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Difference between revisions of "User talk:Sev"

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(Can sparring be modded?)
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Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)
 
Love your fort journal. Mind if I steal the idea for my user page as well? -- [[User:Ehertlein|Ehertlein]] 17:25, 20 August 2008 (EDT)
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::Seconded! Keep on writing! -- [[User:Blank|Blank]] 11:40, 2 September 2008 (EDT)
  
 
Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --[[User:Ehertlein|Ehertlein]] 01:34, 26 August 2008 (EDT)
 
Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --[[User:Ehertlein|Ehertlein]] 01:34, 26 August 2008 (EDT)
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:[[Dwarf_Companion]] has a heal function which should at least get your permanently lame dwarf back into action.  I did get a decreased frequency of injury when I went to the strategy of training up all my military dwarves as heavily armored Wrestlers before giving them weapons, but that only kept it from getting awful -- it's still annoying.  If you search the forums [http://www.bay12games.com/forum/index.php] for 'sparring' you'll get a bunch of discussion about this. --[[User:Sev|Sev]] 01:56, 26 August 2008 (EDT)
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===Blade Weed===
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With regard to your lament about [[Blade weed]], the page itself gives the answer: Blade Weed isn't a brewable, it's used to make dye. --[[User:Nekojin|Nekojin]] 02:20, 27 August 2008 (EDT)
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:Also, to answer your other question: They grab the closest straight-line valid item. If there's a valid item 2 squares away on the other side of a wall that they have to walk 30 steps to reach, and one three steps away without anything in the way, they'll go grab the one on the other side of the wall. --[[User:Nekojin|Nekojin]] 02:24, 27 August 2008 (EDT)
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: I know it's not a brewable -- that's my point!  It's piled up next to the MILL becuase I want to MILL it.  The dwarves are wandering off to get the FAR AWAY (two floors and twenty squares as the crow flies) longland grass and cave wheat instead of using the VERY VERY CLOSE (three squares away) blade weed.  This is exactly why I'm lamenting! --[[User:Sev|Sev]] 02:36, 27 August 2008 (EDT)
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::Hmm. Yes, I misread what you said before. Then I don't know the answer. Maybe the Mill gives a higher priority to food processing than dye processing? Try locking a dwarf in a room with just the mill and the Blade Weed stockpile, and see what happens. --[[User:Nekojin|Nekojin]] 14:16, 27 August 2008 (EDT)
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:::Locking the miller in seemed to help, or at least, when she wanted something outside the room, she'd cancel the job which meant I could wait for the notification instead of having to sit there and watch.  What finally seemed to do the trick -- or, what happened coincidentally at the same time as the miller decided to focus on milling dyes -- was ensuring that there were no bags of non-dye already-milled products anywhere in the vicinity.  It's possible that the presence of a bag of longland flour was inspiring her to go fetch longland grass.  It's also possible that there was a lag between when the barrels went into the stockpile and when they became available for use, and that me screwing around with the milled items stockpile just gave them enough time to free up. --[[User:Sev|Sev]] 16:18, 27 August 2008 (EDT)

Latest revision as of 15:40, 2 September 2008

Love your fort journal. Mind if I steal the idea for my user page as well? -- Ehertlein 17:25, 20 August 2008 (EDT)

Seconded! Keep on writing! -- Blank 11:40, 2 September 2008 (EDT)

Just read your last journal entry, I too have a dwarf laid up in the barracks with an injury from sparring. I have to agree, if I could change one thing about DF it would be the killing of dwarves while sparring. I only have 5 military dwarves, and my fort has only been around for 3 years and already I have a permanently lame dwarf. Those aren't good stats. Does anyone know if there is a way for me to change that in my game? --Ehertlein 01:34, 26 August 2008 (EDT)

Dwarf_Companion has a heal function which should at least get your permanently lame dwarf back into action. I did get a decreased frequency of injury when I went to the strategy of training up all my military dwarves as heavily armored Wrestlers before giving them weapons, but that only kept it from getting awful -- it's still annoying. If you search the forums [1] for 'sparring' you'll get a bunch of discussion about this. --Sev 01:56, 26 August 2008 (EDT)

Blade Weed[edit]

With regard to your lament about Blade weed, the page itself gives the answer: Blade Weed isn't a brewable, it's used to make dye. --Nekojin 02:20, 27 August 2008 (EDT)

Also, to answer your other question: They grab the closest straight-line valid item. If there's a valid item 2 squares away on the other side of a wall that they have to walk 30 steps to reach, and one three steps away without anything in the way, they'll go grab the one on the other side of the wall. --Nekojin 02:24, 27 August 2008 (EDT)
I know it's not a brewable -- that's my point! It's piled up next to the MILL becuase I want to MILL it. The dwarves are wandering off to get the FAR AWAY (two floors and twenty squares as the crow flies) longland grass and cave wheat instead of using the VERY VERY CLOSE (three squares away) blade weed. This is exactly why I'm lamenting! --Sev 02:36, 27 August 2008 (EDT)
Hmm. Yes, I misread what you said before. Then I don't know the answer. Maybe the Mill gives a higher priority to food processing than dye processing? Try locking a dwarf in a room with just the mill and the Blade Weed stockpile, and see what happens. --Nekojin 14:16, 27 August 2008 (EDT)
Locking the miller in seemed to help, or at least, when she wanted something outside the room, she'd cancel the job which meant I could wait for the notification instead of having to sit there and watch. What finally seemed to do the trick -- or, what happened coincidentally at the same time as the miller decided to focus on milling dyes -- was ensuring that there were no bags of non-dye already-milled products anywhere in the vicinity. It's possible that the presence of a bag of longland flour was inspiring her to go fetch longland grass. It's also possible that there was a lag between when the barrels went into the stockpile and when they became available for use, and that me screwing around with the milled items stockpile just gave them enough time to free up. --Sev 16:18, 27 August 2008 (EDT)