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Author Topic: What's going on in your fort?  (Read 6121423 times)

martinuzz

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Re: What's going on in your fort?
« Reply #45525 on: January 15, 2016, 08:57:04 am »

Looks like we have another case of bags of magma!

Now only if we could find out what causes caravans to bring those, we could weaponize caravans, and turn them ito suicide firebomb trucks
« Last Edit: January 15, 2016, 08:59:00 am by martinuzz »
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cochramd

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Re: What's going on in your fort?
« Reply #45526 on: January 15, 2016, 09:28:10 am »

Soon, my permanent magma smelters (made from crystal glass just to make everyone who works at them happier) will be built and operational - all 20 of them! The first order of business is to smelt tetrahedrite until I've used up all of it that I've mined. However, there's a problem: I only have 12 dwarfs with furnace operating active in my fort, and I'd still like to keep my 1 upstairs magma smelter running so it can keep feeding my instrumentcrafter nickel. This leaves me 2 questions: given that my food stockpile is 92 z-levels above my permanent magma smelters, how many dwarfs do I need to keep that many smelters going around the clock, and whom should I pick for the task?

Of course, if those 29 kids kicking around my fort would grow up already, I wouldn't have to worry about labor distribution so much...
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deknegt

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Re: What's going on in your fort?
« Reply #45527 on: January 15, 2016, 09:35:30 am »

Soon, my permanent magma smelters (made from crystal glass just to make everyone who works at them happier) will be built and operational - all 20 of them! The first order of business is to smelt tetrahedrite until I've used up all of it that I've mined. However, there's a problem: I only have 12 dwarfs with furnace operating active in my fort, and I'd still like to keep my 1 upstairs magma smelter running so it can keep feeding my instrumentcrafter nickel. This leaves me 2 questions: given that my food stockpile is 92 z-levels above my permanent magma smelters, how many dwarfs do I need to keep that many smelters going around the clock, and whom should I pick for the task?

Of course, if those 29 kids kicking around my fort would grow up already, I wouldn't have to worry about labor distribution so much...

Can't you make a small dinner room near your magma smelters, so your smelters have a small food/booze-corner, maybe toss a few beds in there to get rid of those issues.
If you use burrows smartly you can pretty much keep them near the smelters at all times...

Also, if your stairs are Up/Down's then your dwarves will just beam up and down the stairwell in a blink of an eye, so if your dinner hall is close to the stairs then you won't lose much time.
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cochramd

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Re: What's going on in your fort?
« Reply #45528 on: January 15, 2016, 10:03:18 am »

Can't you make a small dinner room near your magma smelters, so your smelters have a small food/booze-corner, maybe toss a few beds in there to get rid of those issues.
If you use burrows smartly you can pretty much keep them near the smelters at all times...

Also, if your stairs are Up/Down's then your dwarves will just beam up and down the stairwell in a blink of an eye, so if your dinner hall is close to the stairs then you won't lose much time.
Yeah....I don't have any dining rooms or bedrooms yet. Setting up a massive obsidian casting chamber is a very time-consuming process, even more so if you've got your workers making furniture and rooms that are ultimately temporary measures. I've been relying on the skill of my cooks, weavers and clothiers to keep everyone happy. That said, I do have plenty of food and beds, so maybe some strategically placed dormitories and food stockpiles will serve me well. I'll mine out a convenient area and wait for the masons and mechanics to pick it clean of stone.

I'm still going to need, what, 30ish furnace operators? I've got 34 engineers I could throw in once they've mastered mechanics and pump operation, but those guys have other jobs to do as well and in the long term some of them will become scholars (though according to recent research, furnace operation is related to the scholarly subject of chemistry).
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therahedwig

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Re: What's going on in your fort?
« Reply #45529 on: January 15, 2016, 11:21:56 am »

Hey, there's some questions being asked about world activation here: http://www.bay12forums.com/smf/index.php?topic=155539.msg6738414#msg6738414

If someone has a fort that is 10 years or older, could you maybe contribute with maps comparing the state of the world in the year you started with the current state of the world(if you dare to go through legends. Historical maps get made every 10 years, so that could be a good starting point)
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Re: What's going on in your fort?
« Reply #45530 on: January 15, 2016, 11:25:35 am »

Started a new fort. It's my first world designed with Perfect World, and, well, I think I broke worldgen physics. My embark site is at a delta where a river empties into a lake, but the surface of the lake is a Z level higher than the surface of the river. Happily the river is in a 1-Z-deep canyon, so when I unpaused after embark and the lake started spilling onto the river, it was contained.

Also, there are Giant Alligators in the river. If it weren't for that canyon I would have been so boned.
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khearn

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Re: What's going on in your fort?
« Reply #45531 on: January 15, 2016, 11:26:13 am »

Definitely set up a dining hall down there. You probably also want bedrooms for all the smelters and smiths (and assign them specifically). I've recently had a fort with the forges/smelters at the bottom and everything else up top. You spend a lot of time looking at idle smelters with the green A telling you someone has taken the job, but there is no one there, because he's on his way down.

And he probably stopped to pick up the chunk of heavy ore that was closest to him when he started the trip, so he'll be moving slowly. So linking your ore stockpiles (which should be next to the smelters) to the smelters will also make things quicker.

Might as well burrow them all down there, while you're at it. I think it has been reported that dwarves will sometimes decide they want food or booze that is on the other side of the fort, rather than the stuff that is right next to them. I'm not 100% sure that a burrow will prevent this, but it might. I know a dwarf won't accept a job outside his burrow, but I'm not 100% sure if they won't try to grab materials from outside the burrow (but I have a hunch someone will let us know).

With food, drink and a bed down there, and a burrow keeping them from going elsewhere, you should get good productivity. Maybe stick a non-denominational temple down there, too. I think that should cover most excuses that they'd have to ever make that long trip up and back down.

Now you'll just need a bunch of haulers to carry the food/booze/ore down and the crafts and whatnot back up.
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martinuzz

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Re: What's going on in your fort?
« Reply #45532 on: January 15, 2016, 12:04:56 pm »

Soon, my permanent magma smelters (made from crystal glass just to make everyone who works at them happier)
You mean, ingame happy thought, or RP-wise? I built my magma forges using platinum bars, just because I could, but never thought it actually mattered for anything.
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cochramd

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Re: What's going on in your fort?
« Reply #45533 on: January 15, 2016, 12:25:14 pm »

Definitely set up a dining hall down there. You probably also want bedrooms for all the smelters and smiths (and assign them specifically). I've recently had a fort with the forges/smelters at the bottom and everything else up top. You spend a lot of time looking at idle smelters with the green A telling you someone has taken the job, but there is no one there, because he's on his way down.

And he probably stopped to pick up the chunk of heavy ore that was closest to him when he started the trip, so he'll be moving slowly. So linking your ore stockpiles (which should be next to the smelters) to the smelters will also make things quicker.

Might as well burrow them all down there, while you're at it. I think it has been reported that dwarves will sometimes decide they want food or booze that is on the other side of the fort, rather than the stuff that is right next to them. I'm not 100% sure that a burrow will prevent this, but it might. I know a dwarf won't accept a job outside his burrow, but I'm not 100% sure if they won't try to grab materials from outside the burrow (but I have a hunch someone will let us know).

With food, drink and a bed down there, and a burrow keeping them from going elsewhere, you should get good productivity. Maybe stick a non-denominational temple down there, too. I think that should cover most excuses that they'd have to ever make that long trip up and back down.

Now you'll just need a bunch of haulers to carry the food/booze/ore down and the crafts and whatnot back up.
I have 2 stockpiles which I intend to feed my smelters with. One has ores of gold, platinum and aluminum, while the other is for iron ores and flux stone. As far as I'm concerned, the other ores are unimportant and can be hauled by smelters. Yes, it'll take longer, but these are some of my strongest guys here, so it'll be fine. (Though it's still going to be a wonderful day when Toady lets us assign wheelbarrows to workshops) Definitely going to  carve out a little temple.

Soon, my permanent magma smelters (made from crystal glass just to make everyone who works at them happier)
You mean, ingame happy thought, or RP-wise? I built my magma forges using platinum bars, just because I could, but never thought it actually mattered for anything.
Dwarves get happy thoughts from seeing high value workshops just like they do high value furniture, so in-game. I'm going to be making my 6 permanent magma forges out of platinum bars and masterwork steel anvils. Maybe it'll make the dwarfs forget about all these I've made them go without beds, tables, chairs or goblets.
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Bouchart

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Re: What's going on in your fort?
« Reply #45534 on: January 15, 2016, 12:49:12 pm »

Dwarves get happy thoughts from seeing high value workshops just like they do high value furniture, so in-game.

I'm pretty sure that applies only to things made using the Architecture labor, since they have value multipliers for how well made they are.
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cochramd

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Re: What's going on in your fort?
« Reply #45535 on: January 15, 2016, 12:57:26 pm »

Smelters and forges are made with architecture. I've also seen dwarfs admiring traps.

Spring has arrived, and with it a goblin siege. Unfortunately, I have to run off to class now.
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greycat

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Re: What's going on in your fort?
« Reply #45536 on: January 15, 2016, 02:02:33 pm »

Smelters and forges are made with architecture.

Smelters are; forges aren't.
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cochramd

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Re: What's going on in your fort?
« Reply #45537 on: January 15, 2016, 05:00:49 pm »

Dang. Well, I still predict that my forges will be admired by those who use them and pick up items from them.

Back home now, here's the details on the latest siege: in previous sieges, the goblins came onto the map at the bottom of a small valley where it was 2x1 wide, meaning they only came one or two at a time. I've cast obsidian wall on one square of the valley edge and now they're coming onto the map in the same valley, but 1 z-level up from the bottom. Now they're coming on 6 at a time or so. This is great, because the faster they come onto the map the faster the entire siege is broken. If anything particularly interesting happens amidst the imminent carnage, I'll let you guys know.
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khearn

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Re: What's going on in your fort?
« Reply #45538 on: January 15, 2016, 05:14:05 pm »

My brewer, whose only medical skill is 3% of the way to level 1 (15/500 xp) in Diagnostician, is doing "Write about Pulmonary Medicine!"

Somehow, I doubt it will be the definitive work on the subject.

Frankly, I'm not even sure he actually knows what a lung is.
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Re: What's going on in your fort?
« Reply #45539 on: January 15, 2016, 05:18:16 pm »

My brewer, whose only medical skill is 3% of the way to level 1 (15/500 xp) in Diagnostician, is doing "Write about Pulmonary Medicine!"

Somehow, I doubt it will be the definitive work on the subject.

Frankly, I'm not even sure he actually knows what a lung is.

Sounds like a bog-standard popular medicine book to me.
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