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Author Topic: DF2014 Question and Answer Thread  (Read 459876 times)

Putnam

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Re: DF2014 Question and Answer Thread
« Reply #2490 on: January 19, 2016, 06:24:33 pm »

shouldn't be any hit at all AFAIK

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #2491 on: January 20, 2016, 01:03:11 pm »

The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.

But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.
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Skorpion

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Re: DF2014 Question and Answer Thread
« Reply #2492 on: January 20, 2016, 03:13:42 pm »

The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.

But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.

But then what do I do with all the bones?
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #2493 on: January 20, 2016, 07:12:44 pm »

The other other reason to cook meals is to create ridiculously expensive trade goods.

But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.

But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.

But then what do I do with all the bones?

Craft them and use them for domestic stuff/trade goods. Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)

Even simple dog and small animal bone crafts can go for 150 dorfbucks at masterwork each, and is easy to manage by simply connecting a filtering refuse pile from your butcher then attaching that said pile to a craft-shop. Water buffalo give the largest amount of bones amongst starter animals and often your wagon animals you arrive with will be plentiful of meat and bones (providing you're not waiting for them to reproduce/get hold of a breeding pair)
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greycat

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Re: DF2014 Question and Answer Thread
« Reply #2494 on: January 21, 2016, 11:38:38 am »

Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)

That's 0.40 instruments, which are just crafts with a different set of names.  0.42 instruments are totally different.

Bones can be turned into bolts, which are good for marksdwarfship practice, or actually shooting at lightly armored enemies.  Bone crossbows are also really good, since they're lightweight, you can get a nice quality modifier, and the crossbow's material doesn't affect the damage of the bolts you shoot out of it.  (They're not as good as metal crossbows for bashing, though, so make sure you don't give bone crossbows to someone who might feel the need to bash an enemy in the face with the crossbow.)

Other than that, you would mostly make "bone crafts" for trading, or decorate furniture with the bones for value enhancement.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2495 on: January 21, 2016, 12:07:19 pm »

Bone instruments are actually valuable in 42.xx.  They have a good value multiplier.  Unfortunately you might not be able to make bone instruments depending on world generation.
« Last Edit: January 21, 2016, 01:07:47 pm by Bouchart »
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Skorpion

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Re: DF2014 Question and Answer Thread
« Reply #2496 on: January 21, 2016, 01:05:12 pm »

Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)

That's 0.40 instruments, which are just crafts with a different set of names.  0.42 instruments are totally different.

Bones can be turned into bolts, which are good for marksdwarfship practice, or actually shooting at lightly armored enemies.  Bone crossbows are also really good, since they're lightweight, you can get a nice quality modifier, and the crossbow's material doesn't affect the damage of the bolts you shoot out of it.  (They're not as good as metal crossbows for bashing, though, so make sure you don't give bone crossbows to someone who might feel the need to bash an enemy in the face with the crossbow.)

Other than that, you would mostly make "bone crafts" for trading, or decorate furniture with the bones for value enhancement.

I already make bone and shell crafts, and trade them for stuff off the caravans. I don't have much in the way of livestock either, so my food has to last instead of being traded away.
Nearly 200 dorfs and a performance troupe to feed, and I had to slaughter the wagon haulers since they were starving to death. No vegetation in 99% of the map until I breached the caverns.
Logged
The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

greycat

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Re: DF2014 Question and Answer Thread
« Reply #2497 on: January 21, 2016, 02:49:17 pm »

Nearly 200 dorfs and a performance troupe to feed, and I had to slaughter the wagon haulers since they were starving to death. No vegetation in 99% of the map until I breached the caverns.

Yeah, if you want to keep grazers alive, you really need to breach a cavern and dig up (or muddy up) a nice moss/fungus pasture for them.  Especially if your surface is barren.

Many animals aren't grazers, though -- dogs and pigs are especially suitable for this kind of husbandry.  Dogs, pigs and other non-grazers never need to eat anything at all.  Just let them reproduce, and cull them when you want.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2498 on: January 21, 2016, 05:19:57 pm »

Crundles make good livestock.  They aren't grazers and they lay plenty of eggs, and they are extremely common.

I'm disappointed that you can't collect fruit from any underground trees.
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2499 on: January 21, 2016, 11:17:34 pm »

Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2500 on: January 22, 2016, 02:59:08 am »

Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

deknegt

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Re: DF2014 Question and Answer Thread
« Reply #2501 on: January 22, 2016, 04:47:10 am »

Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.

Just toss them into the trade pile, Caravans are more than willing to buy your useless tree-seeds.
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2502 on: January 22, 2016, 10:10:14 am »

Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?
Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.

Just toss them into the trade pile, Caravans are more than willing to buy your useless tree-seeds.
Huh, I somehow all this time thought they have value of 0. But it is 1.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

FantasticDorf

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Re: DF2014 Question and Answer Thread
« Reply #2503 on: January 22, 2016, 10:39:27 am »

Remember that all seeds can be cooked. A more productive way to train up your cooks is to give them un-plantable seeds and set them to infinite pear-seed biscuits until they are more experienced, then let your dwarves eat/sell the produce or mix it with other generally trash things to make hodge podge low tier dwarven prepared food slurry/porridge while you sell all the good stuff getting a economy off the ground.

This is why i always build a (no barrel) seed bank for herbalists somewhere close to ground level/securely above ground so that i can gather with impunity, and anything that does not fit into my stocks can safely take a bag and be forgotten about/cooked/sold with a local still to process them on repeat and get some free booze as a byproduct.
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Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2504 on: January 22, 2016, 11:23:04 am »

Certain junk seeds like plum pits can't be cooked.
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