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Author Topic: Bones. Ugh.  (Read 2967 times)

ohgoditburns

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Bones. Ugh.
« on: June 02, 2011, 10:53:25 am »

Just started a new fort with the intention of using mostly bone bolts to fuel my military. Sweet Armok ahmighty is it a pain in the beard. Most bones will fully clutter a workshop, and only one out of a stack is processed at a time.

Anyone have a kludge to fix this? Even a mod would be ok.
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Naryar

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Re: Bones. Ugh.
« Reply #1 on: June 02, 2011, 10:58:32 am »

Yeah, it is pretty annoying.

Butcher smaller creatures. Like dogs or cats or poultry or else. Forbid your larger stacks of bones, for now.

When your bonecrafter(s) will be legendary, clutter will not be that much of a problem.

evileeyore

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Re: Bones. Ugh.
« Reply #2 on: June 02, 2011, 11:20:42 am »

Put the Stockpiles next to the shop (both the bone stock and the arrow stockpiles), put a beer stock pile there as well.  For real efficiency, temporarily put the workshop next to your dining hall and meeting hall (if they are close) and build a single tile bedroom next to his shop, so the Bonecarver spends more time in the shop, less time running around.
Eventually like Naryar said, he'll be Legendary and clear through the clutter more easily.

Personally, aside from the handful I keep forbidden for strange moods, I trun all my bones into crafts, or if I'm desperate, armor.
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tehc

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Re: Bones. Ugh.
« Reply #3 on: June 02, 2011, 12:06:23 pm »

keep an eye on the butcher shop to forbid bones of horses or whatever, they will give the large stacks that clutter like hell.

bone bolts are fairly useless though, you'd be better just encrusting all your furniture with the bone.
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The Steel face palm

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Re: Bones. Ugh.
« Reply #4 on: June 02, 2011, 12:07:59 pm »

Or you could just use bone bolts for wasteful practice, although with the chanelling... e.t.c.
Spam bone crafts or totems instead:D
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Naryar

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Re: Bones. Ugh.
« Reply #5 on: June 02, 2011, 01:09:12 pm »

Bah, bone crafts are more trouble than they're worth if you are not patient enough.

Seriously, each time you must trade you have 100 bone crafts, and you must spend so much time selecting them and trading them...

I prefer large serrated silver discs, native gold goblets or simply roasts for trading.

Bone bolts are however useful when you are low on metal, or when you feel like spamming crossbow traps.

Number4

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Re: Bones. Ugh.
« Reply #6 on: June 02, 2011, 01:23:32 pm »

Bone bolts are also useful if you want to draft any incompetent dwarves into the crossbow-militia. Enough training material and if you fire enough bolts, even bone, SOMETHING will hit in the end.
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Lagslayer

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Re: Bones. Ugh.
« Reply #7 on: June 02, 2011, 02:29:08 pm »

1. More bonecrafters
2. More craftsdwarfs shops
3. Mass butcher a bunch of corpses
4. Have all the shops make bone bolts on repeat
5. !!Profit!!

Agent_86

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Re: Bones. Ugh.
« Reply #8 on: June 02, 2011, 02:39:40 pm »

After 6 sieges (fortress defense mod ftw) I have hundreds of bodies to butcher.  I've currently got three butcher's workshops working nonstop, and three craftsdwarf workshops pumping out bone bolts as fast as possible (I've now got two legendary bone carvers).  Thanks to this, most anything dies quite quickly to a flurry of *Beak Wolf Bone Bolts*.
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celem

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Re: Bones. Ugh.
« Reply #9 on: June 02, 2011, 03:54:16 pm »

I did that one too but the later seiges you'll want metal.  Totem skulls, make tooth/horn crafts and decorate the bone onto anything thatll take it (includes those totems and crafts).  Copper (goblinite) bolts.  At 7 years in FD I have 12 butchers and extensive walled surface boneyards.

Anything like cow/horse size or bigger clutters bad.  I like dogs. While invader mounts leave valuable bone they clutter bad too.
« Last Edit: June 02, 2011, 03:56:51 pm by celem »
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Agent_86

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Re: Bones. Ugh.
« Reply #10 on: June 02, 2011, 04:07:09 pm »

*sigh*...
In the middle of building MORE butcher's shops after ANOTHER siege.  And, all this rotting flesh is murdering my FPS.  >.<
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lanceleoghauni

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Re: Bones. Ugh.
« Reply #11 on: June 02, 2011, 04:25:15 pm »

imagine having 2-7 elephants being processed at a time.

That's what my last fort was. everything was encrusted in bone, ivory, tooth, nothing was bare. I had 8 workshops running nothing but bone detailing on repeat to deal with it. I agree it is a pain.

and let's not even get started on all the food...
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Agent_86

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Re: Bones. Ugh.
« Reply #12 on: June 02, 2011, 04:33:57 pm »

and let's not even get started on all the food...
Heh, I had to start some above-ground food stockpiles after my first siege..

And now my tallest above ground structure isn't my barracks or watch towers.  It's my tower of food stockpiles.  Each floor has 99 spaces for storage (10x10 tower with one space set aside for stairs), and three floors are completely full.
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lanceleoghauni

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Re: Bones. Ugh.
« Reply #13 on: June 02, 2011, 04:39:13 pm »

Ugh, I hadn't gotten that desperate, but I've done that before, royal pain, to realize most of your map's taken up by food silos.
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Agent_86

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Re: Bones. Ugh.
« Reply #14 on: June 02, 2011, 04:41:01 pm »

Well, I'm getting three good things out of it. 

1) My legendary cook is making plenty of trade goods for me.
2) All the useless peasants are put on masonry and work basically 24/7.
3) Something to do with all this goddamned microcline!
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