Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Returning to DF  (Read 4021 times)

Bortness

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #30 on: December 17, 2020, 08:26:12 am »

Are there any other problems with bins? Besides the let-us-claim-bins-are-evil-to-promote-unethical-behaviour-in-the-form-of-quantum-stockpile-propogation conspirators..... I theorize you exist!

Not sure if it's related but I can't for the life of me get dwarves to load empty bags into a minecart.  Sand delivery one way, and empty bag return the other way.  Sand delivery goes fine.  Empty bags just sit in the stockpile, waiting to be loaded, and they never are.
Logged

Bortness

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #31 on: December 17, 2020, 08:31:06 am »

I remember there being some issues related to trading that were caused by bins, but I haven't used bins for a very long time.

Same TSK issue as general, if the bin is tasked it can't be moved to the trade depot.  There's one other, which is especially annoying: if a noble has banned export of a certain item, and a bin contains that item, the entire bin is prevented from moving to the depot along with all its contents.

Example: Like me, you might primarily use large serrated discs for trade goods, due to their suspiciously gigantic value modifier.  If you start using bins in your fort, these are stored classed as "weapons bins", along with a random assortment of other weapons.  So when your newly elected mayor decides to ban export of maces, you suddenly have precisely zero liquid trade goods, all due to the odd depot-transport bug.
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Returning to DF
« Reply #32 on: December 17, 2020, 10:00:49 am »

Same TSK issue as general, if the bin is tasked it can't be moved to the trade depot.  There's one other, which is especially annoying: if a noble has banned export of a certain item, and a bin contains that item, the entire bin is prevented from moving to the depot along with all its contents.

It's not prevented. You just need to disable the culling on mandates option to have the bin show up on the pending goods screen. As long as you don't trade the restricted item there won't be any consequences.
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

orius

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #33 on: December 17, 2020, 01:07:00 pm »

Mercenaries are better though, since I can put them in the army.  I have them in a squad called the "Dorf Foreign Legion" under the command of one of my better fighters.  Biggest downside is that the humans need bigger sized armor, and they just show up with a weapon and a shield.  They're not even wearing goose leather!  So I bought human sized armor and clothes from the caravan that just showed up so they'll have gear, and the human citizens will eventually need fresh stuff to wear too.

Your workshops should have the ability to give detailed instructions for tasks once they've been added to the queue (but before they're assigned a worker). One of those details you can add is sizing, allowing you to craft clothing and armor for your nonhuman residents and warriors right alongside the orders for your dwarf citizens.

I'm going to have to take another look at that.  I thought I had to learn from the humans how to make stuff that fit them or something. 

Bins and barrel are proving to be a huge pain in the ass messing up production chains and the like.  They only seem to work well for long term storage.  The problem with the glass discs isn't a big one; I'd set up the stockpile settings so that there'd be a weapon stockpile that had only weapons and a separate one for trap parts so they don't mix.  As for noble pissiness, just cull the mandates.   I've never bothered with a sheriff or hammerer in my forts anyway, so the nobles just sulk around that their shit doesn't get made if I don't get around to it.  That might have to change once I try out the most recent version though.
Logged
Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: Returning to DF
« Reply #34 on: December 18, 2020, 03:38:25 am »

Are there any other problems with bins? Besides the let-us-claim-bins-are-evil-to-promote-unethical-behaviour-in-the-form-of-quantum-stockpile-propogation conspirators..... I theorize you exist!

Not sure if it's related but I can't for the life of me get dwarves to load empty bags into a minecart.  Sand delivery one way, and empty bag return the other way.  Sand delivery goes fine.  Empty bags just sit in the stockpile, waiting to be loaded, and they never are.
They may be getting auto-dumped as soon as the empty bags are put in the minecart, because the tile where you are trying to load the empty bags, is also where you dumped the sandbags, right? If an item is put in a minecart on top of a dump-trackstop, it immediately dumps it. To make a route that sends and dumps items on both ends, you can construct four track stops on a loop track:
A full-friction, no-dump, this is the route's Stop1 where you load sandbags
B no-friction, dump
C full-friction, no-dump, this is the route's Stop2 where you load empty bags
D no-friction, dump
And... add statues on the track to keep dwarfs off it.
 
I remember there being some issues related to trading that were caused by bins, but I haven't used bins for a very long time.

Same TSK issue as general, if the bin is tasked it can't be moved to the trade depot.  There's one other, which is especially annoying: if a noble has banned export of a certain item, and a bin contains that item, the entire bin is prevented from moving to the depot along with all its contents.

Example: Like me, you might primarily use large serrated discs for trade goods, due to their suspiciously gigantic value modifier.  If you start using bins in your fort, these are stored classed as "weapons bins", along with a random assortment of other weapons.  So when your newly elected mayor decides to ban export of maces, you suddenly have precisely zero liquid trade goods, all due to the odd depot-transport bug.
For this problem, you can make a second stockpile to take the mandated goods out of the stockpile, then the bins will be visible with no risk of disobeying a mandate.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Bortness

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #35 on: December 18, 2020, 09:28:10 am »

Are there any other problems with bins? Besides the let-us-claim-bins-are-evil-to-promote-unethical-behaviour-in-the-form-of-quantum-stockpile-propogation conspirators..... I theorize you exist!

Not sure if it's related but I can't for the life of me get dwarves to load empty bags into a minecart.  Sand delivery one way, and empty bag return the other way.  Sand delivery goes fine.  Empty bags just sit in the stockpile, waiting to be loaded, and they never are.
They may be getting auto-dumped as soon as the empty bags are put in the minecart, because the tile where you are trying to load the empty bags, is also where you dumped the sandbags, right? If an item is put in a minecart on top of a dump-trackstop, it immediately dumps it. To make a route that sends and dumps items on both ends, you can construct four track stops on a loop track:
A full-friction, no-dump, this is the route's Stop1 where you load sandbags
B no-friction, dump
C full-friction, no-dump, this is the route's Stop2 where you load empty bags
D no-friction, dump
And... add statues on the track to keep dwarfs off it.

Yup, did all those things correctly.  Turned out it was some kind of legit glitch, I unassigned all hauling behaviors and stockpile links, then reassigned everything from the beginning the exact same way as before, and the dwarves began loading up the cart correctly.  I had changed a hauling setting earlier and then put it back to how it was before without deleting and remaking the offending route, I think for some reason the "return to original settings" operation didn't take properly.

Also appreciate the tips on Trade Depots and bins, to those who offered them.  Thanks!
Logged

orius

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #36 on: December 18, 2020, 02:00:50 pm »

The dragon ended up being far less trouble than I thought it would be.  My marksdwarves were able to shoot it dead from behind their fortifications.  That was actually kind of disappointing, and I used a backup save to capture it.  At first it decided to murderize some wildlife on my map, so it went around killing a rattlesnake, a pangolin and some wild pigs, burning stuff up the whole time.  But it got captured pretty easily:



I've been playing around with specifying engravings as well, and I've got some special images for my mayor and duke if they annoy me with an an annoying mandate:



I'll have one of these images engraved in their private chambers every time they give me a mandate I don't like.

My fort is supposedly under siege, but there's no goblins anywhere.  Everything's peaceful outside.  I'm not sure what's going on.  I think the goblins are attacking one of the nearby settlements (I thought they were humans because they were on the rivers but a closer look in Legends Viewer said they were elves -- yuck!) and the game's confused or something.

This fort's been going for about 4 or 5 years ow, which isn't bad, but I should probably see if I can run 44.12 too.  I'm not looking forward to some of the stress issues I've been reading about, but the ability to raid conquer other sites does sound fun.
« Last Edit: December 18, 2020, 02:11:01 pm by orius »
Logged
Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

orius

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #37 on: December 22, 2020, 01:04:34 pm »

Good news is that 44.12 will run on my computer.  Bad news is that I've been having problems with some of the add-ons that were updated for 64-bit DF.  I can't get TWBT to fully run but that's minor.  Worse is that DT isn't running for me.  I relied on that a lot and I have to adjust to not using it.  I imported my 43.03 save into 44.12 and it's running okay.  I can't built display cases for the useless artifacts in the fort, but some buggy behavior like scribes not writing books cleared up and the world map is working.

I also found out the hard way that Toady made werecurses contagious somewhere along the line.  Crap.  I had a werepanda ambush my fort, and unfortunately it infected two of my dorfs giving me a very !!FUN!! surprise.  After I figure out how many dorfs got killed from that, I'm going to have to see how many more were infected this time.  First, I deactivated the hospital, I don't need dorfs resting about there only to go were on me and cause more havok, I can afford to have them bleed out more than I can deal with the werecurse spreading.  Then I'm going to have to wall up every dorf that got injured from the werepanda surprise and see which ones transform next new moon.  Then they'll be burrowed in the murder room and shot next time they transform after that.  If the dorfs get hungry or thirsty before that, they might be okay.

Good news is that one of the werepandas was injured and refused to go to the hospital and annoyed me with all sorts of cancellation spam.  He won't be spamming anymore.
« Last Edit: December 22, 2020, 01:19:26 pm by orius »
Logged
Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

Thisfox

  • Bay Watcher
  • Vixen.
    • View Profile
Re: Returning to DF
« Reply #38 on: December 22, 2020, 09:37:05 pm »

If you can stomach it, the game in vanilla is very excellent, I do recommend it. Totally playable, less bugs.

If you can't build display cases, perhaps pedestals? They do the same thing, and require less work and materials to make.

I've been dealing with werebeasts since they first arrived, and honestly if they were once noncontagious, I can't remember that time. A lockable hospital and the ability to wall parts of your fort in is now an essential part of the early game, as you have found. I've never had much success with burrows, but do be aware that when they transform, burrows go out the window completely. I just fill my fort with doors...
Logged
Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

orius

  • Bay Watcher
    • View Profile
Re: Returning to DF
« Reply #39 on: December 22, 2020, 10:43:51 pm »

I don't really play with a lot of mods.  DT just makes managing labor a lot easier especially when the fort gets big.  Soundsense helps keep me aware of alerts.  And there's DFHack, but I usually don't use that for outright cheats, just the enhancements to smooth things out.  I haven't used full blown mod in a while.

I was around when the first werebeasts were added to the game:

http://www.bay12forums.com/smf/index.php?topic=113800

Yeah.  Anyway, back then they were pretty much "Now you will know why you fear the night!" and then maybe after getting in 2 or 3 hits, they'd transform into a naked person and run away because of how fast time moved in fortress mode.  They were a total joke even without the game making things sound mildly pornographic, but they were supposed to be pretty tough in adventure mode.

Anyway, these two werepandas infected the fort's scholar and a girl that had just grown up.  The scholar wasn't too hard to deal with, burrowing didn't work, so I put him into a squad, stationed him in the murder room, and walled him in.  The marksdwarves put him down with a headshot.

  The girl was another matter, because some weird stuff was going on there.  She grew up not long before getting bit, and was still playing when she got attacked.  I've noticed that kids don't stop playing when they hit 12, I've had a few new peasants that had "Play" under their labors in the unit screen.  She suffered some pretty major injuries and ended up in the hospital, but instead of saying "Rest", the screen still said "Play" while she was on the hospital bed.  Then when I put her in a military unit to try to station her in the murder room too, my dwarves reacted to her as hostile and the soldiers started attacking her when she tried going to the murder room, and it then started a nasty general brawl.  In the end, I just used DFHack to teleport her into the magma when she transformed again because I was getting frustrated with the situation.  I think there was some really weird bug going on from her getting infected right after growing up, but I'm not sure.  I'm waiting for her to rise a ghost so I can slab her and finish it all off.

There's some weird bugs going on that just might be the result of transferring a 43.03 game to 44.12 instead of just doing a fresh 44.12 embark.  I had the elf caravan arrived but they never appeared on my screen.  The elf diplomat arrived and delivered his usual insults that get trees chopped down though.  There's also two visitors on the southwest corner of my map that aren't doing anything.  They're just standing there not moving.  Come to think of it, I should see if they show up on the unit screen. 

« Last Edit: December 23, 2020, 05:17:46 pm by orius »
Logged
Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath
Pages: 1 2 [3]