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Author Topic: Idlers...  (Read 1853 times)

Jake

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Re: Idlers...
« Reply #15 on: April 10, 2011, 10:35:06 am »

Start turning that dyed cloth into clothing, and see if there are any industries you haven't had a go at yet. And universal conscription cuts that down a lot as well, even if everyone just does one month's training a year; just manufacturing weapons and armour for everyone is a megaproject.
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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!

UnrealJake

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Re: Idlers...
« Reply #16 on: April 10, 2011, 10:44:07 am »

I've a ton of clothing, I'm going to trade it away, but I don't want to use ALL my cloth because I don't want the traders to say "Oh hey, your cloth stock pile is looking a little low.... LOOK WHAT I BROUGHT!"
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Huochong sounds like what you hear when a ninja hits somebody with a frying pan.

"HUOOOOOOOOOO-"
*CHONG*

Jake

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Re: Idlers...
« Reply #17 on: April 10, 2011, 02:43:57 pm »

I personally prefer to buy cloth rather than home-grow it anyway, as the only other things I tend to trade for regularly are food, booze and occasionally wood.
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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!

UnrealJake

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Re: Idlers...
« Reply #18 on: April 10, 2011, 02:48:41 pm »

It keeps my farmers busy, and my threshers, and my clothiers, and my dyers. And my farmers again. Oh, and then my haulers.
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Huochong sounds like what you hear when a ninja hits somebody with a frying pan.

"HUOOOOOOOOOO-"
*CHONG*

Vandersleld

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Re: Idlers...
« Reply #19 on: April 10, 2011, 03:14:30 pm »

Set them ALL to glassmaking and masonry. Start churning out green glass corkscrews, tubes, and blocks, and make a pumpstack from the magma sea to the surface.
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billybobfred

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Re: Idlers...
« Reply #20 on: April 10, 2011, 03:53:59 pm »

Set them ALL to glassmaking and masonry. Start churning out green glass corkscrews, tubes, and blocks, and make a pumpstack from the magma sea to the surface sky.

fixed that for you

armok demands that we burn the sky
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urist mcgeorg, who lives in boatmurdered and makes over 10,000 bad decisions each day,

Z1000000m

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Re: Idlers...
« Reply #21 on: April 10, 2011, 04:22:48 pm »

Make everyone a mason and a miner.
Go for an Undergrotto/Flarechannel style megafortress.
Post screenshots.
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zakkeh

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Re: Idlers...
« Reply #22 on: April 10, 2011, 06:15:05 pm »

In case you still have a problem...
Draft them (metaphorically) into a masonry force. Have them build a massive execution tower, a dozen z-levels above ground and a score below. The tower will be used to see how deep a goblin needs to drop to get it to burst into Xgoblin skullXs and Xgoblin meatXs and such!

Then calibrate it with your next migrant wave and any leftover idlers.
I want to try something like this, but moving caged goblins seems to release them. Can't figure out a way to move them to somewhere to let them drop..
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Or perhaps you're just sadistic and enjoy slow-cooking your goblins/kittens/nobles.

bombcar

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Re: Idlers...
« Reply #23 on: April 10, 2011, 10:27:40 pm »

When I start having 10-20 idle dwarves I know I've arrived. I begin turning off all but their main occupation on most of my important dwarves (no miner hauls, etc). Then I begin cleaning things up and sorting things with some inventive dumping.

I love to see my idle count drop to zero the moment I instruct things to be dragged to or from the trade depot.
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wuphonsreach

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Re: Idlers...
« Reply #24 on: April 10, 2011, 10:45:08 pm »

In case you still have a problem...
Draft them (metaphorically) into a masonry force. Have them build a massive execution tower, a dozen z-levels above ground and a score below. The tower will be used to see how deep a goblin needs to drop to get it to burst into Xgoblin skullXs and Xgoblin meatXs and such!

Then calibrate it with your next migrant wave and any leftover idlers.
I want to try something like this, but moving caged goblins seems to release them. Can't figure out a way to move them to somewhere to let them drop..

You don't move the goblin, you move the cage.  After the tower is completed, you create a narrow strip of animal stockpile that only accepts goblins (or whatever you're going to toss) directly along the edge.  Then you create an activity zone that is a pit that is out over the edge in empty space.

Disallow goblin cages from being stored in any existing animal stockpiles, and the dwarves will haul the cages up to the top of the tower (or to the pit room).

Once you have a few cages up there, hit the "i" to interact with the zone, "P" for pit, and start selecting non-thief goblins.

(Personally, I always make sure that any animal stockpile tile is directly next to / orthogonal to the open-air over the pit.  Helps reduce escapes, even for thieves.)
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PwndJa

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Re: Idlers...
« Reply #25 on: April 11, 2011, 12:53:40 am »

All of my idlers become the "disposable" of my fortress. They do the hauling, pumping, wall building, sometimes mass engraving, and silk gathering because I don't want my good dorfs being the first to greet a forgotten beast. With Dwarf Therapist it only takes a few clicks to set them up for what I need.

The strongest of these become my military and live in luxury. The others are fodder/lab rats if needed.
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zakkeh

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Re: Idlers...
« Reply #26 on: April 11, 2011, 04:38:03 am »

In case you still have a problem...
Draft them (metaphorically) into a masonry force. Have them build a massive execution tower, a dozen z-levels above ground and a score below. The tower will be used to see how deep a goblin needs to drop to get it to burst into Xgoblin skullXs and Xgoblin meatXs and such!

Then calibrate it with your next migrant wave and any leftover idlers.
I want to try something like this, but moving caged goblins seems to release them. Can't figure out a way to move them to somewhere to let them drop..
Thanks for the help! I guess my problem was that I'd stored them in a different stockpile, and wasm oving them afterwards...or else I just got unlucky and they escaped. Oh wells

You don't move the goblin, you move the cage.  After the tower is completed, you create a narrow strip of animal stockpile that only accepts goblins (or whatever you're going to toss) directly along the edge.  Then you create an activity zone that is a pit that is out over the edge in empty space.

Disallow goblin cages from being stored in any existing animal stockpiles, and the dwarves will haul the cages up to the top of the tower (or to the pit room).

Once you have a few cages up there, hit the "i" to interact with the zone, "P" for pit, and start selecting non-thief goblins.

(Personally, I always make sure that any animal stockpile tile is directly next to / orthogonal to the open-air over the pit.  Helps reduce escapes, even for thieves.)
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Or perhaps you're just sadistic and enjoy slow-cooking your goblins/kittens/nobles.
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