Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1160 1161 [1162] 1163 1164 ... 1178

Author Topic: The DF2010 Little Questions Thread  (Read 1150066 times)

Imp

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17415 on: February 10, 2012, 03:51:20 am »

Edit: Taken care of. I guess some dwarfs just felt they had higher priority jobs...?

Yep - great idea to have some idlers that can recover the wounded when you think someone might get hurt and it's soon going to be safe to try and rescue them.

She isn't leaving on her own either....
Edit 2: And as soon as she was dropped off she left the hospital and went to her own bed...?

No idea how long she sat before getting taken to the hospital, but wounds are only wounds that need tending for 'so long'.

If left alone, many wounds that 'can' heal 'will' heal.  (possibly contracting an infection in the process - which seems to be an unfortunate accident in its own right)  Once this happens the dwarf no longer is interested in being treated and will up and leave the hospital.

Sometimes dwarves finish that healing process while being carried to the doc.
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

smips63

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17416 on: February 10, 2012, 08:56:17 am »

I've been rocking out in a new fortress the past two days and it's been going great(sans a woodcutter getting killed by a giant badger or something... Took him down in one blow too!). There's been one problem irking me though. On multiple occasions I've had dorfs go idle on me for no reason! For example, a woodcutter would sit there with no job even though he has an axe, trees are designated to be cut, and his only enabled labor is wood cutting. This has also happened with my brewer, miners, farmers, and furnace operators. If I disable there job and enable it again in therapist or cancel the job and list it again, this usually gets fixed. However, it's pretty annoying to keep tabs on, especially since I'm stretched very thin on dorf-power right now(only 13 or so?). Any ideas on what the cause might be?

Do you have a manager assigned with a table to work on?

I was under the impression that managers only allow you to designate more than 10 jobs per queue. Am I mistaken?
Logged

Magma Mater

  • Bay Watcher
  • Stray Cat cancels hunt vermin: seeking infant.
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17417 on: February 10, 2012, 12:27:24 pm »

I've been rocking out in a new fortress the past two days and it's been going great(sans a woodcutter getting killed by a giant badger or something... Took him down in one blow too!). There's been one problem irking me though. On multiple occasions I've had dorfs go idle on me for no reason! For example, a woodcutter would sit there with no job even though he has an axe, trees are designated to be cut, and his only enabled labor is wood cutting. This has also happened with my brewer, miners, farmers, and furnace operators. If I disable there job and enable it again in therapist or cancel the job and list it again, this usually gets fixed. However, it's pretty annoying to keep tabs on, especially since I'm stretched very thin on dorf-power right now(only 13 or so?). Any ideas on what the cause might be?

Do you have a manager assigned with a table to work on?

I was under the impression that managers only allow you to designate more than 10 jobs per queue. Am I mistaken?
You can designate anywhere from 1-30 jobs from the manager.
Also he doesn't need a table; just a chair to sit on.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17418 on: February 10, 2012, 01:27:25 pm »

I was under the impression that managers only allow you to designate more than 10 jobs per queue. Am I mistaken?

They also automatically requeue any canceled jobs and evenly divide up the jobs among all the workshops.

Lockem Shoto

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17419 on: February 10, 2012, 01:50:23 pm »

Is alcohol the only thing that can quench thirst?

I remember a month ago when I first started that my dwarves would always die of thirst. I never knew how to make a drinking zone or a bucket at the time, so 1/4th of them died before I succumbed to an invasion. Now that I know how to make zones for drinking/garbage, is there any other tradeoff for drinking water to quench thirst? Would they be able to live on? I don't care if they work slower because I literally have 400 dwarves helping everybody do jobs.
Logged

smeeprocket

  • Bay Watcher
  • Collectivist Socialist Feminist Freeloader
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17420 on: February 10, 2012, 01:52:56 pm »

Is alcohol the only thing that can quench thirst?

I remember a month ago when I first started that my dwarves would always die of thirst. I never knew how to make a drinking zone or a bucket at the time, so 1/4th of them died before I succumbed to an invasion. Now that I know how to make zones for drinking/garbage, is there any other tradeoff for drinking water to quench thirst? Would they be able to live on? I don't care if they work slower because I literally have 400 dwarves helping everybody do jobs.

They get grouchy and slow, and I think get bad thoughts ultimately without booze. However, you need a source of water for wounded, hospitalized dwarves. I've had fortresses where there was only water available for a long while, and things moved at a crawl. Trying to brew up enough booze to catch up with the backlog was a huge bitch.
Logged
Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Lockem Shoto

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17421 on: February 10, 2012, 02:09:06 pm »

Would they die of thirst even if water is given?

I just want to make sure that they live for a long eough period of time before they go crazy
Logged

Prologue

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17422 on: February 10, 2012, 02:17:38 pm »

Would they die of thirst even if water is given?

I just want to make sure that they live for a long eough period of time before they go crazy

If you give them water they won't die. But they will receive bad thoughts from it. Which can lead to a tantrum spiral.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: The DF2010 Little Questions Thread
« Reply #17423 on: February 10, 2012, 03:03:53 pm »

Would they die of thirst even if water is given?

I just want to make sure that they live for a long eough period of time before they go crazy

If you give them water they won't die. But they will receive bad thoughts from it. Which can lead to a tantrum spiral.

They don't get bad thoughts from drinking water, but they do if they don't get their booze every now and then.

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17424 on: February 10, 2012, 03:16:19 pm »

If your only water is a murky pool or otherwise muddy water, then they will receive bad thoughts for "drinking the nasty water lately."

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: The DF2010 Little Questions Thread
« Reply #17425 on: February 10, 2012, 03:23:20 pm »

As far as I can tell, dwarves do not get bad thoughts from drinking out of a well, even if the well is built over muddy or salty water.  They will get bad thoughts any time they drink without a well (the 'complained about lack of a well' thought) as well as possible bad thoughts from drinking 'nasty water' if it's from a murky pool or otherwise contaminated.  It is still possible to keep thirst quenched with nothing but water, or with nothing but booze if you have no water available.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Yaotzin

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17426 on: February 10, 2012, 04:25:18 pm »

What's the easiest/least obstructive way of stopping moss/trees on an area? Stupid trees keep blocking my waterway.
Logged

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17427 on: February 10, 2012, 04:26:31 pm »

Designating a stockpile on an area stops trees from growing IIRC.
Logged
*Hugs*

zzedar

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17428 on: February 10, 2012, 04:26:52 pm »

What's the easiest/least obstructive way of stopping moss/trees on an area? Stupid trees keep blocking my waterway.
In general, floor grates. If all you want is a waterway, pretty much anything you put on the ground'll work (paved roads, constructed floors, etc.)
« Last Edit: February 10, 2012, 04:34:51 pm by zzedar »
Logged
kingubu cancels Efficiency: Taken by mood
Project Whalegun is a go. Load the whale cannon!

Yaotzin

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #17429 on: February 10, 2012, 04:45:43 pm »

Paved roads look best and give practice to my architect, so that's a winner.

Holy crap the size limit is annoying though.

eta: speaking of caverns stuff, how big do you guys make your tree farms?
« Last Edit: February 10, 2012, 04:51:14 pm by Yaotzin »
Logged
Pages: 1 ... 1160 1161 [1162] 1163 1164 ... 1178