Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,279
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Post by Push R Truth on Oct 6, 2015 14:32:23 GMT -5
Have you tried creating a magma garbage disposal? I kinda sorta figured out a way to accidentally flood my food stores and slowly kill the fort when I was close to maybe pulling it off.
I heard it's possible. Can't confirm it yet. I'm on a fresh start and I'm staring at a necromancer tower looming in the distance.
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Post by aka Cthulhu on Oct 6, 2015 16:44:06 GMT -5
Seems like it is. In general it would be easier to create the dwarven atom smasher aka a raised bridge and squish all the junk items to vaporize them, but then if I recall if there are masterwork items destroyed it'll cause a negative thought to the maker of the item. Don't want to risk stressing my clothier and mechanic to the point of insanity.
In general what I want for the next run is a savage biome that doesn't have giant birds who only bother my dwarves with job interruptions. But not evil as I'm really not ready for weather that can kill my dwarves. Good savage biomes I think would be okay. Unicorn hunting would be nice, and their bones and leather can help with artifact creation if they're asked for by dwarves.
Also, from general curiosity I used the reveal command in test worlds to see how deep I need to go for magma, and yeesh, even on successful forts I haven't even come close to breaching that deep on a biome.
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Post by aka Cthulhu on Oct 6, 2015 18:14:27 GMT -5
Got zero meat, zero fish, and 4 edible plants. 30k in other which is pretty much all prepared lavish meals, so no danger of starvation. Also 30k booze, but this pretty much means that my cooks have no job until the food stocks are back in large amounts. Don't feel comfortable just having them lounge around, so I'll have them temporarily conscripted into the military for training. Gonna have to request a ton of food items from the human and dwarven caravans, but as it's the start of spring they're gonna have to be training for one year and three months at least before they resume their regular duties. Brewer is still on the job as I got lots of brewable plants.
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Post by aka Cthulhu on Oct 7, 2015 7:18:06 GMT -5
First ever giant kea related death. One of the haulers was outside hauling a cage to a trap when the kea attacked him. For successfully killing a dwarf, the kea received a name, but his glory was short lived as I had given orders to the lone marksdwarf to kill all the visible giant birds in the area. The marksdwarf would just stand around aimlessly if the birds are too high up in the sky, but as the giant kea was busying itself killing a dwarf it gave enough time for the marksdwarf to avenge the fallen hauler.
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Post by aka Cthulhu on Oct 7, 2015 10:10:29 GMT -5
Regarding the worn out clothing, I only gave around a couple of hundred to the elf caravan for trade, which was enough to make the trader very happy with the trade, and the total worth of those items was about 10-20k. I traded away the rest to the humans; 1,556 worn clothing on varying stages of wear and tear. Still, due to quite a bit of them being masterpiece quality, and the fact that the majority of them were only at the first stage of wear, the total trade value of all of them was 170k, traded to the merchants for about 90k of varying items.
Marksdwarf has about 50 kills, but won't be titled as he only has one notable kill - the giant kea who got named for killing a dwarf.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,279
|
Post by Push R Truth on Oct 7, 2015 11:00:37 GMT -5
You should send some particularity useless/annoying dwarves out as Bird Bait and that could help get your marksman his glory!
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Post by aka Cthulhu on Oct 7, 2015 11:12:52 GMT -5
Eventually he'll prove himself on the next goblin invasion. He's already a legendary marksdwarf, so no problem on actual combat. It does me good to see the combat report of most of the giant keas. Get hit at an important part, pass out from the pain and fall on the ground for near-fatal injuries.
Don't really need to sacrifice dwarves at the moment. The king is easy enough to satisfy, so is the mayor, while I chose the dwarf I chose as a baron has no specific favorite items, so he hasn't mandated anything at all. The metal they like to have on demands is in good supply thanks to trade, too. As for the remaining population; I'm capped at 80 to reduce FPS lag, so all in all I got a permanent military squad of 11. I bring in some jobless dwarves for some basic training once in a while, but those 11 are the main fighting force for invaders and uninvited guests. The rest usually have just one job, and a workshop specifically assigned to them by the manager. There's 15 haulers who have no other job but hauling, so it keeps everything organized in a stockpile.
So, all in all, I'm in a situation where sacrificing a dwarf is kinda not needed.
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Post by aka Cthulhu on Oct 7, 2015 12:20:12 GMT -5
Gah. Newest artifact via strange mood is an anvil. And his favorite metal is zinc. So instead of furniture for dwarves to appreciate, he goes and makes an anvil out of zinc, which can't be turned into a forge as zinc is too soft for forge use.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,279
|
Post by Push R Truth on Oct 7, 2015 12:27:02 GMT -5
^ His reward should be a nice giant dwarf-eating-birdwatching session Yes I'm a horrible and evil ruler I'm surprised they have not reached through the monitor and tried to choke me
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Post by aka Cthulhu on Oct 7, 2015 13:17:54 GMT -5
So far I'm still relatively benevolent to the dwarves, such as making sure they have lavish meals for their food, and all sorts of booze to choose from. In addition, their bedroom quality is either great or grand - even though it's styled like a great big dormitory, 3x3 room space but no walls, they still have an iron cabinet and a silver statue.
I draw the line at dwarven children, though. No work? No bedroom for you, lazy bum! At best, they take turns on one unowned bed.
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Post by aka Cthulhu on Oct 7, 2015 13:29:06 GMT -5
Also, the current fort's biome provides a ton of animal life. Animal trainer started as skilled and is already at master skill, and butcher started at zero skill and is at high master skill level already. Helps that most creatures are non-hostile. Giant keas are more of an annoyance due to the front gate defense and there was only one death of a dwarf due to them.
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Post by aka Cthulhu on Oct 7, 2015 14:14:51 GMT -5
Since I don't really need the supplies on trade, I'm shutting down a few industries for the dumbest megaproject ever. Building floors aboveground to make bridge-like structures, basically 3x3 or 2x2 floors on above ground z-levels, so my marksdwarf can reach sky level and hunt down flying creatures with more ease. As an extra, some weapon traps can be constructed on the floors to turn flying creatures who happen to pass by into ground meat.
Of course, if a flying creature were to attack, and the marksdwaf dodges... well, there's a possibility that he'll have a one-way trip to ground level.
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Post by aka Cthulhu on Oct 7, 2015 14:33:08 GMT -5
I think I'm gonna increase the population cap from 80 to 100, and have the 20 new migrants exclusively work day and night constructing the megaproject. And perhaps, I could try making it more like several small towers with stairs on several areas on the map, with bridges connecting them to each other for easy travel, though that would take more blocks to finish.
Not that I'm gonna run out of blocks anytime soon. Only got one mason, and aside from making querns when the noble requests them, all he's been doing since he arrived on the fort during the first year is make nothing but rock blocks. The blocks I've used for bridges, wells, and special rooms have been all made from the forge.
Why did I make those rock blocks without the intent to use them? Because it's one of those little nagging things where I'm uncomfortable having an idle dwarf.
Hmm... basically 6 entry-exit towers. Nothing fancy, just up stair and down stairs, 3 tiles each, and a 3x3 starting point. 6 towers, one on each corner of the map, and the middle part of the map. Then connect each of them with a 1x1 bridge, maybe, or 3x3 at best. Don't want the entire sky covered.
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Post by aka Cthulhu on Oct 8, 2015 11:59:23 GMT -5
Hmmm, got a nice weapon artifact for once. Dwarf gets into a strange mood and claims a forge, so it's either weapons, armor, furniture, or crafts. Best one would be a weapon, as armor can end up as artifact gauntlets or boots, which doesn't come in pairs. Value wise, dwarf specifically demanded steel bars, which made me really hope for a weapon. He also demanded logs, which is meh since there's not a lot of high value logs, then bones which I'm not sure which type is the best so I went with the bones of that kea who killed a dwarf. Luckily, he also demanded three cut gems - and thanks to caravans I have pink and green cut diamonds for use. Lastly, he wanted silk and thanks to a spinner I got some masterpiece quality silk cloth, so whatever the result was it was gonna be high value.
And, as luck would have had it, he made a weapon. A steel mace - normally for artifact blunt weapons platinum would be the best material. Steel and silver are good for normal weapons, so it's all good. Value is 320k, which should help attract invaders to the fort.
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Post by aka Cthulhu on Oct 8, 2015 14:27:42 GMT -5
Looking at the stocks, food items can be ridiculously high in value, mostly due to stacking. Usually lavish meals have stacks of 20-40 units, which is already fetches a decent price at around 3-4k. On the other hand, a stack of rhino meat with 261 units that luckily turned into a lavish meal that's masterpiece quality is worth a whopping 78k - so far the highest trade value, nearly double the price of a masterpiece steel trap disc.
For most part, the only food items that get put into large stacks are the meats I get from butchering the same species, such as rhinos and the giant monitor lizard, flour that was milled in the fort in slightly lesser stacks, and booze. As the dwarves seem to avoid using liquids as ingredients as much as possible, big stacks of lavish booze meals are rare.
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Post by aka Cthulhu on Oct 8, 2015 19:52:23 GMT -5
Sometimes I wonder if my marksdwarf has terrible aim, or really good aim and is just a complete psycho.
Like here's what usually happens on a flying creature.
Iron bolt hits giant bird in wing, or leg. The hit chips the bone, and most likely the bird faints from the pain leading to it crashing to the ground. Body parts are broken, and in some cases explodes into gore.
Instead of doing a head shot, the marksdwarf proceeds to hit every part except the head. The guts is often a popular spot, leaving to puking, then retching once there's nothing left to puke.
Shooting continues until bird is dead or marksdwarf is out of bolts... who then proceeds to bash the bird with the crossbow.
Like seriously, my melee dwarves often end a kill quickly with hits around the head.
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Post by aka Cthulhu on Oct 8, 2015 21:17:13 GMT -5
Success! Giant monitor lizard eggs have hatched. First generation had parents caught from the wild; can't be tamed, only trained. Their children were born trained, and only a small amount of them were tame via training. Now, those tame lizards have brought forth tame children, so far 18 of them, but the second lizard also has eggs that might hatch soon.
Considering adding more females to increase production of offspring. Got two females right now, and before this hatching, each of them had two batches of unfertilized eggs. There's no way to tell if a batch of eggs if fertilized or not. Best thing to do is chain a male and female next to each other and hope the eggs are fertilized. Takes two to three seasons for an egg to hatch. Dwarves will haul away eggs, whether they're fertilized or not, so best to forbid whatever type of egg you're hoping to breed so they won't be cooked or hauled into a stockpile. If the seasons pass and the eggs don't hatch, then it's time to unforbid them as new eggs won't be laid unless the old ones are taken away from the nest, then quickly disable it once the unfertilized eggs are stored away.
So really considering if I should have more giant monitor lizard for egg-laying purposes. Don't really need the products from processing the lizards, but I want 'em.
I could also consider starting a breeding program of giant birds. On the other hand, the giant birds don't lay a ton of eggs; 5 at most while the giant monitor lizard can lay around 15-25.
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Post by aka Cthulhu on Oct 9, 2015 5:52:35 GMT -5
Still need two to three years before the rhino calves mature. Probably gonna butcher all of them, as they're a slight drain in the fort's productivity. Since they're grazers, they need to be above ground to eat - unlike non-grazing animals who can be kept locked underground. Half the time they get out of their pasture, needed one dwarf to herd them back into the pasture, which can take a lot of time dragging them back.
Also considering how I should lay out the monitor lizard breeding area. Initial plan is to get rid of the second male, and only keep one. Breeding area will be a 3x3 space. Male is chained at the center; NW, SW, NE, and SE will have the females chained, and N, E, W, and S will have the nest boxes. It'll be underground, as the current area, while inside the fort is close to the entrance - and when eggs hatch the little buggers run around outside which takes a ton of time to cage them.
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Post by aka Cthulhu on Oct 9, 2015 11:56:57 GMT -5
A crossbow bolt hit a giant kea in the leg, with the bird 15 z-levels up in the sky. The giant kea fainted and came crashing down to the second above-ground level where I'm constructing a giant roof, creating a lovely puddle of blood surrounding the impact area. If I used steel or silver blocks the damage from the impact may have been higher, but alas it's more or less enough to nearly finish the job.
Instead of a massive multi-level bridges, I simply went with the roof - less blocks to use, less time to make. The ones below won't be too bothered by keas flying everywhere and it shields cave-adapted dwarves from getting nauseated by the sun while still conveniently being above-ground tiles for above-ground farming.
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Post by aka Cthulhu on Oct 10, 2015 1:42:30 GMT -5
The roof area is more or less completed. It shields the dwarves that hang around the outside area near the entrance... and since they tend to move around a lot, that's a lot of area to cover... roughly around 2k blocks used. Now time to pave some roads for easy caravan access.
Unlike floors, paved roads take less blocks to use. A 10x10 floor requires 100 blocks, while a paved road only needs around 26. On the other hand, paved roads can't be placed on open air - floors can but requires to be built next to surface that can be stood on, and furniture can't be placed on roads. Roads also take on the color of the first bar/block used on it... so basically you can use one gold bar first and the rest would be common stone blocks and the road will be colored gold. Unlike floors where using different blocks will result in a non-uniform color. Roads also can provide a happy thought to dwarves depending on the quality of its creation, so I plan to pave some roads underground so it can reduce stress.
Also, the roof area is already providing a nice bonus. Markdwarf is stationed up there and is happily sniping down all the giant kea.
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