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Author Topic: DF2014 Question and Answer Thread  (Read 461878 times)

locustgate

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Re: DF2014 Question and Answer Thread
« Reply #90 on: July 14, 2014, 02:16:44 pm »

Couple of Ag questions, about how many people can a farmer feed

A single legendary Planter can probably handle about 50-80 dwarves.  But it'll depend on the efficiency of your fortress design (how far he has to walk from seed stockpile(s) to farm plot(s)), how lazy/dutiful he is, etc.  And this is also assuming you have other dwarves processing the stuff he grows (someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves, someone to brew the brewable plants).

It will also depend on whether you include textiles (pig tails, rope reed, etc.) for clothing replacement as part of the picture.

Quote
and if I have a 3x3 plot how many dwarves can it feed at max capacity, per season.

Best case scenario, growing plump helmets and ignoring the lack of variety, also ignoring fertilizer, you get 2 crops per season, times 9 tiles, times about 4 plump helmets per stack (Legendary planter) = 72 plump helmets.  A single dwarf needs 4 drinks and 2 meals per season, so that's 3 plump helmets (1 brewed, 2 eaten raw).  So your 3x3 plot handles about 24 dwarves.  Again, this is a best case scenario, and not realistic in a long-running fortress.  You'll need some booze variety.  You'll also want to use quarry bushes for food when those are fixed; those give you 5x the food per plant (each plant becomes 5 leaves = 5 meals after bagging and cooking), at the cost of not being available in every season, and taking longer than plump helmets to mature.

26 squares to seed stockpile, though I can cut that down to 2 or 12 depending, if I change the seed room into a production room and move the seed 'room' to the main hall.

I've got 1 plot that grows only plump, 1 that grows (ph,pt,pt,ph), and one that grows (sp,cw,cw,dc). Along with 1 farmer and 1 soldier/farmer.

On a side note is it possible to collect fallen fruit?
« Last Edit: July 14, 2014, 02:32:31 pm by locustgate »
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Wimopy

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Re: DF2014 Question and Answer Thread
« Reply #91 on: July 14, 2014, 02:50:51 pm »

Ive played a few times but never dealt with Lava yet.  If I tap a volcano does it empty? can I drain all my lava? Or does it....regenerate, sorta of like a river.  Like is it finite or can I just keep pulling it from the volcano forever?

They will slowly refill. Source
Always worth checking the wiki when dealing with something new.
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greycat

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Re: DF2014 Question and Answer Thread
« Reply #92 on: July 14, 2014, 07:26:32 pm »

On a side note is it possible to collect fallen fruit?

Not yet.
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locustgate

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Re: DF2014 Question and Answer Thread
« Reply #93 on: July 14, 2014, 07:39:40 pm »

Not a question but I believe I know when someone declares war on someone.....your FPS drops to 30 suddenly.
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MarcAFK

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Re: DF2014 Question and Answer Thread
« Reply #94 on: July 14, 2014, 08:08:59 pm »

PTW
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Bloax

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Re: DF2014 Question and Answer Thread
« Reply #95 on: July 14, 2014, 09:19:56 pm »

Is it possible to unretire a fortress now?
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oh_no

BlackFlyme

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Re: DF2014 Question and Answer Thread
« Reply #96 on: July 14, 2014, 09:25:00 pm »

Yes, you can retire and un-retire your fortresses now. You can even reclaim abandoned world-gen fortresses.
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Bloax

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Re: DF2014 Question and Answer Thread
« Reply #97 on: July 14, 2014, 09:26:52 pm »

Has anyone tried whether or not retired adventurers at the fort join the fort population once the fort is unretired?

Because if they do then I feel like giving someone a couple of stupid good warriors.
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DracMonster

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Re: DF2014 Question and Answer Thread
« Reply #98 on: July 14, 2014, 09:42:47 pm »

Is brewing bugged or has it been changed to be more complicated or something?

I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries

Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.

Is this a bug or is there some additional step for those?

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Icefire2314

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Re: DF2014 Question and Answer Thread
« Reply #99 on: July 14, 2014, 09:45:47 pm »

Is brewing bugged or has it been changed to be more complicated or something?

I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries

Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.

Is this a bug or is there some additional step for those?

I've noticed that in the Still menu there are two options now: brew drink from plant and brew drink from fruit. I feel like the things you listed are *probably* classified as fruit in DF, (although they could well not be and why not, little else makes sense). If you try brewing fruit it may work.
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DracMonster

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Re: DF2014 Question and Answer Thread
« Reply #100 on: July 14, 2014, 09:49:23 pm »

Is brewing bugged or has it been changed to be more complicated or something?

I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries

Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.

Is this a bug or is there some additional step for those?

I've noticed that in the Still menu there are two options now: brew drink from plant and brew drink from fruit. I feel like the things you listed are *probably* classified as fruit in DF, (although they could well not be and why not, little else makes sense). If you try brewing fruit it may work.

Oops, forgot to mention, that doesn't work either. It wont let me brew them at all.
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Icefire2314

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Re: DF2014 Question and Answer Thread
« Reply #101 on: July 14, 2014, 10:24:46 pm »

Can't help you there then, might be a bug.
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DracMonster

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Re: DF2014 Question and Answer Thread
« Reply #102 on: July 14, 2014, 11:06:31 pm »

Can't help you there then, might be a bug.

Ah, well. My other nasty surprise was preparing a few pots of food for the first caravan and finding they're worth only a few DB each instead of hundreds or thousands. Food value seems to have been massively nerfed.
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MarcAFK

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Re: DF2014 Question and Answer Thread
« Reply #103 on: July 14, 2014, 11:52:25 pm »

I think for the brewing bug, if you grow something brewable then you'll suddenly be able to brew anything you've got available.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

JoeJoe

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Re: DF2014 Question and Answer Thread
« Reply #104 on: July 15, 2014, 05:49:25 am »

someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves

You can do this yourself. In reaction_other.txt the process plants to bag reaction should look like this:
Code: [Select]
[REACTION:PROCESS_PLANT_TO_BAG]
[NAME:process plant to bag]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_ITEM]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
[PRODUCT_TO_CONTAINER:bag]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PROCESSPLANTS]

and in plant_standard.txt the entry for quarry bushes should look like this:

Code: [Select]
[PLANT:BUSH_QUARRY]
[NAME:quarry bush][NAME_PLURAL:quarry bushes][ADJ:quarry bush]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen rock nut oil]
[STATE_NAME_ADJ:LIQUID:rock nut oil]
[STATE_NAME_ADJ:GAS:boiling rock nut oil]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock nut soap]
[STATE_NAME_ADJ:LIQUID:melted rock nut soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock nut]
[STATE_NAME_ADJ:SOLID_PASTE:rock nut paste]
[STATE_NAME_ADJ:SOLID_PRESSED:rock nut press cake]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PASTE]
[STOCKPILE_GLOB_PRESSED]
[SEED:rock nut:rock nuts:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:gray leaves]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES]
[GROWTH_NAME:quarry bush leaf:quarry bush leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]


On a somewhat related note: Is it possible that vermin are much stronger now? All of my sweet pods and rock nuts just disappeared without a trace.
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