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Author Topic: Tales of Farmers and Felt (And potentially clowns?)  (Read 1658 times)

laularukyrumo

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Tales of Farmers and Felt (And potentially clowns?)
« on: November 04, 2012, 08:39:00 pm »

EDIT: Oh boy.

Iiiiiiiiii just got a weird message. "The Dwarven Child Mosus Zonlelum has come! A short, sturdy creature fond of drink and industry."

Well then I unpaused the game and it zoomed in on my cage trap. I have a dwarf in a cage. A dwarf named Mosus Zonlelum.

Am I being infiltrated by disguised clowns? D: Dafuq is going on?


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« Last Edit: November 07, 2012, 08:32:08 pm by laularukyrumo »
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Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

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martinuzz

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #1 on: November 04, 2012, 08:46:23 pm »

Forbid barrels in your seed stockpiles. You''ll have to wait a few seasons until your barrels are cleared out by planting, but then you should have bags of seeds in your stockpile instead of barrels with bags of seeds. This still causes the occasional cancellation spam, but much, much less than with the barrels.
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kingubu

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #2 on: November 04, 2012, 08:53:32 pm »

I turn off seeds in all other stockpiles and make a seed only stockpile next to the farm plots and disable barrels for it.  They'll put individual seed bags in the pile.  You'll still get a bit of cancel spam, but only for one bag at a time. 

If you want to really fiddle it, you can force the creation of multiple seed bags with forbidding and dumping.

Edit: too slow!
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Imp

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #3 on: November 04, 2012, 08:57:50 pm »

Another option is to not have a seed stockpile at all, but a garbage dump square.  Throw some bags in that square, and the dwarves will loyally leave those bags there, and carry the seeds one by one to those bags and take them one by one from it, usually without cancelation spam.

Occasionally I notice some extra bags around the dining room, querns, and brewery.  When I see them I just order them dumped to keep them out of my way, and mostly that gets done without spam as well.
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zeziba

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #4 on: November 04, 2012, 08:58:04 pm »

A solution to this problem I have found very effective but time consuming to set up is...

Make a separate pile for each seed type, you can use barrels and bags if you want.
This is very effective in removing the cancellation spam I have found.

Making each pile though can take some time but once set up is quite handy, just dig out an area under or over your plots so they only have to travel 10-15 spaces from pile to field.


Another solution is to only have 1-2 farmers enable and make them into super farmers. This will rid you of the spam aswell though you might have problems if you are only feeding your fort through plant based solutions.

I always supplement my crops with animals and fish, so they have a variety of things to eat.
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laularukyrumo

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #5 on: November 04, 2012, 10:02:06 pm »

Thanks for the tips~

No fish on embark site, so, that's out of the question. We also haven't been getting as many animals (though I also turn hunting off and only butcher stuff if I can get my hands on it because hunting is a waste of precious crossbows) so that might need to get some tweaking. Mostly I've just got vegetarian dwarves because I NEED some cloth, badly. Stuff's starting to rot. You know how that is, when you first realize "oh shit I need to make clothes for these guys!"

In regards to the garbage dump solution, I'd love to do that, but the problem is, all my farms are on the topmost underground floor, and so is my "garbage disposal" (aka bridge). I'm worried they'll send seeds to the wrong one, and then they'll get atom-smashed. Probably won't' make much difference cause I've got, like, 800+ plump helmets, but still. (Yes I'm aware you can change the "active" status of dumps but I kinda don't wanna do that just because I'd have to go in and change it every single time I order seeds to get moved.)

I'll try the barrels-to-bags conversion next time I bother to load up DF. Just got the "new migration wave" notice, which is my cue to save and shut down for the night ;) but we'll see how that works. Cause I mean, literally having 20+ pages of that same red message over and over is not cool.
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Imp

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #6 on: November 04, 2012, 10:19:40 pm »

I couldn't play with that much message spam - meaningful messages and their lack (meaning all is well) are a huge part of the game for me.  I would have to change how I played if it was causing me massive meaningless messagespam.  You are made of sterner stuff than I!
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0cu

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #7 on: November 05, 2012, 12:44:25 am »

If you're experienced enough, you can change the announcements to no announcements at all by the standing orders. If they aren't working on the jobs in the manager screen, I know there's something wrong and take a look at it.
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knutor

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #8 on: November 05, 2012, 01:13:56 am »

The 0 barrel stockpiles for each seed type, next to each farm, each mill, each faming plot, each thresher, and lastly each still planned to use that type, does the trick for me.  Use that food cheatsheat, to identify where each plant belongs or gets hauled.  Its rather tedious setting up so many seed stockpiles, but in the end, its worth it, to avoid the spam DF generates.  This method also requires a good bit of space.  But here again, its worth it.  Just take some skilled miners at embark and dig deep and wide, I guess.  Sincerely, Knutor

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laularukyrumo

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #9 on: November 05, 2012, 07:05:12 pm »

If you're experienced enough, you can change the announcements to no announcements at all by the standing orders.

If you're experienced enough.

If.

Yeah. That's not me. ;) This is my third fortress, though I consider it my "first" because the other two didn't survive two years. Starved to death because I couldn't figure out the proper balance of feeding the bearded menaces.

So it turns out that going into the stocks, finding every seed barrel (of which there were two) and ordering every bag to be dumped and then reclaimed did the trick. yay. :D
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

knutor

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #10 on: November 05, 2012, 10:49:37 pm »

Grats! On finding a fix.  Yeah, hauling is a bit screwed up in 34.11.  It wasn't this awful in prior releases.  The containers and wheelbarrels are to blame, I guess.  Nice features, just a little rough around the edges.  Maybe hauling will get tweaked in next release.
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

laularukyrumo

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #11 on: November 06, 2012, 01:47:57 am »

I actually don't take wheelbarrows at all. ;) One thing I've found, if you set a wheelbarrow to be used for a stockpile, dwarves won't do ANY hauling if they can't use a wheelbarrow assigned to that pile. Which sucks when you have 80+ guys who should be hauling stuff but aren't.

In other news. I started a new embark site cause a goblin raid stabbed my guys to death and I was bored :P While rooting around in the stockpile settings, setting things up, I noticed something.

Namely, "Hill Titan Silk Thread", "White Wraith Silk Thread", "Ochre Monster Silk Thread", "Blind Demon Silk Thread", "Dimetrodon Monster Silk Thread", and no less than 49 instances of "Forgotten Beast Silk Thread".

On a Savage biome.

Should I be worried/terrified?

EDIT: Saw a 'g' running around and was like "Holy crap there can't be goblins already!" So I checked the unit list and found a pair of anthropomorphic grasshoppers. Cool. I can dig it.

Then I saw the alligator. And the GIANT SPONGE.

I am officially terrified. Good thing I brought a guy with ranks in Teacher, Swordsdwarf, and Armor User. Let's see how fast we can get him a fucking sword, shall we?
« Last Edit: November 06, 2012, 01:53:29 am by laularukyrumo »
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

FuzzyZergling

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Re: Tales of Farmers and Felt
« Reply #12 on: November 06, 2012, 01:54:08 am »

That means that there are that many silk types existing in the entire world, not on the map.
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laularukyrumo

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Re: Tales of Farmers and Felt
« Reply #13 on: November 06, 2012, 02:09:55 am »

More relevant question.

There are at least 49 species of forgotten beast that can generate silk. Do I have to worry about any or all of them showing up at my doorstep one day? And if so, how terrified should I be? O.o cause if they make silk, that means you can't web them, right?
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

FuzzyZergling

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Re: Tales of Farmers and Felt
« Reply #14 on: November 06, 2012, 02:17:46 am »

Forgotten beasts spawn in the caverns. You generally won't have more than 2-5 during the life of the average fortress.
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