Hmmn, so I have a theory that could really boost my stone workers / smelters efficiency. I designated a 1 tile dumpzone in my mason's work area, and then had a bunch of stones dumped on the single tile. Then, once there was a good amount of stones, I reclaimed all the dumped items, and now there is a huge stack of stone on a 1 space tile next to the workshop. I hope they can take stones off the pile though, haven't tested that part.
edit: yep, it does. My legendary stonecrafter is really churning out the goods now
Hmmn, so I have a theory that could really boost my stone workers / smelters efficiency. I designated a 1 tile dumpzone in my mason's work area, and then had a bunch of stones dumped on the single tile. Then, once there was a good amount of stones, I reclaimed all the dumped items, and now there is a huge stack of stone on a 1 space tile next to the workshop. I hope they can take stones off the pile though, haven't tested that part.
"Sorry about that mess, I needed a rock off the bottom of the pile."
Hmmn, so I have a theory that could really boost my stone workers / smelters efficiency. I designated a 1 tile dumpzone in my mason's work area, and then had a bunch of stones dumped on the single tile. Then, once there was a good amount of stones, I reclaimed all the dumped items, and now there is a huge stack of stone on a 1 space tile next to the workshop. I hope they can take stones off the pile though, haven't tested that part.
edit: yep, it does. My legendary stonecrafter is really churning out the goods now
Yeah, this was actually posted earlier in the thread or in the last thread I believe. It's one of the tips for managing stones. I too do this, it works great..
I'm still having trouble forcing my legendary stonecrafters to do the work though, the newbies keep wanting to go in and hammer away. I realize I can limit the shop, but when I do that, the legendary just wanders off lol
33c seems to have fixed channeling to some extent.. not getting dwarves digging the ground out from other dwarves as much as I used to. Get a lot more "dangerous terrain" errors too.
A human merchant princess has arrived! goody gumdrops!
wow, what a snobby bitch. I offered her over 2000 value profit trade to her and she got all snooty and left
What was the total value of the trade? Merchants want their profits not done by numbers, but by percentage. She probably wanted something insane like 75% profit or something.
Edit: I would have given her an "offering of dirt and water", if you know what I mean.
A human merchant princess has arrived! goody gumdrops!
wow, what a snobby bitch. I offered her over 2000 value profit trade to her and she got all snooty and left
What was the total value of the trade? Merchants want their profits not done by numbers, but by percentage. She probably wanted something insane like 75% profit or something.
Edit: I would have given her an "offering of dirt and water", if you know what I mean.
The impact of that would largely depend on the random name generator.
Looking for a summary of how to best use water pumps to bring a river up 5 or so z-levels for irrigation and whatnot.
The wiki has a pretty good setup. Basially a pillar of four tiles with pumps alternating directions and sending water up the tube. At the very top you have windmills powering the thing. The whole "trick" is that having a single hole under the pump allows it to transfer power to something below it, making the machine very space efficient.
It works extremely well, though it's kind of confusing to set up the first time.
Will a wall keep out fire imps? They're getting really annoying, and I have a plan to wall up the magma pipe.
Yes, but if you try to build a ceiling the masons on the 2nd floor will be too afraid to work.
Good to know, Project: Impwall will continue as planned. I need some way to get rid of all this damn stone.
This was my plan for dealing with imps:
That was early in construction, I now have three catapults aimed at the magma vent. Took a long ass time but I eventually killed the imps. Only way to make it better is if siege crews weren't civilian, and didn't run away when bad guys got too close.
If I did this set up again, I'd probably put the catapults 5-10 tiles further back. Their range is immense (they could hit the back wall of that magma pool no problem).
Will a wall keep out fire imps? They're getting really annoying, and I have a plan to wall up the magma pipe.
Yes, but if you try to build a ceiling the masons on the 2nd floor will be too afraid to work.
Good to know, Project: Impwall will continue as planned. I need some way to get rid of all this damn stone.
This was my plan for dealing with imps:
That was early in construction, I now have three catapults aimed at the magma vent. Took a long ass time but I eventually killed the imps. Only way to make it better is if siege crews weren't civilian, and didn't run away when bad guys got too close.
If I did this set up again, I'd probably put the catapults 5-10 tiles further back. Their range is immense (they could hit the back wall of that magma pool no problem).
Which tileset is that? It reminds me a lot of the old dungeon crawlers I used to play.
what if i run it to the edge of the map? does it start backing up there or does it flow 'off the edge of the world'
Instead of that, why not rig up a pressure switch to a floor hatch? When the water gets to 7 deep (or however deep you want it), the hatch shuts off the water.
So some goblins spawned near my woodcutters and started picking them off. I sent in my army that I thought would stand a chance, but they got slaughtered. The captain of the guard, who is also my mayor, was convieniently sleeping at the time. I ended up losing 15 dwarves to idiots trying to reclaim bodies and clothing before I could lock the doors.
Huddled up inside, I build up defenses and restock food. About 1 season later, the goblins disappear and I unlock the doors and everybody floods outside to collect the goodies on the ground. I see that the captain of the guard has been re-elected.
Unfortunately, dwarves already in the process of gathering items won't be cancelled when you forbid them. You need to manually get them to switch tasks (draft and undraft).
Be nice if the game would let you remove jobs from the 'j' screen to abort them, or optionally, keep the job in the list, but mark it "forbidden".
Also need to be able to zoom to an object from the 'a' log so you can tell what a dwarf was trying to do when his job was aborted. I constantly have dwarves complaining about no path or misplaced items, and can't do anything about it because I have no way of knowing what they were attempting.
Highlighting a dwarf and being able to zoom to his destination would be awesome too.
Unfortunately, dwarves already in the process of gathering items won't be cancelled when you forbid them. You need to manually get them to switch tasks (draft and undraft).
if you REALLY need someone to stop doing something stupid, Activate them, unpause/repause, Deactivate. they will look for a fresh task.
so is this a bug or am i a noob : B]m[/Bilitary, select capt of the guard B]v[/Biew squad..... and nothing happens? does the fortress guard not work like a standard squad? i could swear ive worked this before, am i missing something here?
I'm having a hard time learning to farm in the new version. I understand that it might work to make a pre-farm reservoir that's 1/7 the size of your farming space, but I can't ever seem to do it without drowning my people or flooding my whole farm area up to 7. I'm really struggling to make a self-sufficient fortress so that I can actually play with the new features.
I'm having a hard time learning to farm in the new version. I understand that it might work to make a pre-farm reservoir that's 1/7 the size of your farming space, but I can't ever seem to do it without drowning my people or flooding my whole farm area up to 7. I'm really struggling to make a self-sufficient fortress so that I can actually play with the new features.
Please help me farm
You don't need water to farm unless you have no sand.
I'm having a hard time learning to farm in the new version. I understand that it might work to make a pre-farm reservoir that's 1/7 the size of your farming space, but I can't ever seem to do it without drowning my people or flooding my whole farm area up to 7. I'm really struggling to make a self-sufficient fortress so that I can actually play with the new features.
Please help me farm
You don't need water to farm unless you have no sand.
if the area you are trying to plant your farm in is rock, you need water. if it's sand or loam or something like that, you dont need water.
in general though, just make a floodgate, make a lever, install both and attach the lever to the gate... that way you can pull the lever to re-close the gate if there is too much sploosh.
no, the Fortress Guard can't be controlled.
'
thank you Valkun. so, they are just the police more or less, not the army?
do you guys generally keep non-FG soldiers around all the time? i think i might just leave them all in the guard since it makes happy thoughts, and then swapem to soldiering when needs be.
if i churn out some masterpiece cloaks, will people just nabem & wearem and be happy? or will they sit in a pile and rot?
Maybe I didn't ask my question clearly enough so here I go again.
I've got a map with a stream going north-south off the end of the map. My ground is sandy on the very top but rock if I dig anywhere. No soil anywhere, so I need to make mud by flooding a room. Now, I can't just flood it like before, I have to only flood it to a depth of 1 right? So that means I need some mechanism for controlling just how much water gets on my floors. How do I go about doing that?
In order to fill the room without flooding yourself, you should dig a channel from the level above, therefore you dont need a dwarf on that level to break the river wall.
Thats what i was doing wrong for so long, anyway.
Alos putting a hatch in and a room below to drain to, helps.
Posts
The barracks, the place with all the clothes, is eight or nine stories high. :P
edit: yep, it does. My legendary stonecrafter is really churning out the goods now
AKA [PA]Ilovepandas
"Sorry about that mess, I needed a rock off the bottom of the pile."
I was just finishing turning that ice into water when the fucker went berserk!
"Logem Beruz, Peasant cancels Give Water: animal not restrained."
Lol, so that's what they think about dwarves gone berserk.
In the meantime, my Mason was busy:
Yeah, this was actually posted earlier in the thread or in the last thread I believe. It's one of the tips for managing stones. I too do this, it works great..
I'm still having trouble forcing my legendary stonecrafters to do the work though, the newbies keep wanting to go in and hammer away. I realize I can limit the shop, but when I do that, the legendary just wanders off lol
wow, what a snobby bitch. I offered her over 2000 value profit trade to her and she got all snooty and left
AKA [PA]Ilovepandas
What was the total value of the trade? Merchants want their profits not done by numbers, but by percentage. She probably wanted something insane like 75% profit or something.
Edit: I would have given her an "offering of dirt and water", if you know what I mean.
The impact of that would largely depend on the random name generator.
This! Is! Bunnydale!
doesn't look like too much changed in this last version.. no pressing need to upgrade.
Librarians harbor a terrible secret. Find it.
Also, is it possible to build a platform out from a mountain, and a place well on it to draw water from the river below?
Yes, but if you try to build a ceiling the masons on the 2nd floor will be too afraid to work.
The wiki has a pretty good setup. Basially a pillar of four tiles with pumps alternating directions and sending water up the tube. At the very top you have windmills powering the thing. The whole "trick" is that having a single hole under the pump allows it to transfer power to something below it, making the machine very space efficient.
It works extremely well, though it's kind of confusing to set up the first time.
Good to know, Project: Impwall will continue as planned. I need some way to get rid of all this damn stone.
This was my plan for dealing with imps:
That was early in construction, I now have three catapults aimed at the magma vent. Took a long ass time but I eventually killed the imps. Only way to make it better is if siege crews weren't civilian, and didn't run away when bad guys got too close.
If I did this set up again, I'd probably put the catapults 5-10 tiles further back. Their range is immense (they could hit the back wall of that magma pool no problem).
AKA [PA]Ilovepandas
or will the pool overflow into my open space because the flow is constant?
Which tileset is that? It reminds me a lot of the old dungeon crawlers I used to play.
Instead of that, why not rig up a pressure switch to a floor hatch? When the water gets to 7 deep (or however deep you want it), the hatch shuts off the water.
I found it here:
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=001524&p=2
The one the oRGy guy posted. I had to edit the lever graphic so the flipped/unflipped states looked different but other than that it's identical.
Huddled up inside, I build up defenses and restock food. About 1 season later, the goblins disappear and I unlock the doors and everybody floods outside to collect the goodies on the ground. I see that the captain of the guard has been re-elected.
October surprise much?
Hilighting the items in question with 'K' and 'f'orbidding them works too.
Also need to be able to zoom to an object from the 'a' log so you can tell what a dwarf was trying to do when his job was aborted. I constantly have dwarves complaining about no path or misplaced items, and can't do anything about it because I have no way of knowing what they were attempting.
Highlighting a dwarf and being able to zoom to his destination would be awesome too.
AKA [PA]Ilovepandas
if you REALLY need someone to stop doing something stupid, Activate them, unpause/repause, Deactivate. they will look for a fresh task.
so is this a bug or am i a noob : B]m[/Bilitary, select capt of the guard B]v[/Biew squad..... and nothing happens? does the fortress guard not work like a standard squad? i could swear ive worked this before, am i missing something here?
Please help me farm
You don't need water to farm unless you have no sand.
What.
in general though, just make a floodgate, make a lever, install both and attach the lever to the gate... that way you can pull the lever to re-close the gate if there is too much sploosh.
'
thank you Valkun. so, they are just the police more or less, not the army?
do you guys generally keep non-FG soldiers around all the time? i think i might just leave them all in the guard since it makes happy thoughts, and then swapem to soldiering when needs be.
if i churn out some masterpiece cloaks, will people just nabem & wearem and be happy? or will they sit in a pile and rot?
I want to clear all this stone out of my fort but I don't want a stockpile 5000 sqares big outside, and i don't want to click dump on every stone.
Maybe I didn't ask my question clearly enough so here I go again.
I've got a map with a stream going north-south off the end of the map. My ground is sandy on the very top but rock if I dig anywhere. No soil anywhere, so I need to make mud by flooding a room. Now, I can't just flood it like before, I have to only flood it to a depth of 1 right? So that means I need some mechanism for controlling just how much water gets on my floors. How do I go about doing that?
Thats what i was doing wrong for so long, anyway.
Alos putting a hatch in and a room below to drain to, helps.