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Author Topic: What's going on in your fort?  (Read 6093761 times)

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Re: What's going on in your fort?
« Reply #46305 on: February 23, 2016, 03:33:24 pm »

Yeah, but I've got a case so bad nothing gets done until the caravan packs up and leaves.

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.

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I've figured out my crop schedule except for dimple cups. Do dyes even work properly in 42.06? I remember in 42.03 there was some stockpile issue that made it difficult.

It's fixed. I'm kind of bummed, actually, because it had an easy workaround and that behavior with quarry bush leaves & seeds really freed up bags - and I'm always short on bags.

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Also, I've got another pair of giant polar bear triplets now.

So jealouse.
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46306 on: February 23, 2016, 03:42:15 pm »

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.

You're gonna have some very happy kobolds.
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Re: What's going on in your fort?
« Reply #46307 on: February 23, 2016, 03:56:04 pm »

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.

You're gonna have some very happy kobolds.

Nope! I've got a dog chained up in a one-tile-wide hallway on the short entrance, in a double-hatched airlock. Never had a kobold make it to my depot since I adopted this setup, and it's been years.
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cochramd

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Re: What's going on in your fort?
« Reply #46308 on: February 23, 2016, 03:59:47 pm »

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.
That's what I was doing too, but then I started to ramp up production and buy out caravans. However, I just got told that my Trade Depot is inaccessible and cannot discern way, so that just might be a non-issue now.

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It's fixed. I'm kind of bummed, actually, because it had an easy workaround and that behavior with quarry bush leaves & seeds really freed up bags - and I'm always short on bags.
Well then, I will bother growing dimple cups. Let's see, I can have one farm grow one crop of pig tails in spring and summer then 2 crops of dimple cups in autumn and winter (though it'll cut into spring planting time a bit), another farm grow a crop of cave wheat in spring, summer and autumn then a crop of quarry bushes in winter and another farm grow a crop of plump helmets in spring and summer then 2 crops of sweet pods in autumn and winter. I've got 4 farms ready to go, though. Which crop pair should I grow doubles of?

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So jealouse.
Who wouldn't be?
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46309 on: February 23, 2016, 04:10:34 pm »

Nope! I've got a dog chained up in a one-tile-wide hallway on the short entrance, in a double-hatched airlock. Never had a kobold make it to my depot since I adopted this setup, and it's been years.

I'm questioning how you get wagons through a one-tile-wide hallway. So either you're exposing your loot to kobolds, or you're gimping your business potential by only letting pack animals in. :V

Though it is perfectly possible to reliably cover a three-tile-wide hallway with a pair of guard animals. I can't recall if built ropes/chains block wagons though...
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Culise

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Re: What's going on in your fort?
« Reply #46310 on: February 23, 2016, 04:34:47 pm »

The use of the phrase "short entrance" sounds like he's taking advantage of the AI pathing algorithm's tendency to automatically select the most direct route when given two options, regardless of any other considerations.  By making a long, winding wagon route and a short but wagon-inaccessible direct route, thieves and invaders will tend to take the short (and preferably well-trapped) route over the long route.  For example
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Re: What's going on in your fort?
« Reply #46311 on: February 23, 2016, 04:47:52 pm »

The use of the phrase "short entrance" sounds like he's taking advantage of the AI pathing algorithm's tendency to automatically select the most direct route when given two options, regardless of any other considerations.  By making a long, winding wagon route and a short but wagon-inaccessible direct route, thieves and invaders will tend to take the short (and preferably well-trapped) route over the long route.  For example.

She's, but yes, this. :)
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46312 on: February 23, 2016, 04:49:36 pm »

Ah. I'd still be sorely tempted to just dog-ify the wagon route. But wait, I still can't recall if chains block wagons. ;w;
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Re: What's going on in your fort?
« Reply #46313 on: February 23, 2016, 04:52:10 pm »

Ah. I'd still be sorely tempted to just dog-ify the wagon route. But wait, I still can't recall if chains block wagons. ;w;

I also have a pasture full of war dogs along the wagon route, but I've never caught a kobold with them. :)
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46314 on: February 23, 2016, 04:58:30 pm »

Ah, such fiendish pathing efficiency. ;w;
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Cptn Kaladin Anrizlokum

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Re: What's going on in your fort?
« Reply #46315 on: February 23, 2016, 05:18:58 pm »

Ah. I'd still be sorely tempted to just dog-ify the wagon route. But wait, I still can't recall if chains block wagons. ;w;
I'm fairly sure all buildings do...
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Re: What's going on in your fort?
« Reply #46316 on: February 23, 2016, 05:25:22 pm »

Well then, I will bother growing dimple cups. Let's see, I can have one farm grow one crop of pig tails in spring and summer then 2 crops of dimple cups in autumn and winter (though it'll cut into spring planting time a bit), another farm grow a crop of cave wheat in spring, summer and autumn then a crop of quarry bushes in winter and another farm grow a crop of plump helmets in spring and summer then 2 crops of sweet pods in autumn and winter. I've got 4 farms ready to go, though. Which crop pair should I grow doubles of?

Can I second this question? What's the optimal fibre:dye crop ratio? Is it 1:1?

Your ideal ratio will depend on what % of your cloth industry is plant-based, and what % of your cloth plants you're using for other purposes.

So for example if you're using cloth plants only for cloth, but your cloth industry is divided up equally between plants, wool and silk, your ideal ratio would be 1 cloth plant:3 dye plants.

But if you're only using plant fiber cloth, and also making plant-based paper, your ideal ratio would be more like 2 cloth plants:1 dye plant.

Pro tip: when you dye, always use the Dye Cloth reaction, never Dye Thread. If you dye thread, non-woollen animal hairs and cotton candy strands will qualify, which is a waste of dye.
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cochramd

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Re: What's going on in your fort?
« Reply #46317 on: February 23, 2016, 05:31:23 pm »

My mind once again turns to the great obsidian block. Last time I had the problem of the floors not being obsidian, so this time around I'll cast it on an obsidian layer. Exploratory mining has revealed some obsidian layers......far above the first cavern. You know what, screw it, I'll just build some pumpstacks for the water. Having the heart of my fort nearer to the surface will make moving things easier anyways. I am afraid that there will be no obsidian layers in the right shape or sufficiently large. I'll have to grab DFHack and take a peek.

The giant muskoxen I've had for years now have finally decided to have a calf. About damned time! I was getting so impatient with them I might have just slaughtered them in another season.
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khearn

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Re: What's going on in your fort?
« Reply #46318 on: February 23, 2016, 05:52:49 pm »

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.
That's what I was doing too, but then I started to ramp up production and buy out caravans. However, I just got told that my Trade Depot is inaccessible and cannot discern way, so that just might be a non-issue now.

Have you used "D" to check depot access? It'll show green for every tile that can get to your depot, and red for tiles that are blocked. Each tile is assumed to be the center of a 3x3 wagon, so even if there is a 1-tile wide green path, there is access. The most common cause of blocked access is trees growing and blocking it.  Especially now that we get tree-splosions after a few years. Boulders (the little ∞ infinity sign you get outside, not chunks of stone you have mined) also block wagons, but they don't appear after you've started. I've gotten in the habit of building a 3-tile wide paved roads to the edge of the map from my depot, just to make sure the path stays open.
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Libash_Thunderhead

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Re: What's going on in your fort?
« Reply #46319 on: February 23, 2016, 07:00:08 pm »

Counterintuitively, I find that the best way to avoid the mad trade good rush is to have no stockpiles set to accept trade goods. That way, when the caravan leaves, the trade goods hang out in the depot until the next caravan arrives.

You're gonna have some very happy kobolds.

Usually most of my fort population are idle so I haven't had such a problem for a long time.
Also I set up my barracks near the trade depot. But...

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Lòr Kedsigun, Herbalist cancels Gather Plants: Interrupted by a kea.
....
A kea has stolen a (walnut wood stepladder)!
The kea just robbed the herbalist, literally.
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