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Author Topic: Tricks for speeding up labors and stockpile efficiency.  (Read 3924 times)

Urist McTaverish

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #15 on: October 18, 2010, 02:39:38 pm »

Oh good lord.... I did NOT know this lol.  My wrist has been hurting more than when I discovered fapping.

TMI dude.
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Here at Bay12, we're constantly looking for ways to set the world on fire.
But at least after all the chaos, the weather cleared.

Shoku

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #16 on: October 18, 2010, 03:22:24 pm »

I like aspects of that system but mainly the food and forge levels. The other levels have the potential to cause slow downs and aren't as versatile for use elsewhere. Seems like you should have your carpenter spend just a pinch more time making barrels so you could allow a few in your unprocessed food piles, or do you have a reason to have zero on those as opposed to two or three?

-

Meh, it's the internet. People are going to talk about fapping and everything else about themselves that they would usually hide. Not having to hide who you are is one of the best things about anonymity.
« Last Edit: October 18, 2010, 03:25:03 pm by Shoku »
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rephikul

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #17 on: October 18, 2010, 03:27:38 pm »

I just wish you can change working modes for some dwarves, like setting them to do closest jobs instead of oldest / newest jobs as they seem to pick on random now. It's incredibly retarded to see one guy walking all the way, release one animal, then go away and eventually some other guy came, release one more animal and so on. It's much more efficient if they all get released by that first one guy in one go (do closest job)
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Shoku

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #18 on: October 18, 2010, 04:28:18 pm »

I just wish you can change working modes for some dwarves, like setting them to do closest jobs instead of oldest / newest jobs as they seem to pick on random now. It's incredibly retarded to see one guy walking all the way, release one animal, then go away and eventually some other guy came, release one more animal and so on. It's much more efficient if they all get released by that first one guy in one go (do closest job)
And thus we must micromanage.
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Moosey

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #19 on: October 18, 2010, 08:20:31 pm »

I like aspects of that system but mainly the food and forge levels. The other levels have the potential to cause slow downs and aren't as versatile for use elsewhere. Seems like you should have your carpenter spend just a pinch more time making barrels so you could allow a few in your unprocessed food piles, or do you have a reason to have zero on those as opposed to two or three?

Well, it just doesn't seem to be necessary to have extra food in barrels in this setup.  No matter how many freaking migrants I get, I always seem to be making much more food than they eat (and brew/drink).

Kinda makes me wonder, if I can feed 150+ on this little patch, why does a human town of a dozen or two take like a few hundred acres of farmland?
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Shoku

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #20 on: October 18, 2010, 10:41:05 pm »

You could mine out less storage space in the first place and thus dump fewer stones.

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The humans take acres of farmland because that's a new thing and makes sense. Dwarves hauling near infinite food off of a 4x5 patch is obviously not the end vision for how food should work.
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madmaxxam

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #21 on: October 19, 2010, 01:38:18 pm »

Can I just say that reading this thread made me facepalm, because I'm relatively new to DF and was recently wondering what the CLT in various permutations in all of my workshops meant....  Was wondering why things seemed to go slower and slower in my fort even though my dwarfs were getting more and more skilled.
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krenshala

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #22 on: October 19, 2010, 08:32:43 pm »

Can I just say that reading this thread made me facepalm, because I'm relatively new to DF and was recently wondering what the CLT in various permutations in all of my workshops meant....  Was wondering why things seemed to go slower and slower in my fort even though my dwarfs were getting more and more skilled.
Yeah, I had the same feeling when I realized what masterwork CLT actually represented.  I'd figured out quite a bit of whats here, but there are still a few useful ideas that I hadn't thought of.

One I didn't see, but learned from another thread earlier this evening, is that lever linking jobs can be automated ... tell it link a lever to an object (e.g., a cage) then put it on Repeat to have it link all objects of that type to that lever.  Not always useful, but occasionally can make things easier for the player.
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Brandstone

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #23 on: October 19, 2010, 09:29:10 pm »

I just wish you can change working modes for some dwarves, like setting them to do closest jobs instead of oldest / newest jobs as they seem to pick on random now. It's incredibly retarded to see one guy walking all the way, release one animal, then go away and eventually some other guy came, release one more animal and so on. It's much more efficient if they all get released by that first one guy in one go (do closest job)
That's another good time to use burrows.

albatross

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #24 on: October 21, 2010, 12:30:54 am »

Can I just say that reading this thread made me facepalm, because I'm relatively new to DF and was recently wondering what the CLT in various permutations in all of my workshops meant....  Was wondering why things seemed to go slower and slower in my fort even though my dwarfs were getting more and more skilled.

Heh, yeah CLT stands for "clutter" or "cluttered". To view the items inside a workshop, hit "T" and move the cursor over the workshop. And admire the long list. Oh, and if you see the letters TSK next to an item in that list, it means it's "tasked", as in the item will be soon moved from the workshop, possibly to be moved to a stockpile, or to be used in crafting. The Jobs list (hotkey "J") will likely reveal the details.
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lolghurt

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #25 on: October 21, 2010, 07:59:35 am »

Oh good lord.... I did NOT know this lol.  My wrist has been hurting more than when I discovered fapping.

TMI dude.
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Quote from: acetech09 date=1343968486
It's probably made from baby bone, with a handle of baby leather. Probably uses the leg bones wound together for the handle, the pelvis for the handle/pick joint, and the pick is the spine.

But that's all in theory, of course. Not like I've made a pick out of my own 5 month old baby before.

forumist

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Re: Tricks for speeding up labors and stockpile efficiency.
« Reply #26 on: October 21, 2010, 05:20:42 pm »

(Sand bags, like prepared meals, are not quite in the type list but instead are toggled with the u key.)

Aaah ! That's why my siege ammo stockpiles are cluttered with bags. I thought it was a bug...
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