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Author Topic: Several questions as I prepare to get back to DF  (Read 3414 times)

indyofcomo

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Several questions as I prepare to get back to DF
« on: August 10, 2020, 04:15:32 pm »

So I'm not new to DF, just quite a few things I still don't understand or know how to do(if even possible.)
1) Can you assign personal ownership of a crafted item? Let's say I've got a dwarf who's down in the dumps who likes scepters and cat bone. Can I make the cat-bone scepter his?

2) What kind of computer specs do you need to generate medium or larger worlds with history of 250+. I can do medium 250, but the last 20-50 years are a crawl. I have an i5-6600(3.3 ghz) and 16 gig ram.

3) Can you do more than 1 job at smelter or smithy with 1 piece of fuel? Does (char)coal burn for a time, or just get used up per job?

4) What are the weird units of measurement in the hospital stock screen for thread and soap?

5) Is there a way to stop Urist from drinking in the drink storage pile?

6) How exactly are mugs used? Where should they be stored?
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PatrikLundell

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Re: Several questions as I prepare to get back to DF
« Reply #1 on: August 10, 2020, 04:50:29 pm »

1. No. Crafts are nabbed by dorfs hauling them to the trade depot or a stockpile. You can, however, create cat bone scepters and order hauling of them between two stockpiles and assign the bugger to hauling them (remove all other jobs). There's also a force equip DFHack script, but I don't know if that works for wearable items only.

2. Do generation as a background activity (e.g. go to sleep while the computer works on it).

3. It's per job. There's some bug that allows concurrent work in some workshops under unknown circumstances, but they're not sharing materials.

5. Why do you want to? He'll go for his favorite drink if it is available. If it's a particular dorf you can set up a burrow that does not include that stockpile (note that regular burrows are overridden by civilian alerts, releasing Urist).

6. Mugs are used to drink booze (dorfs can do without, but get an unhappy thought from it). That happens in two fashions:
a. Urist grabs a mug, goes to the booze stockpile, picks out his favorite barrel, drinks using the mug, and drops the mug.
b. Mugs stored in tavern containers are used by tavern staff (bar tender and "performers") to shove booze down the throat of patrons. Those mugs are reserved for that purpose, and may not be used by patrons.
Apart from a few in the tavern, if you've got poisoners allocated, don't use a stockpile for the rest of them. Dorfs drop them in the booze stockpile for the next dorf to pick up and use, so stockpiles just result in needless hauling (the same goes with toys and kids).

Note that there's a bug which causes dorfs injured so they can't grasp to still grab a mug to drink, and then sit on the barrel thirsting to death. Those dorfs drink directly from the barrel if no mugs are available, but it's a pain to micro manage, so you're better off exiling those unfortunates to a retirement at a subservient holding.
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indyofcomo

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Re: Several questions as I prepare to get back to DF
« Reply #2 on: August 11, 2020, 07:12:46 am »

Thanks Patrik.
5. Why do you want to?

Because I'm very functionally-oriented, and it bothers the crap out of me that dwarves stand around eating and drinking in a food storage room instead of the *dining room*.
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PatrikLundell

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Re: Several questions as I prepare to get back to DF
« Reply #3 on: August 11, 2020, 07:50:09 am »

Well, dorfs eat at tables, but they don't drink at them. To force dorfs to drink in your tavern you have to use burrows to exclude the booze stockpiles from all but tavern personnel and drink haulers (and adding/removing dorfs from burrows manually is a pain).

Also, I assume you're aware of the side effects of staffed taverns, and so weigh the benefits vs the costs properly...
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Starver

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Re: Several questions as I prepare to get back to DF
« Reply #4 on: August 11, 2020, 07:54:15 am »

4) I think of them as 'Planck units' of the material. I theorise that the idea is that 'a thread' (big enough to weave 'a cloth') is far too much to use in a single stitch. So each thread is (or should be...) thousands of potential stitches once allocated to the hospital. A whole cloth is big enough to create a garment, but (should be) cut up and used as many small bandages and dressings, of just the right size. And do you use a single bar of soap (which in other circumstances can act as the single wall that the entirety of your fortress can stand upon) in exactly one washing of the hands?

Whether it's implemented forrectly, or not, it is on the way to being more realistic

That's my impression, anyway.


To support the answers to the others, already given:
1) There's a 'guided autonomy' principle at play, at least as fortress Overseer. The little buggers will do what they like amongst all options available to them, and this isn't something you can (naturally) force.
2) I do more with less spec. There are other limits, but with what you have (and presumably 64bit) I can't see any issue that waiting doesn't overcome.
3) Perhaps it should do (e.g. Minecraft furnace use, or with a similar sub-quantisation as the Hospital seems designed for, above) but not right now. Melting items seems to leave (invisible) partial products that add up to an eventual bonus (not quite as Gus Gorman's scheme in Superman III) so long as you don't dismantle the place too soon.  But fuel is unit by unit.
5+6+response) For the longest time, I've always tried to have at least one (each) tile of food stockpile and drink stockpile in each dining area (main, satellite, miner's 'break room' if I have them) so while some may go to sneakily nibble on biscuits in the storeroom, the others eat/drink at the 'buffet' in the dining area, even if they don't want to use the tables and chairs. Don't know if that works for you.
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vjek

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Re: Several questions as I prepare to get back to DF
« Reply #5 on: August 11, 2020, 10:17:02 am »

So I'm not new to DF, just quite a few things I still don't understand or know how to do(if even possible.)
...
2) What kind of computer specs do you need to generate medium or larger worlds with history of 250+. I can do medium 250, but the last 20-50 years are a crawl. I have an i5-6600(3.3 ghz) and 16 gig ram.
...
Worldgen can complete in a very short period of time (tens of seconds or less), depending on your goals. 
If your goals include tens of thousands of historical figures (the value of which is possible negligible, YMMV) then it can certainly take longer.
Briefly, if you use the following settings ( or similar ) :

Population Cap After Civ Creation: 1000
Site Cap After Civ Creation: 10 or less
Percentage Beasts Dead for Stoppage: Ignore
Cull Unimportant Historical Figures: Yes
Reveal All Historical Events: No


You will likely find worldgen will take vastly less time (all other things being equal/good).  Feel free to post in this thread for more assistance/guidance/help.

indyofcomo

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Re: Several questions as I prepare to get back to DF
« Reply #6 on: August 11, 2020, 04:21:47 pm »

Also, I assume you're aware of the side effects of staffed taverns, and so weigh the benefits vs the costs properly...
I may not, please do tell.
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Shonai_Dweller

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Re: Several questions as I prepare to get back to DF
« Reply #7 on: August 11, 2020, 04:25:12 pm »

Also, I assume you're aware of the side effects of staffed taverns, and so weigh the benefits vs the costs properly...
I may not, please do tell.
People will occasionally die of alcohol poisoning if a tavern is staffed. More so than if it weren't. So you'll be dealing with trauma at the site of visiting humans and goblins (and once every few games a dwarf) who can't hold their liquor, dying suddenly.

Tavern staff can be a little relentless in the way they serve drinks. Keep them busy, and with a big tavern and high population it most likely won't happen much.

Or don't use tavern staff.
« Last Edit: August 11, 2020, 04:26:55 pm by Shonai_Dweller »
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PatrikLundell

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Re: Several questions as I prepare to get back to DF
« Reply #8 on: August 11, 2020, 05:00:23 pm »

Also, I assume you're aware of the side effects of staffed taverns, and so weigh the benefits vs the costs properly...
I may not, please do tell.
People will occasionally die of alcohol poisoning if a tavern is staffed. More so than if it weren't. So you'll be dealing with trauma at the site of visiting humans and goblins (and once every few games a dwarf) who can't hold their liquor, dying suddenly.

Tavern staff can be a little relentless in the way they serve drinks. Keep them busy, and with a big tavern and high population it most likely won't happen much.

Or don't use tavern staff.
In addition to this, serving of booze increases the rate of lethal "non lethal" brawls, that may, in turn, result in the new kind of loyalty cascades (everything being a mess with reports of fighting and fleeing, but no indications of who is fighting who. These cascades are no quarter ones, so they won't end until one side is wiped out).
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Malroc The Valiant

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Re: Several questions as I prepare to get back to DF
« Reply #9 on: August 11, 2020, 07:16:59 pm »

It bothers me to see dwarves drinking in my storerooms too. The saddest thing about it to me is that it means everyone spends less time together and they don't become as friendly with everyone else in the fort. I don't like micro managing burrows so I incorporate a huge drink stockpile that can hold 500 plus units of booze into my dining hall design, and I just don't make more booze than that. I usually forbid goblets from my finished goods stockpile and make a stockpile for them in the dining hall to keep my dwarves from running around as much. I never knew that about the goblets in the chest, sigh, explains some of my goblet frustration. I'm still learning how to play this game, I love it.
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indyofcomo

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Re: Several questions as I prepare to get back to DF
« Reply #10 on: August 11, 2020, 08:22:19 pm »

7. I was reading in another thread about artifacts being stolen from pedestals. Will animals detect that? Or only citizens?

8. What ever happened to kobalds anyways? I haven't seen one for years, at least 10 if not 15 embarks.
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FantasticDorf

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Re: Several questions as I prepare to get back to DF
« Reply #11 on: August 11, 2020, 08:32:42 pm »

7. I was reading in another thread about artifacts being stolen from pedestals. Will animals detect that? Or only citizens?

8. What ever happened to kobalds anyways? I haven't seen one for years, at least 10 if not 15 embarks.

Im quite sure its listed as a crime hence requires citizens to report it if a visitor quietly tries to slip away with it, but artifact questers who loudly declare that nothing is going to stop them getting it often become hostile so its good to have some animals pastured nearby to help out any civilians. Animals & dwarves can spot through glass windows, grates and bars, so maybe hoist the artifacts within visual range of the fortress guard's training barracks for utmost safety.

You have to settle a lot closer to them now to get proper harrassment, given the kobold's preferred remote locations being unseen to the player but if you have tunnels flagged to visible, you can roll up and harrass them directly but they'll rebuke the attack back with helmet snakes & GCS they're attuned to taming. Goblins too don't send as many child-snatchers but most DF players don't have a tolerance for children or building directly outside signifcant goblin settlements either since the clowns were empowered with the ability to spread evil biomes.
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Shonai_Dweller

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Re: Several questions as I prepare to get back to DF
« Reply #12 on: August 11, 2020, 08:42:51 pm »

Kobolds civs are pretty fragile too, as they don't build new sites. So one megabeast attack can wipe out the civ for good. Some tweaking can ensure many, many kobold civs around the world at start, which will help ensure they're still around when the player starts. You can also turn caves visible in worldgen options to ensure you're near them (they still won't show up in the list of neighbours when choosing your embark though).

When they are around they will turn up fairly regularly.
« Last Edit: August 11, 2020, 08:45:16 pm by Shonai_Dweller »
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PatrikLundell

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Re: Several questions as I prepare to get back to DF
« Reply #13 on: August 12, 2020, 01:38:14 am »

7. As mentioned, animals neither talk nor write, so they can't report. Questers that try to take artifacts by force first leave the map and then sneak in. When detected they'll either flee or attack. That happens on the outside. However, the rest of the quester group (or horde, as the case has been in the past) inside the fortress become hiddenly hostile as soon as the sneaker is engaged, resulting in a royal mess or reports about "X is scared by the humans swordsman" (which one(s) out the dozens present near the victim?). The hiddenly hostile questers may attack while pretending to socialize, continue to socialize, or run around in panic because of all the scary dorfs. To make things even worse, this may trigger loyalty cascades where other visitors or even citizens join the questers in a no quarter bloodbath where you can't even see who are involved or on which side.

8. Kobolds have a range of 10 (like necros), and are both hidden and really fragile, as mentioned by others. Crank up the titan/(semi) megabeast rate and kobold sites wink out at a rapid pace.
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FantasticDorf

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Re: Several questions as I prepare to get back to DF
« Reply #14 on: August 12, 2020, 02:04:51 am »

Also, I assume you're aware of the side effects of staffed taverns, and so weigh the benefits vs the costs properly...
I may not, please do tell.
People will occasionally die of alcohol poisoning if a tavern is staffed. More so than if it weren't. So you'll be dealing with trauma at the site of visiting humans and goblins (and once every few games a dwarf) who can't hold their liquor, dying suddenly.

Tavern staff can be a little relentless in the way they serve drinks. Keep them busy, and with a big tavern and high population it most likely won't happen much.

Or don't use tavern staff.

This was largely in part fixed within the latest versions, dwarves are served appropriate entirely to their desire to drink now with fatalities or least (`injuries` since quick response can save a dwarf from suffocation by being sent to a hospital bed) down in part to relatively daring personalities to demand alcohol sooner than they can actually manage to process it.

Infact its a crucial part of the intrigue system, as a dungeon-keeper moonlighting as a tavern owner can ask directly about plot involvement and broadly you can start to collect & disperse rumors with loose lippedness about the world and your fortress under the effects of alcohol.
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