251-1-12 Spring has sprung! I decided I'm going to try something very ambitious. We're going to channel out pretty much the entire aquifer (all levels) and then at the first dry level just channel around the perimeter of the map, smooth and make fortifications so we can drain it all (or maybe I'll make a huge cistern I dunno). And this fucking cancellation spam, it isn't gonna fly. How do you disable this? I remember doing it once, maybe the events file. This is fucking bullshit and it has to go.
Found a solution,
http://www.bay12forums.com/smf/index.php?topic=168607.0A dingo man monster slayer petitioned for residence...Normally I don't want any non-dwarf residents, doubly so for freaky animal man hybrids, but this time I say WTF, why not, I'm sure he will die to some horrible FB or cyclops anyway and It'll be a minute before I can get a militia going. Man dingo whatevs. The very next day some speardwarf petitions too. The more the merrier. Akur Akir Akum.
2-4, 21 migrants. Mechanic 15, 2x Beekeeper 15 LOL, Tanner 15, Glazer 15 (DILLIGAF?), a Weaponcrafter 2 who is purple and italics...vampire? some kind of cursed, someone going into the volcano. Yeah, I know it's cheating, I don't GAF, I hate vampires (mainly because they don't drink booze, a fort full of immortal blood-sucking sober dorfs is just wrong on so many levels) and weres (because of the tantrum spirals they cause). They also take over the population. I came to play Dwarf Fortress. not Vampire Fortress, most certainly not Were-Man-Dingo Fortress. Want me to play fairly with them? Implement them in a way that doesn't suck and break the game. (I mean seriously if not for the great DFHack community, and especially Peri for maintaining the LNP I wouldn't touch this bug-ridden POS of a game with a 10' pole)
/rant
But seriously, nice migrant wave (other than the shitty skills, and the lamest vampire I have ever seen, I mean seriously they are usually stacked with skills at least, don't get me started again). Several are lvl 3 soldiers, but right now we need haulers. We'll just teleport Urist McVampy into the magma, not dealing with his brand of BS. Mechanic is no brainer for Engineer. Tanner, might as well be 2nd chef. We designate 5 melee and 5 marks (from the skilled ones) - we wanted trap loaders, we got em, 2 weaklings to fill out our farmers. That leaves us 7, probably laborers. Really need a doctor. None of them skilled. Screw it, all laborers, 8 total now. I'd have liked more miners but I have 4 legendary, I don't think I want to throw any unskilled noobs in, will hold out for some skilled engravers at least. We have everything but doctor covered. If someone gets hurt we'll deal with it, otherwise I hold out hope for the next wave.
Actually I decided to cure the vampires curse
http://www.bay12forums.com/smf/index.php?topic=173245.msg7932576#msg7932576 which caused her to die of old age. Never let it be said the overseer is not fair and just!
251-4-1 Summer again. I got so caught up with our digging project I didn't even watch the time. Surface7 finished...sometimes last season.
FFS like a full squad of merc, the petitions keep coming, leave me the fuck alone already. This digging project is another disaster, mostly because I should have started smaller, I have drains in but not enough. And they messed up the order somehow even though I channeled down with priorities, yeah fuck this, reloading.
Human caravan came by the way.
So I had to redo all this, even though I saved late spring, I forgot if you let the game rollover to the next season you've lost that save (only the save from the beginning of the season is kept as a backup)
We didn't get the vampire, we did get more or less the same migrants +1. I got the digging down to something that works, of course I got someone drowned on the 2nd section of drains. A 5 level aquifer fucking sucks, light or not. If it wasn't where the essentials are I'd bypass it. Probably should have set up a dwarven reactor and pumps or some shit. It's really too much of a pain in the ass. And then I need to dig 115 levels to magma. Joy.
Uhm, coins should be in metal stockpile, I mean they are metal, and they are their own category. Sheets should probably go over with the cloth since the craftsdwarf shop intended for it is over there. I like the new furniture heavy feeder.
Could use something to purge hair. If we select to not keep it from menu then we also don't get wool. While I like to have some to use for initial thread in hospital, having tons of the stuff around is a hassle, and I notice the dyers will waste dye on it. It has to go. Partial solution is to only allow sheep/llama/alpaca/troll hair in the feeder, all the rest go to the trash feeder. Supply dyer from QSP. I guess farmers workshop has to restricted for spinning (which is a fucking pain in the ass, it has a lot of suppliers to link), actually that and can skip the dyer then. I guess dyed it is useful as a trade good, can't automate getting it out of the shop though, no stockpile option for it. Only dying cloth and not thread is an option too. Separate dye jobs for different wool thread would work as well I guess. Spinning would have been easiest, but the conditions don't seem to work right. Ok, I guess there are viable solutions that don't involve modding raws.
Paper! I don't think you have this anywhere. Either basic or other stock. Seems good to keep 10 sheets and 10 scrolls around to stock a library.
[
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 1,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "PLANT",
"reaction_id" : "MAKE_SLURRY_FROM_PLANT",
"reaction_product" : "PRESS_PAPER_MAT",
"value" : 50
},
{
"condition" : "AtMost",
"flags" :
[
"non_pressed"
],
"item_type" : "GLOB",
"reaction_class" : "PAPER_SLURRY",
"value" : 2
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_SLURRY_FROM_PLANT"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 2,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"non_pressed"
],
"item_type" : "GLOB",
"reaction_class" : "PAPER_SLURRY",
"reaction_id" : "PRESS_PLANT_PAPER",
"value" : 2
},
{
"condition" : "AtMost",
"item_type" : "SHEET",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "PRESS_PLANT_PAPER"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 3,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"unrotten"
],
"item_type" : "PLANT",
"reaction_class" : "PAPER_PLANT",
"reaction_id" : "MAKE_SHEET_FROM_PLANT",
"value" : 10
},
{
"condition" : "AtMost",
"item_type" : "SHEET",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_SHEET_FROM_PLANT"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 4,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"flags" :
[
"sand_bearing"
],
"value" : 5
},
{
"condition" : "AtLeast",
"item_type" : "BAR",
"material" : "COAL",
"value" : 100
},
{
"condition" : "AtMost",
"item_subtype" : "ITEM_TOOL_SCROLL_ROLLERS",
"item_type" : "TOOL",
"material" : "GLASS_GREEN",
"value" : 10
}
],
"item_subtype" : "ITEM_TOOL_SCROLL_ROLLERS",
"job" : "MakeTool",
"material" : "GLASS_GREEN"
},
{
"amount_left" : 1,
"amount_total" : 1,
"frequency" : "Daily",
"id" : 5,
"is_active" : false,
"is_validated" : false,
"item_conditions" :
[
{
"condition" : "AtLeast",
"item_type" : "SHEET",
"reaction_id" : "MAKE_SCROLL",
"value" : 2
},
{
"condition" : "AtLeast",
"item_subtype" : "ITEM_TOOL_SCROLL_ROLLERS",
"item_type" : "TOOL",
"reaction_id" : "MAKE_SCROLL",
"value" : 2
},
{
"condition" : "AtMost",
"item_subtype" : "ITEM_TOOL_SCROLL",
"item_type" : "TOOL",
"value" : 10
}
],
"job" : "CustomReaction",
"reaction" : "MAKE_SCROLL"
}
]
252-1-26 I am so fucking done with this aquifer. I've dug out about an embark square. Standard density metal means I need to keep digging, not to mention I need the dolomite anyway. This is really not fun, it is a time-consuming micro-management chore and it is taking way too long. I think tomorrow I will just cheat the aquifer away.
I have come to the conclusion there is a grace period on noble skills. For instance, we all know the early manager doesn't even validate work orders, let alone need or gain any skill. Then there is the appraiser where the prices are accurate initially, but if you change brokers it will depend on their skill (it's very noticeable if you assign someone without appraiser). I believe that is where my manager troubles are stemming from, since the manager will go validate some orders, but with very low skill they will do like 1 or 2 and then you wait a month again.
I remember why I don't accept freeloaders. The monster hunters just stood around drinking my booze while a were-hamster warlord night creature (I shit you not) wreaked havok. I think he might even have been 1 of the freeloaders. After that I dumped them all in the cavern so they could get the action they came for. Now the few survivors are spamming me with starving and dehydrated. We haven't discovered magma yet or I'd dump them in it. There should be a way to evict these bums.
We had some fuckery with the cage stockpile where they decided to keep taking the wheelbarrows and dropping them on the bridge gates and spamming me with cancellation notices. I set the pile to 0, dumped all the wheelbarrows downstairs, waited a bit and then reassigned them. Seems to have fixed it.
I think I'm about on the edge of burnout again, all the bugs are really getting to me and I am getting sick of the game again.
Constant cancellation spam (If it isn't 1 thing it's another) digging pump stack: Miner cancels remove stairs/ramps: Forbidden area. WTAF!
Ok, I'm an idiot, I put them into siege lockdown (probably for the werebeast) and forgot to turn it off.
I think this might work better for the pump stack, of course the lowest layer needs to not channel under the middle of the pump, but it's probably easier to adjust that in game than the BP. Do similar on the E/W.
#dig label(digSN) start(2;4;on access stairs) for a pump from south level r h i d r h #dig label(digNS) start(2;4;on access stairs) for a pump from north level d d d i d
|
My manager troubles continue to baffle me. I don't get it. I unassigned completely, the office too. Then let it run a bit and reassigned him. I even cheated his skill up to 15 to see if that would help, it didn't. I had to do this several times before it finally worked. At least with the higher skill he did do all the jobs in 1 shot, because they were piling up. The job just doesn't get queued, it is the same thing when there is a problem with the fell tree job, when it is working an actual job gets queued in the list.