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Author Topic: ...Lucky me?  (Read 3268 times)

elf-fondling human

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...Lucky me?
« on: January 30, 2011, 10:37:56 pm »

A legendary Dyer just immigrated here...I guess that's a good thing, but...dying? BORING!!!
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Jake

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Re: ...Lucky me?
« Reply #1 on: January 30, 2011, 10:48:58 pm »

Could have been worse; you could have had a legendary fish dissector or something, and the clothing industry is a severely underrated way to generate wealth.
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Drawde

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Re: ...Lucky me?
« Reply #2 on: January 30, 2011, 11:07:25 pm »

If you try to keep the map clear of bushes so that more trees can grow, by plant gathering, you'll get plenty of dye material.  If you have a miller making flour they'll also mill the plants into dye.  It's really not that difficult to end up with the dye, so you might as well use it.

If you don't have nobles, or don't mind them getting bad thoughts from it, a good dyed bag will add a lot of value to a dwarf's room.  Which helps add happy thoughts.

Too bad dwarves won't get new clothing once theirs rots away. 
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Sutremaine

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Re: ...Lucky me?
« Reply #3 on: January 30, 2011, 11:13:18 pm »

The problem with dyeing is that it's a low-value job. Plain dye is worth 20 at most, masterwork dye is 120. That's what wood crafts are worth, although at least you're adding dye to something that already exists and can get some cool red cloaks out of it.

Luckily, dyeing is entirely in the hands of the raws.
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Lagslayer

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Re: ...Lucky me?
« Reply #4 on: January 30, 2011, 11:21:59 pm »

I agree. Cloth industry is way underrated. You get value multipliers for the quality of the cloth (weaving), the quality of the dye job (dyeing), and the quality of the item (clothesmaking). Also, cloth images that can be put onto certain items get an additional cloth quality, dyeing quality, and decoration quality. This also gives you something constructive to do with the majority of the goblinite that drops. All you need for a strong cloth industry is some farmable land (a use for all those legendary farmers). I'm totally going to use this on my next fort.

elf-fondling human

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Re: ...Lucky me?
« Reply #5 on: January 30, 2011, 11:23:04 pm »

The problem being that there's nothing but trees at my embark site. Trees and unicorns.
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Lamphare

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Re: ...Lucky me?
« Reply #6 on: January 30, 2011, 11:34:15 pm »

the two kinds of items fill most amount of bags in many of my forts are, in descending order, seeds and dyes.
so it's great to get a lengendary dyer immigrated. to me it takes like a few hundred threads/cloths to train a dyer from dabbling.

and really, a proper textile industry just need like three planters/plant gatherers, a plant processer, a weaver, a dyer and one or two clothier in full-time duty, and maybe one dedicated hualer.
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Girlinhat

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Re: ...Lucky me?
« Reply #7 on: January 31, 2011, 01:23:34 am »

I enjoy color-coded ropes.  My breeding stock animals are on blue ropes, my animals posted on the corners of my battlements are on green ropes, the animals out in the field as disposable watchers are on red ropes, etc.  Plus, a rope counts as much as a chest or cabinet in terms of item value, so a well-made rope put into someone's room, with their favorite animal attached, is pretty swanky.

Zaerosz

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Re: ...Lucky me?
« Reply #8 on: January 31, 2011, 12:28:24 pm »

As long as the animal's trained, anyway. Unless the dorf in question is a noble.
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Quietust

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Re: ...Lucky me?
« Reply #9 on: January 31, 2011, 12:32:40 pm »

The problem with dyeing is that it's a low-value job. Plain dye is worth 20 at most, masterwork dye is 120.

Er, masterwork dye is worth 240 (unless it's redroot) - remember, masterwork value is base value times 12, not 6.
« Last Edit: January 31, 2011, 12:34:36 pm by Quietust »
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Jingles

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Re: ...Lucky me?
« Reply #10 on: January 31, 2011, 12:33:08 pm »

The problem being that there's nothing but trees at my embark site. Trees and unicorns.
That's a problem?  Clear cut the trees for their precious precious wood.  Clear cut the unicorns for their.. actually just leave them alone they are probably dangerous.  Trees don't fight back.

AWellTrainedFerret

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Re: ...Lucky me?
« Reply #11 on: January 31, 2011, 01:26:22 pm »

Count yourself lucky. My last migrant wave had a dwarf who was a legendary liar. Nothing else.
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Girlinhat

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Re: ...Lucky me?
« Reply #12 on: January 31, 2011, 01:26:58 pm »

As long as the animal's trained, anyway. Unless the dorf in question is a noble.

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Jake

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Re: ...Lucky me?
« Reply #13 on: January 31, 2011, 01:33:01 pm »

I agree. Cloth industry is way underrated. You get value multipliers for the quality of the cloth (weaving), the quality of the dye job (dyeing), and the quality of the item (clothesmaking). Also, cloth images that can be put onto certain items get an additional cloth quality, dyeing quality, and decoration quality. This also gives you something constructive to do with the majority of the goblinite that drops. All you need for a strong cloth industry is some farmable land (a use for all those legendary farmers). I'm totally going to use this on my next fort.
Actually, I've found that making cloth locally is more trouble than it's worth; it takes up acreage that could be used for food crops, though if you've got farming sufficiently well-organised that you don't need pig tails and/or rope reed for booze then fair play to you, and in any case the caravans invariably bring several bins of it.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Rutilant

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Re: ...Lucky me?
« Reply #14 on: January 31, 2011, 01:51:01 pm »

Count yourself lucky. My last migrant wave had a dwarf who was a legendary liar. Nothing else.

... or IS he?
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