This is Kate's stupid questions thread. Welcome!
Cleaning Question: partially answered.
Farming on Tower: partially answered, if any more ideas are around, feel free to resurrect!
Cats Management: answered
New questions: - Dwarf Liason not talking
- Legendary Miner killed Cyclops
- newly created worlds feature only beak dogs
- removing stairs
The old question about Cleaning:
I have a question about cleaning. My dwarfs do not seem to be able to clean tiles which are "Inside/Light/Above Ground". I have a suitable dwarf stationed near a blood pool there and burrowed, then de-stationed, with only the "Cleaning" labor enabled. He is doing nothing, for a very long time. The same thing inside and dark, stationing him and burrowing him, then de-stationing him, works just fine, a cleaning job will be created very quickly and blood gets cleaned away.
I thought the wiki reads "interior and subterranean" when talking about where cleaning is possible, and excludes "outside" from being cleaned. Does that really mean that cleaning above ground is not possible? Any chance to build an above ground fortress without painting it red with seas of blood?
Thanks for your insights!
Cheers,
Cat
The question about the Tower Farms (Farming on constructed floors outside):
A second question, if I may:
I have started to construct a tower and muddied one of its floors. I am able to construct farm plots on the mud. However, when I want to start farming, I always get the "no seeds available for this location" message. Why is that? There is a farm right at the bottom of the tower, able to produce six or seven different above-ground crops. There is no locked door in between, the farm plots are reachable for my farmers (they have built them in the first place, right?), there are no relevant burrows ... I am at a loss, since internet queries showed me several threads where people tell that it is possible to farm on muddied constructed floors ... Any ideas, anyone?
What has been done and not worked out:
--> farm plot was created, so farmers reached site
--> seeds were brought to plots by dumping and reclaiming, so seeds could reach site, too
--> used constructed floor as floor and constructed walls as floor
--> built the farm plot exactly on same x-and-y coordinates as ground-level plot which works fine (i.e., ruling out a different biome)
The question about cats management:
I'd also like to ask about cats management: I have safely pastured away all my cats behind a locked door. Now I am willing to let some tomcats into my fortress to hunt for vermin. Is there any way to sort cats by gender? Most other animals get different names (bitch and boar, etc ...), but no cats. Neither pasture, pit nor cage menues list the cats gender. I can only see it in the z-screen, but there I cannot move the cat (except for butchering, which is not precisely the intention). So do I miss something? Any ideas there?
Thanks for your help!
[New Question] Dwarven Liaison not talking:
Since autumn the dwarven liason is around my fortress. I admit I didn't trade with the caravan this year due to a slow broker and me missing the "is leaving soon" warning. Now the liason (listed as "Sarvesh Konlitast, outpost liaison, diplomat, under others) is hanging around in my statue garden, not even trying to talk to my guys. I had all two of my barons idle around, my mayor idle around and my broker idle around, but the liaison simply didn't want to talk. Is that usual behaviour? What can I do to make him talk? Should I simply wait until next year?
[New Question] Legendary Miner killed Cyclops:
Yeah, great thing, too. However, is that really how it should be? A semi-megabeast, killed in two (or was it three?) strikes by a leg miner with a steel pick? I had my invasion alarm set off, my military collect at the entry, and one of the guys gets bored, marches off on his own and simply kills it? I would have expected this to be more ... fun. And: One of the Cyclops' attacks hit some body part and "passes right through". What is that supposed to mean? The guy wasn't injured afterwards ...
[New Question] Newly generated worlds only contain Beak Dogs
... which isn't completely true, because there were also Grimelings and Foul Blenders around, but surely no dwarfs, humans, elves or goblins. On Embark, my people consisted of only beak dogs, who weren't able to be given work commands. I tried two pocket starts and a medium one, all with the same results. I did no other fiddling around. What did go wrong there? Three times in a row?
[New Question] Removing stairs
The reason I did these new worlds was because I wanted to find out how to remove stairs if there is no space on the same z-level. Since I cannot simulate with only Beak Dogs I'm sorry I have to ask: Can I remove them from one z-level up? Or down? I am channeling a huge space for about 15 z-levels and want my miners to have access to my fortress during that time, but will want to have that stairs removed afterwards completely. Is that possible with dug stairs? Or constructed ones? Only with ups or downs or also the ups/downs?
Thanks for your input, guys!
Cheers,
Cat