Hive Level
Spoiler (click to show/hide)

Roof
Spoiler (click to show/hide)
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

Mushroo

  • Bay Watcher
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #50 on: March 25, 2012, 04:21:25 pm »

Is that a random chunk of meat on your roof? :)
Logged

RAKninja

  • Bay Watcher
  • Beware his deadly fusion cannon!
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #51 on: March 25, 2012, 04:35:17 pm »

Is that a random chunk of meat on your roof? :)
looks like a ,lungfish/ any other brown vermin fish.
Logged
Goblin Fortress (NOW UPDATED FOR 34.02!
magma on his bed when he is sleeping, works every time

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Questions about the usefulness of new jobs
« Reply #52 on: March 25, 2012, 05:38:17 pm »

Is that a random chunk of meat on your roof? :)
looks like a ,lungfish/ any other brown vermin fish.
Yep, lungfish.  :)
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

runlvlzero

  • Bay Watcher
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #53 on: March 25, 2012, 09:37:55 pm »

And it works!  Thanks, runlvlzero.   :)

Very glad I could help ) Not exactly the design I was thinking of (mine was more like a smaller chimney with branches off of it, not a whole building) but its cool none the less  :)

Oh and I just remembered... This is why we have the "new jobs" depth = fun, Infinite Diversity in Infinite Combinations.
Logged
I voted for BANANA!

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: Questions about the usefulness of new jobs
« Reply #54 on: March 25, 2012, 10:31:12 pm »

And it works!  Thanks, runlvlzero.   :)

Very glad I could help ) Not exactly the design I was thinking of (mine was more like a smaller chimney with branches off of it, not a whole building) but its cool none the less  :)

Oh and I just remembered... This is why we have the "new jobs" depth = fun, Infinite Diversity in Infinite Combinations.

Well, I happened to be playing a fortress with a reasonable amount of aboveground area so I made a relatively huge room for the bees.  What you were envisioning would be better for some of mine that have no outdoor courtyard.  For instance, the one with the rain of abhorant muck, although where they would find bees to start with I have no idea.  Wait, yes I do.  On the part of the map with the evil rain, of course.   :P  Your vision is like a vent system for the entire underground complex, which is satisfying above and beyond just keeping the bees.

Live long and prosper.   ;)
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #55 on: March 25, 2012, 11:24:37 pm »

Question:

Can you now "domesticate" (hem) trolls?

If so, the wool without pasture problem is dealt with. (As long as your dwarves are comfortable wearing troll fur wool knickers anyway..)



Logged

RAKninja

  • Bay Watcher
  • Beware his deadly fusion cannon!
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #56 on: March 26, 2012, 01:07:56 pm »

Question:

Can you now "domesticate" (hem) trolls?

If so, the wool without pasture problem is dealt with. (As long as your dwarves are comfortable wearing troll fur wool knickers anyway..)

DAMMIT.

now ima have to update goblin fortress to find out if trolls are indeed "domesticated"
Logged
Goblin Fortress (NOW UPDATED FOR 34.02!
magma on his bed when he is sleeping, works every time

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #57 on: March 26, 2012, 01:30:06 pm »

There are no tags for things like PET_EXOTIC for trolls I see in the raws...
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

RAKninja

  • Bay Watcher
  • Beware his deadly fusion cannon!
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #58 on: March 26, 2012, 02:23:36 pm »

There are no tags for things like PET_EXOTIC for trolls I see in the raws...
despite this, goblins embark with trolls.  trolls are shearable.  i do not know if dwarves can tame trolls, but they are just about every livestock animal in one to the goblins.

trolls are odd in that they are livestock, and also sentient. 

i forget...  are trolls [PET] in default raws?
Logged
Goblin Fortress (NOW UPDATED FOR 34.02!
magma on his bed when he is sleeping, works every time

KodKod

  • Bay Watcher
  • Fond of despair and alcoholism.
    • View Profile
Re: Questions about the usefulness of new jobs
« Reply #59 on: March 26, 2012, 02:35:21 pm »

Trolls have no pet tags. They are sentient, thinking, learning creatures and cannot normally be tamed by dwarves.
Logged
/人‿‿人\
Tell me what you see. It's a mortal wretched cacophony!
KodBlog: A rage in progress. Updated 20/04/12
Pages: 1 2 3 [4] 5 6