Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 108 109 [110] 111 112 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 459031 times)

Arx

  • Bay Watcher
  • Iron within, iron without.
    • View Profile
    • Art!
Re: DF2014 Question and Answer Thread
« Reply #1635 on: May 29, 2015, 03:00:16 am »

'o'rders -> farmers only harvest.
Logged

I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

Wimopy

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1636 on: May 29, 2015, 03:08:59 am »

Do magma-safe gems exist? If so, which ones? Are any gems not fire-safe?

No magma-safe gems exist, according to the wiki. Also, it seems all gems are fire-safe, but it's safest to check the wiki if you're not sure.
You might want to consider glass as a replacement though. It's fully magma- and fire-safe.

-Ninja'd for the harvest reply-

My main food stockpile, a few tiles from the farms, has everything enabled.

Is this still relevant?
Somehow, the fact that the brewer is harvesting when the farmers don't is strange. You say they can access the farmplot to plant...
Is the stockpile set to take from links only? (q)
Did the brewer take the harvest to the stockpile you wanted?

On another note
Is the farmplot planted partially from left to right, top to bottom or in a seemingly random way?
« Last Edit: May 29, 2015, 03:28:32 am by Wimopy »
Logged
Now updating the Monster Hunter Universe mod
Current Version: 0.4.95b - Updated June 17, 2015
New Thread
Download
Old Thread

Loci

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1637 on: May 29, 2015, 01:28:51 pm »

I do indeed have plants withered. A good fifteen tiles of plump helmets were wasted just now, actually. I didn't know about the biome thing, but that doesn't seem to be a major problem, they do plant if I leave them to it.

It's also worth noting that this problem has appeared in every fort I've played so far.

FWIW, this problem has appeared in none of the forts I've ever played.

If you upload a save, someone will take a look at it.
Logged

CometStrike

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1638 on: May 29, 2015, 01:47:39 pm »

I´ve never played around much with wall or tower constructions, so I´m wondering how to most effectively build walls several stories high. I know that the last building designation is the one that is done first. Suppose I had build a linear wall and a stair at one end leading to the floor on the level above. How do i have to proceed to make my dwarves build the next level without getting stuck or leaving holes?
Do I have to build the wall tile furthest away, wait for it to be finished, then assign the next one and so on?
Can I build them tile for tile all at once with assigning the one closest to the stair first and the tile on the end last (meaning does the "last designated, first build" principle just start the construction jobs in due order or does ot pick the dwarfs in a way as to allow those really to be finished one after the other)?
What happens if I build the whole top level with a single building command?
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1639 on: May 29, 2015, 01:53:04 pm »

Building Looooong bridges as scaffold sorts all this out, I think. Top view:

XBridgeBridgeBridgeBridgeBridgeBridgeBridgeBridgeX
WALLWALLWALLWALLWALLWALLWALLWALLWALLWA

Scaffold first, then deconstruct. Side view:

X_____ :)___ :)___X
X_______________X
With  :) being stoneworkers building the wall behind those bits of scaffold.

Safe, quite cheap, less problems in the long run. A good player won't need to do this, and will just use the interface, but anyone who claims to be good at Dwarf Fortress is likely in for a nasty surprise.
Logged
One wheel short of a wagon

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1640 on: May 29, 2015, 02:56:11 pm »

. How do i have to proceed to make my dwarves build the next level without getting stuck or leaving holes?

There's also the priority designations, but I've not tested those out enough to comment with authority.

Quote
Do I have to build the wall tile furthest away, wait for it to be finished, then assign the next one and so on?

Well, you can't build a further one after you've built a closer one, that's a dealbreaker. So either you do that, or find a work-around for access. Outside scaffolds are one, interior floors another (so long as you build the "corners first"). Multiple stairs, one the middle of each wall, can let up to 8 workers hit the construction at once, 2 building each wall in toward the stairs while more workers build the stairs up to the next level(s). More stairs = even more workers for longer walls, with pairs of workers building in toward the middle stair location.

Quote
What happens if I build the whole top level with a single building command?

If you build a floor (or a permanent "skyway", a non-retracting "bridge" type floor), the game will take care of itself, since workers can only place where they have access, and floors don't block access.

The hardest is if you're going to build Fortifications around an outside corner - nothing to support that corner Fortification!  So you build a floor, then that fortification, then the Fortification diagonal to the floor to support that extreme corner Fort'n, then remove the floor.  This can be done first or last, but without that corner in place your defense has a diagonal weak spot to enemy archer fire.

+= roof flooring
t = temp floor
F - Fortification
< stair access (assumed somewhere, exact position doesn't matter)

Code: [Select]

++++F
++++     (top level roof, with supported Fortification next to corner location)
+<++

   t
++++F
++++     (w/ temporary floor in place)
+<++

   tF
++++F
++++     (corner Fortification in place)
+<++

    F
rrrrF
rrrr     (temporary floor removed, corner Fortification supported)
+<++

Repeat on every outside corner.
« Last Edit: May 29, 2015, 02:59:09 pm by Albedo »
Logged

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1641 on: May 29, 2015, 05:45:26 pm »

Save's here; http://dffd.bay12games.com/file.php?id=10894

Thanks in advance to anyone who takes the time to figure this out.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

Loci

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1642 on: May 29, 2015, 08:02:27 pm »

Save's here; http://dffd.bay12games.com/file.php?id=10894

You toggled "dwarves ignore food" in the standing orders menu. You also have wheelbarrows and bins assigned to your food stockpile. The bins are merely pointless (no food is stored in bins), but the wheelbarrows will limit the number of storage jobs to the number of barrows (set to 3). Switching back to "dwarves gather food" and removing the wheelbarrows caused your farmers (and 20 other idle dwarves) to haul food to your stockpile.
Logged

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1643 on: May 29, 2015, 08:35:16 pm »

How odd, I could swear I looked at that menu. Well, thank you kindly! Didn't know about the wheelbarrows, either.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1644 on: May 30, 2015, 11:40:05 am »

My warriors just killed a Titan firebreathing kangaroo. I am not very into butchery, so don't really understand much of it, but the roo corpse is undecayed and lying acessibly outside my fort. When I try to get my butcher to butcher a dead animal, I am told that a nearby butcherable item is needed. There is a partially empty animal stockpile right by the butcher's workshop. How do I get my hands on some roo burgers from where I am now?
Logged
One wheel short of a wagon

Inevitability

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1645 on: May 30, 2015, 12:19:58 pm »

An animal stockpile is for cages, not for corpses.
For corpses you need a refuse stockpile.
You might also need to enable the dwarves gather refuse from outside option in the orders menu.
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1646 on: May 30, 2015, 12:52:29 pm »

Will dumping get it near enough to be butcherable?
Logged
One wheel short of a wagon

Rogue Yun

  • Bay Watcher
  • Beware of the Carp
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1647 on: May 30, 2015, 01:46:13 pm »

I think you just need a refuse/corpse stockpile available. My dwarves seem to butcher animals they just hunted/killed or animals that have been hauled to a refuse stockpile. I don't remember ever seeing them butcher animals that are just lying around. You shouldn't have to order them to butcher anything, they should butcher things on their own if everything is set up right. This is what the wiki has to say on it.

If the "Auto butcher" order is enabled, then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop will be automatically queued for butchering. During this job, the butcher will pick up the corpse, haul it to the workshop, and then slowly process it into individual parts at a speed based on skill level and clutter (which can take a long time for particularly large creatures such as forgotten beasts). If a hunter successfully kills his target, he will haul the corpse and place it directly inside an appropriate butcher's shop, but unless your butcher happens to be idle at the moment, the corpse will likely be removed from the workshop and placed in a stockpile.
Logged

.:Simple Mood 16x16 ASCII:.
Keep it Simple. Keep it Safe.

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1648 on: May 30, 2015, 02:46:02 pm »

Great, thanks! This clears up everything!
Logged
One wheel short of a wagon

jhxmt

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1649 on: May 31, 2015, 06:13:12 am »

Is there any (reliable) way to capture flying wild creatures for training purposes?  My current embark seems to have swarms of ravens everywhere, and I wouldn't mind having my own trained murder flying around.  :P  Capturing them seems unlikely, though.
Logged
Quote from: beefsupreme
Try slaughtering a ton of animals, meat makes less decisions than animals.

Why Your Ramps Don't Work
How To Breach A Volcano Safely
Pages: 1 ... 108 109 [110] 111 112 ... 268