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Author Topic: Strange Moods  (Read 1100 times)

Sukasa

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Strange Moods
« on: April 06, 2008, 11:01:00 am »

Does anyone have any suggestions on how to deal with this problem (running 38c)

I have a stack of 5 turtles in my food stocks (for your reference, I have over 4000 units of food).  I've already lost one kid to a mood that needed a turtle shell, and now it looks like I"m going to lose my legendary engraver who is friends with everyone.

My question is, does anyone know how to get the dwarves to eat the turtle[5] so that my engraver wont' die, and so that my fortress won't have that kind of loss?  I don't think dwarf companion supports 38c yet >_>

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Pickerel

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Re: Strange Moods
« Reply #1 on: April 06, 2008, 11:17:00 am »

I don't know if this will work but it might be worth a try:
Set a pile for food where it would usually be but change the settings so that ONLY turtle is allowed.  Remove the current food stockpile.  Build a new food stockpile a large distance away, and disallow putting turtle in it.  The dwarves will tend to eat closer food, I think, so once they have moved all the other stuff far away, they will eat turtle first.  It's even simpler if your food is already a good distance from your work space, as all you have to do is disallow turtle in the current stockpile, and make a turtle specific stockpile in their work area.  Then they shall eat turtle... I think...
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Gaulgath

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Re: Strange Moods
« Reply #2 on: April 06, 2008, 11:36:00 am »

Another possibility would be to have the turtles designated for dumping somewhere accessible inside your fort. When they rot, the shells shall remain. It's risky, however, because they may not rot in time depending on how long the dwarf has been in this state of mind.
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Sukasa

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Re: Strange Moods
« Reply #3 on: April 06, 2008, 12:01:00 pm »

Eh, I got extremely lucky, one of my dwarves ate a turtle.
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Proteus

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Re: Strange Moods
« Reply #4 on: April 06, 2008, 12:19:00 pm »

The impotant thing is that you unmark the turtles for coking.
Cooked turtles (i.e. those turned into meals) donīt give you a shell, one those eaten uncooked.
Unmarking them for cooking definitely helped to increase my supply of turtle shels.
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McDoomhammer

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Re: Strange Moods
« Reply #5 on: April 06, 2008, 01:19:00 pm »

A quick alternative might have been to mass-forbid (with designation) the stockpile where the turtle was, then go in and unforbid the turtle.  Once eaten you could then mass-claim it again.  I would think it's more dependable than just moving the turtle around.
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Sukasa

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Re: Strange Moods
« Reply #6 on: April 06, 2008, 11:23:00 pm »

The turtle was somewhere in a stockpile of several hundred barrels. D:
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Dorten

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Re: Strange Moods
« Reply #7 on: April 07, 2008, 12:49:00 am »

Stocks menu + AHK.

Just forbid everything except turtles in 'food' section. Always works for me.

And start saving shells for future cases.

[ April 07, 2008: Message edited by: Dorten ]

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ZedEh

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Re: Strange Moods
« Reply #8 on: April 07, 2008, 08:51:00 am »

I always forbid four or five bones, shells and skulls as a reserve.
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bigmcstrongmuscle

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Re: Strange Moods
« Reply #9 on: April 07, 2008, 09:35:00 am »

I usually keep a fisherdwarf and a fish cleaner operating round the clock to make sure I've always got a good turtle supply. They're usually efficient enough that I can devote my whole farming operation to brewing for a pretty long time and keep everyone fed on turtles.
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Sukasa

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Re: Strange Moods
« Reply #10 on: April 07, 2008, 11:23:00 am »

I keep a few fisherdwarves going myself- I just always get "There is nothing to catch in the ____ swamps"  I also have two fish workshops set to "Process a Raw Fish  R"
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Hyperturtle

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Re: Strange Moods
« Reply #11 on: April 08, 2008, 07:38:00 pm »

I have never read such horrible posts!
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Boatmurderer

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Re: Strange Moods
« Reply #12 on: April 10, 2008, 03:01:00 pm »

Mmm... turtle... Nothing like turtle stew with minced turtle and well-designed minced turtle that menaces with spikes of minced turtle...
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