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Author Topic: random mutilation  (Read 1018 times)

cikulisu

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random mutilation
« on: February 25, 2011, 11:49:47 pm »

so i have several dwarves landed in the hospital, slightly torn up. stitches will fix them with no worries. the problem is this mason, he's responsible for the last maiming. he is not in the guard squad, i made sure because last time i had random mutilatitions it was due to them. i don't have a captain of the guard, but still this guy randomly attacks people. i see the trait "easily angered" does this have something to do with it? what would cause a fight?
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Girlinhat

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Re: random mutilation
« Reply #1 on: February 25, 2011, 11:54:26 pm »

Is anyone tantruming?  A tantrum often ends (and begins) with a fight which jams the skull into the brain.  Regardless, some people are prone to fighting.  I remember in one of my forts, the first death I had, and the only death for like 10 years, was when some jackass in year 2 picked a fight.  With my hunter.  He got shot in the neck, and that ended that.  No loyalty cascade, luckily, I think the hunter was actually coming to someone's defense and this counted as "community justice".

Set up a jail, like really.  A bunch of chains with a food and booze stockpile beside them, it's easy to make a row of food stockpiles (like strawberries, with no barrels) and then a booze stockpile, with ropes between them.  Now, when someone picks a fight, they're locked up, instead of the sheriff going and jamming skulls into brains.

cikulisu

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Re: random mutilation
« Reply #2 on: February 26, 2011, 12:00:27 am »

no tantrums, which is what makes this a mystery. the problem is i don't want to bother satisfying the mayor's demands, and if i set up a prison every craftsdwarf would be in jail instantly. i might just drown the guy in magma, my whole fort is next to the magma sea, so it wouldn't be hard.
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blue emu

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Re: random mutilation
« Reply #3 on: February 26, 2011, 12:04:00 am »

Quote from: Girlinhat
... instead of the sheriff going and jamming skulls into brains.

But jamming their skull into their brains is more DWARFY!  :(

Are you sure it's this Mason dude? I've had several people (including my Expedition Leader) injured by my own tame animals... by Dogs and Turkeys, mostly.
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Never pet a burning dog.

Girlinhat

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Re: random mutilation
« Reply #4 on: February 26, 2011, 12:06:20 am »

Yes, do specify the version.  .19 has a lot of livestock-related injuries if you're not careful.

blue emu

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Re: random mutilation
« Reply #5 on: February 26, 2011, 12:09:37 am »

... version .19 has a lot of livestock-related injuries if you're not careful.

I can't help picturing my Dwarven Crime Scene Investigation team, shaking their bearded heads and muttering "Another livestock-related death. Such a waste..."
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Never pet a burning dog.

Girlinhat

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Re: random mutilation
« Reply #6 on: February 26, 2011, 12:13:32 am »

I guess the sheep got
*sunglasses*
fed up with their pasture!
YEAH!

Makigall

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Re: random mutilation
« Reply #7 on: February 26, 2011, 12:35:20 am »

Looks like the killer has...flown the coop.


YEAH
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cikulisu

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Re: random mutilation
« Reply #8 on: February 26, 2011, 12:41:07 am »

i'm totally sure it's not animals, i've got combat logs in at least one instance. though those are annoying, i'm thinking of some sort of lava-related pet culling is imminent.
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PopeRichardCorey

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Re: random mutilation
« Reply #9 on: February 26, 2011, 12:02:15 pm »

I think we're going to milk this gag
 8)
for all it's worth.

YEAH
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And when you build your fortress walls from the bones of skeletal elephants, slain my weapons forged from melted goblin plunder, fed on cattle that graze on grass that blinks.  Then, you will know dwarfdom.

DeathDomino

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Re: random mutilation
« Reply #10 on: February 26, 2011, 12:35:14 pm »

The killer won't speak to us? He must be....

8)

a bit hoarse.

YEAH
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Hickory dickory dock, The elf ran up the clock.
The clock struck one
And the elf was drowned in magma.
WELCOME TO FUCKING BOATMURDERED

ral

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Re: random mutilation
« Reply #11 on: February 26, 2011, 12:59:15 pm »

You're supposed to have something like one chain per 10 dwarves of population, otherwise the number of chains available will show up red on the justice screen. It pretty much takes a tantrum spiral to fill up all of the cells at that ratio in my experience though.

I usually make individual 3x3 cells with a chain in the middle, door, bed, table, and chair, and a food stockpile in the hopes that inmates will recover happiness faster. Table/chair also comes in handy if someone who needs an office ends up in jail (approving work orders from jail and such). Gold table and chair might not be a bad idea, even if the little bastards don't deserve them. Don't forget to use q on the chain to make it into a room used for (j)ustice.

If you want to get fancy, create separate food and drink stockpiles in each cell. I find that busy (or yelling and screaming) dwarves will in particular tend to let prisoners die of thirst. Expect random dwarves to randomly raid jail cells for their food though that isn't much of a problem.

Girlinhat

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Re: random mutilation
« Reply #12 on: February 26, 2011, 04:04:49 pm »

My prisoners get chained to the battlements.  They're good watchers for ambushes.

Sutremaine

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Re: random mutilation
« Reply #13 on: February 26, 2011, 04:32:10 pm »

I usually make individual 3x3 cells with a chain in the middle, door, bed, table, and chair, and a food stockpile in the hopes that inmates will recover happiness faster.
You can go as far as making a 3x3x3 cell if you really want to go all out. 3 squares for stairs, 1 for the chain, and then you have 23 squares for improvement. Put the prison above or below the dining room and you don't even have to make dining rooms for each cell.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Girlinhat

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Re: random mutilation
« Reply #14 on: February 26, 2011, 04:39:18 pm »

Technically, chains don't hinder Z movement at all, last I heard, so you could chain 8 of them around a tower/pit above/below your dining hall, and they'd be able to wander over every level that the stairs reach, so long as it's within their 3x3 walking distance.  Chains stop X and Y movement, but don't bother the Z.  At least, this was on bugtracker a while ago.