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Author Topic: Too much tattered clothing and goblinite.  (Read 3413 times)

vlk

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Too much tattered clothing and goblinite.
« on: July 31, 2013, 10:08:43 am »

Hi!

Finally i reached a level where i can actually enjoy the game, play with siegeing goblins and laugh at them fail. :)

But: my issue is that, i have to work a lot on dumping objects, selling tattered clothes, and cleaning up after events. My dwarves are pretty overloaded too, i'm always happy when i see 10 idle dwarves, because most of the time this number is 0.

When a caravan comes, i only sell them my tattered clothes, and i can take anything i want from them, and they are always estatic with the trading, because my junk worth 50k or more for them.

My bronze and steel bar stockpiles are full as well, i constantly melting the goblinite.

My problem is that, me and my dwarves does not have time to explore the caverns, or do too many sideprojects, because most of the time, we're cleaning (tattered clothes in the fortress, goblinite, and unlucky caravans outside). It starting to be a little booring too. I dont have fps problems yet, but the surrounding of the fortress is starting to get crowded with items, i'm afraid that i'll have to start a new fort just because of the junk i have here. And those sieges comeing and comeing, and the dwarves clothes are tattered.

Oh, and my clothemakers are almost all legendary (i have more so they lvl up slower, but it did not help a lot). So if i'd atom smash the tattered clothes, they would become unhappy. But even atom smashing would take a lot of time.

I have a limit of 100 dwarves and 50 children, currently this means that i have about 120 dwarves in the fortress. 8-10 marksdwarves, and 15-18 melee dwarves.

Do you have any advice? Maybe i'd need a cap of 150 or 200 dwarves? (That means more helping hand, but more clothing too :()
Can i make it so items laying around, or forbidden items would disappear after a while?
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ORCACommander

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Re: Too much tattered clothing and goblinite.
« Reply #1 on: July 31, 2013, 10:36:04 am »

turn off and slay the children and raise the pop count by 50. only stuff like food will decay outside the fortress after a while. anything placed in a refuse stockpile will also take damage over time. you can use df hack to mass destroy the scattered items. Also the happiness penalty for destroying masterwork items is proportionate to the amount of masterwork items that dwarf has made. so he has made 50 mwork items and 1 is destroyed the penalty is 1/50th of the penalty would be if he only made 1 item.
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vlk

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Re: Too much tattered clothing and goblinite.
« Reply #2 on: July 31, 2013, 10:44:55 am »

Thanks! Yes, i noticed that when i destroy 2-3 legendary item, the clothesmakers did have the bad thought, but they stayed quite content or happy. So this means that if they continously make stuff, and once in a while a few gets destroyed, its not a big deal? Good to know!

I did not fully understand the children thing though... accidents happen, it would be hard if there are were no more children. Or migrants will start to come again? I'll decrease their number to 10, and increase the dwarf cap to 150.
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Merendel

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Re: Too much tattered clothing and goblinite.
« Reply #3 on: July 31, 2013, 10:56:31 am »

The reason he sugested eliminating the children is that they are mostly worthless.   They are a drain on resorces yet cant be assigned to jobs.  they tend to idle around makeing friends and socalizing adding to the risk of a tantrum spiral starting when they eventualy die.   On top of that it takes them 13 years as I recall to reach adulthood and actualy become useful.   There is also a bug that was discovered recently where anything born in the fortress, dwarf or animal does not actualy grow to its full size on reaching maturity.   This has the unfortunate side effect of reducing the effectiveness of native born dwarves in the military vs migrant dwarves.

No mater how you slice it dwarf children are a useless tantrum spiral waiting to happen.   with them turned off you also dont have to worry about females in the military poopin out a sprog in the middle of battle and then going postal when it gets cleaved in half.
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ORCACommander

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Re: Too much tattered clothing and goblinite.
« Reply #4 on: July 31, 2013, 12:46:26 pm »

apart from turning off children i have never quite figured out how the child cap works since it uses a weird number ratio system.
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AutomataKittay

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Re: Too much tattered clothing and goblinite.
« Reply #5 on: July 31, 2013, 01:07:57 pm »

apart from turning off children i have never quite figured out how the child cap works since it uses a weird number ratio system.

It's pretty much first number is how many babies/children there can be max in the fortress, and second number's percent of popualtion that can be children, I usually have it set to 100:10 since migrants bring in plenty of kids.

As for the OP's issue, there're no shame in turning invader off to clean up. Could also put every dwarves into military squad ( inactive ones for civilians ) and use armor instead of and leave the clothings for kids. Dwarves'll stash clothings but they won't wear it if you set it to replace all.
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WanderingKid

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Re: Too much tattered clothing and goblinite.
« Reply #6 on: July 31, 2013, 01:25:20 pm »

While I occassionally set up Civilian Arms squads, be sure not to put any Hunters, Miners, or Woodcutters in there.  They have a specific 'uniform' for their jobs and it gets really wonky.

Some cleanup items that may help:
Create a stockpile for non-masterwork/artifact metal armor/weapons up near the fort's entrance.  Next to that stick a minecart to be filled from the stockpile.  You don't have to run track.  Put it on guide and set the other stop to dump down by the magma forges.  This keeps your dorfs from having to run the extra 2-300 steps to get stuff down there, except for one poor lug who will take his sweet time dragging the cart overland and down the stairways.  Still helpful considering the volume of stuff he's lugging.

Next, same idea for leather/cloth goods.  Non masterwork goes into a giant pile on the surface with refuse turned on.  You don't need to activate any of the items in refuse, just having it active will make stuff in that pile rot.  I usually stick this on the second level of the fort just for my own ascetics but anywhere 'outdoors' will do.

Finally, if you use cage traps put a refuse stockpile under the cage dump garbage dump.  This will rot off all their clothing while leaving you the goblinite.  I typically have an atom-smasher dump zone that I deactivate for mass disarms and activate the local dump.  Once that's done I switch the activations back on/off.

vlk

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Re: Too much tattered clothing and goblinite.
« Reply #7 on: July 31, 2013, 01:49:57 pm »

Thank you all, very useful answers!

I've heard about the "recruit everybody" method, but i could not find out what that means, now i understand.

Time to learn the use of those minecarts too :)

Can't wait to play df again, i think these small things will improve a lot on gameing experience.
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WanderingKid

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Re: Too much tattered clothing and goblinite.
« Reply #8 on: August 01, 2013, 03:49:09 am »

There is also a bug that was discovered recently where anything born in the fortress, dwarf or animal does not actualy grow to its full size on reaching maturity.

I forgot to mention.  Regarding the growth bug, PeridexExtent's (sp?) most recent LNP release has the fix already init'd in DFHack for this issue.

0cu

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Re: Too much tattered clothing and goblinite.
« Reply #9 on: August 01, 2013, 03:57:45 am »

You can solve your problems without the need of minecarts, but with dwarven labor only. Set up a finished good stockpile with clothing enabled. Turn refuse on, but disable the refuse items. Your dwarves will bring all surplus clothing to this stockpile, where it rots away. Now, set up another stockpile, which takes from your clothier shops. Set it to take from links only [a].

This way, crafted clothing will go to a stockpile where it waits for a new owner. All the other surplus clothing rots away in its own stockpile.
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AutomataKittay

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Re: Too much tattered clothing and goblinite.
« Reply #10 on: August 01, 2013, 04:09:22 am »

You can solve your problems without the need of minecarts, but with dwarven labor only. Set up a finished good stockpile with clothing enabled. Turn refuse on, but disable the refuse items. Your dwarves will bring all surplus clothing to this stockpile, where it rots away. Now, set up another stockpile, which takes from your clothier shops. Set it to take from links only [a].

This way, crafted clothing will go to a stockpile where it waits for a new owner. All the other surplus clothing rots away in its own stockpile.

Disable bins in those stockpiles too, otherwise dwarves will try to gather things up too eagerly.
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WanderingKid

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Re: Too much tattered clothing and goblinite.
« Reply #11 on: August 01, 2013, 04:12:51 am »

Ocu, the minecart recommendation was for goblinite to the magma forges, not clothes, just so that's clear.   :-\

I've had dorfs who are swapping clothes leave old x/X clothes in the linked crafted stockpile before when they swap, especially before I get chests/cabinets into their bedrooms.  It's not foolproof unfortunately.  I'm hoping Toady decides clothes are worth his time after this next update, they're a bit frustrating in general.

0cu

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Re: Too much tattered clothing and goblinite.
« Reply #12 on: August 01, 2013, 05:01:15 am »

Ocu, the minecart recommendation was for goblinite to the magma forges, not clothes, just so that's clear.   :-\

I've had dorfs who are swapping clothes leave old x/X clothes in the linked crafted stockpile before when they swap, especially before I get chests/cabinets into their bedrooms.  It's not foolproof unfortunately.  I'm hoping Toady decides clothes are worth his time after this next update, they're a bit frustrating in general.

Oh okay, I should really start to learn posts thoroughly :-\
Regarding the clothing problem, logically they shouldn't be assigned to the linked stockpile when dropped by your fellow dwarves and thus be hauled to the refuse stockpile. In my opinion, Toady should change it and make dwarves not drop their clothing at all until it rots away.
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AutomataKittay

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Re: Too much tattered clothing and goblinite.
« Reply #13 on: August 01, 2013, 05:20:56 am »

Ocu, the minecart recommendation was for goblinite to the magma forges, not clothes, just so that's clear.   :-\

I've had dorfs who are swapping clothes leave old x/X clothes in the linked crafted stockpile before when they swap, especially before I get chests/cabinets into their bedrooms.  It's not foolproof unfortunately.  I'm hoping Toady decides clothes are worth his time after this next update, they're a bit frustrating in general.

Oh okay, I should really start to learn posts thoroughly :-\
Regarding the clothing problem, logically they shouldn't be assigned to the linked stockpile when dropped by your fellow dwarves and thus be hauled to the refuse stockpile. In my opinion, Toady should change it and make dwarves not drop their clothing at all until it rots away.

It's not that it's assigned to linked stockpile from elsewhere, it's dwarves dropping the clothing ON it, literally. If it's on an appropriate stockpile, then items are considered to be assigned to it. Minecart quantum pile abuses it, as long as there're no bins or barrels. I used to get a lot of issues with dwarves dropping clothings on the stockpile, then I just stopped trying such a precise thing and just haul bins of clothings to depot and sell the worn clothings.

And keeping it until it's rotted out doesn't works with current thoughts, they gets unhappy if clothings they wears goes to X or xx.
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vlk

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Re: Too much tattered clothing and goblinite.
« Reply #14 on: August 01, 2013, 05:42:45 am »

I think a solution could be that good clothes would last longer (much longer).
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