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Author Topic: DF2014 Question and Answer Thread  (Read 460894 times)

Loci

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Re: DF2014 Question and Answer Thread
« Reply #2730 on: April 14, 2016, 03:44:04 pm »

I can't imagine very many jobs I'd want to literally run forever as often as possible.

Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....

Shearing creatures, spinning yarn, rendering fat, processing plants, milking creatures, melting items, assembling instruments, pressing slurry, making quires, pressing honeycomb... generally if there is only one desired use for an item then placing the job on perpetual repeat in a specific workshop makes sense.
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Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2731 on: April 14, 2016, 08:15:48 pm »

I can't imagine very many jobs I'd want to literally run forever as often as possible.

Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....

Shearing creatures, spinning yarn, rendering fat, processing plants, milking creatures, melting items, assembling instruments, pressing slurry, making quires, pressing honeycomb... generally if there is only one desired use for an item then placing the job on perpetual repeat in a specific workshop makes sense.

You could make an entire production chain dependent on the output of one or two workshops.  Manually enter jobs for the starting workshop(s) to control volume and have the rest of the chain on perpetual repeat.

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Wolfechu

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Re: DF2014 Question and Answer Thread
« Reply #2732 on: April 14, 2016, 11:18:54 pm »

Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2733 on: April 14, 2016, 11:37:11 pm »

Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?

It won't fall if you just mine.

DF wiki says:
Mining removes the section of the wall while preserving both the ceiling (which is the floor of the level above) and the floor.
Channeling removes the section of the wall, the floor, and if possible places a ramp one level below.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

Wolfechu

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Re: DF2014 Question and Answer Thread
« Reply #2734 on: April 14, 2016, 11:48:48 pm »

Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?

It won't fall if you just mine.

Awesome, thanks! Sure I used to know this stuff, but it's been a looong time since I played.
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gordy

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Re: DF2014 Question and Answer Thread
« Reply #2735 on: April 15, 2016, 01:28:55 am »

I didn't plan well after a weredeer attacked and now I've had three seasons where the survivors have turned. How can I mitigate this rush without horrible micro management? I have no idea who is interested until they turn, and they kill 3-4 dwarves and infect good knows how many others. Is the fort doomed?
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mirrizin

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Re: DF2014 Question and Answer Thread
« Reply #2736 on: April 15, 2016, 12:52:48 pm »

One possibility is to let the infection run its course until all of the dwarves are infected or dead, then isolate the dwarves who are infected and wait for migrants. It wouldn't take much micro management, though there are certainly other drawbacks...
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2737 on: April 15, 2016, 03:35:54 pm »

This is why the most efficient solution is to quarantine anyone bitten by a werebeast as soon as possible, before it becomes effectively impossible to track the number of victims.
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2738 on: April 15, 2016, 04:41:06 pm »

This is why the most efficient solution is to quarantine anyone bitten by a werebeast as soon as possible, before it becomes effectively impossible to track the number of victims blessings.
ftfy

There was a mistranslation in the game, a real stubborn bug, where legends mode calls it a curse to have regenerating superhuman fighters
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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!

Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2739 on: April 15, 2016, 05:15:17 pm »

Right, regenerating superhumans that menace the enemy with spontaneous nudity at the worst possible times. :V
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On DF Wiki · On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Mostali

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Re: DF2014 Question and Answer Thread
« Reply #2740 on: April 15, 2016, 06:46:33 pm »

How do you go about collecting wood from underground lakes?
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #2741 on: April 15, 2016, 07:03:23 pm »

How do you go about collecting wood from underground lakes?
What about mining from below or side and draining those lakes? You are a dwarf so use that pick of yours.
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Beside other things, bay12forums is also the leader website in calculations of saguaro wood density.
(noted by jwoodward48df)

greycat

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Re: DF2014 Question and Answer Thread
« Reply #2742 on: April 15, 2016, 07:58:20 pm »

How do you go about collecting wood from underground lakes?

MAGMA, obviously.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Ajonos

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Re: DF2014 Question and Answer Thread
« Reply #2743 on: April 16, 2016, 12:36:42 am »

I just resumed playing after a long break, got a fort up and running, and was pumping out tradegoods like mad... and then I traded a bunch of masterwork crafts to a human caravan. And the moment they left the map, I got a ton of announcements about "A masterwork has been lost" x80... Is this a bug? Or am I really supposed to never sell anything masterwork? Is there a workaround?

How bad is the "lost masterwork" bad thoughts for that matter? I haven't had any tantrums yet, but I'm paused right after the masterwork lost spam... I'm worried I'm in for some Fun.
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Bradders

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Re: DF2014 Question and Answer Thread
« Reply #2744 on: April 16, 2016, 01:00:33 am »

It is a noted bug with 42.06, and yes it is a pain.  Don't trade your masterworks away, if possible.  So many losses at once can cause a tantrum, but a couple losses isn't a big deal, 80 is probably a big sanity hit.  Depends on the dwarf's stress levels and junk.  Hopefully fixed for next version.
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