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Author Topic: DF2014 Question and Answer Thread  (Read 459023 times)

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #780 on: November 14, 2014, 11:02:52 pm »

I actually would like to see more nobles.  As in merit-by-birth no working nobles.  I missed that part of DF
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WanderingKid

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Re: DF2014 Question and Answer Thread
« Reply #781 on: November 15, 2014, 02:56:38 am »

'eh, I've been planning on doing this one anyway, which is why it'll take me a bit and I had to locate a 'good location' for it.  No worries.

So a few hours was an ambitious idea and it's not up to what I want in quality, but it'll do for now.

http://youtu.be/yzdUw92pXH4

rmblr

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Re: DF2014 Question and Answer Thread
« Reply #782 on: November 15, 2014, 02:57:51 am »

I'm trying to optimize my Gem industry.

I've created three Jewelry workshops each with a small gem stockpile. Each stockpile gives to its workshop.




I've separated the workshops to only work on gems of a certain value. The top workshop is profiled to accept Great - Legendary gem cutters, and its stockpile only accepts high value gems (value >= 25). The middle workshop is profiled to accept Proficient - Accomplished and gems with 10 <= value < 25, and the final workshop for gems < 10 with gem cutters Dabbling - Skilled.



Example for High value gem stockpile:


Yes, it was incredibly tedious setting up those three stockpiles.

Finally, I have my Primary Materials Quantum Stockpile, which holds all my rough and cut gems (among other things), giving to each of the three specialized gem stockpiles.

The problem, as you can see in the first photo: the specialized stockpiles are empty! Dwarves simply won't stock them. This leads to my Jeweler cancelling all the cut jobs because the stockpile for the workshop is empty.

How do I get the dwarves to stock the specialized stockpiles?

I've uploaded my save with this issue to DFFD: http://dffd.wimbli.com/file.php?id=10076

The bugged Gem workshops are on z level 133, and the materials stockpiles is on 134.
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #783 on: November 15, 2014, 03:47:53 am »

The bugged Gem workshops are on z level 133, and the materials stockpiles is on 134.

The materials stockpile only has cut gems, the stockpiles that feed the gem workshops only take rough gems.
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tahu16

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Re: DF2014 Question and Answer Thread
« Reply #784 on: November 15, 2014, 05:04:04 am »

How can I separate the seeds from the bags? Will the vermins eate the seeds?
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #785 on: November 15, 2014, 05:59:14 am »

I have embarked on what is ostensibly a temperate forest biome, only to find a river full of hippos!  Could it have to do with being very close to the tropics?
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TBeholder

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Re: DF2014 Question and Answer Thread
« Reply #786 on: November 15, 2014, 08:15:20 am »

How can I separate the seeds from the bags?
What for? A "coinstar" danger room? Dump them.
To stop cancellation spam when bags are moved? Probably impossible, or dorfs will just place them back into bags. Use chained stockpiles, as magmawiki recommends.
Will the vermins eate the seeds?
Depending on the specific vermin's [PENETRATEPOWER], may eat even in barrels.
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #787 on: November 15, 2014, 08:25:45 am »

Probably impossible, or dorfs will just place them back into bags.
Not actually impossible. You can create a 'bag free zone' with careful use of burrows and/or forbidden doors.
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rmblr

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Re: DF2014 Question and Answer Thread
« Reply #788 on: November 15, 2014, 08:34:57 am »

Is it possible to restrain a dwarf with a chain? If so, how do I do so?

Also, what effect does creating a room from a chain and assigning it an owner have?
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TBeholder

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Re: DF2014 Question and Answer Thread
« Reply #789 on: November 15, 2014, 11:55:59 am »

Is it possible to restrain a dwarf with a chain? If so, how do I do so?
It happens automatically.
Train the dwarf in the skill necessary to work with a material absent on site or merchants' wares, but liked by some noble. Eventually the noble will demand something made from it and...  :-\
If you want more reliability, make that dorf carry into trading depot (burrows are your friends) an item prohibited from export and then sell it.
Or maybe send to an archery range and assign a pasture zone (with livestock of a fragile sort) right over it. Sooner or later...
Also, what effect does creating a room from a chain and assigning it an owner have?
The obvious:D
Of course, if you'll simply build a restraint in a bedroom/dining hall, it will be treated just like any other furniture - trap, lever, gearbox with *native gold mechanism*, etc.
But then, you can get much more value on a single tile by using that *chain* and *«*bucket*»* and *mechanism* to place a well (which unlike restraint also have quality multiplier!) in that dining hall, or anywhere else dorfs will see it often.
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #790 on: November 15, 2014, 04:22:12 pm »

How do I see the killing blow when looking at combat under reports. I see a lot of fighting, and hit enter to see details, but there is no record of a killing blow. The enemy is very dead though.
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Steam Name: Ratpocalypse
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BlackFlyme

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Re: DF2014 Question and Answer Thread
« Reply #791 on: November 15, 2014, 05:04:16 pm »

How do I see the killing blow when looking at combat under reports. I see a lot of fighting, and hit enter to see details, but there is no record of a killing blow. The enemy is very dead though.

Whoever gets the last hit in before the creature died is awarded with the kill. Just check the dead unit's combat log and find who was the last to get a hit in.

Even if the last hit wasn't fatal, it still counts. So if, for example, one dwarf were to pierce the heart of a goblin, then another dwarf came along and punched the goblin in the arm, bruising the skin, then the goblin bled out, the dwarf who punched the goblin would get the kill, since they hit them last.
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #792 on: November 15, 2014, 05:29:09 pm »

ahh thank you. My champion got the kill. I figured, since he named his axe right afterwards. But I wanted to see if that was in fact what made that happen.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #793 on: November 15, 2014, 05:35:16 pm »

okay I'm pumping out a ton of leather clothing (not armor I don't think) for my dwarves because their clothes are rotting off. Will they automatically replace their clothes with newer, nicer clothes as they are produced or am I going to have to dress every single one of them manually?
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #794 on: November 15, 2014, 06:57:37 pm »

They are autonomous enough to find new unforbidden, stockpiled pants. Although atm leather clothing wears out just as fast as fiber.

For immortal clothing, put all dwarves into squads and assign actual armor to them.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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