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reignofevil posted:I make a massive food stockpile usually near my kitchens and main food hall and other than a stockpile at the bar for booze and one for seeds by the farm I just let the gods sort it out. Doesn't even matter whether I put a goblet stockpile nearby the big stockpile because eventually so many cups are just lying around down there everything works out. Same. I sometimes try to organize it more but it always ends in failure and it's easier to just build a giant room full of mushrooms and rendered fat.
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# ? May 18, 2018 14:33 |
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# ? May 28, 2024 05:37 |
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reignofevil posted:I make a massive food stockpile usually near my kitchens and main food hall and other than a stockpile at the bar for booze and one for seeds by the farm I just let the gods sort it out. Doesn't even matter whether I put a goblet stockpile nearby the big stockpile because eventually so many cups are just lying around down there everything works out. gently caress, I knew I was missing something. Yes, I also have stockpiles for useful seeds and one for drinks. Of course. If I'm doing any surface farming I have a seperate stockpile on the surface for those seeds. I usually don't have any armor when the first goblins show up because I've been too busy organizing my dozens of stockpiles.
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# ? May 18, 2018 18:53 |
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neogeo0823 posted:How do you guys sort out stockpiles for kitchen and still? I know I want a separate pile in the meeting hall for the actual prepared meals and drinks, but do you generally keep a stockpile for your unprepped foods and brewable plants? Or do you just mix all the raw ingredients together and let the dwarves sort them out with the work orders? * 1 absurdly large stockpile, takes overflow from just about everything else, gives to all stockpiles below. * 1 workshop stockpile, takes plants and meat/fish/fat from stockpile 1 above. * 1 farm stockpile, takes seeds in bags only, no barrels. * 1 tavern stockpile, takes booze and prepared food. * 1 dye stockpile near the tailor's, only takes dye. All stockpiles except the farm stockpile have seeds off and barrels on. All stockpiles have eggs forbidden, because I want them to leave the laying hens alone, plus liquid and milled plants because IIRC they have issues with containers.
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# ? May 18, 2018 19:44 |
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Sweet, that helped get some of the kitchen poo poo sorted nicely. Protip: Apparently there's a bug in the game right now where if you move a liquid, like milk or beer, via DFHack, the liquid moves, but not the container it's in. Or the container moves as a separate thing, I'm not 100% sure. All I know is I figured this out after trading for a poo poo load of drinks from the caravan, and then almost had my whole fort get dehydrated because I had over 300 units of booze in a puddle on a single tile and no one could drink it. The next question I have is in regards to manager work orders. I've got a job set for rendering fat, set as an infinite order, no conditions, checked seasonally. About every 15 seconds in game though, I get a job cancellation from some random dwarf trying to do the job. How do I get the job to only be checked and run once a season?
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# ? May 22, 2018 00:20 |
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With no condition on an infinite order it will activate until it cannot craft anymore. Then the next season it will enabled again (I'm pretty sure). You're going to get that cancellation every season when you run out of fat to render. There's no way to stop that unless your condition limits things.
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# ? May 24, 2018 07:49 |
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i think your problem is pretty specific to rendering fat because i'm pretty sure that job uses the full <animal> fat stack at once, but if you have a lot of different butchered animals it's hard to determine how many orders you should have, since they all have different <animal> fat stacks. i would create a small order of like 2 or 3, then add condition from reagents and have something like atleast: 3 or something. Then you'd only get, at most, a couple of cancellations a season. darkhand fucked around with this message at 17:30 on May 24, 2018 |
# ? May 24, 2018 17:02 |
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Doesn't fat get rendered into tallow automatically? Why do you need to set up a job order for it?
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# ? May 24, 2018 17:59 |
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I think dfhack auto-renders fat by default yes, but it's pretty annoying (it interrupts cooking jobs) so it's very understandable why you'd want to disable that. Also for some reason dwarf cooks almost always beeline for the tallow to put in their roasts if you forget to forbid it from cooking.
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# ? May 24, 2018 18:32 |
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DFHack will automatically ban tallow from cooking, won't it?
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# ? May 24, 2018 22:03 |
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Good Grief stress is a thing in 44.10.
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# ? May 26, 2018 21:23 |
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quote:I'm also planning on toning down the memories from seeing little corpse bits like teeth which can now traumatize people for the rest of their lives, and making other related changes. Moridin920 fucked around with this message at 21:30 on May 26, 2018 |
# ? May 26, 2018 21:25 |
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That's good. As funny as it was the first couple of times I am getting a tiny bit tired of checking a dwarf's thoughts and seeing this -
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# ? May 26, 2018 21:29 |
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Goodguy3 posted:That's good. As funny as it was the first couple of times I am getting a tiny bit tired of checking a dwarf's thoughts and seeing this -
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# ? May 27, 2018 01:58 |
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Love the one positive thought about felling a tree, there.
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# ? May 27, 2018 02:17 |
Toady doing his classic bit of tossing in a Game Changer out of nowhere. Closing in on Hill Dwarves:Toady posted:You can now give your squad dwarves orders to stay at sites they've conquered, or to demand a site's capitulation if you'd like to avoid a fight and still occupy it. Dwarves sent on these missions will form a new site government with an administrator, just as has happened previously in the non-player battles, and the site will become part of your unofficial holdings, sending tribute. You can view all of your categorized holdings with a new map overlay that also shows the diplomacy state with other civilizations. I haven't seen one, but I imagine they are vulnerable to insurrections, like all occupations.
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# ? May 27, 2018 02:23 |
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Toady posted:In particular, being able to recall your soldiers and send your civilians out to the hills is in the works, though we're also trying to get the next release together as soon as we can, so it will be a bit thin until a followup release. At the very least, we'll have hillocks around your fortress and some kind of interaction with them in place for next time. So in theory a fort could accept every single petitioner and then send all the excess bards and monster hunters along with the surplus cheese artisans and soap makers to the suburbs, tracked as more abstract and cpu saving population stats?
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# ? May 27, 2018 05:48 |
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Make sure it's a suburb between you and the goblins.
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# ? May 27, 2018 08:45 |
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Maarak posted:So in theory a fort could accept every single petitioner and then send all the excess bards and monster hunters along with the surplus cheese artisans and soap makers to the suburbs, tracked as more abstract and cpu saving population stats? oh my god please let this happen
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# ? May 27, 2018 18:45 |
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meh call me when we have dwarven urban sprawl and dwarven yuppies
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# ? May 28, 2018 02:28 |
And when the economy is re-enabled we can have dwarf gentrification.
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# ? May 28, 2018 02:50 |
Is this thread still alive? What on earth is going on here: He's now starving/dehydrating to death because, well, can't eat or drink. Nettle Soup fucked around with this message at 10:55 on Jun 9, 2018 |
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# ? Jun 9, 2018 10:40 |
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Just pour the beer into the open end.
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# ? Jun 9, 2018 10:59 |
Nettle Soup posted:Is this thread still alive?
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# ? Jun 9, 2018 11:03 |
Is he secretly a vampire or something? Definitely post it and a big report
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# ? Jun 9, 2018 15:09 |
He's been tired/starving/dehydrated for almost a year now.
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# ? Jun 9, 2018 17:11 |
Can vampires even get Winded?
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# ? Jun 9, 2018 17:35 |
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Zereth posted:Can vampires even get Winded? If his upper body is gone, he has no lungs. That's probably why he's winded. No air. Edit: Wait are all the body parts greyed out on his status? Is he supposed to be a ghost?
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# ? Jun 9, 2018 22:10 |
All the body parts are greyed out yeah. Both his upper and lower body are missing. https://www.dropbox.com/s/jfxsgv31tmy34u9/broken%20dwarf%20save.zip?dl=0 Here's the save if anyone is bored. He's in the drink stockpile next to the dining halls. Don't wait around too long though, everyone is about to turn into weregoats. V 100% not a ghost. Nettle Soup fucked around with this message at 22:59 on Jun 9, 2018 |
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# ? Jun 9, 2018 22:56 |
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Nettle Soup posted:All the body parts are greyed out yeah. Both his upper and lower body are missing. Are you sure that isn't a ghost? Although I've never seen a ghost get winded or thirsty...
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# ? Jun 9, 2018 22:58 |
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Whoever rescued and then operated on that dwarf is a medical genius but has created a MONSTER Gotta be a dead flag didn't fire properly bug or something though - 'upper body missing' is something I usually see on dead dwarves' info pages. COMRADES fucked around with this message at 07:16 on Jun 11, 2018 |
# ? Jun 10, 2018 03:11 |
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Just pour some beer into Urist McWolverine's mouth, he'll get this regeneration thing sorted out soon enough
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# ? Jun 10, 2018 09:39 |
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How is an entity handled, it's a software bucket full of limbs and when a limb gets detached it's deleted from the list and a new entity detached_limb is created on the ground? Could there be an entity without any limbs? How does it know whether a bisected entity "is" the upper or the lower half?
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# ? Jun 11, 2018 11:40 |
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If I recall correctly, the "person"/soul/etc is associated with the upper torso, and everything else is various attached bits that can get lopped off.
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# ? Jun 11, 2018 13:50 |
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Aren't DF entities like trees with a "root" which is the skull (or body? maybe in some headless creatures) and then branching body parts?
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# ? Jun 11, 2018 13:54 |
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Clearly, the soul of a dwarf resides in the nape.
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# ? Jun 11, 2018 13:55 |
reanimated corpses are bodies without souls ghosts are souls without bodies a fell dwarf can end up grabbing and murdering a ghost for his craft, but the lack of a body to actually do stuff with makes him immediately find another victim
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# ? Jun 11, 2018 16:38 |
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Pharnakes posted:There's plenty of species mods. Unfortunately none of them are dwarves and even more unfortunately most of them are cat girls. The orks are cool though. https://steamcommunity.com/sharedfiles/filedetails/?id=1400238872 "Pipe weed seems higly addictive. With one smoke every 3 days, I already have 4 addicts (over 13 dwarves) after approximativly a year. The addiction is not really a problem, but they also develop tolerence and then asthma ! Seems a bit out of LOTR lore here." So there's that. GreenMarine fucked around with this message at 18:44 on Jun 11, 2018 |
# ? Jun 11, 2018 18:42 |
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There is indeed, but it did only come out last week. The drugs bit is just standard Rimworld though.
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# ? Jun 11, 2018 19:32 |
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I'm known as Lord of the Rims down at the gay bar
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# ? Jun 11, 2018 19:51 |
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# ? May 28, 2024 05:37 |
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The number of actual body parts become very clear when you're dealing with risen dead and all your fighting mans use slicing weapons.
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# ? Jun 12, 2018 00:14 |