Bay 12 Games Forum

Dwarf Fortress => DF Gameplay Questions => Topic started by: Hortun on November 05, 2009, 09:56:53 pm

Title: The 40d Little Questions Thread
Post by: Hortun on November 05, 2009, 09:56:53 pm
Here's a thread for all the little questions that were too small to make their own threads for. And as an excuse to make a thread to ask this. :P


I always wondered; does butchering baby animals yield less meat and bone than butchering the adults? I've always just killed things as they pop out in fear of catsplosion or donkeysplosion or whatever animal they might be, but I'm thinking twice now that I'm breeding giant scorpions and eagles.

edit: Some people want to leave this as a 40d questions thread, and since there is a 2010 question thread here (http://www.bay12forums.com/smf/index.php?topic=52208), we can go with that.
Title: Re: The Little Questions Thread
Post by: They Got Leader on November 05, 2009, 10:19:20 pm
Im pretty sure the only difference between adult and non-adult animals are just that. Name. They should be equal, seeing as how you can just remove the baby tag and voila! instantly adult animals when born...
Title: Re: The Little Questions Thread
Post by: hitto on November 05, 2009, 10:32:07 pm
The wiki says different.
Title: Re: The Little Questions Thread
Post by: They Got Leader on November 05, 2009, 10:35:16 pm
Really now? I cant seem to find a yes or no anywhere on the wiki. Link please?
Title: Re: The Little Questions Thread
Post by: Albedo on November 05, 2009, 10:43:51 pm
2/3 bones, meat and fat, rounded up.
Title: Re: The Little Questions Thread
Post by: Skorpion on November 05, 2009, 10:57:45 pm
Baby animals do, in fact, give less parts. Wait for them to mature, THEN kill them!
Title: Re: The Little Questions Thread
Post by: Hortun on November 06, 2009, 12:20:46 am
Wonderful, thanks for the info!

And don't forget this thread can be used for other little questions that others might have, too. :)
Title: Re: The Little Questions Thread
Post by: ricemastah on November 06, 2009, 01:06:32 am
Baby animals do, in fact, give less parts. Wait for them to mature, THEN kill them!

Unless they are cats, or in this case kittens, then you butcher them right away and make mittens!
Title: Re: The Little Questions Thread
Post by: Albedo on November 06, 2009, 03:45:37 am
Wait for them to mature, THEN kill them!

With cats and puppies you only lose 1 to the stack, so the wait might not be worth it.  Takes a dwarf-size critter or better to lose 2 to the stack iirc.
Title: Re: The Little Questions Thread
Post by: Auldrin on November 06, 2009, 06:25:14 am
I'd say especially cats, unless you want to murder your quadruple legendary x when one random kitten "adopts" it. It's really not a whole lot of food for the risk/effort.

Small question! What sort of wealth is required to get megabeast attacks in a fortress?
Title: Re: The Little Questions Thread
Post by: smjjames on November 06, 2009, 06:37:17 am
No idea, haven't had a megabeast attack. I'd figure many millions.
Title: Re: The Little Questions Thread
Post by: Blood-Dwarf on November 06, 2009, 07:55:05 am
i had a dragon attack me once in a not so good fortress and a hydra in a well working but not that rich fortress. population was 100+ in both so that point may be valid.

relevant parts from the wiki:
Quote
The type of megabeast appears to be random, but the timing may not be. A certain wealth or a population of around 100 may trigger one...depending on what has survived world generation.
Title: Re: The Little Questions Thread
Post by: Auldrin on November 06, 2009, 08:07:42 am
May be population that's holding me back then, I've never gone to 100 yet.
Title: Re: The Little Questions Thread
Post by: Hortun on November 06, 2009, 05:22:30 pm
Regarding the megabeasts, I got my first titan invader about a season after the king came. About 150 dwarves and 400-450 million dorfbucks. I'd just go by what the wiki said, I guess.


I've got another question. I'm preparing to strike the HFS pit and was carving out fortifications when I wondered something. If I have to fortification walls parallel to each other and marksdwarves shooting through both sides, will I have to worry about my marksdwarves missing and hitting other dwarves on the other side? And if war dogs are in the same tunnel, will I have to worry about them getting hit with friendly fire?
Title: Re: The Little Questions Thread
Post by: DaPatman on November 06, 2009, 05:28:36 pm
I'm fairly confident friendly fire only happens with ballistae.
Title: Re: The Little Questions Thread
Post by: Auldrin on November 06, 2009, 05:34:22 pm
I can't even comprehend 450 million wealth. I keep getting happy and dug in just as I realise my site is made of fail for resources, though  :'(
Title: Re: The Little Questions Thread
Post by: Hortun on November 06, 2009, 05:42:42 pm
I'm fairly confident friendly fire only happens with ballistae.

Awesome, that makes things much easier. Thanks!

I can't even comprehend 450 million wealth. I keep getting happy and dug in just as I realise my site is made of fail for resources, though  :'(

The only reason my fort was so dang wealthy was because 100% of it was engraved and I was lucky enough to hit two big platinum veins as well as some gold, silver, and tetrahedrite. Then you can import tons of high value ingredients for making very expensive meals. It's also about 8 years old, so it took some time to build up to that. No economy either :P


And I just thought of one more thing! I have temperature turned off to keep the FPS up, but will that stop creatures like Spirits of Fire from doing damage?
Title: Re: The Little Questions Thread
Post by: Auldrin on November 06, 2009, 06:16:53 pm
Should do for the "everything burns" damage.
Title: Re: The Little Questions Thread
Post by: Albedo on November 06, 2009, 07:21:23 pm
I'm fairly confident friendly fire only happens with ballistae.

Confirmed.

Can't hurt friendlies with crossbows or catapults, no matter how hard you try.
Title: Re: The Little Questions Thread
Post by: Grendus on November 06, 2009, 07:37:50 pm
Didn't know that catapults were safe. I always assumed they were merely so inaccurate that the odds of hitting a friendly with them were pathetically low (heck, the odds of hitting a hostile with them are pretty pitiful).

As for megabeasts, I usually see them show up at roughly the same time as the goblins do, give or take a season. I've always assumed their arrival triggers are the same as goblins, just hardcoded (which would be a nice thing to put in the raws, come to think of it, so you could set up a mod with periodic megabeast attacks that grow in strength).
Title: Re: The Little Questions Thread
Post by: Albedo on November 06, 2009, 07:50:33 pm
(heck, the odds of hitting a hostile with them are pretty pitiful).

Couldn't quote numbers, but catapults can be moderately accurate if they're maxed out.  If the target is stationary, like during a siege or with some creatures, they can do the job.  But, yeah, they are not in the "one shot, one kill" category, no doubt.  ;)

I don't think ballistae are any better, they're just low-flying jets that cut a swathe thru anything they cross, so they don't have to target a specific tile.
Title: Re: The Little Questions Thread
Post by: Auldrin on November 06, 2009, 08:20:35 pm
Well I've had gobbo seiges even on my small fortresses (80 population is very much incorrect, I can say that at least) but still no megabeasts.
Title: Re: The Little Questions Thread
Post by: Skorpion on November 07, 2009, 11:43:56 pm
So, I just realised that my elf drowner is a temple to armok in all but altar. It seals and floods, and has a whole rack of spikes on constructed soap floors for making the process quicker.
It just needs an altar. What should I use for this? An anvil? Tables?

Also, should I rip out the kimberlite block trade depot, pave the entire room with soap instead of just a few bits, and then make the depot out of soap?
Or would that be a bit much?
Or should I make it out of an obvious wood product?

Fuck it. Clear glass block trade depot. It's shiny, it's valuable, and it wipes clean!
Title: Re: The Little Questions Thread
Post by: HAMMERMILL on November 07, 2009, 11:53:23 pm
Catapults will hurt friendlies if they happen to be right next to, or on top of the catapult's target when the stone lands. It has something like an area of effect.

Otherwise its completely safe to fire unless the catapult targets some hoary marmot a hunter is wrestling to death.

I always wondered why some fortresses will let you make coats from the clothier's workshop while other don't. I thought it depended on how cold the embark site was but no dice.

I also wonder if degraded clothing and armor (XX Cow Leather Tunic XX) has any effect on its damblock or anything besides its value.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 08, 2009, 12:50:39 am
I always wondered why some fortresses will let you make coats from the clothier's workshop while other don't. I thought it depended on how cold the embark site was but no dice.

It's civ-dependent. Each civ randomly determines its clothing, but there are usually a few constants. Humans, for example, have the widest variety of clothing. They can wear capes and braies instead of cloaks and socks, or togas and short skirts instead of tunics and trousers.

I also wonder if degraded clothing and armor (XX Cow Leather Tunic XX) has any effect on its damblock or anything besides its value.

My suspicion is no. But I've no evidence to back that up.
Title: Re: The Little Questions Thread
Post by: Iverum on November 13, 2009, 04:54:02 pm
To avoid creating another thread I'll use this one.

So, I have a minor issue concerning economic stones. I've looked through the wiki and forum for any hint of what might be wrong, but so far there is nothing I can tell. The stone is not forbidden, and it sure isn't economic. I have a huge stockpile of stone outside my fortress consisting of a mix of economic stone, like obsidian, and normal stone, like microcline.

The issue is with my new Mason's Workshop. I already have one, and it's building the standard mix of doors and tables. However, whenever I try to assign a task to the new one the task is canceled due to a lack of non-economic stones. That's a blatant lie and I think he's just lazy.

Any ideas as to what might be causing this?
Title: Re: The Little Questions Thread
Post by: TheDeadlyShoe on November 13, 2009, 05:03:06 pm
Probably: He can't path to the stone for some reason.
Title: Re: The Little Questions Thread
Post by: Iverum on November 13, 2009, 05:06:19 pm
That would be it. Thank you.
Title: Re: The Little Questions Thread
Post by: ed boy on November 13, 2009, 05:47:33 pm
there is currently a limit on how many artifacts one can have at any time, based on the init files and how many tiles are mined out.

does reclaiming reset this limit?
Title: Re: The Little Questions Thread
Post by: Skorpion on November 13, 2009, 06:17:03 pm
Are any humanoids edible?

Namely, can I eat troglodytes?
Title: Re: The Little Questions Thread
Post by: Auldrin on November 13, 2009, 06:24:02 pm
I think they're all edible, but there're restrictions on butchering/trophy-making on some civs (Dwarven included), can be changed in the raws.
Title: Re: The Little Questions Thread
Post by: Skorpion on November 14, 2009, 01:00:54 am
Might be time for that humanoid processing mod, then.
Title: Re: The Little Questions Thread
Post by: Blargityblarg on November 15, 2009, 12:20:10 am
Furthermore, are the bits of humanoids found in some Funhouses edible?

i.e. the elf, dwarf and human meat sitting around in the hole of shiny good blue stuff?
Title: Re: The Little Questions Thread
Post by: Jay on November 15, 2009, 12:31:55 am
I'm too much of a veteran to have anything to ask about.
I know the three solutions to everything; fun, carp, or magma.

But I can shamelessly plug my link repository.
I have all kinds of stuff there, that might save you having to ask your question.  Check it out.
See the link in my signature.

(I was told I don't advertise it enough in this forum..)
Title: Re: The Little Questions Thread
Post by: Firnagzen on November 15, 2009, 12:49:06 am
Furthermore, are the bits of humanoids found in some Funhouses edible?

i.e. the elf, dwarf and human meat sitting around in the hole of shiny good blue stuff?

Sadly no. In other news, I am pleased that I was able to outstare your avatar.
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 15, 2009, 02:03:24 am
I recently acquired a handful of Rhesus Macaques and want to start taming them. I tasked the tame animal task a few times at the kennels and waited. My animal trainer didn't tame any of them, the tasks vanished from the list and none of the captured rhesus' got a tame tag.

What am I doing wrong here?

Also, will big piles of items laying around cause a significant performance hit?

Thanks for any answers!
Title: Re: The Little Questions Thread
Post by: blue emu on November 15, 2009, 03:56:52 am
What am I doing wrong here?

I thought only your Dungeon Master could tame exotic creatures.
Title: Re: The Little Questions Thread
Post by: Grendus on November 15, 2009, 11:51:13 am
What am I doing wrong here?

I thought only your Dungeon Master could tame exotic creatures.

Rhesus Macaques are not exotic, any dwarf can tame them. It's possible you have no food the rhesus monkeys like - though I'm pretty sure it uses a default "food" requirement not requiring meat for carnivores and plants for herbivores, for example. It could be there's no path to them. Try building the cages, I haven't tamed wild animals in a while but that could be the problem.

Well I've had gobbo seiges even on my small fortresses (80 population is very much incorrect, I can say that at least) but still no megabeasts.

Goblins have three triggers in their entity file - population, created wealth, and exported wealth. If you pass any of their thresholds, they siege. So 80 population, massive exported wealth, or massive created wealth will trigger them, not necessarily all three. I'm just guessing you were producing lots of wealth.

Also note that dead dwarves count towards this total. If due to some dwarfy funtm your 80 population fort has 10 live dwarves burying the other 70, the goblins will still be triggered and arriving soon.
Title: Re: The Little Questions Thread
Post by: Tirin on November 15, 2009, 12:57:50 pm
I recently acquired a handful of Rhesus Macaques and want to start taming them. I tasked the tame animal task a few times at the kennels and waited. My animal trainer didn't tame any of them, the tasks vanished from the list and none of the captured rhesus' got a tame tag.

What am I doing wrong here?

Which Tame Animal are you using? I often find myself choosing Tame Small Animal, thinking Tame Large Animal is for big stuff like unicorns, bears, or megabeasts. But Small is vermin, Large is everything else.



Quote
Also, will big piles of items laying around cause a significant performance hit?

Thanks for any answers!

Yes, though the values of "big" and "significant" may vary.  :D
Just about everything you do adds to what DF has to keep track of. With enough items you'll start to feel it. When and how bad may depend on your computer.
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 15, 2009, 03:40:06 pm
Building the cages fixed it.

Thanks for the help!
Title: Re: The Little Questions Thread
Post by: Blood-Dwarf on November 15, 2009, 05:54:04 pm
a dragon just appeared on my map but it doesn't want to come near my entrance.
will it eventually leave or will it stand there forever?
Title: Re: The Little Questions Thread
Post by: hitto on November 15, 2009, 07:12:45 pm
Maybe your fort is so well-protected that it simply can't find a path to the entrance?

If I melt my metal barrels/bins containing drinks/items, will the dorfs think about pouring/transferring them into another barrel first, (and when they will be mass-designed)? I learned the hard way that dumping the wooden ones is very good cleaning - everything goes.
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 15, 2009, 08:24:32 pm
New dilemma! Two of my champions have started sparring! Except..they haven't stopped sparring. In fact, they have been sparring for so long now that they are both getting pretty close to dieing of dehydration.

How can I make them stop?
Title: Re: The Little Questions Thread
Post by: kelumhi on November 15, 2009, 11:26:03 pm
so walls are completely impenetrable, less flying creatures. and walls+ ceiling is completely impenetrable period?
Title: Re: The Little Questions Thread
Post by: Auldrin on November 16, 2009, 09:46:39 am
Stopping champions sparring... put them on duty, they should realise they need to drink. Walls+ceiling is impassable, flying creatures don't understand that they can fly over walls but occasionally do it by accident.
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 16, 2009, 09:58:37 am
Stopping champions sparring... put them on duty, they should realise they need to drink.

Tried that but they still won't stop. I've also tried switching out their equipment, dumping their inventory items, and building a workshop on top of them.

I'm gonna try channeling out the floor beneath them when I get home from work later..
Title: Re: The Little Questions Thread
Post by: Blood-Dwarf on November 16, 2009, 10:13:26 am
that dragon still stands around where it appeared on the map :(
i noticed that there is a murky pool in front of the dragon with a goblin in it.
could this be the reason why it doesn't want to come and chew on my dwarves ???
Title: Re: The Little Questions Thread
Post by: Skorpion on November 16, 2009, 12:13:54 pm
Stopping champions sparring... put them on duty, they should realise they need to drink.

Tried that but they still won't stop. I've also tried switching out their equipment, dumping their inventory items, and building a workshop on top of them.

I'm gonna try channeling out the floor beneath them when I get home from work later..

Tossing them in a cave-in works.
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 16, 2009, 01:08:30 pm
Cave-in worked! Thanks everyone.

I can't tell if this was a lame bug, or if it was my champions pet Camel, Camel McStupid, standing on top of them and pinning them to the ground.  ???

I can just imagine the two of them strangling the heck out of eachother while gasping out, "Ahm so thirstah!".
Title: Re: The Little Questions Thread
Post by: digitCruncher on November 16, 2009, 03:19:39 pm
My farm has an unusual error message...

"No seeds available for this location"

In an attempt to build an underground farm ... above ground, I think I broke all my farms :(

Normally, if I don't have the seeds available, it still lets me plant them (the wiki says that too!!), but I think that the reason behind the problem is my farm layout:

Code: [Select]
Level 0:

~~~~~~TPPT
~~T~P~~TPT
~~P~~~T~~~
P~~~T~~~P~
~~PT~~~~~~
~~~~~~PPTT
PT~~~~~~~~
~~~PT~PP~~
~~~TTPP~~~
~~~~~~~PPP
 X

Level 1




+++++
+++++
+++++
+++++
+++++
 X

The bottom 5x5 farm plot has a sunshade (made out of limestone), and plants and trees are spread out inside the farms ... are any of these the reason why I can't grow food??

Please answer quick!! It is summer, and my dwarves food supplies are growing unnervingly low!!
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 16, 2009, 03:24:30 pm
When you loo'k' over the farm tiles, are they listed as underground or above ground?

If above ground, you can only plant above ground crops in that location, and you likely don't have any above ground seeds. I suggest gathering some of them. This will also help with your desperate food shortage.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 16, 2009, 05:01:17 pm
What does it mean when a dwarf claims a workshop? One of mine just did, the same little moron also made an announcement pop up saying he was withdrawing from society, what does that mean?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 16, 2009, 05:04:36 pm
He's entered a strange mood. If he can gather enough materials within a set amount of time, he will begin working. At the end, he will produce an artifact, an object of immense value and quality.
Title: Re: The Little Questions Thread
Post by: Malicus on November 16, 2009, 05:04:59 pm
http://dwarffortresswiki.net/index.php/Strange_mood (http://dwarffortresswiki.net/index.php/Strange_mood)

This has the answers regarding the dwarf that claimed a workshop.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 16, 2009, 05:13:15 pm
Thanks  ;D  Now I'll just hope that he isnt just a nutter and creates something epic or else I will have to build my first torture chamber, cause you can torture them right?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 16, 2009, 05:16:49 pm
Torture your dwarves? Yes, yes you can. Just not directly. That is to say, you can't order one dwarf to inflict harm on another, but that doesn't mean that with enough creativity you can't torture your dwarves on your own.
Title: Re: The Little Questions Thread
Post by: Skorpion on November 16, 2009, 05:57:50 pm
Cave-in worked! Thanks everyone.

I can't tell if this was a lame bug, or if it was my champions pet Camel, Camel McStupid, standing on top of them and pinning them to the ground.  ???

I can just imagine the two of them strangling the heck out of eachother while gasping out, "Ahm so thirstah!".

It's a bug. My fortress guards kept doing it, until I undermined the barracks.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 16, 2009, 06:02:22 pm
Got another little question, how do I build a hole in the floor? Going to build an underground well and need to remove some dirt it seems.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 16, 2009, 06:03:30 pm
d -> h

Channel out the tile if it's not constructed.

d -> n

Remove the floor if it's constructed.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 16, 2009, 06:07:12 pm
Thanks, :) while we are at it, it there any way to get a nice overview of what's in your stockpiles?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 16, 2009, 06:11:35 pm
z -> stocks

Provided you have a bookkeeper that has done enough work to improve precision, the stocks menu gives a list of every item on your map. It is an excellent tool.

Note that there are two modes, general and specific. Hitting tab switches between the two,
Title: Re: The Little Questions Thread
Post by: Psilobe on November 16, 2009, 06:56:17 pm
What does a purple pleasure pad mean? Does that mean it's linked correctly to my floor hatch which will drop my enemies a whopping 1z level leaving them having to walk back up around the wall?
Title: Re: The Little Questions Thread
Post by: digitCruncher on November 16, 2009, 10:57:36 pm
Quote
When you loo'k' over the farm tiles, are they listed as underground or above ground?

If above ground, you can only plant above ground crops in that location, and you likely don't have any above ground seeds. I suggest gathering some of them. This will also help with your desperate food shortage.

They are listed as 'Inside', 'Light' and 'Above Ground'

How do I make it into the damp subterrainian lair I know and love?? Do I need to *surround* it with walls and floors on all edges? I heard somewhere you can turn above ground lairs into subterrainian lairs by building a building around it... but I can't find it anymore.
Title: Re: The Little Questions Thread
Post by: Valdoom on November 16, 2009, 11:15:17 pm
I'm in the 4th year of my fortress.  I have over 1 million wealth, over 200,000 exported, 97 dwarves, and I'm in a sinitser area.  I've never been seiged...  I'm getting bored.  Any suggestions on getting some action going?
Title: Re: The Little Questions Thread
Post by: Skorpion on November 16, 2009, 11:57:01 pm
Quote
When you loo'k' over the farm tiles, are they listed as underground or above ground?

If above ground, you can only plant above ground crops in that location, and you likely don't have any above ground seeds. I suggest gathering some of them. This will also help with your desperate food shortage.

They are listed as 'Inside', 'Light' and 'Above Ground'

How do I make it into the damp subterrainian lair I know and love?? Do I need to *surround* it with walls and floors on all edges? I heard somewhere you can turn above ground lairs into subterrainian lairs by building a building around it... but I can't find it anymore.

You can't. Once the land is tainted by sunlight, it can never again be considered subterranean. A constructed roof can keep the harmful rays and sickening fresh air away, but it's tainted forever.
Rebuild it where the sun never shines.

That's not a euphemism, by the way. You can't make things subterranean again. Ever. Rebuild your farm where the sun has never shone.
Title: Re: The Little Questions Thread
Post by: Firnagzen on November 17, 2009, 08:30:29 am
And plant some whip vvine there. Or Sunberries, if you have 'em.
Title: Re: The Little Questions Thread
Post by: Grendus on November 17, 2009, 10:52:00 am
I'm in the 4th year of my fortress.  I have over 1 million wealth, over 200,000 exported, 97 dwarves, and I'm in a sinitser area.  I've never been seiged...  I'm getting bored.  Any suggestions on getting some action going?

Kill the human liaison and butcher the trees until the elves send a diplomat, then kill him too. Less trading, more killing, guaranteed.
Title: Re: The Little Questions Thread
Post by: toker606 on November 17, 2009, 11:37:16 am
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.
Title: Re: The Little Questions Thread
Post by: Skorpion on November 17, 2009, 11:47:15 am
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.

Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.
Title: Re: The Little Questions Thread
Post by: toker606 on November 17, 2009, 12:15:01 pm
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.

Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.

Fair play, I can keep one back in the archery range for a while. One more little one - If I haven't met the requirements to have a king / queen come to my fortress before I've hit the population cap, will they come after this if the requirements are then met?
Title: Re: The Little Questions Thread
Post by: 3 on November 17, 2009, 12:19:00 pm
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.
Title: Re: The Little Questions Thread
Post by: toker606 on November 17, 2009, 12:28:07 pm
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.

That's what I figure too, but the population cap does seem to be somewhat lax, my last lot of immigrants brought it above the cap by a few, plus my dwarves are still breeding like bearded bunnies.
Title: Re: The Little Questions Thread
Post by: Albedo on November 17, 2009, 02:30:00 pm
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.

Don't think that's correct - they show up when a migration would normally happen.  If you're at your pop cap, you still get migrant nobles, np.
Title: Re: The Little Questions Thread
Post by: toker606 on November 17, 2009, 03:44:02 pm
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.

Don't think that's correct - they show up when a migration would normally happen.  If you're at your pop cap, you still get migrant nobles, np.

That's good, I've already started decorating their rooms. :)
Title: Re: The Little Questions Thread
Post by: Skorpion on November 17, 2009, 04:11:03 pm
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.

Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.

Fair play, I can keep one back in the archery range for a while. One more little one - If I haven't met the requirements to have a king / queen come to my fortress before I've hit the population cap, will they come after this if the requirements are then met?

Yes. They LOVE to push you over the cap.

But yeah, feel free to decorate their rooms with masterwork spikes and artifact mechanisms, with a mysterious lever outside.
Title: Re: The Little Questions Thread
Post by: Malicus on November 17, 2009, 05:14:14 pm
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.

You could hunt manually with soldiers (as in more than one).  This takes more attention, though, and you need a refuse stocktile and dwarves need to be set to gather refuse from outside.  If this is all in order, a hauler will run out to retrieve the corpses of the dead animals.
Title: Re: The Little Questions Thread
Post by: toker606 on November 17, 2009, 07:27:20 pm
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.

Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.

Fair play, I can keep one back in the archery range for a while. One more little one - If I haven't met the requirements to have a king / queen come to my fortress before I've hit the population cap, will they come after this if the requirements are then met?

Yes. They LOVE to push you over the cap.

But yeah, feel free to decorate their rooms with masterwork spikes and artifact mechanisms, with a mysterious lever outside.

I've actually got 2 artifact floodgates I've been looking for a use for, I'll have to see if I can pump the river anywhere near their quarters. :)
Title: Re: The Little Questions Thread
Post by: Psilobe on November 17, 2009, 08:59:38 pm
which plant or plants are the best to use food and how do you acquire more of their seeds when you run out?
Title: Re: The Little Questions Thread
Post by: Skorpion on November 17, 2009, 09:49:14 pm
Don't cook the plants, and you won't lose the seeds to begin with.
Otherwise, order and buy from dwarven traders, or harvest from underground shrubs growing on muddy subterranean tiles if you have an underground pool or river.
Title: Re: The Little Questions Thread
Post by: Malicus on November 17, 2009, 10:00:03 pm
I had a big reply typed up, but...  eh.  You should read this page: http://dwarffortresswiki.net/index.php/Crop (http://dwarffortresswiki.net/index.php/Crop)

If your dwarves eat a plant raw or do anything to it other than cooking it, you will recover a seed per plant.  If the plant is cooked, the seeds are destroyed.  I'm not sure whether or not letting a plant rot destroys the seeds.  It's not something you should want to do, anyway.  Also, all seeds can be cooked.

If you run out of seeds and their plants (though you should be careful that this doesn't happen), you can sometimes buy more from the dwarven caravan (underground plants) or the humans or elves (aboveground).  Aboveground plants can be gathered from bushes on the surface, and if you've struck an underground river or underground pool, bushes of the underground plants will appear in soil or muddy stone underground.
Title: Re: The Little Questions Thread
Post by: expwnent on November 17, 2009, 11:42:06 pm
If a dwarf falls a long distance (that would normally kill it) into water, then that water is drained quickly so the dwarf doesn't drown, will the dwarf survive?
Title: Re: The Little Questions Thread
Post by: hitto on November 18, 2009, 07:34:15 am
which plant or plants are the best to use food and how do you acquire more of their seeds when you run out?

Sun Berry, aboveground crop. Plant it, harvest it, brew it, then cook the resulting sunshine - or not.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 18, 2009, 09:47:58 am
WTF magma!?   Got my magma forge up and running, working. That's awesome, but my smelters say that they need magma underneath on of their 8 boundary points. But I build them according to guides and why does my forge work but not the smelter?
Title: Re: The Little Questions Thread
Post by: Sphalerite on November 18, 2009, 09:50:40 am
If a dwarf falls a long distance (that would normally kill it) into water, then that water is drained quickly so the dwarf doesn't drown, will the dwarf survive?
I don't think water actually cushions falls.  Not sure though, this calls for experimentation.
Title: Re: The Little Questions Thread
Post by: Demetrious on November 18, 2009, 10:04:17 am
So, I just realised that my elf drowner is a temple to armok in all but altar. It seals and floods, and has a whole rack of spikes on constructed soap floors for making the process quicker.

CLEANSE THE XENO

>_>
Title: Re: The Little Questions Thread
Post by: expwnent on November 18, 2009, 10:46:31 am
If a dwarf falls a long distance (that would normally kill it) into water, then that water is drained quickly so the dwarf doesn't drown, will the dwarf survive?
I don't think water actually cushions falls.  Not sure though, this calls for experimentation.

OK, thanks. I'll try it sometime.

Another question: when noise travels 4 tiles or 16 tiles or whatever, is that Euclidean distance (the intuitive distance: as measured by a ruler/tape measurer) or Manhattan distance (sum of the differences of the coordinates: how far it is if you only travel orthogonally)? Or something else?


N...
....
....
...?


If four tiles of noise are generated at N, will there be noise at "?"?
Title: Re: The Little Questions Thread
Post by: Magua on November 18, 2009, 10:50:31 am
WTF magma!?   Got my magma forge up and running, working. That's awesome, but my smelters say that they need magma underneath on of their 8 boundary points. But I build them according to guides and why does my forge work but not the smelter?

At least one of the 8 squares must not have a floor between the smelter and the magma.  That is, you need to be able to see the magma when you're placing the smelter.
Title: Re: The Little Questions Thread
Post by: expwnent on November 18, 2009, 11:00:06 am
Under what circumstances can more than one dwarf be in a given tile? I know it can happen in meeting areas, and I know that dwarves can pass each other on a 1xn hallway, so sometimes it can, but they seem to usually travel in single file (perhaps to hide their numbers).

When dwarves pass each other in a thin hallway, it looks like there's a short delay. Am I imagining this or is it real?
Title: Re: The Little Questions Thread
Post by: Sphalerite on November 18, 2009, 11:48:08 am
In order for two dwarves to be in the same tile, one has to lie down so the other can cross.  (Applies to all creatures, not just dwarves).  Lying down and getting up takes time, so it is more efficient to have wider corridors so they don't have to do this.
Title: Re: The Little Questions Thread
Post by: Malicus on November 18, 2009, 03:16:47 pm
OK, thanks. I'll try it sometime.

Another question: when noise travels 4 tiles or 16 tiles or whatever, is that Euclidean distance (the intuitive distance: as measured by a ruler/tape measurer) or Manhattan distance (sum of the differences of the coordinates: how far it is if you only travel orthogonally)? Or something else?


N...
....
....
...?


If four tiles of noise are generated at N, will there be noise at "?"?

Noise radiates in a cube (that is, in x, y, AND z), so yes, there will be noise at "?".  "?" is actually only 3 tiles away, so there would be noise a further tile out.

http://dwarffortresswiki.net/index.php/Noise (http://dwarffortresswiki.net/index.php/Noise)
Title: Re: The Little Questions Thread
Post by: smjjames on November 18, 2009, 03:31:46 pm
Yea, but conceptually (at least to me, graphics wise), the z-levels seem to be much bigger than just going horizontially. I mean, 8 tiles horizontially doesn't seem that far, right? So you could easily have bedrooms near the workshops but separated by several corridors, but 8 z-levels up or down seems like its much further than that. So, as a result, the noise radius ends up looking closer to a cylinder or rectangle than a cube. Its really a consequence of the abstract tile size.
Title: Re: The Little Questions Thread
Post by: toker606 on November 18, 2009, 06:48:32 pm
Quick one on architectural value, I got into the idea of engraving a little late so I'm fairly unaware of just how much value it adds, so, what would be more valuable in everyone's opinion, a room built of gold blocks, or a room smoothed and (masterfully) engraved out of limestone? Trying to entice some royalty and just tapped into a half dozen veins of gold ore deep underground.
Title: Re: The Little Questions Thread
Post by: Malicus on November 18, 2009, 07:13:34 pm
I don't have the numbers handy, but I'm pretty sure that decently-engraved smoothed limestone would be more valuable.  However, if you REALLY want to impress that noble for some odd reason, go put their room in the middle of a gold vein.  That'll be even better, because the floors will still be gold ore, even though they're mined out, and they can be engraved.  You would probably want to leave the gold ore in the wall of the room so that that part of the wall be engraved, too.
Title: Re: The Little Questions Thread
Post by: Rowanas on November 18, 2009, 07:55:24 pm
Toker, I would recommend digging out the full vein and then designating the room. Dwarves don't mind have rooms that aren't perfect squares/rectangles and the extra wall space you get from a fully dug out, smoothed and engraved vein of gold will boost the room into grand in an instant even if the engravings are lowest quality.
Title: Re: The Little Questions Thread
Post by: NecroRebel on November 18, 2009, 08:01:52 pm
Quick one on architectural value, I got into the idea of engraving a little late so I'm fairly unaware of just how much value it adds, so, what would be more valuable in everyone's opinion, a room built of gold blocks, or a room smoothed and (masterfully) engraved out of limestone? Trying to entice some royalty and just tapped into a half dozen veins of gold ore deep underground.

From the wiki, an engraved flux surface has a value of 20 times the item quality, assuming I'm reading it correctly. A legendary+5 skill engraver has a 73.3% chance of making an exceptional (x5) engraving, and a 26.7% chance of a masterful (x12) engraving. This means that, overall, an engraved flux surface by such an engraver has an average value of 137.38. Gold (or steel, which has the same matvalue) blocks, as well as floors and walls constructed out of them, have a value of 150, so it's somewhat better to make a gold block room than an engraved flux one.

However, do note that there is no penalty to building gold block floors or walls over those unfortunate exceptional engravings, so if you don't care how the room looks to you you could just engrave the whole chamber, keep the 240-value masterful engravings, and then build nicer 150-value gold block floors over the 100-value exceptional engravings.

Though, as others have suggested, engraved gold floors and walls have a value of 300xquality, so the more of that you can take advantage of, the better. A pure native gold room engraved by a legend+5 averages 2060.7 per tile, so about 5 tiles is enough to make that room royal, even with plain stone no-quality furnishings.
Title: Re: The Little Questions Thread
Post by: Rowanas on November 18, 2009, 08:08:00 pm
5 tiles? Wow, that's pretty cool. I keep everyone in a giant obsidian bed/dining/office chamber and that's still only getting to grand. If only I had native gold in there are well.
Title: Re: The Little Questions Thread
Post by: Skorpion on November 22, 2009, 12:29:36 am
Pitchblende trade depot.

Should I do it?
Title: Re: The Little Questions Thread
Post by: Hortun on November 22, 2009, 01:28:14 am
Pitchblende trade depot.

Should I do it?
So I know pitchblende is radioactive in real life, but will it adversely effect dwarves? Or is it just for awesome points?
Title: Re: The Little Questions Thread
Post by: Sheb on November 22, 2009, 02:44:31 am
I'm trying to cover my map with a crust of Obsidian. I have no problem with the magma, but I'm wondering how to get enough water to flood it: it'll flow over the edge leaving magma in the corners. Can you help me?

Also, my pumps are currently powered by a power plant on the river. If it flood with magma, will it stop?

And finally, if I give chain as well as plate mail to my soldiers, will it have any effect beside slowing them down?
Title: Re: The Little Questions Thread
Post by: moki on November 22, 2009, 05:55:34 am
@Sheb:
You'll have to build pipes as close to the corners as possible for the water to reach them. Or build Walls around the rest of the map, so the water has to flow out over the corners.

Yes, the river will stop flowing when you turn it into massive obsidian via magma. One of the few points of DF that seem very logical  ;D If you pour magma on the edge tiles at the source, the river will stop forever and can't be started again, because you can't dig out the edge tiles. If you leave those tiles alone, you can restart it later, when you need it.
Anyway for a solution: Windmills or a floating perpetuum mobile generator. The former is almost realistic and needs a lot of space, the latter sounds very dwarfy and may be considered cheating by some people.

Different kinds of armor can and should be stacked. Works very nicely and the difference in speed is unnoticeable with superdwarfenly agile and strong champions. I only give my soldiers less then three layers of armor (leather, chain, plate) when I don't have enough metal or want to challenge myself.


@Hortun: No, a stone is stone is  stone currently. Doesn't matter if it's pitchblende or cinnabar, they're all the same and don't make people sick. You'll have to drown your elves the old fashioned way.
Though i do like exporting all the lovely lead toys and cups and other poisonous stuff to people I don't like, though poisonous minerals are not in the game yet. It's all about roleplaying ;)
Title: Re: The Little Questions Thread
Post by: Skorpion on November 22, 2009, 12:59:49 pm
Pitchblende trade depot.
Should I do it?
So I know pitchblende is radioactive in real life, but will it adversely effect dwarves? Or is it just for awesome points?

Harmless in DF, but I like the idea of polluting the brook and slowly giving the traders cancer.
Much like I export cinnabar mugs, instruments, crafts, toys, and querns. And will be using pitchblende for it when the dwarves bring more.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 22, 2009, 08:44:45 pm
Got a small barrel problem, never have enough to brew drinks and I produce like a million of em, all seems to be full of plants, is there any way to handle my plants and do they reuse em?
Title: Re: The Little Questions Thread
Post by: blue emu on November 22, 2009, 08:47:33 pm
Got a small barrel problem, never have enough to brew drinks and I produce like a million of em, all seems to be full of plants, is there any way to handle my plants and do they reuse em?

You can set the non-drink food stockpiles to accept fewer barrels. You DO keep seperate stockpiles for food (no drinks) and drinks (no food), yes?
Title: Re: The Little Questions Thread
Post by: hitto on November 23, 2009, 04:34:54 am
The King arrived last year (and I still didn't kill him, I'm so proud of my self-control!), but I still have a caravan "from the outer lands"!
I thought the Home Liaison stopped coming after the king arrived?
Title: Re: The Little Questions Thread
Post by: blue emu on November 23, 2009, 05:07:08 am
The King arrived last year (and I still didn't kill him, I'm so proud of my self-control!), but I still have a caravan "from the outer lands"!
I thought the Home Liaison stopped coming after the king arrived?

The Liason stops, yes. The Caravans that you used to get always ran between you and Mountainhome... and now that you ARE Mountainhome, they run between you and the  outposts.
Title: Re: The Little Questions Thread
Post by: Sheb on November 24, 2009, 07:39:25 am
Thanks, I've got a few more question tough.

1: do you know a way to prevent a huge magma flood from turning the first tiles of my river into obsidian? If not, will carving fortification into the Obsidian let the water flow again?

2: Also, is there a efficient (Aka, other than built floor on the whole map) to clean mud? A terrific obsidian landscape with a sea of magma is not as cool if a lush vegetation grow out of the mud.
Title: Re: The Little Questions Thread
Post by: Simmura McCrea on November 24, 2009, 01:45:26 pm
1) Build a floor over it, really.

2) Magma flood?
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 24, 2009, 03:21:32 pm
If I build a bridge over a river will wild animals use it to cross the river rather than repeatedly fling themselves into the carp infested water?  :-\
Title: Re: The Little Questions Thread
Post by: moki on November 24, 2009, 03:30:03 pm
1. Floors can't be built to the very edge... just use a bridge. It doesn't need to be bauxite, it think any fireproof material will do. Or use raised bridges as alternative to walls to wall the edge off (doesn't make a difference, I just find it more beatiful)


2. More magma :)
Honestly, there is no proper solution. I believe, outside mud will dissappear after a season, though that's not verified. Dwarves with the cleaning labor can remove mud, but I don't know if that works outside and they only do it when there's absolutely nothing else to do anyway.
Stuff grows, just live with it and burn and hack it down from time to time if it bothers you that much.


@Something creative:
Short: No. Wild animals don't actively path, they just wander around randomly. If a predator sees a dwarf on the other side of the river, it will try to use the bridge. A hoary marmot just randomly wandering around could still come too close to the water and be dragged in.

I never saw monsters (carp) attack other monsters (other wildlife)... are you sure, carp ate them?
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 24, 2009, 04:58:14 pm
Thanks for the speedy answer.

I've never actually seen the carp attack them, but I keep finding dead foxes on the edge of the river and in the river itself. Lots of blood too.

Title: Re: The Little Questions Thread
Post by: NecroRebel on November 24, 2009, 07:08:54 pm
1. Floors can't be built to the very edge... just use a bridge. It doesn't need to be bauxite, it think any fireproof material will do. Or use raised bridges as alternative to walls to wall the edge off (doesn't make a difference, I just find it more beatiful)
Are you sure about that? I seem to remember myself building floors over a river in the past, all the way to the edge, specifically to prevent my whole-map-edge-covering magma moat from blocking its flow, and I didn't use bridges for that purpose. If my memory is serving me correctly, that would imply that you're incorrect.

Now, walls cannot be built within 5 tiles of the edge, nor can any other building or construction that blocks pathing. Drawbridges are something of an exception, since they don't block pathing when they're built but do when raised, so they get a pass under the "no path-blocking building" rule.

I'ma go check to see if I can build floors next to an edge. Just checked (it didn't take long). You can indeed build constructed floors directly next to the edge of the map, in those tiles that you can't even designate digging and such in.
Title: Re: The Little Questions Thread
Post by: Hortun on November 24, 2009, 09:43:19 pm
Regarding the weather and temperature settings in the init file: which of those enables water evaporation?
Title: Re: The Little Questions Thread
Post by: Sheb on November 25, 2009, 12:33:34 am
I can build floor? Thanks!

And else, I guess that more magma is the obvious, all-purpose solution. Excuse me for asking :p
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 25, 2009, 01:16:32 pm
Regarding the weather and temperature settings in the init file: which of those enables water evaporation?

Which evaporation are we talking about? The evaporation of surface water due to heat, or the typical evaporation that occurs to 1/7 water?

If the former, I have no idea. It might be weather. Try a year with temp off, weather on, see if murky pools disappear. If not, try temp on weather off.
Title: Re: The Little Questions Thread
Post by: stolensteel on November 25, 2009, 11:35:10 pm
Two questions, both of them involving stairs.
1: Is there a way to remove stairs going down? I get tired of building stairs to dig a channel and then being unable to get rid of the access stairs after.

2: Somewhat related to the first question, is there a way to remove all stairs and exits from z-1 and have all dwarves finish safely standing on z=0? That way there won't be a flashing set of stairs in my magma channel?
Title: Re: The Little Questions Thread
Post by: Firnagzen on November 26, 2009, 01:22:59 am
You can (d)ig them into c(h)annels if they're natural.
Title: Re: The Little Questions Thread
Post by: INSANEcyborg on November 26, 2009, 10:20:01 am
2: Somewhat related to the first question, is there a way to remove all stairs and exits from z-1 and have all dwarves finish safely standing on z=0? That way there won't be a flashing set of stairs in my magma channel?

Normally no, but there is a way if you using magma. Get rid of as many stairs/ramps as possible and fill it with magma like normal. Then use water to turn the remaining ones into obsidian. You can leave them as walls or channel them out from above. 

Title: Re: The Little Questions Thread
Post by: Insignificant on November 26, 2009, 12:42:05 pm
Ok just got it today (literally an hour and a half ago) tried reading the wiki but can't solve such, questions I'm sure are extremly simple and on there.
1) How do I start a farm (designated one outside)?
2) Why won't anyone gather the shrubs I designated so I can start a still?
Wait I think it won't build because I need a block for the still?
Title: Re: The Little Questions Thread
Post by: NecroRebel on November 26, 2009, 01:02:29 pm
Ok just got it today (literally an hour and a half ago) tried reading the wiki but can't solve such, questions I'm sure are extremly simple and on there.
1) How do I start a farm (designated one outside)?

First, you have to have outdoor plants to start a farm outside. All the seeds you can bring when you first start a fort are underground plants, so they can only be planted underground. So, first, you must dig out a chamber in soil, then (b)uild a farm (p)lot in it. Then, you must have a dwarf with the farming labor active to build it (to activate it or check if it is active on someone, hit v, then scroll over the desired planter, hit p, then l, then use +/-/*// to scroll up and down on that page to the Farming labor, then hit enter to activate it if it is dark grey; white is active). Then, you must select the crop that will be planted during each season, using abcd to switch seasons; I suggest Plump Helmets year-round to start with. Once this is done, your farmer will plant seeds automatically, they will eventually mature to plants, and they will be harvested automatically. Make sure you have a food stockpile for the crops to be moved to!

Quote
2) Why won't anyone gather the shrubs I designated so I can start a still?
Wait I think it won't build because I need a block for the still?

You don't need a block for a still; a wood log or stone will work just as well. To build a still, you use the (b)uild menu, the (w)orkshop submenu, and then the sti(l)l option. You also need someone with the Brewing labor active in order for the construction to actually be carried out.

To gather shrubs, you need someone with the Plant Gathering labor enabled.
Title: Re: The Little Questions Thread
Post by: Insignificant on November 26, 2009, 01:07:20 pm
Ah found the designating profession part.  Didn't have time to edit in post.
Title: Re: The Little Questions Thread
Post by: monk12 on November 26, 2009, 11:26:02 pm
3 quick ones from me, and thanks in advance!

1. Is Friendly Fire on? I'm fairly certain it isn't, but i'm still a bit leery of having my crossbowdorfs fire into melee

2. How far does Line of Sight extend? Do trees and the like reduce/block it? I ask because I detected a goblin ambush from the other side of the map, and the only reason for it I can think of is because I've managed to deforest to the edge in that particular direction.

3. I also believe I've had a Zombie Wolf that was wandering around discover a goblin raid for me. Not entirely sure why though, my only thought being that since zombies are aggressive, their attack on the gob's made them stop sneaking and start fighting.
Title: Re: The Little Questions Thread
Post by: immolo on November 26, 2009, 11:27:48 pm
Is there any easy way to effectively train your dwarves to become legendary swimmers? If so would this be a better way to train your dwarfs than the pump gym?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 26, 2009, 11:39:22 pm
3 quick ones from me, and thanks in advance!

1. Is Friendly Fire on? I'm fairly certain it isn't, but i'm still a bit leery of having my crossbowdorfs fire into melee

2. How far does Line of Sight extend? Do trees and the like reduce/block it? I ask because I detected a goblin ambush from the other side of the map, and the only reason for it I can think of is because I've managed to deforest to the edge in that particular direction.

3. I also believe I've had a Zombie Wolf that was wandering around discover a goblin raid for me. Not entirely sure why though, my only thought being that since zombies are aggressive, their attack on the gob's made them stop sneaking and start fighting.

1. No. Dwarves can shoot bolts into a fray and it will only harm goblins. When a dwarf is tantrumming, though, friendly fire might be on, but that's really only a concern with reclaim parties.

2. Line of sight extends for about a twenty tile radius, and it's blocked by trees and such. Ambushing goblins, however, are basically invisible, and can't be spotted within a dwarf's line of sight. They are detected when they get within one or two tiles of another creature.

3. Wild animals detect goblin ambushes, too. It's basically whether any creature not from the goblin civ gets within one or two tiles.

Is there any easy way to effectively train your dwarves to become legendary swimmers? If so would this be a better way to train your dwarfs than the pump gym?

There's no practical advantage in fortress mode to train your dwarves to anything above regular swimmers. That said, there are lots of ways to train swimming, but I don't have any with me on hand. I've never bothered to train swimming, and instead elect to provide ways out of bodies of water so my dwarves don't drown. See what a wiki or a forum search turns up.
Title: Re: The Little Questions Thread
Post by: silhouette on November 27, 2009, 03:18:15 am
Caravans have stopped coming to my fortress...
A dwarven one got ripped apart by a few skeletons.
And an elven one left perfectly fine but are now not returning... (i need them to use as sacrifices for Armoks glorious temple! it has a pit that has gone un-used in the middle as well  :()

Also i havnt been attacked by gobbos 'n' that, when do they usually build a civilisation near you? (what i mean is show up on the menu when you press c)

p.s. HOW IN AMROKS NAME DO I MAKE MY FARMERS GROW DIMPLE CUPS!!!!!!!!!!
Title: Re: The Little Questions Thread
Post by: NecroRebel on November 27, 2009, 12:38:09 pm
You're probably in an area which is difficult, but not impossible, for the various civs to access. The mechanics of this are not well-understood, but it appears that great distances between you and a civ, difficult terrain (glaciers, deserts, and thin mountain passes, for example), and the like can delay caravans and invaders significantly and make their approach intermittent.

Civilizations will appear on the c screen only after they have actually come to your map. If there is a goblins civilization at all that is not totally blocked off from you, you will get thieves/ambushes/sieges eventually. However, again, it may be that the route to you is difficult, which would slow things.



To grow dimple cups, you need dimple cup spawn. You can embark with them, but they tend to quickly get used up initially to grow the first crop of dimple cups. You then must process the dimple cups to get more spawn; this can only be done by a miller at a millstone or quern. Dimple cups cannot be eaten (at all), cannot be processed into anything but dimple dye, and thus often are never used. They are in fact practically worthless if you don't have a cloth industry, though buying up large quantities of undyed cloth from traders and dying it can be a profitable enterprise in itself.
Title: Re: The Little Questions Thread
Post by: darkflagrance on November 27, 2009, 01:02:53 pm
Are people sure that there's no such thing as friendly fire? Is it absolutely confirmed?

Recently, I charged an army of tentacle demons with an army of 70 dwarves, and had my hammer and axedwarves engage in hand to hand while the marksdwarves just fired into the mess. I got several messages that my axe dwarves had been shot to death, and later I noticed several axedwarves had arrows embedded in their arms and legs. This was before the inevitable tantrumming began of course.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 27, 2009, 03:05:47 pm
This was with a reclaim, no?

I've seen tantrumming marksdwarves hit fellow dwarves. Any other time, there's no friendly fire.

Besides, when else would you see a tantrumming marksdwarf other than a reclaim party?
Title: Re: The Little Questions Thread
Post by: silhouette on November 27, 2009, 07:51:01 pm
(insert text here)

1. That would explain things... damn mechanics... as in some places i can only get mule/horse traders and no wagon...  no path at the sides for the caravan either...

2. so they apear once they land on your map?


Also new questions...

How many trees do i have to chop down before elven adviser dude comes to complain about that?
Title: Re: The Little Questions Thread
Post by: NecroRebel on November 27, 2009, 08:48:41 pm
2. so they apear once they land on your map?
Yep. I am unclear whether unrevealed ambush parties or thieves will cause the civ to show on the civ screen, but at the very least the instant you've seen a civ member they appear there.

Quote
Also new questions...

How many trees do i have to chop down before elven adviser dude comes to complain about that?
You need a baron/count/duke first (80 pop, some other stuff; I don't know if the king works if it comes before the other high nobles). Then, an elven diplomat will show up in spring and greet your baron, similar to the humans' diplomat. Afterwards, if you chop a tree, the elves will come the next spring and complain, demanding a lumber limit. If you chop none, the elves will still come, but will only say that they're pleased at you for not murdering any of their precious trees.

...At least, that's what I've heard/remember. I've been playing with mindlessly hostile elves that become wood logs when they die for a while now, so my memory may be faulty on this matter.
Title: Re: The Little Questions Thread
Post by: monk12 on November 27, 2009, 09:50:45 pm
Thanks for the prompt reply, Jim, and one more quick one for the fine folks of the forum!

I would like to reduce the number of stray puppies wandering my fortress by putting them all in a cage. However, I'd rather not have to micromanage releasing them when the mature into dogs so that I can train them to rend sweet sweet goblin flesh. If I queue up a train Wardog at my kennel, will the trainer be able to find the dog in question? And if he does, will that dog then be returned to the cage, or will he roam wild and free across the terrifying swamps?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 27, 2009, 09:56:32 pm
In order to train a war dog, an untrained dog must be unrestrained, uncaged, and able to wander to the kennel.

Micromanaging puppies when they grow old is the only way, unless you want to be creative and make a puppy ranch. This thread (http://www.bay12games.com/forum/index.php?topic=45340.15) might give you some useful ideas about keeping animals uncaged but away from your dining room.
Title: Re: The Little Questions Thread
Post by: stolensteel on November 27, 2009, 10:26:16 pm
New question:

I'm looking for an area with an ocean (for deep water = water pressure), a magma pipe (to mix with the water for obsidian), generally flat land (for a large above ground megaconstruction (easy to find flat land near the ocean) and an underground water source (so I can get underground trees after I clear the entire surface to make room for my temple). I can find the first three together all over the place, but I've never seen underground water near the ocean. Is it impossible for underground water to appear near the ocean? Or is it possible to maybe change some settings in the world generation to make it happen? Or should I just look harder?

Or, even better, does anyone else already have a site like this?
Title: Re: The Little Questions Thread
Post by: 3 on November 27, 2009, 10:31:22 pm
Last I checked, underground rivers and pools appeared only on mountain tiles. As you won't be able to embark directly onto a cliff, you'll have to find a small strip of land with a range on one side and an ocean on the other... which will be difficult, to say the least. Changing the elevation variation to an extremely high value (and possibly lowering the max elevation to better ensure an ocean is generated - remember to lower the min peaks and/or raise the erosion if you do this) might help, but someone else probably has a more in-depth solution.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 27, 2009, 10:33:41 pm
You might find it easier to satisfy all those conditions if you look for a lake instead of an ocean. Mountain ranges, especially large ones, frequently have high altitude lakes.
Title: Re: The Little Questions Thread
Post by: stolensteel on November 27, 2009, 10:39:10 pm
High altitude lake, huh? I'll give it a shot. The flat area isn't a problem really since I can clear the map to make it flat if I need to I guess.

~edit~
New question... Is it possible to export the region map of a world that has already been created and played in?

~edit2~
So, I tried making a new world, and wow. Changing the variance and max elevation lead to a string of failures, where it would fail even if it was only required to have 1 peak. So, I took that off. Then it wanted more high elevation. So I decided that having a max of 300 was a bit to low, and set it to 350. Here's to hoping this works! Currently genning a map as I type.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 27, 2009, 11:01:07 pm
You can make a copy of the save, abandon whatever fort or adventurer you're playing, go to legends and export from there.

If you just want world generation information, you can export an image from the main DF menu while playing in a fort.
Title: Re: The Little Questions Thread
Post by: Zadiel on November 28, 2009, 01:34:28 am
Here's a quick question. I had a dwarf recently get possessed; he's a glassmaker, so I assumed he'd use a magma glass furnace to make his artifact. He didn't use that, so I figured he might use a regular glass furnace instead, but he won't use that either. His only skills are great glassmaker, dabbling wood burner and a bunch of dabbling social skills.

I looked on the wiki and I'm fairly certain I have at least one of every possible building he could be making an artifact at, even the ones he has zero skill in. I'd rather not lose him to insanity because he's one of my better glassmarkers. Any thoughts?
Title: Re: The Little Questions Thread
Post by: 3 on November 28, 2009, 01:40:36 am
This will probably sound immensely patronising, but do by "wood furnace" you mean a normal glass furnace? If not, you're probably better off building one.

Edit: Oh, you edited. This post is now redundant, move along.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 28, 2009, 01:46:25 am
You have both magma and regular glass furnaces currently constructed, yes? And you have a craftdwarf's shop also built, yes?

He should be heading to a glass furnace one way or the other. Make sure that none of the items in the shop are forbidden or the furnaces inaccessible, or anything else that might prevent him from using the furnaces.
Title: Re: The Little Questions Thread
Post by: Zadiel on November 28, 2009, 02:00:04 am
Figured it out; a tantruming dwarf apparently toppled the one glass furnace I had when I wasn't looking.
Title: Re: The Little Questions Thread
Post by: silhouette on November 28, 2009, 05:29:35 am
What the hell is this 3d version of df, and is it better than nomral 2d df?
Title: Re: The Little Questions Thread
Post by: Malicus on November 28, 2009, 06:15:16 am
If you've playing the latest version of DF, then you're playing the 3D version.  In an earlier version, there were no z-levels.  I'm told that it was almost like a different game.
Title: Re: The Little Questions Thread
Post by: Ubern00b on November 28, 2009, 07:26:13 am
Little question guys, can i make my marksdorfs practice with metal bolts?

I feel like embarking on a map with no trees, so no wood bolts.
And bone bolts are too much effort to bother with.
Title: Re: The Little Questions Thread
Post by: van on November 28, 2009, 11:12:23 am
Can dorfs walk over beds?  And if that, can they walk over tables as well?
Title: Re: The Little Questions Thread
Post by: nil on November 28, 2009, 01:18:30 pm
Little question guys, can i make my marksdorfs practice with metal bolts?
No.  They'll still gain experience killing enemies, though.
Can dorfs walk over beds?  And if that, can they walk over tables as well?
Yes and yes.  The only pieces of furniture dwarves can't walk over are statues, floodgates, locked doors, wall grates and windows.
Title: Re: The Little Questions Thread
Post by: van on November 28, 2009, 02:01:44 pm
Ok, I've got another one, my adopted cat constantly drop vermin corpses in the middle of my dining hall and its getting annoying having to select a few corpses to dump every few seconds, is there anyway around this?
Title: Re: The Little Questions Thread
Post by: SomethingCreative on November 28, 2009, 02:11:24 pm
Place a refuse stockpile outside your fortress (to avoid miasma). Any dwarf with the refuse hauling labor enabled (which is all dwarfs by default) will take dead vermin corpses to the stockpile.


Also, will dwarfs ever die of old age?
Title: Re: The Little Questions Thread
Post by: darkflagrance on November 28, 2009, 02:19:11 pm
^ yes, at between 150-170 years of age in vanilla.

If my fortress dies to a siege, I'll have the local leader who led it running around inside it when I reclaim or come back as an adventurer. But if I start a new fort, can that same local leader invade that one?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 28, 2009, 03:10:51 pm
Yes, if the same goblin civ attacks you in the new fort.
Title: Re: The Little Questions Thread
Post by: silhouette on November 28, 2009, 06:59:02 pm
If you've playing the latest version of DF, then you're playing the 3D version.  In an earlier version, there were no z-levels.  I'm told that it was almost like a different game.
Ahhh ty, that explains a lot.
Title: Re: The Little Questions Thread
Post by: LemmingKing on November 28, 2009, 09:41:36 pm
I am new to this game and so far am loving it, been playing for maybe less than 30 days using Mayday's compiled tileset pack (thanks to all who contributed to it, it's great) but I am confused on how to get my military dwarves to actually attack certain targets and not do what they feel like, any suggestions?
Title: Re: The Little Questions Thread
Post by: Firnagzen on November 28, 2009, 09:48:11 pm
You can't, really. You can tweak their preferences a little in the military menu, setting them to harass wildlife or not, chase creatures or not and so on. You can tell them to go to a spot through the (x) squad menu, with patrol routes and station points, but that's it for now.

In the next version, though, you'll be able to give kill orders on specific targets.
Title: Re: The Little Questions Thread
Post by: LemmingKing on November 28, 2009, 09:53:27 pm
Thanks a bundle, I will most likely tell them to "station" at a certain spot in the absence of a "kill" order.
Title: Re: The Little Questions Thread
Post by: stolensteel on November 28, 2009, 10:26:43 pm
I am doing underground flooding for the first time, and have two questions.

Do I need to clear the rocks out of the area that I want tower-caps to grow? Or will they grow and just push the rocks away?

If I build farms and then need to expand, how will flooding effect my running farms? Should I deconstruct them before reflooding, or will they be fine?

[shamelessplug]Also, if anyone knows anything about the dark dwarves mod, I have quite a few questions in that thread as well.[/shamelessplug]
Title: Re: The Little Questions Thread
Post by: Firnagzen on November 28, 2009, 10:45:32 pm
! Clear the rocks out. I hope you haven't flooded yet.

Rocks cause towercap saplings to stay saplings forever. They'll only mature if you remove the rocks. Also, stepping on the saplings and shrubs too many times kill them.

Put (d,o,r)estricted traffic designations on any growing saplings. Clear the shrubs with the plant gathering, the shrubs you don't want act like weeds. They'll stifle out tower cap growth, because there's a hard upper limit on the number of plants you can have.
Title: Re: The Little Questions Thread
Post by: LemmingKing on November 28, 2009, 10:59:18 pm
I am trying to find an underground river and I am digging right below the brook that is already on the map, I keep seeing wet points on the rocks but still no breaching a river, should I build up? (place a ramp)
Title: Re: The Little Questions Thread
Post by: stolensteel on November 28, 2009, 11:10:15 pm
I don't think that underground rivers and brooks can be in the same general area. Meaning, it probably won't be directly underneath the brook. They are very difficult to find however, unless you use a reveal. Try looking in other areas around the map though.
Title: Re: The Little Questions Thread
Post by: LemmingKing on November 28, 2009, 11:12:21 pm
Okay thanks.
Title: Re: The Little Questions Thread
Post by: silhouette on November 29, 2009, 12:26:17 am
Damn you magma... DAAAAMN YOOOOUU

But anyway...

is there any possible thing i can use instead of floodgates with bauxite mechanisms that i can use to block the path of magma ( i want to trap some so i can have magma reach my magma forges and such)
I cant trade for bauxite and im pretty sure there is no bauxite on this map.
Title: Re: The Little Questions Thread
Post by: stolensteel on November 29, 2009, 12:30:10 am
My recommendation would be to use this (http://www.bay12games.com/forum/index.php?topic=32237.0) mod. It makes more rocks magma safe by setting their melting points to accurate real life values.

Other than that, you could use obsidian blockers. Have a way to drop water on magma to plug a hole, then channel it out later to let it flow again.
Title: Re: The Little Questions Thread
Post by: Poot on November 29, 2009, 12:57:17 am
Hey guys. New to the game, and I'm loving it a lot. One of the things I've been wondering about is the thing about nobles and placing stuff inside their room. One of the things I've been trying to do is placing an artifact (or any other high value item) in their room. I've looked under designations, build, etc. No clue what to do.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 29, 2009, 12:58:53 am
If the artifact is a piece of furniture, you can place it in their room. If it's a craft, or a weapon, or something like that, it can't be placed in their room.

What are you trying to put in there?
Title: Re: The Little Questions Thread
Post by: Poot on November 29, 2009, 01:13:19 am
I was trying to place a chestnut finished goods bin in there.
Title: Re: The Little Questions Thread
Post by: silhouette on November 29, 2009, 01:18:00 am
Soooo....
Someone explain to me so i can understand...

Bridges

What is raise and retract.

What happens if i set it to raise...

What happens if i set it to retract (anyway)

Ive read the wiki and still cant make sense out of it...
Title: Re: The Little Questions Thread
Post by: stolensteel on November 29, 2009, 01:31:27 am
Retracts: When the bridge is retracted, everything that was on it falls. When it extends back, it is crossable again.

Raises: When a bridge is raised, everything on it flies in the direction that it is raised (often to humorous results). While it is raised, it forms an impassible wall on the edge where it raised (so a bridge that raises north creates a wall on its north edge). When it comes back down, anything that is where it is supposed to be is destroyed completely and instantly. The same might also happen for retracting bridges, I've not actually tested it.
Title: Re: The Little Questions Thread
Post by: silhouette on November 29, 2009, 02:03:35 am
ahh ty.

This will surely make for some humerous stunts...
Now if i could only somhow match it so it looks like tennis...

Naturally the choices of a ball are; cats, elfs or goblins...

Now MORE questions...
How come my dwarfs are idiots and try to go CLEAN the MAGMA...


Title: Re: The Little Questions Thread
Post by: stolensteel on November 29, 2009, 03:19:51 am
If I'm on a glacier map with an underground river, can I pump the water to the surface and get infinite ice?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 29, 2009, 03:26:39 am
I was trying to place a chestnut finished goods bin in there.

Bins can't be built. You'll have to increase the value of the room some other way.

If I'm on a glacier map with an underground river, can I pump the water to the surface and get infinite ice?

If you do pump it, it won't get very far since the water will just freeze when it touches the outside. If you want infinite ice for, say, an ice tower, bucket brigades are far more practical. Just designate a pond zone where you want a fresh block of ice.

Now MORE questions...
How come my dwarfs are idiots and try to go CLEAN the MAGMA...

They're not trying to clean the magma. They're trying to clean the globs of molten rock that just so happen to have melted from the magma. Mass forbid any stones using d - b - f to prevent dwarves from doing that.
Title: Re: The Little Questions Thread
Post by: silhouette on November 29, 2009, 04:26:37 am
Quote
They're not trying to clean the magma. They're trying to clean the globs of molten rock that just so happen to have melted from the magma. Mass forbid any stones using d - b - f to prevent dwarves from doing that.
Yeah thought it was something like that...
which brings up how in hell do they know its under there o.o.

Meh..

so, can you tell giant cave spider webs apart from normal spider webs? and to locate them do you have to like chuck a dwarf down a chasm or pit...

Title: Re: The Little Questions Thread
Post by: Jim Groovester on November 29, 2009, 05:15:20 am
There's no visible way from the main game screen, but you can zoom in on them if your stocks are sufficiently accurate.

The big spider web that the GCS spins has to be revealed by a creature though.
Title: Re: The Little Questions Thread
Post by: Psilobe on November 29, 2009, 03:09:53 pm
Dorks are not picking up weapons, even thou I got some, any ideas why?
Title: Re: The Little Questions Thread
Post by: Melancholy Camel on November 29, 2009, 03:36:10 pm
So, i'm playing with the Relentless Assault mod, and i've been having some serious problems with my cats all running out of my fort to go do whatever it is cats do. I've got about seven doors between the main exit they use and the main part of my base that isn't barracks / traps / defenses. Is there any way to stop them besides making all the doors un-pet-passable and then checking it to make sure they don't run out when I do battle?
Title: Re: The Little Questions Thread
Post by: NecroRebel on November 29, 2009, 04:02:55 pm
Dorks are not picking up weapons, even thou I got some, any ideas why?
Have you set them to use weapons? Only soldiers will use weapons normally, though dwarves with the Hunting labor enabled will as well, and woodcutters will carry battle axes. To set a dwarf's weapon preferences, use v, scroll to the dwarf, then use the (p)references menu and the (s)oldiering and hunting submenu. Or, use the (m)ilitary screen and the (w)eapons submenu.

The weapons might also be inaccessible, forbidden, marked for dumping, or marked for melting. Oh, and if you neglected to actually make your dwarves military, remember to activate them through the preferences menu or military screen.

So, i'm playing with the Relentless Assault mod, and i've been having some serious problems with my cats all running out of my fort to go do whatever it is cats do. I've got about seven doors between the main exit they use and the main part of my base that isn't barracks / traps / defenses. Is there any way to stop them besides making all the doors un-pet-passable and then checking it to make sure they don't run out when I do battle?
Destroy them all!  >:(

There really isn't a good way to do what you want. Making the doors pet-impassible should help, but it isn't 100% reliable since they can slip through when a dwarf does. I've heard that if you chain cats such that every tile in your fort is cat-accessible can clear out vermin without making them wander all over, but that requires stupidly large numbers of cats and ropes, so probably isn't a good idea.

The only other option I can think of is the one I suggested first: killing every cat in your fort. Hey, at least they won't run out of the fort to hunt vermin if they're meat  ;)
Title: Re: The Little Questions Thread
Post by: Melancholy Camel on November 29, 2009, 04:33:30 pm
Hah, while killing my cats certainly is a viable option, I enjoy making their offspring into clothing and arrows for my soldiers. Not to mention they take care of what was otherwise a ridiculous amount of verming. Thanks though, I guess i'll give the door method a shot.
Title: Re: The Little Questions Thread
Post by: nil on November 29, 2009, 05:04:36 pm
Just think of them as patroling sentries.
Title: Re: The Little Questions Thread
Post by: Kiwi on November 29, 2009, 05:07:04 pm
Not sure this is the right place for this kinds of question. Just since the adventure mode area is for discussion.
How do you get out of fast-travel in adventure mode?(besides finding a pack of wolfs)
Title: Re: The Little Questions Thread
Post by: nil on November 29, 2009, 05:26:59 pm
">" is the default (shift-.)
Title: Re: The Little Questions Thread
Post by: Kiwi on November 29, 2009, 05:37:51 pm
Thanks
Title: Re: The Little Questions Thread
Post by: Insignificant on November 29, 2009, 06:16:49 pm
Ok so I know you need haulers and stockpiles to put the hauled stuff.
I have to large vacant wood stockpiles and dwarves designated to solely haul wood there are logs from chopped trees all over yet none get put in a stockpile.
They moved wood plenty fine early on but stopped after around one year.
 WHAT GIVES ???
Title: Re: The Little Questions Thread
Post by: nil on November 29, 2009, 06:27:47 pm
Check for:
-stone/furniture taking up the available space in stockpiles
-"Dwarves gather wood" in the (o)rders menu is on
-unhauled lumber isn't designated forbidden or for dumping, "Dwarves Can Go Outdoors" in the orders menu

Also you've got idling dwarves with the wood hauling labor active, right?
Title: Re: The Little Questions Thread
Post by: Insignificant on November 29, 2009, 10:33:39 pm
Well I'll double check all that.
Another quick thing what determines the z-level caravans appear on?
Mine appear halfway up the mountain about 3zlevels up.
They get stuck go psycho and die.
Title: Re: The Little Questions Thread
Post by: nil on November 29, 2009, 11:10:03 pm
They pick a spot at random from all the locations that can path to your depot.

So generally they shouldn't get trapped, unless something crazy happened like a tree growing to adulthood at just the right moment to block the path (or if you mine or build something in the way).

Also, this means if you smooth a 3-tile path between the map edge and the depot and line it with enough pits, statues, or walls to prevent a wagon from passing though, you can force the wagons to use a single road.  Use (D) to check for wagon accessibility.
Title: Re: The Little Questions Thread
Post by: Hortun on November 30, 2009, 08:47:56 pm
Hey, my mayor decided to put an export ban on electrum items. Sadly, my whole economy is based off of electrum exports.

I had the goods hauled to the depot and on the wiki it said that all of the haulers would be punished once the items leave the map. My question is should I kill the mayor or trap the captain of the guard to where he can't punish things? I don't want to kill the mayor since he's also my broker, but punishing that many haulers could result in a tantrum spiral.

EDIT: I just let them all get beat up. A couple folks died, but my guard captain wasn't that tough.
Title: Re: The Little Questions Thread
Post by: silhouette on November 30, 2009, 09:14:18 pm
Is there anyway i can change who my mayor is? other than killing him...
Title: Re: The Little Questions Thread
Post by: Hortun on November 30, 2009, 09:20:56 pm
Is there anyway i can change who my mayor is? other than killing him...
No, your leader noble is elected. Gonna have to kill him.
Title: Re: The Little Questions Thread
Post by: silhouette on November 30, 2009, 10:17:02 pm
Is there anyway i can change who my mayor is? other than killing him...
No, your leader noble is elected. Gonna have to kill him.


What decides the qualities for the election?
Couldnt i just train a dwarf up in those skills? if i can?
Cos i cant really kill him as hes one of my legendary miners.
Title: Re: The Little Questions Thread
Post by: stolensteel on November 30, 2009, 10:19:56 pm
But legendary miners are soooo easy (to obtain). Letting go of one shouldn't be a problem.
Title: Re: The Little Questions Thread
Post by: nil on December 01, 2009, 12:14:21 am
What decides the qualities for the election?
Couldnt i just train a dwarf up in those skills? if i can?
Cos i cant really kill him as hes one of my legendary miners.
You can, but the skills in question are social skills which are relatively hard to train up on a given dwarf.  The best you can do is turn all the labors off of the one you want to be mayor, so he spends all his time talking.

You can also draft a dwarf to make them ineligible for elections.
Title: Re: The Little Questions Thread
Post by: atomfullerene on December 01, 2009, 12:54:18 pm
I don't think this thing about caravans always appearing where they can path to your depot is true.  I tried to take advantage of it once by digging a trench 1 space from my border all around the map except for one location.  Caravans always appeared on the other side of the trench, in areas blocked in by trees.  The walking traders got stuck there, the wagons bypassed the site (even thought my trade depot WAS definitely accessible from the edge of the map).  And my migrants always got stuck on the edge too...and the diplomat.  It was incredibly annoying, and I dropped the fortress.
Title: Re: The Little Questions Thread
Post by: Kaiser Reinhard on December 01, 2009, 01:09:58 pm
If I start with a chasm in my fort and don't have a GCS at first, will one ever spawn eventually? Or does the chasm have to be at the edge of the map to allow a GCS to spawn?
Title: Re: The Little Questions Thread
Post by: nil on December 01, 2009, 01:23:43 pm
/\ Pretty sure the answer is no there, but you might want to wait for someone more experienced with chasms to confirm that; I never even bother looking for them.  /\

I don't think this thing about caravans always appearing where they can path to your depot is true.  I tried to take advantage of it once by digging a trench 1 space from my border all around the map except for one location.  Caravans always appeared on the other side of the trench, in areas blocked in by trees.  The walking traders got stuck there, the wagons bypassed the site (even thought my trade depot WAS definitely accessible from the edge of the map).  And my migrants always got stuck on the edge too...and the diplomat.  It was incredibly annoying, and I dropped the fortress.
I make a trade depot road in nearly every fortress I build and have never had a problem...  but then I've never gone as far as you're talking about, just something like this (http://mkv25.net/dfma/poi-20134-traderroad).  I suspect there was an unsmoothed boulder or something blocking wagon access, which caused everything else--migrants, diplomats, and non-wagon traders may spawn completely at random, given that they will show up even if then entire fort is closed off.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 02, 2009, 06:11:45 pm
I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.

Should I throw it in the bottomless pit, or the barracks?
Title: Re: The Little Questions Thread
Post by: Morsigil on December 02, 2009, 07:08:48 pm
Here is a small question:

My seed stockpile only has two barrels in it, one of which isn't being used for some reason, while the other has my original seed bag in it, and both are full. Now my plump helmet spawn are covering the floor of that room, and the other barrel is -still- empty.

This is the case even when I have like 17 idlers momentarily.
Title: Re: The Little Questions Thread
Post by: SomethingCreative on December 02, 2009, 09:12:55 pm
^ Do you have enough empty bags for the seeds to be stored in?


I followed the digging examples on the wiki for getting a well with flowing water, but I'm getting stagnant water from my current well setup anyway. Could someone please point out what I'm doing wrong?  ;D

Spoiler (click to show/hide)





Title: Re: The Little Questions Thread
Post by: INSANEcyborg on December 02, 2009, 09:34:32 pm
I don't think any water from a well would be considered stagnant, so they may not be using the well.  Did you place a zone over the well and mark it as a water source?
Title: Re: The Little Questions Thread
Post by: SomethingCreative on December 02, 2009, 09:53:24 pm
Yep. My dwarfs have been getting water from it for a wounded soldier. Whenever I check the contents of their buckets it says the water is stagnant.  ???
Title: Re: The Little Questions Thread
Post by: Morsigil on December 02, 2009, 09:55:59 pm
^ Do you have enough empty bags for the seeds to be stored in?


I followed the digging examples on the wiki for getting a well with flowing water, but I'm getting stagnant water from my current well setup anyway. Could someone please point out what I'm doing wrong?  ;D

Spoiler (click to show/hide)


It was the bag thing, as I found out in this other thread I posted: http://www.bay12games.com/forum/index.php?topic=45688.0

I figured since they were going into the barrel that it was a valid storage space. Little did I realize....

It didn't help that my bag kept getting stored in the furniture section (5 levels down) as opposed to the seed section.
Title: Re: The Little Questions Thread
Post by: darkflagrance on December 02, 2009, 10:38:38 pm
I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.

Should I throw it in the bottomless pit, or the barracks?

The barracks. The pit is a waste, unless you later throw goblins in there to be dismembered by the titan.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 02, 2009, 11:20:01 pm
I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.

Should I throw it in the bottomless pit, or the barracks?

The barracks. The pit is a waste, unless you later throw goblins in there to be dismembered by the titan.

Well, I TRIED the barracks. It escaped, killed the philosopher, and was wrestled to death by a recently-recovered champion.

Okay, what the fuck, count?
Seriously. He likes humans for their stature, and cats for their aloofness. I just caught him raiding the dump pile, and making off with a human-sized leather skirt decorated with cat bone.
What the fuck?
Title: Re: The Little Questions Thread
Post by: Hortun on December 04, 2009, 12:34:08 am
I've got a little question. I was planning on starting a mega-project where I have my fortress built almost entirely from glass suspended in the air over the desert on a pillar. Not like a support pillar, but I was just going to surround a thick staircase column with wall.

I know that water runs off the edge of the map, but with sufficient pump-force, is it possible to suck enough water out of an underground (or above-ground) river to fill the entire map up ten z-levels the the base of the fort?

Otherwise I'm just going to have to make the pillar out of bauxite or something and pump the map full of magma.
Title: Re: The Little Questions Thread
Post by: Durin on December 04, 2009, 12:45:19 am
I've got a little question. I was planning on starting a mega-project where I have my fortress built almost entirely from glass suspended in the air over the desert on a pillar. Not like a support pillar, but I was just going to surround a thick staircase column with wall.

I know that water runs off the edge of the map, but with sufficient pump-force, is it possible to suck enough water out of an underground (or above-ground) river to fill the entire map up ten z-levels the the base of the fort?

Otherwise I'm just going to have to make the pillar out of bauxite or something and pump the map full of magma.

LOL!  Awe inspiring...
Title: Re: The Little Questions Thread
Post by: nil on December 04, 2009, 01:01:30 am
I've got a little question. I was planning on starting a mega-project where I have my fortress built almost entirely from glass suspended in the air over the desert on a pillar. Not like a support pillar, but I was just going to surround a thick staircase column with wall.

I know that water runs off the edge of the map, but with sufficient pump-force, is it possible to suck enough water out of an underground (or above-ground) river to fill the entire map up ten z-levels the the base of the fort?

Otherwise I'm just going to have to make the pillar out of bauxite or something and pump the map full of magma.

Short answer: Nope.
Long answer: A river just doesn't have the output, but theoretically with an aquifer you would be able to pump up as much water as you want.  It would take an ungodly number of pumps to do what you're talking about, though, and would bring your FPS to around 1-2 no matter what.  You're way better off using magma, building a huge wall to hold the water in, scaling it down to a smaller temporary flood the world kind of thing, or building in an ocean/lake.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 04, 2009, 02:09:01 am
Is there any way to see a personal kill list for my dwarves?
Title: Re: The Little Questions Thread
Post by: nil on December 04, 2009, 02:40:34 am
(v), move cursor over dwarf, (p), (z), (k).  If there isn't something saying "K: View kills" at the bottom of their personal owned objects and holdings menu (the above 'z') it means they've never killed anything.
Title: Re: The Little Questions Thread
Post by: expwnent on December 04, 2009, 09:54:36 am
Do rocks drain FPS if they are quantum-stored in one tile?
Title: Re: The Little Questions Thread
Post by: Lord Braindead on December 04, 2009, 10:20:30 am
Can i build large rooms with grates/bars as floors when i place a support under every grate/bar that is not on the edge?

Code: [Select]
(sideview)

|        |
|########|
~~IIIIII~~
Title: Re: The Little Questions Thread
Post by: Quantum Toast on December 04, 2009, 12:16:09 pm
I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.

Should I throw it in the bottomless pit, or the barracks?

The barracks. The pit is a waste, unless you later throw goblins in there to be dismembered by the titan.

Well, I TRIED the barracks. It escaped, killed the philosopher, and was wrestled to death by a recently-recovered champion.

Okay, what the fuck, count?
Seriously. He likes humans for their stature, and cats for their aloofness. I just caught him raiding the dump pile, and making off with a human-sized leather skirt decorated with cat bone.
What the fuck?
If your noble has some bizarre fetishes, that's between him and the dwarven tabloids.
Title: Re: The Little Questions Thread
Post by: nil on December 04, 2009, 12:45:59 pm
Do rocks drain FPS if they are quantum-stored in one tile?
Pretty much, although obviously that makes it easier to atom-smash them (even if you haven't already built one, you could build one below it and channel out the floor to drop the rock into place.
Can i build large rooms with grates/bars as floors when i place a support under every grate/bar that is not on the edge?

Code: [Select]
(sideview)

|        |
|########|
~~IIIIII~~
If I had to guess, I'd say it would but that you'll find it very difficult to get the game to allow you to build past the edges (maybe something with temporary constructed floor scafolding will be necessary).  You should try it and report back, for science.
Title: Re: The Little Questions Thread
Post by: Zaibusa on December 04, 2009, 01:14:17 pm
does the magma in a glowing pit refill if it has a connection to the bottom? So that it acts like a magma pipe?
Title: Re: The Little Questions Thread
Post by: nil on December 04, 2009, 01:30:51 pm
does the magma in a glowing pit refill if it has a connection to the bottom? So that it acts like a magma pipe?
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Kyronea on December 04, 2009, 01:53:52 pm
Where does a retracting bridge go when it is retracted?
Title: Re: The Little Questions Thread
Post by: Zaibusa on December 04, 2009, 01:57:44 pm
does the magma in a glowing pit refill if it has a connection to the bottom? So that it acts like a magma pipe?
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Kraegan on December 04, 2009, 02:00:12 pm
Does an underground river exposed to the outside because or erosion count as a underground river for the purpose of growing tower caps?
Title: Re: The Little Questions Thread
Post by: nil on December 04, 2009, 02:04:00 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Haus Party on December 04, 2009, 02:08:38 pm
Does an underground river exposed to the outside because or erosion count as a underground river for the purpose of growing tower caps?

I'm not certain, but I think so. That's how it worked with an underground pool I had, at least. Once I tapped into it to run a perpetual motion device/mead hall waterfall, I had tower caps growing in my fort.

Now my question: Do I need to worry about my hermit getting strange moods? I've been rushing to acquire a stockpile of whatever he could need just in case--plant cloth, silk cloth, wood, ore, bars, blocks, rough gems, cut gems, bones, but no glass since I can't find sand. But it never even occurred to me that there might be a minimum population required for the even in the first place.
Title: Re: The Little Questions Thread
Post by: Zaibusa on December 04, 2009, 02:13:56 pm
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Lord Braindead on December 04, 2009, 03:18:27 pm
If I had to guess, I'd say it would but that you'll find it very difficult to get the game to allow you to build past the edges (maybe something with temporary constructed floor scafolding will be necessary).  You should try it and report back, for science.

Tried and failed, the grate deconstructs as soon as you remove the scaffolding. Guess i will have to modify the plan for my new deathtrap temple to Armok.
Title: Re: The Little Questions Thread
Post by: nil on December 04, 2009, 03:49:03 pm
Tried and failed, the grate deconstructs as soon as you remove the scaffolding. Guess i will have to modify the plan for my new deathtrap temple to Armok.
Bummer...  something like
Code: [Select]
X###X###X#
###X###X##
#X###X###X
##X###X###
where # is a grate and X is a constructed floor tile held up by a support could be a decent alternative option.
Title: Re: The Little Questions Thread
Post by: Lord Braindead on December 04, 2009, 05:12:06 pm
At first i wanted to do it this way too but it takes far to long in my opinion for the 1/7 magma that remains on the floors to cool and since the chamber should be the main entrance i hoped i could build something that doesnt need to stay closed for a month to prevent !!dwarfs!!, !!elves!! and !!humans!!.

I think i will place some statues on constructed floors on strategic positions around the mosaik and make the wagon path out of bridges so that i can emergencydump the magma or burning people into the magmalake below.
Title: Re: The Little Questions Thread
Post by: silhouette on December 05, 2009, 02:10:14 am
WHAT
THE
ARMOK

How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.
Title: Re: The Little Questions Thread
Post by: Kaiser Reinhard on December 05, 2009, 02:14:07 am
Does an underground river exposed to the outside because or erosion count as a underground river for the purpose of growing tower caps?

I'm not certain, but I think so. That's how it worked with an underground pool I had, at least. Once I tapped into it to run a perpetual motion device/mead hall waterfall, I had tower caps growing in my fort.

Now my question: Do I need to worry about my hermit getting strange moods? I've been rushing to acquire a stockpile of whatever he could need just in case--plant cloth, silk cloth, wood, ore, bars, blocks, rough gems, cut gems, bones, but no glass since I can't find sand. But it never even occurred to me that there might be a minimum population required for the even in the first place.

Yes. You can only have a strange mood if you have at least 20 dwarves who have never had a strange mood in your fort, I think. I forgot the exact number.
Title: Re: The Little Questions Thread
Post by: Haus Party on December 05, 2009, 02:55:24 am
WHAT
THE
ARMOK

How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.

If you bought one from the elves, there's your answer. They sold you a knocked up muskox.

Yes. You can only have a strange mood if you have at least 20 dwarves who have never had a strange mood in your fort, I think. I forgot the exact number.

Neat. Thanks. I'm still going to stockpile this stuff, though, because I've changed my vision or this hermit challenge: I have decided to keep him locked away in the mountain, so that while I'm waiting for him to finish the work I've assigned I can use migrants to do neat things on the surface. Currently, I've got 'em building a big dwarven arcology.
Title: Re: The Little Questions Thread
Post by: silhouette on December 05, 2009, 03:21:21 am
WHAT
THE
ARMOK

How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.

If you bought one from the elves, there's your answer. They sold you a knocked up muskox.

Yes. You can only have a strange mood if you have at least 20 dwarves who have never had a strange mood in your fort, I think. I forgot the exact number.

Neat. Thanks. I'm still going to stockpile this stuff, though, because I've changed my vision or this hermit challenge: I have decided to keep him locked away in the mountain, so that while I'm waiting for him to finish the work I've assigned I can use migrants to do neat things on the surface. Currently, I've got 'em building a big dwarven arcology.
Then have your dwarf pop up out of the ground and scare the crap out of them...
ooor you could have it so the hermit makes the whole cavern collapse except for one place where the hermit and a lever is that makes the cavern collapse and kills the other dwarves above ground...

Ive tried the hermit challenge before but it never really worked, how can i go about killing those other 6's.

Also, i knew those elves were suspicious!
Ah well, ill just trade their incested offspring BACK to them! haha!
Title: Re: The Little Questions Thread
Post by: Haus Party on December 05, 2009, 04:14:38 am
Then have your dwarf pop up out of the ground and scare the crap out of them...
ooor you could have it so the hermit makes the whole cavern collapse except for one place where the hermit and a lever is that makes the cavern collapse and kills the other dwarves above ground...

Ive tried the hermit challenge before but it never really worked, how can i go about killing those other 6's.

Also, i knew those elves were suspicious!
Ah well, ill just trade their incested offspring BACK to them! haha!

I thought about undermining the arcology later on, but I figure that's something to do only when I feel entirely finished with the project. As for killing those other 6, my method was to space it out. I never murdered more than one friend at a time, and those I did murder, I buried. The 7 starters all share a tomb, even as the 7th coffin lies empty.
Title: Re: The Little Questions Thread
Post by: silhouette on December 05, 2009, 06:11:07 am
Could you record it in a story told format like with that other hermit dwarf who killed EVERYONE but in the end got killed by a HFS in the end, was pretty anti-climaxtic as i thought it was cheap as how she mined into the pit, meh.
Only if you can be bothered though :P
Title: Re: The Little Questions Thread
Post by: Kyronea on December 05, 2009, 06:34:08 pm
Is green glass a good material to make trap components from? I'm thinking of making a whole lot of serrated green glass discs for some traps, but I don't know if they're going to be very effective or not.
Title: Re: The Little Questions Thread
Post by: 3 on December 05, 2009, 06:40:00 pm
They'll work at 50% effectiveness, just like anything else without a given perc value. So they'll only be as effective as wood, however cool the concept of using glass blades might be.

That doesn't stop you from making a torture pit out of them, though.
Title: Re: The Little Questions Thread
Post by: Kyronea on December 05, 2009, 06:43:30 pm
They'll work at 50% effectiveness, just like anything else without a given perc value. So they'll only be as effective as wood, however cool the concept of using glass blades might be.

That doesn't stop you from making a torture pit out of them, though.
Shoot. Okay then. Thank you.
Title: Re: The Little Questions Thread
Post by: Time Kitten on December 05, 2009, 06:44:01 pm
The advantage to glass is that if you have magma and sand... you've an endless supply.  Fell free to put out a thousand fully loaded traps.  If not, don't waste your wood.  It'd be faster just to make wooden trap components.
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 05, 2009, 07:10:18 pm
In my experience, ten masterwork green glass serrated sawblades in a weapon trap will shred most non-megabeast creatures in one hit.  Quantity and masterwork status make up for the 50% material penalty, and if you have sand and magma there's nothing to stop you from churning them out endlessly.
Title: Re: The Little Questions Thread
Post by: Haus Party on December 05, 2009, 09:24:01 pm
Could you record it in a story told format like with that other hermit dwarf who killed EVERYONE but in the end got killed by a HFS in the end, was pretty anti-climaxtic as i thought it was cheap as how she mined into the pit, meh.
Only if you can be bothered though :P

Eh, it's a little bit late in the fort for that. I've got deep mine shafts extending through the mountain, and I've almost entirely completed my expansive Tower-cap forest/mud farm/personal waterfall/obsidian farming project. Luckily, I have expendable migrants outside to dick around with the magma pump; my hermit just needs to dig the passages and build the safety doors.
Title: Re: The Little Questions Thread
Post by: Kyronea on December 06, 2009, 02:02:40 am
Well I do have plenty of magma and sand, so I might as well make tons of them, then.

Speaking of sand...I accidentally--somehow--dumped a couple bags into my atom smasher smashing area(needed to smash stone to increase FPS) without realizing it(I only saw them in the pile after I activated the smasher) and now I keep getting spammed with "Urist McDwarf cancels collect sand: job item lost or destroyed."

I don't quite get why they keep doing this. There are plenty of bags available.

EDIT: Nevermind; they stopped after I canceled the collect sand jobs.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 07, 2009, 12:43:32 am
WHAT
THE
ARMOK

How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.

Merchant animals can and will knock up your tame ones.
Title: Re: The Little Questions Thread
Post by: silhouette on December 07, 2009, 12:56:06 am
i suddenly love those dwarven merchants more :D
Title: Re: The Little Questions Thread
Post by: Skorpion on December 07, 2009, 01:19:03 am
There is a bloated tuber in my trade depot. It refuses to be hauled or dumped or brewed, and it's not forbidden. I don't know if I can trade it or not, as I don't remember.

How can I get rid of it, short of tacking it onto a trade as a free gift?
Title: Re: The Little Questions Thread
Post by: silhouette on December 07, 2009, 01:38:47 am
Have you got the right stockpiles?

Have you reclaimed the site?

have you made sure your dorfs arnt doing what you say? (e..g a dwarf isnt free atm)

Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 07, 2009, 01:26:29 pm
How do I view individual organ damage? Not just the general v.w 'lower body' stuff.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 07, 2009, 01:28:20 pm
If there is individual organ damage, it will show up when you scroll through the wounds screen using +-*/ on the numpad. If there's no scrolling, terrific! There's no individual organ damage.
Title: Re: The Little Questions Thread
Post by: 3 on December 07, 2009, 01:28:38 pm
Organ damage only becomes visible when an organ is damaged. Specifically, body parts with the [SMALL] or [INTERNAL] tags aren't visible until they've been damaged.
Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 07, 2009, 01:30:22 pm
Thank you!
Title: Re: The Little Questions Thread
Post by: Durin on December 07, 2009, 07:00:21 pm
Organ damage only becomes visible when an organ is damaged. Specifically, body parts with the [SMALL] or [INTERNAL] tags aren't visible until they've been damaged.

Oh how cool.  I had a legend that one of my engravers carved of an  elf getting its toe cut off, and I couldn't imagine how in the world that worked.  So everyone has toes, they just don't show...
Title: Re: The Little Questions Thread
Post by: Skorpion on December 07, 2009, 08:02:21 pm
Have you got the right stockpiles?
Have you reclaimed the site?
have you made sure your dorfs arnt doing what you say? (e..g a dwarf isnt free atm)

Yes, no, and yes. There have been thirty idlers available, not moving it. And they went right onto food hauling when I slaughtered most of the livestock.
I can't trade it, either.
Title: Re: The Little Questions Thread
Post by: silhouette on December 07, 2009, 11:54:00 pm
Have you checked all your options to check if something is turned off in there.
sometimes things can be considered refuse.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 08, 2009, 12:35:52 am
All options that might affect it are working on other things. Refuse, food, item, and trade good haulage all work.

Another question. There are two pet cats causing miasmas with dead olms. They're constantly out hunting. How do I murder them without butchering the owner first?

EDIT:
Or at least get the dwarves to only haul remains from indoors without killing my outdoor refuse haulage, or scampering off to the chasm to haul in dead rats that the 'cave' spiders killed outside?
Title: Re: The Little Questions Thread
Post by: silhouette on December 08, 2009, 02:51:35 am
To kill ze cats.

make something like this...

========
=L+D^^^D
========

L is lever
+ is normal tile for your dwarf to stand on
^ is spike traps.
D is door
= is wall

set the lever so only the dwarf with the pets you want to kill can pull it and then order it to be pulled, repeativly, also set it so that the door behind the tile where the dwarf stands on is pet impassible ( that way the pets still path to the owner but cant get through...)
Once the cats are there they should run in and stand on the spike traps, pet impass on the back door as well.

This way the owner will kill his cats!
:D
dwarfy.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 08, 2009, 02:21:31 pm
To kill ze cats.

make something like this...

========
=L+D^^^D
========

L is lever
+ is normal tile for your dwarf to stand on
^ is spike traps.
D is door
= is wall

set the lever so only the dwarf with the pets you want to kill can pull it and then order it to be pulled, repeativly, also set it so that the door behind the tile where the dwarf stands on is pet impassible ( that way the pets still path to the owner but cant get through...)
Once the cats are there they should run in and stand on the spike traps, pet impass on the back door as well.

This way the owner will kill his cats!
:D
dwarfy.

Thankyou!

I shall get to modifying the noble murdering system.
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 08, 2009, 02:29:54 pm
So, I know how to build a well and all that.  But can you build it +1 Z from the water surface?  My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water.  I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.
Title: Re: The Little Questions Thread
Post by: Zaibusa on December 08, 2009, 02:38:25 pm
Do Zombie Giant Cave Spiders create a Web?
Because i accidently just killed one in my Fortress without finding any
Title: Re: The Little Questions Thread
Post by: nil on December 08, 2009, 03:20:08 pm
So, I know how to build a well and all that.  But can you build it +1 Z from the water surface?  My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water.  I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.
Yes, wells can be pretty much any depth.  The deeper they are the longer they take to use (you can actually watch the bucket getting lowered and raised).  Some say that deeper wells are worth more, don't know if that's ever been confirmed though.
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 08, 2009, 06:28:04 pm
So, I know how to build a well and all that.  But can you build it +1 Z from the water surface?  My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water.  I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.
Yes, wells can be pretty much any depth.  The deeper they are the longer they take to use (you can actually watch the bucket getting lowered and raised).  Some say that deeper wells are worth more, don't know if that's ever been confirmed though.


I presume this also means that one can simply drill to aquifer from anywhere that's above it and you'll get a functional well.  The delay in use is a clever way to limit the depth to something reasonable.  Is it faster to have them walk up and down stairs or use the well?
Title: Re: The Little Questions Thread
Post by: Quantum Toast on December 08, 2009, 07:45:59 pm
So, I know how to build a well and all that.  But can you build it +1 Z from the water surface?  My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water.  I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.
Yes, wells can be pretty much any depth.  The deeper they are the longer they take to use (you can actually watch the bucket getting lowered and raised).  Some say that deeper wells are worth more, don't know if that's ever been confirmed though.
I've not heard of them being worth more before, but I've seen people claim that deeper wells make dwarves happier for some reason.
Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 08, 2009, 08:38:14 pm
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 08, 2009, 09:31:50 pm
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.

Nope. They just shift to the next available one and get hauled there while the coffin is stockpiled.
Just make him a memorial instead, with his favourite materials/items in it.
Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 08, 2009, 09:43:16 pm
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.

Nope. They just shift to the next available one and get hauled there while the coffin is stockpiled.
Just make him a memorial instead, with his favourite materials/items in it.

So technically, if the only coffin left was the one in his 'tomb' then he would get hauled there?
Title: Re: The Little Questions Thread
Post by: darkflagrance on December 08, 2009, 11:32:02 pm
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.

Nope. They just shift to the next available one and get hauled there while the coffin is stockpiled.
Just make him a memorial instead, with his favourite materials/items in it.

So technically, if the only coffin left was the one in his 'tomb' then he would get hauled there?

You are correct. You can't resize the resulting tomb though, so he'll be buried in a grave no matter what.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 12:01:31 am
Has anyone tried assigning all the wardogs to the butcher?  In theory the dogs and puppies will follow him around making butchery much more efficient.  If no one knows, I'll apply science.

I don't need the dogs for anything else.  I'm just using them for meat.  They're only wardogs because, well, wardogs can be assigned.

When assigned to a dwarf, do they pathfind, or just follow the dwarf?  If they're only pathfinding to stay within x tiles of the dwarf, that's not so bad.

I've got 18 female war dogs.  Can that many be assigned to a single dwarf?  If not, I could also put a few on the tanner.  He's usually nearby at butchery time.
Title: Re: The Little Questions Thread
Post by: Inyssius on December 09, 2009, 12:15:19 am
I want to run a fort in a location which has ludicrously fatal weather outside part of the time. Like, a temperate winter and a thermonuclear summer. Can the game be modded to do this?
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 01:08:10 am
Has anyone tried assigning all the wardogs to the butcher?  In theory the dogs and puppies will follow him around making butchery much more efficient.  If no one knows, I'll apply science.

I don't need the dogs for anything else.  I'm just using them for meat.  They're only wardogs because, well, wardogs can be assigned.

When assigned to a dwarf, do they pathfind, or just follow the dwarf?  If they're only pathfinding to stay within x tiles of the dwarf, that's not so bad.

I've got 18 female war dogs.  Can that many be assigned to a single dwarf?  If not, I could also put a few on the tanner.  He's usually nearby at butchery time.
That many can, and the puppies will follow. but i suggest doing this instead.
Make the animal trainer the butcher, that way you dont have to assign them and can then assign them to military dwarves in a time of war.
Title: Re: The Little Questions Thread
Post by: Kyronea on December 09, 2009, 01:09:19 am
When marksdwarfs enter melee with their crossbows, they utilize hammer skill, correct?

So would it be worthwhile to have them crosstrain in hammer skill as well as crossbow skill, or would the extra effort not be worthwhile?
Title: Re: The Little Questions Thread
Post by: Devast on December 09, 2009, 01:23:55 am
Does the trick to get sand from underground rivers still work?
Title: Re: The Little Questions Thread
Post by: nil on December 09, 2009, 01:30:34 am
When marksdwarfs enter melee with their crossbows, they utilize hammer skill, correct?

So would it be worthwhile to have them crosstrain in hammer skill as well as crossbow skill, or would the extra effort not be worthwhile?
Yeah, they use the hammerdwarf skill.  Whether its worth training depends mostly on how likely it is your marksdwarves will get involved in melee combat, but if they do its very handy.

Does the trick to get sand from underground rivers still work?
Yes, but not reliably.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 01:41:57 am
Thanks, silhouette.

I had thought about doing that as well, but it's a bit late for that batch of females.

Not that I'm too worried about using them for the military.  I'm playing vanilla DF and the goblins aren't a threat to my fortress.  If I didn't want to, I'd never have to go outside again.  I've got a huge underground tower cap farm (100x200) and am working on a megatower.  I'll be posting VF pictures of it eventually.

Edit.
For the help, have a preview.
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Kyronea on December 09, 2009, 02:22:37 am
When marksdwarfs enter melee with their crossbows, they utilize hammer skill, correct?

So would it be worthwhile to have them crosstrain in hammer skill as well as crossbow skill, or would the extra effort not be worthwhile?
Yeah, they use the hammerdwarf skill.  Whether its worth training depends mostly on how likely it is your marksdwarves will get involved in melee combat, but if they do its very handy.

Okay, thank you.

On another note, if I build a floor over my aboveground barracks, will that negate the cave adaptation canceling effects it has, or will it be just fine?
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 02:30:50 am
It will be transformed to become inside.
(well in my version that happens)

Also @ yagrum (morrowind lol)
:O
funny as i was planning the EXACT SAME THING.
well mine will look differnt.

Mine has a few mountains, like 2zlvls only.
in a desert.
i have barely any trees
and am planning on diverting a river into my  tower cap farm...

42x81 squares.
That should be enough and i dont need any more ^^.
If i did ild make it much larger as that is only 1/4 of the designated area that can be mined out for further tower cap farms.

Also im planning on making a glass tower in the middle of my desert with a bridge that goes to nowhere and be basically an execution tower.
Aswell as making it spew magma (oh god thats going to be hard, so many pumps...)
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 02:31:46 am
Quote
On another note, if I build a floor over my aboveground barracks, will that negate the cave adaptation canceling effects it has, or will it be just fine?

No, your military will be practicing in a "inside light aboveground" environment.  Cave adaption will be fended off because of the "light aboveground" part.  Once a tile has been revealed to the sun, it can never be subterranean again.  Something about that dratted sun.

You can do the same with your refuse stockpile so dwarves don't have to venture into danger to throw away a XXPig Tail SockXX.

@silhouette - We're building very similar structures.  I didn't have any wood when I started and maybe went overboard on the TC farm.  Oh well, I'll never be short of wood again.

I also plan on building a huge bridge to the edge of the map.  I want to make it the only caravan access point.  You might have noticed the green in my tower - the floors are glass.  If you look closely, there are some glass statues, too.  The tower itself is actually right over the magma pipe, so magma spewing is definitely an option in the future.

And as for the name, I was surprised it wasn't taken.  I just switched from "balath" the other day.  I usually use the name "Balathustrius," from a relatively obscure video game, but there's already a very active one on these boards.  To use the short version seemed a bit cheap, so I switched.
Title: Re: The Little Questions Thread
Post by: Particleman on December 09, 2009, 02:48:38 am
This is probably a really really dumb question, but how many units of alcohol will a dwarf drink at once? Is a "Dwarven Wine Barrel (10)" good for ten drinks or what? Because it seems that I'm running otu of booze a lot faster than I should if that's the case.
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 02:50:17 am
Yea i started with few trees aswell, only like 10-20 anually.
I still dont have any beds except the ones in my barracks lol.
Mine wont be over the magma p- wait a minute...
Actually it will.
what the hell.
Serriously what the hell.
The place where im planning it is pretty much exactly over the magma pipe, just a bit below.
if you under stand what i mean.

I was planning on making some sort of flinging tower.
Like have a bridge 2 z levels above a bridge and sort of time it so one bridge retracts while the other expands so it hits the thing im falling.
Going to be insane to actually make it work if it does work.

Yeah should be good for 10 drinks, your dwarves drink like 1 per drinking session, and they need it like daily, its best to just set your manager to continually order drinks to be brewed.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 02:50:53 am
From the wiki:
Quote
A healthy adult dwarf consumes approximately 18 units of drink per year
For more information.
http://dwarffortresswiki.net/index.php/Drink#Consumption

@silhouette
There was zero wood on my map.  It all initially came with me from embark or from traders.  This is the fortress in which I had lost 25 dwarves by the time my population was 50.  Most of those were related to lack of wood.  There was a bit of a tantrum chain (not quite a spiral) that started with a moody dwarf going berserk over not having any wood.  Everyone was already on edge,  of course, because they didn't have beds and several other dwarves had gone insane already for not having wood.

To make life even better, while digging my tower cap farm I
Spoiler (click to show/hide)

Somehow, I survived all that to get to work on the tower that will look oh-so-dramatic against that mountainous background.
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 09, 2009, 02:59:57 am
I'm planning a megaproject, and there are 2 things I wish to know:
First, what is more valuable: fire imp soap blocks, or platinum/aluminum blocks? I think I'm interpreting the wiki correctly in that the imp soap is worth 250 each while the precious metals cap out at 200, but I've never made soap before.

Second, if I were to dump a large quantity of water on top of the surface of an already-full lake (as in, one connected to the edge of the map), would the extra water vanish out the map edges, or sit on top? I want to flood my whole map many z-levels deep, and I'd rather know whether I need to seal the surface of my lake with hidden bridges before I try to fill.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 03:04:43 am
Quote
I were to dump a large quantity of water on top of the surface of an already-full lake (as in, one connected to the edge of the map), would the extra water vanish out the map edges, or sit on top?

It will drain off the edge of the map eventually, regardless of where you dump the water.  If it comes into contact with an edge, it will drain off.  If you want to flood your map many z-levels deep, you'll have to wall/drawbridge off the edges.

I've never made soap, but I bet the wiki is right.  The value of an aluminum block (I just checked my game) is 200☼.  So I bet it's the fire imp soap if you did the math right.  I don't know the value of fire imp fat.
Title: Re: The Little Questions Thread
Post by: Kyronea on December 09, 2009, 03:15:53 am
Quote
On another note, if I build a floor over my aboveground barracks, will that negate the cave adaptation canceling effects it has, or will it be just fine?

No, your military will be practicing in a "inside light aboveground" environment.  Cave adaption will be fended off because of the "light aboveground" part.  Once a tile has been revealed to the sun, it can never be subterranean again.  Something about that dratted sun.

You can do the same with your refuse stockpile so dwarves don't have to venture into danger to throw away a XXPig Tail SockXX.
Ah good. I knew about the not changing back to subterranean, but just wasn't sure if "Inside light aboveground" would keep them, somehow, from not cave adapting. Since it doesn't, I shall give them a roof. Thank you.
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 03:52:11 am
Question for yagrum or anyone whos made a towercap farm.
Can towercaps grow when there is stone on the tile.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 04:14:25 am
Quote
Can towercaps grow when there is stone on the tile.

That's a negative, they cannot.  You've got to clear it all out.  If you don't want the work, dig out the TC farm area in soil or sand.  If you don't have any of that, you can use any of the techniques on this page:
http://dwarffortresswiki.net/index.php/Stone_management

I tend to build a few drawbridges and use them for atom-smashing.  If I'm near a pit of some sort (magma pipe, chasm, bottomless pit) I might chuck them down there instead, depending on dwarfpower and distance.


My own question
How the heck do I make a hyperlink in my post?  A word that can be clicked instead of a URL.
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 04:46:22 am
Damn thought so.
Nah ild rather keep all the stone intact in little corners to use later..

Ild rather expand on what my sig says..
The damn fortress of rock crafts.
Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 09, 2009, 08:51:04 am
What are the benefits to playing multiple fortresses in the same world gen besides the ability to reclaim fortresses later and to be able to visit them in adventure mode?
Title: Re: The Little Questions Thread
Post by: Zaibusa on December 09, 2009, 09:41:04 am
Do Zombie Giant Cave Spiders create a Web?
Because i accidently just killed one in my Fortress without finding any

new day, new chance
Title: Re: The Little Questions Thread
Post by: expwnent on December 09, 2009, 10:06:25 am
And as for the name, I was surprised it wasn't taken.  I just switched from "balath" the other day.  I usually use the name "Balathustrius," from a relatively obscure video game, but there's already a very active one on these boards.  To use the short version seemed a bit cheap, so I switched.

(Lords of Magic ftw)
Title: Re: The Little Questions Thread
Post by: FlexibleDogma on December 09, 2009, 11:08:59 am
My own question
How the heck do I make a hyperlink in my post?  A word that can be clicked instead of a URL.

I link to google. (http://www.google.com)
Code: [Select]
[url=http://www.google.com]I link to google.[/url]
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 09, 2009, 12:31:28 pm
It will drain off the edge of the map eventually, regardless of where you dump the water.  If it comes into contact with an edge, it will drain off.  If you want to flood your map many z-levels deep, you'll have to wall/drawbridge off the edges.
I did know that, though it was very late last night so I guess I didn't indicate that. I guess what I'm wanting to ask is whether the lake edge-tiles will eat water like normal edge tiles, since they're also water sources?

I suppose I'll just have to seal over the original lake top with bridges, hide them, and then build the drawbridge-wall around the edges. Yet another complication to the project  ::)
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 04:11:50 pm
Quote
What are the benefits to playing multiple fortresses in the same world gen besides the ability to reclaim fortresses later and to be able to visit them in adventure mode?

Right now, I'm not sure I can think of anything mechanical.  I think you can get engravings in new fortresses of your old exploits.

This is a feature that will become more fun the longer you play.  It means that losing isn't losing.

I try to think of this game not as a world generator, but as a story generator, to paraphrase something I saw posted on this forum.

Edit: As the game develops, I think there'll be more and more incentive to use the same world.

Quote
(Lords of Magic ftw)

Yup.

I link to google. (http://www.google.com)
Code: [Select]
[url=http://www.google.com]I link to google.[/url]

Thanks so much.  I thought I tried that, but I must have botched my attempt.

Quote
I guess what I'm wanting to ask is whether the lake edge-tiles will eat water like normal edge tiles, since they're also water sources?

I don't know the answer to that, but I'll second your question.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 09, 2009, 05:32:20 pm
My count likes barrels, and pig iron. He's started mandating both at once.

He won't try and mandate pig iron barrels, will he?
I mean, I don't want to have to kill him. He's easy to please.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 06:34:09 pm
Quote
He won't try and mandate pig iron barrels, will he?

I've never had a noble mandate a particular item out of a material that it can't be made from.  If they want something bismuth or pig iron, I've always just seen "pig iron items (x/x)."

That's just personal experience, though.
Title: Re: The Little Questions Thread
Post by: New Messages on December 09, 2009, 06:48:03 pm
I hope i'm not breaking any rules, but I have a few questions.

I just downloaded the game, and generated a world. I found a place that looks like a nice place to start (warm, next to a river, calm), but I have no idea what would be the best way to prepare the game (specialize the dwarves, supplies to bring, etc), and would thank you if you could give me a list of sugestions.

Also, I tried starting the game, but couldn't do a thing. I have no idea how to make the dwarves build walls, mine, build roofs, or do anything. I tried assigning some simple orders to try to learn how to make them do stuff, but they didn't do any of them. Can anyone help me with that? I checked the stickied begginer's tutorial thread, but it was more like a walkthrough, so, I decided not to use them.

Also, I've heard there's a tileset that makes the game easier to understand. Can anyone give me a safe and relyable download link?

thanks in advance.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 07:03:43 pm
Welcome New Messages.  Welcome to the learning cliff.  It's so much Fun.

If your dwarves won't do what you order done, make sure you have the corresponding labor turned on for at least one dwarf.  To get to the labor screen, select a dwarf with the [v] key, press [p], then [l] (lower case L).  If you want someone to dig, make sure they have mining turned on (and they have access to a pick!).  The wiki (http://dwarffortresswiki.net/index.php/Main_Page) has listings for every profession and the associated labor (not all of them are obvious).

On the wiki you'll also find articles that tell you how to start your first fortress.  Don't worry if they come off as a walkthrough - there's no way to really write a walkthrough for this game.  It's too open.  And trust me, You'll either lose or abandon your first fortress.  Either way, when you start a new one you'll quickly realize how much you learned about fortress design and efficiency when you begin digging your second (and third, fourth, and fifth).

I used this article (http://dwarffortresswiki.net/index.php/Your_first_fortress) to get started.  It was just informative enough to avoid feeling like a walkthrough, but it helped me make good initial decisions.
Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 09, 2009, 07:04:47 pm
Thanks for your response Yagrum. I want to keep playing the same world, but I keep discovering cool mods that I want to permanently play with, resulting in another gen.
Title: Re: The Little Questions Thread
Post by: nil on December 09, 2009, 07:13:19 pm
I hope i'm not breaking any rules, but I have a few questions.

I just downloaded the game, and generated a world. I found a place that looks like a nice place to start (warm, next to a river, calm), but I have no idea what would be the best way to prepare the game (specialize the dwarves, supplies to bring, etc), and would thank you if you could give me a list of sugestions.

Also, I tried starting the game, but couldn't do a thing. I have no idea how to make the dwarves build walls, mine, build roofs, or do anything. I tried assigning some simple orders to try to learn how to make them do stuff, but they didn't do any of them. Can anyone help me with that? I checked the stickied begginer's tutorial thread, but it was more like a walkthrough, so, I decided not to use them.

Also, I've heard there's a tileset that makes the game easier to understand. Can anyone give me a safe and relyable download link?

thanks in advance.
There's a prepacked graphics set here: http://mayday.w.staszic.waw.pl/df.php

For embark, you need food, booze, at least one axe and pick, a least one skilled brewer, mason, miner, grower, and cook, seeds and an anvil.  Bringing dogs is a good idea, too, you can train them to fight for you.  More info here: http://dwarffortresswiki.net/index.php/Starting_build_design

As far how to actually play...  To mine, hit (d), (d) then use either the mouse or the cursor to designate what to dig out.  Note that you'll need to dig specific structures to change a z-level (up or down).  To build most stuff, you'll need workshops.  For example, to build a mason's workshop you would do (b), (w), (m), then place it.  After your mason has built it, you hit (q) and move the cursor over the workshop; from here you can make statues, tables, doors and other items to be placed later.  To build a wall, do (b), (c), (w); you'll need to have mined some stone to do this.  One more important thing--if something isn't building, you can use (t) or (q) and move the cursor over it to see why.    If it says "construction inactive" in yellow text, it's probably not working because no available dwarves are assigned the necessary labor.  Find a dwarf who isn't doing anything, hit (v), move the cursor over him, hit (p), (l), then use (+) and (-) to select the needed labor (more often than not its masonry, the thing you want built should tell you what's needed with (q) ) and hit enter.  He should start working pretty quick.

Other than that, just use the tutorial.  I know you're probably all about building a totally unique and personalized fortress right now, but there will be plenty of time for that once you know what you're doing.

(I see I have been beaten!  Posting anyway!)
Title: Re: The Little Questions Thread
Post by: New Messages on December 09, 2009, 07:17:33 pm
Welcome New Messages.  Welcome to the learning cliff.  It's so much Fun.

If your dwarves won't do what you order done, make sure you have the corresponding labor turned on for at least one dwarf.  To get to the labor screen, select a dwarf with the [v] key, press [p], then [l] (lower case L).  If you want someone to dig, make sure they have mining turned on (and they have access to a pick!).  The wiki (http://dwarffortresswiki.net/index.php/Main_Page) has listings for every profession and the associated labor (not all of them are obvious).

On the wiki you'll also find articles that tell you how to start your first fortress.  Don't worry if they come off as a walkthrough - there's no way to really write a walkthrough for this game.  It's too open.  And trust me, You'll either lose or abandon your first fortress.  Either way, when you start a new one you'll quickly realize how much you learned about fortress design and efficiency when you begin digging your second (and third, fourth, and fifth).

I used this article (http://dwarffortresswiki.net/index.php/Your_first_fortress) to get started.  It was just informative enough to avoid feeling like a walkthrough, but it helped me make good initial decisions.
Thank you very much for your answer. I won't have time to test it right away, so, I can't tell if this is going to be enough to solve my problem, but if I test it and it doesn't work, I will post here again.

Oh, and I know I will probably abandon my first fortress... from what I heard, it's impossible to play this game without the mindset that losing is fun.

EDIT: Nil, thank you for your answer as well. It will help a lot.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 09, 2009, 08:00:00 pm
My military keep wandering off on their own!

On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 08:28:35 pm
My military keep wandering off on their own!

On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.
Is there any creatures there?
are they set to harras dangerous creatures?
is there hidden items there?
Sometimes dwarves are ncei eough to tell you to chuck them into the lava.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 09, 2009, 08:32:46 pm
No creatures there, set to harass but it's halfway across the damn map, checked for hidden items but nothing there.
Title: Re: The Little Questions Thread
Post by: nil on December 09, 2009, 08:36:58 pm
No creatures there, set to harass but it's halfway across the damn map, checked for hidden items but nothing there.
Maybe you accidentally set a patrol point there (I do this all the time)?  Try (x) while in the squad menu.
Title: Re: The Little Questions Thread
Post by: silhouette on December 09, 2009, 09:08:24 pm
Prehaps its theirs a zone there or the squad is stationed there.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 09:53:56 pm
First, if you don't have a meeting area, they're probably just following their squad leader as he wanders to a spot he likes.  If they do that when they're off duty, instead of sparring, it could be because the squad leader has a nervous injury.  My invalid squad has a habit of doing that.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 09, 2009, 10:56:12 pm
What happens if you burn wooden weapons/armor from dear elves with magma? Does it become ash, once magma is drained?
That would be quite neat.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 09, 2009, 11:39:36 pm
Quote
What happens if you burn wooden weapons/armor from dear elves with magma? Does it become ash, once magma is drained?

I'm pretty sure it just disappears.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 10, 2009, 01:34:48 pm
There's no meeting zone there, but there's another elsewhere. The squad is stationed elsewhere, and they've done it off-duty as well.
They only ever seem to do it alone.
Title: Re: The Little Questions Thread
Post by: Jake on December 10, 2009, 05:42:08 pm
Okay, here's a couple:

1. Do pressure plates have to be built on a floor tile,  and would a support underneath them act as one if they do?

2. Do dumped items dropped over a precipice injure anyone standing where they land?

3. I forgot to add a CRITBOOST tag to a custom weapon. Will it screw anything up in my newly generated world if I add it in now?
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 10, 2009, 06:00:47 pm
My military keep wandering off on their own!

On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.

Are they going to a water supply?

Mine seem do that too, but I followed them at it once and it's because they're going for water (though not at the nearest point).
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 10, 2009, 06:05:39 pm
Okay, here's a couple:

1. Do pressure plates have to be built on a floor tile,  and would a support underneath them act as one if they do?

Pressure plates do need to be on a floor tile, but you can build a support, build a floor tile on top of the support, and then build the pressure plate on top of the floor tile on top of the support.

Quote
2. Do dumped items dropped over a precipice injure anyone standing where they land?
No.

Quote
3. I forgot to add a CRITBOOST tag to a custom weapon. Will it screw anything up in my newly generated world if I add it in now?
It shouldn't.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 10, 2009, 06:39:53 pm
My military keep wandering off on their own!

On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.

Are they going to a water supply?

Mine seem do that too, but I followed them at it once and it's because they're going for water (though not at the nearest point).

No water source there.

Also, is there any way to cure cave spider bites?
Title: Re: The Little Questions Thread
Post by: smjjames on December 10, 2009, 06:44:18 pm
There is no antidote really, the only cure is to remove the [EXTRACT_PERMANENT] tag. I removed that tag myself since its pretty annoying.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 10, 2009, 07:17:50 pm
It's not annoying enough to go leafing through the raws, currently.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 10, 2009, 11:55:00 pm
Dwarven cure: cull the dwarf.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 11, 2009, 05:56:07 am
What happens if you tame a fire snake?
Will it actually destroy items if a dwarf takes it for a pet?

Also, what happens if I drop enemies onto activated spear traps? Will they take damage, or does that only apply to when they are "triggered"?
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 11, 2009, 09:09:24 am
Strangely, upright spears don't increase the damage taken by a creature falling on them.  They only do damage when they extend.
Title: Re: The Little Questions Thread
Post by: pluckcitizen on December 12, 2009, 08:25:30 pm
How do I look up the legends of a region while I have a fortress active?
Title: Re: The Little Questions Thread
Post by: nil on December 12, 2009, 09:39:36 pm
How do I look up the legends of a region while I have a fortress active?
There isn't really a way to do that, but you can copy your save file (in data/save), then abandon your fortress in the copy and go into legends mode normally.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 12, 2009, 10:00:47 pm
Am I insane for spending the entire day planning, designing, and constructing an emergency meeting area for dwarves, with a waterfall, fancy expensive furniture, and views of the bottomless pit and the death-chute therein?
Title: Re: The Little Questions Thread
Post by: silhouette on December 13, 2009, 12:08:31 am
Not of you include magma.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 13, 2009, 01:13:14 am
I haven't YET, but it's tempting.
I'm holding off because it'll melt all the grates.

Right now, I'm just happy it works as I wanted it to, and doesen't fill up like a bowl.
Title: Re: The Little Questions Thread
Post by: Kethas on December 13, 2009, 01:52:06 am
How can I design an animal pen that doesn't let all the creatures therein scatter whenever a dwarf enters to take one out to slaughter? I've almost exclusively farmed for my food up to now and am new to fencing in animals. I've read http://dwarffortresswiki.net/index.php/Meat_industry and understand how you could use pits to drop animals into an enclosed space to save room/FPS, but it doesn't address the problem of the animals being freed once a dwarf opens the door to take one out.
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 13, 2009, 02:08:09 am
How can I design an animal pen that doesn't let all the creatures therein scatter whenever a dwarf enters to take one out to slaughter? I've almost exclusively farmed for my food up to now and am new to fencing in animals. I've read http://dwarffortresswiki.net/index.php/Meat_industry and understand how you could use pits to drop animals into an enclosed space to save room/FPS, but it doesn't address the problem of the animals being freed once a dwarf opens the door to take one out.
The best solution to livestock FPS issues is with a 3-level system.

The top level is just open space, designated as a pit, so you can drop creatures in.

The second level down has no floors, but instead has 3-4 retracting bridges covering what is otherwise open space. All doors into this chamber are forbidden (not pet-impassible, but actually forbidden) or sealed with constructed walls. Essentially, the only way in is to get tossed in from above, and the only way out is to get dropped when one of the bridges retract.

The bottom level of this setup has a butcher's shop, all doors leading into it are pet-impassible, and a number of levers, each of which is linked to exactly one of the bridges above.



Essentially, you drop animals into the pit/pen, they cannot path anywhere so they don't and don't eat much FPS, and then you periodically drop 1/3 or 1/4 of the herd for slaughter, depending on whether you have 3 or 4 bridges as the holding pen's floor. Basically, you solve the problem of animals getting out when a dwarf comes in to get them by never having a dwarf come in and get them.

You can even do a similar alternative setup for untamed animals, where instead of it being a 3-level setup with the pen 1 level above the butcher's shop you have the pen 8 or 9 levels above the butcher so the animals fall to their deaths when the bridges retract.
Title: Re: The Little Questions Thread
Post by: Kethas on December 13, 2009, 02:14:49 am
You can even do a similar alternative setup for untamed animals, where instead of it being a 3-level setup with the pen 1 level above the butcher's shop you have the pen 8 or 9 levels above the butcher so the animals fall to their deaths when the bridges retract.

*snerk*

Definitely the dwarfy solution. Hrm... do falling objects injure dwarves? i.e. the butchers patiently waiting below?
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 13, 2009, 02:17:41 am
You can even do a similar alternative setup for untamed animals, where instead of it being a 3-level setup with the pen 1 level above the butcher's shop you have the pen 8 or 9 levels above the butcher so the animals fall to their deaths when the bridges retract.

*snerk*

Definitely the dwarfy solution. Hrm... do falling objects injure dwarves? i.e. the butchers patiently waiting below?
Well, no. In fact, if a creature falls onto another creature, neither is harmed. So in that case having the butcher wait below is probably a bad idea, as the dwarf will turn into a cushion for the falling creatures, the falling creatures won't die, and then the dwarf will get interrupted due to being too close to a wild animal.

In that case it's actually better to have the "landing zone" be a refuse stockpile so the corpses don't have to get hauled to one so the butcher's shop will autoquene a butcher job immediately.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 13, 2009, 03:09:08 am
Quick question: will a tile just below an aquifer be marked as damp, or is it a flood waiting to happen if I blindly mine upwards when below one?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 13, 2009, 03:12:46 am
It will be marked as damp.

For tiles beneath the aquifer, I think as long as you don't dig out the damp tiles, there won't be any flooding. But it's still a hazard regardless. Best suggestion I have is to mark the aquifer layer and the layer below it as no dig zones. And the layer below that as no ramp zones.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 13, 2009, 03:23:42 am
It will be marked as damp.

For tiles beneath the aquifer, I think as long as you don't dig out the damp tiles, there won't be any flooding. But it's still a hazard regardless. Best suggestion I have is to mark the aquifer layer and the layer below it as no dig zones. And the layer below that as no ramp zones.
Ahh, thanks. :) I'll probably use the level two levels below the aquifer for a mine then.
Title: Re: The Little Questions Thread
Post by: Silent on December 13, 2009, 05:11:47 am
I have about 50 cats locked up in a 1-tile room. If i let them out, half of them will have owners before i get a chance to slaughter them. If i change the tile above them to a pond and my dwarves fill it to 6/7 water, will they all drown?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 13, 2009, 05:16:58 am
If they haven't adopted someone already, they probably won't long enough for you to cage them.

I think that only three cats can adopt a single owner, though, and they only adopt people that like cats.
Title: Re: The Little Questions Thread
Post by: moki on December 13, 2009, 05:25:41 am
Of course they will drown, unless they're caged or you have some very strange mods. I don't know how well cats can swim, but to be sure, you should fill it 7/7 and put a floor above. I've seen stuff surviving for months in 6/7 with no ceiling.
Or use magma. Or carve a fortification in one side and fire a ballista through it. Or use your kitten-pit of doomtm to dump poor, helpless goblins. So many possibilities... :)


As for the aquifer: Digging out the layer right below will make it flood. And because of water pressure, anything to the aquifer level will fill up. Fun.
Title: Re: The Little Questions Thread
Post by: Haus Party on December 13, 2009, 02:33:45 pm
So I got attacked by my first Titan. No biggie. Called my dwarves inside and waited for him to hit the cage traps. Bastard mauled my grizzly bear my cougar, and a bunch of wolves first, though.

Anyways, I now have a Titan in a cage and I'm not sure how to dispose of him. I lack magma, so that easy answer is gone. I set the cage up in a flooding chamber, but that's had no luck--somehow, the bastard is fine. Do I need to deconstruct the cage for him to start drowning? I'd rather not do that unless it's a sure thing. Don't know what sort of damage he could do before I could get him back into a cage, after all.

e: She, not he. I have a gigantic woman in a cage. That's someone's fetish, but unfortunately not mine.
Title: Re: The Little Questions Thread
Post by: Simmura McCrea on December 13, 2009, 02:36:01 pm
So I got attacked by my first Titan. No biggie. Called my dwarves inside and waited for him to hit the cage traps. Bastard mauled my grizzly bear my cougar, and a bunch of wolves first, though.

Anyways, I now have a Titan in a cage and I'm not sure how to dispose of him. I lack magma, so that easy answer is gone. I set the cage up in a flooding chamber, but that's had no luck--somehow, the bastard is fine. Do I need to deconstruct the cage for him to start drowning? I'd rather not do that unless it's a sure thing. Don't know what sort of damage he could do before I could get him back into a cage, after all.
Hook the cage up to a lever. Fill the room, then pull the lever. Obviously, don't put the lever in the same room.
Title: Re: The Little Questions Thread
Post by: Haus Party on December 13, 2009, 02:36:36 pm
Thought so. Dammit, now I need to drain the room.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 13, 2009, 04:15:47 pm
Can you add additional parameters to the name generator for group/fortress?
Instead of "Hammerflickers", can I make it randomly generate "of's" and "the's"?
Title: Re: The Little Questions Thread
Post by: nil on December 13, 2009, 10:25:17 pm
Can you add additional parameters to the name generator for group/fortress?
Instead of "Hammerflickers", can I make it randomly generate "of's" and "the's"?
Not only can you do that, but you can pick your own name.  Hit (F) when you're in the "prepare for the journey carefully" screen.
Title: Re: The Little Questions Thread
Post by: Kethas on December 14, 2009, 12:44:00 am
1) What is the point, if any, of having a Tomb room assigned to no dwarf?
2) Can I assign tombs to already-dead dwarves?

Non-dwarf-specific dining rooms and bedrooms, say, have obvious uses, but I'm curious about tombs. Previously I'd just used a single huge room with many, many coffins marked for 'b'urial, but I'd like something more ornate this time.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 14, 2009, 12:49:40 am
1. There is none. If it's unassigned, it won't get used.
2. No.

But dead dwarves don't care about the value of their tombs, so just build a monument or something.
Title: Re: The Little Questions Thread
Post by: Kethas on December 14, 2009, 01:01:59 am
Open-ended question: how does a dwarf's death affect ownership of items owned by that dwarf? (I can't find a wiki page on Ownership or similar.)

Part of my wanting to set up tombs for dwarves was to include a chest/cabinet so that, I thought, the dwarf's clothes would be tidied up instead of lying around and/or going back into a Finished Goods stockpile. My interest isn't limited to clothes, though, I'm also curious how it affects, say, owned items in the now-dead-dwarf's chests/cabinets.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 14, 2009, 01:04:02 am
If a dwarf is assigned a tomb, all his possessions will go in there when he dies, if all of them can fit. He will still own them.

If a dwarf dies and is not assigned a tomb, his belongings goes to his next of kin. If he has none, they belong to the fortress.
Title: Re: The Little Questions Thread
Post by: atomfullerene on December 14, 2009, 01:09:36 am
I want to embark over an underground road, preferably dwarven.  But I can't seem to find any (I changed the init settings so I should be able to see them...I can see HFS, ect, so the other changes worked).  The entity files say dwarves can build them too.  Any suggestions?
Title: Re: The Little Questions Thread
Post by: Kethas on December 14, 2009, 01:36:21 am
Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.
Title: Re: The Little Questions Thread
Post by: nil on December 14, 2009, 01:52:48 am
I want to embark over an underground road, preferably dwarven.  But I can't seem to find any (I changed the init settings so I should be able to see them...I can see HFS, ect, so the other changes worked).  The entity files say dwarves can build them too.  Any suggestions?
Look for large dwarven civs; they have to be pretty developed to start building tunnels.  It's difficult at best to tell tunnels from roads on the worldmap; your best shot is to look for ones that bisect mountain regions.
Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.
Workshops, furniture, and stockpiles will do the same thing.  Maybe something like that?
Title: Re: The Little Questions Thread
Post by: Kethas on December 14, 2009, 02:01:45 am
Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.
Workshops, furniture, and stockpiles will do the same thing.  Maybe something like that?

Nope. This was far away from my fortress; I'm positive the terrain one z-level up was a) flat b) empty, e.g. no trees. The particular instance that prompted this post was in a wooded biome but I've had it happen in mountain biomes (with no trees) as well.
Title: Re: The Little Questions Thread
Post by: nil on December 14, 2009, 02:26:06 am
Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.
Workshops, furniture, and stockpiles will do the same thing.  Maybe something like that?

Nope. This was far away from my fortress; I'm positive the terrain one z-level up was a) flat b) empty, e.g. no trees. The particular instance that prompted this post was in a wooded biome but I've had it happen in mountain biomes (with no trees) as well.
Perhaps a sapling grew into a tree at the last moment, when you weren't looking.  Or maybe an ant hill? :-\

I've heard people talk about a bug that causes random cavings with ramps, but honestly I've done a lot of digging that way and every cave-in I've ever had was my own fault.  I can be very easy to miss something...  Do you have a save/picture of the area before you dug it out?
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 14, 2009, 02:27:56 am
If a dwarf is assigned a tomb, all his possessions will go in there when he dies, if all of them can fit. He will still own them.

If a dwarf dies and is not assigned a tomb, his belongings goes to his next of kin. If he has none, they belong to the fortress.

I experimented with this excessively, and here are the results:
- On death, without a tomb, a dwarf loses the possession of everything he had. Everyone gets a sock.
- On death, with a tomb, a dwarf will retain possession of any clothes they have, which will be delivered into the tomb... onto the floor. One item at a time.
- To compensate for that, you can put cabinets in tombs. You need 2 cabinets for an average dwarf's clothing set.
- Armor and weapons never get ownership, so dwarves never get to keep them.
- Theoretically speaking, any "trinket" possessions (ie. mugs) should be stored in a chest, but I haven't seen that happen yet

Also, on ramps, are ramps considered vertical support? I thought they were anything but that.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 14, 2009, 02:44:24 am
I think they are. The up ramp and down ramp above it provide support, I believe.
Title: Re: The Little Questions Thread
Post by: silhouette on December 14, 2009, 02:58:42 am
How do i advance time in a worl thats already been genned, i want to fast forward 50 years into the future.
Any possible way to do this without playing fortress mode on a 2x2 site and letting the game play for days on end?
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 14, 2009, 03:08:23 am
How do i advance time in a worl thats already been genned, i want to fast forward 50 years into the future.
Any possible way to do this without playing fortress mode on a 2x2 site and letting the game play for days on end?
Start a fort, then abandon immediately. Repeat 50 times. Each fort is founded at the beginning of the 1st of spring, so if the very beginning of the first of spring has already begun in a year due to another fort being founded and abandoned, it'll move to the next year.

Mind you, I'm pretty sure that world-gen-type events, like wars, megabeast raids, births, and whatnot don't actually happen after world gen finishes, so it won't do you much good.
Title: Re: The Little Questions Thread
Post by: silhouette on December 14, 2009, 03:47:28 am
Damn that sucks...

World gen type events should continue after it finishes.
World really make the game more intresting.
Title: Re: The Little Questions Thread
Post by: darkflagrance on December 14, 2009, 05:00:08 am
How do i advance time in a worl thats already been genned, i want to fast forward 50 years into the future.
Any possible way to do this without playing fortress mode on a 2x2 site and letting the game play for days on end?
Start a fort, then abandon immediately. Repeat 50 times. Each fort is founded at the beginning of the 1st of spring, so if the very beginning of the first of spring has already begun in a year due to another fort being founded and abandoned, it'll move to the next year.

Mind you, I'm pretty sure that world-gen-type events, like wars, megabeast raids, births, and whatnot don't actually happen after world gen finishes, so it won't do you much good.

It should make moss grow on the wall of your abandoned fortresses though.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 14, 2009, 05:22:55 am
Is it possible to breed vermin or do they just spawn in their biome? (I want to start a moghopper farm for their j00ce :D) Is it possible to deplete vermin like with fish and large animals?
Title: Re: The Little Questions Thread
Post by: atomfullerene on December 14, 2009, 11:38:31 am
I've had this cavein thing happen underground, on a map with no treecaps, and it bugged me so much I savescummed to save my miner.  and it happened again, and again, until I shifted my ramp designations and channeled out the offending area. I'd very much like to know a good way to stop this.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 14, 2009, 11:41:36 am
Can you add additional parameters to the name generator for group/fortress?
Instead of "Hammerflickers", can I make it randomly generate "of's" and "the's"?
Not only can you do that, but you can pick your own name.  Hit (F) when you're in the "prepare for the journey carefully" screen.

I know you can pick your own name, but assigning parameters to newly randomized names is new to me. I think he's specifically looking for the game to generate random names that are longer than [rear_compound]+[front_compound] (the generator will do that on its own, but not reliably).
Title: Re: The Little Questions Thread
Post by: nil on December 14, 2009, 12:42:21 pm
I know you can pick your own name, but assigning parameters to newly randomized names is new to me. I think he's specifically looking for the game to generate random names that are longer than [rear_compound]+[front_compound] (the generator will do that on its own, but not reliably).
Oh, my bad.
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on December 14, 2009, 03:06:35 pm
Quote
Is it possible to breed vermin or do they just spawn in their biome? (I want to start a moghopper farm for their j00ce :D) Is it possible to deplete vermin like with fish and large animals?

No one seems to know the answer, so, despite that I don't do much with vermin aside from killing them, I'll give my halfway answer and suggest that you try dwarven science.

I'm not sure about breeding them.  Check your tamed ones to see if they have gender.  If they do, it's worth a shot.  Come back and tell us how it goes.

I don't think you can deplete vermin.  They just spawn.  I wouldn't be surprised if there were a max_number of vermin on a given map, though.  I just remembered that fish are vermin, and they can be temporarily depleted, but I'm not sure about other vermin.  I still get fire snakes in a 17 year old fortress, in spite of nearly reaching critical feline mass at one point.  Tame a whole slew of vermin and report results.

Hey, look at that, assimilateur said the same thing while I was editing.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 14, 2009, 03:10:53 pm
It's commonly believed that:

1. vermin spawn randomly in their respective biome (fire snakes in or near a magma source, turtles in or around pools), and

2. vermin fish will, sadly, be depleted after a couple of years of heavy fishing. That might also be true for other vermin, if you try and trap them for a long time.

Note that I said "commonly believed" and not "known", because I don't know whether or not the evidence for the second point is more than anecdotal.
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 14, 2009, 04:33:25 pm
Didn't see this in the search: Is there a way to disable immigrants arriving with pets in tow?

Seems like that should be a configurable option, if not.
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 14, 2009, 04:44:39 pm
While I'm at it:

I want to view more tiles on my screen than I have been.  I found how to increase the window size, and I expected "Grid" to increase the number of tiles displayed, but the game doesn't seem inclined to use the whole window, it simply uses the original space and leaves a bunch of black space around it.


UPDATE: Nevermind!  I figured it out.

For those with the same question: World gen and embark selection will never use the full window (sadly), but gameplay will.  Trust your instincts!
Title: Re: The Little Questions Thread
Post by: assimilateur on December 14, 2009, 04:48:41 pm
You might try to remove the common_domestic tags of your potential pets, but for all I know that might also make them unavailable for trade and embark, so use with caution.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 14, 2009, 07:11:32 pm
Hmm. Guess I'll have to try it myself then! I'll post the results after a while. One more question: do vermin follow their owners like normal pets or will the owner pick them up? I'm mostly concerned because of framerate...
Title: Re: The Little Questions Thread
Post by: nil on December 14, 2009, 08:06:55 pm
Hmm. Guess I'll have to try it myself then! I'll post the results after a while. One more question: do vermin follow their owners like normal pets or will the owner pick them up? I'm mostly concerned because of framerate...
Their owners will carry them; you'll be able to see them in the dwarf's inventory screen.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 14, 2009, 09:13:35 pm
I have a lever. I have a job for it to be linked to a bridge, and I have mechanics, but my dwarves keep suspending the job. Why?
Title: Re: The Little Questions Thread
Post by: Amalgam on December 14, 2009, 09:30:20 pm
I have a lever. I have a job for it to be linked to a bridge, and I have mechanics, but my dwarves keep suspending the job. Why?
They could be doing that for any number of reasons, really. Go into the standing orders menu and press x a few times to have DF announce all job cancellations. Try it again and see if DF tells you why in the announcement log.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 14, 2009, 09:33:25 pm
Uh... "Forbidden Area"? I don't understand why, it's just my dining room. Most of my dwarves aren't allowed to go in because they're stationed soldiers, but four are civilians and can do whatever they like.

Er, I changed some orders and it was fixed. Thanks!
Title: Re: The Little Questions Thread
Post by: Malicus on December 14, 2009, 11:38:50 pm
I think they are. The up ramp and down ramp above it provide support, I believe.

This is incorrect.  I just tested this by embarking then constructing a wall, constructing a ramp next to the wall, constructing a floor on top of the wall, then deconstructing the wall.  The floor caved in, knocking out the dwarf doing the deconstruction.

As such, digging ramps COULD cause a cave-in if the level above is already mined out but still has floors or otherwise unsupported walls.
Title: Re: The Little Questions Thread
Post by: Iverum on December 15, 2009, 01:18:50 am
So, one of my dwarves died of thirst. I have no clue where he may be. Is there some way I can find him quickly, or should I just scan the map until I find his tiny little body?

EDIT: One more question I have. My map is full of obsidian. This would mean there is a magma source somewhere on the map, correct?
Title: Re: The Little Questions Thread
Post by: Malicus on December 15, 2009, 01:24:48 am
So, one of my dwarves died of thirst. I have no clue where he may be. Is there some way I can find him quickly, or should I just scan the map until I find his tiny little body?

EDIT: One more question I have. My map is full of obsidian. This would mean there is a magma source somewhere on the map, correct?

You could scan the stocks (under 'z') to see if you can find his corpse and zoom to it.  Your stockpiles might need to be updated by a recordkeeper if you have more than nine corpses on the map, though.

And no, obsidian does not definitely indicate magma.  Obsidian is a stone that appears in layers in areas with high volcanism, but it does not guarantee magma.
Title: Re: The Little Questions Thread
Post by: Iverum on December 15, 2009, 01:32:05 am
Thank you. I managed to find his corpse.

And thank you for clearing that up about the magma.
Title: Re: The Little Questions Thread
Post by: Kethas on December 15, 2009, 02:08:55 am
As such, digging ramps COULD cause a cave-in if the level above is already mined out but still has floors or otherwise unsupported walls.

I've had this "cavein while mass ramps are excavated" thing happen multiple times, often in mountain biomes with no trees to interfere with digging. I'm 99% confident it hasn't involved dangling floors/walls, but I'll try to catch an autosave next time it happens (or at least save out during the "A cave-in has occurred" pause and upload that) so we can hopefully narrow it down.

Different question: I'm pretty sure underground rivers have a z-level of "air pocket" above them (i.e. damp stone on z-level 1, water on z-level 2, open space on z-level 3, nondamp stone on z-level 4). Do magma pipes (not vents - e.g. magma pipes that fail to break the surface and are not visible upon embark) have such an air pocket? I ask because I'm considering how to scout for them when I know there's a pipe somewhere on the map, but not exactly where - is it safe to dig stairs straight down, or will my dwarf, failing to find warm stone and digging stairs out of the last z-level of rock, plummet past the one z-level of air into the magma?
Title: Re: The Little Questions Thread
Post by: Kethas on December 15, 2009, 02:15:23 am
I don't think you can deplete vermin.  They just spawn.  I wouldn't be surprised if there were a max_number of vermin on a given map, though.  I just remembered that fish are vermin, and they can be temporarily depleted, but I'm not sure about other vermin.  I still get fire snakes in a 17 year old fortress, in spite of nearly reaching critical feline mass at one point.  Tame a whole slew of vermin and report results.

I don't think the actual fish vermin creatures that you see swimming around in ponds/rivers/etc. are related to the fish that fisherdwarves catch; I think the source of those "caught" fish are abstracted to just be a "fish in stock" counter for each biome and river present on a map. Check out http://www.bay12games.com/forum/index.php?topic=32555.msg475330#msg475330, specifically the earlier points.
Title: Re: The Little Questions Thread
Post by: blue emu on December 15, 2009, 02:28:58 am
Can an Artifact be further improved by encrusting with Gems or studding with Metal? I suspect not.

Does a Masterwork Anvil improve a Blacksmith's skills? Does it even give him a happy thought for admiring it while working? Again, I suspect not.
Title: Re: The Little Questions Thread
Post by: Kethas on December 15, 2009, 02:35:17 am
Disregard.
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 15, 2009, 02:48:15 am
Different question: I'm pretty sure underground rivers have a z-level of "air pocket" above them (i.e. damp stone on z-level 1, water on z-level 2, open space on z-level 3, nondamp stone on z-level 4). Do magma pipes (not vents - e.g. magma pipes that fail to break the surface and are not visible upon embark) have such an air pocket? I ask because I'm considering how to scout for them when I know there's a pipe somewhere on the map, but not exactly where - is it safe to dig stairs straight down, or will my dwarf, failing to find warm stone and digging stairs out of the last z-level of rock, plummet past the one z-level of air into the magma?
Totally subterranean magma pipes always have an open level, wider than the pipe mouth itself, above the highest z-level of the magma. It is safe to dig straight down in the center of each 48x48 block to hunt for magma pipes, since magma features always and without fail cover the center of their block; miners won't fall into open space just because they dug a staircase into it.

Can an Artifact be further improved by encrusting with Gems or studding with Metal? I suspect not.
Not that I know of.

Quote
Does a Masterwork Anvil improve a Blacksmith's skills? Does it even give him a happy thought for admiring it while working? Again, I suspect not.
Don't think so, but since I'm pretty sure anvils are, bar for bar, the most valuable thing you can make out of iron, steel, and adamantine (more than plate mail, even, since you can place anvils) it might not be a bad idea to make them.
Title: Re: The Little Questions Thread
Post by: Iverum on December 15, 2009, 03:01:59 am
This is slightly frustrating. I have a dwarf in my brook. I accidentally caved in a section of brook while channeling for a few water wheels. I just dug a ramp and the dwarf came right up out of the brook. That part was simple. Now I have another dwarf in the brook. He's thirsty and hungry now and won't leave. I have two ramps and a set of stairs that he could use. But he doesn't.

Any idea how to get him to go eat or drink?
Title: Re: The Little Questions Thread
Post by: silhouette on December 15, 2009, 05:37:55 am
I have no clue what you are saying...
you mean IN THE RIVER?
or ON the river?
I am so confused...

Anyway...

What is the thing that makes humans make towns.
I want to make a new type of dwarf (merchant dwarves) that are exactly like normal dwarves but instead make towns (like humans).
(Reasons for this un dwarfy behaviour is im sick of only having human towns and no other races towns. And as far as i know there is no way to make dwarves make proper shops and stuff in their randomly built fortresses (that have no use except to sit there and look sorta pretty...)
Title: Re: The Little Questions Thread
Post by: Iverum on December 15, 2009, 05:50:43 am
So, a brook works differently than a river. It has a floor of sorts over the water, and the water under this floor is generally only 2 deep or so. I channeled out this floor to put some water wheels in. A dwarf is now in this lower level and will not exit it, despite having multiple ways to do so, including two ramps and a set of stairs.

The token you are looking for is DEFAULT_SITE_TYPE and the variable should be CITY. I hope that helps.
Title: Re: The Little Questions Thread
Post by: blue emu on December 15, 2009, 01:25:10 pm
This is slightly frustrating. I have a dwarf in my brook. I accidentally caved in a section of brook while channeling for a few water wheels. I just dug a ramp and the dwarf came right up out of the brook. That part was simple. Now I have another dwarf in the brook. He's thirsty and hungry now and won't leave. I have two ramps and a set of stairs that he could use. But he doesn't.

Any idea how to get him to go eat or drink?

Have you tried drafting him into the Military and stationing him up on land at the top of the ramp? Of course... if he's already unhappy, drafting him might tip him over the edge into a tantrum, but it's better than drowning.
Title: Re: The Little Questions Thread
Post by: Kethas on December 15, 2009, 01:30:31 pm
Now I have another dwarf in the brook. He's thirsty and hungry now and won't leave. I have two ramps and a set of stairs that he could use. But he doesn't.

Any idea how to get him to go eat or drink?

I'm confused how a dwarf "in the brook" managed to live long enough to get hungry and thirsty without drowning. Posting a save would let us take a look at the situation ourselves.

So, a brook works differently than a river. It has a floor of sorts over the water, and the water under this floor is generally only 2 deep or so. I channeled out this floor to put some water wheels in. A dwarf is now in this lower level and will not exit it, despite having multiple ways to do so, including two ramps and a set of stairs.

I've never seen water tiles in a brook have less than 7/7 water, except at the side of the map where the brook flow leaves the map, where you will occasionally see 6/7. (This is how you determine the direction of flow of a brook.) Not entirely sure where (and why) you saw brook tiles with 2/7 water.
Title: Re: The Little Questions Thread
Post by: blue emu on December 15, 2009, 01:44:55 pm
I'm confused how a dwarf "in the brook" managed to live long enough to get hungry and thirsty without drowning.

In one of my own Forts, I had a Dwarf survive being trapped in the brook for so long that he learned to Swim.

It was a special case, though... I had just connected my Moat to the brook, and while the Moat was filling with water, the brook was varying between 4/7 and 6/7, for quite a long time.
Title: Re: The Little Questions Thread
Post by: Iverum on December 15, 2009, 02:33:45 pm
My brook seems to be bugged then. I have quite few tiles that are 4/7 or less. I got impatient and let him die. Small price to pay. I have a back up save that I'll link to so you can see this for yourself if you wish.

http://www.mediafire.com/?zdgjedavomm (http://www.mediafire.com/?zdgjedavomm)
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 03:11:21 pm
Why are my dwarves so friggin' lazy? Out of 17 dwarves, 4 are sleeping or resting and 3 are eating. Only a few are actually doing anything. I never had this problem before my horrific tantrum spiral, is that it?

EDIT: Mon dieu, more than half my dwarves are doing extraneous things! FOOD AND WATER ARE FOR WUSSES, YOU GUYS. STOP IT.

EDIT2: Also, I think my statues are getting suspended because dwarves do half of them and then run off to take a rest. Is there some way to make it so that when dwarves stop a certain job, they don't suspend it but just leave it for another dwarf?
Title: Re: The Little Questions Thread
Post by: Skorpion on December 15, 2009, 03:39:18 pm
Can an Artifact be further improved by encrusting with Gems or studding with Metal? I suspect not.

Does a Masterwork Anvil improve a Blacksmith's skills? Does it even give him a happy thought for admiring it while working? Again, I suspect not.

1. No.

2. No, but he gets a happy thought for admiring it as he tries to hammer around and between the menacing spikes, bands, hanging rings, and images of itself.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 07:14:56 pm
Can flooding penetrate locked doors?
Title: Re: The Little Questions Thread
Post by: Skorpion on December 15, 2009, 07:22:44 pm
No.

However, kobolds CAN, so it's best to wall off the door that's holding back the highly pressurised water so they don't sneak all the way in and open it.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 07:28:23 pm
Great! Thanks for the advice - I probably don't need to worry about kobolds, though, because it's pretty deep in my fortress (where kobolds will basically never get to) and it's only from a murky pool anyway. Even if it was opened full blast, I don't think it'd kill anyone (except the friggin' migrants in the chasm I'm aiming it to).
Thanks again!
Title: Re: The Little Questions Thread
Post by: Corinthius on December 15, 2009, 09:07:20 pm
So... just started DF, totally awesome!

I'm following that great "Total Newbie" tutorial, though not with the saved game that came with it. I started out on my own, that is to say. My problem now is that my craftsdwarfs workshop will not build. My dwarfs, with the exception of the farmer dwarf, are just sitting around, and that craftsdwarfs workshop will not build. Is that because I don't have a boneworker dwarf? Because I don't have any bone?

I took this build: http://dwarffortresswiki.net/index.php/Savok%27s_first_fortress_playthrough

Thanks so much!
Title: Re: The Little Questions Thread
Post by: assimilateur on December 15, 2009, 09:16:11 pm
Go to one of your dwarves and enable a crafting job for them (either stonecrafting, woodcrafting or bonecarving; I recommend the latter). That will make them build your crafts workshop and also work there when you order something to be made out of the proper material.

Don't worry about the skills you've allocated before embarking. They'll learn as they go, and they don't need any skills to build workshops either (just the appropriate jobs enabled).
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 09:20:35 pm
I presume you have stone, and it requires no special jobs. Therefore, I would guess that your dwarves are lazy bums who are doing some other thing (ex. your woodcutter would be cutting wood) or snacking or sleeping or taking yet another break. You can solve this by taking a dwarf and disabling everything on him except maybe masonry. Having nothing else to do, he'll go build it.
Some other problems might be that it's unreachable because of something or another. To check if the building's been suspended, use (q) and hover over it. If it says it's suspended, something's wrong - unsuspend it. Wait until an announcement comes up that says it's been suspended again, and press (a) and read it. Then fix whatever it says (for example, "Construction suspended: unreachable tile).

I have a question of my own; I've build a drawbridge and a moat under it (it's really a pit filled with water from a murky pool). I dropped some migrants in it, but they refuse to die even after months of drowning on end. It's like 5/7 depth, that should kill them, right? How can I kill them more efficiently? I don't have any rivers or magma pits...  :(

EDIT: The wiki says you don't need any special jobs for a craftsdwarf's workshop, but assimilateur is probably right on this. Do what he said. Maybe activate masonry like I said above, too, just to be sure.
Title: Re: The Little Questions Thread
Post by: Corinthius on December 15, 2009, 09:23:02 pm
Thanks! I'm so glad I didn't have to start over! Thanks again. =]
Title: Re: The Little Questions Thread
Post by: assimilateur on December 15, 2009, 09:23:59 pm
I presume you have stone, and it requires no special jobs.

I'm pretty sure all buildings require some type of job, so I guess this depends on what you mean by "special". If I recall correctly, most, if not all, workshops require one of the jobs that's eventually going to be used in them to be built. I.e. a mason's workshop needs masonry, carpenter need carpentry, butcher needs butchery, and so on.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 09:33:19 pm
Ah, okay. Thanks for the clarification!

In other news, one of my migrants was not successfully drowned, but he eventually died of thirst.

WHILE DROWNING.

What's going on?
Title: Re: The Little Questions Thread
Post by: assimilateur on December 15, 2009, 09:38:16 pm
In other news, one of my migrants was not successfully drowned, but he eventually died of thirst.

WHILE DROWNING.

What's going on?

I have no idea what's going on, but that is one more reason for me to love this game.
Title: Re: The Little Questions Thread
Post by: silhouette on December 15, 2009, 10:11:44 pm
*glub glub * WATER!!! NEED WATER!!! *glub glub*

Urist mc dwarf has died from thirst.


Mebzuth: How in hell did THAT happen?
Asmel: I think its best we dont ask...
Title: Re: The Little Questions Thread
Post by: vechora on December 15, 2009, 10:24:37 pm
Got a few questions I ran into in my previous (5) forts

-fire imps, how can I channel/wall them in fast enough for them to not fry my dwarves to a well done crisp (and the surrounding shrubland)?

-aquifers. tried caveins, after litterally 1 stairway dig the aquifer fills up again and im back to square one with no natural wall to collapse into it. 2layer aquifers.. I don't even embark there anymore its hell.

-50+ dwarfmanagement. How do you manage these buggers? have to many of the partying and they also seem to dislike sleeping in bedrooms when I do not assign every single dwarf their own room *sleeping on the job, in tunnels etc, while there are far more then 50 beds available*

-how long should I leave a military squad on duty? leaving them on duty permanently  supposedly creats meny bad toughts so whats the standard for rotating them *got guardposts near the workshops for moody dwarfs gone bad and near the entrance to stop the thieves from robbing the well crafted glass blocks

well i think thats enough
Feel so incredibly noobish, posting questions all the time :$
Title: Re: The Little Questions Thread
Post by: Amalgam on December 15, 2009, 10:31:27 pm
Ah, okay. Thanks for the clarification!

In other news, one of my migrants was not successfully drowned, but he eventually died of thirst.

WHILE DROWNING.

What's going on?
See, the problem is that you tried to drown him in water. Dwarves consider drinking a higher priority than breathing if you use booze.
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 15, 2009, 10:50:38 pm
Got a few questions I ran into in my previous (5) forts

-fire imps, how can I channel/wall them in fast enough for them to not fry my dwarves to a well done crisp (and the surrounding shrubland)?
Generally, I find that it isn't worth the bother. If your fort's entrance is close to the edge of the magma pipe, recruit and station a dwarf or two 2-3 tiles away from the edge of the pipe, have them set to harass wild animals, and wait.

Fire imps are size 3, the size of a cat, and thus are extremely weak and fragile. If you can get a dwarf into melee with them before getting fireballed, they go down easily, even with unskilled, unarmed, unarmored recruits. Since imps must be on the same z-level as their target to fireball them, and they're likely to come up near to your dwarves rather than on another side of the pipe, and your dwarves are such a short distance away, they get reliably taken down.

If you insist on channeling out around the pipe, wait until you have a legendary miner or two, then designate a circle of ramps (not channels!) on the z-level below the surface with one extra that is only accessible from the outside, wait for all of it to be dug out, then remove the ramps in the ring proper while the one extra works to let your dwarves out again. Because, as was mentioned, imps need to be on the same z-level as their target to fireball them, and your miners will work from the level below while carving ramps, you won't actually have much/any risk of getting fireballed and if an imp comes into the "moat" while it's still being done you can just recruit your legendary miner and have them slaughter the beast.

Quote
-aquifers. tried caveins, after litterally 1 stairway dig the aquifer fills up again and im back to square one with no natural wall to collapse into it. 2layer aquifers.. I don't even embark there anymore its hell.
Aquifers are difficult to get through, and until you understand how to use pumps and why the cavein method works you probably are wise not to bother with them anymore. Myself, I know how to get through them, but don't bother since they're just generally not worth the trouble.

Quote
-50+ dwarfmanagement. How do you manage these buggers? have to many of the partying and they also seem to dislike sleeping in bedrooms when I do not assign every single dwarf their own room *sleeping on the job, in tunnels etc, while there are far more then 50 beds available*
Managing many dwarves largely means using the job manager (j-m) to make sure there is always jobs in each category (carpentry, metalworking, and masonry are the major ones) as well as having several types of jobs auto-repeating if that's useful, like food jobs or stonecrafting.

For bedroom problems... Are they able to reach the bedrooms? Are the beds actually placed as furniture? Are the beds, once placed as furniture, designated as bedrooms (you don't have to specifically assign them for them to be used once they're designated)? Do your dwarves have the Hunting labor, which prevents them from sleeping in beds for some strange reason, active?

Quote
-how long should I leave a military squad on duty? leaving them on duty permanently  supposedly creats meny bad toughts so whats the standard for rotating them *got guardposts near the workshops for moody dwarfs gone bad and near the entrance to stop the thieves from robbing the well crafted glass blocks
Generally, you should be using animals, not dwarves, as sentries at your entrance(s). Make ropes or chains, set them as restraints (b-v), and assign animals to them once built.

Otherwise, you're probably best off just putting your soldiers on duty as needed at this point. Don't bother with workshop guards unless there's actually a moody dwarf that you can't supply with all the desired materials around, don't bother with patrols if you have guard dogs, and otherwise keep them off duty as much as possible. Their survivability will go way up with more sparring, after all, and you want them to survive.

Quote
well i think thats enough
Feel so incredibly noobish, posting questions all the time :$
This game is notorious for an absurdly steep learning curve, so don't worry about wondering about many of these things.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 11:11:04 pm
Er, sorry if I'm being bothersome, but I think my questions were skipped... they're a few posts back. Basically:

1. I don't have any rivers or magma pits. How can I use my bridge to kill people (read: friggin' migrants) more easily? (Crushing is difficult - it's so small that I only have one tile long crush-space, so it's hard to lure people in)

2. Why did my migrant die of thirst while drowning in 4/7 to 5/7 water?

Also, I have another question:
3. How can I make a decent waterfall without access to rivers? (I do have murky pools though)
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 15, 2009, 11:27:07 pm
Er, sorry if I'm being bothersome, but I think my questions were skipped... they're a few posts back. Basically:

1. I don't have any rivers or magma pits. How can I use my bridge to kill people (read: friggin' migrants) more easily? (Crushing is difficult - it's so small that I only have one tile long crush-space, so it's hard to lure people in)
3 ways:
First way: Dig a deep pit, 5+ z-levels deep, build a retracting bridge over the top of it, recruit your migrants, station them in 1-man squads on top of the bridge, then pull the lever to retract the bridge, causing them to fall to their death.

Second way: You shouldn't have difficulty "luring people in" since you can just recruit and station them on the kill-zone-line. 1-man squads should make them stand exactly where you stationed them, so I'm not sure what difficulty you're having. That may not be helpful, but I don't know what else to tell you.

Third way: Have the bridge seal the only entrance into a room that has no food or drink in it, make the unwanted dwarves go into that room, seal it, and let them starve.
Quote
2. Why did my migrant die of thirst while drowning in 4/7 to 5/7 water?
Obviously, he couldn't get anything to drink.  ::)

Seriously, though, from what I can tell dwarves can only get water from the z-level below them, so your dehydrated drowner couldn't reach any water he could drink. Further, whenever he tried to drink something he was probably getting interrupted due to dangerous terrain (4+ water), even if he was actually trying to drink that exact same water.

Quote
Also, I have another question:
3. How can I make a decent waterfall without access to rivers? (I do have murky pools though)
Build a powered pump array such that all the water is recycled. This can be a bit tricky, but essentially you want exactly 1 7/7 depth water tile and no more water. That tile of water, all of that water, is picked up by a pump, spit to the intake of another pump leading the other direction, where it falls back down into the original space, making a waterfall as it falls.

Like this:

z-level +1
WWWWWW
W.%>.W
WWWWWW

z-level +0 (level where the actual mist is desired)
WWWWWW
W+<%.+
WWW+++

z-level -1
WWWWWW
WWWW7W
WWWWWW


Where Ws are walls, .s are open space or grates, %>s are pumps with the arrow pointing to the output tile, +s are floors, and the 7 is the water.

Basically you just want to make a system where the only place for the water to go is straight down or pumped into the input of another pump so you don't get any wastage; rivers just make waterfalls easier since you don't have to recycle water or to a certain extent deal with pumping it anywhere.
Title: Re: The Little Questions Thread
Post by: silhouette on December 15, 2009, 11:33:57 pm
Crushing is easy...

Make it a larger bridge.
... dont tell me you didnt know you could increase the sized?
press u, k m and h while in the screen for building the bridge...

And make it retractible what ever direction.

Recruit the migs you want to kill and stantion them under the atom crusher.
Activate atom crusher and kill them.

2. Cos dorfs are idiots, also if you want to save them make stairs to get them out.

3.
Oooh, you need lotsa screw pumps for this...
Murky pools dont really provide much water and have to be moved effectively or you lose water.
I suggest you make the two pumps, one on top of each other so you have a "waterfall" effect.

Code: [Select]
Like... -z1

..........
..........
..hS>h....
..........
..........
Code: [Select]
-Z2

..........
..........
..-<S-....
..........
..........
. is wall or w/e.

< is the direction the screw pump is pumping to (also part of the screwpump)
S is another part of the screwpump.
- is a dug out tile.
h is a channeled tile.

If you get water in there you can have two blocks of water that float in mid air, making mist ( which is what dorfs really get that good feeling off of).
Also you should use mechanical thigns so you dont have to always have peasants or pump operators on them...
Title: Re: The Little Questions Thread
Post by: vechora on December 15, 2009, 11:39:48 pm
@ NecroRebel

Thanks for the Imp advice, will help my magmapipe adventures a great deal.

the beds are designated as bedrooms and reachable, its just that sometimes dwarves just sleep somewere else when there are free, usable bedrooms available (only not assigned to a person)

guard dogs, (wardogs) just don't seem to like wanting to bite kobolds to death or goblins for that matter, so I had to resort to military guards.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 15, 2009, 11:51:40 pm
Er, sorry if I'm being bothersome, but I think my questions were skipped... they're a few posts back. Basically:

1. I don't have any rivers or magma pits. How can I use my bridge to kill people (read: friggin' migrants) more easily? (Crushing is difficult - it's so small that I only have one tile long crush-space, so it's hard to lure people in)

2. Why did my migrant die of thirst while drowning in 4/7 to 5/7 water?

Also, I have another question:
3. How can I make a decent waterfall without access to rivers? (I do have murky pools though)

1: Make several bridges 1 tile long and however many tiles you need it to be to span the width of your entrance hall, and build several of them in strips along your hall. Like this:

Code: [Select]
##|===|## <--bridge
##|===|## <--another bridge
##|===|##
##|===|## <-more bridges
##|===|##

Link them all up to one lever. When they close, the bridges will all become solid tiles and crush anything on them. No chance they'll survive it, unless you let some slip past. You can also make a retractable bridge over a deep pit.

2: You probably wouldn't think about drinking if you were drowning, would you? Or are you asking why he didn't drown? Dwarves will prefer to swim in 4-depth water, but it's not drowning-depth. Dwarves will only drown in 5-depth water or higher, and they only have to be in shallower water for a moment to get a breath of air. Your dwarf might have gained some swimming skill by thrashing around in there too, which will allow him to stay afloat in drowning-depth water. Dwarves only need novice skill in swimming to do this so it's not entirely unlikely. I suggest you add more water and build a floor over the pool - IIRC dwarves can't breathe in drowning-depth water if there isn't open air above them, even if the water isn't completely full below it.

3: If your map has plenty of rain, water should be a renewable resource. Evaporation is the enemy here though, never let the pools get below 2 units deep or water can start to evaporate in the pools. Once that happens, rain might not be able to replenish them fast enough before it evaporates. I suggest you channel around a pool until the water spreads out a little and reaches 2-level depth, wait for it to fill up, and then repeat until you have a large pool. This will be your buffer zone. The bigger it is, the better, and if you can find a way to make it deeper as well as wider, all the better. Again, never drain it below 2 units. Pump the water into a cistern whatever size you need it, if the water in your buffer gets low you'll have to wait for it to rain and pump some more. The cistern will most likely have to be slightly smaller than the buffer to compensate for the water left behind in the channel, otherwise you won't have enough to fill it to 2 units. Keep the cistern as full as possible at all times It's kind of a pain but it should work. Once you've done that dump it out of the cistern whenever you need to.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 15, 2009, 11:57:56 pm
Oh wow, thanks everyone!
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 16, 2009, 12:07:02 am
the beds are designated as bedrooms and reachable, its just that sometimes dwarves just sleep somewere else when there are free, usable bedrooms available (only not assigned to a person)
Odd. You said you had only ~50 population, so the economy shouldn't be active yet, so I can't think of any reason why your dwarves wouldn't sleep in them.

Quote
guard dogs, (wardogs) just don't seem to like wanting to bite kobolds to death or goblins for that matter, so I had to resort to military guards.
Killing kobolds isn't really important so long as you detect them before they get to your stockpiles. Once a thief is detected, it'll immediately attempt to run off the map.

Your guard dogs (I prefer hunting dogs, since they occasionally detect from 2 tiles away which has helped me save their lives sometimes) should be far enough out that you have time to put your soldiers on duty and have them get intercept the invaders before they can cause any trouble. The dogs themselves aren't intended to hurt or kill anything, they're just expendable, reliable in the sense of not needing food or sleep, sentries. Military guards, traps, or a way to seal your fort are all still essential, even if you have them.
Title: Re: The Little Questions Thread
Post by: Hortun on December 16, 2009, 12:13:49 am
Alright, I'm trying to mod unicorns to spawn everywhere so that regardless of where you embark there will be bloodthirsty unicorns waiting.

What I'm confused about is the layering. If I remove the tag altogether, will it suddenly be resistant to climates? Or is there some way I can set the layering and homeotherm so it will settle virtually anywhere?
Title: Re: The Little Questions Thread
Post by: Skorpion on December 16, 2009, 12:25:55 am
guard dogs, (wardogs) just don't seem to like wanting to bite kobolds to death or goblins for that matter, so I had to resort to military guards.

The military on guard are really the best option. I prefer to rotate the squads between active duty per season so they don't get pissy.
Title: Re: The Little Questions Thread
Post by: silhouette on December 16, 2009, 12:44:02 am
o.O

How do i get teh seed for my world that i am currently playing in, best world so far (in the geo) and want to re make it with my added modded stuff.
So how do i get the seed (not the history)
Title: Re: The Little Questions Thread
Post by: Iverum on December 16, 2009, 02:29:31 am
I have a question about vertical axles. How do you get power to them? Does the gearbox have to be on top of the axle or next to it? My current set up looks like this:

~wwwwww~
~wwwwww~
~wwwwww~
.....*==*....
...........o....

The w's are water wheels, and the o is the vertical axle, just to be clear. Anyway, the power isn't reaching the axle in this set up. Is there a different way it should be built?
Title: Re: The Little Questions Thread
Post by: moki on December 16, 2009, 03:33:35 am
Assuming the o is a vertical axle... it needs to be above or below the gear assembly. Horizontal axles transfer power only horizontally (who'd have guessed) while vertical axles only work vertically :P
You need to think 3dimensional for dwarf fortress. If you want to transport power on the same z-level, use horizontal axles, changing their orientation with . N/S stands for north/south (probably what you wanted in your example) and E/W for east/west (what you already built). Vertical axles are used to transfer power over several z-levels and need to be above or below gear assemblies (or pumps, i think)


@silhouette:
You need to make a copy of your world (just copy the whole folder in the save directory) abandon your fort there, go into legends mode and press <p>. Now there is a text file "regionxyz-world_gen_param.txt" in your df main folder. It contains all the world gen info.
It's highly unprobable though that you can generate the same world again, only with your mods. The raws have a very big influence on worldgen. Modding in another kind of bonobo can actually change the whole geography of a site while using the same seeds.
You can still change existing RAW-entries with out regenning the world. Only adding in new stuff needs a regen
.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 16, 2009, 03:39:12 am
o.O

How do i get teh seed for my world that i am currently playing in, best world so far (in the geo) and want to re make it with my added modded stuff.
So how do i get the seed (not the history)
Go into legends mode and press 'p' (if memory serves right) to export some information about your world in the DF folder. There should be a text file called "region#-world_gen_param" with all the world info, including the seed.
I have a question about vertical axles. How do you get power to them? Does the gearbox have to be on top of the axle or next to it? My current set up looks like this:

~wwwwww~
~wwwwww~
~wwwwww~
.....*==*....
...........o....

The w's are water wheels, and the o is the vertical axle, just to be clear. Anyway, the power isn't reaching the axle in this set up. Is there a different way it should be built?
Yeah, that won't work. Axles will only transfer power in a straight line, merely being adjacent to it isn't sufficient to transfer power. You have to stick gears on the ends of them. Which makes sense, if you picture how a wheel and axle work. The end part of an axle can be stuck anywhere on a gear and you can stick any number of axles on a gear, which is how you transfer power around corners. In this case I would replace the gear north of the vertical axle with a horizontal axle oriented along the N/S axis (just press 's' to change the orientation) and replace the vertical axle with a gear. Having two gears adjacent to each other is fine too if you need to, but axles are far more efficient for transferring power in a straight line.

EDIT: Ehh, looks like there's some stuff you need connected that I didn't see somehow. Disregard that, just replace the verticle axle with a gear and you should be fine.
Title: Re: The Little Questions Thread
Post by: Iverum on December 16, 2009, 04:11:49 am
Thank you. I managed to make it work by removing the vertical axle and replacing it with a gear. My set up is now transferring power to where I need it.  :D
Title: Re: The Little Questions Thread
Post by: darkflagrance on December 16, 2009, 04:11:56 am
Alright, I'm trying to mod unicorns to spawn everywhere so that regardless of where you embark there will be bloodthirsty unicorns waiting.

What I'm confused about is the layering. If I remove the tag altogether, will it suddenly be resistant to climates? Or is there some way I can set the layering and homeotherm so it will settle virtually anywhere?

At least make sure it has [BIOME:ANY_LAND]. I haven't noticed homeotherm having an effect on spawning, but it might  because I haven't settled in very cold regions with my modded creatures yet.
Title: Re: The Little Questions Thread
Post by: silhouette on December 16, 2009, 04:49:44 am
@ Amalgam.
Ty for the answer, although by the time you did i already found it out by another method... that ones intresint to, ill use that as thats easier..

Also my previous question wasnt answered i dont think...

How do i make races like humans as in they set up towns.
Title: Re: The Little Questions Thread
Post by: Iverum on December 16, 2009, 05:13:57 am
The token you are looking for is DEFAULT_SITE_TYPE and the variable should be CITY. I hope that helps.

That's how you make other races set up towns. [DEFAULT_SITE_TYPE: CITY]
Title: Re: The Little Questions Thread
Post by: silhouette on December 16, 2009, 05:22:45 am
ahh ty, musta missed it.
Title: Re: The Little Questions Thread
Post by: sono on December 16, 2009, 11:25:06 am
My Miner will not mine anymore after putting on a backpack and waterskin. I have since set them to not carry any supplies (since i plan to solve this differently anyway, basically i was just fooling around.)
However, the miner will not discard the backpack and waterskin. At least i assume that is causing his inability to pick up one of the picks i got a'aplenty.

Can anyone shed some light on this. Thanks.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 16, 2009, 12:50:44 pm
(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.

I have my champion wielding a crossbow and off duty, and my barracks has plenty of archery targets and ammunition. I've also designated the room as an archery practice thing. But he's not practicing - what could be causing this?
Title: Re: The Little Questions Thread
Post by: Quantum Toast on December 16, 2009, 02:13:46 pm
I have my champion wielding a crossbow and off duty, and my barracks has plenty of archery targets and ammunition. I've also designated the room as an archery practice thing. But he's not practicing - what could be causing this?
It's usually one of those three things that's the problem.
Title: Re: The Little Questions Thread
Post by: ed boy on December 16, 2009, 02:24:14 pm
1) - apart from smoothing and carving enravings/fortifications, is there anything you can do with map border tiles?

2) - If you cover the edge of the map with a series of drawbridges which are then raised, what will happen to the incoming creatures/invaders/merchants?

3) - if you leave only a couple squares on the edge unblocked, will the people that try to spawn on the blocked squares not spawn or be funneled into these areas?

4) - If I were to have a fortress that has an entirely military population, would there be any problems with assigning a military person as a broker (to trade for food/booze)? how would I be able to activate mechanisms with my dwarves (since they cannot pull levers anymore)?
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 16, 2009, 02:28:11 pm
I just checked, and it was the ammo thing. Thanks!

4 - I think soldiers don't do anything except soldiering. I assigned a soldier to be broker and he didn't show up.
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 16, 2009, 02:34:51 pm
1) - apart from smoothing and carving enravings/fortifications, is there anything you can do with map border tiles?
Not that I've been able to determine.  You can't dig or channel them, but you can smooth, engrave, or make them into fortifications.
Quote
2) - If you cover the edge of the map with a series of drawbridges which are then raised, what will happen to the incoming creatures/invaders/merchants?
If there are no accessible tiles at the edge of the map, creatures, invaders, merchants, and immigrants simply won't ever appear.
Quote
3) - if you leave only a couple squares on the edge unblocked, will the people that try to spawn on the blocked squares not spawn or be funneled into these areas?
Yes, if there are only a few tiles accessible everything will spawn in them.  Often at the same time, with hilarious results.
Quote
4) - If I were to have a fortress that has an entirely military population, would there be any problems with assigning a military person as a broker (to trade for food/booze)? how would I be able to activate mechanisms with my dwarves (since they cannot pull levers anymore)?
I don't know, I've never tried a fortress with a 100% military population.  Would be interesting, at least until everyone starved to death.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 16, 2009, 02:49:07 pm
You could mod it like the elves so that you can eat your enemies, and then have a mod that sends tons and tons of enemies at you?

EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?
Title: Re: The Little Questions Thread
Post by: darkflagrance on December 16, 2009, 03:12:14 pm
You could mod it like the elves so that you can eat your enemies, and then have a mod that sends tons and tons of enemies at you?

EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?

You can conscript the generic expendable haulers and give them masonry to make them work on the wall, while turning it off on your real masons.

Also, usually two or three is the limit for a season; by late [Season] there should be no more hidden enemies if you haven't already found them.

I recommend leaving the door open (though somehow disallowing civilians from going out) and having your military intercept all potential ambushes while waiting for late [Season], at which point you send out the expendables, backed up by military.


---


Also, I don't know if ethics modding actually works when it comes to eating practices. I've heard standard dwarven ethics have a degree of hardcodedness to them, but I'm not sure which parts they apply to.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 16, 2009, 03:31:39 pm
Ah, all right. Thanks!

Er, my dwarves seem to be acting up lately - I never got dumping to work, but now they're sitting idle when they have hauling to do! I have specific haulers with it enabled, and statues and such waiting to be built, but they don't do anything... how could this happen?


EDIT: Also, I was sending some elven merchants down my pit of doom when they started fleeing! Some of them got away! Are the elves going to attack me?
Title: Re: The Little Questions Thread
Post by: Quantum Toast on December 16, 2009, 03:36:56 pm
EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?
Easiest way would probably be to turn invasions off in the init until you're ready for them.
Title: Re: The Little Questions Thread
Post by: sono on December 16, 2009, 03:57:36 pm
zomg that toast totally shows an interference pattern
sell on ebay
quix
Title: Re: The Little Questions Thread
Post by: Skorpion on December 16, 2009, 05:52:41 pm
EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?

More military. Ambushes come in more than one squad.
Title: Re: The Little Questions Thread
Post by: ed boy on December 16, 2009, 06:28:22 pm
is there anything you can do during world generation to affect the propensity of hidden fun stuff?
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 16, 2009, 07:20:04 pm
More military. Ambushes come in more than one squad.

Eeergh. I recruited four marksdwarves, had them training up in the archery range, and a massive goblin ambush killed off three and left the last one crippled and probably dying. I have a long corridor extended outside - I was planning to build drawbridges over it to smash any intruders. I'm now planning to build a roof over it and use it as a Great Wall-type thing so my marksdwarves can walk on it and kill intruders, but I have a few problems:
1. How do I even do this? How high should I make it and such, and how do I build a floor over two walls?
2. If I have this Great Wall and corridor of death protecting everyone inside, how do I protect people outside gathering clothes or whatnot?
Title: Re: The Little Questions Thread
Post by: Remalle on December 16, 2009, 09:16:24 pm
What happens if you give the [ENDING] tag to two different creatures?
Title: Re: The Little Questions Thread
Post by: 3 on December 16, 2009, 09:22:51 pm
I'm pretty sure that the game just picks one when you reach the HFS, just as it does with normal HFS denizens.
Title: Re: The Little Questions Thread
Post by: kerzack on December 16, 2009, 11:00:31 pm
When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)



Title: Re: The Little Questions Thread
Post by: Skorpion on December 17, 2009, 12:34:18 am
More military. Ambushes come in more than one squad.

Eeergh. I recruited four marksdwarves, had them training up in the archery range, and a massive goblin ambush killed off three and left the last one crippled and probably dying. I have a long corridor extended outside - I was planning to build drawbridges over it to smash any intruders. I'm now planning to build a roof over it and use it as a Great Wall-type thing so my marksdwarves can walk on it and kill intruders, but I have a few problems:
1. How do I even do this? How high should I make it and such, and how do I build a floor over two walls?
2. If I have this Great Wall and corridor of death protecting everyone inside, how do I protect people outside gathering clothes or whatnot?

1. Build floors in between the tops of the wall. You'll need access from inside. After that, put fortifications on top of the walls.

2. Melee dwarves. Once they're trained up, they will, in conjunction with the archers, cause goblins to be killed close in.
Now, to keep the civillians protected, you need them to be out there as little as possible. This means that, after a siege, you need to haul the stuff you plan to keep indoors ASAP.

My system is to mass-designate everything to be dumped, then melted, then use the stocks menu to un-designate the corpses and body parts. After that, the bodies and parts are hauled, then the metal, and finally the clothing.

For a fully-working fort of 100-150 dwarves, I keep a somewhat inflated military. Something like 30 or 40 dwarves, divided into three melee squads and one or two ranged.
The fortress guard (female migrants are surplus to requirements, dwarves brain-damaged while sparring before they make Hero level) is set to unarmed, to train the military in wrestling.
The military itself is recruited from male migrants. I don't bother to boot-camp train them, I just assign them armour and train them unarmed in one large squad per migrant wave, before assigning weapons when they hit elite or legendary. This is to make sure they don't kill each other.

For protecting the civillians, I station two melee squads in the archery defense corridor, with archers on hand if there's a squad on rotation. There's a big chunk of Restricted access over the main entrance, to discourage anyone wandering outside, and work out there is done in spurts, guarded at all times.
I also chain up war dogs by the inside entrance, with any extras going into a cage on the outside, hooked to a lever.
All this makes sure that if an ambush is spotted, the military can react instantly and decisively.

Squad leaders are checked regularly to make sure they're on station. Anyone drinking or asleep is swapped out instantly, to get the rest of the squad back.
Squads have a season or two on duty, then the rest of the year off for training and exposure to the meeting zone.

The corridor itself has a pair of right-angle turns, to stop archers firing straight in. It is also the ONLY access to the unprotected outside. ANYWHERE. Access to the protected outside is inside a courtyard that the corridor is linked to, which contains the trade depot (and drowning system), and access to the Z-level above.
I like to have an upper courtyard, for the sake of keeping bolts and an archery range on.
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 17, 2009, 12:45:11 am
Now, to keep the civillians protected, you need them to be out there as little as possible. This means that, after a siege, you need to haul the stuff you plan to keep indoors ASAP.
What I mean is, how do I get trees and such? My dwarves need to go outside for resources and all that... and I don't have a river to farm tower-caps. I guess I could use some sort of cistern with murky pools, but that'd be really work-intensive...

Thanks for all the advice! That military setup seems really useful!
Title: Re: The Little Questions Thread
Post by: Skorpion on December 17, 2009, 01:21:27 am
With the wood, either enclose a BIG area, send the woodcutters/haulers out with a military escort, or just import it.

If you have magma and no native iron ores, bed and charcoal production can quickly lead to a huge surplus of wood products you have no use for.
If you're on a mountain site, you'll have plenty of ores around to convert into bins, so you'll use even less wood.

Personally, since my last fort had NO native trees until I struck the underground river, I've taken to just ordering a lot of wood imported, buying it with a huge profit margin, and going from there.

Oh, and tower-caps won't grow without having discovered an underground river or underground pool.
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 17, 2009, 01:37:46 am
Yeah, you can do without wood for a lot of things; the only thing that absolutely requires wood is beds and powered machinery, and even powered machinery you only really need wood for windmills and water wheels. Also, since you can, theoretically at least, do without beds or powered machinery altogether (though with less happiness due to sleeping on the floor of your armor-stand-designated barracks), wood is technically totally unnecessary.

If you do really want to harvest wood in absolute safety, dig a moat around a large area of the surface such that the only way in is through your fort proper, then build a wall around the same area. The moat is done quick and early and protects your woodcutters from melee attackers, while the wall comes later and protects against archers and job interruptions.

In the meantime, you could just designate a small area for harvesting at a time, station a few soldiers on patrol around that area, then move on to another area. This requires more micromanagement than just designating a large swatch of land for cutting and leaving it, but is much safer. A single squad should be able to adequately protect... let's say a 24x24 area (1/4 of a region tile), which can take several minutes realtime to harvest anyway so it's not like you have to watch the harvest at all times.

Also, if you're really desperate, practice wood conservation. Use less-valuable metals to make bins and barrels out of, have seperate food stockpiles for plants, prepared meals, and drinks so you can turn barrel use off for the first 2, reducing the number of barrels you need, don't use massive mechanization programs, and make only the minimum number of beds you need. If you put maximum priority on all wood types whenever a liason comes along, you should be able to eke by on just what the traders bring you, especially if you make a point to use and/or forbid it all before the next set of traders arrive so they bring more.



And, as Skorpion said, you need, specifically, the map feature of an Underground River or Underground Pool to get tower-caps, not just a river or pool that happens to be underground. If you don't know if you've found one or not, you haven't; the game pauses, centers on the feature, and has a pop-up window that tells you when you discover an underground map feature, so it's essentially impossible to miss.
Title: Re: The Little Questions Thread
Post by: blue emu on December 17, 2009, 02:03:57 am
With the wood, either enclose a BIG area, send the woodcutters/haulers out with a military escort, or just import it.

Another option is to hollow out a very large two-z-level tall underground room directly below a forest, prop it up from below with a lever-activted support, then channel out all around it. After recalling all your Dwarves to a safe place, pull the lever, collapsing the forest into the huge underground room. Then roof it over at the first underground level (to prevent enemy archers from standing at the rim and taking pot-shots at your Berry-Pickers, Lumberjacks and Haulers).
Title: Re: The Little Questions Thread
Post by: silhouette on December 17, 2009, 02:30:36 am
When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)

You have to be at war with them to seige if i recall correctly.
If not youll have to wait a few years.
Title: Re: The Little Questions Thread
Post by: sono on December 17, 2009, 04:07:09 am
(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.this?

The miner will not discard either, regardless of forbid or dump settings. Screw this.. game would be a lot more fun if it was more complete.. Same problem with all pet projects.. they're awesome, until you try to use them <.<
Title: Re: The Little Questions Thread
Post by: blue emu on December 17, 2009, 04:51:27 am
(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.this?

The miner will not discard either, regardless of forbid or dump settings. Screw this.. game would be a lot more fun if it was more complete.. Same problem with all pet projects.. they're awesome, until you try to use them <.<

Should be using "Dump", not "Forbid"... and no, the Miner won't discard it. When some other Dwarf has a spare moment, they'll walk up to him, take it from him, and dump it.
Title: Re: The Little Questions Thread
Post by: darkflagrance on December 17, 2009, 07:08:41 am
When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)

One last thing you want to do is go into the entity_default file, find the EVIL entity entry (which corresponds to the goblins) change their progress triggers (e.g. [PROGRESS_TRIGGER_TRADE:number]) from 2 to 1.

This will make them come as quickly as possible.

Because they can't speak, they will automatically be at war with you. ETA however depends on distance.



Title: Re: The Little Questions Thread
Post by: Amalgam on December 17, 2009, 08:33:23 am
In my experience, the forbid trick works, but only on hauled items, not equipment...
Title: Re: The Little Questions Thread
Post by: archangelomega on December 17, 2009, 11:05:10 am
I was wondering if i turn temperature off in the init would magma and water still make obsidian?
Title: Re: The Little Questions Thread
Post by: sono on December 17, 2009, 12:20:06 pm
Site Finder:

It is not possible to go to the next found site, even though the finder always iterates the while map. So the process is very painful. Correct? Or am i missing some undocumented thing here?
Title: Re: The Little Questions Thread
Post by: assimilateur on December 17, 2009, 12:23:32 pm
Correct?

I'm sad to say that you are, at least to my knowledge, correct. The current sitefinder is ridiculous.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 17, 2009, 01:20:33 pm
A few questions about Magma:
- If pressurized via a pump, will it rize UP through bars/grates?
- Will magma seep down through magma-safe bars/grates?

I have some fun trap ideas in mind...
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 17, 2009, 08:08:03 pm
Pump Stacking... how do I do?

I can't build pumps directly on top of each other... it needs floor.  The floor seems to block the transmission of power...

How am I suppose to power them all? Put a gear stack next to them?
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 17, 2009, 08:43:40 pm
A few questions about Magma:
- If pressurized via a pump, will it rize UP through bars/grates?
- Will magma seep down through magma-safe bars/grates?

I have some fun trap ideas in mind...
Yes, to both questions, though for the second only if there's a place for it to fall to. In fact, liquids treat bars/grates just the same as they do open space, from what I can tell.

Pump Stacking... how do I do?

I can't build pumps directly on top of each other... it needs floor.  The floor seems to block the transmission of power...

How am I suppose to power them all? Put a gear stack next to them?
Only the passable square of a pump needs to be on a floor if it would be hanging from another machine otherwise. So, build a place like this:

.+.+

with .s as open space and +s as floors, and turn it into this:

.%>+

with the %> being a pump that pumps from the left and outputs to the right. As long as there is a machine somewhere orthagonally connected to the pump, including above or below, it will be able to be built and will transfer power. Then, just mirror the design and put it directly above and you'll be able to build as many levels as you need in as little as a 4x1 area (6x3 if you enclose it in walls, which is a good idea to prevent liquid loss going up the stack).
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 17, 2009, 09:03:54 pm
Awesome, thanks Necro!

NExt question:  40d, 40d14, 40d16... what all are these versions?  What are the big differences?  Which one is most stable? Which one is cooler?
Title: Re: The Little Questions Thread
Post by: monk12 on December 17, 2009, 09:21:03 pm
Are people sure that there's no such thing as friendly fire? Is it absolutely confirmed?


I'd like to add that I just recently found incredibly strong evidence for Friendly Fire being active. I was moving my naked, weaponless goblin prisoners to the Trade Depot, having forgotten that when I tried they'd escape. So, in a long narrow corridor I had a desperate goblin prisoner, a Tough Spearman. My new recruits charged into melee to prevent an escape, while my crossbows riddled him with arrows. However, one of the dorf recruits now has a wounded lower spine and arm, and I noticed this after watching arrows fly down the corridor and stop at his square. It looks like yeah, he just got shot in the back.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 17, 2009, 09:39:25 pm
NExt question:  40d, 40d14, 40d16... what all are these versions?  What are the big differences?  Which one is most stable? Which one is cooler?

The versions with a number after d (like 40d16, the newest, by the way) are released by Baughn (though he's not the only one working on them, AFAIK), and not by the dev Toady himself. They include some bugfixes, but are mostly attempts at speeding up DF. If you haven't tried them already, then you should do so. A lot of people have experienced better performance with those versions.
Title: Re: The Little Questions Thread
Post by: vechora on December 17, 2009, 10:45:11 pm
quick question before im ruining my perfect starting location

is it true that making a "bridge" from floors over a chasm then walling those floors off on both sides creating an "aquaduct" for magma has to be made of firesafe material rather then magmasafe material?

however if i put a firesafe floodgate in there it will melt like chocolate?
Title: Re: The Little Questions Thread
Post by: qoonpooka on December 17, 2009, 10:53:07 pm
NExt question:  40d, 40d14, 40d16... what all are these versions?  What are the big differences?  Which one is most stable? Which one is cooler?

The versions with a number after d (like 40d16, the newest, by the way) are released by Baughn (though he's not the only one working on them, AFAIK), and not by the dev Toady himself. They include some bugfixes, but are mostly attempts at speeding up DF. If you haven't tried them already, then you should do so. A lot of people have experienced better performance with those versions.

I notice 40d16 has no "grid" options in its init file.  Is this part of the speeding up Open GL?
Title: Re: The Little Questions Thread
Post by: assimilateur on December 17, 2009, 11:07:37 pm
I'm not sure, but I vaguely recall reading about grid size now being calculated automatically.
Title: Re: The Little Questions Thread
Post by: NecroRebel on December 17, 2009, 11:42:31 pm
quick question before im ruining my perfect starting location

is it true that making a "bridge" from floors over a chasm then walling those floors off on both sides creating an "aquaduct" for magma has to be made of firesafe material rather then magmasafe material?
No, floors and walls are totally indestructible except by a deconstruct designation. You could build the magmaduct out of wood if you wanted, and it would be as solid as if it was made from steel. Magma will not damage floors or walls, no matter what.

Quote
however if i put a firesafe floodgate in there it will melt like chocolate?
This however is true. Merely firesafe materials will melt in magma, but only if they are in magma. As long as the floodgate is closed, it will remain intact, but open it and it will melt unless the floodgate itself and any and all mechanisms attacked to it are made from magma-safe materials.
Title: Re: The Little Questions Thread
Post by: Grimshot on December 18, 2009, 04:27:16 am
If I drop a critter into a deep pit and it lands on of my dwarfs or hounds will they get hurt?
Title: Re: The Little Questions Thread
Post by: Kethas on December 18, 2009, 05:28:01 am
The fortress guard (female migrants are surplus to requirements ...
The military itself is recruited from male migrants. ...
I don't bother to boot-camp train them, ...
There's a big chunk of Restricted access over the main entrance, to discourage anyone wandering outside ...
Squads have a season or two on duty, then the rest of the year off for training and exposure to the meeting zone. ...

1) I assume the gender discrimination is because female immigrants can sometimes haul babies into combat, who then die? Any other reasons?
2) Regarding "boot camp training" (if you don't know what we're talking about, check... "Cross training" ? on the wiki), I agree that it never seemed to make sense - you're gaining xp towards attributes, but you could be gaining xp while doing, say, sparring, which also increases relevant skills. Is there any compelling reason to pursue crosstraining?
3) Restricted traffic zones affect relative costs of different paths. They don't affect whether a dwarf will enter/leave/traverse a region if there's no alternative. (For details, read the traffic section on the wiki.) How does designating your entire entrance as Restricted affect anything, if they need to go through that section - and no alternatives exist - in order to get somewhere in the "unprotected outside" ? The only change I can see would be increased pathfinding cost as the pathfinding algorithm spends more cycles looking for paths inside your fortress.
4) Could someone explain exactly how military dwarves get tired of continued service, and the consequences? I can't find anything on the wiki.

Another option is to hollow out a very large two-z-level tall underground room directly below a forest, prop it up from below with a lever-activted support, then channel out all around it. After recalling all your Dwarves to a safe place, pull the lever, collapsing the forest into the huge underground room. Then roof it over at the first underground level (to prevent enemy archers from standing at the rim and taking pot-shots at your Berry-Pickers, Lumberjacks and Haulers).

Wait... you can do this? Goodness. And the forest is intact, below in your fort? I'd be tempted to try it but I usually do the moat+curtain wall around 99% of the map (once my fort is far enough along that I have the military muscle to protect the workers during the project).

NExt question:  40d, 40d14, 40d16... what all are these versions?  What are the big differences?  Which one is most stable? Which one is cooler?

The versions with a number after d (like 40d16, the newest, by the way) are released by Baughn (though he's not the only one working on them, AFAIK), and not by the dev Toady himself. They include some bugfixes, but are mostly attempts at speeding up DF. If you haven't tried them already, then you should do so. A lot of people have experienced better performance with those versions.

I notice 40d16 has no "grid" options in its init file.  Is this part of the speeding up Open GL?

1) 40d16 has no grid options in the init because a) the grid is automatically calculated when in windowed mode, so resizing the window is equivalent to setting a new grid option, and more convenient, and b) the grid is calculated in fullscreen mode assuming you want tiles at their native resolution, and as many of them as fit into your screen. Both are reasonable assumptions; the only time you might want to specifically set a grid option would be if for some OCD reason you absolutely must have the grid perfectly fill in a windowed-mode window.
2) In my experience, 40d (no OpenGL update) is more stable, and has fewer/no input bugs. 40d16 has problems with losing keyboard input while alt-tabbing in/out of fullscreen mode, and has crashed once for me in ~a week, while 40d has never crashed for me.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 18, 2009, 05:54:59 am
1) I assume the gender discrimination is because female immigrants can sometimes haul babies into combat, who then die? Any other reasons?
2) Regarding "boot camp training" (if you don't know what we're talking about, check... "Cross training" ? on the wiki), I agree that it never seemed to make sense - you're gaining xp towards attributes, but you could be gaining xp while doing, say, sparring, which also increases relevant skills. Is there any compelling reason to pursue crosstraining?
3) Restricted traffic zones affect relative costs of different paths. They don't affect whether a dwarf will enter/leave/traverse a region if there's no alternative. (For details, read the traffic section on the wiki.) How does designating your entire entrance as Restricted affect anything, if they need to go through that section - and no alternatives exist - in order to get somewhere in the "unprotected outside" ? The only change I can see would be increased pathfinding cost as the pathfinding algorithm spends more cycles looking for paths inside your fortress.
4) Could someone explain exactly how military dwarves get tired of continued service, and the consequences? I can't find anything on the wiki.

I can answer some of those.
1) While there isn't a real gender separation in the game (yet?), female dwarves do in fact carry babies into combat, and those babies are VERY likely to catch arrows, or be dropped if/when the mother dies/is injured. Fortress Guard are much less likely to suffer such consequences.
2) The real challenge for dwarves is often surviving the bootcamp training. Stats help here significantly. Also, some cross-training techniques tend to skill dwarves really fast, resulting in fast stat gain. The end result is usually a superior soldier of equal skill, which is more likely to survive
3) Forbidden algorith essentially says "unless it's farther than 25 squares for each square through this, don't go here", and dwarves won't wander in. They will go inside however if they have a task there, ie. workshop. But sounds like you already know that.
4) Most dwarves will get fairly tired of being on-duty, and receive a negative thought. Comparably, I've had higher-skill dwarves who would get quite upset if I took them off duty. Keep an eye on the profile and you'll be fine.
Title: Re: The Little Questions Thread
Post by: Crowbar on December 18, 2009, 08:01:40 am
I'm currently using the version of Dwarf Fortress that you can get from Mayday Green's site (the one which includes the excellent tileset).  Despite sound being on and set to full, the music isn't playing.  The music is in the files and everything, it just won't come on.  How to fix?
Title: Re: The Little Questions Thread
Post by: Skorpion on December 18, 2009, 08:32:26 am
If I drop a critter into a deep pit and it lands on of my dwarfs or hounds will they get hurt?

No. Neither one, actually.


The fortress guard (female migrants are surplus to requirements ...
The military itself is recruited from male migrants. ...
I don't bother to boot-camp train them, ...
There's a big chunk of Restricted access over the main entrance, to discourage anyone wandering outside ...
Squads have a season or two on duty, then the rest of the year off for training and exposure to the meeting zone. ...

1) I assume the gender discrimination is because female immigrants can sometimes haul babies into combat, who then die? Any other reasons?
2) Regarding "boot camp training" (if you don't know what we're talking about, check... "Cross training" ? on the wiki), I agree that it never seemed to make sense - you're gaining xp towards attributes, but you could be gaining xp while doing, say, sparring, which also increases relevant skills. Is there any compelling reason to pursue crosstraining?
3) Restricted traffic zones affect relative costs of different paths. They don't affect whether a dwarf will enter/leave/traverse a region if there's no alternative. (For details, read the traffic section on the wiki.) How does designating your entire entrance as Restricted affect anything, if they need to go through that section - and no alternatives exist - in order to get somewhere in the "unprotected outside" ? The only change I can see would be increased pathfinding cost as the pathfinding algorithm spends more cycles looking for paths inside your fortress.
4) Could someone explain exactly how military dwarves get tired of continued service, and the consequences? I can't find anything on the wiki.

1. Mothers get unhappy when their babies take a spear for them. If a siege is particularly nasty, I don't want a bezerk champion.

2. Cross-training gives them plenty of experience before they start training, so they have increased agility and toughness to avoid being killed by Urist mcSparringPartner. Also, more stats for combat.

3. It means they won't go outside unless there's no indoor alternative. Less casualties.

4. They get more and more unhappy the longer they're on duty. Wandering around on patrol makes it quicker. You do NOT want your multi-legendary champion to go on a killing spree because her baby got shot and put her over the edge into bezerk, and then kill the super-popular philosopher moving dogs around, causing a tantrum spiral.
Title: Re: The Little Questions Thread
Post by: Kav on December 18, 2009, 02:44:27 pm
People always say that animals, pets in particular destroy their fps due to pathing. I had a fort where I brought 12 dogs and caged all newborn puppies. When I had ~100 dogs I let them all out, they ran all over the fortress and clogged up the meeting room but my fps never noticeably dropped. I caged them all up again and the fps did not go up.

I do not have a fast computer. I normally get 30-60 frames depending on size of my forts.

So what's the deal with animals killing fps? Unable to reproduce, closing ticket. lol
Title: Re: The Little Questions Thread
Post by: fizmat on December 18, 2009, 03:23:55 pm
So what's the deal with animals killing fps? Unable to reproduce, closing ticket. lol
I think that refers to the bug with pets and pet-impassible doors. Pets can't open them but try to path through them, which means they stand in front of a door and constantly try to find a path, using a lot of processor time and eating FPS. Seems that letting many pets roam free kills hauling, controlling them with a pet-forbidden door kills fps, and controlling them with a cage kills breeding. A more creative solution like a locked pit is the best.

All that from wiki and forum, not experiments :(.
Title: Re: The Little Questions Thread
Post by: Kethas on December 18, 2009, 09:28:12 pm
The two common solutions are a) ACTUALLY impassable, i.e. Forbidden, doors, and b) using a multi-story pit with many retractable bridges halfway up, each covering a small portion of the overall pit, so you can retract one, remove ~a fourth of your overall animal stock to butcher, and then extend it again to let your animals spread and breed.
Title: Re: The Little Questions Thread
Post by: Kav on December 19, 2009, 03:10:20 am
You seem to have misunderstood me. I apologize. I'm saying I've never seen a frame rate decrease from animals. They hang out at a meeting hall all day long and fps is no better or worse than when they're all in one cage. I know exactly what the wiki says and I am questioning it here because I have never seen my fps go down as a result of letting 100 animals roam free.

But apparently i may have never gotten the problem because I never have any pet impassable doors. I will attempt to reproduce this behavior next time I go dog breeding.
Title: Re: The Little Questions Thread
Post by: Amalgam on December 19, 2009, 03:24:52 am
You seem to have misunderstood me. I apologize. I'm saying I've never seen a frame rate decrease from animals. They hang out at a meeting hall all day long and fps is no better or worse than when they're all in one cage. I know exactly what the wiki says and I am questioning it here because I have never seen my fps go down as a result of letting 100 animals roam free.

But apparently i may have never gotten the problem because I never have any pet impassable doors. I will attempt to reproduce this behavior next time I go dog breeding.

You need a pretty significant number of animals for there to be a noticeable difference... I think 20 animals might net you a 10 fps loss, and it's not easy to see these changes with the framerate constantly fluctuating, but it's definitely there. I only allow mature females and a male to roam the fort, and even then I pen the up when I can. This might not be too much of a problem initially but if you fall victim to the catsplosion you can have upwards of 50 cats running around... Not good, especially when they're in high traffic areas and they keep forcing your dwarves to path around them.

EDIT: Wait, 100 pets?... You're sure your framerate isn't capping at 100? That will definitely cause some framerate loss, doors or not.
Title: Re: The Little Questions Thread
Post by: Kethas on December 19, 2009, 03:44:57 am
You seem to have misunderstood me. I apologize. I'm saying I've never seen a frame rate decrease from animals. They hang out at a meeting hall all day long and fps is no better or worse than when they're all in one cage. I know exactly what the wiki says and I am questioning it here because I have never seen my fps go down as a result of letting 100 animals roam free.

But apparently i may have never gotten the problem because I never have any pet impassable doors. I will attempt to reproduce this behavior next time I go dog breeding.

Nodnod. My post was directed at fizmat's summary of people that DO have fps issues - if you're not, hey, I'm not one to complain.
Title: Re: The Little Questions Thread
Post by: Kinoko_Otoko on December 19, 2009, 03:48:19 am
So, after dozens of resets I got my moody tailor to make me a bag, so I could build it into a noble's room and get some actual USE out of it. I forgot to do so right away, and now it's been filled with sand. And my glazer won't touch it. I forbade all the other sand bags so he would empty that one, and he won't go near it. I want my freaking artifact back!

How the hell do I make these retards empty the damn bag?

..

On a related note, does anyone know whether a suggestion has been made for 'display cases' to hold non-furniture items, the way weapon traps can hold artifact weapons to boost a room's value? I'd hate to re-suggest something.
Title: Re: The Little Questions Thread
Post by: silhouette on December 19, 2009, 04:33:55 am
Yea its being worked on.

Also make the bag so its not furniture?
Title: Re: The Little Questions Thread
Post by: Kinoko_Otoko on December 19, 2009, 05:12:10 am
I'm pretty sure they can't fill a bag with sand if it's already furniture... Mine isn't anyway. That's why it got filled with sand; I forgot to set it as furniture right away.

It's sitting in a sandbag stockpile.
Title: Re: The Little Questions Thread
Post by: fizmat on December 19, 2009, 05:22:50 am
I'm pretty sure they can't fill a bag with sand if it's already furniture... Mine isn't anyway. That's why it got filled with sand; I forgot to set it as furniture right away.

It's sitting in a sandbag stockpile.
Maybe a legendary glassmaker can touch artifact bags? Might be lost forever seeing as there are no "champion" glassmakers and non-cahmions don't "use" artifacts...
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 19, 2009, 05:25:06 am
No, artifact furniture can be used by any dwarves. Only artifact equipment, like clothes, weapons, and armor, can't be used by regular dwarves. (Artifact clothes can't be used at all, though.)

Are you sure that the artifact bag isn't on its way to a stockpile or something like that? There shouldn't be any problem with a glassmaker being unable to use an artifact bag.

Have you tried dumping the sand directly out of the bag?
Title: Re: The Little Questions Thread
Post by: uttaku on December 19, 2009, 12:07:00 pm
do osyters drop pearls? and if not can they be modded so they do?
Title: Re: The Little Questions Thread
Post by: Skorpion on December 19, 2009, 01:35:02 pm
Pets used to cause an FPS drop with pathfinding. D11 and onwards fixed that by greatly simplifying their pathfinding.
Title: Re: The Little Questions Thread
Post by: fizmat on December 19, 2009, 01:44:55 pm
Pets used to cause an FPS drop with pathfinding. D11 and onwards fixed that by greatly simplifying their pathfinding.
I wish d40+ didn't crash regularly on my laptop.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 19, 2009, 03:41:38 pm
Pets used to cause an FPS drop with pathfinding. D11 and onwards fixed that by greatly simplifying their pathfinding.

You greatly mistake the difference between versions.

I believe pet pathfinding was fixed well before the d# versions of DF.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 19, 2009, 03:59:12 pm
I believe pet pathfinding was fixed well before the d# versions of DF.

So you mean that pets milling about your meeting area don't cause lag? I mean, I was hoping that this was the case, but I thought the conventional wisdom said otherwise.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 19, 2009, 04:04:20 pm
It doesn't seem to really make a difference for me when I do have stray animals milling about. My FPS is pretty low anyway, in the single digits, so I wouldn't be the one to test it.

But that wasn't the point of my remark.

The improved pet pathfinding algorithm is not in any of the d# versions. It was put in the game some time before that, although I couldn't tell you which version it was included in off hand.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 19, 2009, 04:07:34 pm
Well, I knew it was one of the latest versions, but I'm not sure whether it was the dX ones or vX ones.
But animals do still create lag by forcing dwarves to change their pathing. Cage the fuckers anyway.
Title: Re: The Little Questions Thread
Post by: Corinthius on December 19, 2009, 04:14:50 pm
I'm having a terrible time finding a good place to start. I'm trying on of those pregen maps. In this picture, the top picture is the actual game, the bottom picture is the picture that shows me where to go. Why the discrepancy?

http://dl.dropbox.com/u/1920393/Screenshot-2.png
Title: Re: The Little Questions Thread
Post by: blue emu on December 19, 2009, 04:28:36 pm
I'm having a terrible time finding a good place to start. I'm trying on of those pregen maps. In this picture, the top picture is the actual game, the bottom picture is the picture that shows me where to go. Why the discrepancy?

http://dl.dropbox.com/u/1920393/Screenshot-2.png

The pregenerated world must have been originally built under a different game version, or without the mods that you are using. Mods or version differences will often change the world gen.
Title: Re: The Little Questions Thread
Post by: Hortun on December 19, 2009, 04:36:02 pm
Hey, so I generated a pretty fun embark site, but I didn't save the world gen preferences. Is there a way I can still retrieve the seed?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on December 19, 2009, 04:42:30 pm
If you still have the region folder, you can:

1. Go to Legends mode and export the world gen info if you don't have a fort running.
2. Hit escape, and export an image if you do have a fort running.

Both will export a world generation information text file to the main DF folder.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 19, 2009, 04:46:41 pm
Cage the fuckers anyway.

That's out of the question for me. Releasing them to be impregnated after each birth is too much micromanagement. Right now I keep them in my meeting hall, but am going to make a couple dozen ropes for them. That way I've got more realism (compared to quantum-caging anyway, and I can sort of make believe that the ropes are actually long enough for my males to reach my females and/or that someone with the animal caretaker labor... takes care of them, instead of letting them breed via spores), more work for my tailor, and possibly better performance. Win fucking win.


If you still have the region folder, you can:

1. Go to Legends mode and export the world gen info if you don't have a fort running.
2. Hit escape, and export an image if you do have a fort running.

Both will export a world generation information text file to the main DF folder.

Oh man, all the time I was thinking "export image" did literally just that, instead of doing something useful like exporting world gen data.
Title: Re: The Little Questions Thread
Post by: Hortun on December 19, 2009, 04:50:15 pm
If you still have the region folder, you can:

1. Go to Legends mode and export the world gen info if you don't have a fort running.
2. Hit escape, and export an image if you do have a fort running.

Both will export a world generation information text file to the main DF folder.

Ah wonderful, thanks!
Title: Re: The Little Questions Thread
Post by: Hortun on December 21, 2009, 10:11:36 pm
Sorry to double-post, but I guess no one else has had any little questions for a few days. :P

I'd like to try to rely minimally on farming by making food production based on animals. In this there are a few problems, though.

Firstly, having huge herds of stray watevers bogs the FPS down immensely. If I want to do this, I'll need to pit them somewhere that prevents pathing. I know animals will still try to path through forbidden doors, but will they path through closed flood gates? I hear that closed bridges will break pathing, but that being near a meeting area can mean that they'll still try and path there regardless?

Secondly is pet issues. If I keep the livestock locked in a remote part of the fortress, will I still have to worry about dwarves other than the butcher adopting them? Or do they just sense that the animal is there and claim it like with spore breeding?

Lastly is if there are pets, can they be pitted like other animals? And if they can, what would be the simplest killing machine for them? I was thinking installing an upright spike in a one-tile sized animal containment chamber and pulling the lever until the screaming stops. Will upright spikes get stuck in cows? Drowning chambers seem overly complicated for this and drop pads require the dwarves to walk down ten Z levels to retrieve the meat (or up ten levels to drop them). Any other fun slaughter ideas?
Title: Re: The Little Questions Thread
Post by: Remalle on December 21, 2009, 10:42:17 pm
Spikes get stuck too often to be a useful deathtrap.  I'd recommend a 2x1 repeating raising bridge at the bottom of a pit.
Title: Re: The Little Questions Thread
Post by: smjjames on December 21, 2009, 10:51:39 pm
Spikes get stuck too often to be a useful deathtrap.  I'd recommend a 2x1 repeating raising bridge at the bottom of a pit.

Not unless he wants to retrieve the bones and meat.

Really though, I've never had an issue with repeating spikes that were operated by a lever since they massacre goblins just fine. I don't think spikes do get stuck.
Title: Re: The Little Questions Thread
Post by: Odd!x on December 21, 2009, 11:23:19 pm
is there an easier way of designating a workshop to only use specific materials (e.g. a series of obsidian goblets) besides tweaking the economic stone list or forbidding every stone Urist McStubborn gets his dwarfy hands on?
Title: Re: The Little Questions Thread
Post by: silhouette on December 21, 2009, 11:48:08 pm
yea.
close the workshop in with a stockpile of the stone you want to be made out of,.
Title: Re: The Little Questions Thread
Post by: Odd!x on December 22, 2009, 02:09:20 am
I assume from what you're saying is that a given mason will prefer a stockpile filled with economic stone to a hunk of granite just sitting around?

also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)
Title: Re: The Little Questions Thread
Post by: Hortun on December 22, 2009, 02:17:04 am
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)

Sadly, no. I used to take screenshots of the trade agreements before I stopped caring about them :P


I'm still curious as to whether dwarves will adopt pets regardless of proximity, i.e. a dwarf adopting a donkey locked in a room in the deep forbidden depths of the fort.
Title: Re: The Little Questions Thread
Post by: silhouette on December 22, 2009, 02:38:56 am
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)

Sadly, no. I used to take screenshots of the trade agreements before I stopped caring about them :P


I'm still curious as to whether dwarves will adopt pets regardless of proximity, i.e. a dwarf adopting a donkey locked in a room in the deep forbidden depths of the fort.
HE LIEES.
LIIIIEEEEESSSS.

you can do it.
Press c, then highlight the civ you want to see your trade agreement with. then enter.
then continue on pressing tab till you get to the exports and imports agreement, make it so the exports are at the top of the screen then press enter.
Walla, what the liason wants!
if you do imports you can see what you ordered aswell.

Quote
I assume from what you're saying is that a given mason will prefer a stockpile filled with economic stone to a hunk of granite just sitting around?
no i mean this...
Code: [Select]
###########
#SSSSS#####
#SSSSS#####
#SSSSS.WWW#
#SSSSS#WWWD
#SSSSS#WWW#
###########
# is wall
S is stockpile with what stone you want in it or what ever.
. is dug out tile without anything on it.
W is masons workshop
D is LOCKED DOOR (a.k.a forbiddin door)

This FORCES the mason to use the stone thats set in the stockpile as he has no where else to go to collect stone.
Also make it so it isnt economic or w/e, i mean make it so its green not red highlighted.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on December 22, 2009, 03:43:15 am
Are prisoners adults? Or are they children, too?
Title: Re: The Little Questions Thread
Post by: CaptainNitpick on December 22, 2009, 05:47:13 am
Firstly, having huge herds of stray watevers bogs the FPS down immensely. If I want to do this, I'll need to pit them somewhere that prevents pathing. I know animals will still try to path through forbidden doors, but will they path through closed flood gates?

They try to path through pet-impassable doors, not forbidden. Anything that would stop a dwarf stops their pathing.

Secondly is pet issues. If I keep the livestock locked in a remote part of the fortress, will I still have to worry about dwarves other than the butcher adopting them? Or do they just sense that the animal is there and claim it like with spore breeding?

Animals have to be explicitly designated as adoptable before they can be adopted as pets. You don't have to worry about your fortress adopting your beef. Cats are a special exception.

I've never actually designated animals for adoption, so I don't know how far away it works.

Lastly is if there are pets, can they be pitted like other animals?

You can't pit pets.

drop pads require the dwarves to walk down ten Z levels to retrieve the meat (or up ten levels to drop them).

Ten z-levels down is exactly as far as ten tiles to the left. Making use of that fact is useful for efficient fortress layout.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 22, 2009, 02:52:51 pm
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)

Nope. However, there's no point once you get a fey stonecrafter and bonecrafter, and maybe even a clothier.
You can basically just pile on the cinnabar mugs encrusted with semi-precious gems, goblin skull totems decorated with the bones of the fish you bought off last year's caravan, and plant fiber trinkets you made from the cloth the elves left behind when they mysteriously drowned. They don't care either way.
Title: Re: The Little Questions Thread
Post by: ed boy on December 22, 2009, 03:43:02 pm
At a certain distance from a wild animal/invader, dwarves will cancel their task and run away.

does anybody know this distance?
Title: Re: The Little Questions Thread
Post by: smjjames on December 22, 2009, 03:52:30 pm
Its usually within 10 squares, possibly further than that for hostile critters.

Dwarves often tend to get within a few tiles of a critter before cancelling and occasionally end up pratically right next to the critter before cancelling. Sometimes they will even walk right past without noticing.

It should be easily testable with a chained marmot or something.
Title: Re: The Little Questions Thread
Post by: Elvang on December 22, 2009, 04:43:12 pm
For my training area with captured invaders, I had to built my siege engines a minimum of 20 tiles away, which incidentally is about the range when my crossbow dwarves can open fire on an enemy.
Title: Re: The Little Questions Thread
Post by: Time Kitten on December 23, 2009, 03:28:11 am
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)
(c)iv screen, relevant civ, tab tab, profit.
Title: Re: The Little Questions Thread
Post by: Inyssius on December 23, 2009, 05:27:21 am
I guess my question slipped through the cracks, or else nobody here knows if it's possible. Just in case it's the former, I'll repost it:

I want to embark in a location with ludicrously fatal weather part of the time. Like, a temperate winter and a thermonuclear summer. Can the game be modded to do this?
Title: Re: The Little Questions Thread
Post by: Elvang on December 23, 2009, 06:41:28 am
I want to embark in a location with ludicrously fatal weather part of the time. Like, a temperate winter and a thermonuclear summer. Can the game be modded to do this?
Its possible, there was a fort awhile back that had a summer like that. You have to kick up the setttings in in world_gen and mess with the variance, and hopefully the civs won't die out during world gen.
Title: Re: The Little Questions Thread
Post by: CognitiveDissonance on December 23, 2009, 06:50:27 am
Will magma melt/destroy a locked rock hatch if it flows over it?
Title: Re: The Little Questions Thread
Post by: Elvang on December 23, 2009, 06:53:31 am
It should.
Title: Re: The Little Questions Thread
Post by: Corinthius on December 23, 2009, 11:08:53 am
1) My fort can now support a noble. The wiki was helpful as to their function, but my questions is, do I really need one at all? Will my dwarves misbehave more if I don't have one?

2) Magma safe questions: I have heard that not everything needs to be bauxite for the thing to work right. Suppose I wanted a functioning floodgate (not just a  permanent lava block). I would need 1 floodgate, 1 mechanism for the lever, and 2 mechanisms for the linking. Which of these would need to be bauxite for the floodgate to open and close in and around magma?

Thanks!
Title: Re: The Little Questions Thread
Post by: absynthe7 on December 23, 2009, 11:41:24 am
Will a raised drawbridge stop magma?
Title: Re: The Little Questions Thread
Post by: gtmattz on December 23, 2009, 11:44:11 am
Will a raised drawbridge stop magma?

Yes, even if it is not magma safe.  The problems arise when you lower the bridge and magma occupies the same space.  Then the bridge will deconstruct if it or its mechanism are not magma safe.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 23, 2009, 11:47:24 am
Will magma melt/destroy a locked rock hatch if it flows over it?

If by that you imply that you won't need to open said hatch (I assume as much, since you probably said "flows over it" instead of "through it" for a reason), then you might as well build a flow. The magma won't damage it.

If you do need hatch functionality, then you're going to need one that's magma-safe (for example out of bauxite, iron or nickel silver), and use a bauxite mechanism in it (only on the target, not the lever).
Title: Re: The Little Questions Thread
Post by: Samyotix on December 23, 2009, 12:25:06 pm
1) My fort can now support a noble. The wiki was helpful as to their function, but my questions is, do I really need one at all? Will my dwarves misbehave more if I don't have one?


1. Some nobles will arrive as immigrants. The Dungeonmaster usually becomes my best smith within two years ... apart from that, dwarves may get unhappy thoughts if you do not assign a Sheriff, but it may prevent hammerings (--> dwarven justice).

Their likes (e.g. loves Gold or Axes) are random; they base their demands and mandates on them. I'm not sure how far you have to savescum back to get e.g. a different Baron. The king has no likes or dislikes.

My tip would be not to ignore the fact that you'll get nobles & especially (?) a king.
I restarted the same location a few times... the first time, I started making high-value (masterwork, gem-studded, bone-studded) furniture when he arrived, and he went berserk fairly soon so I restarted. The second time around, my first mood was a gemsetter and the second a bonecrafter ... King had a royal room when he arrived, and stayed ecstatic until I got bored. (Other players just kill nobles who become annoying).

Title: Re: The Little Questions Thread
Post by: Corinthius on December 23, 2009, 12:58:31 pm
Well actually, I meant to say, My fort can now support a *sheriff*. However, your answer covered that. Thanks!
Title: Re: The Little Questions Thread
Post by: Elvang on December 23, 2009, 01:21:10 pm
2) Magma safe questions: I have heard that not everything needs to be bauxite for the thing to work right. Suppose I wanted a functioning floodgate (not just a  permanent lava block). I would need 1 floodgate, 1 mechanism for the lever, and 2 mechanisms for the linking. Which of these would need to be bauxite for the floodgate to open and close in and around magma?
Floodgate and the mechanism that goes into it (the mechanism selection screen will tell you which is which).
Title: Re: The Little Questions Thread
Post by: assimilateur on December 23, 2009, 01:40:00 pm
Floodgate and the mechanism that goes into it (the mechanism selection screen will tell you which is which).

Just pointing out (I think I've already said that on another occasion in this very thread), that floodgates needn't be out of bauxite if you're running short on it. You can also forge them out of magma-safe metals. Refer to the wiki for which those are (iron and steel come to mind, but there are others).
Title: Re: The Little Questions Thread
Post by: silhouette on December 26, 2009, 01:52:26 am
BAAAH,
Ok, problem.
i have a magma source of my map ( magma pipe 5 squares away from my central staircase).
And have found it.
Problem is I cant build any magma buildings, they just dont show up.

How in hell do i fix this?
i dont want to have to re-gen or start a new fortress.
If it helps i reclaimed the place.

edit: self-solved.
Damn bug with reclaiming... i like reclaiming...  grrrr.... time to download that utility...

LIES

question is still sorta up.
i cant get the utility to work.
It comes up with the error
Cannont find dwarf fortress window
And 'tis up.

So, what can i go about to fix this, either making it so the utility works or that i can get mamga buildins another way.

edit: really self solved.
Title: Re: The Little Questions Thread
Post by: Odd!x on December 26, 2009, 05:30:01 am
is there any way of making sure a cat has an "unfortunate accident?" I made the mistake of embarking without cages and tried butchering the babies when the popped out, but they outsmarted me with magic cat psionics and adopted themselves out nearly immediately.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 26, 2009, 05:39:01 am
In a corridor, build something like this: LDSD, where L stands for a lever, the Ds stand for doors and S is an upright spike trap. Link the lever to the spike, obviously, then make the door to the left pet-impassable and draft and station your cat's owner to the left of the lever. You then wait for the cat to follow him and as soon as it reaches the left door, you forbid the one on the right (it's liable to turn around and look for a different path otherwise), then you forbid the left door just to make sure, dismiss your dwarf from the military and have him pull the lever.

Note that one hit might not be enough to kill the cat (I'm just pointing this out in case you saw nothing happening and thought that it wasn't working; it will most definitely work if you've remembered to link the lever to the trap).
Title: Re: The Little Questions Thread
Post by: kendo on December 26, 2009, 07:08:59 am
I have a couple of questions regarding modded creatures/materials

1. I modded Iron to be used in mechanisms, does it take a new game to take effect? Or just a reboot? I tried it without rebooting or starting a new game. I could make iron mechanisms, and i queued a few up in my forge but they were never built. Like the game didn't understand the change.

2. If I mod a creature to be able to breed/ be tamed /trained as a war animal does that require a new game to take effect?
Title: Re: The Little Questions Thread
Post by: assimilateur on December 26, 2009, 07:26:00 am
ad. 1. I've never tried it, but seeing how you're able to queue that job up, you should be able to get them built. Are you sure you have iron bars available? You know you need to smelt iron ore (magnetite, hematite, limonite) or melt down looted iron gear first, right?

ad. 2. I'm positive (I've done so to unicorns lately and it worked without a hitch) about the breeding and taming modifications not requiring a regen, and almost positive about that training thing not requiring it either. I can vouch for the former, and you can easily test the latter one yourself. Just add [trAI­NABLE] to one of the species you've got in your latest fort, other than dogs, obviously, and see if it works immediately after the reboot. You don't need to wait months as you would with making an animal breedable.
Title: Re: The Little Questions Thread
Post by: kendo on December 26, 2009, 07:37:48 am
Thanks for the reply, yes I did have iron available but all the workers there seemed to ignore the order - till I made a different non modded order higher priority then they built that and ignored the mechanisms order
Title: Re: The Little Questions Thread
Post by: assimilateur on December 26, 2009, 07:46:48 am
Thanks for the reply, yes I did have iron available but all the workers there seemed to ignore the order - till I made a different non modded order higher priority then they built that and ignored the mechanisms order


Well, in that case I do not know how to help you with those iron mechanisms. That said, I just thought of something that might help you.

I assume you want to make iron mechanisms because of iron's high melting temperature, right? You can change the melting/boiling/etc. temperature of materials, so you could go to your stone minerals file in the raws and change the melting and boiling temperature of something relatively abundant, like alunite, to something no lower than that of bauxite. This should work without a regen, but it's not perfect, because you will lose the ability of exposing of excess stone of that type via magma (which can be done by atom-smashing, or chasming if a chasm is available, instead).
Title: Re: The Little Questions Thread
Post by: kendo on December 26, 2009, 02:38:14 pm
yeah I downloaded the molten rocks mod which sets the temperatures for different stones to what they should be (apparently) So I have a few other choices for mechanisms now on my bauxite free map.
Title: Re: The Little Questions Thread
Post by: Kyronea on December 26, 2009, 04:45:23 pm
EDIT: Nevermind.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on December 27, 2009, 07:43:19 pm
Are prisoners adults? Or are they children, too?
Repost 'cause I need an answer. :P
Title: Re: The Little Questions Thread
Post by: Elvin on December 27, 2009, 07:50:29 pm
I've had some cases where my prisoners have given birth, while still in the cages. While I don't know if you can capture children, I know you can certainly have children in cages.
Title: Re: The Little Questions Thread
Post by: ed boy on December 27, 2009, 08:38:52 pm
I've been fighting off a seige of about 40 orcs by using a series of drawbridges to split them into groups of two or three then dog-piling them into oblivion with 27 unarmoured unarmed legendary wrestlers. Unfortunately, one of these wrestlers had his left arm lopped off. He looks like he's going to live, but I was wondering how effective amputees are in the army.
Title: Re: The Little Questions Thread
Post by: silhouette on December 27, 2009, 08:44:59 pm
well ild put it on fortress guard if you have it or can.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 27, 2009, 10:21:37 pm
Limb amputees don't recover. If they survive the blood loss, they generally don't get up.
Either put him in the fortress guard to make up numbers, or wall him in to let him die.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on December 27, 2009, 10:39:33 pm
I've had some cases where my prisoners have given birth, while still in the cages. While I don't know if you can capture children, I know you can certainly have children in cages.
I meant in adventure mode.
Sorry for not clarifying. :o
Title: Re: The Little Questions Thread
Post by: SirPenguin on December 28, 2009, 12:18:24 pm
Prisoners are almost always children. Upon reaching adulthood it seems they are integrated into society
Title: Re: The Little Questions Thread
Post by: Jake on December 28, 2009, 10:28:59 pm
Two related questions:

1) Can crossbows fire at enemies occupying a z-level below the wielder if there's a clear line of sight, ie from a tower?

2) Can melee attacks be made through through fortifications if attacker and defender are standing right up against them?
Title: Re: The Little Questions Thread
Post by: Urist Imiknorris on December 28, 2009, 10:54:37 pm
Two related questions:

1) Can crossbows fire at enemies occupying a z-level below the wielder if there's a clear line of sight, ie from a tower?

2) Can melee attacks be made through through fortifications if attacker and defender are standing right up against them?

Yes and no.

Does the elven blasphemy of no wood products extend to obsidian short swords?
Title: Re: The Little Questions Thread
Post by: Grek on December 28, 2009, 11:26:13 pm
Does the elven blasphemy of no wood products extend to obsidian short swords?

Yes.
Title: Re: The Little Questions Thread
Post by: Skorpion on December 28, 2009, 11:48:37 pm
Why would you try and sell those to the elves anyway?

Let them be content with skull totems, stone crafts, and gem-encrusted goblin clothing.
Title: Re: The Little Questions Thread
Post by: Hortun on December 29, 2009, 01:25:52 am
Alright, I was going to craft some adamantine armor and weapons for an adventure mode dwarf and leave them in my abandoned fort. I was going to make a few iron or lead bins to put them in, but I'm not sure how to ensure that they're placed in those bins. I know how to make specialized stockpiles, but not how to designate certain bins to certain piles.
Title: Re: The Little Questions Thread
Post by: RurikGreenwulf on December 29, 2009, 02:52:15 pm
Hi everybody this is my first reply in here
And I want to know if the water in channels evaporates?
Title: Re: The Little Questions Thread
Post by: rophl on December 29, 2009, 05:44:40 pm
When my most recent migrant wave arrived (taking me up to 64), my dorfs suddenly decided that picking their crops was passé, and now leave whole fields to wither away.
I have ~10 idlers constantly, and the withered crops are put in the refuse pile almost as soon as they wither, so it's not a lack of dorfpower.
Halp?
Title: Re: The Little Questions Thread
Post by: Adbor on December 29, 2009, 05:53:58 pm
Quote
Alright, I was going to craft some adamantine armor and weapons for an adventure mode dwarf and leave them in my abandoned fort. I was going to make a few iron or lead bins to put them in, but I'm not sure how to ensure that they're placed in those bins. I know how to make specialized stockpiles, but not how to designate certain bins to certain piles.
Highlight the stockpile with Q and find "max bins" variable. Change it to the amount of bins you need and dorfs will bring them if they're available.   
   

Quote
And I want to know if the water in channels evaporates?
As far as I'm concerned, no.

Quote
When my most recent migrant wave arrived (taking me up to 64), my dorfs suddenly decided that picking their crops was passé, and now leave whole fields to wither away.
I have ~10 idlers constantly, and the withered crops are put in the refuse pile almost as soon as they wither, so it's not a lack of dorfpower.
Halp?
Make sure the Standing Order "everyone harvests" is enabled, fields are reachable, you have space in your food stockpiles.
Title: Re: The Little Questions Thread
Post by: rophl on December 29, 2009, 06:19:58 pm
yep, all those things are fine, they can reach the fields because they're dumping the withered plants, plenty of stockpile space and barrels, standing order is fine, they're just not picking the stuff up. They also won't pick up rocks that have fallen a z level after being deconstructed, but masons will happily use them to build with.

water in channels still evaporates if it's outside, check with K
Title: Re: The Little Questions Thread
Post by: ed boy on December 29, 2009, 07:37:54 pm
if you're muddying rock to make a farm, do you have to re-muddy?
Title: Re: The Little Questions Thread
Post by: Cheddarius on December 29, 2009, 07:45:13 pm
I think so. I flooded some peat (before realizing that I could farm on peat without muddying), and later it become non-muddy again.
Title: Re: The Little Questions Thread
Post by: Alexei403 on December 29, 2009, 08:04:53 pm
if you're muddying rock to make a farm, do you have to re-muddy?

If you do, you don't have to do it for at least 100 dwarf years or so. It's basically indefinite...Still, best to be on the safe side.
Title: Re: The Little Questions Thread
Post by: assimilateur on December 29, 2009, 08:27:39 pm
Still, best to be on the safe side.

What he said. Under normal conditions, you don't have to re-irrigate, but setting your waterworks up in a way that would allow for relatively easy re-irrigation does make sense. That's because you might make the mistake of smoothing your muddied ruck floors, which supposedly (I say supposedly, because I don't remember ever trying that) also cleans and dries them.
Title: Re: The Little Questions Thread
Post by: thobal on December 30, 2009, 12:45:48 am
Is it normal for the workshop (P)rofile  option to disappear and reappear at random?
Title: Re: The Little Questions Thread
Post by: Fossaman on December 30, 2009, 02:41:50 am
Can tantrum-ing dwarves smash windows?

Kind of an important point for me, since smashed windows will equal a two-thirds flooded fortress. Which would be epic.
Title: Re: The Little Questions Thread
Post by: DwarfOfDefeat on December 30, 2009, 02:59:27 am
as far as i know they can throw somthing at it other wize they wont bother glass
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 30, 2009, 09:10:10 am
Can tantrum-ing dwarves smash windows?
While I haven't seen a tantruming dwarf specifically destroy a window (never had a tantruming dwarf near a window long enough), windows do seem to be grouped with statues and doors and other furniture as far as building destroyers are concerned.  Tantruming dwarves will destroy furniture and workshops, so it wouldn't surprise me if they will destroy windows too.
Title: Re: The Little Questions Thread
Post by: monk12 on December 30, 2009, 01:10:27 pm
Can tantrum-ing dwarves smash windows?

Kind of an important point for me, since smashed windows will equal a two-thirds flooded fortress. Which would be epic.

So Dwarf Atlantis?
Title: Re: The Little Questions Thread
Post by: ed boy on December 30, 2009, 02:44:14 pm
I want to build a thief detector over my main entranceway. Will the following work?

Code: [Select]
Side view

#=wall
_=floor grate
E=entrance passage

#_#
EEE
The idea is that some animal is placed in the device, with a grate allowing to to see beneath. Will it be able to cover a 3-wide entrace passage?
Title: Re: The Little Questions Thread
Post by: Corinthius on December 30, 2009, 04:08:22 pm
@ed boy, that's a great idea! Try it and see how it works!

My question: are there any serious ramifications of an annoying baron "accidentally" getting killed?
Title: Re: The Little Questions Thread
Post by: Vayre on December 30, 2009, 04:13:40 pm
it won´t work, for kobolds and snatchers the animal or dwarf has to physically touch the thief, sight doesn´t work
Title: Re: The Little Questions Thread
Post by: Skorpion on December 30, 2009, 04:38:59 pm
I just use a squad of military as a thief detector. Works very well.
Title: Re: The Little Questions Thread
Post by: Tcei on December 30, 2009, 04:49:01 pm
@ed boy, that's a great idea! Try it and see how it works!

My question: are there any serious ramifications of an annoying baron "accidentally" getting killed?
If he happens to be liked you may get a few unhappy dwarves (not likely tho) other than that the worst is that you'lll get a new baron.

...That's because you might make the mistake of smoothing your muddied ruck floors, which supposedly (I say supposedly, because I don't remember ever trying that) also cleans and dries them.
I can confirm this.  I lost a glacier fort to starvation because of this.
Title: Re: The Little Questions Thread
Post by: nil on December 30, 2009, 05:51:51 pm
Is it normal for the workshop (P)rofile  option to disappear and reappear at random?
Not at random; however you need a manager to use workshop profiles.  If he dies, you will need to appoint a new one before they work again.
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 30, 2009, 07:58:12 pm
it won´t work, for kobolds and snatchers the animal or dwarf has to physically touch the thief, sight doesn´t work
I have had chained war dogs repeatedly detect kobold thieves on the other side of a fortification.  I don't know if detection from a few tiles away is as reliable as direct contact, but I do know that direct contact isn't required.  I don't know if it works if the dog is on another Z-level, which was the question here.
Title: Re: The Little Questions Thread
Post by: Lukas on December 30, 2009, 09:16:58 pm
I'm trying to make silver doors, yet the metalsmith (or whoever works there) says he needs silver bars, even though I have three of them. Do I need more? If so, how do I know how many I need per item?
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 30, 2009, 09:21:31 pm
It should only take three bars.  Make sure none of them are forbidden, none are tasked for other purposes (such as being hauled to a stockpile), and that the metalsmith can physically path to them.
Title: Re: The Little Questions Thread
Post by: Cal on December 30, 2009, 09:24:52 pm
none are tasked for other purposes (such as being hauled to a stockpile)

That's probably the reason, I have that problem all the time when working with small amount of things or bars that were just recently smelted.
Title: Re: The Little Questions Thread
Post by: Lukas on December 30, 2009, 09:38:48 pm
problem solved! thanks! yeah it was the hauling that caused the problem
Title: Re: The Little Questions Thread
Post by: Raneman on December 30, 2009, 09:42:33 pm
How do you twist a spear stuck in a wound?
Title: Re: The Little Questions Thread
Post by: SirPenguin on December 30, 2009, 10:05:30 pm
How do you twist a spear stuck in a wound?

Once a weapon penetrates a creature continuing to attack it will cause you to twist the weapon. Indefinitely. Moving away from the creature will allow you to attempt to pull it out of them, though there's a chance it'll get stuck.
Title: Re: The Little Questions Thread
Post by: Raneman on December 30, 2009, 10:15:32 pm
What button uses stairs? "u" won't work.
Title: Re: The Little Questions Thread
Post by: silhouette on December 30, 2009, 10:16:43 pm
the same as fort mode > and <
Title: Re: The Little Questions Thread
Post by: Poot on December 31, 2009, 03:29:49 am
I just had a little problem. My dwarves just got ambushed by kobolds, and they walked right into my 3x3 tile of traps and set none of them off. Why is this?
Title: Re: The Little Questions Thread
Post by: assimilateur on December 31, 2009, 03:33:37 am
I just had a little problem. My dwarves just got ambushed by kobolds, and they walked right into my 3x3 tile of traps and set none of them off. Why is this?

That's because kobolds are able to avoid traps. That's due to their [trAPAVOID] tag, which can be also added to any animal you choose.
Title: Re: The Little Questions Thread
Post by: Poot on December 31, 2009, 03:45:34 am
Ah, I thought that only applied to thieves and not soldier kobolds. Thanks. Also, is there any way to speed up the flow of magma by modding the files? It's taking an ungodly long time to get it where I want.
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 31, 2009, 11:05:06 am
Also, is there any way to speed up the flow of magma by modding the files? It's taking an ungodly long time to get it where I want.
Pumps.  Magma doesn't respect pressure, but using a pump or chain of pumps to transfer magma from the pipe to where you want it is much faster than letting it flow on its own.
Title: Re: The Little Questions Thread
Post by: Corinthius on December 31, 2009, 04:13:28 pm
Uh oh. Goblins just slaughtered the dwarven caravan. Are they now at war with my dwarves? Will they still trade next year?
Title: Re: The Little Questions Thread
Post by: assimilateur on December 31, 2009, 04:54:52 pm
Uh oh. Goblins just slaughtered the dwarven caravan. Are they now at war with my dwarves? Will they still trade next year?

As far as I know they will still trade with you. Humans and elves do, in similar circumstances, so I don't see why dwarves wouldn't. If the goblins did wipe out your liaison, however, that might be a problem, as you won't be able to order stuff from the Mountainhome.
Title: Re: The Little Questions Thread
Post by: Sphalerite on December 31, 2009, 06:16:22 pm
You can never be at war with your own civilization, but if the caravan got killed next year's caravan will be a lot smaller.  You will never get a new trade liason if yours gets killed however.
Title: Re: The Little Questions Thread
Post by: Corinthius on December 31, 2009, 11:40:08 pm
I see thanks! That's good to know. It's a good thing my trade liason escaped...
Title: Re: The Little Questions Thread
Post by: uttaku on January 01, 2010, 05:12:04 am
quick vagely related question if you play as a different race human for example can you go to war with either dwarves or humans?
Title: Re: The Little Questions Thread
Post by: Quixim on January 01, 2010, 02:48:55 pm
Okay, I've been foolindg around on adventurer mode and I can't do joint locks.

I can grab the throat, and then at the top it says "Strangle throat with whatever", and if I grab something with a hand, it tells me I can pinch, but I've never gotten the message saying I can lock or break a joint or anything. Is there something I'm missing? Do I have to grab, say, the upper body with the arm? Or maybe drop my weapon and shield in order to break limbs?
Title: Re: The Little Questions Thread
Post by: silhouette on January 01, 2010, 10:22:47 pm
depends on the thing your wrestling.
animals dont have joints unless you mod them in, or download a mod that mods them in.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 02, 2010, 01:21:42 am
Does food wear to nothingness from fire before it rots to nothingness?

Some of my military died in a fire, and their gear is guarded by flaming meat and fish.
Title: Re: The Little Questions Thread
Post by: silhouette on January 02, 2010, 03:17:48 am
im not sure it dissapears at all, well in adventure mode atleast...
Title: Re: The Little Questions Thread
Post by: Magick on January 02, 2010, 04:39:19 pm
Little question, were i to add [SHARP] to a stone, would it require a regen?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 02, 2010, 04:42:58 pm
Little question, were i to add [SHARP] to a stone, would it require a regen?

In the matgloss_stone_layer.txt file. Adding it to a stone in the matgloss_stone_mineral.txt file might work too. As to it requiring a regen, I don't think so, but you can easily test that out yourself if you're already embarked. Just add it to a stone you got in abundance and if making stone swords from it doesn't work, then there's your answer.
Title: Re: The Little Questions Thread
Post by: Jake on January 02, 2010, 06:24:15 pm
Speaking of regen, can I add stuff to item_ammo without doing so? I forgot to add my special bolts.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 02, 2010, 09:59:28 pm
What does it mean when a dwarf "made a satisfying acquisition?"
Title: Re: The Little Questions Thread
Post by: assimilateur on January 02, 2010, 10:10:07 pm
What does it mean when a dwarf "made a satisfying acquisition?"

I'm not sure, but I think that's when they buy something. I vaguely recall having seen that even in my forts, which I play with economy disabled, and I figure this might be when they get some new clothes from the stockpile, when their current ones are in a state of disrepair.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 02, 2010, 10:48:13 pm
What does it mean when a dwarf "made a satisfying acquisition?"

They've got hold of something new and shiny.

That happy thought is exactly why legendary clothiers are useful. New socks for the legendaries! MASTERWORK socks!
Title: Re: The Little Questions Thread
Post by: darkflagrance on January 02, 2010, 11:37:26 pm
Speaking of regen, can I add stuff to item_ammo without doing so? I forgot to add my special bolts.

You cannot add new entries of any kind without regens.

quick vagely related question if you play as a different race human for example can you go to war with either dwarves or humans?

Yes, if you mod the game correctly. You can never go to war with whatever your home civ is.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 02, 2010, 11:55:28 pm
quick vagely related question if you play as a different race human for example can you go to war with either dwarves or humans?

1. When you're posting on a forum, and not typing a text message on your cell, it is generally appreciated if you take the time to use proper punctuation and capitalization.

2. Depends on whether you mean officially declared war, about the modding of which I have no idea, or whether you're satisfied with a general (not formalized?) hostility, like the one exhibited by goblins towards your fortress in the unmodded game.

In short, if you want to get attacked by a civilization, then you should do the following: remove their [INTELLIGENT] tag and replace it with [CAN_CIV] and [CAN_LEARN]; the reasoning behind this is that an inability to communicate breeds hostility. I've modded my humans and elves that way, playing as dwarves, and it worked quite well.

If you want violence to really escalate, so you'll be besieged during your first summer, there's a couple things you need to do. Look for any [AMBUSHER], [SIEGER], [BABYSNATCHER], and [ITEM_THIEF] tags in your desired hostile entities, and get rid of them. I also removed [SKULKING] from my Kobolds' entry, but I'm not sure if that ever did anything in the first place. You should also set the variables on any [PROGRESS_TRIGGER] tags to 1.

The above changes are all done in the creature_standard and entity_default files.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 03, 2010, 01:00:17 am
Do artifacts ever go out?
I ask because there's a leather quiver making everyone annoyed and sad. I've designated a pond over it, but nobody's filled yet.
Title: Re: The Little Questions Thread
Post by: Hortun on January 03, 2010, 01:46:12 am
Do artifacts ever go out?
I ask because there's a leather quiver making everyone annoyed and sad. I've designated a pond over it, but nobody's filled yet.

They don't burn out from what I understand, which can be cool sometimes, but usually just annoying. I'd assume you could just dump enough water on it to put it out, but I've never tried it.

You can always channel your local river over to it if the pond isn't working out. :D
Title: Re: The Little Questions Thread
Post by: silhouette on January 03, 2010, 02:31:52 am
got kobolds?
put it outside in the open.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 03, 2010, 01:06:49 pm
It's ON FIRE. I don't dare move it.

If the pond won't put it out, I'm channeling it into a hole and flooring over.
Title: Re: The Little Questions Thread
Post by: Tycho on January 03, 2010, 03:15:19 pm
A few quick questions:
Is there a way to get dwarfs to gather up weapons/armor/cloths/misc stuff lying around, besides dump/reclaim? A trade caravan got caught in a string of ambushes, and everyone's dead, but all their stuff is lying in a pile. Not to mention everything left around my fortress after a tantrum spiral.

Is there a way to temporarily seal off an underground water canal? I tapped into a river by just mining underground between a mined out reservoir and the river. No floodgates installed at the time of construction. Since that time about 20 or so dwarfs have fallen down the well, generating miasma and leaving a pile of gear at the bottom. I tried engineering a collapse one z level above, but no dice.

Also, is there a way to reconstruct walls, or build something that acts the same and can have a door attached?

Title: Re: The Little Questions Thread
Post by: Skorpion on January 03, 2010, 03:18:26 pm
Plugging a canal can be done by magma very easily.

Also, WHY do people fall in wells? I've never had that problem.

EDIT:
Apparently you can put out artifacts. Yay for bucket chain fire extinguishing.
Title: Re: The Little Questions Thread
Post by: Slayer1557 on January 03, 2010, 08:11:13 pm
Why won't some dwarves spar?  I had 2 dwarves train up to champion just fine.  Then I brought another 4 dwarves into the military.  They all trained wrestling up to a good level, about when they all became elite, and then I switched them to other weapons.  3 of them trained to champion level, one of them trained up to talented level and then stopped.  He still has his weapon, and the other dwarves still train, but he will not.  I bring in another 4 recruits into the military, training wrestling, and I switch Urist McNotrain to wrestling, hoping to bring him to champion level quicker than with axe skill.  All four of them go to champion level, and Urist McNotrain has gained NO skill, in anything(military-wise).

Also, I checked, he has no injuries either.

What the hell is going on?  I've had this happen rarely before, but why? 
Title: Re: The Little Questions Thread
Post by: Hortun on January 03, 2010, 11:17:12 pm
Why won't some dwarves spar?  I had 2 dwarves train up to champion just fine.  Then I brought another 4 dwarves into the military.  They all trained wrestling up to a good level, about when they all became elite, and then I switched them to other weapons.  3 of them trained to champion level, one of them trained up to talented level and then stopped.  He still has his weapon, and the other dwarves still train, but he will not.  I bring in another 4 recruits into the military, training wrestling, and I switch Urist McNotrain to wrestling, hoping to bring him to champion level quicker than with axe skill.  All four of them go to champion level, and Urist McNotrain has gained NO skill, in anything(military-wise).

Also, I checked, he has no injuries either.

What the hell is going on?  I've had this happen rarely before, but why? 

Well, if they have spinal injuries, that'll stop them, but you say they're uninjured. Are they marksdwarves? I know sometimes marksdwarves can be buggy about when they want to spar. Other than that, I'm not sure, really.


Does editing an existing smelter reaction require a regen? What about adding a new reaction?
Title: Re: The Little Questions Thread
Post by: Slayer1557 on January 04, 2010, 12:09:47 am
Yea, if they had a spinal injury they would hardly be moving, let alone sparring.  But I know how to check for that anyway, so no.  And for the record he is an Elite Wrestler. (Master Wrestling, Talented Axedwarf)  although he refuses to train either.  This usually occurs in one or two dwarves in every fort I play, but I wanna know why.  Is it something I did? Can I fix it?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 04, 2010, 12:56:01 am
Yea, if they had a spinal injury they would hardly be moving

Light gray, and I think even brown, spinal wounds don't incapacitate them at all when it comes to moving or doing civilian work. It would keep them from sparring. And yes, I know you've checked for wounds, I'm just pointing out the small error here that light spinal wounds necessarily entailed paralysis.

Check if your non-sparring dwarf has got his hands full in any way that would not be conducive to good ergonomics, as far as fighting or sparring is concerned. Sometimes, they will fuck up when picking up equipment and hold both a weapon and shield in one hand; also, when wrestling they sometimes strip clothing or equipment off their adversary, be they friend or foe, and refuse to let go. In that case, marking said items for dumping should sort you out.
Title: Re: The Little Questions Thread
Post by: uttaku on January 04, 2010, 05:20:42 am
modifying an existing reaction does not need a regen, but a new reaction will require a regen.
This is why I love rose gold :)
Title: Re: The Little Questions Thread
Post by: labouts on January 04, 2010, 05:59:51 am
Yea, if they had a spinal injury they would hardly be moving, let alone sparring.  But I know how to check for that anyway, so no.  And for the record he is an Elite Wrestler. (Master Wrestling, Talented Axedwarf)  although he refuses to train either.  This usually occurs in one or two dwarves in every fort I play, but I wanna know why.  Is it something I did? Can I fix it?

This might be too obvious, but did you make sure he's off duty? I made that mistake once.  :-[

Also, I think the "Cautiousness", "Excellence" and/or "Lawfulness" Personality traits might affect their willingness to train after reaching a high skill.
Title: Re: The Little Questions Thread
Post by: Tycho on January 04, 2010, 10:00:51 am
If I had magma I'd be all over it. Right now I'm diverting the river through a new hydropower station.

Another question: When making floodgates more than one wide, does each 'floodgate' have to be connected individually to a leaver, or does only one in the row have to be connected? 
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 04, 2010, 10:13:26 am
Each floodgate has to be individually linked.  Alternately, you can get the effect of a row of floodgates by building a raising drawbridge instead.
Title: Re: The Little Questions Thread
Post by: Tycho on January 04, 2010, 11:41:15 am
Thanks a lot.
Sorry, more questions:
Animal control. My horse/cat population is far out of control. I can't slaughter fast enough. They're always in the way of some project. I can't build cages fast enough. What do I do?

Suspended construction. Why won't my dwarfs finish sealing off the weak entrance? They'll finish it down to the last necessary wall piece, but won't complete it, so the goblins walk right in, rather than passing the marksdwarf shooting gallery.

Thanks.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 04, 2010, 12:03:32 pm
A single cage can hold an infinite number of animals, so not being able to build cages fast enough shouldn't be a problem.

As for the wall - is the job suspended?  Did you try un-suspending it?  What message do you get when the job is suspended?  Is there an object in the way?  Alternately, if the job isn't suspended, can your dwarves reach a spot adjacent to the wall?  Dwarves can walk though diagonals but they can't build through them.
Title: Re: The Little Questions Thread
Post by: Elvang on January 04, 2010, 12:07:21 pm
Often times when building many walls/floors/etc at once, an object will be cleared from the building site for one of them and moved onto another site, causing the cancellation. Just wait for the adjacent walls to finish before unsuspending the construction.
Title: Re: The Little Questions Thread
Post by: ed boy on January 04, 2010, 12:08:09 pm
Does anybody know what age the inital seven dwarves start at?
Title: Re: The Little Questions Thread
Post by: qoonpooka on January 04, 2010, 01:25:11 pm
Above Ground Farming:

I have longland grass seeds, but my aboveground fields have no option to plant them.  At first I thought it might be a list too big to show on the screen but it just doesn't show up at all no matter how much scrolling I do...

How does one grow this and whip vines?
Title: Re: The Little Questions Thread
Post by: smjjames on January 04, 2010, 01:33:54 pm
Does anybody know what age the inital seven dwarves start at?

For this version, no, but in the next version we will be seeing the ages of our dwarves.

While Toady did show us some of the new dwarven profile stuff and they all ranged from the 50s to 80s, dwarven middle age I think, we don't know if that is the norm for embark teams or not.
Title: Re: The Little Questions Thread
Post by: Kethas on January 04, 2010, 02:21:43 pm
Does anybody know what age the inital seven dwarves start at?
For this version, no, but in the next version we will be seeing the ages of our dwarves.

Actually, this is a perfect segue for my question - do we have an ETA on the next version yet? I'm currently starting up what appears to be a promising fortress and would like to avoid investing a lot of time in it if we'll be getting a new version in a week anyway.
Title: Re: The Little Questions Thread
Post by: smjjames on January 04, 2010, 02:29:16 pm
Given that Toady is recovering from the flu and we don't know how far he is into the testing phase, it isn't likely to be out next week. But Toady has gone through stuff pretty quickly before, so he could surprise us.
Title: Re: The Little Questions Thread
Post by: qoonpooka on January 04, 2010, 05:47:18 pm
Another quick one: what layers do people think of as 'best'?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 04, 2010, 06:05:51 pm
Another quick one: what layers do people think of as 'best'?

Vanilla answer: probably sedimentary, because you are liable to get large clusters of magnetite, i.e. shitloads of iron.

Modded answer: whichever you want, because geology is easy to mod. You can mod your game to get large clusters of whatever ore you want, pretty much everywhere. Modding gems that way seems harder, however.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 04, 2010, 09:45:32 pm
As for your second question, dwarves won't build diagonal, so make sure that isn't the problem. Building walls must be done in a careful order.




Question: my Dungeon has demanded a "item in Bedroom". I built an item (copper statue) in his bedroom, but this did not satisfy the demand... any idea what such a demand means?
Title: Re: The Little Questions Thread
Post by: Jay on January 04, 2010, 09:49:40 pm
Does anybody know what age the inital seven dwarves start at?
Extensive modding and testing has proven that, in fact, your embark creatures always start within the range of (Maxage.Min/2):(MaxAge.Max/2)
Title: Re: The Little Questions Thread
Post by: geoduck on January 04, 2010, 09:55:52 pm
Question: my Dungeon has demanded a "item in Bedroom". I built an item (copper statue) in his bedroom, but this did not satisfy the demand... any idea what such a demand means?

You can't satisfy him; it's a programming bug. Fortunately, demands for room decor aren't deadly like production mandates, and you can just ignore the bugger.
Title: Re: The Little Questions Thread
Post by: darkflagrance on January 04, 2010, 09:58:05 pm
Above Ground Farming:

I have longland grass seeds, but my aboveground fields have no option to plant them.  At first I thought it might be a list too big to show on the screen but it just doesn't show up at all no matter how much scrolling I do...

How does one grow this and whip vines?

It's not enough to have the seeds of above-ground plants. You won't be able to plant them until you obtain actual specimens of the plants themselves i.e. you actually need to have a whip vine or rope reed on hand.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 04, 2010, 10:08:11 pm
deadly (...) production mandates

Keep in mind, though, that those are only as deadly as you allow them to be. Abstaining from appointing both a fortress guard and sheriff is, at least in my experience, a surefire way of avoiding any punishment, both corporal and incarceration.
Title: Re: The Little Questions Thread
Post by: Kethas on January 05, 2010, 12:31:08 am
deadly (...) production mandates

Keep in mind, though, that those are only as deadly as you allow them to be. Abstaining from appointing both a fortress guard and sheriff is, at least in my experience, a surefire way of avoiding any punishment, both corporal and incarceration.

... if you don't have a Hammerer noble, or you kill him when he arrives.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 05, 2010, 12:38:18 am
I was under the impression that the hammerer didn't act unless there was a captain/sheriff. At least that's how I remember it. Regardless, killing him whenever he arrives, while not terribly realistic (I mean, wouldn't the Mountainhome become suspicious if a noble died like every year in your fortress?) is entirely doable. Just as is putting him under house arrest, only feeding him via airlock.
Title: Re: The Little Questions Thread
Post by: ed boy on January 05, 2010, 05:41:32 am
In world gen, battles are wars and the like are modelled. In fortress mode, are such battles and things that are completely independent of your fort also modelled? If the liason were to die when not in your fort, would you get another oe#ne?
Title: Re: The Little Questions Thread
Post by: dasutin on January 05, 2010, 05:43:49 am
Hey, I've got a quick question.
I just started a new game and suddenly my dwarves are seemingly afraid of anything that's in the way of placing other items. When I try and place a bed or a door or build a wall, if there's a piece of stone where it's going to be, they normally move it, right? Now they just suspend the construction and I have to find a way to make them move it. What should I do about this? I made sure all the hauling jobs and whatnot are enabled.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 05, 2010, 09:24:33 am
In world gen, battles are wars and the like are modelled. In fortress mode, are such battles and things that are completely independent of your fort also modelled? If the liason were to die when not in your fort, would you get another oe#ne?
I think, though I am not certain, that history no longer progresses outside your fortress once you begin playing in fortress mode.  So no battles or other changes will take place outside your fortress while you are playing, and your liaison can only die at your fortress.

It is possible to have the fortress liaison killed in worldgen, in which case you will simply never get a liaison.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 05, 2010, 09:26:53 am
Hey, I've got a quick question.
I just started a new game and suddenly my dwarves are seemingly afraid of anything that's in the way of placing other items. When I try and place a bed or a door or build a wall, if there's a piece of stone where it's going to be, they normally move it, right? Now they just suspend the construction and I have to find a way to make them move it. What should I do about this? I made sure all the hauling jobs and whatnot are enabled.
What is happening here is that the piece of stone is tasked for another job - building a wall somewhere else, being placed in a stone stockpile, being dumped, or about to be turned into a piece of furniture or stone mug or something.  Dwarves will only move a stone out of the way if that stone is not already tasked for a job.  You need to either wait for that stone to be moved (which can take forever if the job that stone is tasked for is also suspended) or find what job it's designated for and cancel it.
Title: Re: The Little Questions Thread
Post by: ed boy on January 05, 2010, 02:04:03 pm
Under what conditions will a megabeast turn into an undead megabeast?

Also, is there any way to be sieged by undead people without creating a whole new civ (is there any way to make undead goblins part of the goblin civilisations?)
Title: Re: The Little Questions Thread
Post by: dasutin on January 05, 2010, 05:54:59 pm
What is happening here is that the piece of stone is tasked for another job - building a wall somewhere else, being placed in a stone stockpile, being dumped, or about to be turned into a piece of furniture or stone mug or something.  Dwarves will only move a stone out of the way if that stone is not already tasked for a job.  You need to either wait for that stone to be moved (which can take forever if the job that stone is tasked for is also suspended) or find what job it's designated for and cancel it.
Hey, that worked, thanks a bunch!
Title: Flying?
Post by: Zsword on January 05, 2010, 10:51:03 pm
Is it possible to have an adveturer with the [FLIER] trait to actually fly when PCed? If so, what are the default controls/settings/whatever?
Title: Re: The Little Questions Thread
Post by: Odd!x on January 05, 2010, 11:58:02 pm
two questions:
can you sell furniture?
how do you sell animals?
Title: Re: The Little Questions Thread
Post by: Corinthius on January 06, 2010, 12:16:57 am
You can sell both of those by doing a 'q' over the trade depot, then 'g' to bring stuff there, then selecting the cages/furniture. Beware that I believe many times the animals escape the cages when bringing them to the trade depot. I believe this is due to some bug. However, if you know them conscience first, I don't believe they escape.

My question: this is embarrassing, but I'm color blind and having a difficult time telling what color this wound is. This archer brought down an entire ambush, but was unfortunately wounded, but I can't tell how badly! Could someone help me out? Thanks!

(http://dl.dropbox.com/u/1920393/Screenshot.png)
Title: Re: The Little Questions Thread
Post by: smjjames on January 06, 2010, 12:24:35 am
Its suppoused to be brown I guess.

In the next version, you can at least change the colors for the wound indicators.
Title: Re: The Little Questions Thread
Post by: Zsword on January 06, 2010, 12:24:51 am
Left UA is brown.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 06, 2010, 12:27:48 am
ah ok. Thanks. That's not as bad as I thought... I thought it was lopped off.  :o
Title: Re: The Little Questions Thread
Post by: Zsword on January 06, 2010, 12:41:07 am
If it was lopped off the 'border' would of been the same grey as the background and the text the same grey as the normal limbs background... not sure if that helps... I'm not color-blind so I don't know what it's like.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 06, 2010, 01:09:54 am
I'm not color-blind so I don't know what it's like.

There's different types of color blindness, so even if you were, you might not be able to appreciate the previous poster's problem.

Anyway, I'm not color blind, at least not to my knowledge, but I do am, shall we say, not very sensitive to color. I used to catch myself having problems differentiating between light wounds and lopped off in this game. I really don't understand why they'd use two shades of the same color for such diametrically different grades of trauma.
Title: Re: The Little Questions Thread
Post by: smjjames on January 06, 2010, 01:19:20 am
I'm not color-blind so I don't know what it's like.

There's different types of color blindness, so even if you were, you might not be able to appreciate the previous poster's problem.

Anyway, I'm not color blind, at least not to my knowledge, but I do am, shall we say, not very sensitive to color. I used to catch myself having problems differentiating between light wounds and lopped off in this game. I really don't understand why they'd use two shades of the same color for such diametrically different grades of trauma.

Actually, just about everybody could mistake one for the other because the two shades are similar and at first glance could be mistaken for bieng lopped off.
Title: Re: The Little Questions Thread
Post by: silhouette on January 06, 2010, 03:25:55 am
they really should change it to something like black.
Title: Re: The Little Questions Thread
Post by: smjjames on January 06, 2010, 03:36:14 am
You can change the wound status colors to whatever you want in the next version, so.. yea you can change it to black if you wanted to in the next release.
Title: Re: The Little Questions Thread
Post by: kobot on January 06, 2010, 04:52:07 am
I unknowingly embarked on a freezing mountain which was too freezing
It was so cold that upon embark five of my dwarves instantaneously froze to death and one of them suffered frostbite damage on every limb and fell into a coma from which he never awoke.
My one remaining dwarf, the farmer, quickly dug down a level to get out of the cold and began the lonely task of trying to build a fortress by himself. He was promptly eaten by a GCS which dwelt by the neighbouring chasm.

My question is why the cold effected my dwarves unevenly?
They were wearing roughly the same clothing, eg. no one had any armour on.
Title: Re: The Little Questions Thread
Post by: Vayre on January 06, 2010, 07:04:28 am
Did the farmer have any toughness levels?

And a question from me, if I made a fortress, the laison died, then the fortress was abandoned, if I 1).Reclaimed that fortress or  2). made a new fortress ( but with the same parent civ) would either of those alforts get a new laison?
Title: Re: The Little Questions Thread
Post by: eastwind on January 06, 2010, 08:32:05 am
I never seem to get my appraiser leveled very far past what he embarks with (I always buy a proficient appraiser because it's so hard to level).  Does anyone know if I can level this skill by repeatedly requesting the broker and sending him away during the same merchant visit?

(I read on the wiki that exp is granted for this skill based on the amount of goods at the depot when he arrives -- but I don't know if you can get that to count multiple times during a single merchant visit)

Maybe I'm worried over something that isn't important, should I even care about the appraiser skill? I usually have so much goblin loot to sell after a couple of years that maybe I should bring a different skill and start at dabbling and not worry about it.
Title: Re: The Little Questions Thread
Post by: geoduck on January 06, 2010, 08:45:22 am
I never seem to get my appraiser leveled very far past what he embarks with (I always buy a proficient appraiser because it's so hard to level).  Does anyone know if I can level this skill by repeatedly requesting the broker and sending him away during the same merchant visit?

(I read on the wiki that exp is granted for this skill based on the amount of goods at the depot when he arrives -- but I don't know if you can get that to count multiple times during a single merchant visit)

The wiki also says that your appraiser gains experience with every successful trade, so doing three or four small swaps with the same caravan might be better than one big one.

Since it's currently so easy to churn out/collect high-value trade goods, it's really not critical that your trader be super-experienced; just enough that you can see the prices, and the merchant's reaction to your offer(s). You get that long before "proficient" level.
Title: Re: The Little Questions Thread
Post by: AceOne on January 06, 2010, 03:22:34 pm
ok, nub question time, I have been playing on and off DF for a couple of weeks now, and Typically like to embark on a site with a River that I divert into my fortress, but the problem is draining the water, I now that water drains if you get to the edge of the map (but you cant dig there) so does anyone one have any suggestions on how to get the water there, and if not... is there a mod around that lets you dig to the edge?

note: with out using chasms or anything like that either.
Title: Re: The Little Questions Thread
Post by: geoduck on January 06, 2010, 04:15:09 pm
I now that water drains if you get to the edge of the map (but you cant dig there) so does anyone one have any suggestions on how to get the water there, and if not... is there a mod around that lets you dig to the edge?

You can smooth (keys d - s) the stone at the very edge of the map, and then carve fortifications (keys d - a) in it. This will let the water drain out. You will need a dwarf with hir job set to "stone detailing." You should also carve a staircase down two or three levels at the end of your drain-tunnel and smooth/fortify there as well; makes sure the water doesn't back up and flood your fort.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 06, 2010, 05:13:29 pm
2 Questions:

1) Cave-in related:

If I mine out a room, and then build walls to refil the space... will A cave in punch through the rebuilt walls?

For Example:

Code: [Select]
XXXXXQQQXXXX
X__________X
X__________X
X__________X
XXXXXXXXXXXX
In the pictures above, if I cave in the three Q's (X's are un-mined space), I think the Q's are going to fall through the two floors and land on top of the bottom row of X's.

But if I do this:
Code: [Select]
XXXXXQQQXXXX
X__________X
X____CCC___X
X__________X
XXXXXXXXXXXX

Will the cave in punch through the Constructed walls? (the C's above).


And second (this has to do with HFS, so don't open the spoiler tags if you don't want to know.
Spoiler (click to show/hide)


Thanks!
Title: Re: The Little Questions Thread
Post by: Elvang on January 06, 2010, 05:22:35 pm
1. No, the walls will stop a cavein.
2. Pretty sure that as soon as you see the blue the related message comes up.
Title: Re: The Little Questions Thread
Post by: Qwernt on January 06, 2010, 07:37:45 pm
I never seem to get my appraiser leveled very far past what he embarks with (I always buy a proficient appraiser because it's so hard to level).  Does anyone know if I can level this skill by repeatedly requesting the broker and sending him away during the same merchant visit?

(I read on the wiki that exp is granted for this skill based on the amount of goods at the depot when he arrives -- but I don't know if you can get that to count multiple times during a single merchant visit)

The wiki also says that your appraiser gains experience with every successful trade, so doing three or four small swaps with the same caravan might be better than one big one.

Since it's currently so easy to churn out/collect high-value trade goods, it's really not critical that your trader be super-experienced; just enough that you can see the prices, and the merchant's reaction to your offer(s). You get that long before "proficient" level.
Actually after modding a bit I am pretty sure that appraiser skill comes not from the trade, but from viewing the stuff.  And it only works once per caravan.  Basically I just added a digit or two to the max capacity and found that just opening the trading window (and closing it) once was enough to get a legendary trader. (how many legendary traders do you need?)
Title: Re: The Little Questions Thread
Post by: happydog23 on January 06, 2010, 08:00:07 pm
Anyone happen to know if you setup an obsidian farm inside an above ground constructed tower, if it will go nuclear/collapse?

I'm thinking of filling a room with a constructed floor (and nothing but another constructed floor on the level below) with magma and dropping water from two floors above.... can you make obsidian that way?  or will it deconstruct the floor the magma is on and potentially create a cavein?

And secondly, would it work better if instead of doing on a constructed foor, it was done on top of walls constructed from the level below?
Title: Re: The Little Questions Thread
Post by: gtmattz on January 06, 2010, 08:27:04 pm
HFS Question..

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Skorpion on January 06, 2010, 08:59:12 pm
Cotton candy is misleading. I prefer clownite.
Title: Re: The Little Questions Thread
Post by: Odd!x on January 06, 2010, 11:39:50 pm
I can't seem to take screenshots! all I get when I put the image onto my clipboard (print screen) and put the image into paint, all I get is a solid black square.  HALP!

the details are I'm using maydayMIX graphics, 1280 x 800 full screen.
Title: Re: The Little Questions Thread
Post by: Elvang on January 06, 2010, 11:48:40 pm
What version are you using? Are you sure it is black (Use eyedropper on color, go to colors->edit colors->define custom colors, should be 0,0,0 for rgb)? If it isn't black then either switch versions or turn off/lower hardware acceleration for graphics.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 07, 2010, 12:13:36 am
Will wagons path over hatch covers covering stairways?
Title: Re: The Little Questions Thread
Post by: Elvang on January 07, 2010, 12:18:58 am
Huh, I figured it would say Depot Inaccessible... But after adding the hatch cover to the stairs, it says Accessible. No idea what will happen if a dwarf goes through the hatch with a wagon on it, probably same thing that happens when a bridge disappears from underneath a wagon.
Title: Re: Flying?
Post by: Zsword on January 07, 2010, 12:22:31 am
Is it possible to have an adveturer with the [FLIER] trait to actually fly when PCed? If so, what are the default controls/settings/whatever?

I guess you could call tis a Questions bump... but I still haven't discoverred/recieved an answer so what other options do I have?
Title: Re: The Little Questions Thread
Post by: Elvang on January 07, 2010, 12:27:32 am
I don't think the game is currently coded to handle that as NPC's with [FLIER] currently have trouble pathing while flying.
Title: Re: The Little Questions Thread
Post by: ed boy on January 07, 2010, 12:47:13 pm
what I have heard (although this is second hand information at best) is that one can only fly in areas where there are multiple z levels.

If I'm making a clear glass window, it it better to make it straight from glass or raw glass which is then used to make a gem window?
Title: Re: The Little Questions Thread
Post by: Odd!x on January 07, 2010, 01:06:37 pm
Elvang: it's utterly and completely a hue of the pitchest black.
Title: Re: The Little Questions Thread
Post by: kendo on January 07, 2010, 06:51:13 pm
Regarding undead versions of creatures, I know that they are faster and more hostile (can destroy certain buildings too) but can they actually be truly killed or die of old age?

Also how does the game restock maps with new creatures? Does a pack of local creatures have a chance to appear on your map each season?
Title: Re: The Little Questions Thread
Post by: Poot on January 07, 2010, 08:16:19 pm
Something odd is happening recently. I started a new fort -- and I temporarily made a stockpile. That stockpile is no longer needed, and I keep trying to remove designation but it won't clear the stockpile.
Title: Re: The Little Questions Thread
Post by: smjjames on January 07, 2010, 08:21:12 pm
You're suppoused to use p and then x to remove stockpiles. If there are things on top of it, you won't see it be removed visually until stuff are moved. To be sure about it, use q to see if its still there, or hide some of the stuff that were on top of it.
Title: Re: The Little Questions Thread
Post by: Poot on January 07, 2010, 08:30:04 pm
Thanks much.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 07, 2010, 10:50:52 pm
If I toss an item down a shaft, and there is a well lower down on that same shaft, will the item fall through the well, or land on top of it?
Title: Re: The Little Questions Thread
Post by: XmasApe on January 08, 2010, 08:52:21 am
Can you make a gem work as flux? Calcite has the "should probably be moved to gems" note in the raws, and I'd like to make that a reality if you can still use it for making steel.
Title: Re: The Little Questions Thread
Post by: Hannibal Barcalounger on January 08, 2010, 10:38:21 am
Do bedrooms have to be furnished with doors in order for them to function properly? Or do doors just keep the room size from "leaking out" when you designate the room or assign it to a dwarf?

I've seen a suggestion on the wiki that beds just be placed in 1-square notches in a hallway to provide minimal accommodations, so I would think from that that doors aren't required. But all of the more complex bedroom layouts in the bedroom design (http://dwarffortresswiki.net/index.php/Bedroom_design) wiki article save a square for doors.
Title: Re: The Little Questions Thread
Post by: XmasApe on January 08, 2010, 10:53:28 am
Doors aren't required to make a room, they just contain its layout (if not set to internal) and may or may not add their value to the value of the room (I really don't know that answer). I've built hundreds of rooms without doors.
Title: Re: The Little Questions Thread
Post by: smjjames on January 08, 2010, 10:58:47 am
Doors aren't required to make a room, they just contain its layout (if not set to internal) and may or may not add their value to the value of the room (I really don't know that answer). I've built hundreds of rooms without doors.

I'm pretty sure they don't add value to the room. Might be more noticeable if you use doors with a high value as I generally just use stone doors. It does generate the 'admired own fine door' thought.
Title: Re: The Little Questions Thread
Post by: Tycho on January 08, 2010, 11:15:32 am
Is there a way to find the reason that the construction of a building was suspended?
All the pumps are in place, the dwarfs just won't plug it in...
Title: Re: The Little Questions Thread
Post by: smjjames on January 08, 2010, 11:17:25 am
Is there a way to find the reason that the construction of a building was suspended?
All the pumps are in place, the dwarfs just won't plug it in...

It will say in the announcements the reason why they are cancelling construction.
Title: Re: The Little Questions Thread
Post by: INSANEcyborg on January 08, 2010, 12:57:12 pm
If I'm making a clear glass window, it it better to make it straight from glass or raw glass which is then used to make a gem window?

Glass windows are better than gem windows, they use a third of the raw materials and are worth more.  Gem windows' value is equal to the 3 gems used to make it, and gems are worth Item value (3 for rough, 5 for cut) * material value(5 for clear glass). A glass window is worth Item Value (25) * material Value (5 for clear glass) * quality. 

As for doors, I think they only add value if set to internal.   But switching them to internal won't change the size of any existing rooms, so you can set the room up while its external, then switch it to get more value.
Title: Re: The Little Questions Thread
Post by: ed boy on January 08, 2010, 04:01:51 pm
But surely a gem window using clear cut glass as the gem will have a value of 25*value for each unit of glass?

Per unit of glass input, the value output either way is the same, one can just concentrate it more with the gem window option.
Title: Re: The Little Questions Thread
Post by: INSANEcyborg on January 08, 2010, 06:20:06 pm
But surely a gem window using clear cut glass as the gem will have a value of 25*value for each unit of glass?

Per unit of glass input, the value output either way is the same, one can just concentrate it more with the gem window option.

Err, I'm not sure what you mean, but glass windows are definitely worth more.  Cut clear glass is worth 25 each, and a Gem window made from 3 would be worth 75, it doesn't get any other modifiers.   A no quality clear glass window is worth 125, 25 for being a window * 5 for being clear glass, and a masterwork would be 1500.   Gem windows would be worth more if the gems used had a quality rating, or if they were designed by an architect so the building would have a quality rating, but right now they're not worth much.     

Title: Re: The Little Questions Thread
Post by: Sphalerite on January 08, 2010, 06:34:48 pm
And if you really want a high-value window, you can take that masterwork glass window and encrust it with gems before you place it.  Urist McDwarf demands stained glass window in tomb!
Title: Re: The Little Questions Thread
Post by: Corinthius on January 08, 2010, 06:47:50 pm
I like to kill goblins, but I prefer to be able to melt their iron. So I like the sounds of this: http://dwarffortresswiki.net/index.php/Trap_design#Menacing_Spikes Three quick questions:

1) Has anyone ever tried this? Does it work? (I want to be sure that just setting the lever to Repeat will actually cause the spikes to go up and down, and that there is no delay to mess this up...)

2) Roughly how many hits from a single steel spike would it take to kill a typical goblin

3) It is not mentioned on the wiki, but someone on the forums recently said that they built their spike traps in a channeled hallway. Will they not work if they are built right on the floor? They need to be one z-level lower than the targets?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 08, 2010, 07:15:35 pm
Speaking of windows....

If you put a waterfall behind a window, will dwarves still get happy thoughts from the mist?  Or do they need to be able to touch the mist and potentially fall in to a cistern to be happy?


edit: forgot a y on they...
Title: Re: The Little Questions Thread
Post by: Rotten on January 08, 2010, 08:15:56 pm
If a Dwarf stands on something like this, will they fall? Can magma/water get in or out? Can flying enemies (Like, er, !!clowns!!) get in?

(http://img132.imageshack.us/img132/4078/willitwork.png)
[side view]

Title: Re: The Little Questions Thread
Post by: Asmodeous on January 08, 2010, 08:36:15 pm
(Edit: All of that was wrong, didn't see the Z-levels). Floors don't get dug out when you dig somewhere unless you channel.
Title: Re: The Little Questions Thread
Post by: ed boy on January 08, 2010, 08:39:07 pm
@ corinthius:
1) yes.
2) It varies. Each spike can have different effects, and some goblins are tougher than others.
3) they do not need to be on a z-level lower (otherwise how would the enemies walk over them?)

@ Happydog: I believe the dwarves need to actually go through the mist for the happy thought

@ Rotten: I believe the water will rise up through the diagonal gap. Any flying enemies will be able to do so too (and amphibious ones). !!clowns!! will actually evaporate the water in this situation.
Title: Re: The Little Questions Thread
Post by: Rotten on January 08, 2010, 08:55:31 pm
@ Rotten: I believe the water will rise up through the diagonal gap. Any flying enemies will be able to do so too (and amphibious ones). !!clowns!! will actually evaporate the water in this situation.
Thanks! I needed to know that to plan a megaproject I hope to start soon.

Title: Re: The Little Questions Thread
Post by: smokingwreckage on January 08, 2010, 09:48:16 pm
Happydog: waterfalls seem to work and generate mist while falling through floor grates. SO you should be able to keep your dwarves safe that way.
Title: Re: The Little Questions Thread
Post by: SirPenguin on January 08, 2010, 10:38:04 pm
I just had someone make an artifact bone short sword, but no one wants to equip it. Is this because it's made out of bone, or is short sword not a dwarf weapon, or what?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 08, 2010, 11:32:22 pm
Short swords are dwarfy all right. You will notice that you can even specifically order them to equip short swords in the m -> w menu. They won't, however, equip artifact war gear (goes for armor as well, not just weapons) unless they're champions, i.e. legendary at a fighting skill.

You do not, however, want a dabbling sword user equipping an artifact sword, as powerful weapons in inexperienced hands increase the risk of sparring injuries. Instead I recommend that you forbid the weapon at first, make your champion reach legendary sword user training with a silver weapon, and only then make them equip the sword. This is pretty important, if you value safety, at least, because a champion who has once equipped an artifact will never unequip it unless he loses* the body part holding/wearing it.


*Breaking or crippling might also be enough, I'm not sure.
Title: Re: The Little Questions Thread
Post by: SirPenguin on January 08, 2010, 11:44:27 pm
The fort I'm currently in is in a tantrum spiral, so I had hopes my newly appointed CotG could wield this beauty as he struck fears into the criminals than ran free. Alas, it's not meant to be.

Thanks for the answer - I have just the dwarf who I want carrying it
Title: Re: The Little Questions Thread
Post by: Odd!x on January 09, 2010, 04:38:46 am
still unable to screenshot my game... does it not work when it's in fullscreen?

on that topic, does running in windowed mode usually grind the fps to a halt? it does for me...
Title: Re: The Little Questions Thread
Post by: happydog23 on January 09, 2010, 05:45:21 pm
Happydog: waterfalls seem to work and generate mist while falling through floor grates. SO you should be able to keep your dwarves safe that way.


Yeah I knew that would work, but for my first waterfall experiments  I was planning to do it behind windows if I could to relieve some of the potential flooding disasters that may happen.
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 09, 2010, 05:55:11 pm
None of my dwarves are sparring with any weapon.

All my current military dwarves are set to unarmed

The squads are off-duty.

There is a large barracks area.

But rather than spar they feel like it would be a better idea to go sleep in my courtyard.
Title: Re: The Little Questions Thread
Post by: darkflagrance on January 09, 2010, 06:02:44 pm
Try pressing "x" to get to the squad menu, cycling through your squads with -/+, and deleting patrol routes with "x". Even if you never assigned patrol routes, doing this can help if your stationing spot were glitched, which sometimes happens when you change leaders and subordinates who already had their own patrol routes.

Also, are your troops set to sleep in the barracks?
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 09, 2010, 06:16:11 pm
They are set to sleep in the barracks and they have no patrol routes currently.

...But, after a year of being typical dwarves, they finally decide to start sparring in the barracks.

I think the problem may have been that every time after setting that room as the barracks I hit the "Free bed" button.
Title: Re: The Little Questions Thread
Post by: geoduck on January 09, 2010, 07:39:32 pm
They are set to sleep in the barracks and they have no patrol routes currently.

...But, after a year of being typical dwarves, they finally decide to start sparring in the barracks.

I think the problem may have been that every time after setting that room as the barracks I hit the "Free bed" button.

A way to avoid that is to put an armor stand or weapon rack in there and use it instead.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 09, 2010, 08:18:03 pm
How do I savescum?
Title: Re: The Little Questions Thread
Post by: ed boy on January 09, 2010, 08:28:35 pm
Copy the savegame folder and make a backup.

I find it's quicker and easier to open up task manager, click on hte processes tab, and end the dwarffort.exe process.

Also, just got to the first winter on my latest fort, and no dwarven caravan has turned up - shouldn't they always turn up?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 09, 2010, 08:30:41 pm
How do I savescum?


Assuming you are on windows and have a previous save of your fort, bring up task manager (ctrl-alt-delete or ctrl-shift-esc depending on windows version and config) and on the processes tab select dwarffort.exe and hit end process.

start up dwarf fort again and load your fort and nothing that you did or happened since your last save will have happened yet.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 09, 2010, 08:49:55 pm
I meant savescum like take many saves, not revert to a previous one.
Ed, where's the savegame folder? Is it Dwarf Fortress>data>save? Also, is it possible to just copy a few files instead of the entire folder, or do you need the whole folder to savescum?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 09, 2010, 09:15:29 pm
I meant savescum like take many saves, not revert to a previous one.
Ed, where's the savegame folder? Is it Dwarf Fortress>data>save? Also, is it possible to just copy a few files instead of the entire folder, or do you need the whole folder to savescum?


I find if you go to the init file and set the following:

[AUTOSAVE:SEASONAL]
[AUTOBACKUP:YES]
[AUTOSAVE_PAUSE:NO]

You get plenty of saves... Worst case with this is that you have one season lost...  And every save made is automatically backed up by season and year.
Title: Re: The Little Questions Thread
Post by: ed boy on January 09, 2010, 09:21:49 pm
The save folder is indeed there. I have no idea which files can be left unchanged, so I wuold recommend not risking it and copying the whole folder.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 09, 2010, 10:26:43 pm
Oh wow. Thanks everyone!

Is it more advisable to place my trade depot on the edge of the map or near my fortress (if so, inside or just outside)?
Title: Re: The Little Questions Thread
Post by: geoduck on January 10, 2010, 04:46:07 am
Is it more advisable to place my trade depot on the edge of the map or near my fortress (if so, inside or just outside)?

It's really up to you, but it's safer to put it as close to your fort entrance as possible, and save your dwarfs having to haul goods back and forth across open country. Just be sure there's a three-tile-wide clear path to at least one edge of the map.

If I stick with one of my forts long enough, I go one step further and build a more secure wagon-tunnel to the edge and put the depot right inside my barracks. Even quicker for hauling and further cuts down on Goblin ambushes.

Title: Re: The Little Questions Thread
Post by: lvk on January 10, 2010, 05:55:12 am
I had a few cage traps which captured rhesus macaque, but I can't seem to get them out. It doesn't seem to be a building, and using 'k' on it says '-rhesus macaque cage (material)'. Can I even get it out? (If not, what did I do wrong?)

Also, is it possible for dwarf A to take the steel battle axe dwarf B is holding?
Title: Re: The Little Questions Thread
Post by: Elvang on January 10, 2010, 06:36:41 am
You have to build the cage via b->j, then release the animal from the cage. I don't remember if wild animals can just be set free from the cage or if you have to link it to a lever to release them.

Tell dwarf B to go unarmed and he'll drop the axe (disable woodcutting too). If he grabbed the axe during wrestling you'll have to tell him to drop everything (set to no armor/shield) to make sure he lets go of it.
Title: Re: The Little Questions Thread
Post by: lvk on January 10, 2010, 06:42:42 am
You have to build the cage via b->j, then release the animal from the cage. I don't remember if wild animals can just be set free from the cage or if you have to link it to a lever to release them.
So there's cage traps and normal cages? Is there a difference between the two, and what can I do with my rhesus macaque who fell for the cage trap?

Tell dwarf B to go unarmed and he'll drop the axe (disable woodcutting too). If he grabbed the axe during wrestling you'll have to tell him to drop everything (set to no armor/shield) to make sure he lets go of it.
That worked, thanks a lot!
Title: Re: The Little Questions Thread
Post by: ed boy on January 10, 2010, 07:24:18 am
Oh wow. Thanks everyone!

Is it more advisable to place my trade depot on the edge of the map or near my fortress (if so, inside or just outside)?
Keep in mind that it cannot go within 10 tiles of the edge - I've had to redesign many a fortress when I forgot this.
Title: Re: The Little Questions Thread
Post by: KingKaol on January 10, 2010, 09:02:22 am
Just started a new fort and noticed...

Q:  When I hit 'c' there is only one Civ showing, a dwarven civ.  I don't remember a human trader coming yet.  Am I going to get any human or elf traders or goblin attacks?
Title: Re: The Little Questions Thread
Post by: Quantum Toast on January 10, 2010, 09:57:49 am
Just started a new fort and noticed...

Q:  When I hit 'c' there is only one Civ showing, a dwarven civ.  I don't remember a human trader coming yet.  Am I going to get any human or elf traders or goblin attacks?
I noticed the same thing with my current fort. I think civs don't show up in the list until you encounter them.
Title: Re: The Little Questions Thread
Post by: moki on January 10, 2010, 11:53:53 am
Just started a new fort and noticed...

Q:  When I hit 'c' there is only one Civ showing, a dwarven civ.  I don't remember a human trader coming yet.  Am I going to get any human or elf traders or goblin attacks?
I noticed the same thing with my current fort. I think civs don't show up in the list until you encounter them.

That's true. Other civilisations only show up in the list after you encounter them at your site. Note that there are a few sites, that are indeed inaccessable, so no one will show up, ever. But that's rather rare.
Title: Re: The Little Questions Thread
Post by: McDolomite on January 10, 2010, 12:46:31 pm
Hi, I've got a few questions:

1. I got a metalsmith mood exactly the moment I was moving my forges to a new location. There are 3 new magmaforges now but he won't claim one. What can I do?

2. Does light get through multiple glass floors? It would be logic but I don't know how the game handles it.

3. What if there is snow on top of the glass?
Title: Re: The Little Questions Thread
Post by: moki on January 10, 2010, 01:16:01 pm
Hi, I've got a few questions:

1. I got a metalsmith mood exactly the moment I was moving my forges to a new location. There are 3 new magmaforges now but he won't claim one. What can I do?

2. Does light get through multiple glass floors? It would be logic but I don't know how the game handles it.

3. What if there is snow on top of the glass?

1. Sometimes a moody dwarf will need the non-magma version a workshop (forge or glass furnace). Just build a regular forge and he'll start his work. He won't even need fuel, as he hammers out an artifact with his bare fists ;)

2. and 3. Light doesn't care about materials currently. It gets through glass just as it gets through steel. Once a square has been exposed to light (and is therefore counted as above-ground), you can encase it in 20 blocks of massive marble to every side and it won't become below-ground again, ever. Just <k> over any square to see what it says.
I still do like to build with glass, because it feels more real for me, even if the game doesn't care at all.
Title: Re: The Little Questions Thread
Post by: McDolomite on January 10, 2010, 01:34:20 pm
Thanks for the quick answer, moki.
Title: Re: The Little Questions Thread
Post by: geoduck on January 10, 2010, 02:16:51 pm
Just started a new fort and noticed...

Q:  When I hit 'c' there is only one Civ showing, a dwarven civ.  I don't remember a human trader coming yet.  Am I going to get any human or elf traders or goblin attacks?

For future reference, while still on the world map, you can hit your Tab key two or three times, and you'll get a list of all the civilizations that can reach the site currently being highlighted. Unbroken mountain ranges and/or oceans are what cut off access.
Title: Re: The Little Questions Thread
Post by: Remalle on January 10, 2010, 03:16:00 pm
At what water level is it possible to alt-move out of a channel?
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 10, 2010, 04:04:37 pm
I don't suppose anyone can tell me why my framerate has suddenly decided to be very inconsistent.

I've got 31 dwarves in a moderately sized fortress on a 7×6 embark location

While that may sound bad already, I once had 120 dwarves in a 8×6 site and had constant 60 fps at all times (Although this time I have the mayday tileset with dig deeper on)

It doesn't seem to have anything to do with total number of processes going on (jobs and whatnot) since it will stay at 100 when there's 0 idlers and then drop to 20 when it stops raining, or any number of random things.


And just for reference,
Windows 7 64bit
8GB RAM
Intel Core 2 Quad CPU Q9300 2.50GHz
ATI HD 5870 1GB
Title: Re: The Little Questions Thread
Post by: Skorpion on January 10, 2010, 04:24:36 pm
At what water level is it possible to alt-move out of a channel?

Depends on swimming skill, IIRC.

As for framerate, it's determined by many many variables, such as phases of the moon, and so forth.
Generally, open up major pathing routes, clear rocks into chasms and magma to reduce stuff to calculate, and so forth. Lots of threads on it.
Title: Re: The Little Questions Thread
Post by: Elvang on January 10, 2010, 04:26:49 pm
So there's cage traps and normal cages? Is there a difference between the two, and what can I do with my rhesus macaque who fell for the cage trap?
Built cages won't capture creatures if stepped on, and can be designated as zoos to give dwarves happy thoughts. Additionally, you can store more than one animal in the cage, and it can be a tame one too. As for the rhesus macaque, if you capture a couple so you have a male and female you can breed them for fun (their offspring won't be friendly unless tamed). Other players make arenas and such for captured creatures, could give that a try also.
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 10, 2010, 04:29:48 pm
clear rocks into chasms and magma

Ah, I suppose that tile full of 500+ dumped rocks may have something to do with it then.

But I just don't want to throw away all that excess chalk.

I mean, how else will the children of my fortress know about hopscotch?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 10, 2010, 04:30:30 pm
Daaaaang I'm out of plump helmet spawn
What do I do
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 10, 2010, 04:38:59 pm
Daaaaang I'm out of plump helmet spawn
What do I do
Eat wood and drink stone?
Title: Re: The Little Questions Thread
Post by: nil on January 10, 2010, 04:48:21 pm
Daaaaang I'm out of plump helmet spawn
What do I do
Hunting (enable in the labor menu, make sure you have edible animals and that the hunter is either bad-ass, well-equiped, or a marksdwarf, perferably all three) or herbalism (enable in the labor menu and designate shrubs; unskilled herbalists will produce very little food).
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 10, 2010, 05:02:13 pm
I have some dude brawling with mountain goats and such, but I really want a steady food supply that will keep me fed in a siege... can I buy plump helmets from traders and such, is my question?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 10, 2010, 05:05:54 pm
You can buy them. My recommendation is to buy all the types of seeds you can from the caravans, and take care not to bungle this farming business like that next time. It's not rocket surgery.

Also, check if you've got plump helmets proper (as in, not spawn, but the crops). You did know that you get seeds eating or brewing crops (but not from cooking; this is important, so I'll say it again: cooking is liable to use up both your seeds and crops if you're not careful)?
Title: Re: The Little Questions Thread
Post by: nil on January 10, 2010, 05:06:43 pm
Yeah, traders will offer both whole plump helmets and seeds for other crops.

Also, herbalism will eventually give you seeds for above-ground crops.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 10, 2010, 05:09:21 pm
Yeah, I have plump helmets, so I forbidded cooking or brewing. I'm hoping my dwarves will eventually eat them and get some seeds for planting. I think I accidentally let my chefdwarf cook a bunch of my plump helms so that I didn't get the seeds or something...
I tried an aboveground farm before, but it was sort of sucky.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 10, 2010, 05:15:01 pm
Read my post again. If you want new seeds, brewing is actually a good way of obtaining them. It's only then not recommended if you're low on food in the first place (but brewing just one batch of them might be an acceptable trade-off, as one seed can give you 3-5 new plants if you've got a competent grower*).

* Which you probably don't, judging by your overall approach to agriculture, so I'd recommend taking one proficient grower with you next time you embark, and turning on "only farmers harvest" in standing orders. Your grower will be legendary in one to three years, depending on how much you farm anyway, and one legendary grower is as good as two dozen unskilled ones.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 10, 2010, 05:18:54 pm
Oh, oops, I misread that. Thanks!

My grower was maxed on farming at embark, but I think I didn't have only farmers harvest or something. Thanks again!
Title: Re: The Little Questions Thread
Post by: Skorpion on January 10, 2010, 05:32:06 pm
clear rocks into chasms and magma

Ah, I suppose that tile full of 500+ dumped rocks may have something to do with it then.

But I just don't want to throw away all that excess chalk.

I mean, how else will the children of my fortress know about hopscotch?

Mine some more, then.

With 500+ rocks, just drop magma on top. It'll be more Fun.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 10, 2010, 05:36:53 pm
Oh, oops, I misread that. Thanks!

My grower was maxed on farming at embark, but I think I didn't have only farmers harvest or something. Thanks again!

Good idea with giving that guy proficient growing/planting. That's still 10 levels away from legendary, but with that standing order set as I recommended it, he should be legendary right soon (that's understandably because you get experience from harvesting as well as planting, so it's better to have just one getting it all).
Title: Re: The Little Questions Thread
Post by: nil on January 10, 2010, 06:00:29 pm
Good idea with giving that guy proficient growing/planting. That's still 10 levels away from legendary, but with that standing order set as I recommended it, he should be legendary right soon (that's understandably because you get experience from harvesting as well as planting, so it's better to have just one getting it all).
Generally I don't agree with this.  Having all dwarves harvest is the only way to get useful labor from children/nobles and greatly reduces the chances of crops withering in the field.  If you don't cook seeds or raw plants and avoid the aforementioned withering you'll never run out of seeds no matter how skilled your farmers are.  Most players seem to value high-skilled farmers more than I do, though, so YMMV.
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 10, 2010, 06:03:12 pm
Mine some more, then.

With 500+ rocks, just drop magma on top. It'll be more Fun.

Well I've also got a very large amount of magnetite and other stuff that turns into Iron.

I'm hoping pumping out a lot of steel will clear up that problem.


On an semi-related note, to anyone who uses the Dig Deeper mod, how do you create Deep Steel and Crucible Steel?
I haven't enough knowledge of the game to know what to look for in the files to find that out for myself.
Title: Re: The Little Questions Thread
Post by: darkflagrance on January 10, 2010, 06:58:36 pm
You should check the reaction_XXX files in the raws folder and search for crucible and deep steel. The reactions to make them will list reagents.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 10, 2010, 07:10:22 pm
I have plump helmets in the fields, but my farmer isn't harvesting them. What could be the problem?

EDIT: I just checked, and he has Farming(Fields) enabled too.

EDIT2: Er, I guess he was thinking of a job to do or something, because he started harvesting later. Disregard all this.
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 10, 2010, 07:40:43 pm
You should check the reaction_XXX files in the raws folder and search for crucible and deep steel. The reactions to make them will list reagents.
Ah, thanks.

Apparently I need mithril for deep steel and green glass for crucible steel.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 10, 2010, 10:48:25 pm
I built a brudge and raised it, but it won't let me channel a moat under the bridge - why?
Title: Re: The Little Questions Thread
Post by: Asmodeous on January 10, 2010, 10:57:06 pm
I built a brudge and raised it, but it won't let me channel a moat under the bridge - why?

Ditto, it seems that once the bridge is supposed to be there it won't let you channel. Looks like you have to channel the moat FIRST, THEN build the bridge.

Which is irritating.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 11, 2010, 01:54:34 pm
Anyone know how long a siege can last?


I've been waiting on this one to end for 2 years now...
Title: Re: The Little Questions Thread
Post by: assimilateur on January 11, 2010, 08:17:19 pm
No idea, mate. The longest I've had was about 1 season.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 11, 2010, 08:41:11 pm
I have a butchery and it's very weird.
It's an area above my main fortress, so it's mostly in the open, but miasma still shows up. Also, I have a stockpile right next to it for animal remains and such, but nobody puts anything in it and the butchery is cluttered.
I saw a guy getting some meat back to the food stockpile once, but that's it.
Title: Re: The Little Questions Thread
Post by: Elvang on January 11, 2010, 08:45:17 pm
If its outside make sure refuse hauling is enabled for outside.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 11, 2010, 10:14:46 pm
I've spent a long time working on a nice death trap... but... it is 3rd autumn and I've not seen hide nor grimy claw of a goblin... If I check the civilization screen, there is indeed a goblin civ. However, supposedly we are at peace, since there is a little 'P' by my dwarven civ when the goblins are selected, and a little 'P' by them when I select my civ. Is that why they haven't been attacking? Will they ever?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 11, 2010, 10:33:26 pm
Gee golly jeepers! That solved the problem, thanks!
Title: Re: The Little Questions Thread
Post by: assimilateur on January 11, 2010, 10:43:19 pm
However, supposedly we are at peace, since there is a little 'P' by my dwarven civ when the goblins are selected, and a little 'P' by them when I select my civ. Is that why they haven't been attacking?

There's probably another reason, because now I've checked my neighboring civilizations and all of them got a P next to them as well. They are attacking me, though, all of them. Is your population and wealth pretty low, by any chance? Those sorts of things are supposed to delay sieges, at least they have been for me until I modded other civs to be more aggressive. Off the top of my head, this is what I've done: I've replaced their intelligent tag with can_civ and can_learn, lowered their progress triggers to 1 across the board, removed tags like ambusher, babysnatcher, item_thief (that's supposed to make them siege more or less right away, and it's working: I'm getting sieges since summer of my first year). I might have made other changes, if I remember any, I'll post them.

The above should make sure you'll be attacked, but I don't know how many of those changes will require a regen. It can't hurt to try if you're serious about it.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 11, 2010, 11:31:44 pm
I don't have much of a gauge of high/low wealth, but it is 1.223 million (created wealth). My population is 59. I will wait a little while longer to see if they come... and then its off the raws I go.

Title: Re: The Little Questions Thread
Post by: assimilateur on January 12, 2010, 12:56:49 am
As far as I can remember, one million is far more than I ever need before getting at least some attempted kidnappings or half-assed ambushes. That's in vanilla, mind you, with the mods I'm using I probably need no wealth whatsoever to get attacked.

Looks like there is something wrong with your goblins after all.
Title: Re: The Little Questions Thread
Post by: Odd!x on January 12, 2010, 01:09:41 am
I can't screenshot my game.  Is there anything I can do to remedy this?  I use print screen and try pasting it into paint and all I get is a black square.  Is this because I play in fullscreen?
Title: Re: The Little Questions Thread
Post by: Asmodeous on January 12, 2010, 01:17:53 am
Try Alt-PrtScr.

Title: Re: The Little Questions Thread
Post by: Cheddarius on January 12, 2010, 01:18:33 am
Well, I don't know how to fix your problem, but DF crashes when I play in fullscreen, so I just open it normally and then maximize the window. Maybe that would work and basically have the same effect...
Title: Re: The Little Questions Thread
Post by: Odd!x on January 12, 2010, 01:48:03 am
ugh.  alt prtsc doesn't work

will try the window method.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 12, 2010, 02:28:25 am
How do I get my goods out of the trade depot once I've purchased them?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 12, 2010, 02:32:19 am
Designate the appropriate stockpiles or a garbage dump zone and dump the items.
Title: Re: The Little Questions Thread
Post by: Elvang on January 12, 2010, 03:22:30 am
In vanilla, one of the goblin progress triggers is a population of 80 as well.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 12, 2010, 03:27:13 am
On that note, my goblin problem has resurfaced. I'm using the advice given before, but I've got some problems due to not having a trapped labyrinth of projectile fury (In my rush to start out, I just dug straight in). Also I'm massively dependent on wood that I need urgently for barrels and bins and bolts and such. I'm planning to build a large platform or tower of some sort extending out or up to shoot down invaders, will that work?
Also, how can I train my marksdwarves faster so they don't get slaughtered by the ambushes?
Title: Re: The Little Questions Thread
Post by: Psilobe on January 12, 2010, 08:03:33 am
I got to many cats and dogs in my fortress, you could almost say it's raining from the sheer amount of them. Well I could use some simply way to exterminate some of them.

Preferbly in a cruel but simple way.
Title: Re: The Little Questions Thread
Post by: Asmodeous on January 12, 2010, 09:31:14 am
Atom smasher, drowning pool, magma.

:)

Also shoving them into a large pit can be entertaining.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 12, 2010, 10:21:16 am
@Elvang Hopefully that is the problem then... I'll see if they don't step up the pace once I get 80. Thanks!

@Cheddarius A tower with fortifications at the top level will certainly protect your archers from everything but other archers. To train your marksdwarves faster, try capturing goblins in cages, and then releasing them into a sealed room with fortifications carved, and letting your archers practice in safety. They gain XP faster when using live targets.

@Psilobe This might not be cruel enough, but it is certainly simple enough. Channel out a single space in your fortress somewhere. On the next z-level down, right where you channelled, make a menacing spike trap. Connect it to a lever, throw all the pets into the pit, then set the lever on repeat.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 12, 2010, 11:20:51 am
Not sure if this is as bug or what..

I like to clean up my obsidian farms by melting all the extra rock that has been mined out (that that isn't magma safe).  I don't normally wait very long to mine out the obsidian after dumping the water on it, and Since I dump the water once any stone in the mold goes molten I normally get one obsidian and molten versions of whatever was there when i dumped the water which ends up cooling and leaving me with all the rocks that used to be molten...

Also, molten rocks don't seem to hurt my dwarves while mining (and yes temp is on).
Title: Re: The Little Questions Thread
Post by: happydog23 on January 12, 2010, 11:24:22 am
Not sure if this is as bug or what..

I like to clean up my obsidian farms by melting all the extra rock that has been mined out (that that isn't magma safe).  I don't normally wait very long to mine out the obsidian after dumping the water on it, and Since I dump the water once any stone in the mold goes molten I normally get one obsidian and molten versions of whatever was there when i dumped the water which ends up cooling and leaving me with all the rocks that used to be molten...

Also, molten rocks don't seem to hurt my dwarves while mining (and yes temp is on).

ACtually it looks like the rocks vanash after a bit because my dwarves come with a "cleaning" job and then they go away..
Title: Re: The Little Questions Thread
Post by: monk12 on January 12, 2010, 01:43:08 pm
I've spent a long time working on a nice death trap... but... it is 3rd autumn and I've not seen hide nor grimy claw of a goblin... If I check the civilization screen, there is indeed a goblin civ. However, supposedly we are at peace, since there is a little 'P' by my dwarven civ when the goblins are selected, and a little 'P' by them when I select my civ. Is that why they haven't been attacking? Will they ever?

What does that 'P' mean? I've got it by all my civs, and the goblins still siege.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 12, 2010, 01:48:44 pm
@Monk, I thought it meant 'Peace'

--

Question:

How do you search for ores? I used to go dig criss-crossing mine tunnels on every level, 20 appart, the entire map.

Then I heard that isn't good for FPS. What is a FPS friendly way to search for ores?
Title: Re: The Little Questions Thread
Post by: moki on January 12, 2010, 05:02:08 pm
@Monk, I thought it meant 'Peace'

--

Question:

How do you search for ores? I used to go dig criss-crossing mine tunnels on every level, 20 appart, the entire map.

Then I heard that isn't good for FPS. What is a FPS friendly way to search for ores?

I do think the "P" stands for peace as well. Goblins currently do have a special status, that makes them siege/ambush, no matter what the actual diplomatic status is. Until real wars with real reasons are properly implemented, that's a placeholder. Without this, the game would be boring, because there actually is peace most of the time. Having no enemies is great, but can make for a very boring game.


There is no way of exploratory mining, that won't drain some fps. That's because, dwarves try to path through all these tiny tunnels, even if they are just dead ends. Every accessible tile on the map, every expansion of your fort drains fps this way. So digging out more tunnels would be even worse and 20x20 is about as little as possible
Just wall off all the tunnels you don't need anymore when you're finished (those that found nothing interesting do dig out)to prevent unneccessary lag.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 12, 2010, 06:27:48 pm
Exploratory mining can be made more FPS-friendly by making the tunnels two tiles wide.

Especially when you operate a system like mine, where ores are hauled to stockpiles near the smeltery.
Title: Re: The Little Questions Thread
Post by: vhappylurker on January 12, 2010, 06:47:42 pm
This is probably one of the stupidest questions on the thread, but...

Flashing "X" over animals (such as, oh, say a BATMAN...) means it's dying, right?

Bastard's spooking off my dwarves from building a wall.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 12, 2010, 06:58:22 pm
@Skorpion moki Thanks, I will wall off what I don't need, and make what I do need 2 spaces wide.

@vhappylurker I think the color matters too. A white X means it is unconscious. I know at leas when it is unconscious, it has a white X.
Title: Re: The Little Questions Thread
Post by: Quantum Toast on January 12, 2010, 07:00:11 pm
This is probably one of the stupidest questions on the thread, but...

Flashing "X" over animals (such as, oh, say a BATMAN...) means it's dying, right?

Bastard's spooking off my dwarves from building a wall.
Going by the wiki, that means it's stunned, nauseous, winded or unconscious, depending on the colour. (Or it means that it's a recent migrant, but that seems... unlikely.)
Title: Re: The Little Questions Thread
Post by: vhappylurker on January 12, 2010, 08:03:46 pm
@Skorpion moki Thanks, I will wall off what I don't need, and make what I do need 2 spaces wide.

@vhappylurker I think the color matters too. A white X means it is unconscious. I know at leas when it is unconscious, it has a white X.

Going by the wiki, that means it's stunned, nauseous, winded or unconscious, depending on the colour. (Or it means that it's a recent migrant, but that seems... unlikely.)

It was apparently winded... And vulnerable to my three-dwarf kill squad. ^__^
Title: Re: The Little Questions Thread
Post by: Poot on January 13, 2010, 02:39:52 am
I've been fooling around with making a drowning chamber, but I feel mine is needlessly complicated. What is one very simple method of making a drowning chamber?
Title: Re: The Little Questions Thread
Post by: smjjames on January 13, 2010, 02:43:50 am
Exploratory mining can be made more FPS-friendly by making the tunnels two tiles wide.

Especially when you operate a system like mine, where ores are hauled to stockpiles near the smeltery.

Using one tile wide tunnels works fine for the exploration part, but when you want to get at the ore or whatever, just widen the tunnels to your liking.
Title: Re: The Little Questions Thread
Post by: nil on January 13, 2010, 02:58:09 am
Yeah I'm not sure why two-wide tunnels would be better for pathfinding...  it'll will help with traffic, but that's not the same thing.  On the other hand, I'm no pathfinding expert.

One quick easy thing that can help with reducing the FPS drain from unused tunnels is to apply restricted traffic designations.  Also, if you have a lot of excess labor you can use fortifications carved into the wall to increase your line of sight without any new excavation.
Title: Re: The Little Questions Thread
Post by: ungulateman on January 13, 2010, 03:35:58 am
1. Which keys save my image?
2. Which layers will I find fish-stone in?
3. Will I find carp in fish-stone?
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 13, 2010, 08:15:09 am
What does setting doors as internal do? ',=\

PS Do merchants set off pressure plates?
Title: Re: The Little Questions Thread
Post by: smjjames on January 13, 2010, 11:11:44 am
1. Which keys save my image?
2. Which layers will I find fish-stone in?
3. Will I find carp in fish-stone?

Fish stone? What are you talking about? There is nothing called fish stone that I know of, even in mods.

For question 1, just use the printscrn key, or use alt+print scrn. Then open up your image editing program of your choice and paste it in there.

I have a question of my own.

What does it mean when a megabeasts name is flashing, or do they always flash? The reason I ask is because the new fort that I'm about to found has a cave in the local area of the embark (not the embark area itself, just in the same region tile when viewed from embark screen) which has a titan as a current resident.

I made a look and check it out embark on the cave (and plopped right next to the titan, lol. I paused before it did anything) and found the titan with its name flashing like it was a legendary peasant. Its completely healthy and I expect some Fun later when it decides to visit my new fort a couple of miles (I think) away.
Title: Re: The Little Questions Thread
Post by: sproingie on January 13, 2010, 11:17:24 am
2. Which layers will I find fish-stone in?

HOW I MINE FOR FISH?

 ::)
Title: Re: The Little Questions Thread
Post by: Kav on January 13, 2010, 12:07:11 pm
I've been fooling around with making a drowning chamber, but I feel mine is needlessly complicated. What is one very simple method of making a drowning chamber?

Get the target into the kill box. Raise the drawbridge. Feed water in from above. Wait. Drain water out the bottom.

How does that compare to your method?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 13, 2010, 12:53:17 pm
I know its cheating, but I find the best way to perform exploratory mining is to copy your save to  a second copy of the game and run reveal.  I then run the shortest shaft i can and only excavate the minerals i'm interested in.


I do this now because I found that all of my exploring was extremely harsh on my FPS and on my fortress worth.  I'm doing obsidian farming now to build a tower anyway and most of my iron i either found setting up the obsidian farm (my fortress is next to the magma pipe in a region border with limestone) or killing orcs...
Title: Re: The Little Questions Thread
Post by: Skorpion on January 13, 2010, 01:47:35 pm
I've been fooling around with making a drowning chamber, but I feel mine is needlessly complicated. What is one very simple method of making a drowning chamber?

Get the target into the kill box. Raise the drawbridge. Feed water in from above. Wait. Drain water out the bottom.

How does that compare to your method?

Site the impassable pump tiles as part of the wall. Seal the entrances with doors or bridges. Lever-operation prevents break-ins by thieves.
Drainage is a must. Either a bridge-sealed hole, or a grate into the brook's infinite drainage.
Title: Re: The Little Questions Thread
Post by: ed boy on January 13, 2010, 02:21:19 pm
I've run into a bit of a problem with my fort.

Basicaly, a little to the north of my fort there is a channel filled with water. It is nine tiles wide and there is a one tile wide bridge spanning it. Recently a couple of kobold thieves were discovered and they ran away. One of them decided to run away to the north, over my bridge. As it so happened, my miner was on the north side and wanted to cross at the same time. I activated my miner, and he fought the kobold on the bridge, or at least tried to. The kobold dodgen his blows, straight into the channel.

This puts me in a pickle. The kobold is just sitting there. The water is changing from 4 deep to 5 deep, so the kobold is not drowning. I have no crossbows or bolts, so I cannot shot him. Getting military to stand on the bridge above him does nothing. My military will not enter the water to fight him. My dwarves cannot do anything outside, as they are too scared of the kobold to leave the fort. I cannot pump any water into/out of the channel, as the mechanic is too scared of the kobold. What can I do?

also, to repeat my question from earler - my fort has not gotten the dwarven caravan or any migrants (I have gotten an elf caravan, though). Is this normal?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 13, 2010, 02:45:49 pm
I've run into a bit of a problem with my fort.

Basicaly, a little to the north of my fort there is a channel filled with water. It is nine tiles wide and there is a one tile wide bridge spanning it. Recently a couple of kobold thieves were discovered and they ran away. One of them decided to run away to the north, over my bridge. As it so happened, my miner was on the north side and wanted to cross at the same time. I activated my miner, and he fought the kobold on the bridge, or at least tried to. The kobold dodgen his blows, straight into the channel.

This puts me in a pickle. The kobold is just sitting there. The water is changing from 4 deep to 5 deep, so the kobold is not drowning. I have no crossbows or bolts, so I cannot shot him. Getting military to stand on the bridge above him does nothing. My military will not enter the water to fight him. My dwarves cannot do anything outside, as they are too scared of the kobold to leave the fort. I cannot pump any water into/out of the channel, as the mechanic is too scared of the kobold. What can I do?

also, to repeat my question from earler - my fort has not gotten the dwarven caravan or any migrants (I have gotten an elf caravan, though). Is this normal?

What I would do if you really can't get any bolts and xbows, is from the same level as water and kobold, have your miner dig out an area for the water to spread out on, and then breach the channel, activate your miner, and send him in to fight in the now thinning out water.  Once hes dead, build a wall, and continue to fill
Title: Re: The Little Questions Thread
Post by: geoduck on January 13, 2010, 03:30:57 pm
What I would do if you really can't get any bolts and xbows, is from the same level as water and kobold, have your miner dig out an area for the water to spread out on, and then breach the channel, activate your miner, and send him in to fight in the now thinning out water.  Once hes dead, build a wall, and continue to fill

Maybe built a section of floor above the Kobold attached to a support, remove the support and drop the rocks on his head?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 13, 2010, 05:25:03 pm
Dig a new entrance, wall off the old one.
Title: Re: The Little Questions Thread
Post by: smjjames on January 13, 2010, 05:34:43 pm
I have a question of my own.

What does it mean when a megabeasts name is flashing, or do they always flash? The reason I ask is because the new fort that I'm about to found has a cave in the local area of the embark (not the embark area itself, just in the same region tile when viewed from embark screen) which has a titan as a current resident.

I made a look and check it out embark on the cave (and plopped right next to the titan, lol. I paused before it did anything) and found the titan with its name flashing like it was a legendary peasant. Its completely healthy and I expect some Fun later when it decides to visit my new fort a couple of miles (I think) away.

Anybody know the answer to this one? I've never encountered a megabeast myself, so I have no idea if the name is suppoused to flash or not.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on January 13, 2010, 05:37:41 pm
Megabeasts always flash, I believe.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 13, 2010, 07:55:45 pm
How can I supply myself with the four B's from wood that every fortress needs - Beds, Bolts, Barrels, and Bins - if I keep getting ambushed?
Title: Re: The Little Questions Thread
Post by: smjjames on January 13, 2010, 07:57:25 pm
Either turn off invaders, make a military to whack the ambushes, ask for wood from the traders, or start a TC farm.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 13, 2010, 07:57:58 pm
Make bone bolts instead. Also make an underground tree-farm and hole up when things start growing.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 13, 2010, 08:20:16 pm
I want to fight some goblins (e.g. not turn them off), and I have a pretty decent military with an Axe Lord, but I can't control the whole map - some guys are liable to get killed. Also, wood is a bit expensive.

How can I get more animals for bone bolts?

The tower cap thing sounds good. I have an "underground" pool, but it extends from ground level up, not down (it's in the mountain). How can I build a TC farm/well with this? (the well's really the problem here - I need to get the water down somewhere where I can pull it up, but not let the pressure kill off my fortress)
Title: Re: The Little Questions Thread
Post by: Retro on January 13, 2010, 08:24:28 pm
To safely secure an area (in this case, your entire forest), you can have a miner dig around on the level underneath the surface using up-stairs as designations, then channel out the area above the up-stairs - the miner will channel out the tiles from below, thus securing an area without exposing any dwarfs. Then just send your woodcutters in, possibly also building a wall within your new moat to protect them from bolts and so on.

If you're dealing with ambushes, you might very well trap one inside your fort. In which case... fun is imminent!

As for tower-cap farms: Once you've uncovered the pool (or, incidentally, an underground river), ALL water that's subterrenean can generate tower-cap saplings on a tile. If you have another water source, it's best to dig out a large area near it, flood it (even 1/7 is enough), and drain it out. The muddied tiles will soon produce tower-cap saplings. Keep in mind it'll take a few years for the tower-caps to grow.

And animals: Just take like a male or female mule dog or something and use the pit function (i to designate a pit zone over an open space, then P to say what you want to shove in) and put them into a giant pit with a bridge at the top. They'll breed over a few years exponentially, and then you can pull the lever and they'll explode into bits for lots of bone when the bridge retracts.
Title: Re: The Little Questions Thread
Post by: gtmattz on January 13, 2010, 08:32:21 pm
And animals: Just take like a male a female mule or something ...

I know that your choice of animal here was probably completely random, but you just happened to choose a sterile animal that cannot breed as your example for breeding  8)
Title: Re: The Little Questions Thread
Post by: Retro on January 13, 2010, 08:36:13 pm
And animals: Just take like a male a female mule or something ...

I know that your choice of animal here was probably completely random, but you just happened to choose a sterile animal that cannot breed as your example for breeding  8)

...Sigh. Fixed :(
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 13, 2010, 09:28:39 pm
Genius! On the channeling-up thing, I mean.
So if I understand you correctly, I designate (but do not actually carve out) a mass of upstairs on sublevel 1 (the first underground level). Subsequently, I designate level 0 (ground level) to be channeled, making a moat. I surround a patch of forest with the moat, and I can chop there without getting ambushed. Is this right?
The pool seems to be my only big water source, unfortunately. I do have a few murky pools, but those are very limited.
For the animals: Do you mean put them in the pit? I don't understand, how would retracting a bridge at the top of a pit kill everything in the bottom of the pit?

Thanks for all the help!
Title: Re: The Little Questions Thread
Post by: Retro on January 13, 2010, 09:35:35 pm
Genius! On the channeling-up thing, I mean.
So if I understand you correctly, I designate (but do not actually carve out) a mass of upstairs on sublevel 1 (the first underground level). Subsequently, I designate level 0 (ground level) to be channeled, making a moat. I surround a patch of forest with the moat, and I can chop there without getting ambushed. Is this right?
The pool seems to be my only big water source, unfortunately. I do have a few murky pools, but those are very limited.
For the animals: Do you mean put them in the pit? I don't understand, how would retracting a bridge at the top of a pit kill everything in the bottom of the pit?

Thanks for all the help!

You want to channel and dig out the up-stairs; then designate the channels - if there isn't an up-stair or up/down-stair under a channel-designated tile, the miners will try and channel it from above, which could lead to all kinds of crazy fun.

For moving water around, you'll need a pump-stack most likely. Check here (http://dwarffortresswiki.net/index.php/Screw_pump#Pumping_up_multiple_levels) for info on that - but if you don't get it (it's hard to get at first), just ask here.

The animals: Build a very deep pit, then put a bridge 1z below the top of the pit. Connect this bridge to a lever, then seal it off. Once you put animals on the bridge on the top of the pit, they'll be locked in and will do nothing but stand around and breed. Then, once you've got lots of them, you can pull the level and they'll all drop and explode gore-riffically into awesome chunks and limbs and stuff that will turn into bones if placed in an outdoor refuse pile.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 13, 2010, 10:16:26 pm
Actually, if you want to produce bones, an indoor (or, more accurately, underground) refuse stockpile is what you want. Bones and skulls will eventually disappear if they're outside, but will stick around permanently if indoors. Of course, all those limbs and such will produce miasma indoors, so you might want to create 2 refuse stockpiles, one outdoors that specifically doesn't accept fresh raw hides, bones, skulls, or shells, and a second indoors that accepts bones, skulls, and shells.

Also, you might find it beneficial to make 2 or more bridges in your animal-pen-pit things, so you can drop and kill only part of your herd rather than the whole thing. Finally, while a long drop is the most efficient means of killing the animals, I believe that if you want meat and fat from them you have to actually butcher them, so dropping them only 1 level and then having your butcher go to town might be more desirable.



For the secure woodcutting area, I would suggest digging the drymoat first, but then building a wall around the area as well as soon as practical. Bowgoblins will still shoot over the moat, so while the drymoat reduces ambush risk by about 90% it doesn't totally remove it. Also, crossbows are about the most dangerous things goblins can wield anyway, so protecting against them with a wall is very helpful.



Finally, you might want to develop a path, carefully controlled with doors, hatches, and/or screw pumps, to collect rainwater as it falls into your murky pools and direct it into a subterranean cistern. Underground pools have a lot of water in them, true, but if your fort runs long enough you can still run it dry.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 13, 2010, 11:34:59 pm
Hmmm, all right. I don't need the water pumped - it's actually too high, I'm planning to let it flow into a lower container for a well.
Also, what's damblock?
Title: Re: The Little Questions Thread
Post by: Heliman on January 14, 2010, 12:18:12 am
Damblock= Damage block: roughly, it's the chance to block damage, the higher it is, the easier it is for the creature to block damage.

Edit: What is the death message given for a dwarf who falls into HFS pit?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 14, 2010, 12:27:25 am
Damblock= Damage block: roughly, it's the chance to block damage, the higher it is, the easier it is for the creature to block damage.

Edit: What is the death message given for a dwarf who falls into HFS pit?

'Has fallen into a deep chasm'.
I threw a hoary marmot into it the instant I had it safe for use, to see what came up.

'Safe for use' meaning the clowns removed, and all the flaming charcoal extinguished via pond designation from above.
Title: Re: The Little Questions Thread
Post by: 3 on January 14, 2010, 01:16:46 am
Damblock= Damage block: roughly, it's the chance to block damage

A technical point, but not quite: what you're thinking of is closer to the BLOCKCHANCE value seen on shields. DAMBLOCK basically just reduces the damage taken (it actually reduces the damage the attacker deals, it's all handled at once) by the number of points it's set to.
Title: Re: The Little Questions Thread
Post by: sproingie on January 14, 2010, 01:57:09 am
You're going to be sorry when a Hoary Marmot Demon comes back up annihilates your fort.   ;D
Title: Re: The Little Questions Thread
Post by: Skorpion on January 14, 2010, 01:09:49 pm
You're going to be sorry when a Hoary Marmot Demon comes back up annihilates your fort.   ;D

No worries, I emptied the magma down the hole as well, and routed the nearby underground river into it.

I'm honestly irritated I discovered the clown car first. I should've emptied the river in there.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 14, 2010, 01:34:13 pm
Finally, while a long drop is the most efficient means of killing the animals, I believe that if you want meat and fat from them you have to actually butcher them, so dropping them only 1 level and then having your butcher go to town might be more desirable.
Thus is true for tame animals.  Tame animals can only be made into meat, fat, and skin if slaughtered at a butcher's shop by a dwarf.  Tame animals which die from any other cause, such as being dropped from a bridge down a ten level shaft, cannot be butchered for meat and are only good for bones after their corpses rot away.  Wild animals, on the other hand, can be butchered after being killed by falling, so it is possible to make a meat production system using a bunch of wild animals in a pit and some cleverly designed retracting bridges.
Title: Re: The Little Questions Thread
Post by: Zsword on January 15, 2010, 12:35:46 am
What is the point of Coke if it still takes Charcoal to make it?
Title: Re: The Little Questions Thread
Post by: Grek on January 15, 2010, 12:52:41 am
1 charcoal + 1 lignite = 2 coke
1 charcoal + 1 bituminous coal = 3 coke

Coke can be used for everything charcoal can be used for, including making raw coal into more coke.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 15, 2010, 12:55:31 am
Also, with a magma smelter, it doesn't take charcoal to make it. This is apparently of limited utility (since if you have a magma smelter you can have magma forges, too), but if you also have flux, it is one of the easiest and safest ways to get steel.
Title: Re: The Little Questions Thread
Post by: Zsword on January 15, 2010, 12:58:31 am
Aah, so you get multiple Coke for one coal, just making sure because it seemed like at first to be a waste of time/wood. (but isn't a waste of wood besides beds/bins/barrels/Elf angering?)

And also, what is the process of making steel? (ya, total noob much, understand the basics, gotten to sheriff before... something happenned.)
Title: Re: The Little Questions Thread
Post by: Skorpion on January 15, 2010, 01:12:45 am
First, make a bar of pig iron. This requires a bar of iron, a unit of flux stone (marble, limestone, or chalk), and a bar of coke or charcoal in addition to any fuel.
If you're starting steel production, it's best to have two or three of these kicking around spare to stop hauling interfering with steel production.

Then, you can make steel bars. This takes a bar of pig iron, another bar of iron, another flux stone, and more refined coal in addition to any fuel. This nets you TWO bars of steel per job!

Why bother? Steel is 33% stronger than iron! 33% higher protection and damage!
And it's worth as much as aluminium and platinum.

(Of course, the wiki is much quicker to check for simple answers like this.)
Title: Re: The Little Questions Thread
Post by: Hortun on January 15, 2010, 01:13:59 am
Like skorpion said, the wiki is your friend. Lots of these little questions can be found in there :) http://dwarffortresswiki.net/index.php/Steel


I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets? While I could just remove the [PET] tag from most animals, that'd stop me from being able to tame any of them for a meat industry.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 15, 2010, 01:33:11 am
Who needs to tame them? Just set up a breeding operation in a pit and send in the military when necesarry.

Of course, you'd have to find a way of sparing some.
Title: Re: The Little Questions Thread
Post by: Odd!x on January 15, 2010, 02:01:07 am
how do I generate a custom world?

the game endlessly rejected worlds when I tweaked volcanoes slightly
the wiki was VERY confusing (I may be dumb)

thanks for this thread people! very good stuff here.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 15, 2010, 03:21:07 am
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?

I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.

Who needs to tame them? Just set up a breeding operation in a pit and send in the military when necesarry.

Of course, you'd have to find a way of sparing some.

Disregarding even the inferior ergonomics of such a solution, as compared to using tame pets, that's beside the point anyway. Unless the mods needed for making pets purchasable on embark and via caravan are so obvious to you that you didn't even mention how to do it.
Title: Re: The Little Questions Thread
Post by: Hortun on January 15, 2010, 01:01:39 pm
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?

I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.

The deathtrap sounds like a good idea, thanks! I'll use that to tithe me over on my current fort. :)

After a little looking, the wiki lists next to the PETVALUE token that the only creatures available on embark are those with the COMMON_DOMESTIC tag, although there may possibly be some other stipulations to this. Then under the CD tag description it lists that immigrants will bring animals with the CD tag as long as they also have one of the following: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.

This means that by removing all of the tags from that list from animals who have CD tags would *in theory* make them available on the embark screen, but not available as immigrant pets. It would also make them untameable wild animals which would raise more questions as to how the game would handle them and then how a player should handle them.

I'm definitely going to test this out today.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 15, 2010, 01:15:31 pm
It would also make them untameable wild animals which would raise more questions as to how the game would handle them and then how a player should handle them.

I don't know about the other tags you've mentioned, but the mere removal of the pet tag is reversible when it comes to taming. I've added that tag to unicorns post-embark, and was able to tame them. Whether or not that will make them available for trade I do not know.
Title: Re: The Little Questions Thread
Post by: Heliman on January 15, 2010, 01:45:26 pm
Do your exported items turn up in adventure mode if you abandon the fort?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 15, 2010, 09:28:52 pm
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?

I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.

Who needs to tame them? Just set up a breeding operation in a pit and send in the military when necesarry.

Of course, you'd have to find a way of sparing some.

Disregarding even the inferior ergonomics of such a solution, as compared to using tame pets, that's beside the point anyway. Unless the mods needed for making pets purchasable on embark and via caravan are so obvious to you that you didn't even mention how to do it.

Screw ergonomics and practicality. It's NIFTY.

Do your exported items turn up in adventure mode if you abandon the fort?

Yes.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 15, 2010, 09:58:08 pm
How do I get my goods out of the trade depot once I've purchased them?
Designate the appropriate stockpiles or a garbage dump zone and dump the items.
This didn't work - I dbd-ed the whole depot but my stuff is still just sitting there. And I got such great stuff, too! :(

Also, how do I open my gates to trade without letting in gobbos? If I pause when the season changes and get a lever pulled, can I open the path quick enough to let the caravan in?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 15, 2010, 11:23:47 pm

Also, how do I open my gates to trade without letting in gobbos? If I pause when the season changes and get a lever pulled, can I open the path quick enough to let the caravan in?

I normally have my depot in an "airlock"  and I leave my depot accessible all the time and when traders show up, once they are unloading goods, I lock them in and open my fort to have access to the depot. 
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 16, 2010, 01:02:46 am
Genius! I'll have to reroute my fortress a bit, but this will be great!
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on January 16, 2010, 01:50:53 am
A nice little question, how do I make custom tilesets?
Title: Re: The Little Questions Thread
Post by: silhouette on January 16, 2010, 01:53:33 am
Ok...

So i genned a world with this one PERFECT embark site, serriously great... unbelievably great...
Had a chasm that was also a river ( basically the river in the chasm shape)
Which then flowed down into a underground river.
just south of the chasm there was an exposed bottmless pit.
North west of the bottomless pit and west of the middle of the river-chasm was an exposed magma pipe.
Bottom right was the hfs, wasnt exposed though...

Really awsome mapp..

Ok so here the question comes in...
When i was saving this map, a powercut occured and the saving didnt complete.
Making teh save file corrupt. (meaning i cant load the save anymore...)
Is there ANY WAY i can get the seed out of this or somehow manage to delete the fort and make the region useable again..

Best world ive genned so far...

Title: Re: The Little Questions Thread
Post by: assimilateur on January 16, 2010, 04:22:58 am
If it's the last world you generated, then start the game and go to designate new world with parameters. Look at the set of parameters you've used for your last world, and you will see that the seed had been saved, but that the game is supposed to use a random seed next time. Now, you just tell the game to use the world seed as entered in the relevant field, and it should generate the same world you've had before the power failure.

You can also go to your init\world_gen file and make a backup of the parameter set you're so fond of, or better yet, copy the whole world_gen file, just to make sure.
Title: Re: The Little Questions Thread
Post by: Herzele on January 16, 2010, 08:41:50 am
Hello !

I have a small problem... i built a upstair with b \ C \ u (the screen where you can build walls) instead of wall...

How do i destroy the stairs ?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 16, 2010, 08:43:05 am
Try d -> n. That's supposed to deconstruct dwarf-made walls, stairs and the like.
Title: Re: The Little Questions Thread
Post by: Herzele on January 16, 2010, 08:45:50 am
Perfect ! Thx !

Title: Re: The Little Questions Thread
Post by: sproingie on January 16, 2010, 03:42:49 pm
A nice little question, how do I make custom tilesets?

Start here: http://dwarffortresswiki.net/index.php/Tileset

Multicolor graphics sets like Mike Mayday's tiles are slightly trickier, but there's some info on the wiki for those too.
Title: Re: The Little Questions Thread
Post by: silhouette on January 16, 2010, 08:43:30 pm
If it's the last world you generated, then start the game and go to designate new world with parameters. Look at the set of parameters you've used for your last world, and you will see that the seed had been saved, but that the game is supposed to use a random seed next time. Now, you just tell the game to use the world seed as entered in the relevant field, and it should generate the same world you've had before the power failure.

You can also go to your init\world_gen file and make a backup of the parameter set you're so fond of, or better yet, copy the whole world_gen file, just to make sure.

Gaaaa....

accidently created a new medium map while trying to go into make a custom one, so thats a no go.

Now something good is that ive enabled it or i have it so that theres a game_log.txt so it displays basically everything...
unfortunitly its in a weird order...
Im assuming ill have to go through all the seeds to try to find the one my perfect world is in?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 16, 2010, 08:51:48 pm
The humans are sieging me. I think a goblin ambush killed their liaison or something. Can I modify the raws so that they'll send traders and be peaceful again? (Note: Dwarf Companion doesn't seem to work on my computer)
EDIT: Also, how can I make a simple cistern off of a murky pond? I don't want these complicated systems and such, just something to store water.
What I'm planning right now is a bunch of chambers with doors, one underneath the pond. When it rains it'll fill up the first chamber, and when it's full and raining I can open some doors to let the water into new chambers, expanding the capacity. Will this work?
Title: Re: The Little Questions Thread
Post by: silhouette on January 16, 2010, 09:16:29 pm
dont think you can mod them to be friendly again... jsut gotta wait till they send a diplomat or something...

And do this...


Side on view.

Code: [Select]
___...___
###MHM###
FFFF,####

_ is above ground
. is empty space
, is tile
# is wall
M  is murky pool
H is channeled area (do this from below or something.
f is floodgate


Attach the floodgates to levers
Open the next floodgate in line when 7/7 is in the comma.
Keep doing this till you have your required water to fill other things.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 16, 2010, 09:17:06 pm
The humans are sieging me. I think a goblin ambush killed their liaison or something. Can I modify the raws so that they'll send traders and be peaceful again? (Note: Dwarf Companion doesn't seem to work on my computer)
Kill them, hard. If you wreck their armies badly enough, the humans' government will basically say "screw that!" and send a diplomat to ask you for a peace treaty.

Of course, you only get one diplomat (who is a seperate person from the liaison), so if you accidentally let it die, too, the humans will continue sieging you.

Quote
EDIT: Also, how can I make a simple cistern off of a murky pond? I don't want these complicated systems and such, just something to store water.
What I'm planning right now is a bunch of chambers with doors, one underneath the pond. When it rains it'll fill up the first chamber, and when it's full and raining I can open some doors to let the water into new chambers, expanding the capacity. Will this work?
That plan should work, but I would suggest that you have a lever-linked hatch over the first chamber so you can seal it from the outside. Indoor water evaporates only if it is at 1/7 depth, whereas outdoor water evaporates dependent on temperature.

But yeah, basically you just have a small chamber with a door leading into a tunnel with many other doors in it. Let the first chamber fill to 7/7, then open the first door so that you have 3 spaces to fill. Water from the first chamber fills them all to 2 or 3/7, then collected rainwater fills all 3 to 7/7, then you open the next door, expanding your capacity to 9 total at 2/7 or higher, then repeat until you have gotten to your main cistern and have enough water to fill it and the rain-collection tunnel to 2/7, and then just leave it to collect more rainwater as you can. It's an involved process, but not complicated.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 16, 2010, 09:30:01 pm
Thanks for the cistern tips, I'll try those out!

The accursed humies have 7 swordsmen and 8 wrestlers. Can my 5 archers (levels 6,8,8,9,10, minimal/no armor/shield skill, no armor/shield) and High Master Axeman (no armor/shield or skill) take them out? Should I have some expendable wrestlers trained? I have a 3-wide path with a floor on top where I can send archers to pick them off, and a bridge that blocks off the end... but it's not very long.

EDIT: I'm exploratory-mining the bottom level with a grid of digs. This somehow makes my miners act like Neanderthal idiots barely able to walk without straining their minds. What they do is they complete one piece of the grid except one tile, move to the entire opposite end, and mine the last tile when they could have just mined it without moving. Being legendary, this slows them down a massive amount relative to the time it takes to actually mine. Is there some way to fix this without labor-intensive designation?

EDIT2: I have some stone marked for dumping and a garbage zone nearby, but my haulers just sit around doing nothing. This always worked before, so why not now?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 16, 2010, 10:47:07 pm
I've found that killing a diplomat may not cause war, actually. The elf one bled to death on my current fort, and they sent no ambushers.
Sorted their caravans out good and proper, though. Beasties, berries, booze, and trinkets again, with less cloth.
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 17, 2010, 02:13:48 am
There is a very nasty cave spider guarding the magma pipe, bottomless pit and chasm very near my fortress. (Dwarf Heaven site)

Assuming I'm lucky enough that he doesn't actually charge into my fortress or kill all my currently essential dwarves, how do I deal with him?


Also, on my earlier framerate conundrum...

At an earlier point in time, I had a fortress with about 110 dwarves and a good thousand items at least, on a... 9×6 embark zone if I recall.

So why are 500 items, 34 dwarves and about the same amount of wildlife making my fps confused about whether it wants to stay between 20 and 100?

The only thing I can think of is the fact that I am now using the mayday tileset whereas before I was using this. (http://dffd.wimbli.com/file.php?id=832)

And on yet another note, how come using any tileset at all seems to completely disable the sound/music? Even if I enable it in the init, I only hear anything if I use the unmodified game straight from this site.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 17, 2010, 02:42:44 am
And on yet another note, how come using any tileset at all seems to completely disable the sound/music? Even if I enable it in the init, I only hear anything if I use the unmodified game straight from this site.

If you go to your data\sound folder, you will most likely notice that files song_game.ogg or song_title.ogg are missing if you're using Mayday's distribution (and perhaps others as well). If you want music, then you're going to have download the original and copy the music files into your current DF folder.

Also, there is no sound other than music in this game.
Title: Re: The Little Questions Thread
Post by: silhouette on January 17, 2010, 03:23:35 am
There is a very nasty cave spider guarding the magma pipe, bottomless pit and chasm very near my fortress. (Dwarf Heaven site)

Assuming I'm lucky enough that he doesn't actually charge into my fortress or kill all my currently essential dwarves, how do I deal with him?


Also, on my earlier framerate conundrum...

At an earlier point in time, I had a fortress with about 110 dwarves and a good thousand items at least, on a... 9×6 embark zone if I recall.

So why are 500 items, 34 dwarves and about the same amount of wildlife making my fps confused about whether it wants to stay between 20 and 100?

The only thing I can think of is the fact that I am now using the mayday tileset whereas before I was using this. (http://dffd.wimbli.com/file.php?id=832)

And on yet another note, how come using any tileset at all seems to completely disable the sound/music? Even if I enable it in the init, I only hear anything if I use the unmodified game straight from this site.

make something like this.

Code: [Select]
CCCCC
CCPCC
CCSCC
CCCCC
CCCCC

C= CAGE TRAP
 p = puppy
s = restraint.

and try to lure the gcs to the puppy... somehow... i suggest cats and dropping them or something...
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 17, 2010, 12:09:08 pm
Remember to build some fortifications and station some archers there. Maybe even put the tar baby behind the fortifications, so that the cave spider will wander about uselessly while your archers/ballistas gun it down.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 17, 2010, 12:26:29 pm
Remember to build some fortifications and station some archers there. Maybe even put the tar baby behind the fortifications, so that the cave spider will wander about uselessly while your archers/ballistas gun it down.

I'm pretty sure that the point of using cage traps, as described above, is to capture something alive. Especially if it's as valuable as a GCS.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 17, 2010, 12:42:36 pm
Oh man I didn't see the cage trap part. Ooops.

EDIT: Also, apparently my computer is old and my graphical processing unit can't use Maygreen tilesets; is there some intermediate tileset I could use or something like that?
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 17, 2010, 02:19:18 pm
Not to mention the biggest reason I'm having trouble dealing with it is the fact that my fortress is still in the early stages.

I'll see if I can't lay down some cage traps before it or some other hideous monster decides it wants to have my entire population as a light dinner.

If I capture it, is it possible to use it as a neverending supply of silk? Or should I just sell it to the mountainhomes for that anvil I'm still lacking. And on the subject of selling, I hear of some occassions where bringing the cage the creature is in will remove the creature. Is there some complex way of delivering a captured monster to the trade depot involving perpetual motion devices and conveyor belts sorted to appease the golden ratio, or was that just a bug from older versions?
Title: Re: The Little Questions Thread
Post by: SquirrelWizard on January 17, 2010, 02:28:35 pm
okay i have a quick question, I'm tried to find the answer via wiki, and the forum, but due to the question, its easier to just ask.

Okay, lets say I build a water wheel over a brook and anchor it to a solid construction. This brook is in a temperate zone (it freezes during winter) so will the brook freezing over cause the water wheel to deconstruct, or will it just cause the wheel to stop?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 17, 2010, 02:34:06 pm
It will stop, probably for good. You'll need to deconstruct and rebuild to make it work, according to the wiki.
Title: Re: The Little Questions Thread
Post by: SquirrelWizard on January 17, 2010, 03:12:14 pm
alright, another water wheel question.

It has been a while since i've toyed around with dwarf fortress. I remember that you needed a water level of at least 4/7 with flow to power water wheels, and that my power plant ran off of a resevoir wasn't 100% efficent. Assuming that the water is coming from a resevoir, and not an infinate water source, will the water wheels generate more power as the water level nears 7/7? (I understand that at 7/7 the water wheels stop because there isn't any flow)
Title: Re: The Little Questions Thread
Post by: moki on January 17, 2010, 03:32:25 pm
There's a difference between the flow that pushes items and creatures around (what you are talking about) and flow that's needed for waterwheels.
The former only works with less than 7/7 water as it has something to do with the fluctuation of depth while the latter is just a flag for specific water tiles and has nothing to do with depth at all. A River (or channeled out brook) can power as many waterwheels as you need, though the level is 7/7 except for a few tiles where it exits the map. Also, water wheels produce 90 power (actually produce 100 and consume 10 at the same time), no matter if the water is 4/7 or 7/7 deep.
If you're not against using some game exploits, have a look at perpetual motion machines (on the water wheel page on the wiki). They're extremely useful when you need lots of power.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 17, 2010, 04:05:01 pm
Water wheels are binary. They either produce power through flow, or they do not. There is no middle ground.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 17, 2010, 06:59:17 pm
Difficulties draining a brook:

I dug a aqueduct from brook to chasm. Didn't even make a dent in the brook. Any ideas why?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 17, 2010, 08:03:39 pm
Pretty sure brooks have infinite water.
Title: Re: The Little Questions Thread
Post by: Corinthius on January 17, 2010, 09:06:09 pm
Yes, but the wiki implies over here http://dwarffortresswiki.net/index.php/Dam#Draining_Method that you can still drain it.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 17, 2010, 09:19:54 pm
Bigger aqueduct. Obviously not enough pressure going through.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 17, 2010, 09:51:52 pm
Yes, but the wiki implies over here http://dwarffortresswiki.net/index.php/Dam#Draining_Method that you can still drain it.


In order to "drain" it, you must open a hole underneath it so that when the water paths over that spot, it will go down before going forward.  That way it will go down in to your aqueduct before going over it along it's normal path.
Title: Re: The Little Questions Thread
Post by: Neyvn on January 17, 2010, 10:30:16 pm
Just got three Moghoppers from the elves just now, never seen them before but I hear you can extract things from them...

1. Can you extract from Tame Moghoppers.
2. Do they live after the extraction?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 17, 2010, 11:36:31 pm
Bah! I have this totes excellent labyrinth set up with cage traps in it. I saw my dwarves load them with my own eyes - only one was unloaded, and all the others were light green. But now I see a kobold ambush walking over the traps with impunity! What's going on?
Title: Re: The Little Questions Thread
Post by: Retro on January 17, 2010, 11:43:02 pm
Bah! I have this totes excellent labyrinth set up with cage traps in it. I saw my dwarves load them with my own eyes - only one was unloaded, and all the others were light green. But now I see a kobold ambush walking over the traps with impunity! What's going on?

Kobolds have this naaasty little creature token named [trAPAVOID]. Your traps are useless, sadly. Getcher military on!

Incidentally, kobolds don't ambush in squads until they've stolen enough of your valuables, so your traps-only entrance is the cause of the kobolds being able to steal your goods in the first place. You can fix this by using b-v to build ropes or chains and assign animals (preferably war dogs) to them. Animals will always spot things that come within a tile of them, so a few of them in a line will stop those kobold sneakers.
Title: Re: The Little Questions Thread
Post by: smjjames on January 17, 2010, 11:44:16 pm
They have the [trAPAVOID] tag and the [SKULKING] tag. The [SKULKING] tag I think, in effect, does the same thing as [trAPAVOID].

They are incredibly easy to secure against honestly.

Edit: ninja'd
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 17, 2010, 11:45:08 pm
This post was made to say the exact same stuff but I was double ninja'd.

You's lousy blokes.
Title: Re: Tyhe Little Questions Thread
Post by: smjjames on January 17, 2010, 11:47:53 pm
Lol

Just got three Moghoppers from the elves just now, never seen them before but I hear you can extract things from them...

1. Can you extract from Tame Moghoppers.
2. Do they live after the extraction?


Yea, you can get 'Mog Juice' from them. Its useless other than a trade good, not sure if it can be used in cooking though.

I'm pretty sure they get killed in the proccess.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 17, 2010, 11:50:03 pm
Dang, I thought only thieves had trapavoid, not military.
Oh well, I better train up some wrestlers or something to defend the entrances.
Title: Re: The Little Questions Thread
Post by: smjjames on January 17, 2010, 11:54:15 pm
Dang, I thought only thieves had trapavoid, not military.
Oh well, I better train up some wrestlers or something to defend the entrances.

Traps don't affect friendlies (your dwarves, tamed animals, and traders) unless they fall unconscious on the trap for whatever reason.

Trust me, a 100% effective way to stop the kobolds is to have a three tile wide corridor (or at least put a three tile wide chokepoint somewhere) along your entrance, install some chains and put some animals on them.
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 18, 2010, 02:00:38 am
So having quite some difficulty finding a good site that has magma on it, I've yet to have any actual dealings with magma and I'd just like to clear this up before I bathe the world in it.

Say the top of a pipe is several z-levels up. if I dig a channel from the highest point the magma is on to the edge of the hill it's on, would that cause the magma to overflow and cover every z-level below it? Or does magma not flow that strongly?

And can magma overflow if I dig a tunnel for it but have one part of the tunnel exposed?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 18, 2010, 02:12:03 am
I need to get me some doggies then.
Unfortunately all my animals are dudes. I mean I have three groundhog dudes, two mule dudes, and two dog dudes. Probably a grizzly bear dude or something too. I've been trying to get a nice lust pit going on so I can get bones for bolts, but the elves never bring me any females...
Well, they might next year. I've just gotten my airlock and winding passageway of traps and marksdwarfs in order, so I've only had the one year of trading - I hope for some good stock the next.
Title: Re: The Little Questions Thread
Post by: gtmattz on January 18, 2010, 02:15:04 am
So having quite some difficulty finding a good site that has magma on it, I've yet to have any actual dealings with magma and I'd just like to clear this up before I bathe the world in it.

Say the top of a pipe is several z-levels up. if I dig a channel from the highest point the magma is on to the edge of the hill it's on, would that cause the magma to overflow and cover every z-level below it? Or does magma not flow that strongly?

And can magma overflow if I dig a tunnel for it but have one part of the tunnel exposed?

The wiki has your answers... (http://dwarffortresswiki.net/index.php/Magma)
Title: Re: The Little Questions Thread
Post by: Lumbajak on January 18, 2010, 02:39:41 am

The wiki has your answers... (http://dwarffortresswiki.net/index.php/Magma)
Ah, I forgot that was there.

That and if I'm really unsure of something I don't like to rely on the wiki because, as most people say, it's outdated and sketchy at best in many fields.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 07:10:59 am
If I capture it, is it possible to use it as a neverending supply of silk? Or should I just sell it to the mountainhomes for that anvil I'm still lacking.

Do not sell it. Unless for roleplaying reasons, that's ridiculously wasteful in the case of a creature as rare and useful as this. Even just shooting it for experience would make more sense, seeing how you can crank out trade goods in the form of prepared meals and even stone crafts (though I wouldn't recommend the latter for anything other than the aforementioned roleplaying reasons, since the former is obscenely valuable and available in potentially never ending amounts).

A caught GCS is useful all right. It shoots webs at anything that aggravates it, so if you put it behind two layers, one of fortifications, the other of floodgates or a raised bridge, you can move some of your guys near it (if you draft them, remember to make sure that they're not carrying crossbows). It will then proceed to shoot webs at them. After you've had enough for now, you raise the bridge, close the floodgates or otherwise block its line of sight, and tell your weaver to collect webs. The part about blocking its line of sight is obviously important, not just to stop it from webbing all over the place, but most importantly to make sure your civilians don't get scared by it.

You can later tame it, after you get the dungeon master noble. If you do that, it will stop webbing and scaring your guys, but you will be able to use caged goblins, or possibly wild animals, to aggravate it the same way you did with your dwarves earlier.
Title: Re: The Little Questions Thread
Post by: Retro on January 18, 2010, 08:32:41 am
You can later tame it, after you get the dungeon master noble. If you do that, it will stop webbing and scaring your guys, but you will be able to use caged goblins, or possibly wild animals, to aggravate it the same way you did with your dwarves earlier.

I've yet to mess around with a GCS farm yet, but from what I've heard, it's better overall to actually avoid taming a feral GCS. Admittedly, your dwarves will be terrified of it once it's released, but apparently it's kind of difficult to get it to web goblin invaders and the like. It seems that in the world, it's more or less Team Dwarf vs. the world, and the enemies of your enemies are friends with each other. Plus utilizing an untamed creature is all kinds o' Fun. Still, it'll work either way.
Title: Re: The Little Questions Thread
Post by: KingKaol on January 18, 2010, 09:55:06 am
Do doors slow dwarfs movement?

And what is the consequence (if any) of a dwarf's bedroom being passed through or having the door open.

I'm trying to make a bedroom scheme where 2 rooms share a central door that is in a hallway so other dwarfs would pass through.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 09:57:15 am
Still, it'll work either way.

Now that I think about it, won't a tame GCS be scared of invaders? Most other animals seem to avoid monsters, and only fight when cornered, so a tame GCS might end up in the corner instead of webbing goblins. Accordingly, I second your recommendation of leaving it feral*.

* If one did tame it after all, and it ended up being scared of invaders, this would most likely easily be fixed by modding the GCS to be trainable (this can be done without generating a new world, believe it or not). A war GCS should, by any stretch of the imagination, attack goblins just fine.

Do doors slow dwarfs movement?

And what is the consequence (if any) of a dwarf's bedroom being passed through or having the door open.

I'm trying to make a bedroom scheme where 2 rooms share a central door that is in a hallway so other dwarfs would pass through.


Don't know about that slowing down thing, but there is one downside to having your dwarves' bedrooms passed through: noise. Hauling furniture is supposed to be noisy, so your dwarves will get thoughts like "slept uneasily due to noise lately". This isn't a serious problem, because things like good food and drink, and a legendary dining room should compensate for this.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 18, 2010, 11:52:03 am
That reminds me: is it possible to get uber-legendary dining rooms? I had a smallish, 10*10 dining room, with one wall double-lined with statues - so about 20 statues. It was supposedly legendary - it was my only one, and all my dwarves were pumped about having dined in a legendary dining room. Then, I made one about four times bigger, and placed upwards of 100 statues in it - will it make dwarves even more joyous or just the same?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 11:59:38 am
I think the good thought values are bound to how good something is. I.e. there's a fixed mood bonus for a fine room, then for a fantastic one, up to a legendary one, and way I understand it, there isn't anything better than that. I might be wrong, though.

Regardless, packing your dining room (as well as bedrooms, and the like) with fancy furniture is far from useless, mood-wise, as they will get good thoughts from admiring something, especially if it's something they like.

On the topic of liking things: a preference for something makes a dwarf appreciate it more. This may sound obvious, but I'm pointing it out because one might be tempted to think that their likes and dislikes were just meaningless fluff. For example, my temporary dining room is just 5x5, carved in rough obsidian, with five tables and chairs made out of obsidian by a dabbling mason. Something as spartan as what I've just described is already legendary to one of my founders who likes obsidian.
Title: Re: The Little Questions Thread
Post by: rufio on January 18, 2010, 12:13:39 pm
Speaking of room values - how does the type of stone/gems in the walls of the room affect this, exactly?  I know it must, because the dwarven economy just arrived, and the rooms I built in the malachite vein are more expensive than the limestone ones.  There are a few that are 3 or 4 times more expensive than all the rest, too, but I can't find anything that would explain why.

Dumb question #2: Is selling stuff made of (or decorated with) bones to elves verboten, or do they only care about trees?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 18, 2010, 12:19:58 pm
Hm. That's a shame...
My legendary +5 mason died a while ago, he was much loved. Lokum, his name was. I think I'll construct a large tomb (the first I've ever made) in his honor... he was truly great.
But that's beside the point. What can I spam to make more legendary masons, and what can I do with them? (I already have hundreds of statues filling every bedroom, and a lot of legendary bedrooms with 30 or so statues besides)
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 12:32:23 pm
Speaking of room values - how does the type of stone/gems in the walls of the room affect this, exactly?  I know it must, because the dwarven economy just arrived, and the rooms I built in the malachite vein are more expensive than the limestone ones.  There are a few that are 3 or 4 times more expensive than all the rest, too, but I can't find anything that would explain why.

As far as I know, wall or floor materials of a room count the same way furniture would. This makes walls made out of soap or expensive materials potentially very valuable.

Malachite itself should be the same value as limestone, but if some of the walls or floors in the rooms in question are chrysocolla, that should make them more valuable.


What can I spam to make more legendary masons, and what can I do with them? (I already have hundreds of statues filling every bedroom, and a lot of legendary bedrooms with 30 or so statues besides)

You should make blocks. Those have the advantages of being more compact (one piece of furniture needs one tile in a stockpile, whereas 10 [I think] blocks fit in a bin) and having no quality levels. The latter factor is advantageous in that it lets you dump useless blocks without having to micromanage and save potential masterwork* (but otherwise useless) items.

* Destroying a masterpiece has the potential of causing a very bad though, especially if it's a dwarf's only masterpiece.
Title: Re: The Little Questions Thread
Post by: Elvang on January 18, 2010, 12:36:22 pm
600 blocks will take a dwarf from 0 experience to legendary in masonry, 967 to get them from 0 to legendary+5. Since blocks don't have quality modifiers it is a great way to train the masons and they fit in bins.

EDIT: ninja'd
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 18, 2010, 12:42:42 pm
Man! That sounds great. I'll do that, thanks!
Title: Re: The Little Questions Thread
Post by: rufio on January 18, 2010, 12:52:13 pm
Malachite itself should be the same value as limestone, but if some of the walls or floors in the rooms in question are chrysocolla, that should make them more valuable.

Yeah, now that I think about it, I think it was the ones in the Magnetite vein, which the wiki says is worth four times as much.  Could be that there was some platinum in there I forgot about, too.  (Come to that, is there any way to make them cheaper, or should I just dig it all out and smelt it?)
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 18, 2010, 12:59:59 pm
Where can I get me some ore? I mean, all I seem to have is gems, two pockets of platinum (on the bottom level at least, I'm strip-mining the whole level), and a decent bunch of tetrahedrite but no copper or iron ores... I think I marked flux on the finder, so that's probably there, but my stuff sucks.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 01:09:45 pm
Yeah, now that I think about it, I think it was the ones in the Magnetite vein, which the wiki says is worth four times as much.  Could be that there was some platinum in there I forgot about, too.  (Come to that, is there any way to make them cheaper, or should I just dig it all out and smelt it?)

The value of magnetite should be 10, which is actually 5 times as high as limestone and other flux, and 10 times as high as "generic" stone. What this means is that rooms dug out from magnetite, not to mention other, even more valuable ores (you mention platinum, which has a value of 40, if I'm not mistaken) will be pretty damn expensive.

Digging it all out will still leave you with floors of magnetite, and I think those are exactly as valuable as walls. Covering those magnetite floors with floors made out of less valuable stone is the only way I can think of that might possibly make those rooms less expensive, but I don't think it would work. It's more likely to just add the value of the newly-made floors to the magnetite floors beneath them.

I think you have only two realistic options:
1. Dig out rooms in limestone or whatever else you can find that's less expensive than magnetite, or
2. Disable rents. As someone who never plays with economy on, I don't know whether that will even work post-facto.

Where can I get me some ore? I mean, all I seem to have is gems, two pockets of platinum (on the bottom level at least, I'm strip-mining the whole level), and a decent bunch of tetrahedrite but no copper or iron ores... I think I marked flux on the finder, so that's probably there, but my stuff sucks.

Just to clarify, tetrahedrite is a copper ore. You should look on the wiki or in your raws for info on which stone layers contain which kind of ores. Or you could do it like me, if you're greedy, and mod your raws to contain more ores. PM me for details, if you're interested (I'm not gonna post my little "guide" here, as I've already posted it a couple of times on these forums, and I don't want to bore people).
Title: Re: The Little Questions Thread
Post by: rufio on January 18, 2010, 01:19:02 pm
In the init file, you mean?  Probably worth a shot.  Though, I'm probably going to have to dig more rooms anyway, since I got bored a while ago and had my migrant engravers smooth all the walls, so they're all more expensive than they should be.  This is actually the first fortress I've ever had that survived long enough for the tax collector to arrive, and even if everyone gets evicted and starts tantrumming it's still going down as a success, IMO.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 01:24:07 pm
Yeah, I'm talking about the zero_rent setting in the init. I'm not sure if it'll work, because the economy proper can't be disabled once it triggers; hence, the same might be true for rents.
Title: Re: The Little Questions Thread
Post by: vturtle on January 18, 2010, 02:00:54 pm
I've got a tame dragon sitting around that I should probably do something with.  I'm thinking a dragon pillbox outside the front gate sounds like fun.  Will their firebreath go through fortifications?

Making some kind of trash/guest/noble incinerator might be nice as well.  Will firebreath ignite lignite/coal/graphite, or will something else burning on the same tile (like a XXpig tail sockXX) light them?

In the unlikely event that noone has performed those experiments I'll be happy to perform them.  I just thought I'd check first.
Title: Re: The Little Questions Thread
Post by: Heliman on January 18, 2010, 03:58:05 pm
Dragon fire burns friend and foe, but I don't believe it burns dropped items. also unless it's killed before, you'd have to persuade it to kill your nobles (like tying up a goblin on the other side of the room or something.)

EDIT: do megabeasts leave if they've been on the map too long?
Title: Re: The Little Questions Thread
Post by: vturtle on January 18, 2010, 05:53:56 pm
I was planning on pitting goblins into it's firing range.  I might try it later tonight if I get time.  I'm guessing it may not work as I've never seen it referenced anytime the lignite bin trick is being talked about.  It's usually easier to get a dragon where you want it than magma.
Title: Re: The Little Questions Thread
Post by: Heliman on January 18, 2010, 06:32:47 pm
Hmm, well technically if you were to pit a male and a female dragon into the same 1 tile in such a way that they couldn't move but could see the enemy, they would eventually breed so much that there would be enough dragons to create a constant stream of fire whenever an enemy is present. Sure it would plunge the world back into the age of myth, but it would be totally cool.
Title: Re: The Little Questions Thread
Post by: nil on January 18, 2010, 07:32:26 pm
Pretty sure megabeasts don't breed.  They don't in worldgen, at the least.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 18, 2010, 07:38:36 pm
Breeding in worldgen isn't the same as breeding after embark. One difference is that the latter can be modded in.
Title: Re: The Little Questions Thread
Post by: Retro on January 18, 2010, 07:59:58 pm
Sure it would plunge the world back into the age of myth, but it would be totally cool.

Hehehe.
Title: Re: The Little Questions Thread
Post by: Dendou on January 18, 2010, 08:59:49 pm
I'm gathering my legendary items so I can combine them to super awesome crazynes.
I've got an artifact star ruby encrusted with star ruby and an artifact raw adamantine mechanism decorated with raw adamantine.  I've been training up a gem setter for a couple years to legenday and want to encrust the mechanism with the ruby.  I lock my setter in an area with access only to the artifact room and a jewlers workshop.  But, he cancels the job stating that there were no star rubies.  Is there any way I can fix this.
Title: Re: The Little Questions Thread
Post by: geoduck on January 18, 2010, 09:13:08 pm
I'm gathering my legendary items so I can combine them to super awesome crazynes.
I've got an artifact star ruby encrusted with star ruby and an artifact raw adamantine mechanism decorated with raw adamantine.  I've been training up a gem setter for a couple years to legenday and want to encrust the mechanism with the ruby.  I lock my setter in an area with access only to the artifact room and a jewlers workshop.  But, he cancels the job stating that there were no star rubies.  Is there any way I can fix this.

I suspect you can't encrust artifacts onto anything.
Title: Re: The Little Questions Thread
Post by: Elvang on January 18, 2010, 09:14:27 pm
Pretty sure you can't encrust an artifact with another artifact, I don't think you can even encrust an artifact with normal gems.

Anyone know the maxage for creatures that don't have the [MAXAGE:x:x] tag, like fire imps?
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 18, 2010, 10:27:00 pm
Anyone know the maxage for creatures that don't have the [MAXAGE:x:x] tag, like fire imps?
A hundred quadrillion years, minimum. If a creature has no MAXAGE tag, it doesn't die of old age.

And yeah, I'm pretty sure that once an artifact is made, it's utterly static. Also, you can only encrust things with small gems, while perfect (artifact) gems are a subset of large gems.
Title: Re: The Little Questions Thread
Post by: sproingie on January 18, 2010, 11:08:59 pm
A hundred quadrillion years, minimum. If a creature has no MAXAGE tag, it doesn't die of old age.

I suspect after two billion and some change years things get funny when the signed 32-bit value wraps around to negative age.  Suffice to say "old enough" :)
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 18, 2010, 11:28:45 pm
How do I keep my dwarves from being really stupid when I tell them to get inside? What I mean is I get ambushed by six squads of goblins or whatnot, I tell everyone to get in so I can bring up the drawbridge, and then they rush in. A second later, they're safely inside, and then they run out again to do something. This repeats, so they never get inside where I can pull the bridge safely...
Title: Re: The Little Questions Thread
Post by: Heliman on January 19, 2010, 12:09:06 am
ok, besides typing o>i (dwarves stay indoors) you also have to eliminate reasons fo them to go outside.

first type o>r>o (dwarves ignore refuse from outside)
then d>b>f and mass select all the things that's already outside that your dwarves would want to get.
Title: Re: The Little Questions Thread
Post by: nil on January 19, 2010, 12:26:25 am
Also, make about 10 spaces on your side of the drawbridge "outside."  That way, they'll cancel any outside jobs and head back inside long before they reach the bridge.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 19, 2010, 12:31:27 am
How do I make things outside or inside? That seems the simplest way.

Also, I've assigned a bunch of animals to be hurled ungraciously in a pit I have, but nobody's doing it. When I assign goblins to be thrown, they do it (although they usually freak out and run away from the goblins already in the pit) but with the animals they don't. Why could this be?
Title: Re: The Little Questions Thread
Post by: Heliman on January 19, 2010, 01:48:44 am
make light constantly touch it
Title: Re: The Little Questions Thread
Post by: assimilateur on January 19, 2010, 03:14:18 am
make light constantly touch it

What's important is that once light has touched something, it's forever outside for the purpose of standing orders, and I think farming.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 19, 2010, 08:55:42 am
I'm gathering my legendary items so I can combine them to super awesome crazynes.
I've got an artifact star ruby encrusted with star ruby and an artifact raw adamantine mechanism decorated with raw adamantine.  I've been training up a gem setter for a couple years to legenday and want to encrust the mechanism with the ruby.  I lock my setter in an area with access only to the artifact room and a jewlers workshop.  But, he cancels the job stating that there were no star rubies.  Is there any way I can fix this.
Your artifact star ruby is a 'Large Gem'.  You can only encrust objects with 'cut gems', not with a 'Large Gem'.
Title: Re: The Little Questions Thread
Post by: Heliman on January 19, 2010, 01:50:22 pm
make light constantly touch it

What's important is that once light has touched something, it's forever outside for the purpose of standing orders, and I think farming.
technically yes, but while dwarves do not care about it, exposed and recovered areas are treated as "Light" and "inside" at the same time, the dwarves are staying away from things with the "Light" tag when ordered to stay inside, apparently.
Title: Re: The Little Questions Thread
Post by: rufio on January 19, 2010, 02:13:13 pm
Yeah, I'm talking about the zero_rent setting in the init. I'm not sure if it'll work, because the economy proper can't be disabled once it triggers; hence, the same might be true for rents.

Just coming back to clarify that retroactively setting zero_rent in init does work.
Title: Re: The Little Questions Thread
Post by: Heliman on January 19, 2010, 02:24:43 pm
How much time does a creature have to be pregnant before it gives birth? (Did not know how to put this any better)
Title: Re: The Little Questions Thread
Post by: assimilateur on January 19, 2010, 03:11:49 pm
I think I've seen first births in late summer of my first year, so that would make pregnancies last around 8 months. Note that this can vary from species to species, and I'm talking about things like cows here.

One thing I do know, however, is that pregnancies aren't very realistic in this game, and I'm not just talking about conception via spores. For example, I've had elephant cows give birth once per year, while their pregnancies last almost 2 years in real life.
Title: Re: The Little Questions Thread
Post by: rufio on January 19, 2010, 04:53:02 pm
Not to mention dorfs giving birth in the middle of battle and using their babies as shields.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 19, 2010, 05:08:08 pm
Are cave-ins obliterating glowing pits normal?
Title: Re: The Little Questions Thread
Post by: XmasApe on January 19, 2010, 07:51:18 pm
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?

I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.

The deathtrap sounds like a good idea, thanks! I'll use that to tithe me over on my current fort. :)

After a little looking, the wiki lists next to the PETVALUE token that the only creatures available on embark are those with the COMMON_DOMESTIC tag, although there may possibly be some other stipulations to this. Then under the CD tag description it lists that immigrants will bring animals with the CD tag as long as they also have one of the following: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.

This means that by removing all of the tags from that list from animals who have CD tags would *in theory* make them available on the embark screen, but not available as immigrant pets. It would also make them untameable wild animals which would raise more questions as to how the game would handle them and then how a player should handle them.

I'm definitely going to test this out today.
When I took all COMMON_DOMESTIC tags out of my raws (to cut down on asinine things like cave-dwelling dwarves having pet cows follow them around everywhere), I could still embark with any WAGON_PULLER or MOUNT animals, but nobody brought any pets. This -will- deprive you of dogs, and let me say from experience: Do NOT have only one animal with the COMMON_DOMESTIC tag unless you'd like the Mountainhomes to send you about 500 of them in the autumn.
Title: Re: The Little Questions Thread
Post by: Heliman on January 19, 2010, 11:29:05 pm
Question:Can a dragon's breath hurt another dragon?

(P.S, I love this thread, it's completley invaluable and is good for the little things that can ruin your garden fort)
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 19, 2010, 11:36:46 pm
Is there some way I can revive my liasons who got massacred by goblins so I can ask for stuff I need? That is, cheat? Dwarf Companion doesn't seem to work on my computer, unfortunately...
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 19, 2010, 11:49:30 pm
Is there some way I can revive my liasons who got massacred by goblins so I can ask for stuff I need? That is, cheat? Dwarf Companion doesn't seem to work on my computer, unfortunately...
You could try Spellcraft (http://www.bay12games.com/forum/index.php?topic=43043.0), especially if you still have the liaison's corpse sitting around someplace. It doesn't actually require a regen, though using it is somewhat complicated as it isn't intended for resurrecting a specific person like that.

Also, you may simply be misusing Companion. The most recent one works only with 40d16 AFAIK, so you may need to dig up a different version. Though if you've already tried that I certainly can't help you  :(
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 20, 2010, 12:00:07 am
I don't mean that I can't use DC - it doesn't run at all on my computer. But I'll see what Spellcraft can do - thanks!
Title: Re: The Little Questions Thread
Post by: Heliman on January 20, 2010, 11:05:37 am
Question:Can a dragon's breath hurt another dragon?
Nvm, just found out they can't.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 20, 2010, 03:16:19 pm
Alright so I recently found an underground river (see more underground river questions for details).

And I need to know somthing about vermin.

I need some cave spiders, no cave spiders have been seen yet, and I really need some underground silk.
Will cave spiders eventually spawn near the river?
Olms are near the river, but I don't know if they've spawned or they were just there to be begine with.
Title: Re: The Little Questions Thread
Post by: sproingie on January 20, 2010, 03:36:51 pm
GCS's don't spawn.  If they weren't in the creature list on embark, they never will be.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 20, 2010, 03:40:08 pm
GCS's don't spawn.  If they weren't in the creature list on embark, they never will be.


I'm talking about the cave spiders, not giant cave spiders.

The vermin, not the horrible monster.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 20, 2010, 03:45:23 pm
Cave spiders do spawn randomly, but only if the biome has them.  Not all cave rivers do.  If you haven't seen any webs or spiders yet, you may simply not have them on your map ever.

GCS's don't spawn.  If they weren't in the creature list on embark, they never will be.

No, but they do start stealthed, so not having any on your creature list is no guarantee one isn't on the map hiding somewhere.
Title: Re: The Little Questions Thread
Post by: JaaSwb on January 20, 2010, 04:36:53 pm
Just started my first fortress with an underground river.

Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs? I'd hate to see the elaborate plumbing I have planned for this fortress get clogged, but I do need to tap the river if I'm ever going to do any farming at this site.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 20, 2010, 04:49:06 pm
Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs?
It has been my experience that constructing floors on those tiles will stop tower-cap growth.  I have heard other say they've seen tower-caps grown on constructed floors, but never seen it myself, so YMMV.  Constructing paved roads also seems to stop tower-caps from growing.
Title: Re: The Little Questions Thread
Post by: qoonpooka on January 20, 2010, 04:51:46 pm
Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs?
It has been my experience that constructing floors on those tiles will stop tower-cap growth.  I have heard other say they've seen tower-caps grown on constructed floors, but never seen it myself, so YMMV.  Constructing paved roads also seems to stop tower-caps from growing.

Are paved roads sufficient for desalination?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on January 20, 2010, 04:53:26 pm
Are paved roads sufficient for desalination?

That is a good question that I don't know the answer to.

I do, however, know that wells ignore saltiness. If you need water, set up several of those above your salty pools.
Title: Re: The Little Questions Thread
Post by: JaaSwb on January 20, 2010, 04:56:45 pm
Hmm... paved roads. That should also make it easier to attract the king without paving half the mountain range with platinum :)
Title: Re: The Little Questions Thread
Post by: Skorpion on January 20, 2010, 06:14:25 pm
Just started my first fortress with an underground river.

Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs? I'd hate to see the elaborate plumbing I have planned for this fortress get clogged, but I do need to tap the river if I'm ever going to do any farming at this site.

Build a road on them. Of any sort.

Generally, just make them non-muddy. Tower-caps and shrubs will grow on anything.
My personal solution is to floor the elf drowner in constructed floors, with a plan to change them if they get muddy.
Title: Re: The Little Questions Thread
Post by: AceOne on January 20, 2010, 06:55:53 pm
yet another nub question, i checked around and could not find a quick answer to this so..

wth are my soldiers doing?

i dont have trouble training soldiers most of the time, some mainly (or dwarfy) wrestling followed by hammer training with cooper war hammers.

the 3 guys i have right now seem to anything but spare (yes they are off duty) they stand in the barracks for 2 seconds, then run off (they are decently agile so i cant even track them all that well) train for 2 more seconds and then run off again. it has been 2 seasons since i started these guys and they have not even gotten out off dabbling hammer user yet. i even check dwarf therapist and turn everything else off except military stuff just in case, and still these little bearded bastards are running left and right never getting any real training done.

impending hm hammering eh?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 20, 2010, 07:06:42 pm
yet another nub question, i checked around and could not find a quick answer to this so..

wth are my soldiers doing?

i dont have trouble training soldiers most of the time, some mainly (or dwarfy) wrestling followed by hammer training with cooper war hammers.

the 3 guys i have right now seem to anything but spare (yes they are off duty) they stand in the barracks for 2 seconds, then run off (they are decently agile so i cant even track them all that well) train for 2 more seconds and then run off again. it has been 2 seasons since i started these guys and they have not even gotten out off dabbling hammer user yet. i even check dwarf therapist and turn everything else off except military stuff just in case, and still these little bearded bastards are running left and right never getting any real training done.

impending hm hammering eh?


I don't know if this is your problem, but wrestling is notorious for leveling too fast, while other skills take a while to spar up.  If you catch some invaders in traps and disarm them and then release them to be training dummies for your military they tend to get skill faster than if they were just sparring.
Title: Re: The Little Questions Thread
Post by: AceOne on January 20, 2010, 10:50:34 pm
yeah, but the problem is they are not sparring at all, currently they are just running around the fortress doing nothing. I mean it, they stop at random stock piles (like wood) stand there for a sec, then move again, not carrying anything either. all tasks for them are turned off in Dwarf Therapist, wth is going on?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 20, 2010, 11:08:52 pm
Do they have brain or spine damage?
Title: Re: The Little Questions Thread
Post by: AceOne on January 20, 2010, 11:11:21 pm
no, but they are about to.
Title: Re: The Little Questions Thread
Post by: AceOne on January 20, 2010, 11:26:14 pm
the more i look at it, the more i wonder if this is a bug of some sort, i took them off military duty to pump iron, and they did the jobs with no problem, i put em back on duty to spare, they wander off to sit in dorm room hallway doing nothing at all.

i have tried remaking the barracks,
removing the rooms the soldiers own.
switching their weapons, nothing.

as i type this, they are currently zooming in and out of various bed rooms owned by other dwarfs.

its really starting to piss me off, i put these guys through plenty of civilian training to get tough before i put them on guard duty, now they pretty much worthless as a fighting force.

oh,and put them on duty and assign a station to them, they do that with no problem 2.
Title: Re: The Little Questions Thread
Post by: smjjames on January 20, 2010, 11:47:37 pm
Are paved roads sufficient for desalination?

That is a good question that I don't know the answer to.

I do, however, know that wells ignore saltiness. If you need water, set up several of those above your salty pools.

Thats cool to know.

@Skorpion: I've never had TCs or the UG shrubs grow on muddied constructed floors.
Title: Re: The Little Questions Thread
Post by: Neyvn on January 21, 2010, 02:42:32 am
What Human Settlement spawns a Temple???
Title: Re: The Little Questions Thread
Post by: KingKaol on January 21, 2010, 10:50:36 am
If I want to visit my old fortresses in adventure mode, is there a method of finding them besides remembering where they are?  And is there a way to see where your fortress is located on the world map after embarkation?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 21, 2010, 10:59:55 am
If I want to visit my old fortresses in adventure mode, is there a method of finding them besides remembering where they are?  And is there a way to see where your fortress is located on the world map after embarkation?

As far as I know, you have to more or less remember your location. If you know you're looking in the right direction as an adventurer, then you should ask in nearby town about the surroundings. The people there should (if you ask often enough) point you in the direction of your former fortress.

As to seeing where you embarked, I think the only way is to abandon and then reclaim (without actually reclaiming, mind you, but this way you're at least shown your location).
Title: Re: The Little Questions Thread
Post by: Skorpion on January 21, 2010, 12:19:12 pm
If I want to visit my old fortresses in adventure mode, is there a method of finding them besides remembering where they are?  And is there a way to see where your fortress is located on the world map after embarkation?


Find the civillisation. Ask about the surroundings.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 21, 2010, 12:27:21 pm
Find the civillisation. Ask about the surroundings.

Are you sure that is correct? One could embark half-way across the world from one's civilization, and hence have other dwarven civilizations actually closer by. What I did was, after abandoning and finding my ex-fort on the map, start an adventurer in the civ closest to said fort and asked the locals for directions.
Title: Re: The Little Questions Thread
Post by: gtmattz on January 21, 2010, 01:03:10 pm
yet another nub question, i checked around and could not find a quick answer to this so..

wth are my soldiers doing?

i dont have trouble training soldiers most of the time, some mainly (or dwarfy) wrestling followed by hammer training with cooper war hammers.

the 3 guys i have right now seem to anything but spare (yes they are off duty) they stand in the barracks for 2 seconds, then run off (they are decently agile so i cant even track them all that well) train for 2 more seconds and then run off again. it has been 2 seasons since i started these guys and they have not even gotten out off dabbling hammer user yet. i even check dwarf therapist and turn everything else off except military stuff just in case, and still these little bearded bastards are running left and right never getting any real training done.

impending hm hammering eh?

I have solved this by building a training room with a drawbridge in the entrance.  I set up a decent stockpile of food and boose, some chairs tables and beds etc, then station the units i want to train in the room (on duty) then have some dwarf come by and pull the lever to lock them in, then set the trainees to stand down and since they have nowhere to go they train a lot more.  I have to keep track of the food and put the trainees back on duty while I re-stock, but that is not too much trouble, and I am sure one could set up a hole to dump food down if you don't want to bother with opening the door etc.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 21, 2010, 04:24:21 pm
I have solved this by building a training room with a drawbridge in the entrance. 

Depending on the size of the training area and such, you might be better off/safer using a door linked to a lever...  Once linked to lever it will be unable to open/close except for by the lever, and doors have an added bonus of not crushing a dwarf who decides to move at the wrong time.  Even on station dwarves move from time to time, and eventually you may accidentally relieve one of his atoms using a bridge.  Which if they are also wearing any kind of masterwork item might also have unintended fun attached.
Title: Re: The Little Questions Thread
Post by: gtmattz on January 21, 2010, 04:29:22 pm
I have solved this by building a training room with a drawbridge in the entrance. 

Depending on the size of the training area and such, you might be better off/safer using a door linked to a lever...  Once linked to lever it will be unable to open/close except for by the lever, and doors have an added bonus of not crushing a dwarf who decides to move at the wrong time.  Even on station dwarves move from time to time, and eventually you may accidentally relieve one of his atoms using a bridge.  Which if they are also wearing any kind of masterwork item might also have unintended fun attached.

I tried this with a door, and for some reason they refused to spar and appeared to be continually attempting to path to the meeting area where all the other dwarves were hanging out.  When I replaced the door with a drawbridge they started sparring.  I know this is counterintuitive, since lever-locked doors are supposed to block pathing.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 21, 2010, 06:54:56 pm
Find the civillisation. Ask about the surroundings.

Are you sure that is correct? One could embark half-way across the world from one's civilization, and hence have other dwarven civilizations actually closer by. What I did was, after abandoning and finding my ex-fort on the map, start an adventurer in the civ closest to said fort and asked the locals for directions.

I said find the civillisation. As in, the one you were trading with in the fort.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 21, 2010, 11:32:41 pm
I said find the civillisation. As in, the one you were trading with in the fort.

As far as I know, the civilization you trade with is your home civ, i.e. it isn't necessarily the one closest to you. Also: that's two times in a row that you've misspelled civilization. I'd recommend getting a spell checker for your browser.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 22, 2010, 12:04:46 am
I don't need a spellcheck. I'll be able to spell again once I'm not sleep-deprived.

And if we're going THAT low, that should be a comma and not a colon.
Title: Re: The Little Questions Thread
Post by: Fredd on January 22, 2010, 12:30:13 am
Argh, the Demon Spellcheck has raised its narsty head again.:Raises shield against the varmint:
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 22, 2010, 02:52:07 am
Do goblins have to see a path inside to be lured into that path, or do they just "know"?
Title: Re: The Little Questions Thread
Post by: silhouette on January 22, 2010, 02:56:46 am
Do goblins have to see a path inside to be lured into that path, or do they just "know"?
every creature in df is telepathic about paths.
There has to bee a path or they just sit there dwiddling their thumbs... ild like that to change though so they path to places like dead ends, wait a bit then run off again... during their freetime or otherwise...
Title: Re: The Little Questions Thread
Post by: dAGNARUS on January 22, 2010, 05:01:21 pm
How do I attack "friendly" traders?
Title: Re: The Little Questions Thread
Post by: Heliman on January 22, 2010, 05:08:28 pm
Easiest way:
Make your trade depot Trade accessible but also sealable.
Use screw pumps and water to flood the trade depot and drown them.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 23, 2010, 03:31:04 am
And if we're going THAT low, that should be a comma and not a colon.

When I make errors, I expect others to correct them and not be a dick about it. That's what I did (if you noticed any sarcasm or anything like it in my words, that wasn't my intention), so you have nothing to get defensive about.

Or was it that we disagreed on something, I corrected your spelling, and you thought I had used that to somehow discredit you? Frankly, I should be insulted that you expected such FARK- or 4chan-level discourse from me.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 23, 2010, 03:53:00 am
I want some ore that I can't find. Can I mod in a reaction for, say, 1 diorite produces 100 hematite (or iron, I guess, but it's more fun with ore) and be able to do that without regenning?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 23, 2010, 03:56:42 am
I want some ore that I can't find. Can I mod in a reaction for, say, 1 diorite produces 100 hematite (or iron, I guess, but it's more fun with ore) and be able to do that without regenning?

You are supposed to be able to mod in a new reaction by substituting an existing one you don't need, and not need to generate a world. I can't vouch for it, in that I haven't used it.
Title: Re: The Little Questions Thread
Post by: foop on January 23, 2010, 09:08:50 am
Also: that's two times in a row that you've misspelled civilization.
The 17-volume set of the Oxford English Dictionary on the shelf behind me claims that civilisation is an acceptable spelling (although it does prefer civilization).

More importantly, though, why are some of my stockpiles full of weapons and armour?   That's three now that I could swear have changed designations at some stage during the game.  The most recent was a cloth & leather stockpile that, on inspection, also accepts weapons and armour.  Which explains why it's full of the bloody stuff.

I'm sure I didn't change them, unless there's a weird sequence of keypresses that I'm likely to use by mistake.  So why are they like that?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 23, 2010, 09:39:35 am
The 17-volume set of the Oxford English Dictionary on the shelf behind me claims that civilisation is an acceptable spelling (although it does prefer civilization).

Civilization with an s for a z, perhaps, but I'm pretty sure two ls isn't acceptable at all.


More importantly, though, why are some of my stockpiles full of weapons and armour?   That's three now that I could swear have changed designations at some stage during the game.  The most recent was a cloth & leather stockpile that, on inspection, also accepts weapons and armour.  Which explains why it's full of the bloody stuff.

I'm sure I didn't change them, unless there's a weird sequence of keypresses that I'm likely to use by mistake.  So why are they like that?

I have no idea if that's normal, but I think I've seen something similar, namely empty barrels being filled with food, even though they sat in a stockpile which accepted lye barrels and wooden furniture. It looked as though they just put the food they were handling in the nearest empty barrel without waiting for it to be transfered to a furniture stockpile, nor bothering to carry it to the appropriate food stockpile afterwards.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 23, 2010, 11:27:58 pm
What's up with microcline? Why do some people love it and most people hate it? It's just a blue economic stone...
Title: Re: The Little Questions Thread
Post by: silhouette on January 23, 2010, 11:42:00 pm
IT BURNS PEOPLES EYES OUT!
Title: Re: The Little Questions Thread
Post by: Heliman on January 24, 2010, 01:13:53 am
IT BURNS PEOPLES EYES OUT!
Trans: it's all of the the bright, blinding blue with none of the circus peanuts.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 24, 2010, 01:51:01 am
...so?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 24, 2010, 01:54:33 am
What's up with microcline? Why do some people love it and most people hate it? It's just a blue economic stone...

Mayday graphics have made you weak. It's not economic at all. It's an 'other stone'.

It's annoying because it pauses and snaps the screen to exploratory mining. And it's bright freaking blue and sudden.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 24, 2010, 02:04:32 am
Ah, I see.
In other news, when I open my init files, I can modify them as I wish. However, opening other files like matgloss_stone_mineral gives me some crazy encrypted thing with a bunch of symbols. What could be going on?
Title: Re: The Little Questions Thread
Post by: happydog23 on January 24, 2010, 02:50:07 am
Ah, I see.
In other news, when I open my init files, I can modify them as I wish. However, opening other files like matgloss_stone_mineral gives me some crazy encrypted thing with a bunch of symbols. What could be going on?

Open the one in raw/objects instead of data/objects
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 24, 2010, 03:00:56 am
All right, thanks!
Title: Re: The Little Questions Thread
Post by: silhouette on January 24, 2010, 03:50:32 am
What's up with microcline? Why do some people love it and most people hate it? It's just a blue economic stone...

Mayday graphics have made you weak. It's not economic at all. It's an 'other stone'.

It's annoying because it pauses and snaps the screen to exploratory mining. And it's bright freaking blue and sudden.
oh shi-
im using mayday graphics and microcline blinds me...
if i go to use normal ascii graphics i believe ill look something like...
(http://www.newprophecy.net/Linda_Hamilton_-_Nuke_Scene.jpg)
Title: Re: The Little Questions Thread
Post by: Retro on January 24, 2010, 02:03:29 pm
I found that after changing the standard colour scheme to a natural one found on the wiki, microcline and orthoclase become much more bearable / actually nice to look at. Doesn't help how often I strike them (as well as alunite) but hey. You do the best you can with what you have.
Title: Re: The Little Questions Thread
Post by: Dendou on January 24, 2010, 03:33:40 pm
I have a ghost child.  I had 2 babies in my fort and got a message that a snatcher had run off with an Amost Dadokakir.  I check the unit list and I still have both babies, niether are named Amost Dadokakir, and I see no baby snatcher.  I find the snatcher soon after on his way out and my military makes mince meat out of him.  I still don't see Amost Dadokakir.  I check the relationships of all my dwarves and find her parents and check her thoughts.  She is "happy to have been freed recently".  I zoom in to where she is and there is nothing there.

Where is my baby!
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 24, 2010, 03:42:26 pm
The message means that the snatcher already left the map with the child in question. The other infants, the ones that are still on your units list, have not been snatched. The "happy to be free" thought happens when a child gets out of the snatcher's bag due to the snatcher dying, but also happens if the snatcher makes it out of the map.

If you use the unit list to zoom to the other children, you'll find them on the map. If you zoom to a snatched child's location, it zooms to where they were grabbed from. Regardless, that child is lost to you now.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 24, 2010, 03:45:11 pm
I have a ghost child.  I had 2 babies in my fort and got a message that a snatcher had run off with an Amost Dadokakir.  I check the unit list and I still have both babies, niether are named Amost Dadokakir, and I see no baby snatcher.  I find the snatcher soon after on his way out and my military makes mince meat out of him.  I still don't see Amost Dadokakir.  I check the relationships of all my dwarves and find her parents and check her thoughts.  She is "happy to have been freed recently".  I zoom in to where she is and there is nothing there.

Where is my baby!


For some reason I feel like saying that I see dead people.   Also, in a couple of days you'll realize you can't find your baby because you are the ghost.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 24, 2010, 05:18:29 pm
What's the difference between war dogs and hunting dogs? Are hunting dogs faster while war dogs are stronger?
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 24, 2010, 05:26:28 pm
What's the difference between war dogs and hunting dogs? Are hunting dogs faster while war dogs are stronger?
War dogs deal double an untrained or hunting dog's damage. Hunting dogs, if assigned to a hunter, will sneak alongside the hunter, letting the hunter hunt effectively while also giving them the added defense and offense of having a dog along (untrained/war dogs will make prey run away, as will other unstealthed animals).

In my experience, hunting animals seem to spot stealthed enemies from 2 squares away more reliably than other animals. Any animal can spot stealthed enemies from a distance, but hunting animals seem to do it more often. Toady is quoted in the wiki's article on Dogs in the Hunting Dogs section. He claims that hunting animals "notice creatures from farther away" which would appear to back up my experience.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 24, 2010, 07:20:51 pm
Thanks. :)

Also, I have a dead champion, who I want to bury in an aluminum sarcophagus.
I also have a dead hunter and fisherdwarf, who will be buried in iron sarcophagi.
How do I keep the champion from being buried in an iron coffin and the other 2 from being buried in the aluminum coffin?
Title: Re: The Little Questions Thread
Post by: Retro on January 24, 2010, 07:24:15 pm
Also, I have a dead champion, who I want to bury in an aluminum sarcophagus.
I also have a dead hunter and fisherdwarf, who will be buried in iron sarcophagi.
How do I keep the champion from being buried in an iron coffin and the other 2 from being buried in the aluminum coffin?

The only way to control what dwarf is buried in what coffin after they're dead is to have the coffin you want them buried in marked as the only available one, either by making the other free coffins unusable in the 'q' screen or by waiting until all the bodies are buried in whatever coffins, then deconstructing the coffins of the dwarf you want moved and then building the one you want them moved to.

Generally it's easier to mark each special coffin as a tomb, but many players (myself included) forget to do this until afterwards. Kind of a pain to micromanage burial procedures, but eh. DF's like that.
Title: Re: The Little Questions Thread
Post by: Flaede on January 24, 2010, 07:24:52 pm
far as I can tell, it's "claims coffins in the order they died. So it's all int he order they died, and the order you build the coffins.
Title: Re: The Little Questions Thread
Post by: A Dwarven Smokeologist on January 25, 2010, 02:15:20 am
Ok let's say I build a fortress and place a statue blocking a secret entrance/exit, will I be able to walk through that statue in adventure mode or will it be a solid object?

Title: Re: The Little Questions Thread
Post by: Heliman on January 25, 2010, 02:48:51 pm
It will be a solid object.
Title: Re: The Little Questions Thread
Post by: ballisticvole on January 25, 2010, 09:23:10 pm
I had a cave-in and my miner was knocked out but survived, but I found a stack of dwarf bones at the cave in site even though nobody died, where did they come from?
Title: Re: The Little Questions Thread
Post by: gopher dude on January 25, 2010, 09:40:45 pm
Milking questions:

Has milking been fixed yet? Last I red you could only milk purring maggots.

What animals can you milk if any besides purring maggots?
Title: Re: The Little Questions Thread
Post by: silhouette on January 25, 2010, 09:41:49 pm
purring maggots and purring maggots, also on the rare occassion purring maggots.
Oh i almost forgot, purring maggots.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 25, 2010, 10:39:20 pm
purring maggots and purring maggots, also on the rare occassion purring maggots.
Oh i almost forgot, purring maggots.
HMPHF! and again; HMPHFHFHMMHPHF!!! >=C

How do I catch these..... "purring maggots"?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 25, 2010, 11:17:33 pm
How do I catch these..... "purring maggots"?

Never bothered with it, but I think you do this by setting up animal traps near a chasm or bottomless pit.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 25, 2010, 11:23:29 pm
Be warned: Purring maggots are a delicacy. If your dwarves catch them, make sure not to let any dwarves run by and eat them up.


EDIT: My dwarves keep stopping work because they're interrupted by goblin X, but the only goblins around are behind three walls and totally unseeable. How are they getting scared?
Title: Re: The Little Questions Thread
Post by: Odd!x on January 26, 2010, 02:09:41 am
perhaps they can hear their vicious howls and black-tongued curses echoing through the walls and echoing through the fortress?

is there any way to force sand onto your map? short of futzing with the eldritch files of my region?
Title: Re: The Little Questions Thread
Post by: silhouette on January 26, 2010, 02:48:30 am
no.
Title: Re: The Little Questions Thread
Post by: nowanmai on January 26, 2010, 03:01:00 am
Just a little and probably dumb question - how do you dig upwards?
Title: Re: The Little Questions Thread
Post by: Hannibal Barcalounger on January 26, 2010, 03:20:18 am
Just a little and probably dumb question - how do you dig upwards?

Are you trying to move up to Z+1 after digging out a tunnel on Z=0? Or are you trying to do some "reverse channeling" and empty out Z+1 while staying on Z=0 the whole time? 
Title: Re: The Little Questions Thread
Post by: nowanmai on January 26, 2010, 03:48:34 am
Just a little and probably dumb question - how do you dig upwards?

Are you trying to move up to Z+1 after digging out a tunnel on Z=0? Or are you trying to do some "reverse channeling" and empty out Z+1 while staying on Z=0 the whole time? 

The latter i guess. I can always build up stairs right?
Title: Re: The Little Questions Thread
Post by: smokingwreckage on January 26, 2010, 06:20:46 am
You can dig "up" stairs, or, if you need to go up from an already-dug tunnel, you need to Construct "up" stairs.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 26, 2010, 03:56:23 pm
perhaps they can hear their vicious howls and black-tongued curses echoing through the walls and echoing through the fortress?

is there any way to force sand onto your map? short of futzing with the eldritch files of my region?

Yeah, actually. If you have an underground river or pool, harvested tower-caps leave muddy sand behind.
Title: Re: The Little Questions Thread
Post by: Heliman on January 26, 2010, 04:57:50 pm
I had a cave-in and my miner was knocked out but survived, but I found a stack of dwarf bones at the cave in site even though nobody died, where did they come from?
Check to see if the dwarf lost a limb, those will produce bones after they're done rotting.
Title: Re: The Little Questions Thread
Post by: nil on January 26, 2010, 05:08:46 pm
perhaps they can hear their vicious howls and black-tongued curses echoing through the walls and echoing through the fortress?

is there any way to force sand onto your map? short of futzing with the eldritch files of my region?

Yeah, actually. If you have an underground river or pool, harvested tower-caps leave muddy sand behind.
This has a chance to work or not within (I think) a given biome layer.  Could be by z-level.  Basically underground vegetation leaves a tile of soil behind, and that soil can be sand, silt, clay, etc.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 26, 2010, 09:33:16 pm
Are moods based on how much skill a dwarf has?
Title: Re: The Little Questions Thread
Post by: JaaSwb on January 26, 2010, 09:50:15 pm
Whether a dwarf will get certain moods depends on whether (s)he has a relevant skill. Only smiths will produce artifact greaves, for example.

The list of moodable skills is at http://dwarffortresswiki.net/index.php/Strange_mood#Skills_and_workshops (http://dwarffortresswiki.net/index.php/Strange_mood#Skills_and_workshops)
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 26, 2010, 09:53:08 pm
Er, so whether he has the skill matters, but not how good he is at it?

Also, I have a large animal pit, blocked by forbidden doors, where horses and such have been breeding for a while. How can I hunt them without letting them escape?
Title: Re: The Little Questions Thread
Post by: JaaSwb on January 26, 2010, 09:56:29 pm
The skill level does matter - the highest moodable skill decides what kind of item the mood produces. Non-moodable skills are ignored.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 26, 2010, 10:44:52 pm
Ah. What about the breeding pit?
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 26, 2010, 11:09:09 pm
Er, so whether he has the skill matters, but not how good he is at it?

As JasSwb said, the highest moodable skill is all that is counted. Some people advocate having every migrant peasant and other non-moodable-skill-possessors make a single weapon from cheap metal, just so they're dabbling weaponsmiths so if they get a mood they'll make a useful and valuable weapon instead of a useless and cheap stone, wood, or bonecraft.

Quote
Also, I have a large animal pit, blocked by forbidden doors, where horses and such have been breeding for a while. How can I hunt them without letting them escape?
Make an airlock. Build a second set of forbidden doors, put your desired hunter, a butcher, a tanner, a butcher's shop, a tanner's shop, a pair of beds, tables, and chairs, a food stockpile with plentiful space and barrels, and a refuse stockpile between them, then forbid the outer doors and permit the inner doors. The hunter will then see that there are animals he can path to and will hunt them, hauling them back to the butchery, where the butcher will butcher them, then haul the meat and fat to the food stockpile, the bones, skull, and chunks to the refuse stockpile, and the tanner will make leather from the skin.

Strictly speaking, you don't actually "need" anything other than the hunter, but it's impossible to retrieve the resources other than bones if you don't have the other stuff to process the corpses before it rots away. If you're just harvesting wild animals for resources instead of trying to skill up a hunter, it's more efficient just to drop the animals a long distance so they're dead and accessible for your butcher et al.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 27, 2010, 02:31:05 pm
Do moody dwarves collect the needed items in the order they demand them in? My possessed leatherworker is standing in the leather works and according to Dwarf Companion, she wants 2 pieces of leather(which she has), then cut gems(which I don't have), then everything else.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on January 27, 2010, 02:36:59 pm
Yes, they collect them in order.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 27, 2010, 02:42:55 pm
Unless I'm missing something here, the order of picking up ingredients is irrelevant anyway. If you can't get him those gems, he's dead either way, regardless of when he's going to try to pick them up.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 27, 2010, 03:09:34 pm
Yeah, after a gem was cut and stockpiled, she went after it and started collecting things. :)
Title: Re: The Little Questions Thread
Post by: absynthe7 on January 27, 2010, 03:16:58 pm
If I build a constructed floor "gangplank" off the edge of a cliff, how can i deconstruct it (sending the gangplank and anything on it plummeting ten z-stories) without putting one of my dwarves at risk of falling with it?
Title: Re: The Little Questions Thread
Post by: Keuran on January 27, 2010, 03:26:20 pm
you can build another floor below it with a support between them connected to a lever, then replace the connecting tiles of the top floor to the cliff with bridge which doesn't support floor, then pull the lever from safety.

Edit: here's sort of a vertical diagram:
Code: [Select]
   FFFFFFFB..S
         I XXX
         FFXXX
           XXX
X is the cliff
F is the floors or walls
I is the support
B is the bridge
. is walkable ground
S is the switch connected to the support
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 27, 2010, 07:58:31 pm
Will dwarves dump forbidden items if they're forbidden and marked to be dumped? I don't want my armor stockpile filling up with narrow leather items. :(
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 27, 2010, 08:01:03 pm
I believe only non-forbidden to-be-dumped items are dumped. So no.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 27, 2010, 08:11:58 pm
Will dwarves dump forbidden items if they're forbidden and marked to be dumped? I don't want my armor stockpile filling up with narrow leather items. :(
No, but they also won't stockpile items to be dumped. So, your armor stockpile won't get filled with narrow leather items.

Also, avoiding that specific problem is why it is wise to either A) limit your armor stockpiles to accept only metal, B) have seperate stockpiles for usable and unusable stuff so you don't have to deal with specifically melt-designating specific items, or C) both. Myself, I usually build several equipment stockpiles, one accepting only usable masterwork- and artifact-quality weapons and armor (I usualy also have this one accept other masterwork metal pieces), one accepting all other metal items, and a third, binless stockpile to take unusable non-metal armor, clothing, weapons, and non-bolt ammo. This last usually gets dumped into an atom smasher or chasm once every couple/few seasons, depending on how long it takes to fill; I almost never trade away invader clothes, since it's just too exploity in my mind to have that much free wealth.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 27, 2010, 08:41:44 pm
If I build a constructed floor "gangplank" off the edge of a cliff, how can i deconstruct it (sending the gangplank and anything on it plummeting ten z-stories) without putting one of my dwarves at risk of falling with it?

Have the noble invariably included on it do the honours.
Title: Re: The Little Questions Thread
Post by: A Dwarven Smokeologist on January 28, 2010, 02:00:43 am
Question on HFS and Cave-ins
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: gopher dude on January 28, 2010, 02:32:12 am
So I've been defending my fort numerous times from ambushes from goblins and elves and I've noticed somthing paticularly two somthings about these goblins;

They use trogg, snakemen, etc leather. Leather made from 'beastmen', can I make leather from beastmen? I had some snakemen and lizardmen in my pool but my dwarfs never made any leather from them.

I'm also noticing that there always one or two humans mixed in fighting along side the goblins; wtf? Goblins and humans are not the same animal and I don't remember pissing off any humans.

Are the humans just there due to goblin baby snatchers snatching humans?
Title: Re: The Little Questions Thread
Post by: geoduck on January 28, 2010, 03:02:25 am
Are the humans just there due to goblin baby snatchers snatching humans?

Yes. Dwarfs will also turn up in Goblin raiding parties.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 28, 2010, 11:48:15 am
Question on HFS and Cave-ins
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Skorpion on January 28, 2010, 06:04:13 pm
Another sparring death.

Should I just take the clownite weapons off my champions?
Title: Re: The Little Questions Thread
Post by: SethCreiyd on January 28, 2010, 06:11:01 pm
They use trogg, snakemen, etc leather. Leather made from 'beastmen', can I make leather from beastmen? I had some snakemen and lizardmen in my pool but my dwarfs never made any leather from them.

That is normal.  Dark gnome leather is common too.  It has to do with their race's ethics; the Gobbies consider it acceptable to butcher and make trophies of sapient beings.  Seeing those elf bone bracelets always makes me feel a bit warmer inside.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 28, 2010, 07:13:45 pm
Why not make clownite armor instead, use silver/wood weapons, make a stockpile for clownite weapons in the barracks, and change when you get attacked?
Title: Re: The Little Questions Thread
Post by: sproingie on January 28, 2010, 07:35:12 pm
Changing weapons when attacked is soooooo tedious.  I just let them become godlike wrestlers and shield users and they'll knock orcs around like they were kobolds.

I can't wait for the next version when I don't have to micromanage my whole squad just to arm them.

Title: Re: The Little Questions Thread
Post by: Garth on January 28, 2010, 07:37:22 pm
Simple answer I'm sure, but I'm new.

I've got plenty of barrels and food saved up in stockpiles.
The only thing I have set to farm is plump helmets.
While trying to brew drinks from the plump helmets the task gets canceled because my brewer cannot find an item that can be brewed.
My stockpiles are overflowing with helmet spawns.
Do I need to plant these spawns in order for them to be brewed?
Title: Re: The Little Questions Thread
Post by: SethCreiyd on January 28, 2010, 07:47:13 pm
You can only brew the plump helmets, not their seeds.
Title: Re: The Little Questions Thread
Post by: Garth on January 28, 2010, 07:55:46 pm
You can only brew the plump helmets, not their seeds.
Now I feel like a total dumbass....

Also, how can I prevent my dwarves from starting parties the second another one ends?
I'm tired of having my dwarves too busy at parties to work >.>
Title: Re: The Little Questions Thread
Post by: SethCreiyd on January 28, 2010, 07:58:15 pm
AFAIK the only way to prevent dwarves from throwing parties is to keep them active.  Idleness leads to partying in dwarfdom.
Title: Re: The Little Questions Thread
Post by: Garth on January 28, 2010, 08:05:27 pm
It's the stupid children who keep throwing them....
Title: Re: The Little Questions Thread
Post by: sproingie on January 28, 2010, 08:08:07 pm
Don't designate any rooms as meeting areas, only zones.  No parties.

If for some reason I do have parties (like I designated a statue garden) I actually have no problems using Dwarf The rapist to cancel parties, since I personally see the frequency and length of parties as a bug.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 28, 2010, 08:09:20 pm
Okay so another question because I've been having alot of fun.


Elfs.

I clear cutted a great deal of the woods and pulled out alot of vegitation in order for the dirt to have equal chances of growing trees and other buisness.

The elfs never said a thing and out of the blue they just decided I was cutting down to many trees and have 'ambushed' me about three times now.

SUFFICED TO SAY: I've seen my dwarf wrestlers punch the head off a goblin who had metal gear on...elfs armed in wood and plant fiberous gear is no problem.

How long until the elfs send a missionary or a representative to talk peace? I really want some of the elves exotic animals.
Title: Re: The Little Questions Thread
Post by: sproingie on January 28, 2010, 08:13:13 pm
Kill enough of them and they'll eventually sue for peace.

I never get animals anyway, just a bunch of *&*@^% cloth and wooden weapons.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 28, 2010, 09:57:37 pm
Why not make clownite armor instead, use silver/wood weapons, make a stockpile for clownite weapons in the barracks, and change when you get attacked?

They're wearing either clownite or steel, and they'll just run into battle carrying whatever when put on-duty.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 28, 2010, 09:59:15 pm
Change weapons and then put them on duty?
Spam marksdwarves?
Title: Re: The Little Questions Thread
Post by: assimilateur on January 28, 2010, 10:42:49 pm
They're wearing either clownite or steel, and they'll just run into battle carrying whatever when put on-duty.

That's your problem. Armor material should be a higher priority than weapon material. I'd try to make sure that any and all armor my guys are wearing is clownite before even thinking about making any clownite weapons. Even then, I'd make them spar with silver ones until they're legendary in at least the appropriate weapon skill, but preferably armor and shield usage as well. If you're unable to make them swap weapons whenever a siege comes around, then I think it would still be safer for them to fight using silver than to spar using clownite.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 28, 2010, 11:02:58 pm
Wait, wouldn't you have the worst guys use clownite so as to not harm anyone? Equipping your fearsome head-severing champions in clownite weapons seems like a bad idea.

But then you send your recruits into battle with clownite, and your gods with silver... hmm.
Title: Re: The Little Questions Thread
Post by: ungulateman on January 28, 2010, 11:33:50 pm
^ The worst guys are more liley to cause injury in sparring. High-skilled military dwarves don't hurt each other as much when sparring.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 28, 2010, 11:47:40 pm
Really.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 29, 2010, 12:01:36 am
Really.
Yes. Apparently, when sparring, there are 2 attack rolls made. The first checks to see if the attack hits, while the second checks to see if the attack "hits." If the second check is successful, no/severely limited damage is dealt, while if the first hits but the second doesn't it's like the target got hit full-force. Higher skill levels make both of these checks easier, so more skilled warriors spar more safely.

...Which has lead me to wonder if the common wisdom about no-quality weapons being the safest for sparring. I've read a quote from Toady that said that weapon quality improves effective skill levels, so I've wondered whether the skill boost from a masterwork weapon might not make for safer sparring than the lowered damage of a no-quality weapon. Unfortunately, I haven't the patience to test it for myself, and besides that, I usually find my masterwork steel weapons safe enough to train with once my people have full masterwork chain and plate, so I've had little motivation. If anyone can answer the implied question here I would be grateful  ;)
Title: Re: The Little Questions Thread
Post by: gopher dude on January 29, 2010, 12:41:17 am
I have a few questions about selling caged animals.


So I've set up cage traps in my fort for security reasons and I've taught two thing: A goblin, and about five or six gnomes.

How do I safely sell these creatures without the dwarfs just selling the cages they're in? And in the process taking the cage and letting the gnomes and the goblin out.

Can I sell caged humanoids/beastmen?

Can I pretty much trap any beast or creature in a cage?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 29, 2010, 12:50:09 am
You can trap almost anything, yeah. Some things won't be trapped unless you can knock them out, but even bronze colossi will be felled by a single oak cage trap. You can't catch vermin with cage traps though, and kobolds will avoid traps.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 29, 2010, 01:21:40 am
They're wearing either clownite or steel, and they'll just run into battle carrying whatever when put on-duty.

That's your problem. Armor material should be a higher priority than weapon material. I'd try to make sure that any and all armor my guys are wearing is clownite before even thinking about making any clownite weapons. Even then, I'd make them spar with silver ones until they're legendary in at least the appropriate weapon skill, but preferably armor and shield usage as well. If you're unable to make them swap weapons whenever a siege comes around, then I think it would still be safer for them to fight using silver than to spar using clownite.

Right now, it's a case of having enough armour made. Most of the dwarves are legendary anyway, and it just seems to be random chance.
Hell, the last one WAS wearing clownite. He just randomly died of no longer having a throat.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 29, 2010, 01:51:35 am
Yep, not having a throat'll kill ya.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 29, 2010, 07:33:41 am
He just randomly died of no longer having a throat.

It's generally advisable to use silver weapons for training, as has already been said over and over again. You know how the mechanics work, right? Normally, sparring dwarves hit each other very lightly, so as not to injure one another. Once in a while, however, a hit will "connect" as hardly as it should only do in live combat. That is a mistake, obviously, and seems to be more likely for a low-skilled fighter.

Thus if you give your guys very powerful weapons for training, a hard hit is likely to be dangerous even if their armor is as good as their weapons, and more so if their armor is weaker. That is precisely the reason for why sparring injuries using clownite weapons are anything but random, they are to be expected.

There really should be no discussion about this. If you want to let your guys use clownite weapons for training, then by all means do, but you're only asking for sparring-related injuries and deaths.

I've read a quote from Toady that said that weapon quality improves effective skill levels

I've read the same on the wiki, but I thought that wisdom was outdated. Do you remember whether that quote you're referring to was about the current version? Because if yes, and if the common wisdom of sparring becoming safer with higher weapon skills is true, then a high-quality weapon would most assuredly lead to safer training. A high-quality silver weapon, mind you, not a clownite one.
Title: Re: The Little Questions Thread
Post by: Sphalerite on January 29, 2010, 09:09:44 am
How do I safely sell these creatures without the dwarfs just selling the cages they're in? And in the process taking the cage and letting the gnomes and the goblin out.
You can't.  This is a bug in the current version.
Title: Re: The Little Questions Thread
Post by: absynthe7 on January 29, 2010, 10:46:54 am
I'm building a magma-fall in front of my fortress, then raising my drawbridge to block the magma from entering my fort. One problem - no bauxite :(

How can I find some bauxite? Or, failing that, how can I build a pump stack and drawbridge safely without any?
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 29, 2010, 11:52:30 am
I've read a quote from Toady that said that weapon quality improves effective skill levels

I've read the same on the wiki, but I thought that wisdom was outdated. Do you remember whether that quote you're referring to was about the current version? Because if yes, and if the common wisdom of sparring becoming safer with higher weapon skills is true, then a high-quality weapon would most assuredly lead to safer training. A high-quality silver weapon, mind you, not a clownite one.
Hmm... Just found the quote on the wiki again (it's on the item quality page), and now it is under a label for a specific version (23a), but I never remember seeing it there before. Odd. I had just assumed that information was current, but if it's obsolete it might not matter.

But yes, if it is still current, MW silver would be the best for sparring. Though the fact that it refers to 23a doesn't make it certainly inapplicable now... Annoying  :-\

Edit: By happenstance, I found Footkerchief quoting a place where Toady said that the quality-based skill modifications are, in fact, still applicable. Bottom of this post. (http://www.bay12games.com/forum/index.php?topic=37546.msg609899#msg609899) So, the question is still open (not answered, as such, since damage-over-time with no-quality and MW-quality from sparring isn't clear, but rather open).

I'm building a magma-fall in front of my fortress, then raising my drawbridge to block the magma from entering my fort. One problem - no bauxite :(

How can I find some bauxite? Or, failing that, how can I build a pump stack and drawbridge safely without any?
Bauxite is vastly overrated. It is found in large clusters in sedimentary rock layers, which are fairly uncommonly found near magma. While it is the only magma-safe stone (mostly), most magmaworks I've built haven't needed it at all.

To make a "magma-safe" drawbridge without actually making a magma-safe drawbridge, just make sure you always and without fail raise it before magma would cover it. To make a "magma-safe" pump stack without actually making a magma-safe pump stack, just use fire-safe materials to build the pumps, use the pumps themselves for the stack's power system, and make sure that no magma ever gets into the passible intake end of any pumps. To use the pumps for the stack's power system, build floors and walls like the following:

======
=.+.+=
======


except for on the lowest level, where you omit the hole between the two floor pieces. Have one level just like that, though perhaps rotated, then the next level up flipped 180 degrees. Put the passable tile on top of the first floor tile with the output leading onto the second floor tile. This makes each pump output directly into the input tile of the next, and all of the pumps will be hanging and attached directly to the ones below and above themselves such that power will transfer. Connect the power system from outside the stack from the side to one of the stack's passible tiles, with a lever-linked gear assembly somewhere along the line so you can cut the power to the stack; this will allow you to do without a door or somesuch at the stack's top for toggling the magma-fall, which you can't do without bauxite mechanisms.

...If that's not clear enough, which it might not be since I know what I'm talking about and I'm still confusing myself, ask someone else  ::)
Title: Re: The Little Questions Thread
Post by: gopher dude on January 29, 2010, 11:18:53 pm
How do I know what I can and cannot tame?

I've started a new fortress and I see some naked mole dogs hanging around a chasm nearby my fortress and a giant cave swallow.

Can I tame and breed the naked mole dogs?
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 29, 2010, 11:28:06 pm
How do I know what I can and cannot tame?

I've started a new fortress and I see some naked mole dogs hanging around a chasm nearby my fortress and a giant cave swallow.

Can I tame and breed the naked mole dogs?
You can't really tell ingame, but the raws and wiki can help. The wiki especially, as you can relatively quickly look up a specific creature's entry, check their Game Object Data (which, by default, is inside a spoiler), which is essentially the creature's raw entry in an easy-to-find location, and search for the [PET] or [PET_EXOTIC] tag. If they have one of these, the creature can be tamed.

Naked mole dogs have the [PET_EXOTIC] tag, which means that you can tame them once your dungeon master arrives. The swallow has the same. Do note that normal dogs are essentially better than NMDs in almost every way; bigger, trainable, and much easier to get ahold of. Then again, there's not really any reason not to have both NMDs and non-naked non-mole dogs, so... Yeah.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 30, 2010, 12:13:39 am
He just randomly died of no longer having a throat.

It's generally advisable to use silver weapons for training, as has already been said over and over again. You know how the mechanics work, right? Normally, sparring dwarves hit each other very lightly, so as not to injure one another. Once in a while, however, a hit will "connect" as hardly as it should only do in live combat. That is a mistake, obviously, and seems to be more likely for a low-skilled fighter.

Thus if you give your guys very powerful weapons for training, a hard hit is likely to be dangerous even if their armor is as good as their weapons, and more so if their armor is weaker. That is precisely the reason for why sparring injuries using clownite weapons are anything but random, they are to be expected.

There really should be no discussion about this. If you want to let your guys use clownite weapons for training, then by all means do, but you're only asking for sparring-related injuries and deaths.

I know I shouldn't let them do that, but there's no END of trouble getting them to relinquish low-quality junk.
And I'm LONG past caring about casualties. I think I'm just gonna leave them on duty all the time from now on, for the sake of security.
Constant vigilance!
Except when you're sleeping.
Or drinking.
Or getting provisions.
Or walking between them.
Or on break wandering around the chasm.
Title: Re: The Little Questions Thread
Post by: SethCreiyd on January 30, 2010, 12:16:04 am
I have stolen all of the goods from the past five elven caravans, but they keep on coming in peace, and they never ask me to stop deforesting the area even though I have nearly cleared the entire map.  I want these elves to attack!  What am I doing wrong?
Title: Re: The Little Questions Thread
Post by: Hannibal Barcalounger on January 30, 2010, 12:19:11 am
Is there any way to enlarge farms, short of demolishing and re-designating?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 01:19:10 am
Seth, build a bridge over a large 10-z chasm (designate c(h)annels to make a chasm) and set it on repeat. Let a few elves fall in and die, but let some escape to tell the tale.

Skorpion, how about this: Have a few guys train for a massive time, silver weapons only. Have a bunch of squads have constant vigilance like you said. When the trainers become champions, switch them out to constant vigilance and switch a squad in for training.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 30, 2010, 09:23:57 am
Edit: By happenstance, I found Footkerchief quoting a place where Toady said that the quality-based skill modifications are, in fact, still applicable. Bottom of this post. (http://www.bay12games.com/forum/index.php?topic=37546.msg609899#msg609899) So, the question is still open (not answered, as such, since damage-over-time with no-quality and MW-quality from sparring isn't clear, but rather open).

I don't think I get it. What exactly is the controversy, after you've established that weapon quality increases effective skill levels, for some applications (keeping in mind that the risk of sparring injuries seems inversely proportional to weapon skill)?
Title: Re: The Little Questions Thread
Post by: Phantasma on January 30, 2010, 12:47:01 pm
Do strange mood dwarfs always become legendary upon creating an artifact? I've had 3 artifacts createn now but only 1 dwarf has become legendary.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 30, 2010, 12:52:45 pm
I don't think I get it. What exactly is the controversy, after you've established that weapon quality increases effective skill levels, for some applications (keeping in mind that the risk of sparring injuries seems inversely proportional to weapon skill)?
The risk of sparring injuries is inversely proportional to weapon skill, and thus also weapon quality, but the intensity of sparring injuries (damage) is directly proportional to weapon quality. So, the question is whether bigger, less frequent hits (due to high-quality weapons) is safer than smaller, more frequent hits (due to low-quality weapons).

So I'm just wondering whether or not the skl*5+5 modifier more than halves the number of real hits. If it less than halves that number, the doubled damage from a MW weapon over a no-quality weapon would make it less safe (since damage total would be *2/x, where x<2; total damage increases). If it exactly halves the number of real hits, it's really no safer (where damage is *2/2), whereas if the chance of real hits is reduced by more than half it would be safer (*2/x, where x>2; total damage decreases).

I'm not really sure how to explain it better than that  :-\ Part of the problem is that I'm not sure how to put it into mathematical formulas to show it more clearly, which makes describing math stuff hard. Basically, though, number of real hits isn't the only thing you have to worry about in sparring, which is why MW adamantine weapons are still comically unsafe.

Do strange mood dwarfs always become legendary upon creating an artifact? I've had 3 artifacts createn now but only 1 dwarf has become legendary.
There are several forms of mood, each of which gives different messages when it begins and when you scroll over the workshop. You, it would seem, have gotten the message "Urist McMoodydwarf has been possessed!" in big purple letters twice, which means that your dwarf has entered the type of mood known as Possession. Possessions do not give skill boosts, while every other type of mood does.

So... No, strange mood dwarves become legendary only if their mood is not a possession.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 30, 2010, 01:00:43 pm
So, the question is whether bigger, less frequent hits (due to high-quality weapons) is safer than smaller, more frequent hits (due to low-quality weapons).

That's more or less what I was thinking. Perhaps I wasn't fully awake when I didn't fully get your previous post.

We'd need to know what sort of damage resistance an exceptional or masterwork suit of steel armor provides. It might be enough to fully deflect hits of silver weapons regardless of their quality. I figure that info might be found in that thread about attack rolls you've linked to; I'll get around to reading it thoroughly later on.
Title: Re: The Little Questions Thread
Post by: Phantasma on January 30, 2010, 01:00:54 pm
Ah yes I remember they were both possessed. Just bad luck I guess. Thanks for the answer.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 30, 2010, 01:30:11 pm
We'd need to know what sort of damage resistance an exceptional or masterwork suit of steel armor provides. It might be enough to fully deflect hits of silver weapons regardless of their quality. I figure that info might be found in that thread about attack rolls you've linked to; I'll get around to reading it thoroughly later on.
Well, damblock for armors is in the raws... If I'm reading everything in the raws and on the wiki's Armor Tokens page, it looks like a full set of layered MW steel chain and plate with greaves, gauntlets, a shield, high boots, cap, and helm would give effective damblock 31.92 on the torso, 39.9 on the upper legs, 53.2 on the upper shield arm, 37.24 on the upper weapon arm, 42.56 on the head, 15.96 on the lower weapon arm and hand, 31.92 on the lower shield arm and hand, and 34.58 on the feet and lower legs. Hmm... Seems odd that the protection on the torso is so low, but that's largely because the torso armor protects everything around it for more stacking while nothing else stacks to the torso.

Now, the actual damblock taken into the attack formula is a random number between 0 and the effective damblock, but if I'm reading the formula right, a MW silver warhammer has a damage rating of 12, so to have an even chance of damaging a flawlessly-steeled sparring partner a dwarf would have to have 4 strength, and that would only be a hit on the weapon arm and wouldn't be very severe. It would take an Ultra-Mighty+25 to give an even chance at a headwound, so unless you're sparring with Morul you're not having much of a problem.

But yeah, if I'm reading my numbers right, with the best armor your champions are essentially immune to damage from anything short of a steel weapon or a big size difference. Good to know.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 30, 2010, 01:42:56 pm
Thanks for that analysis, mate. That pretty much settles it: MW silver weapons for sparring it is, then.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 30, 2010, 01:57:29 pm
Thanks for that analysis, mate. That pretty much settles it: MW silver weapons for sparring it is, then.
That doesn't... Wait. Riiiiight, negligible damage either way means that MW weapons are in fact better, especially since they're better if you have to go into battle unexpectedly. Though MW copper, bronze, or even iron weapons might be even be better, since they also have great difficulty hurting the steel-clad soldier and are even better if you don't switch out for real battle. Layered steel armor is just ridiculously powerful, and that's a major determinator for what's safe to spar with.
Title: Re: The Little Questions Thread
Post by: Slipstream on January 30, 2010, 02:10:21 pm
Hi guys, I've been playing DF for a while now and I've been searching around for an answer to this question:

Why can't I seem to start multiple fortresses in the same world?  I can swear I've done it before but the option of only "continue playing" is available.

Am I missing something completely obvious?
Title: Re: The Little Questions Thread
Post by: smjjames on January 30, 2010, 02:11:32 pm
Just make a copy of the region file you are using and paste it into the save folder. That easy.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 30, 2010, 02:25:01 pm
MW weapons are in fact better

Yes, I've based that conclusion on both their negligible damage and the fact that they increase the effective weapon skill of their users, supposedly leading to fewer sparring accidents.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 30, 2010, 05:49:15 pm
Seth, build a bridge over a large 10-z chasm (designate c(h)annels to make a chasm) and set it on repeat. Let a few elves fall in and die, but let some escape to tell the tale.

Skorpion, how about this: Have a few guys train for a massive time, silver weapons only. Have a bunch of squads have constant vigilance like you said. When the trainers become champions, switch them out to constant vigilance and switch a squad in for training.

That's what I'm doing. Assigning armour and weapons to migrants, and then stuffing them in the champion squads when they hit legendary in something.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 06:06:59 pm
Yaaaay
Title: Re: The Little Questions Thread
Post by: Mr.Lee on January 30, 2010, 06:10:25 pm
Is there a way to make a new weapon and domestic creatures.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 30, 2010, 06:12:41 pm
Yeah, just slot them into the raws.

DON'T LEAVE DUPLICATE ENTRIES. That will cause the world to go crazy. Alligators living in houses. Embarking as purring maggots that bleed plump helmets and molten iron.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 06:17:36 pm
Does anyone know why exactly duplicate entries cause this, or does it just do that?
Title: Re: The Little Questions Thread
Post by: Mr.Lee on January 30, 2010, 06:20:31 pm
Because i need some slaves.
Title: Re: The Little Questions Thread
Post by: Mr.Lee on January 30, 2010, 06:22:49 pm
Yeah, just slot them into the raws.

DON'T LEAVE DUPLICATE ENTRIES. That will cause the world to go crazy. Alligators living in houses. Embarking as purring maggots that bleed plump helmets and molten iron.
I had Lizard Men and Snakes as my trade alli.
Title: Re: The Little Questions Thread
Post by: Mr.Lee on January 30, 2010, 06:41:11 pm
But how do you make new weapons.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 06:55:29 pm
Look here (http://dwarffortresswiki.net/index.php/Weapon_Tokens), and look at your existing weapons in the raws to see what you need to do.
Title: Re: The Little Questions Thread
Post by: Mr.Lee on January 30, 2010, 07:19:58 pm
Look here (http://dwarffortresswiki.net/index.php/Weapon_Tokens), and look at your existing weapons in the raws to see what you need to do.
TY but is there a way to make new skills
Title: Re: The Little Questions Thread
Post by: Jack_Bread on January 30, 2010, 07:38:14 pm
Nope.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 30, 2010, 07:57:54 pm
TWO QUESTIONS courtesy of the always curious gopher dude.


I started out in year 22 of the age of myth; will I be expected to encounter more fun?

I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 30, 2010, 08:36:07 pm
TWO QUESTIONS courtesy of the always curious gopher dude.


I started out in year 22 of the age of myth; will I be expected to encounter more fun?

I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?

Turtles and cave lobsters, IIRC.
Title: Re: The Little Questions Thread
Post by: SethCreiyd on January 30, 2010, 08:40:25 pm
The Age of Myth means many more megabeasts and far less civilization.  It may or may not mean fun for you.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 30, 2010, 09:16:00 pm
TWO QUESTIONS courtesy of the always curious gopher dude.


I started out in year 22 of the age of myth; will I be expected to encounter more fun?

I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?

Turtles and cave lobsters, IIRC.
thats it? >=C

Mussels and clams don't give shells?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 09:26:06 pm
Well, if you think about it, it's incredibly unreasonable to make anything interesting out of a tiny clamshell, as opposed to a massive turtle shell.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 30, 2010, 09:46:00 pm
TWO QUESTIONS courtesy of the always curious gopher dude.


I started out in year 22 of the age of myth; will I be expected to encounter more fun?

I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?

Turtles and cave lobsters, IIRC.
thats it? >=C

Mussels and clams don't give shells?

Only ones I've ever seen.
http://dwarffortresswiki.net/index.php/Shell
The wiki concurs.

Just import some turtles/lobsters.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 09:49:53 pm
Or mod in a reaction to produce thousands of shells from 1 diorite.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 30, 2010, 10:35:43 pm
But that's cheating and not even remotely challenging.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 30, 2010, 10:39:30 pm
True.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 30, 2010, 11:23:52 pm
Okay so MORE QUESTIONS! =D

One: I've noticed that a map can run out of animals to hunt; if I kill everything on a map (discluding fish, vermin, ecetera) will they never come back?

Two: I'm eyeing over these naked mole dogs and I want to tame them, but first I have to catch them; Whats the best way for them to get into my cage traps?
Title: Re: The Little Questions Thread
Post by: silhouette on January 30, 2010, 11:30:45 pm
lure them.
and no they dont come back
Title: Re: The Little Questions Thread
Post by: gopher dude on January 30, 2010, 11:41:48 pm
How do I lure them exactly.


Also shit. >=C

*edit*

Well dicks in a hamper, all of the naked mole dogs DIED somehow and the population is left at a pathetic two males.

ALL MY DREAMS OF A NAKED MOLE DOG FARM RUINED.

Title: Re: The Little Questions Thread
Post by: NecroRebel on January 30, 2010, 11:59:45 pm
Lure them with kittens! Everybody loves kittens! They're tasty and sweet!

No, really, to lure carnivorous or aggressive creatures into cage traps, you actually do use small, tame animals that are chained beyond the trap line. For less-aggressive creatures, it's better to use 2-4 soldiers in a rough U-shape to scare the animals in a specific direction into the cage traps, but NMDs are aggressive.

The reason why the NMDs died is probably old age; many chasm creatures die early on in a fort due to their short lifespans. NMDs sometimes will start breeding beforehand, but not always.



Also, apparently after 50 years or so wildlife populations do return. At least, that's what Martin believes happened in... I want to say Lashedwines, the residence of Morul, the Most Interesting Dwarf in the World. He hunted out all wildlife as part of his quest to get Morul to be a legendary Ambusher, but eventually more wildlife started coming in from the map edges, many decades later. This information is, of course, almost completely useless, since few forts last more than 20 years before boredom sets in, but there it is anyway.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 31, 2010, 12:40:08 am
Naked moledogs don't live very long.

Also, wildlife never respawns. However, it does migrate from off-map. Once you kill off all the local populations, it'll draw from further and further around, most likely.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 31, 2010, 01:37:00 am
Sooooo, best advice if I want to tame some cool animals?
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 31, 2010, 01:41:45 am
Make a spiral labyrinth with a kitten restrained in the center, line it with cage traps, wait.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 31, 2010, 01:42:39 am
Sooooo, best advice if I want to tame some cool animals?

Depends on behaviour. If they flee from dwarves, chase them into cage traps. If they pursue, lure them.
Title: Re: The Little Questions Thread
Post by: smjjames on January 31, 2010, 02:32:54 am
Naked moledogs don't live very long.

Also, wildlife never respawns. However, it does migrate from off-map. Once you kill off all the local populations, it'll draw from further and further around, most likely.

Yea, Naked Mole dogs only live, what, 2 or three years? And thats counting the one year child stage. In fact, I've had naked mole dogs start dying off during the very first year. Why the heck they have such a short lifespan, I have no idea.
Title: Re: The Little Questions Thread
Post by: gopher dude on January 31, 2010, 03:07:04 am
I think naked mole dogs should have a higher reproduction rate and a shorter puppy time.

I mean if they're only gonna live for 3 years whats the point?

They died before I could get to them and they didn't have any kids.




ACTUAL QUESTION:

What does df get updated?

Is a new version coming out any time soon?

Where can I find out?
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 31, 2010, 03:22:34 am
I think naked mole dogs should have a higher reproduction rate and a shorter puppy time.

I mean if they're only gonna live for 3 years whats the point?

They died before I could get to them and they didn't have any kids.
Well then, mod them. Their raw entry is in creature_subterranean. Increase their [MAX_AGE:2:3] to more like 6:9 to triple their lifespan, turn [CHILD:1] to 0 (I'm not sure if that actually works, but it might), and give them the [liTTERSIZE:something:something else] tag. They'll live longer, mature faster (instantly, if [CHILD:0] works) and have more babies per litter.





Quote
ACTUAL QUESTION:

What does df get updated?
Sometime. It depends on how long it takes Toady One to finish up the new update. You can find what he still thinks he has left to do here, (http://www.bay12games.com/forum/index.php?topic=30026.0) and what he has done recently here. (http://www.bay12games.com/dwarves/dev_now.html) The latter updates more often, but isn't always very informative.

Quote
Is a new version coming out any time soon?
Probably, for certain values of "soon." It's generally expected by the end of March at the latest, but may be out in February. It might (not very likely, but possibly) be out 2 seconds from now!

Quote
Where can I find out?
The first thread I linked above has running commentary by people in the know. Footkerchief in particular is the one to watch; he seems to know what's going on the best of anyone.
Title: Re: The Little Questions Thread
Post by: Slipstream on January 31, 2010, 02:17:15 pm
Hi guys, I've been playing DF for a while now and I've been searching around for an answer to this question:

Why can't I seem to start multiple fortresses in the same world?  I can swear I've done it before but the option of only "continue playing" is available.

Am I missing something completely obvious?

What I mean is if I have 1 active fortress in a world I generated, can I not start another active fortress in that same world without abandoning the first?
Title: Re: The Little Questions Thread
Post by: Skorpion on January 31, 2010, 02:29:05 pm
Hi guys, I've been playing DF for a while now and I've been searching around for an answer to this question:

Why can't I seem to start multiple fortresses in the same world?  I can swear I've done it before but the option of only "continue playing" is available.

Am I missing something completely obvious?

What I mean is if I have 1 active fortress in a world I generated, can I not start another active fortress in that same world without abandoning the first?

Yes. One at once.

ACTUAL QUESTION:

What does df get updated?

Is a new version coming out any time soon?

Where can I find out?

Everything at once. The next release is gonna be a paradigm shift.

Soonish. It's close, we can tell that much, but it'll be done when it's done.

Here: http://www.bay12games.com/dwarves/dev_now.html
Development blog.
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 02:35:50 pm
How does one check the framerate the game is running at?
As far as I know there is no console for DF...
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 31, 2010, 02:41:26 pm
Is the next release going to have blood/vomit as a fluid? Could we have cisterns of blood? COULD WE WATER OUR FIELDS WITH RIVERS OF LIFEBLOOD?!?!
Title: Re: The Little Questions Thread
Post by: SethCreiyd on January 31, 2010, 03:37:19 pm
Dumping elves in lakes of vomit would be pretty fun.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 31, 2010, 03:37:30 pm
How does one check the framerate the game is running at?
As far as I know there is no console for DF...

Poke through the init file. You can change the settings to show it at all times.
Title: Re: The Little Questions Thread
Post by: Slipstream on January 31, 2010, 03:40:09 pm
Thanks for all your help!  ;D
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 04:29:00 pm
Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....
Title: Re: The Little Questions Thread
Post by: assimilateur on January 31, 2010, 04:33:00 pm
Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....

Welcome to Dwarf Fortress.
Title: Re: The Little Questions Thread
Post by: jayseesee on January 31, 2010, 04:35:02 pm
Or, do as me.  Change pop cap to 20, and FPS cap to 1000.  I run about 250 fps with my friendly 26 dwarves + whatever else at the screen, dropping to 125-175 in case of sieges.  Requires: lots of drowning/cave in traps for defense. :-P
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 04:35:26 pm
Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....

Welcome to Dwarf Fortress.
More like welcome to my shitty netbook of a laptop...
Title: Re: The Little Questions Thread
Post by: Skorpion on January 31, 2010, 04:42:15 pm
Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....

DF really requires a high-end PC with a fast processor.

I'm managing about 8FPS currently, but with a lot of dwarves and stuff.
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 04:48:40 pm
I've got about 30 dwarves, a river near my fortress, and plenty of mining going on...

On a 1.6 intel ATOM processor clocked at like 1.2ghz....

I need a new laptop. :-\
Title: Re: The Little Questions Thread
Post by: assimilateur on January 31, 2010, 04:55:28 pm
DF really requires a high-end PC with a fast processor.

What DF requires is a rewrite, as even on high-end PCs it doesn't necessarily run smoothly. I don't really want to start a long-winded discussion on this topic, I'm just giving you my two cents, namely that having a top-notch rig is not a surefire way of running this game at high framerates; I can't stress this enough, as I want to spare people the disappointment of upgrading their rigs and still having this game run like shit.
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 04:58:43 pm
DF really requires a high-end PC with a fast processor.

What DF requires is a rewrite, as even on high-end PCs it doesn't necessarily run smoothly. I don't really want to start a long-winded discussion on this topic, I'm just giving you my two cents, namely that having a top-notch rig is not a surefire way of running this game at high framerates; I can't stress this enough, as I want to spare people the disappointment of upgrading their rigs and still having this game run like shit.
That's what I've began to think. Judging by how many people complain about low FPS when they have a decent system running.
What baffled me is when I found out this game was still in ALPHA...
It seems pretty complete to me, then again I'm just an idiotic teenager playing a complicated game.
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 31, 2010, 05:18:39 pm
Beta will be the game of the next century.
When Dwarf Fortress leaves beta and becomes a full-fledged game, it will require hundreds of supercomputers to run and will perfectly simulate radioactive decay. This is how hardcore Toady is.
Title: Re: The Little Questions Thread
Post by: Hortun on January 31, 2010, 05:21:16 pm
Beta will be the game of the next century.
When Dwarf Fortress leaves beta and becomes a full-fledged game, it will require hundreds of supercomputers to run and will perfectly simulate radioactive decay. This is how hardcore Toady is.
Dwarf Fortress isn't in beta yet. It's still an alpha. :P
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 05:28:36 pm
We'll get IBM to partner to build a supercomputer and a team of coders together to get the game done fully :U
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 31, 2010, 05:32:28 pm
Dwarf Fortress isn't in beta yet. It's still an alpha. :P
Yeah. When it becomes beta, it will be the game of the next century, see?

Also no team of coders can surpass Toady. If he needs more manpower he'll simply duplicate himself through sheer force of will.
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 05:47:31 pm
Wait a second...
We need Toady to code a clone of himself into a computer...
Then instruct that clone to create other clones....
Then we can have an infinite number of Toady's to work on DF!!!

This game will be done in no time...

What language is the game coded in anyways?
Title: Re: The Little Questions Thread
Post by: jayseesee on January 31, 2010, 05:48:45 pm
English.

/duck
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 05:58:37 pm
English.

/duck

I meant programming language....

/facepalm
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on January 31, 2010, 07:02:22 pm
Searching for "encrust spike" gets me a bunch of "Your best artifact ever" threads so...

How do I encrust a menacing spike with gems? It's for one of my three special execution chambers, it needs to be practical (it's steel) but flashy. The only options the jeweler's workshop gives me are "Encrust furniture", "Encrust ammo" and "Encrust finished goods".

I haven't yet tried locking my legendary gem setter in a room with the workshop and the spike, but... it's not furniture, nor is it ammo, nor is it a finished good.

I r confus.
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on January 31, 2010, 07:15:34 pm
I got one.

Caged dragon. it was gonna be tamed into a WAR DRAGON OF ULTIMATE DOOM! MWAAHAHAHAHAA!
*ahem* but then we ran into a problem, wherin it killed a cow.

I know if it kills a dwarf it will become an enemy or whatever, and will never be tamable. ever. And I know that if it hasn't killed a dwarf, this is gonna be the most awesome fort ever.

So the question is: Does the cow count? can I still tame it, or will I need to do something else... like magma...
Title: Re: The Little Questions Thread
Post by: Cheddarius on January 31, 2010, 07:22:16 pm
If it's untameable, you can always build a long extension from your fortress with a 3x4 room at the end (walled off), then make a bridge in the middle, then make an extension above that and dump the dragon in so that you can retract the bridge and drop fiery death upon your enemies...
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on January 31, 2010, 07:26:05 pm
I got one. Caged dragon.

I always thought that this (http://dwarffortresswiki.net/index.php/Trap_design#Dragonfire_Pillbox) was sort of an offhand "what if", aimed at mocking the sheer ridiculousness of the idea of catching a dragon (especially given the note saying "this has not been tested yet"), but you seem to have done it, and this idea is pretty elegant.

Code: [Select]
╔═╗ <- walls
║D║ <- dragon (build the cage, link to a lever and release when ready)
╬╬╬ <- fortifications
XXX <- floodgates (linked to lever)
___ <- channel

Something like this I imagine. Why tame when you can handle invaders and immigrants with the same beast?
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on January 31, 2010, 07:32:38 pm
I was hoping for something a bit more... mobile. As it is, I think I'll give it a shot. if it tries to kill someone, a new row of cage traps shall recapture him, enabling me to chuck him into my arena-pit for goblin prisoners... muhuhahaha.
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on January 31, 2010, 07:35:44 pm
Well, you can always build more than one of these things and shuttle the dragon between them as necessary. Or capture more dragons ;D
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on January 31, 2010, 07:38:53 pm
This "Capture more dragons" idea intrigues me... and then my dragons shall all fight, and the winner will get... I don't know. something really cool, though.
Title: Re: The Little Questions Thread
Post by: happydog23 on January 31, 2010, 07:41:26 pm
I got one.

Caged dragon. it was gonna be tamed into a WAR DRAGON OF ULTIMATE DOOM! MWAAHAHAHAHAA!
*ahem* but then we ran into a problem, wherin it killed a cow.

I know if it kills a dwarf it will become an enemy or whatever, and will never be tamable. ever. And I know that if it hasn't killed a dwarf, this is gonna be the most awesome fort ever.

So the question is: Does the cow count? can I still tame it, or will I need to do something else... like magma...


I forget where... it might be the facepalm thread....   But there was someone who caged a dragon.  And tamed it.  And used it to defend the fortress. 

And yes, they'll use the breath weapon.  And yes, the breath weapon is capable of friendly fire...(pun obviously not intentional). 

So be careful if you do tame it.   They will go after anything, and things will burn.
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on January 31, 2010, 07:45:07 pm
Heh. Yeah, unlike NetHack, tame dragons in Dwarf Fortress DO breathe fire. Although the fact that it's technically tame apparently doesn't do you much good after it roasts its first friendly. Also don't forget to roof the pillbox, unless I'm very much mistaken dragons fly...

Also, update on my quest to make a blingin' spike o' doom: did the solitary confinement trick, and it still doesn't work. Yet the "Unfortunate accident" article on the wiki clearly suggests a "nice masterwork steel spike encrusted with rubies". :-\
Title: Re: The Little Questions Thread
Post by: assimilateur on January 31, 2010, 07:54:54 pm
wiki clearly suggests a "nice masterwork steel spike encrusted with rubies".

Seems like whoever wrote that has been talking out of their ass. That sort of thing happens both here and on the wiki, so caveat emptor.

And I'm sorry to say, but apparently you aren't immune to this "talking out of one's ass" phenomenon either:

Or capture more dragons

Most of the time, you're lucky to see one dragon in a fort's lifetime. That sort of suggestion is unhelpful and unrealistic in that there apparently is little you can do to make more dragons show up.
Title: Re: The Little Questions Thread
Post by: kelumhi on January 31, 2010, 07:59:33 pm
Is there any way to fill buckets with water

is there any way to get my dwarfs to manually move water from A to B?
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on January 31, 2010, 08:02:20 pm
Is there any way to fill buckets with water

is there any way to get my dwarfs to manually move water from A to B?

channel out the area you want filled, then use a pit/pond zone over the lip of it. (i + p) designate it as pond, and your dwarves will automatically fill it.
Or you could use a floodgate on your river to greatly reduce the chances of flooding your fort... emphasis on greatly reduce.
Title: Re: The Little Questions Thread
Post by: assimilateur on January 31, 2010, 08:05:52 pm
Is there any way to fill buckets with water

is there any way to get my dwarfs to manually move water from A to B?

ad.1. Buckets will get filled as needed, i.e. when you have a bedridden dwarf who's thirsty, someone will pick up a bucket, fill it with water and give it to the patient. I know of no way to store water in buckets beforehand.

ad.2. Designate a water source zone at point A (though I don't think that's a guarantee that they will use that water source, they might take water from wherever they please) and designate a pond zone over (as in, literally 1 level above) point B.
Title: Re: The Little Questions Thread
Post by: Steev on January 31, 2010, 08:33:03 pm
I've just had a dwarf taken by a secretive mood, they want turtle shells, wood, and metal bars, but the problem isn't that I don't have turtles, it's just that nobody is eating them, I've forbidden every other food except for the turtles but I'm not sure how long it will take until someone gets hungry, is there anyway to force them to eat?

How long do moods last before they go berserk?

And I also don't have any metal bars, when I try to melt some they just disappear, I've smelted down both a copper and bronze pick in hopes of getting any bars, but there's no job to haul any metal bars to the Bar/Block stockpile, and when checking the building with (t) it only shows

obsidian (B)

The guy is gonna be my smith but he has no prior experience, but it's my second Autumn so I guess I could hold out until the Caravan arrives.
Title: Re: The Little Questions Thread
Post by: silhouette on January 31, 2010, 08:49:56 pm
no you cant, or you could make a new food stockpile inside a room and station a dwarf there...

e.g.


Code: [Select]
########
#......#
#......#
#......#
#......#
#......#
###DD###

. = stockpile
d= door
# = wall

Make the stockpile food and only accept turtles, and make your main stockpile not allow turtles.
then actiave a dwarf and station it in the room, then unactivate it, once it gets hungry it should eat a turtle and taadaa...

Title: Re: The Little Questions Thread
Post by: happydog23 on January 31, 2010, 08:54:08 pm
Is there any way to fill buckets with water

is there any way to get my dwarfs to manually move water from A to B?

channel out the area you want filled, then use a pit/pond zone over the lip of it. (i + p) designate it as pond, and your dwarves will automatically fill it.
Or you could use a floodgate on your river to greatly reduce the chances of flooding your fort... emphasis on greatly reduce.

Notice that the emphasis is not on eliminate, but reduce.  :-) 
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 09:09:15 pm
I've just had a dwarf taken by a secretive mood, they want turtle shells, wood, and metal bars, but the problem isn't that I don't have turtles, it's just that nobody is eating them, I've forbidden every other food except for the turtles but I'm not sure how long it will take until someone gets hungry, is there anyway to force them to eat?

How long do moods last before they go berserk?

And I also don't have any metal bars, when I try to melt some they just disappear, I've smelted down both a copper and bronze pick in hopes of getting any bars, but there's no job to haul any metal bars to the Bar/Block stockpile, and when checking the building with (t) it only shows

obsidian (B)

The guy is gonna be my smith but he has no prior experience, but it's my second Autumn so I guess I could hold out until the Caravan arrives.
++[Enter]

Vertical bars. They require metal materials, so when you choose to build one it asks to know what material you want to use. So it lists all metal materials you have.
Title: Re: The Little Questions Thread
Post by: Skorpion on January 31, 2010, 09:10:09 pm
Searching for "encrust spike" gets me a bunch of "Your best artifact ever" threads so...

How do I encrust a menacing spike with gems? It's for one of my three special execution chambers, it needs to be practical (it's steel) but flashy. The only options the jeweler's workshop gives me are "Encrust furniture", "Encrust ammo" and "Encrust finished goods".

I haven't yet tried locking my legendary gem setter in a room with the workshop and the spike, but... it's not furniture, nor is it ammo, nor is it a finished good.

I r confus.

You can't. The wiki article in question is rated D for Dwarf, and should not be taken literally. Menacing spikes are weapons/trap components and not furniture.
Also, decorations are random, essentially. You might get spikes, or bands, or rings, or an image.
You can, however, stud it with metal.
Title: Re: The Little Questions Thread
Post by: NecroRebel on January 31, 2010, 09:22:23 pm
I've just had a dwarf taken by a secretive mood, they want turtle shells, wood, and metal bars, but the problem isn't that I don't have turtles, it's just that nobody is eating them, I've forbidden every other food except for the turtles but I'm not sure how long it will take until someone gets hungry, is there anyway to force them to eat?

How long do moods last before they go berserk?
They don't necessarily go berserk; they'll go berserk, melancholy (which makes them simply move incredibly slowly and suicidal), or run around babbling (which makes them run around, throwing their clothes around until they're naked, then they continue to run around until they die of starvation/thirst/whatever). It usually takes about a month of idleness to make a mood fail and the dwarf go crazy.

A
Quote
nd I also don't have any metal bars, when I try to melt some they just disappear, I've smelted down both a copper and bronze pick in hopes of getting any bars, but there's no job to haul any metal bars to the Bar/Block stockpile, and when checking the building with (t) it only shows
This behavior is due to how melting a metal object works. When you melt a metal object, it stores 1/10th of the item's material size in that smelter (which varies from item to item). When a full bar of a metal is producted, it shows up, but before that it is hidden.

So, the smelter in which you melted those two picks has 40% of a copper bar and 40% of a bronze bar stored in it. Melt 2 more picks of the appropriate metals at that smelter and you'll get a full bar. Note that I specify "at that smelter;" the stored material is not shared across different buildings, and is lost if you deconstruct the smelter. Incidentally, the wiki's article on melting gives a list of how much of a bar each item gives back when melted.
Title: Re: The Little Questions Thread
Post by: Garth on January 31, 2010, 09:38:23 pm
Ok here's what's happened.
1. build granite wall
2. wall blocks placement for other granite wall
3. destroy first wall
4. build second
5. first cannot be re-built because of the leftover granite sitting there...

Whenever I designate this granite rock to be dumped, my dwarves step on top off it, then back off like it's forbidden, but it isn't...

What is the problem here?
Title: Re: The Little Questions Thread
Post by: kelumhi on January 31, 2010, 11:29:23 pm
thanks Urist McOverlord, assimilateur, and happydog23 for your quick replys
Title: Re: The Little Questions Thread
Post by: assimilateur on January 31, 2010, 11:35:51 pm
Ok here's what's happened.
1. build granite wall
2. wall blocks placement for other granite wall
3. destroy first wall
4. build second
5. first cannot be re-built because of the leftover granite sitting there...

Whenever I designate this granite rock to be dumped, my dwarves step on top off it, then back off like it's forbidden, but it isn't...

What is the problem here?


From the sound of it, that rock might already be tasked by someone who's not currently on the job or something. It might also be some random bug, because it sure as hell looks like that whenever I have a similar problem. What I'd do is just cancel that wall, leave the rock designated for dumping, and wait. According to my experience, it will get moved eventually.
Title: Re: The Little Questions Thread
Post by: sproingie on February 01, 2010, 12:23:02 am
(another mispost, ignore this post)
Title: Re: The Little Questions Thread
Post by: Skorpion on February 01, 2010, 12:26:29 am
Ok here's what's happened.
1. build granite wall
2. wall blocks placement for other granite wall
3. destroy first wall
4. build second
5. first cannot be re-built because of the leftover granite sitting there...

Whenever I designate this granite rock to be dumped, my dwarves step on top off it, then back off like it's forbidden, but it isn't...

What is the problem here?

Rock is tasked. Remove the dump designation, and it'll get used.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 01, 2010, 12:54:14 am
Regarding shells, something I do when I want them NOW is to get them off a stockpile and forbid them (preferably outside, though I'm not sure if it makes any difference). They rot to bones and shell in short order. I'm pretty sure that I did get this to work in a fortress with no fishing set up beforehand. That was with raw turtles; I don't know if they rot more quickly than the prepared ones.

Edit: apparently not. I just left some raw and prepared turtle outside and they both took 34 days to produce shells.

Edit again, just for the hell of it: Same indoors, 34 days for both.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 01, 2010, 01:31:02 am
Regarding shells, something I do when I want them NOW is to get them off a stockpile and forbid them (preferably outside, though I'm not sure if it makes any difference). They rot to bones and shell in short order. I'm pretty sure that I did get this to work in a fortress with no fishing set up beforehand. That was with raw turtles; I don't know if they rot more quickly than the prepared ones.

Edit: apparently not. I just left some raw and prepared turtle outside and they both took 34 days to produce shells.

I know my personal strategy is to embark with 10-15 shell bearing creatures, and then ensure that every caravan that comes departs without any shell bearing food. 

I keep stockpiles that are shells only, and don't make anything that uses shells... they are specifically for moods.  It's a little overkill, but I've never run out of shells since I started doing this.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 01, 2010, 01:48:03 am
Usually I do embark with all that stuff and hoard shells until I've got dozens, but I made a couple of test fortresses recently and forgot to turn off moods (also, accidents do happen). Since I was testing out Dwarf Companion I'm not sure why I didn't just get rid of the mood. Curiosity, maybe?
Title: Re: The Little Questions Thread
Post by: Heliman on February 01, 2010, 02:05:54 pm
How thick do my walls have to be to prevent vermin teleporting through it?
Title: Re: The Little Questions Thread
Post by: gopher dude on February 01, 2010, 03:15:40 pm
Howdy, howdy!

Another IMPORTANT question from this guy right here.


So I've tunneled my way to an underground pool I found and I set up some doors (for security purposes; keeping dwarfs and animals out of the pool when I don't want them) and I've set up a plethora of cage traps out in the hall. I have so far caught: two snakemen, and a frogman. Along with two goblins and a naked mole dog (one male, no hope for a breeding population
D: ).

MY QUESTIONS:
Will dwarfs still stop to admire my zoo, even though it is filled mostly with beastmen and two goblins?

Will more naked mole dogs migrate into my area? I really want to farm them.

I have a herd of camels outside, busy being camels. Can I tame them like regular animal? Or are camels considered "exotic"?

I have a few giant cave swallows flying around; they've torn up some of my dwarfs and one donkey actually. How can I catch a giant cave swallow?

I've noticed a few strange beastmen called cave swallowmen. I looked up their game data on the wiki and it says the have babies. Will my swallow beastmen have kids? Or are all beastmen bugged to not reproduce?
Title: Re: The Little Questions Thread
Post by: SethCreiyd on February 01, 2010, 04:52:42 pm
How long will it take for a dwarf to go insane if they are locked in a zoo filled with animals they hate?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 01, 2010, 04:56:29 pm
How thick do my walls have to be to prevent vermin teleporting through it?
The teleporting abilities of vermin cannot be stopped.  Not even a hundred tiles of adamantium can stop them from getting through,..
Title: Re: The Little Questions Thread
Post by: happydog23 on February 01, 2010, 06:02:34 pm
How thick do my walls have to be to prevent vermin teleporting through it?
The teleporting abilities of vermin cannot be stopped.  Not even a hundred tiles of adamantium can stop them from getting through,..

But if you're extremely patient Martin was able to completely exterminate them on his map in the process of training Morul to legendary in dwarf.
Title: Re: The Little Questions Thread
Post by: DFPongo on February 01, 2010, 06:21:46 pm
When you are forming your fortress party of 7 dwarves. Is it possible to defer purchases of items and use that money for skills? I cannot seem to see how, and it really doesn't make sense that you could, but I thought I read something on wiki that hinted at that.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 01, 2010, 06:32:54 pm
You can only spend so many points on embark skills anyway. Ten point allocations, enough to get ten skills to novice or two to proficient.

At most, this can cost 490 points at embark. (It takes 35 points to reach proficient in one skill, and it can be done twice for 70 per dwarf.)

To remove items to spend them on skills, you need to switch to the items portion of the 'prepare your embark carefully' screen, and hit '-' until the item disappears from the list.
Title: Re: The Little Questions Thread
Post by: Spong on February 01, 2010, 06:37:50 pm
I'm having trouble with storing some stuff. I've set up a custom stockpile for bones, skulls and shells so that turtle shells and other useful bits from my Fisher's Workshop can be stored, there's a few bits in the stockpile already but i can still see a lot of these items outside my fort. There's room on the stockpile so I don't know why my dorfs aren't going and fetching them in. Some of them with hauler tags on are just milling around, I even tried designating the same area as a garbage dump and dump tagging each of the bones/shells outside that I wanted them to bring in, and allow dwarfs outside is on, but they still won't go fetch. Any ideas?

edit: Ah, I figured it out, I hadn't set gather refuse from outside to 'on'.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 01, 2010, 06:59:17 pm
I'm having trouble with storing some stuff. I've set up a custom stockpile for bones, skulls and shells so that turtle shells and other useful bits from my Fisher's Workshop can be stored, there's a few bits in the stockpile already but i can still see a lot of these items outside my fort. There's room on the stockpile so I don't know why my dorfs aren't going and fetching them in. Some of them with hauler tags on are just milling around, I even tried designating the same area as a garbage dump and dump tagging each of the bones/shells outside that I wanted them to bring in, and allow dwarfs outside is on, but they still won't go fetch. Any ideas?
I know exactly what is wrong.

In the (o)rders screen, there is the (r)efuse submenu. In that submenu, there will be a place labeled "Dwarves ignore refuse from outside." Hit the associated key, which I don't remember what it is at the moment, and it will switch to "Dwarves gather refuse from outside." That will fix your problem.
Title: Re: The Little Questions Thread
Post by: Spong on February 01, 2010, 07:02:32 pm
Thanks :) - ninja'd that answer in there just as I figured it out myself :D
Title: Re: The Little Questions Thread
Post by: Steev on February 01, 2010, 07:03:25 pm
How do I get my military dwarfs to wear things like Steel Helms or Steel Boots?
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on February 01, 2010, 07:07:20 pm
THIS JUST IN: BRACE FOR TL;DR

Most of the time, you're lucky to see one dragon in a fort's lifetime. That sort of suggestion is unhelpful and unrealistic in that there apparently is little you can do to make more dragons show up.

Oooookay. Thanks for the clarification and all, but allow me to respectfully point out the big grinning smiley behind my suggestion of more dragons. Lighten up, plzkthx.

Also, if somehow you generate a world with a gratuitous megabeast population (don't ask me how you'd go about doing that, but this is DF, you know someone probably already has), chances are all of them will find you eventually as they can move and your fort can't. And unless I'm much mistaken, Nist Akath had more than one dragon (before the Captain started using Dwarf Companion even, I believe), but whatever, you can chalk that up to either the utility or to the place being a ruddy legend if you're disinclined to believe it.

You can't. The wiki article in question is rated D for Dwarf, and should not be taken literally.

Hmm. Well, thanks for clearing that up. You'd think the made-up bits would have fairly little overlap with bits describing actual gameplay mechanics though. Oh well, according to the decorations article you can decorate repeatedly as long as you use different materials so that'll have to do.

How do I get my military dwarfs to wear things like Steel Helms or Steel Boots?

First, forbid all your armor from the Z-stocks menu. Then, order them to wear cloth armor, watch them to make sure they take off everything and forbid each piece as it comes off. Then pause, order the squad to the desired armor level, unforbid exactly those pieces of armor you want (it might help to do so with exactly enough for the entire squad, no more and no less) and unpause. They should head straight for the stockpiles and don the gear you want them to.

Or are all beastmen bugged to not reproduce?

If this is true, Toady needs to implement mecha. WHO THE HELL DO YOU THINK WE ARE? =D
Title: Re: The Little Questions Thread
Post by: assimilateur on February 01, 2010, 07:39:13 pm
Thanks for the clarification and all, but allow me to respectfully point out the big grinning smiley behind my suggestion of more dragons. Lighten up, plzkthx.

See, I didn't imply that you didn't know any better, just that you gave advice that wasn't fully thought-through and would be liable to misinform the reader who wasn't aware of you jesting. Your usage of a smiley face could have been an indication of your jocular intent, I'll give you that, but it's not entirely clear for the reader who's come to expect being inundated in meaningless smileys.

Also, if somehow you generate a world with a gratuitous megabeast population (don't ask me how you'd go about doing that, but this is DF, you know someone probably already has), chances are all of them will find you eventually as they can move and your fort can't.

The dragon population in my last world looks like it's several times higher than normal, if the caves with several (as opposed to just one) dragons are any indication, but I have yet to see one dragon in 11 or 12 years of playing my latest fort. I suppose I will see a dragon or two if I wait long enough (though I'm more likely to abandon in the next couple of years), all I'm saying is that increasing their population doesn't appear to be a reliable way of seeing more of them in fortress mode.

Or are all beastmen bugged to not reproduce?

I don't know if they're bugged per se, they might be working as designed. I know I've gotten some creatures (or at least one I remember off-hand, namely unicorns) to reproduce by just adding the appropriate child-related tags to them, so that might (or might not) work on monstrous humanoids.
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on February 01, 2010, 09:46:00 pm
Yeah. I wound up killing the dragon instead. damn thing just camped outside the metalsmithing area, rather than chasing after my oh-so-tasty dwarves on the other end of my cage traps. Ah well, now I just need a few more artifacts to come along and use up these dragon bones...
Title: Re: The Little Questions Thread
Post by: Garth on February 01, 2010, 10:16:16 pm
Ok, I decided to start my second fort, seeing as my first was very un-orderly and ill-planned.
So this time I took a more planned approach.

However, I think I chose a bad embark location. I'm on the edge of the mountains, an easy 3/4 of the map is flat land though with a river going through it.

I've already had a trading caravan and an elf caravan just arrived. Yet no migrants, which I desperately need...
Is it because I'm near the mountains that I'm getting no migrants? Or do I need to just give it more time?
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on February 01, 2010, 10:17:39 pm
You just need more time. Being near the mountains just means that you have to go down instead of in, but that's easy enough to do. I've done some really great forts on perfectly flat terrain before, it just means digging differently.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 01, 2010, 10:30:00 pm
I'm on the edge of the mountains, an easy 3/4 of the map is flat land though with a river going through it.

I've been playing on a map with 150z levels.  I like flat maps much more now than I used to because I've learned that I can get all the metals I want from the orcs, and its a huge pain in the rear to track and kill all the invaders on a map with 100z levels.  You can never see or find more than 1 or 2 of them at a time.  And it is guaranteed that your traders will die on top of the 100z mountain to ensure that your entire fortress takes off running to the top of the mountain to get the equipment. 

In the  next version when you can specify how much "air" and how much "ground" there is, I might never embark on an extremely hilly map again... The only reason I get mountain tiles at all now are for HFS and undergorund water.  Luckily on my current map I only have about 5 levels of "hill" and they are mostly located on one corner of the map.
Title: Re: The Little Questions Thread
Post by: Garth on February 01, 2010, 10:31:43 pm
I'm not digging down, the mountain begins with enough space to go back plenty and down plenty.
I'm fine...for now, migrants are the only thing that's lacking...
Title: Re: The Little Questions Thread
Post by: DFPongo on February 01, 2010, 10:41:10 pm
Thanks for the previos answer, reading here it seems I want to preserve the turtle shells and bones that are accumulating in my refuse pile. How do I do that? Can I get them in a bin? Or can I move my refuse in house so that they don't decompose?
Thanks
Title: Re: The Little Questions Thread
Post by: jayseesee on February 01, 2010, 10:48:07 pm
DFPongo: One stockpile for skulls/bones/shells that is subterranean, and then designate your "smelly" refuse pit to not take those items.
Title: Re: The Little Questions Thread
Post by: geoduck on February 02, 2010, 04:12:48 am
DFPongo: One stockpile for skulls/bones/shells that is subterranean, and then designate your "smelly" refuse pit to not take those items.

Although if you put the refuse pile in its own room with a door, the resulting miasma really doesn't spread around that much; an airlock arrangement cuts it down even further. I always do this anymore, since it's one less reason for dwarfs to go outside and get attacked. (Or one less thing for me to do, building a walled outdoor dumping pit..) Dwarfs will be exposed to the miasma when they dump stuff, but a waterfall and statue garden will keep everyone quite happy.
Title: Re: The Little Questions Thread
Post by: jayseesee on February 02, 2010, 06:04:34 am
Meh, I ramp down and then wall the ceiling, usually in my first year before the nasties!
Title: Re: The Little Questions Thread
Post by: Blailus on February 02, 2010, 11:58:09 am
I've procured a mod from somewhere, that allows you to set which (out of every type possible) type of stones are economic or not, and it has the horrible side effect of pausing+zooming everytime I hit anything that isn't an entire floor big.  As I'm getting tired of the "You've struck microcline!" and other such stone announcements, does anyone know of a way to fix this, while preserving the ability to set any type of stone as economic?  I don't mind if it never tells me what I've found.

Also, Post Count = 1.  Yey!
Title: Re: The Little Questions Thread
Post by: Skorpion on February 02, 2010, 01:30:47 pm
That's not the stone control mod's doing. Basic DF does that.
Title: Re: The Little Questions Thread
Post by: DFPongo on February 02, 2010, 01:55:13 pm
Can I build out ever z level?
 will noise travel down one level to bother dwarves that are sleeping 1 level bellow my workshops?Will it become unstable?
I set my dwarf max to 20, was generous to the traders, and in my second season of potential imigrants I got 13!.
Some craftsmen that I was missing so thats good. Lots of bed rooms needed though.
Title: Re: The Little Questions Thread
Post by: Quantum Toast on February 02, 2010, 02:11:25 pm
will noise travel down one level to bother dwarves that are sleeping 1 level bellow my workshops?
Yes. Noise goes as many z-levels vertically as it does tiles horizontally.
Title: Re: The Little Questions Thread
Post by: Spong on February 02, 2010, 02:19:48 pm
Semi-serious but tongue firmly in cheek question: Do Dorfs Fart?

I seem to be getting miasma appearing where there is no refuse of any kind and there are no miasma producing industries or workshops nearby. Seems very random, almost wonder if my stonecrafters are letting rip as they work.  ;D
Title: Re: The Little Questions Thread
Post by: assimilateur on February 02, 2010, 02:54:26 pm
It would be nice if they could, indeed, fart (as well as defecate and urinate, mind you), but currently something has to be rotting to produce miasma.

Do you have cats? They will kill vermin and show the remains to their owners. Those will then get dumped or hauled to a refuse pile (assuming you got one that accepts remains), but at times the dwarves might not do that quick enough before they stink up the fortress.

Also, I've been seeing underground olms die in my fortress, for reasons that could only have been cave spider-related.
Title: Re: The Little Questions Thread
Post by: Blailus on February 02, 2010, 02:57:16 pm
I've procured a mod from somewhere, that allows you to set which (out of every type possible) type of stones are economic or not, and it has the horrible side effect of pausing+zooming everytime I hit anything that isn't an entire floor big.  As I'm getting tired of the "You've struck microcline!" and other such stone announcements, does anyone know of a way to fix this, while preserving the ability to set any type of stone as economic?  I don't mind if it never tells me what I've found.

Also, Post Count = 1.  Yey!
That's not the stone control mod's doing. Basic DF does that.
So is there another mod that stops the zooming and pausing?  I don't mind the alerts themselves, but when you're doing mass exploratory digging I'd prefer it not to stop every 5 seconds.
Title: Re: The Little Questions Thread
Post by: DFPongo on February 02, 2010, 03:15:45 pm
I bought two cats from the elves, how do I let them out of the cages?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 02, 2010, 03:17:28 pm
I bought two cats from the elves, how do I let them out of the cages?

I think you have to build the cages, then select them via q and unassign the animals.
Title: Re: The Little Questions Thread
Post by: Spong on February 02, 2010, 04:27:43 pm
Yet more idiocy from me.

Ok so I've established a good way to create outdoor moats or reservoirs from rivers on the surface - my question now though is what is a good (read: safe) way of tapping into a river either through a wall/cliff as it runs past a hill/mountain or from underneath, or indeed from an underground river?

Another question:

If I have a series of large corridors directly on top of each other along the z-axis will they collapse? I mean should I leave a whole z-level between each corridor layer?

like so:
(side view)
===== top corridor
===== middle corridor
===== bottom corrior

ad infinitum

or is it preferable to do:

===== top corridor
#### un-mined layer
===== middle corridor
#### un-mined layer
===== bottom corridor
Title: Re: The Little Questions Thread
Post by: Liokaizer on February 02, 2010, 04:36:43 pm
Is there anyway in the current version to fill a channel so it is no longer open space?
Title: Re: The Little Questions Thread
Post by: DFPongo on February 02, 2010, 04:38:42 pm
Ahh. the cats came in cages so I "q" the cages and un-assign. Ill try when I get home.
And the devs want to know what the challenges are to learning the game.
LOL
Title: Re: The Little Questions Thread
Post by: Skorpion on February 02, 2010, 05:40:07 pm
By far the best way to remove a cat from a cage is to find it in the animals stocks menu, and press 'b' to tag it for slaughter.
It'll be pulled from the cage straight to the butcher's shop, then turned into useful resources rather than a miasma-causing FPS-hogging pest.
Title: Re: The Little Questions Thread
Post by: Garth on February 02, 2010, 06:05:30 pm
For some reason my Mason appears to be a complete dolt.
I have a huge granite stockpile right next to his workshop.
Yet he goes down 3 z levels and away a bit to my mining level to get some granite..

How to I keep him to go to the closer stockpile?
He's wasting to much time going farther away just for one rock...
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 02, 2010, 06:51:50 pm
Is it a quantum stockpile? If so, you'll need to claim it with d-b-c.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 02, 2010, 08:56:54 pm
will noise travel down one level to bother dwarves that are sleeping 1 level bellow my workshops?
Yes. Noise goes as many z-levels vertically as it does tiles horizontally.

I don't know for sure but the wiki article on noise (http://dwarffortresswiki.net/index.php/Noise) claims that Toady has confirmed that workshops do not currently make noise.  They don't like to where that is confirmed but take it with a grain of salt either way.
Title: Re: The Little Questions Thread
Post by: gopher dude on February 03, 2010, 12:14:45 am
So I red in the dwarf wiki that Elves will sometimes have caravans with exotic animals for sale.


Is this true?
Will any elf caravans have the potential to sell me interesting animals?

Or will I always have to just settle for buying boring animals?
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 03, 2010, 12:32:20 am
So I red in the dwarf wiki that Elves will sometimes have caravans with exotic animals for sale.


Is this true?
Yes, with the caveat that they will only ever have animals from the regions around their forest retreats. This can mean that they can occasionally bring, for example, wonderful unicorns... But it also might mean that they have nothing but common deer, foxes, and groundhogs.

Quote
Will any elf caravans have the potential to sell me interesting animals?

Or will I always have to just settle for buying boring animals?
Any elven caravan might bring exotic animals, but since elves do not send trade liaisons, you can't make it certain. Also, if the elves have to cross very cold or very hot terrain, all of the animals they bring can die en route, meaning it's impossible for you to get animals at all if that is the case. Further, since elves do not use wagons, they do not carry very much stuff, and load up on cloth first, so they don't bring animals at all if they like you.

In almost all cases, unless you mod elves to send liaisons, use wagons, or both, you're probably never going to get a breeding pair of any interesting animal. Besides that, for the most part dogs are the best combat animal, and cows and camels the best food and other product animals, so exotic beasts really aren't all that special.

For some reason my Mason appears to be a complete dolt.
I have a huge granite stockpile right next to his workshop.
Yet he goes down 3 z levels and away a bit to my mining level to get some granite..

How to I keep him to go to the closer stockpile?
He's wasting to much time going farther away just for one rock...
Dwarves are more or less idiots about this. See, dwarves consider z-distances to be as long as x/y distances. So, a stone 3 z-levels directly below the workshop and then 5 squares away is thought to be 8 squares away from the dwarf when it seeks materials, so the dwarf will go for it if there's nothing closer than 8 tiles away. This even happens if the dwarf has to walk thousands of squares to get to that "closest" stone.

The way to stop this is to make sure that the areas directly above and below the workshop are clear of stone or inaccessible altogether. This, of course, is not very useful in most cases. The thing to do, really, is to take advantage of this behavior. That is, put your input stockpile directly above or below your workshop and have a handy staircase near the workshop so your dwarf actually goes to the stockpile and uses the material you want it to. That, or seal your worker in a room with the material you want and workshop.

This will (hopefully) not be an issue once the new version comes out due to the introduction of "Burrows." Burrows will apparently limit the area where a dwarf will seek for materials, so you could presumably make a burrow such that the dwarf will only seek materials in your desired material stockpile. For now, though, there's really no good way of doing what you want, and this makes all of us sad pandas.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 03, 2010, 12:43:24 am
So I red in the dwarf wiki that Elves will sometimes have caravans with exotic animals for sale.

Is this true?
Will any elf caravans have the potential to sell me interesting animals?

Or will I always have to just settle for buying boring animals?

It's a crapshoot. If they can bring it to you, they have to be gently tickled into it by siezing bins of cloth or just outright killing the lot, and minimizing their profits when you do deign to trade.
If they get too happy with you, they bring nothing but bins of cloth because they load up on bins first.
Title: Re: The Little Questions Thread
Post by: Steev on February 03, 2010, 01:25:03 am
After a rather interesting few minutes of watching: a Goblin ambush, 3 Baby Snatchers, and 5 Kobold Thieves, thinking they could take on a caravan escort of 2 Macedwarfs, 3 Axedwarfs, 3 Sworddwarfs (2 of which were my newest military, I'm so proud of them, never realized just how deadly they could be with Obsidian short swords) and a Marksdwarf. 0 Dwarf casualties  ;D

What do I do with all this stuff? I took the various shields and weapons, but what am I supposed to do with all this narrow iron stuff and various clothing. I know I can melt it but after a run in with a Fire Man, I've decided against a Magma Forge. And the corpses, what do I do with the various amputated limbs and bodies?

Do the caravans care if I strip the escorts of all there lovely steel items?

And why was there a Goblin wearing chain leggings worth 2890 Dwarfbucks running around with the ambush? He was slightly faster than the escort so he got away, but why did he have such valuable leggings?
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 03, 2010, 01:28:06 am
Ok so I've established a good way to create outdoor moats or reservoirs from rivers on the surface - my question now though is what is a good (read: safe) way of tapping into a river either through a wall/cliff as it runs past a hill/mountain or from underneath, or indeed from an underground river?
For an above-ground river surrounded by walls, mine out the walls on the river's surface level and treat it like a normal river.
To tap into a river from underneath, you need to dig a ramp up into the water and have a grated channel to stop your miner being swept away and drowned.
To tap into a cave river, you can either dig into the chasm drop and snatch the water as it goes by (just tried this myself... didn't fancy tangling with a pageful of skeletal river monsters), or... I don't know any other non-destructive methods. Dropping the ceiling on the river (except for the water-generating tiles) will render the river safe enough.

Quote
If I have a series of large corridors directly on top of each other along the z-axis will they collapse? I mean should I leave a whole z-level between each corridor layer?
No, dig out as many as you like. It can be assumed for the moment that dwarves leave sufficient rock between levels to stop these sorts of collapses. This might change in the next version.
Title: Re: The Little Questions Thread
Post by: Spong on February 03, 2010, 05:45:52 am
Thanks Sutremaine.

One other thing - is it possible to 'replace' dug staircases with constructed ones in any way? I've got a few which are claystone but now I've got some Obsidian I'd really rather build them out of that.

edit:Another question: if I allocate a zone of two tiles on the edge of a brook as a fishing area and have set dorfs to only zone fish will that help control overfishing? I mean will they only pull fish from those two squares so the ones who stay away won't get caught and can repopulate the brook?

One more: If I have four fields and I set each one to only one crop in only one season, but each field is allocated a  different season, does the time that a field is left fallow give any benefit to fertility and/or crop yield?

So I mean:

Field 1: Set to a crop for summer - all other seasons fallow
Field 2 set to a crop for spring - all other seasons fallow
Field 3 set to a crop for winter - all other seasons fallow
Field 4 set to a crop for autumn - - all other seasons fallow

I think in real life if you leave a field fallow every now and then its supposed to be good for the soil or something - does this happen in DF?
Title: Re: The Little Questions Thread
Post by: happydog23 on February 03, 2010, 10:54:23 am
So I've heard that chains actually restrict creatures to a 3x3x3 area.

If I build jails that are 3 levels tall like:

Code: [Select]

Z-0         z+1        z-1   
XXXXX   XXXXX   XXXXX   
X+++X   X+++X   X+++X   
XS++X   XS++X   XS++X   
X+++X   X+++X   X+++X   
XXXXX   XXXXX   XXXXX   

X is a wall, S is stairs and the restraint would be in the center of z-0.... could the dwarves access all of that space?

Also, if you put a workshop so that 6 of the 9 squares were accessible to the dwarf, would he be able to use it while in jail?
Title: Re: The Little Questions Thread
Post by: Spong on February 03, 2010, 12:09:27 pm
quoted from the wiki:

Spoiler (click to show/hide)

on that basis I'd say that yes your idea should work, you can also setup stockpiles in the 'cell' to supply him with food, booze and resources to craft with, a bed is also a good idea. This page talks about happy prisoners and 'rehabilitation': http://dwarffortresswiki.net/index.php/Jail (http://dwarffortresswiki.net/index.php/Jail)
Title: Re: The Little Questions Thread
Post by: gopher dude on February 03, 2010, 12:26:48 pm
I've noticed for a while through human and dwarf trade channels that there you can get leather from large species of fish I.E: Carp, Gar, Pike, etc.

My question is:

I've never encountered any of these fish before, do they spawn randomly in areas? Do I need a certain level of savagery? Or what's the deal?
Do they appear in lakes? etc?


Another bonus question:

If I build my fort near an ocean will I be exposed to sharks, whales, and other seaside related fun?
Title: Re: The Little Questions Thread
Post by: Jack_Bread on February 03, 2010, 12:51:39 pm
1)Carp/Gar/Pike only appear in rivers and lakes.

2)Yes, but they won't do anything since they don't usually leave the water.

EDIT:
By the way, chained animals can only walk in a 3x3x3 cube, right?
Title: Re: The Little Questions Thread
Post by: geoduck on February 03, 2010, 02:25:26 pm
1)Carp/Gar/Pike only appear in rivers and lakes.

2)Yes, but they won't do anything since they don't usually leave the water.

As long as they aren't zombies or skeletal.
Title: Re: The Little Questions Thread
Post by: Flaede on February 03, 2010, 03:31:22 pm
I have had flying chained animals manage to glitch things such that they go up 2 z levels from their restraint. Normal prisoners are restricted to the 3x3x3, though.

interestingly enough, you can create a ramp up to the MIDDLE of certain workshops by removing a visible floor tile after they are constructed. Kennels, for instance, do this. if you then buld a ramp below... it should work. I know it works for going UP (Though perhaps not down)

my question: can prisoners do tasks that do not require actually going into the workshop? (the only 2 I can think of are collecting sand and training vermin)
Title: Re: The Little Questions Thread
Post by: Jack_Bread on February 03, 2010, 04:05:12 pm
Can zombie/skeletal fire imps still fire fireballs?
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 04:17:39 pm
First case of Miasma ever for me has appeared...
I have a refuse pile one z level above the entrance to my fort, so it's plenty close.

I did however take note of the fact that with my first group of migrants I got a LOT of animals...

Now, I'm lacking a place for these animals to go other than the meeting room..Where should I keep them? And are they the cause of the miasma?
The miasma reach my main stairwell and has spread to my farms, my barracks, workshops, EVERYWHERE.

How do I track down what the stuff is and where it's coming from and remove it?
Title: Re: The Little Questions Thread
Post by: Flaede on February 03, 2010, 04:32:43 pm
miasma is rotting stuff. so rotting food, rotting meat, rotting untanned skin, dead vermin, dead fish, dead bodies, dead babies, severed limbs, severed "bits", zombies...

I would check your stock screen for purpled out items of the above types. often they will be listed as "rotting". within that list you can list them for dumping - then if you designate a trash pit they will eventually be moved there. I think there's a way to automatically designate rotting crud for dumping, but I can't for the life of me remember how.

Miasma goes away (Except with the zombies), eventually, but you can't really function well while it's clouding everything up. That's your punishment for not dealing with the problem ahead of time. The game's a little unforgiving with miasma. and smoke. and steam.
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 04:49:40 pm
miasma is rotting stuff. so rotting food, rotting meat, rotting untanned skin, dead vermin, dead fish, dead bodies, dead babies, severed limbs, severed "bits", zombies...

I would check your stock screen for purpled out items of the above types. often they will be listed as "rotting". within that list you can list them for dumping - then if you designate a trash pit they will eventually be moved there. I think there's a way to automatically designate rotting crud for dumping, but I can't for the life of me remember how.

Miasma goes away (Except with the zombies), eventually, but you can't really function well while it's clouding everything up. That's your punishment for not dealing with the problem ahead of time. The game's a little unforgiving with miasma. and smoke. and steam.

It appears that my kittens are dragging in bones, or remains rather. Of anything...
I assume they kill things and take them to their owners as a gift of sorts like any cat in the real world does?

How do I stop them from doing this? Kill the cat?
Title: Re: The Little Questions Thread
Post by: Spong on February 03, 2010, 05:00:46 pm
That would work but if  you do the owner will take a bad thought hit thats worse than the miasma. Keep your cat population under control by caging new born kittens. You can trade them away to caravans or whatever, personally I keep them all in a cage as you never know when more vermin might show up, releasing the odd cat is a good idea in that case. If you put new cats in cages they will not adopt owners and you can do what you like with them, they will also not breed while in the cage - one thing I recommend doing with cats, indeed any animal you want to control the population of - is to keep all the females in one cage and all the males in another, when you need an animal for something other than slaughtering (guard dogs, mouser cats etc.) only release male animals in whatever quantity you need*. You will no doubt have at start some female cats who are pets and can't be caged, when this pet eventually dies make sure its the last female thats ever out of a cage - except for in a circumstance where you want to breed more, in which case release a single female into an isolated room with a breeding male, then recage them after the new ones are born, along with any new ones you don't have an immediate use for. You're quite right about the cats killing vermin and taking it to their owner, the owner often ignores this and its up to other dorfs to dispose of the corpse - what I do is designate a spare peasant or migrant as a 'Refuse Collector' his only job should be to collect refuse, in a larger fort more would be needed too.

As a cat owner in real life I can never bring myself to kill them in DF, silly I know. I can be very mean to dorfs, goblins, ratmen etc. though :P - as my 'This is Sparta' lava pit and bear pit will testify.

* interestingly this makes sense from a realism perspective too as in real life bulls get slaughtered for beef except for a stud for breeding - the cows make milk and produce calves, likewise male dogs are more often used for guard duty/warfare as they are more aggressive etc.

edit: on the subject of breeding animals I just had the weirdest thing happen - I have a female horse and a male donkey, all of a sudden my horse gives birth to a horse foal, this is odd, I have no other horses, I check the units screen and there are no other horses on the map (i know that animals don't have to be near each other to breed). Could the donkey have bred with the horse? If so why is it not a mule instead of a horse foal?
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 05:34:03 pm
Seeing as I'm a noob at this game, I see it suit to ask this question: What workshop builds cages and how do I designate animals to belong within them?
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 03, 2010, 05:37:42 pm
Seeing as I'm a noob at this game, I see it suit to ask this question: What workshop builds cages and how do I designate animals to belong within them?

Several. Carpenter's workshops can be used to make wood cages, glass furnaces for terrariums (which work like cages, and can be filled with water to make aquariums for sea creatures), and forges for metal cages.

To put an animal in a cage, you must first place it (b-j). Then, once it is built, scroll over it in the q building selection screen, hit a, and there'll be a list of all of your animals and you can tell your dwarves to put any number of animals in the cage. You can then deconstruct the cage once the animals are in it to get it out of the way.
Title: Re: The Little Questions Thread
Post by: Spong on February 03, 2010, 05:39:53 pm
yes or you can release them individually by using q on the cage again - also its worth noting that there is no difference between the cage types in practical terms aside from the aquarium point, what I mean is that you can hold a terrifying dragon in a weedy little wooden cage with no problems so build whatever type is convenient or you prefer the look of.

One other thing - its worth having a few caged animals around that your dorfs like because it will let them be comforted by them and give happy thought, conversely a cage with an animal they detest will put them in a foul mood.
Title: Re: The Little Questions Thread
Post by: jayseesee on February 03, 2010, 06:03:56 pm

edit: on the subject of breeding animals I just had the weirdest thing happen - I have a female horse and a male donkey, all of a sudden my horse gives birth to a horse foal, this is odd, I have no other horses, I check the units screen and there are no other horses on the map (i know that animals don't have to be near each other to breed). Could the donkey have bred with the horse? If so why is it not a mule instead of a horse foal?


What happened is that a merchant brought a male horse and he spored the air and got your little pony preggers.
Title: Re: The Little Questions Thread
Post by: Jack_Bread on February 03, 2010, 08:49:57 pm
1) Do magma buildings need magma directly below them?

2)
Can zombie/skeletal fire imps still fire fireballs?
Title: Re: The Little Questions Thread
Post by: jayseesee on February 03, 2010, 09:15:14 pm
1) Do magma buildings need magma directly below them?

2)
Can zombie/skeletal fire imps still fire fireballs?

1, Yes, in one of the 8 tiles around the border of the center of the workshop.

2, No clue.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 03, 2010, 09:18:56 pm
One other thing - is it possible to 'replace' dug staircases with constructed ones in any way? I've got a few which are claystone but now I've got some Obsidian I'd really rather build them out of that.
Channel out the down stairs and use d - z on the up stairs. If you dig out both of them at once, the up stair needs to be rebuilt first as dwarves won't build a down stair over open space. This will change in the next version (woohoo!), but only until rope ladders are working properly.

Quote
Another question: if I allocate a zone of two tiles on the edge of a brook as a fishing area and have set dorfs to only zone fish will that help control overfishing? I mean will they only pull fish from those two squares so the ones who stay away won't get caught and can repopulate the brook?
No idea, sorry.

Quote
If I have four fields and I set each one to only one crop in only one season, but each field is allocated a  different season, does the time that a field is left fallow give any benefit to fertility and/or crop yield?
Not a bit. Plant as much as you like.

2)Can zombie/skeletal fire imps still fire fireballs?
Very much so. (http://lparchive.org/LetsPlay/Headshoots/Update%2001/index.html)
Title: Re: The Little Questions Thread
Post by: Jack_Bread on February 03, 2010, 09:34:50 pm
Thanks. :)

Would I be able to fill a z-level with magma without the magma draining back into the pipe?
Title: Re: The Little Questions Thread
Post by: jayseesee on February 03, 2010, 09:41:10 pm
Thanks. :)

Would I be able to fill a z-level with magma without the magma draining back into the pipe?

Yes.  It will take a LONG time as magma diffuses as opposed to being pressurized.  And pipes refill semi-slowly.  Will not work with a pool.
Title: Re: The Little Questions Thread
Post by: DFPongo on February 03, 2010, 09:54:02 pm
I set my game to 20 dwarfs and the first chance I got 13 new ones and that kind of overwhelmed me. Can I inch it up in the INI file? Make it 10 till I get comfortable and then up to 14 kind of thing.
Or is that set in the initial game generation and thats it?
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 09:55:50 pm
How do I check what past liasons have asked me for?
I don't have the slightest clue what they requested of me, or when they're returning.
Should I just write it down in some notepad file from now on?
Title: Re: The Little Questions Thread
Post by: jayseesee on February 03, 2010, 10:13:41 pm
I set my game to 20 dwarfs and the first chance I got 13 new ones and that kind of overwhelmed me. Can I inch it up in the INI file? Make it 10 till I get comfortable and then up to 14 kind of thing.
Or is that set in the initial game generation and thats it?
Yes, but when it sends some, it sends a full wave, so if you were wanting 3, it could send a full 24 if you get bad (good?) luck.  But you can use a program like tweak to set your starting dwarves to 10, and set your INI to give you a 0 max pop.  You will never get immigrants until you change the INI after that.

How do I check what past liasons have asked me for?
I don't have the slightest clue what they requested of me, or when they're returning.
Should I just write it down in some notepad file from now on?
Hit C, then pick whichever civilization it is (most likely dwarf), then tab until it shows what it wants.  Alternatively, screenshot and past to paint when they tell you what they want.
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 10:40:03 pm
Ah, thanks a lot.
Sorry if I'm asking to many questions, I've got the basics of the game understood but don't feel like watching hours of video to find little things I want to know...


I have this idiot now sitting in a craftdwarf shop....He's possesed by a strange mood as usual, but he's sitting in the shop screaming "I must have wood logs!!"
There's wood logs in the room next to him....
And none of my carpenters currently have assignments but to dump the rocks from bedrooms...

How can he not see the rocks? I don't want this guy going insane and murdering his friends :(
Title: Re: The Little Questions Thread
Post by: Jack_Bread on February 03, 2010, 10:41:46 pm
Moody dwarves collect materials in order. Is he only asking for logs? Or is there something else?
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 10:54:29 pm
Moody dwarves collect materials in order. Is he only asking for logs? Or is there something else?
Right after posting I realized he needed metal bars...
All I have is silver ore...
Title: Re: The Little Questions Thread
Post by: Jack_Bread on February 03, 2010, 10:56:03 pm
Then smelt them. You need a wood furnace for charcoal and a smelter to smelt them.
Title: Re: The Little Questions Thread
Post by: Garth on February 03, 2010, 11:08:04 pm
Then smelt them. You need a wood furnace for charcoal and a smelter to smelt them.
Well I know that, I've already got two metalsmith's smelting the only to ores at my disposal set to repeat in hopes of getting that guy some bars before he goes beserk and screws over everyone in my fortress...
Title: Re: The Little Questions Thread
Post by: sproingie on February 03, 2010, 11:21:47 pm
Wall in his shop and lock the door if he goes insane.  If you can't do that easily, assign war dogs to him.  If he snaps, they'll turn on him.
Title: Re: The Little Questions Thread
Post by: DFPongo on February 04, 2010, 12:12:26 am
Thanks JaySeeSee
Title: Re: The Little Questions Thread
Post by: Steev on February 04, 2010, 12:37:24 am
What does a moderate injury to the spinal cord do besides stop them from sparring? Are they still fit to serve on the front lines?
Title: Re: The Little Questions Thread
Post by: LoneJedi7 on February 04, 2010, 01:39:55 am
how can disarm my goblins trapped in cage traps without releasing the gobblins into my fort?
Title: Re: The Little Questions Thread
Post by: Skorpion on February 04, 2010, 01:51:37 am
how can disarm my goblins trapped in cage traps without releasing the gobblins into my fort?

Mass-dump their clothing and armour and weapons. Just mass-dump the cage, then deselect the dump on the cage itself.
Unless you WANT them to be thrown on the trash heap along with their gear.
Title: Re: The Little Questions Thread
Post by: Stabwound on February 04, 2010, 01:52:56 am
Is there a way to clear out a specific area of rocks, say, in a newly dug out room?
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 04, 2010, 01:57:04 am
What does a moderate injury to the spinal cord do besides stop them from sparring? Are they still fit to serve on the front lines?
It... makes them more vulnerable to future spinal injuries, but those are fairly uncommon anyway. Generally, spinal-injured heroes and champions are only good for on the front lines, and usually do just fine there.

Is there a way to clear out a specific area of rocks, say, in a newly dug out room?
Designate the stones in the place you want cleared for dumping, and have a dump zone someplace. People will come along and take the stones to the dump zone, where they will be forbidden (but you can reclaim them freely).

Use mass item designations (d-b-d for dumping) for an easier time at doing this. If you're just doing it for aesthetic reasons, consider hiding (d-b-h) them instead; you won't see them, but the dwarves will still use them.
Title: Re: The Little Questions Thread
Post by: Spong on February 04, 2010, 12:16:29 pm
I was under the impression that if you build a wall, fortification, floor or staircase out of stone it will be 'rough', but if you build it out of stone blocks it will be of higher quality - however, when I do this and highlight the construction it says its a 'rough (name of stone) block staircase'. I  thought that crafted blocks have no quality modifier so do not affect the quality of the construction, also I know constructions cannot be smoothed. How can I produce higher quality constructions? Is it the architect dorf's skill that affects it?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 04, 2010, 12:44:28 pm
Generally, spinal-injured heroes and champions are only good for on the front lines, and usually do just fine there.

If one can spare the dwarfpower, it may be sensible to train up those spine-(or brain-)injured dwarves in the use of crossbows. At least, that's what I would do, but my usual insistence on having multiple-legendary (wrestling, armor, shield, melee weapon) champions might be going over the top.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 04, 2010, 02:50:54 pm
I was under the impression that if you build a wall, fortification, floor or staircase out of stone it will be 'rough', but if you build it out of stone blocks it will be of higher quality - however, when I do this and highlight the construction it says its a 'rough (name of stone) block staircase'. I  thought that crafted blocks have no quality modifier so do not affect the quality of the construction, also I know constructions cannot be smoothed. How can I produce higher quality constructions? Is it the architect dorf's skill that affects it?
A block staircase says '[stone] block up/down staircase' when k'd over. If it says 'rough [stone] block up/down staircase' then you selected the wrong thing off the materials list.

Constructions are only ever as good as the blocks that comprise them, as architecture is not required to construct them. If you have flux or obsidian as a layer stone, use those. Flux stone has a value of 2 and obsidian 3, compared to 1 for every stone that isn't an ore.
(I'd really love the option to engrave block stone walls (or even the stone blocks themselves), as it would provide a better incentive to make rock blocks. Right now they're kind of useless -- they're worth a little more than plain rocks and you gain the ability to store them in bins and to make asheries and screwpumps, but there's nothing else you can do with them.)
Title: Re: The Little Questions Thread
Post by: Stabwound on February 04, 2010, 04:02:06 pm
Is there a way to prevent dwarves from building things and getting stuck on the wrong side? For example, trying to build a wall grate in a channel, they always go to the wrong side and build it, blocking themselves in.

edit: Actually, I figured it out myself, by putting another construction project on the other side so he wouldn't go there. Is there a better non-gimmicky way to do this though?
Title: Re: The Little Questions Thread
Post by: Loyal on February 04, 2010, 04:15:29 pm
Designate another wall for building in the square where you DON'T want them going, then suspend it until the first wall is built. For instance;

Code: [Select]
(#) = existing walls, (W) = wall you're trying to build, (S) = throwaway wall you're suspending, (.) = floor
Assume you want your dwarves to stay on the southern part.
########
#......#
#..SSS.#
####W###
#......#
########
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 04, 2010, 04:25:23 pm
Is there a way to specify a lever or workshop as usable by everybody except specified dwarves? Right now it only seems to work the other way round, with some dwarves being greenlisted, the rest redlisted, and any new dwarves being added to the red list. I'd like to set up levers that are guaranteed to not pull certain dwarves away from their tasks.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 04, 2010, 05:39:02 pm
(I'd really love the option to engrave block stone walls (or even the stone blocks themselves), as it would provide a better incentive to make rock blocks. Right now they're kind of useless -- they're worth a little more than plain rocks and you gain the ability to store them in bins and to make asheries and screwpumps, but there's nothing else you can do with them.)

I too would like to see the option for engraving blocks; strip mining would be less detrimental to the value of your fortress and you could take control of exactly where you want those long, tantalizing veins of precious ore to be used (native gold dining rooms with various inscriptions regarding cheese and dwarves travelling, anyone?)

though as they are, I have to disagree with you regarding their use.  How else are you supposed to make sculptures many z-levels high into the air that are not made of fugly, raw rocks?  not to mention they can immensely help your masons train, as a block made from a legendary is completely identical to one made by a dabbler; there is no quality difference.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 04, 2010, 06:19:49 pm
Though as they are, I have to disagree with you regarding their use.  How else are you supposed to make sculptures many z-levels high into the air that are not made of fugly, raw rocks?  not to mention they can immensely help your masons train, as a block made from a legendary is completely identical to one made by a dabbler; there is no quality difference.
1. Cast obsidian.
2. Do trained masons build or destroy constructions quicker than untrained ones? I honestly can't remember, but the wiki is silent on the matter and I'm sure I would have checked it out at some point. I don't think skill affects speed...
Generally I keep a handful of skilled masons and restrict the workshops so that only they make things, and the masonry labour is then enabled on a good chunk of the hauler population. I'd also rather have extra mechanics than extra masons, since untrained mechanics are so slow compared with other professions.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 04, 2010, 06:44:40 pm
I don't understand what you meant by 'cast obsidian,' but I do know that removing constructions is not a mason's specified skill since I've seen farmers, peasants, and basically any dorf wander along walk up and tear down the offending construction.  I'm not sure if anything dictates the speed they tear it down.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 04, 2010, 06:49:37 pm
I don't understand what you meant by 'cast obsidian,' but I do know that removing constructions is not a mason's specified skill since I've seen farmers, peasants, and basically any dorf wander along walk up and tear down the offending construction.  I'm not sure if anything dictates the speed they tear it down.

What she means by cast obsidian is to build a mold out of blocks/rocks and then pump magma in to it and then drop water in to it.  You get engrave-able obsidian as a result.  It is a lot of work, but then you can engrave it.


EDIT:  Sutremaine is not a he.  And She will put magma in your coffee if you aren't careful about that.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 04, 2010, 07:52:38 pm
that's just fucking brilliant!

question:  how do you get rid of water that just won't go away?

here's the situation: an open magma pipe was causing me no end of worry and a nasty imp set fire to... well all of the grass no less than 4 times and killed 2 dwarves.  Understandably I was displeased, and deigned to seal up the damn hellmouth with water.  It took a lot of time and construction of aqueducts, but I eventually succeeded in blocking the whole thing off.

here's the problem

I have no idea why, but my area is under a constant MONSOON-TSUNAMI-TORRENTIAL downpour; the worst sort of virtual storm I've ever seen, I'm talking water all fucking year coming down in endless buckets.  the enormous mire of water I pumped onto the pipe has taken up permanent residence on my map, never evaporating or getting any larger because rain keeps on fucking coming down like it's time for Urist McNoah to build an ark.

I've considered building an enormous roof over the mire I've created and just waiting it out until it evaporates.  Any other thoughts?
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 04, 2010, 08:03:52 pm
The best part for me is that the game doesn't track the created obsidian until you mine it out and turn it into rocks. The game slows down once there's tons of stuff in the stocks screen, and megaconstructions require tons of materials.

About the destruction of buildings-- I mention that because masonry skill might affect it. Something does, anyway. I have a king around who's always last off the deconstruction site even when everyone rushes there all at once.

btw, I'm a she.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 04, 2010, 08:13:15 pm
that's just fucking brilliant!

question:  how do you get rid of water that just won't go away?

here's the situation: an open magma pipe was causing me no end of worry and a nasty imp set fire to... well all of the grass no less than 4 times and killed 2 dwarves.  Understandably I was displeased, and deigned to seal up the damn hellmouth with water.  It took a lot of time and construction of aqueducts, but I eventually succeeded in blocking the whole thing off.

here's the problem

I have no idea why, but my area is under a constant MONSOON-TSUNAMI-TORRENTIAL downpour; the worst sort of virtual storm I've ever seen, I'm talking water all fucking year coming down in endless buckets.  the enormous mire of water I pumped onto the pipe has taken up permanent residence on my map, never evaporating or getting any larger because rain keeps on fucking coming down like it's time for Urist McNoah to build an ark.

I've considered building an enormous roof over the mire I've created and just waiting it out until it evaporates.  Any other thoughts?

Dwarven holepunch. Use a tile of floor balanced on a support in conjunction with a dug cavern. Use the floor tile to punch a hole into the cavern, where the water will flow.
After that, you can do whatever you want with the stuff. If you have a bottomless pit, that's ideal. Pour it all in there.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 04, 2010, 08:13:40 pm
btw, I'm a she.


My previous post is fixed and all sarcasm in my edit aside, I do apologize for that typo. 



In other news, I have a spoilered type question relating to Kings and Cotton Candy....

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 04, 2010, 08:27:15 pm
My previous post is fixed and all sarcasm in my edit aside, I do apologize for that typo.
Hee, nice edit. I don't really mind, it's just that if I'm going to stick around somewhere I'd rather... I dunno, avoid potential misunderstandings. Also, this forum doesn't have a sexist tone, so I'm fine with being known as female.

Quote
In other news, I have a spoilered type question relating to Kings and Cotton Candy....
It's the announcement that seems to do it. You can break into the ### and still have them turn up.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 04, 2010, 08:40:09 pm
@ skorpion:

wouldn't channeling a tile have the same effect?  I admit it's less dwarvenly to not involve constructions smashing into things, but it's far more practical to channel things.

at any rate, the problem with diverting the the water anywhere (including downward) is that it's 1/7 and each square of water keeps to itself, but is prevented from evaporating because water keeps pouring onto it from the rain.
Title: Re: The Little Questions Thread
Post by: Flaede on February 04, 2010, 08:47:13 pm
at any rate, the problem with diverting the the water anywhere (including downward) is that it's 1/7 and each square of water keeps to itself, but is prevented from evaporating because water keeps pouring onto it from the rain.

Rain only refills muddy pools.
It may stop water from evaporating (I don't know), but unless your problem is inside a muddy pool, then the rain won't actually add water-content.
Title: Re: The Little Questions Thread
Post by: Garth on February 04, 2010, 08:52:17 pm
Oh goodness, the guy in a mood wants metal bars(which I have) and plant fiber clo-
It cuts off in the side bar thing...
Where do I get (I'm assuming) plant fiber cloth?
Title: Re: The Little Questions Thread
Post by: jayseesee on February 04, 2010, 08:55:47 pm
Yes.  Make pig tail cloth or the like, not silk.  He wants cloth that has been loomed, thread won't do.
Title: Re: The Little Questions Thread
Post by: Garth on February 04, 2010, 09:00:07 pm
Yes.  Make pig tail cloth or the like, not silk.  He wants cloth that has been loomed, thread won't do.
And what workshop and materials does that require?
Title: Re: The Little Questions Thread
Post by: BlueFireLady on February 04, 2010, 09:00:31 pm
can you fish from water irrigated from an under ground river?
Title: Re: The Little Questions Thread
Post by: Stabwound on February 04, 2010, 09:03:02 pm
This is a dumb one, but I can't find the answer anywhere and it's hard to search for.

When you get an error message that doesn't automatically zoom you to the spot it's at, is there a way to do that manually? I have about 100 messages in a row about not being able to store a corpse in a casket, but I have no idea where this corpse is.
Title: Re: The Little Questions Thread
Post by: Flaede on February 04, 2010, 09:05:40 pm
Yes.  Make pig tail cloth or the like, not silk.  He wants cloth that has been loomed, thread won't do.
And what workshop and materials does that require?

for plants:
farm plants in a farm -> grow pig-tails
have pig-tail only stockpile
get threads from grown and harvested pig tails at Farmer's Workshop
spin thread into cloth at loom (this can be set to automatically happen)

watch out, looms can cause spider-web harvesting sprees on certain maps. sometimes this can cause Fun.
Title: Re: The Little Questions Thread
Post by: BlueFireLady on February 04, 2010, 09:06:15 pm
you should be able to look up the corpse in you (u) unit list
Title: Re: The Little Questions Thread
Post by: Odd!x on February 04, 2010, 09:10:46 pm
@ flaede:

http://s982.photobucket.com/albums/ae307/oddix/random%20pictures/?action-view&current=221-spr.jpg (http://s982.photobucket.com/albums/ae307/oddix/random%20pictures/?action-view&current=221-spr.jpg)

the first picture is autumn in 221.  the second is spring in 221.

I live in a fucking wet place.  all of my dwarves are always wet.  we haven't seen the sun since we embarked.
Title: Re: The Little Questions Thread
Post by: Spong on February 04, 2010, 09:44:36 pm
The entrance to my fortress is still a bit of a refugee camp at the moment with various stockpiles and workshops scattered about and a meeting area - I have a couple of wardogs from my breeding program in the meeting area but for some reason they aren't chasing  down Rhesus Macaques effectively. They are killing them occasionally, but its totally unpredictable, often the Macaques can walk right by the dogs unscathed, they can prance around in the general area causing interruptions for a very long time before a dog will finally snap and rip one of them in half. The dogs chase after kobold thieves and goblin snatchers with no problems often halfway across the map. When they finally go for a Macaque they chase it quite far too but it barely happens at all. Any ideas?
Title: Re: The Little Questions Thread
Post by: BlueFireLady on February 04, 2010, 09:53:06 pm
use some animal traps. I think the Macaques have to piss off the dogs before they do anything to them.
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on February 04, 2010, 09:55:13 pm
I have captured a skeletal titan.
I have CAPTURED a SKELETAL TITAN!

now is there any way I can chuck it into my new gladiatorial pit to be fed goblins until the end of time and still keep the cage and everything?
Title: Re: The Little Questions Thread
Post by: Flaede on February 04, 2010, 11:21:26 pm
can magma-cast obsidian areas that are considered "above ground" ever grow tower caps when muddied?
Title: Re: The Little Questions Thread
Post by: Heliman on February 05, 2010, 01:06:22 am
Quote
can magma-cast obsidian areas that are considered "above ground" ever grow tower caps when muddied?
No.

Quote
now is there any way I can chuck it into my new gladiatorial pit to be fed goblins until the end of time and still keep the cage and everything?
make a pit area from 1 Z level above the arena and order the Titan to be chucked into it. It also helps immensely if the said caged creature is right by said area.
Title: Re: The Little Questions Thread
Post by: Loyal on February 05, 2010, 01:31:43 am
Tower caps are specifically underground trees. This and the fact that you need to discover an underground river/pool first are the only distinction between them and normal trees.
Title: Re: The Little Questions Thread
Post by: Flaede on February 05, 2010, 02:22:40 am
Tower caps are specifically underground trees. This and the fact that you need to discover an underground river/pool first are the only distinction between them and normal trees.

right. but if I discover an underground river I am being told that being under magma cast rock layers does not count as underground, even just for the purposes of tower caps, is that right? towercaps are linked to the whole "sunlight stains"?
Title: Re: The Little Questions Thread
Post by: happydog23 on February 05, 2010, 02:45:33 am
Tower caps are specifically underground trees. This and the fact that you need to discover an underground river/pool first are the only distinction between them and normal trees.

right. but if I discover an underground river I am being told that being under magma cast rock layers does not count as underground, even just for the purposes of tower caps, is that right? towercaps are linked to the whole "sunlight stains"?

I believe so.  You must be "subterranean" Dark, as opposed to "inside" dark. 

Although I've never tried magmacasting to see if it changes the flags for that tile.  I somewhat doubt it.
Title: Re: The Little Questions Thread
Post by: Garth on February 05, 2010, 03:21:21 pm
I've just recently discovered the wonderful thing that is stupid miners digging channels....
Title: Re: The Little Questions Thread
Post by: jilt_soda on February 05, 2010, 05:06:19 pm
I have an archery target range with a channel behind it to collect missed bolts. My dwarves won't collect the bolts. Will they only get them when they run out otherwise?
Title: Re: The Little Questions Thread
Post by: Odd!x on February 05, 2010, 05:13:50 pm
I've just recently discovered the wonderful thing that is stupid miners digging channels....

the trick with that (at least, if you're talking about dorfs who are recklessly disregarding their own life and others by ensuring cave ins occur) is to simply make upward ramps on the level below where you would want to channel.  The only thing to watch out for in that case is if a tree or construction is above the newly created lamps, it will crash down and cause Fun, which I learned through experience.  If you don't want the ramps after you've created the area you wanted to channel, just (d)esignate (z)remove upward ramps/stairs and you're done!
Title: Re: The Little Questions Thread
Post by: Elvang on February 05, 2010, 05:20:10 pm
I have an archery target range with a channel behind it to collect missed bolts. My dwarves won't collect the bolts. Will they only get them when they run out otherwise?
Make sure that used ammunition isn't set to Forbidden, (o)rders->(F)orbid. You're better off leaving the ammunition forbidden until they run out of stacks to use, then move the archery range so that your marksdwarves fire from where the bolts dropped. Saves a ton of time as they will only carry a single stack of bolts at a time, even if that stack contains only 1 bolt.
Title: Re: The Little Questions Thread
Post by: Garth on February 05, 2010, 07:17:22 pm
Damn traders keep telling me they won't trade at a loss...
Yet I see no place in the UI that displays the total value of what I'm trading or they're trading...
Where can I see either of these?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 05, 2010, 07:23:13 pm
Damn traders keep telling me they won't trade at a loss...
Yet I see no place in the UI that displays the total value of what I'm trading or they're trading...
Where can I see either of these?

If it's your trader's first trade, then he doesn't have the appraisal skill yet. Means you're gonna have to guess the values involved in your first trade, but you'll have data on the values next time.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 05, 2010, 07:51:29 pm
Are hatches synchronized like floodgates?

Or can I place two hatches.  Link Hatch A to a lever and then pull it.  Then link hatch B to that lever.  When I pull the lever from then on, will one hatch open and one hatch close?
Title: Re: The Little Questions Thread
Post by: JaaSwb on February 05, 2010, 07:57:53 pm
(accidental double post)
Title: Re: The Little Questions Thread
Post by: JaaSwb on February 05, 2010, 07:58:22 pm
Levers don't send a continuous on or off signal, nor do they toggle a component's state - they send an "on" signal the moment they are pulled to the right, and an "off" signal when pulled to the left. http://dwarffortresswiki.net/index.php/Lever#On.2FOff_states (http://dwarffortresswiki.net/index.php/Lever#On.2FOff_states) will tell you more.

To set up the system you describe, you either need two levers or a logic gate (http://dwarffortresswiki.net/index.php/User:Bidok).
Title: Re: The Little Questions Thread
Post by: happydog23 on February 05, 2010, 08:12:49 pm
Levers don't send a continuous on or off signal, nor do they toggle a component's state - they send an "on" signal the moment they are pulled to the right, and an "off" signal when pulled to the left. http://dwarffortresswiki.net/index.php/Lever#On.2FOff_states (http://dwarffortresswiki.net/index.php/Lever#On.2FOff_states) will tell you more.

To set up the system you describe, you either need two levers or a logic gate (http://dwarffortresswiki.net/index.php/User:Bidok).


Thanks... Apparently I've never actually looked at the LEVER wiki page... I'd always looked at others. 

It's never simple.  Its always gotta be dwarfy.
Title: Re: The Little Questions Thread
Post by: Alex. on February 05, 2010, 09:12:06 pm
Just a quick question. I'm trying to set up a breeding pen/slaughterhouse and my idea was to chain up a bunch of rhesus macaques that I conveniently captured recently to the walls of a room. The room would have only one exit, surrounded by weapon traps. The theory is that the monkey spawn will try to wander out of the room and kill themselves on my traps. At which point my butcher can come pick up the corpse.

So, will this work? Will the traps kill the animals and will the butcher be able to use the resulting mess?

Secondary question: Will I eventually need to replace the rhesus macaques? I.e. will they die of old age?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 05, 2010, 09:43:34 pm
This will only work if the rhesus macaques are wild, not tame.  You might have some trouble chaining them up as whoever is doing the chaining might see the already chained ones and panic and run away.
Title: Re: The Little Questions Thread
Post by: Cariyaga on February 05, 2010, 11:26:21 pm
I know there's something simple and stupid I'm doing, but my hunter refuses to hunt. I have his labor set, he has his crossbow and bolts... Is there something I'm missing?
Title: Re: The Little Questions Thread
Post by: Skorpion on February 05, 2010, 11:35:39 pm
Will roads burn?

If so, can I use them as fuses?
Title: Re: The Little Questions Thread
Post by: Thorik on February 05, 2010, 11:41:28 pm
my entire freakin army of five soldiers (lol) were all off duty and wrastling eachother in the Barracks, (no weapons incase they kill eachother I heard) and they keep tearing their clothes off.  I try to get them to pick it up, I even assigned all the soldiers their own rooms with cabinets to put the clothes in.  Tried to designate garbage dumps and dump the clothes.  It's all still on the floor and noone does anything with it.  How do I get them to put some damn clothes on?
Title: Re: The Little Questions Thread
Post by: Skorpion on February 06, 2010, 12:18:06 am
You can't. Even if you order them to remove their armour, they just go grab NEW clothes. The only way to remove them is a magma wash.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 12:43:36 am
oh shiz, so many giant cave spider silk clothing ruined!  That is a heavy blow, since I only allow myself to use lumber and plump helmets. Gotta import more clothes!
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 06, 2010, 12:53:15 am
Maybe you could make a stockpile near the barracks for only pig tail clothing, and then put a quantum stockpile next to it (first make a garbage dump right next to the stockpile, then designate all the clothes to be d-b-dumped; d-b-claim the clothes when you want them to be used)? That way, hopefully the wrestlers will take only cheap clothing to rip off each other.
Title: Re: The Little Questions Thread
Post by: Conflict on February 06, 2010, 01:32:21 am
Is there anyway to remove 'Furrowed Clay' from my fortress? It's just annoying to look at, really.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 01:33:26 am
heh, maybe I'll try that.  Just askin', what happens when I steal all the belongings of the elven and human caravans in my first meetings with them?  Btw, I made the fortress under a human town, will the caravans come back with soldiers to kill me, or will they just never come again?  Who needs them longlegs, I'm a dwarf eh?
Title: Re: The Little Questions Thread
Post by: Conflict on February 06, 2010, 01:37:40 am
Also, how do I get my wrestlers to fight each other again? (For experience)
Title: Re: The Little Questions Thread
Post by: Skorpion on February 06, 2010, 01:40:18 am
Is there anyway to remove 'Furrowed Clay' from my fortress? It's just annoying to look at, really.

Build a constructed floor over it. Then tear it up again. Voila, rock floor.
Title: Re: The Little Questions Thread
Post by: Garrie on February 06, 2010, 06:47:35 am
What is the easiest way to prevent a craftsdwarf/mason/mechanic, from leaving a room with no doors which is full of stone, to go get stone from 1 level up/down (which involves a 30+tile trip each way)?
My preference would be to have dwarves on each level working simultaneously, so I don't really want to forbid the stone.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 10:59:35 am
hehe, even a newb can answer that! disable hauling labors so he'll stay at masonry 24/7
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 06, 2010, 11:05:04 am
hehe, even a newb can answer that! disable hauling labors so he'll stay at masonry 24/7
That won't in any way stop him from going to grab a stone on a different level.

The problem Gracie is having is sue to the fact that when a mason at a workshop needs a stone, he'll go and get the closest one to him, with 'closest' being determined in absolute straight-line X/Y/Z distance rather than actual pathing distance.  So this means if a stone is directly beneath him one Z-level down, he'll walk halfway across the map and back to reach it rather than pick up the stone on his level 2 steps away.  So far as I know the only way to fix this is to physically block off or forbid the stone on the other level.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 11:23:36 am
ah, alright.  One question from me now, how do I get my marksdwarves to equip bolts?  They only have xbows but I have a large supply of bolts in bins in my Barracks, how do I get them to equip them?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 06, 2010, 12:43:52 pm
You can't get them to equip bolts. When they need them, they'll run to the barracks, grab a stack, and start gunning.
However, you can make quivers from leather so that they can carry two bolt stacks at a time. This way they'll be a bit more useful. And put large quantum stockpiles of bolts near defenses (parapets, barracks, wherever you plan to place marksdwarves) using the technique I described. You know, marksdwarves spend more time running back and forth for bolts than actually firing, so if you can make it convenient for them to get bolts, they'll be much more effective.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 02:35:31 pm
Thanks, just started playing this game a week ago, that Mayday graphical mod rocks, and I combine it with stonesense and the cruddy graphic problem disappears... now just time to actually know how to do things hehe.

also, I heard that you can mod the game somehow to make it so you can start with tons of dwarves and equipment like ale and armor?  How do I do that?
Title: Re: The Little Questions Thread
Post by: Conflict on February 06, 2010, 02:44:21 pm
How do I get my wrestlers to fight each other again? (For experience)
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 06, 2010, 02:48:52 pm
Go into your raw folder, or your init folder, and poke around.
My current computer can't handle DF, but I can download it and help you with it in a bit.
Also, I would highly, highly recommend using Dwarf Therapist (google it) - it makes things so much easier.

Conflict... I don't understand. If you have a barracks and a squad of wrestlers off duty, they should spar.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 03:13:42 pm
they also have to be in an active (drafted) squad and set to off duty in order to wrestle.  You also have to actually have a room with beds set as a Barracks for them to **** around in there.
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 06, 2010, 03:22:58 pm
Thorik, I looked in the files and I'm afraid I don't know how to mod that. Ask around, though, I'm sure someone will!
Title: Re: The Little Questions Thread
Post by: Garth on February 06, 2010, 04:18:29 pm
Can food and wine be stored in anything OTHER than barrels????
I'm running out of barrels to quickly and must have at least 200 plump helmet spawns just sitting in a silk bag....
Any tips here?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 06, 2010, 04:33:14 pm
As far as I can tell, only liquids (booze and extracts such as syrup) have to be stored in barrels.  If you make a stockpile that accepts food and then set the maximum barrels for the stockpile to zero, your dwarves will simply pile the plump helmets and such in the stockpile without barrels.  I usually set up multiple stockpiles for different kinds of food, and only permit barrels for those foods that need them.
Title: Re: The Little Questions Thread
Post by: Thorik on February 06, 2010, 04:59:56 pm
I found the thing called Tweak that I got to work for vanilla DF but when I input things such as Start Adjust and scroll around to like 10 dwarsfs and 3000 starting points it doesn't work anyway, but since I play that Mike Mayday graphical version I tried getting Tweak to work with that, and did the things on the wiki, but still couldn't do it, I messed around kind of, and messed up the mike mayday version of Df, so uninstalled it with the intention to reinstal and play normal, but none of the links to his version of DF work(they did yestserday), any other links to mike maydays graphical set you know of so I can play the game and not have dwarves being floating smily faces?
Title: Re: The Little Questions Thread
Post by: Owlbread on February 06, 2010, 07:39:01 pm
Chaps, as a quick question, can drawbridges be used as a sort of catapult? And as I've effectively butted in front of Thorik, please do answer the him before myself if possible.
Title: Re: The Little Questions Thread
Post by: Garrie on February 06, 2010, 08:00:08 pm
And as I've effectively butted in front of Thorik, please do answer the him before myself if possible.
If I could help him, I would, but alas, I cannot.

Chaps, as a quick question, can drawbridges be used as a sort of catapult?
My answer to that is "allegedly", in that while I'm sure I've probably done it myself, I've never closely observed the results.
I don't know how you affect the range of a drawbridge catapult.
This feature probably means you want perimeter drawbridges opening outward not inward, which is sort of broken isn't it!
Title: Re: The Little Questions Thread
Post by: happydog23 on February 06, 2010, 08:13:32 pm
I found the thing called Tweak that I got to work for vanilla DF but when I input things such as Start Adjust and scroll around to like 10 dwarsfs and 3000 starting points it doesn't work anyway, but since I play that Mike Mayday graphical version I tried getting Tweak to work with that, and did the things on the wiki, but still couldn't do it, I messed around kind of, and messed up the mike mayday version of Df, so uninstalled it with the intention to reinstal and play normal, but none of the links to his version of DF work(they did yestserday), any other links to mike maydays graphical set you know of so I can play the game and not have dwarves being floating smily faces?

I found Version 21 (which might actually be the latest?) of Mayday's release... its now posted http://dffd.wimbli.com/file.php?id=1840

I don't know what his policy is on his release being on places other than his site, so if the site comes up and anyone knows for sure, I can take it down (I think i can anyway).  It should be the 40d16 based version.


Another thing you can do Thorik is to gen your world and do the embark part in version 40d (so that you can use the utility) and then as soon as you embark, save the game and move the save to the Mayday version and you'll be good to go.


Chaps, as a quick question, can drawbridges be used as a sort of catapult?

Yes and no.... if you do some searching on the forums there was a post a month or so ago where someone did some extensive testing with animals and rocks to see what happens with various bridges when they are raised with things on them. 

The gist of it was that if it was a retracting bridges, you got a normal distribution of items within i think 3 squares of the bridge, and I don't think anything was observed to change Z levels (unless it fell below the bridge).  However if you did a bridge that raises, no items would fly in the direction the bridge raises because it instantly goes from down to up, and once it is up it blocks the flying items from traveling that direction.

Title: Re: The Little Questions Thread
Post by: Corinthius on February 06, 2010, 09:36:23 pm
Tower cap farm questions:
I am digging out a large area to grow tower caps on. It is currently filled with rocks left behind.
1) Do I need to remove these before irrigating?
2) Do I need to remove these at all? Will tower caps grow on a space with a muddied boulder?

Thanks!
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 06, 2010, 09:43:50 pm
Tower-caps won't grow where there's a rock, so you need to remove them.  But I don't think it matters if you irrigate before or after you remove the rocks.
Title: Re: The Little Questions Thread
Post by: DDR on February 06, 2010, 09:45:34 pm
I've yet to breach an underground stream, so I can't be of much help... I was wondering, is there any way to empty cages of non-animal items? Some of my cages have bones in them.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 06, 2010, 09:52:34 pm
Tower-caps won't grow where there's a rock, so you need to remove them.  But I don't think it matters if you irrigate before or after you remove the rocks.


I don't have the save to back it up any more, but I'm about 90% certain I had an accidental tree farm (oops) that was completely covered in loose rocks.... I only realized it when I was designating some other stuff and realized to rocks had all been hidden. 

I don't remember if any trees actually matured or not... but they definitely started to grow.  maybe it was only because they were hidden... I dunno.

I'm looking at my saves now...


I've yet to breach an underground stream, so I can't be of much help... I was wondering, is there any way to empty cages of non-animal items? Some of my cages have bones in them.

Normally to take items off creatures inside a cage you designate the cage and its contents for dumping... d>b>d and then use the item inspection (k) to remove the dump flag from the cage.  Set up a dump zone near by and some friendly dwarves will come and remove any non-creature item from the cage.




EDIT:  I've looked at my saves... I have a few full grown tower caps in the middle of some hidden stone, but they are under water so I can't cut them down to see if a stone pops out... There is no stone under the full grown tree using "k" currently or spaces next to the tree with more than one stone.

I have several hundred "Muddy Young Tower-cap" that are in the same square as hidden stone.  I'm gonna leave the game running to see if any of them grow up. 
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 06, 2010, 10:27:22 pm
Just checked my tree farm.  Looks like you can get young tower-caps where there's a stone, but they won't mature until the stone is removed.  Similar to a tower-cap growing on the same square as a floodgate or something - the presence of any object on the tile prevents the tower-cap from fully maturing.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 06, 2010, 10:46:30 pm
Just checked my tree farm.  Looks like you can get young tower-caps where there's a stone, but they won't mature until the stone is removed.  Similar to a tower-cap growing on the same square as a floodgate or something - the presence of any object on the tile prevents the tower-cap from fully maturing.

I just did an experiment... I put all my under-rock trees as high traffic areas (to ensure they don't get trampled), and then designated half the stones for dumping. 

After removing stone from 170 young tower-caps, 27 of them almost instantly turned in to tower-caps.   Of the other ~200ish young tower caps with stone still on top of them, none of them have "sprouted".

I'd say that you're dead on that trees can grow, they just won't fully mature with anything else in the same square. 
Title: Re: The Little Questions Thread
Post by: Corinthius on February 06, 2010, 10:47:48 pm
Ok thanks so much for these experiments guys, it looks like I have some dumping to do!

Thanks again!
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 06, 2010, 11:37:45 pm
How do I get a tame spider back in a cage? I accidentally dumped the cage it came in and now two of them are biting my dwarves all the time. If I 'k' over them their names appear in green and I don't have the option to unforbid them. They're also not visible in the stocks screen.
Title: Re: The Little Questions Thread
Post by: Garrie on February 07, 2010, 01:03:35 am
With an aquifer: do I only need to build walls, or will it keep leaking until I build a floor on each non-edge section too?

I have got a pit, into the aquifer, and I'm pumping it out with a perpetual motion water wheel to screw-pump-conga-line (6 pumps?). But I think I've made my pit a bit big for a first attempt & might end up having to try something a bit different somehow.
Title: Re: The Little Questions Thread
Post by: Thorik on February 07, 2010, 07:44:25 am
ty hap'dog, turns out I saved his files anyway so I just extracted it and downloaded again!  Too bad I lost my first 100dwarf fortress save tho' >:(  Time for me to learn how to use... magma and underground rivers and smithin'
Title: Re: The Little Questions Thread
Post by: happydog23 on February 07, 2010, 10:51:12 am
How do I get a tame spider back in a cage? I accidentally dumped the cage it came in and now two of them are biting my dwarves all the time. If I 'k' over them their names appear in green and I don't have the option to unforbid them. They're also not visible in the stocks screen.

I have no clue... But I know the one below you and don't want you to think I ignored you :-P


With an aquifer: do I only need to build walls, or will it keep leaking until I build a floor on each non-edge section too?

I have got a pit, into the aquifer, and I'm pumping it out with a perpetual motion water wheel to screw-pump-conga-line (6 pumps?). But I think I've made my pit a bit big for a first attempt & might end up having to try something a bit different somehow.

Just building walls should be fine.... I believe if the aquifer is in a rock layer, you can just smooth (d > s) the walls to stop the water flow as well.
Title: Re: The Little Questions Thread
Post by: INSANEcyborg on February 07, 2010, 11:08:57 am
How do I get a tame spider back in a cage? I accidentally dumped the cage it came in and now two of them are biting my dwarves all the time. If I 'k' over them their names appear in green and I don't have the option to unforbid them. They're also not visible in the stocks screen.

Try assigning them to a new cage, a dwarf should be able to pick them up even if they're wandering around.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 07, 2010, 11:51:58 am
Chaps, as a quick question, can drawbridges be used as a sort of catapult?
When a drawbridge raises, objects located on the part of the bridge which becomes a wall will be instantly destroyed.  Objects located on the rest of the bridge will be thrown up to twelve tiles in a completely random direction.  This movement is in X,Y, and Z, so objects can be thrown upwards or downwards in addition to sideways.  Thrown objects will move until they run out of momentum or hit something, and then they will fall straight down.

Falling objects don't do any damage, so the only way to use this as a weapon is to throw burning objects, and even that isn't very useful.

Lowering drawbridges don't throw anything, but they do destroy objects in the space they lower into.

Retracting and extending bridges throw objects up to 3 spaces in X,Y, and Z, and don't destroy anything.
Title: Re: The Little Questions Thread
Post by: Corinthius on February 07, 2010, 12:22:33 pm
Another quick question, a bunch of traders are at my depot, but the trade screen says there are "No merchants trading right now." Why?

I want their stuff! Could have anything to do with the fact that a siege just killed three of their number?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 12:31:06 pm
Have they just arrived? They'll be setting up. If you (q) over it and they say "Sorry, we're still unloading" or something, you'll have to wait a bit.
Otherwise, wall off the depot, wait for them to die, and loot them.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 07, 2010, 12:32:44 pm
I want their stuff! Could have anything to do with the fact that a siege just killed three of their number?
That's exactly the case.  If any merchants get killed, the rest panic, don't trade, and run off the map first chance they get.  If you don't let them leave they'll eventually go insane.
Title: Re: The Little Questions Thread
Post by: Corinthius on February 07, 2010, 12:50:44 pm
Oh I see... that's inconvenient. Ok, so if I wait for them to all starve and die, and then take all their stuff, they will still come next year right?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 12:59:29 pm
They might. They could bring fewer goods, in which case you give them tons of free food/stonecrafts so they'll bring more next year (don't do this for elves), or they'll become consumed by their burning RAEG and siege you. In this case, wall up, get a bunch of marksdwarves/catapults, and kill them all. Eventually they'll send a diplomat; if you speak with him about peace negotiations, they'll trade again.
Title: Re: The Little Questions Thread
Post by: Corinthius on February 07, 2010, 01:03:37 pm
Ok, cool, thanks! This sounds fun. Or maybe Fun...
Title: Re: The Little Questions Thread
Post by: Bauglir on February 07, 2010, 03:15:43 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Conflict on February 07, 2010, 03:25:21 pm
One one. Starvation.

Alright, I have about fifty dwarves and I'm facing mass starvation which has, to say the least, lead to 12 deaths. Here's some information about my food industry..

Farm

- Have limited fishing
- Have limited plant gathering

Suggestions?
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on February 07, 2010, 03:29:20 pm
Bauglir:

Check they aren't forbidden. I have that same problem sometimes. Also, I think even if they won't be dumped,Masons will still use them. So setting make blocks on repeat might get them eventually..
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 03:38:09 pm
Conflict, first pause the game. Mull this plan over a bit, be careful about it.
Set 20 dwarves to gather plants; gather a massive swath of shrubs around your fortress (only do this if you're pretty sure you won't get attacked by goblins)
Go to the z-stocks menu. Forbid all food and booze, except prepared meals. Don't worry, your dwarves probably won't die for a few seasons.
Build a ton of breweries and set them all to brew booze. Have the best brewers, or random dwarves if you have none, brew.
Have kitchens, and have booze enabled to cook in the kitchen menu.
Because 1 plant = 1 booze = 5 meals, you can quickly multiply your food stores fivefold.

Also, butcher everything.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 07, 2010, 03:38:57 pm
Suggestions?
Set a dwarf as a butcher and butcher any spare animals you have.

Set a few dwarves as farmers, a few as brewers, and a few as cooks.  Farm plump helmets.  Brew them to alcohol.  Cook the alcohol.  Repeat.
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 03:45:47 pm
That too.

Also if it gets really desperate you could just find some dwarves with no friends, or dwarves who are really happy, and kill everyone else.
Title: Re: The Little Questions Thread
Post by: Bauglir on February 07, 2010, 03:49:20 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Conflict on February 07, 2010, 04:01:21 pm
I don't have that much wood for barrels, either. So I guess it's safe to say I'm screwed :( Everyone's just dropping like flies, and my farmers aren't interested in doing their job >.< That, and fishing isn't coming up with too much.
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 04:08:50 pm
KILL EVERYONE
Have the most friendless or happy dwarves, preferably with "X doesn't care about anything anymore", lock themselves in the farms with all the food/booze there is and a pick, along with anything else useful. Make them all farmers. Leave the rest to die.
Title: Re: The Little Questions Thread
Post by: Rotinaj on February 07, 2010, 04:10:42 pm
Do certain dwarves not gain certain attributes? I have a dwarf who is legendary in 3 different skills, but he isn't even "Strong" yet.
Title: Re: The Little Questions Thread
Post by: Elvin on February 07, 2010, 04:18:22 pm
Do certain dwarves not gain certain attributes? I have a dwarf who is legendary in 3 different skills, but he isn't even "Strong" yet.

I believe the agility, strength and the other one are given randomly once you get enough experience. So you might just be getting really unlucky with your ability levelling.
Title: Re: The Little Questions Thread
Post by: Rotinaj on February 07, 2010, 05:08:21 pm
Yep, as he earned his fourth legendary skill he became strong. Hurray!
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 05:16:05 pm
Your name is "janitor" backwards.
Title: Re: The Little Questions Thread
Post by: BLitZ on February 07, 2010, 09:52:45 pm
Will this
Spoiler (click to show/hide)
make a trap componat that shouts this
Spoiler (click to show/hide)
custom amo or did i do something wrong? this is part  my first "major" mod attempt.
Also if it dose what i think it should launch two darts at a time with a crit boost of one.
Title: Re: The Little Questions Thread
Post by: Garth on February 07, 2010, 10:41:46 pm
Probably a newby question here but oh well.
How does one build a tower, to put it?

Like I have a basic square shape set up with gaps in the middle to let caravans and migrants through for now.
On the corners I want to build up a type of tower to hold my barracks, ammo stockpiles, anything that my military needs.
But building a wall is impossible on top of/next to the wall I've already built.
What resource do I need to build vertical?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 07, 2010, 10:52:19 pm
Build a floor on top of the wall.
Title: Re: The Little Questions Thread
Post by: Garth on February 07, 2010, 10:56:48 pm
Build a floor on top of the wall.
God dammit.....
Title: Re: The Little Questions Thread
Post by: BLitZ on February 07, 2010, 10:58:28 pm
you need to build stares or a ramp to the upper levels if you use stairs you also need to build a set on the second floor here look at the wiki article  http://dwarffortresswiki.net/index.php/Stairs
Title: Re: The Little Questions Thread
Post by: Garth on February 07, 2010, 11:10:11 pm
you need to build stares or a ramp to the upper levels if you use stairs you also need to build a set on the second floor here look at the wiki article  http://dwarffortresswiki.net/index.php/Stairs (http://dwarffortresswiki.net/index.php/Stairs)

That's kind of puzzling the way is shown in the pics...

So if I'm just using the b C combination to build them...
I just need to build stairs, then floor, then a wall on the floor, then a floor on top of that wall? I think...

Or does it not matter if the stairs comes first?
Title: Re: The Little Questions Thread
Post by: Corinthius on February 07, 2010, 11:23:37 pm
Normally what I do is build an upstairs/downstairs on floor level. Build another one right above it.

Then build (b C f) floors to cover the area inside the tower. Note that you *cannot* build walls on top of floors, so don't build the floors over the entire thing, leave a one square border around the outside for the next level of walls.

Then build the 4 corner walls spaces.

Then build the rest of the walls.

Repeat.
Title: Re: The Little Questions Thread
Post by: BLitZ on February 07, 2010, 11:28:48 pm
exactly also the diagram on the wiki is a link and has a more complete description just click on it?
also build yore corners before one of the wall tiles next to them because you can NOT build wall diagonally
Title: Re: The Little Questions Thread
Post by: happydog23 on February 07, 2010, 11:52:10 pm
...
How does one build a tower, to put it?
...
Build a floor on top of the wall.
God dammit.....


I decided this is siggable.
Title: Re: The Little Questions Thread
Post by: Flaede on February 07, 2010, 11:55:31 pm
you need to build stares or a ramp to the upper levels if you use stairs you also need to build a set on the second floor here look at the wiki article  http://dwarffortresswiki.net/index.php/Stairs (http://dwarffortresswiki.net/index.php/Stairs)

That's kind of puzzling the way is shown in the pics...

So if I'm just using the b C combination to build them...
I just need to build stairs, then floor, then a wall on the floor, then a floor on top of that wall? I think...

Or does it not matter if the stairs comes first?

umno. not exactly. you build stairs up, so your dwarves can reach floor two. then you build flooring NEXT to the wall-space, and then you build a wall on top of the first wall (walls automatically make "floors" on top of themselves. You can build on this "floor", you cannot build on top of constructed floors)
Title: Re: The Little Questions Thread
Post by: Garth on February 08, 2010, 12:14:24 am
Ok, I figured out building with materials...
It's just like digging pretty much...
Fancy that...
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 08, 2010, 12:34:24 am
Oh wow
It seems I was accidentally hilarious or something?
Okay, yeah, I actually meant that as honest advice.
See, I haven't played DF in a while, and I thought walls weren't constructed with floors automatically on top, so I thought that building a floor on top of the wall would let someone build another wall on top of the floor.
Oh well.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 08, 2010, 12:58:41 am
Oh wow
It seems I was accidentally hilarious or something?
Okay, yeah, I actually meant that as honest advice.
See, I haven't played DF in a while, and I thought walls weren't constructed with floors automatically on top, so I thought that building a floor on top of the wall would let someone build another wall on top of the floor.
Oh well.


It's actually decent advice... Its just in line with a smart mouth answer I'd give IRL.  "How do you get out of here?"  "I go through that door there"   That kind of thing.... and at tower building at it's most fundamental level is... build a wall, put a floor on it, and repeat.
Title: Re: The Little Questions Thread
Post by: Organum on February 08, 2010, 05:08:45 am
I have a brook on my highest natural z-level. If I were to pump water from it, what would happen to my fortress?
Title: Re: The Little Questions Thread
Post by: BLitZ on February 08, 2010, 06:24:37 am
In all likely hood a flood. if it is powered by a windmill or waterwheel or it will stop flooding when the pump operator gets spooked by the water entering his tile.
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 08, 2010, 08:22:49 am
Will water destroy engravings or not? I've been playing around with different test digs on an old fort, and running a pumped waterfall over my engravings for several seasons doesn't seem to destroy them (although they do become unviewable after a while). On the other hand, though, letting "muddy water" straight from the brook cascade over them gives me a "masterwork of so and so has been lost" message after a while. Is it just "water destroys engravings" or is there some way to "clean" the water first?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 08, 2010, 08:45:43 am
Water doesn't destroy engravings.  Magma flowing over an engraved tile will destroy it, but water won't.  If you have discovered an underground water source (pool or river) and have underground plants growing, a muddied engraved floor tile can have a plant grow on it, and that will destroy engravings.
Title: Re: The Little Questions Thread
Post by: JaaSwb on February 08, 2010, 09:38:43 am
You can prevent plants from growing on muddied floor tiles by paving over them with a constructed floor or paved road. I believe this will destroy any underlying engravings. You definitely don't want plants in your plumbing though, as they'll block the flow of water if they grow to  be tree-sized (like tower caps will).

Note that magma will melt floor engravings, but not wall engravings - it only affects things in the same tile. This also has the odd effect of making trees impervious to magma.
Title: Re: The Little Questions Thread
Post by: Thorik on February 08, 2010, 02:12:02 pm
question, aside from needing an underground towercap forest, what else do I need to think of if I am to shut off from the outside world, for atleast a few years while I smith and train my men?  I have around a hundred dwarves, masons, carpenters, bowyers, and smiths and a dozen soldiers, with magma and whatnot, I guess I could do without wood since I can make things out of stone and already have hundreds of beds, but is there anything else I need to think of?
Title: Re: The Little Questions Thread
Post by: Skorpion on February 08, 2010, 02:14:09 pm
Do trees block water flow?

There are tower-caps in my plumbing.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 08, 2010, 02:23:01 pm
They do. I hope your plumbing is wider than one tile.

question, aside from needing an underground towercap forest, what else do I need to think of if I am to shut off from the outside world, for atleast a few years while I smith and train my men?  I have around a hundred dwarves, masons, carpenters, bowyers, and smiths and a dozen soldiers, with magma and whatnot, I guess I could do without wood since I can make things out of stone and already have hundreds of beds, but is there anything else I need to think of?

The only things you 'need' to seal yourself off are things to satisfy hunger and thirst. So if you have a farm plot making plump helmets and a well connected to infinite water, you'll be fine. Anything else is a luxury.

The only other thing I can think of is metal bars for noble mandates, and a few items that are much easier to get from the caravan than finding them yourself, gems and leather in particular. If you're not planning on doing any leatherworking or decorating with gems, you should be fine.

I get the feeling that there's something I'm missing, but I can't be sure. If you lack metals that you can turn into weapons and armor, that's a concern as well.

I have a brook on my highest natural z-level. If I were to pump water from it, what would happen to my fortress?

That depends on where you pump it and what safety measures you take to prevent it from flooding your fortress. What did you have in mind?

If you pump directly from it with no precautions, it will flood your fortress. Slowly, since the water output from brooks is pretty low.
Title: Re: The Little Questions Thread
Post by: Spong on February 08, 2010, 04:04:30 pm
So I decided to try switching immigration off by setting my population cap to 10, but another 3 immigrants have just arrived so I have 13 now - WTF?
Title: Re: The Little Questions Thread
Post by: JaaSwb on February 08, 2010, 04:08:07 pm
My guess would be that the game had already decided to send that wave before you changed the cap (if you were indeed at 10 dwarves at the time). Also note that waves of any size can arrive as long as you're below the cap - a 9 dwarf fortress with a cap of 10 can easily get hit by a 20-dwarf migration wave.
Title: Re: The Little Questions Thread
Post by: Spong on February 08, 2010, 04:22:28 pm
I guess thats probably it though if it is the game must have had that 3 dorf wave planned well in advance as I was on 7 dorfs when I changed to 10. I've since had three waves of 1, 2 and 3 dorfs respectively. I'll keep an eye on it and see if any more come.

edit: Another small wave of 2 arrived, they seem to be trickling in rather than coming in big batches like they normally do but its still ignoring the overall cap. It could just be another pre-defined wave though I'll see if the situation changes.
Title: Re: The Little Questions Thread
Post by: Thorik on February 08, 2010, 05:16:37 pm
Does anyone have a save to the Boatmurdered world so I can reclaim it?
Title: Re: The Little Questions Thread
Post by: happydog23 on February 08, 2010, 07:11:53 pm
Ok, I haven't checked my world out in legends, but every single goblin ambush has had a human with it so far (thats 10 or so ambushes) 

And So far on a couple of the humans, they have been immune to cage traps... goblins walk on them, bam caged no problem.  The human in the ambush just stands on all the loaded cage traps waiting to slay anyone who comes by.  Any idea why a human would not set off the traps?
Title: Re: The Little Questions Thread
Post by: Skorpion on February 08, 2010, 07:27:43 pm
Humans are immune to any traps the diplomat's seen.

Even goblinised humans.
Title: Re: The Little Questions Thread
Post by: Conflict on February 08, 2010, 08:32:53 pm
Alright, now whenever my wrestlers well, wrestle, they find the need to strip each other of all clothing. But now, it's really starting to get everywhere. Is there any way I can clean this shenanigans up?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 08, 2010, 08:40:53 pm
Only magma.
Title: Re: The Little Questions Thread
Post by: Asmodeous on February 08, 2010, 09:00:20 pm
Alright, now whenever my wrestlers well, wrestle, they find the need to strip each other of all clothing. But now, it's really starting to get everywhere. Is there any way I can clean this shenanigans up?

If you give them their own bedroom with a cabinet and a chest they might pick them up and shove them into the cabinet/chest while off duty and not practicing.

Might.
Title: Re: The Little Questions Thread
Post by: Thorik on February 08, 2010, 09:01:35 pm
I don't have my soldiers spar.  at all.  if they wrestle they lose all their clothing and if they use weapons one of them gets a his lower right leg broken and sits in his bed being a burden on the fortress as we deliver him water and food... and he doesn't heal after 3 years and suddenly he gets out of bed with meloncholy and jumps in a well after a long cripple crawl to the lake.  OR use xbow dwarves.  They just train on archery ranges and don't even need metal to make them useful.  Leather armor/quiver and wooden bolts/bow.

P.s. seriously I wanna play the map Boatmurdered was in
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 08, 2010, 09:21:44 pm
Alright, now whenever my wrestlers well, wrestle, they find the need to strip each other of all clothing. But now, it's really starting to get everywhere. Is there any way I can clean this shenanigans up?
I've arranged things so that the barracks are designated from a weapon rack or armour stand behind a raising bridge, but I can't remember how. What won't work is something like this:

Code: [Select]
###D#####
#+++++|R#
#+++++|##
#+++++|##
#########

D: door
R: weapon rack
|: bridge when raised
Perhaps it needs to be on a diagonal.
Title: Re: The Little Questions Thread
Post by: A Dwarven Smokeologist on February 08, 2010, 11:57:03 pm
I have a question about barracks clutter too real quick, before I try it incase some one else has / knows.

Can I basically build a barracks or designate it so the entire room is on a retractable bridge, then from time to time clear the room by retracting the bridge and dumping the stuff into magma? Or do rooms not work over a bridge?
Title: Re: The Little Questions Thread
Post by: ungulateman on February 09, 2010, 12:23:41 am
They won't spar on a bridge.
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 09, 2010, 12:43:13 am
Nice avatar bro
Title: Re: The Little Questions Thread
Post by: Flaede on February 09, 2010, 01:41:58 am
Humans are immune to any traps the diplomat's seen.

Even goblinised humans.

wait, what?? when did this happen? I did not know this. wow.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 09, 2010, 02:14:37 am
Humans are immune to any traps the diplomat's seen.

Even goblinised humans.

wait, what?? when did this happen? I did not know this. wow.

Yeah... its a good way to get your smith killed.



Anyway... a couple questions... My tests seem to indicate that floor grates made of green glass submerged in magma do not melt... Is that right?  or did I just not leave them in long enough?

and second, for pumps, I know the corkscrew and tube matter, but if I am submerging pumps in magma, does the block need to be a non-magma-melty material?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 09, 2010, 08:52:05 am
They won't spar on a bridge.
They will, so long as the barracks contains at least one open non-bridge tile.  I've had barracks where the entire floor except for two tiles, one containing an armor rack and one left open, was a retracting bridge over a magma pipe.  They sparred on the bridge, left clothing everywhere, and I periodically retracted the bridge to dump it in the magma.
My tests seem to indicate that floor grates made of green glass submerged in magma do not melt... Is that right?  or did I just not leave them in long enough?
This is correct.  For some bizarre reason green glass furniture is magma-proof when built, even though loose green glass objects will melt when dumped in magma.  This also applies to pumps made entirely from green glass - they can be safely immersed in magma without melting.
Title: Re: The Little Questions Thread
Post by: Jude on February 09, 2010, 09:41:57 am
Is there a way to edit any of the raws to reduce the size of immigration waves? Since my computer can't handle that many dwarves I'd also like to have immigrants come slower if possible (5-10 per wave instead of 20-30). Can this be done or do I just kill most of the ones that arrive to discourage anybody else from showing up?
Title: Re: The Little Questions Thread
Post by: Corinthius on February 09, 2010, 12:15:38 pm
You can set the population cap to 0 in the init.txt file. This way you won't get any more immigrants. As far as I know, you can't do much with the migrant wave size.

Questions:
1) Can goblins swim?
2) If a goblin falls into a flowing river, will the river push him along?
3) Will the river push objects in it along?
4) If a goblin is in some water, and subsequently gets magma dropped on him, will all his cloth clothing be preserved in the obsidian and be able to later be recovered by mining? Will the metal objects be preserved?

Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 09, 2010, 12:45:26 pm
*blurp mispost*
Title: Re: The Little Questions Thread
Post by: happydog23 on February 09, 2010, 01:56:00 pm
Questions:
1) Can goblins swim?

Maybe?

2) If a goblin falls into a flowing river, will the river push him along?

7/7 water does not push anything even if it has "flow"  the water is actually "teleporting."  If you're standing next to a square of 7/7 water and it spreads out towards a unit or item, then it can be pushed

3) Will the river push objects in it along?

same as above

4) If a goblin is in some water, and subsequently gets magma dropped on him, will all his cloth clothing be preserved in the obsidian and be able to later be recovered by mining? Will the metal objects be preserved?

Not sure.... I know in my obsidian farms, if there are magma safe rocks when i fill it up and dump water, I get obsidian + those rocks when I mine it out.  I also recently flooded my magma pipe with water, and after the new obsidian cap cooled, there is one square that is a rough hewn obsidian wall, a fire imp skull, and 3 fire imp bones.  I know the imps bones are "magma safe" so it might apply to items too.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 09, 2010, 03:04:45 pm
Humans are immune to any traps the diplomat's seen.

Even goblinised humans.

wait, what?? when did this happen? I did not know this. wow.

Since this version came out.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 09, 2010, 03:27:01 pm
Humans are immune to any traps the diplomat's seen.

Even goblinised humans.

wait, what?? when did this happen? I did not know this. wow.

Since this version came out.


Found a solution to the problem... If you forget to let the human diplomat leave, he'll go berserek in your dining hall, your military will come make his body explode all over the walls, and you can then rebuild your traps without fear that some stupid humgoblin will spear your blacksmith while he diligently runs out to try and pick up a goblin cage.
Title: Re: The Little Questions Thread
Post by: Conflict on February 09, 2010, 05:21:18 pm
What are some ways I can improve room quality for my nobles?

- Better item quality (For beds/Doors/Etc.)
- Statues

^ Is all I know how to improve the 'room' quality. (Decent bedroom..Fine bedroom..etc)
Title: Re: The Little Questions Thread
Post by: jayseesee on February 09, 2010, 06:00:45 pm
Smooth / great engravings.  Also can make contents out of stuff they like so they perceive it as being worth more.  Unsure if this gives quality on the "r" screen, but gives them happier thoughts.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 09, 2010, 06:04:03 pm
What are some ways I can improve room quality for my nobles?

- Better item quality (For beds/Doors/Etc.)
- Statues

^ Is all I know how to improve the 'room' quality. (Decent bedroom..Fine bedroom..etc)

Making things out of iron/steel tends to make the value of a room shoot up (instead of using stone like I used to do)
Title: Re: The Little Questions Thread
Post by: jayseesee on February 09, 2010, 06:05:42 pm
Spoiler (click to show/hide)

Ahh yes, also use higher valued items as components for statues/doors/etc.  Making a Marble/Obsidian door for example is worth more than a Gabbro.
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 09, 2010, 06:17:14 pm
Build expensive ropes or chains throughout the room.  I didn't know this worked until I saw a beautiful fortress on the df map archive, where high-quality dyed ropes were used for "carpeting".  Gives you a chance to colour the room, too (:

Goblins can swim just like dwarves: if they don't drown fast enough, they'll learn.  I learned this by using a roofless outdoor drowning chamber.  Cover the chamber and fill it to the top, and it won't matter if they can swim or not.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 09, 2010, 06:19:52 pm
Spoiler (click to show/hide)

Ahh yes, also use higher valued items as components for statues/doors/etc.  Making a Marble/Obsidian door for example is worth more than a Gabbro.

not sure if I'm stating a fact so obvious that no one bothered to mention, but don't forget to choose the perfect location! A noble will always prefer a room made from flux and valuable minerals/gems (personally I don't want a chalky room, but hey I'm not a noble).  Don't forget to call up your engraver and have those walls and floors smoothed and engraved, that will ALWAYS increase the value.
Title: Re: The Little Questions Thread
Post by: Dendou on February 09, 2010, 07:47:44 pm
a)  I know that a chain allows access within 1 tile of its center, but does this apply to Z levels as well?  ie: could I have a 3x3x3 cube prison for my dwarves?

b)  Does the quality of the design of ballistae affect the accuracy/power/rate of fire?  I have 6 ballistae made from only masterpiece parts and I want them as high quality as possible.

c)  Does the quality of ballistae bolts affect accuracy/power/rate?

d)  If yes to c then, will dumping my bolts into magma burn the shaft and leave my adamantine tips to be reused or do I have to melt down the tips too?

As you can see, I like to have the option of extreme overkill always available.
Oh, and e)  Is there any greater overkill I could do than having one one my legendary +5 siege operators fire a materpiece adamantine tipped ballistae bolt from a masterpiece ballistae at point blank range?(other than involving magma of couse ;), I'll figure that out too)
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 09, 2010, 07:55:05 pm
a)  I know that a chain allows access within 1 tile of its center, but does this apply to Z levels as well?  ie: could I have a 3x3x3 cube prison for my dwarves?
Yes to this, don't know about the others.
Title: Re: The Little Questions Thread
Post by: garfield751 on February 09, 2010, 07:55:55 pm
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 09, 2010, 07:57:43 pm
b. Part quality affects accuracy and rate of fire.
c. Bolt quality/material affects damage and possibly accuracy.
e. Have two legendary +5 siege operators fire masterpiece adamantine tipped ballistae bolts from masterpiece ballistas at point blank range.
Title: Re: The Little Questions Thread
Post by: jayseesee on February 09, 2010, 08:00:54 pm
e. Having a newly recruited peasant go wrestle a Bronze Colossus is more overkill than ANY siege operator firing from point blank range.  Siege Operators are pansies civilians that flee at the sight of their own freaking shadow from 20 squares.
Urist McCrybaby cancels fire ballista: saw shadow.
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 09, 2010, 08:07:31 pm
Have Morul and Ironblood close on a kobold thief.
Title: Re: The Little Questions Thread
Post by: garfield751 on February 09, 2010, 09:05:22 pm
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?

*cough*
Title: Re: The Little Questions Thread
Post by: Loyal on February 09, 2010, 09:15:20 pm
Normally I'd say no, since magma is not normally pressurized, and so it won't rise through an open bottom. I dunno how the rules work if you're putting it right over the Magma Flow tiles though.

To test it, you could dump some water over the top of the pipe, channel some enclosed tiles out and see whether the magma refills the tile or not.
Title: Re: The Little Questions Thread
Post by: Spong on February 09, 2010, 09:15:38 pm
How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 09, 2010, 09:42:09 pm
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?
If it's sealed, top and bottom, no. If the bottom is open... Not sure. If the top is open and the entire magma pipe isn't covered, it'll get filled as magma slops over the sides. Magma in a magma pipe appears to spawn in "beams" rising straight up from the magma flow to up to 3 tiles above the highest magma level or the original magma top. This means that emptied pipes will occasionally get columns 3 z-levels high of 7/7 magma squares, which then of course rapidly collapse because they're made of liquid.

These beams, however, are blocked by most everything, so a room that is sealed on all sides won't flood, and if you seal the entire pipe at any level with floors, bridges, etc. the magma won't fill over that level until the blockage is gone.

How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.
In Adventure Mode, there are much, much more detailed combat and wound reports, which are the ones you usually see. With Dwarf Companion, you can also sort of turn these on in Fortress Mode, though it's quite buggy and generally more trouble than it's worth. Specifically, the names of the creatures involved are never displayed, so while you can tell what's happening you can't tell who it's happening to, and it does it in the announcements line so you get dozens of lines of announcement spam and can't really follow it in real-time.

Real combat reports are yet another feature that is coming in the next version, which should be out any minute/hour/day/week/month/year (choose appropriate for your preferred -mism) now.

Many people also use their imaginations to make more detailed combat reports. If you're capable of doing such a thing yourself, more power to you  ;)
Title: Re: The Little Questions Thread
Post by: Retro on February 09, 2010, 10:16:49 pm
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?
If it's sealed, top and bottom, no. If the bottom is open... Not sure.

Unless you've got an active pump with the output tile touching the magma pipe from higher up (thus 'pressurizing' the pipe), no. Which is totally awesome, because you can build a tower without much of a floor on the bottom level to have a magma pool within your tower within the magma pipe!
Title: Re: The Little Questions Thread
Post by: Particleman on February 09, 2010, 10:31:26 pm
How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.

Unfortunately you have to do it manually. Pause the game when your soldiers engage the enemy, let the game run for a second or so, then pause again and check the wounds of the combatants. Alternately use the period key to advance the game a few steps at a time, if the combats go by too fast for you. There are no combat reports in fortress mode, but you can infer what's happened by watching wounds progress.
Title: Re: The Little Questions Thread
Post by: smjjames on February 09, 2010, 10:32:57 pm
How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.

Unfortunately you have to do it manually. Pause the game when your soldiers engage the enemy, let the game run for a second or so, then pause again and check the wounds of the combatants. Alternately use the period key to advance the game a few steps at a time, if the combats go by too fast for you.

Even then, it can be hard to see what exactly is going on if combat moves quickly.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 09, 2010, 11:32:53 pm
Is there any way to remove mud outdoors?

Also, the goblins murdered the human diplomat. This means war, doesen't it?
Title: Re: The Little Questions Thread
Post by: smjjames on February 09, 2010, 11:36:07 pm
Yea, use dirt roads to clear off the mud. You can also use flooring if you want.
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 10, 2010, 01:06:54 am
If they killed the Guild Representative, the one who comes with every human caravan and negotiates what you import, then you don't get a replacement and can no longer as the humans for specific goods.
This also angers the humans, like seizing a caravan, though in my experience the other civs are very tolerant so I wouldn't say war is guaranteed.

If they actually killed the Diplomat, who the humans send to negotiate peace... you may be in an endless war.

Edit: Wiki reminds me the Diplomat appears to large fortresses for no purpose.  Same answer as liason, they won't like it, plus they may never declare peace.

V It's only 1AM here (:  Still latearly enough for sleep though. V
Title: Re: The Little Questions Thread
Post by: Retro on February 10, 2010, 01:07:37 am
Also, the goblins murdered the human diplomat. This means war, doesen't it?

I don't think it's a certainty, but it's pretty likely. Fortunately, if you just kick their ass a few years in a row they might just try and save face by sending another caravan.

--gdmnt. Ninja'd at 2am?!
Title: Re: The Little Questions Thread
Post by: garfield751 on February 10, 2010, 01:10:21 am
If the bottom is open... Not sure.
I caped the pipe and at first i thought this was a no brainer but then my pump acess floods with magma. The channels i dug allowed magma to spwan above it makeing it unacessable and unfixable. same thing happens to down stairs when theres 7/7 magma under it in the vent cap.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 10, 2010, 01:54:08 am
If they killed the Guild Representative, the one who comes with every human caravan and negotiates what you import, then you don't get a replacement and can no longer as the humans for specific goods.
This also angers the humans, like seizing a caravan, though in my experience the other civs are very tolerant so I wouldn't say war is guaranteed.

If they actually killed the Diplomat, who the humans send to negotiate peace... you may be in an endless war.

Edit: Wiki reminds me the Diplomat appears to large fortresses for no purpose.  Same answer as liason, they won't like it, plus they may never declare peace.

V It's only 1AM here (:  Still latearly enough for sleep though. V

The diplomat. The guildmaster survived.

Shit. At least I'll get the meat, metals, and leather I want.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 10, 2010, 02:01:23 am
Ninja'd at 2am?!

Pro tip: the internet is international.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 10, 2010, 02:11:51 am
Ninja'd at 2am?!

Pro tip: the internet is international.

Pro tip:  It's 2AM where he is for the whole world too.  :-)
Title: Re: The Little Questions Thread
Post by: Garrie on February 10, 2010, 05:00:34 am
I just got my sig:
Is there any way to remove mud outdoors?

Yea, use dirt roads to clear off the mud.

dirt roads clear off mud. Unless you are in Australia I guess... hang, on, Toad is an ozzie, he should know about dirt roads... ???
Title: Re: The Little Questions Thread
Post by: Retro on February 10, 2010, 11:58:19 am
Ninja'd at 2am?!

Pro tip: the internet is international.

Yeah, silly, I know :P But the forum is generally noticeably slower during my time zone's wee hours, hence the surprise. Rolan actually posted between me hitting Preview and then immediately hitting Post. I suppose I still look silly :D
Title: Re: The Little Questions Thread
Post by: smjjames on February 10, 2010, 01:11:00 pm
I just got my sig:
Is there any way to remove mud outdoors?

Yea, use dirt roads to clear off the mud.

dirt roads clear off mud. Unless you are in Australia I guess... hang, on, Toad is an ozzie, he should know about dirt roads... ???

I know it doesn't really make sense, but hey, anything that grows there is always covered in mud, no matter what, which doesn't quite make sense either.
Title: Re: The Little Questions Thread
Post by: OddProphet on February 10, 2010, 02:35:37 pm
Hello, B12F.

Question one:  In regards to Nobles, could I channel a room so it is suspended above a magma pool held up by, say, two squares?  Furthermore, could I then have a dorf channel the last two squares, sending the whole room tumbling into liquid-hot mag-ma?

Question two:  How, exactly, do I link levers to traps?  The wiki says to use mechanisms, and I have plenty, but for some reason the traps will not link to the lever.

And yes, that lever is key to yet another assassination attempt.  Stupid no-life cheese maker...
Title: Re: The Little Questions Thread
Post by: Retro on February 10, 2010, 02:38:59 pm
Hello, B12F.

Question one:  In regards to Nobles, could I channel a room so it is suspended above a magma pool held up by, say, two squares?  Furthermore, could I then have a dorf channel the last two squares, sending the whole room tumbling into liquid-hot mag-ma?

Question two:  How, exactly, do I link levers to traps?  The wiki says to use mechanisms, and I have plenty, but for some reason the traps will not link to the lever.

And yes, that lever is key to yet another assassination attempt.  Stupid no-life cheese maker...

One: You absolutely can. Keep in mind that cave-ins plus magma causes magma mist, so keep the area well-cordoned off.

Two: You link the levers to the traps from the lever's menu. In the Q menu, aside from being able to order the lever pulled, you can hook them up to all kinds of things, requiring two mechanisms per connection.
Title: Re: The Little Questions Thread
Post by: OddProphet on February 10, 2010, 02:43:51 pm
Muahahahahahahaha.

Another question springs to mind:
Can I place a lever in a space beneath a drawbridge, atomsmashing whoever I choose?  How would I be able to do this more than once?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 10, 2010, 03:15:21 pm
Hi,

1. How can I view my stock of plants and seeds, with some details? the z/stock list give me that I have 60 plants and 30 seeds, but I would like to know more.

2. How can I deconstruct a stairway or a channel... it is possible generally to fill up something excavated (plug the holes)

3. is a door capable of stopping water from coming, can I use them as water locks?

4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)

5. I wanted to mud a cavern to create a farm field... I succeeded but only after creating a channel over the pond, and ask the dwarves to pour buckets into a pond zone restricted to the channel, so that the water fall a level below to the ground. But before, I tried to have the dwarves pour buckets directly into the ground which was defined as a pond to fill and it did not work, why? this amount to the same thing in the end, the water is going to the pond... why it worked only if the buckets were poured to the channel, one level above the pond, I don't understand the logic.

6. how can I tell a dwarf to attack a goblin thief? Say he is a wood cutter and has already an axe, how can I motivate him to run and kill him before he escapes?

that is all, thank for your patience. If only the game had a mouse  support ;)
Title: Re: The Little Questions Thread
Post by: Particleman on February 10, 2010, 03:28:03 pm
Muahahahahahahaha.

Another question springs to mind:
Can I place a lever in a space beneath a drawbridge, atomsmashing whoever I choose?  How would I be able to do this more than once?

As far as I know you can't build anything in the space a drawbridge occupies when extended once it's been built, and you can't build a bridge to occupy the same space as a lever or any other building (except floors.)

Hi,

1. How can I view my stock of plants and seeds, with some details? the z/stock list give me that I have 60 plants and 30 seeds, but I would like to know more.

2. How can I deconstruct a stairway or a channel... it is possible generally to fill up something excavated (plug the holes)

3. is a door capable of stopping water from coming, can I use them as water locks?

4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)

5. I wanted to mud a cavern to create a farm field... I succeeded but only after creating a channel over the pond, and ask the dwarves to pour buckets into a pond zone restricted to the channel, so that the water fall a level below to the ground. But before, I tried to have the dwarves pour buckets directly into the ground which was defined as a pond to fill and it did not work, why? this amount to the same thing in the end, the water is going to the pond... why it worked only if the buckets were poured to the channel, one level above the pond, I don't understand the logic.

6. how can I tell a dwarf to attack a goblin thief? Say he is a wood cutter and has already an axe, how can I motivate him to run and kill him before he escapes?

that is all, thank for your patience. If only the game had a mouse  support ;)

1: You need a bookkeeper. Make an office for him (just a 1x2 room with a chair and a table is enough, doesn't have to be decorated or anything) and designate your bookkeeper from the (n)obles screen. You shouldn't need 100% accurate counts of how much food you have until, at the earliest, after your first immigrant wave, though.

2: Down stairways can have floors built over them if you dug them out, or deconstructed (d->n) if you made them out of wood or stone.

3: Yes. Make sure you mark them as forbidden, though.

4: View your stock of seeds with the z menu. They're listed by type in the kitchen and stocks menu.

5: Dwarves will only fill a pond from above so they don't end up drowning themselves. Not that they won't find another way to drown themselves, but they won't do it like that.

6: Draft him. Go to the (m)ilitary screen, select the dwarf you want, hit Enter to draft him. Then hit v to view his squad info, then press t to toggle him to be on duty. Now, once you've done all that, hit Space a few times to get back to the actual playing screen, press x to select squads, and move the cursor over him. He should be selected. Press l to lock onto his squad, then move the cursor to where you want him to go and press s to staion him there. Unless he's in the middle of eating or getting a drink he should head to his station and chase any enemies he sees on the way there.
Title: Re: The Little Questions Thread
Post by: ed boy on February 10, 2010, 03:44:08 pm
Hi,

1. How can I view my stock of plants and seeds, with some details? the z/stock list give me that I have 60 plants and 30 seeds, but I would like to know more.

2. How can I deconstruct a stairway or a channel... it is possible generally to fill up something excavated (plug the holes)

3. is a door capable of stopping water from coming, can I use them as water locks?

4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)

5. I wanted to mud a cavern to create a farm field... I succeeded but only after creating a channel over the pond, and ask the dwarves to pour buckets into a pond zone restricted to the channel, so that the water fall a level below to the ground. But before, I tried to have the dwarves pour buckets directly into the ground which was defined as a pond to fill and it did not work, why? this amount to the same thing in the end, the water is going to the pond... why it worked only if the buckets were poured to the channel, one level above the pond, I don't understand the logic.

6. how can I tell a dwarf to attack a goblin thief? Say he is a wood cutter and has already an axe, how can I motivate him to run and kill him before he escapes?

that is all, thank for your patience. If only the game had a mouse  support ;)
1-If you have a record keeper who is keeping records with enough accuracy, you can see it in more detail.

2- to remove up stairways, if they have been build, you need to use the remove construction designation. If they have been mined and are up then they need the "remove up starways/ramps" designation. Otherswise you will need to channel them. A floor can be built over a channeled area, but filling it in requires you to build a wall on the level below.

3-Yes.

4-there is no way of knowing. You cannot have more than one crop per field per season.. Don't worry about it - a 5x5 field will leave you with more food than you will know what to do with.

5-This irritates me, but You can't tell them to empty a bucket straight onto a floor (yet).

6-Non-military dwarves will run away from hostiles. Activate him into the military and he will make short work of the thief. You can deactivate him straight after.
Title: Re: The Little Questions Thread
Post by: sproingie on February 10, 2010, 04:27:36 pm
Can I place a lever in a space beneath a drawbridge, atomsmashing whoever I choose?  How would I be able to do this more than once?

You can't have the bridge land on the lever, and you wouldn't want to -- you'd atomsmash the lever if you could build it that way.  However, bridges raise and lower on a delay, so you could have it RAISE on the only access spaces to the lever, and the hapless lever puller has a decent chance of getting squished when it raises.  The quality of the mechanism appears to affect the delay.

My preference for lethal levers is self-service drowning chambers.  That way it won't atom-smash their stuff.


Title: Re: The Little Questions Thread
Post by: Cheddarius on February 10, 2010, 07:06:02 pm
I find it a lot simpler to just have someone pull a lever in a bedroom and lock it.
Title: Re: The Little Questions Thread
Post by: sproingie on February 10, 2010, 07:26:09 pm
They can still issue mandates while you wait for them to starve while locked in their bedroom.  I prefer resolving problems quickly.  Besides, it's just more fun to drown them.  Or if you don't care about their stuff, let them take a magma bath.  But that means rebuilding all the furniture.

Title: Re: The Little Questions Thread
Post by: happydog23 on February 10, 2010, 07:27:15 pm
They can still issue mandates while you wait for them to starve while locked in their bedroom.  I prefer resolving problems quickly.  Besides, it's just more fun to drown them.  Or if you don't care about their stuff, let them take a magma bath.  But that means rebuilding all the furniture.



Only the bed really... Just make everything else out of iron... and don't engrave the floors...
Title: Re: The Little Questions Thread
Post by: Skorpion on February 10, 2010, 07:32:39 pm
Well, I currently have two noble destruction systems. One is a lever on the end of a single-tile-wide platform covered in repeating spikes hooked to another lever. The other is a tiny chamber with a lever that seals the door, and a second lever to flood it.
And a third lever for drainage, naturally.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 10, 2010, 10:03:11 pm
4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)
You can have two types of seed in a field at once, otherwise dwarves wouldn't plant pig tails in summer until all the sweet pods had been harvested. I believe that you can change the plant type halfway through a planting session and have dwarves switch to the new plant, but I'm not 100% sure (I've been playing with modded crops for a while). Try it yourself, it won't hurt anything. :P
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 10, 2010, 10:09:06 pm
Can you grow tower caps without water? Someone said you can build a farm plot and designate it to grow tower caps...
Title: Re: The Little Questions Thread
Post by: Retro on February 10, 2010, 10:15:11 pm
Can you grow tower caps without water? Someone said you can build a farm plot and designate it to grow tower caps...

They must have been mistaken. You can grow tower caps with water from a source other than an underground river or pool, but you need to have discovered one of those first to get the water magicks a-flowin'. Farm plots are for plants that don't double as construction material.
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 10, 2010, 10:23:05 pm
Drat! I hate building all these cisterns and things...
Title: Re: The Little Questions Thread
Post by: happydog23 on February 10, 2010, 10:26:21 pm
For a pressure plate, I am working on a system to "catch" all the pets in my fortress... do pressure plates need to be set to have "Citizens trigger" for pets to set it off?  the wiki says "You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians. Berserk dwarves count as enemies. "

So when they say "civilians" do they mean citizens... and if so I take it that since pets are friendly they count for this as well?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 10, 2010, 10:37:15 pm
Build a tunnel trap. Like this:
Code: [Select]
.WWWWWWW
.DSSSDLW
.WWWWWWW
.=space
W=wall
D=door
S=upright spike
L=lever
Connect the lever to all the upright spikes. Assign the lever to be pulled by someone (q-P on the lever to choose who). Schle will walk to the lever and start pulling it; schler pet will come along. Once you lock the doors, schler pet will be impaled on the spikes.
For the others, butcher them for free meat and bones, which can be turned into bolts.
Title: Re: The Little Questions Thread
Post by: Retro on February 10, 2010, 10:45:44 pm
For a pressure plate, I am working on a system to "catch" all the pets in my fortress... do pressure plates need to be set to have "Citizens trigger" for pets to set it off?  the wiki says "You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians. Berserk dwarves count as enemies. "

So when they say "civilians" do they mean citizens... and if so I take it that since pets are friendly they count for this as well?

I'm honestly not sure, but you can work around this altogether by assigning size modifiers to the pressure plates. I can't recall offhand what size dwarves are (maybe 6?), but most animals will be smaller. Plus you might catch some children while you're at it! It's like the petting zoo you can never leave.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 10, 2010, 10:48:49 pm
For a pressure plate, I am working on a system to "catch" all the pets in my fortress... do pressure plates need to be set to have "Citizens trigger" for pets to set it off?  the wiki says "You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians. Berserk dwarves count as enemies. "

So when they say "civilians" do they mean citizens... and if so I take it that since pets are friendly they count for this as well?

I'm honestly not sure, but you can work around this altogether by assigning size modifiers to the pressure plates. I can't recall offhand what size dwarves are (maybe 6?), but most animals will be smaller. Plus you might catch some children while you're at it! It's like the petting zoo you can never leave.


Thats what I'm doing for now... I have a smaller than dwarf trap and larger than dwarf trap... have to do it that way cause tehre are some stubborn mules following my dwarves around....
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 11, 2010, 01:36:59 am
thanks everybody for the answers!

About drafting a dwarf in and out of the military regularly (kind of 'minuteman', used only when needed), is there is a drawback or advantages of doing that compared to a permanent soldier? I wonder for example if each time he reverts to civilian there is a kind of 'soldier experience' resetting to zero, etc.

when I draft a dwarf, will he run to equip himself if he don't have what he needs?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 11, 2010, 01:40:12 am
If you draft a dwarf into the military when he has no military skills, it will make him a little sad. Same for undrafting dwarves who have no civilian skills. However, if you make everyone minutemen, and have them have a bit of military skill (while still keeping them happy), you'll be able to draft the entire fortress to fight in an emergency without making them sad, which is a  great thing.
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on February 11, 2010, 01:44:01 am
Also, if one of your minute-men gets too high in military skill, you will not be able to deactivate him. As a stopgap, though, by all means do it.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 11, 2010, 03:00:01 am
ok makes sense, so at first the dwarf has not military skill, so will be a bit sad... then I wait for him to get some (how do I see that), and I can switch him out to civilian duty... then the next time I need him, as he has experience in military thing, he won't be sad?

Did I get it?

Another question. I created a wall, just for fun. Now I want to put a door (alternatively, an hole) into it, How can I dig/put a door in a wall?

Is it true that big rooms can collapse? Do I need to put single cell walls (aka pillars?) in it?
Title: Re: The Little Questions Thread
Post by: Ashery on February 11, 2010, 04:37:35 am
ok makes sense, so at first the dwarf has not military skill, so will be a bit sad... then I wait for him to get some (how do I see that), and I can switch him out to civilian duty... then the next time I need him, as he has experience in military thing, he won't be sad?

Did I get it?

Pretty sure that's right. I tend to have a permanent military, though, so I don't have direct experience. To see if they've gained skill, just check skills like always ('v'iew them and check their skill list) and you should see dabbling wrestler, armor user, shield user, etc.

Quote
Another question. I created a wall, just for fun. Now I want to put a door (alternatively, an hole) into it, How can I dig/put a door in a wall?

Doors are objects that take up an empty tile that's adjacent to a wall, so you don't build them into a wall. Order one built at a mason's shop and then 'b'uild the 'd'oor one it's done. (So hit 'b' and then 'd'...I just realized you probably don't know that format considering the questions being asked XD).

To create a hole in a constructed wall, 'd'esignate one of the segments for removal ('n').

Quote
Is it true that big rooms can collapse? Do I need to put single cell walls (aka pillars?) in it?

In this version cave-ins only happen if the object/construction/etc is *completely* free-floating. A single support can hold a 20x20x20 cube of rock.
Title: Re: The Little Questions Thread
Post by: Desiderium on February 11, 2010, 04:52:31 am
If I equip an adventurer with a weapon in each hand, will my adventurer actually use them both at the same time, and thus attack twice as many times as opposed to using only one?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 11, 2010, 04:58:41 am
great answers!

another one, I tried to sell talcs to the caravan (yes I'm poor) but the weight limit prevented me from doing that? Is it normal, that the caravan can't even load a piece of talc? It weighted 800 something (are they pounds?) and the max was 500.

Or caravans get bigger after a while?

What can I sell to them which is easily craftable for a newbie like me :)
Title: Re: The Little Questions Thread
Post by: geoduck on February 11, 2010, 05:14:22 am

What can I sell to them which is easily craftable for a newbie like me :)

If you want simple.. Set one of your dwarves to 'stonecrafter' skill. Designate a 'finished goods' pile. Build a craftsdwarf workshop (keys b-w-r) then set it to crank out piles of stone crafts/mugs/instruments/toys. (q-a-g-c/y/m/z) Set it to repeat, and leave the dwarf to it. By the time the next caravan arrives, you'll have a large pile of trade goods. Added bonus, some of the stone cluttering your fort will be cleared away.
There are more profitable things to make for trade, but they involve more work.
Title: Re: The Little Questions Thread
Post by: Garrie on February 11, 2010, 05:50:39 am
I "accidentally" let my novice metal/armour/weaponsmith become pretty good at mining.

If he has a strange mood will it trigger on his metal skill or on his mining skill (leading him to become legendary at crafting or masonry)?
Title: Re: The Little Questions Thread
Post by: Blargityblarg on February 11, 2010, 06:02:57 am
It will trigger on whichever is higher.

Also, Vorpal, Mechanisms, whilst somewhat heavy, will take less keypresses to take to and sell at the depot, and the higher-qualiy ones can be made into furniture (either as levers or gear assemblies) to make your rooms more desirable, not to mention training a mechanic will mean higher quality mechanisms for weapon traps, whereas the only non-trading benefit you get from stonecrafting is obsidian swords, which only apply if you have obsidian.

Also you save wood on bins.

Wow, I really like mechanisms.
Title: Re: The Little Questions Thread
Post by: Ashery on February 11, 2010, 06:18:53 am
I "accidentally" let my novice metal/armour/weaponsmith become pretty good at mining.

If he has a strange mood will it trigger on his metal skill or on his mining skill (leading him to become legendary at crafting or masonry)?

There are moodable skills and non-moodable. Mining is simply ignored when deciding which skill is the highest.

You can actually use this to your advantage and have a bunch of haulers and/or food handlers craft sparring weapons and become dabbling weaponsmiths. As they can't get moods in their primary skills, they'll go straight for the forge instead of the craftsdwarf's workshop thanks to that wonderful 30xp.

Mechanisms work, but they have a higher weight/profit margin than stone crafts.

In my fairly mature fortress (Just hit 200+ dwarves last year) I rely on mechanisms as my primary export (~1050 per masterpiece obsidian mechanism). Other than that, I sell masses of animal skull totems and low quality crossbows (Lost my nearly legendary bowyer a couple years back so I'm training up a new one from scratch).

And caravans definitely get larger after a while. It *may* have something to do with high profits, but I could be mistaken there.

Also, rough stone is terrible to trade. Checking items in my fort, modest quality obsidian crafts will high quality turtle shell decorations weigh 13-26 and sell for 120-300, masterpiece mechanisms weigh 267 and sell for 1080, and base obsidian weighs 801 and sells for...9.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 11, 2010, 06:50:15 am
thanks about the crafting things  :)

new ones:
1. in the fortress game, you can't go out of your region, i.e the playing area is restricted to less than one square on the big map?
2. the civilization list me my original dwarfish civilization, anyway to look at it on the map?
3. when I activate the designation menu, my wall section blink in green, why so?
Title: Re: The Little Questions Thread
Post by: Flaede on February 11, 2010, 09:00:20 am
thanks about the crafting things  :)

new ones:
1. in the fortress game, you can't go out of your region, i.e the playing area is restricted to less than one square on the big map?
2. the civilization list me my original dwarfish civilization, anyway to look at it on the map?
3. when I activate the designation menu, my wall section blink in green, why so?

1 yes
2 I'm not sure what you're asking, but if you mean the civilization menu in the pre-embark menu, you get there by the TAB key, and can change your starting civ.
if you mean looking at the world map once you've embarked, not so much.
3 they blink green to make them distinct from the smoothed natural rock walls, which can be engraved, cannot be "deconstructed", and can also, I hear, be turned into fortifications.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 11, 2010, 09:05:23 am
Wrong, I've had a legendary miner stricken by possession and went to a masons workshop and made an alunite bed.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 11, 2010, 09:40:34 am
Mining is simply ignored when deciding which skill is the highest.

No, it isn't. I realize that probably makes sense, but mining does actually get mooded and will result in an artifact at the mason's workshop.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 11, 2010, 09:47:08 am
I just consulted the wiki, the weighting of a miner's chance is 6, the same as mechanics, engravers, and tanners.

6 compared to 11 for Bowyer, Carpenter, Stoneworker, Mason, Woodworker and 21 for Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter
Title: Re: The Little Questions Thread
Post by: sproingie on February 11, 2010, 10:51:30 am
Wrong, I've had a legendary miner stricken by possession and went to a masons workshop and made an alunite bed.

 Perfect for a noble's bedroom.  With the magma-safe mod, alunite is magma-proof, making it even more perfect.
Title: Re: The Little Questions Thread
Post by: Loyal on February 11, 2010, 12:49:40 pm
How do I check the value of one of my buildings? I just picked up a +2000☼ rope off the caravan and wanna see what it did for my well.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 11, 2010, 01:22:26 pm
Perfect for a noble's bedroom.

It's laughably easy to make a room high-value with just masterwork furniture and engravings, so why the hell would you waste artifacts on a noble?

Even the part about it being magma-proof wouldn't convince me to give it to a noble, unless I had a really hard time obtaining wood for new beds.
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 11, 2010, 02:13:34 pm
Perfect for a noble's bedroom.

It's laughably easy to make a room high-value with just masterwork furniture and engravings, so why the hell would you waste artifacts on a noble?

Even the part about it being magma-proof wouldn't convince me to give it to a noble, unless I had a really hard time obtaining wood for new beds.

Er, where else are you going to put an artifact bed?  Your favorite tradesdwarf's room?  The nobles will get upset about "pretentious living arangements". 
Besides, it's not *that* simple to max out room value.  I'm pretty sure I've had 4x4 rooms done by my legendary engraver not be suitable for Counts.

A lot of people make one room for all their nobles-room-requirements.  An artifact or two there is the perfect way to counteract the penalty for overlapping rooms.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 11, 2010, 02:17:38 pm
How to perforate a tile in the floor like for the shaft of a well?

for example the tile of the well in the wiki? Me do not know:
http://dwarffortresswiki.net/index.php/File:Well_illustration.png
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 11, 2010, 02:39:34 pm
How to perforate a tile in the floor like for the shaft of a well?

for example the tile of the well in the wiki? Me do not know:
http://dwarffortresswiki.net/index.php/File:Well_illustration.png

Channel the tile.  If the water is more than one z-level below, you'll have to channel all the tiles in between.

Channeling can be real confusing.  I only "got it" when I saw the diagram here: http://dwarffortresswiki.net/index.php/Stair

You see, z-level of rock is actually a layer of rock floor below a layer of rock wall.  When you dig, you remove the rock wall, but not the floor underneath.  When you channel, you remove the floor, plus any rock wall in that tile, plus any rock wall below.

The diagram explains it better than I do I think (:
Title: Re: The Little Questions Thread
Post by: Quantum Toast on February 11, 2010, 02:44:25 pm
How to perforate a tile in the floor like for the shaft of a well?

for example the tile of the well in the wiki? Me do not know:
http://dwarffortresswiki.net/index.php/File:Well_illustration.png
Channel it out (d, h) if it's a natural floor, deconstruct it (d, n) if it's a built one (though the material will drop down into the water).
Title: Re: The Little Questions Thread
Post by: Garth on February 11, 2010, 03:14:06 pm
So on my latest embark I've decided to build an above ground level on my fortress. So I've been keeping a good eye on the surroundings.

Throughout the life of it so far the number of wild animals and variations have been interesting. I've had cougars, dear, wolfs, and groundhogs.

Is it possible for me to capture perhaps the wolfs and/or cougars and train them up to fight for me during sieges and such? And how might I go about doing that?

As for the groundhogs: Could I maybe create a little pen for them to breed in, and just use them for food later on as I get enough?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 11, 2010, 03:17:24 pm
Er, where else are you going to put an artifact bed?  Your favorite tradesdwarf's room?  The nobles will get upset about "pretentious living arangements".

My artifact furniture pretty much always ends up in the room of the guy who made it, and I couldn't care less about one little bad thought my nobles might have because of this (though to be fair, it's been a long time since I've played with a pop high enough to get any nobles other than dungeon masters, but what's the worst that could happen, anyway?).

Besides, it's not *that* simple to max out room value.  I'm pretty sure I've had 4x4 rooms done by my legendary engraver not be suitable for Counts.

How about making larger rooms, then?

I see how giving nobles artifact furniture might make sense if you're not gonna be making anything out of precious metals to give them, but I disagree with your reasoning otherwise. Hell, even by roleplaying standards, pampering nobles with legendary furniture doesn't make sense if you're otherwise killing them at the drop of a hat (as a lot of people seem to do, if the "jokes" on this forum are to be believed).
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 11, 2010, 03:24:14 pm
That's actually a question I always wondered about:

If all my nobles have rooms in the top, maxed-out opulence category, does the king get an unhappy thought regardless, or is it ok as long as his room has the highest value?

i.e., for the "lesser's pretentious arrangements" or whatever thought, is it raw room value that matters, or room value category?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 11, 2010, 03:34:23 pm
Something I've been wondering out and haven't managed to test.

If a noble mandates an export ban on bolts, and one of my marksdwarves shoots a goblin resulting in a bolt stuck in the goblin, and the goblin then flees the map, does that count as a violation of an export ban?  And if so, who gets punished - the marksdwarf or the goblin?  How about if an export-banned object gets stolen by a kobold?
Title: Re: The Little Questions Thread
Post by: Skorpion on February 11, 2010, 05:00:26 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 11, 2010, 05:03:04 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
Cut them down?
I have a little DD problem..
Spoiler (click to show/hide)
Anyone willing to tell me how to install PROPERLY?
Since the instructions the mod gives isn't working for me.
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 11, 2010, 05:19:59 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?

You have to cut them down, yeah.  Not even magma will destroy trees (no kidding).

Afterwards build roads in the pipes, that will keep vegetation from growing.  Floors should work too but roads use less stone.  This only happened because you discovered underground water.
Title: Re: The Little Questions Thread
Post by: jayseesee on February 11, 2010, 06:18:25 pm
So on my latest embark I've decided to build an above ground level on my fortress. So I've been keeping a good eye on the surroundings.

Throughout the life of it so far the number of wild animals and variations have been interesting. I've had cougars, dear, wolfs, and groundhogs.

Is it possible for me to capture perhaps the wolfs and/or cougars and train them up to fight for me during sieges and such? And how might I go about doing that?

As for the groundhogs: Could I maybe create a little pen for them to breed in, and just use them for food later on as I get enough?

To the first question.  Cage traps.
Make this, VERY large, in the center of the map, or wherever they migrate.
Code: [Select]
    W
   cWc
  ccWcc
 WWWcWWW
  ccWcc
   cWc
    W
W = wall, c = cage trap.
You should get tons and tons of animals, use kennels to tame them.  You may need to mod them to be able to make them war animals.  Then use them like dogs.

As for the groundhogs, same thing, catch em, tame em, then channel a hole at somewhere where there would be NO exits.  Solid 8 walls with the hole in the center for the level under that.  Designate the area around the hole as a pit.  Pit all said groundhogs.  Then wait.  Tap the cell when you need food or hate your FPS 3-4 years later.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 11, 2010, 08:07:38 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?

You have to cut them down, yeah.  Not even magma will destroy trees (no kidding).

Afterwards build roads in the pipes, that will keep vegetation from growing.  Floors should work too but roads use less stone.  This only happened because you discovered underground water.

So, there's no way to remove them without pumping all the water out?

Crap.
I think I need to get that magma-drop system worked out after all, so I can avoid yet another huge muddy patch of ground.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 11, 2010, 08:15:32 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?

You have to cut them down, yeah.  Not even magma will destroy trees (no kidding).

Afterwards build roads in the pipes, that will keep vegetation from growing.  Floors should work too but roads use less stone.  This only happened because you discovered underground water.

So, there's no way to remove them without pumping all the water out?

Crap.
I think I need to get that magma-drop system worked out after all, so I can avoid yet another huge muddy patch of ground.

You can technically dig a ramp underneath them to get rid of them... However, it will fall on your miner and very likely knock him unconscious as the water falls on top of him..



There is a trick you can use if the tree is not grown yet... (and if your water is not under pressure...)  If there is a rock (and rumor has it a stockpile) on top of young tower caps, they enver mature.  So if you have access above where the tree is sprouting, you can dump a rock on top of it and it will be unable to mature and block your pipe as long as it is covered.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 11, 2010, 08:20:10 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
Cut them down?
I have a little DD problem..
Spoiler (click to show/hide)
Anyone willing to tell me how to install PROPERLY?
Since the instructions the mod gives isn't working for me.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 11, 2010, 09:47:06 pm
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
Cut them down?
I have a little DD problem..
Spoiler (click to show/hide)
Anyone willing to tell me how to install PROPERLY?
Since the instructions the mod gives isn't working for me.


To install Dig Deeper:



And for future reference, you will often have better luck with help installing a mod if you post in the mod's thread instead of the general thread :-) Best of luck... don't let the orcs eat all of your dwarves.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 02:43:23 am
thanks for the tips on using channel.  :) A last one on that, I now understand how I could build a shaft, I would put a serie of up/down stairs, and then channel/dig an adjacent column of tiles, from top to bottom? But can I make a shaft without this service stairway nearby?

Except for butchering them, why would I embark with horses, mules and such?

How can I tell a specific dwarf that it is him which should to THIS task and not another? Play extensively with Jobs list so he is the only candidate possible?



Title: Re: The Little Questions Thread
Post by: NecroRebel on February 12, 2010, 02:58:00 am
thanks for the tips on using channel.  :) A last one on that, I now understand how I could build a shaft, I would put a serie of up/down stairs, and then channel/dig an adjacent column of tiles, from top to bottom? But can I make a shaft without this service stairway nearby?
You can designate a ramp on the next-to-top level before digging anything out, then designate the level below that for ramping after the first ramp is dug, then designate channels until you're at the desired depth. The second ramp will block the miner's access out, and then it'll just channel the floor directly beneath them to form the shaft. Do note that unless you have a seperate access tunnel at the bottom, the miner will die of dehydration due to being stuck.

Generally, though, it's safer and overall better to dig the access stairs 2 tiles way from the shaft and just put constructed walls beside the shaft itself, since with the method above your miner might decide that he's too hungry/thirsty to finish and thus not.

Quote
Except for butchering them, why would I embark with horses, mules and such?
Butchering is the only purpose, but it doesn't have to be immediate. Embark with 2 of a given species bought with points, and you will get a breeding pair (except, of course, mules, which are sterile). Getting a guarunteed source of meat, fat, leather, bones, and skulls from the beginning can be worth it for some builds, especially if you're playing a modded race that is carnivorous or can't use cloth for whatever reason, or if you're doing a no-digging challenge where stone is too useful to waste on crafts.

quote]How can I tell a specific dwarf that it is him which should to THIS task and not another? Play extensively with Jobs list so he is the only candidate possible?[/quote]If the job is at a workshop, you can use the workshop profile (q-select the workshop-P) to limit the workshop to allow only the desired dwarf (this also works for levers). Or, since jobs appear to select the closest dwarf with the proper labor and no current job, you can attempt to make sure the desired dwarf is the closest when the job searches for a worker by leaving the job undesignated, drafting and stationing the dwarf nearby, pausing, and undrafting the dwarf and designating the job before unpausing.

Other than that, there's not really a good way to do it.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 03:17:30 am
Great answers Necrorebel, you people are so nice with newbies :)
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 04:50:36 am
[stuff about animals]
Butchering is the only purpose, but it doesn't have to be immediate.

Without me looking at the new version thread - is pack animals for use within your fort coming this version?

WAGONS would be FANTASTIC but at least pack mules (possibly moving say 2 stone per trip) in a train.... we would be starting to get to something approaching "real mining".

Not that fantasy games need too much basis in reality, but hey, if the damn merchants can use pack animals to carry blocks and rocks why can't I - "Guild Secrets" or something?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 12, 2010, 04:56:17 am
Getting a guarunteed source of meat, fat, leather, bones, and skulls from the beginning can be worth it for some builds, especially if you're playing a modded race that is carnivorous or can't use cloth for whatever reason, or if you're doing a no-digging challenge where stone is too useful to waste on crafts.

It's not just for some builds. I mean, isn't setting up a varied food industry pretty mainstream?

Regardless, if you want to raise livestock at all, it's best to start with at least one breeding pair of your favorite species. That is, unless you can be sure that your caravans won't be passing through terrain with extreme weather. Embarking in a freezing biome last time I played, I had most of my imported livestock arrive dead.
Title: Re: The Little Questions Thread
Post by: The Architect on February 12, 2010, 05:08:26 am
It isn't mainstream at all. It's entirely, absolutely unnecessary. Just like magma in a forest. Doesn't make it less desirable for some.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 05:17:06 am
I mean, isn't setting up a varied food industry pretty mainstream?
Although this is the Little Questions Thread and so more directed to newbies, the point of a sandbox is nobody has to do it any way.

I have a couple of builds which I never did food in at all - I bought food, I ate raw food, I bought grog & drank what I bought till it ran out. I still got to 100 dwarfs and found FUN due to things other than food. Things like insane dwarf spirals following a massacre of dwarfs by goblins. FUN, especially for the goblins.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 12, 2010, 05:44:11 am
Although this is the Little Questions Thread and so more directed to newbies, the point of a sandbox is nobody has to do it any way.

I didn't exactly say anyone had to do it a certain way, only that I thought most people did do things as hassle-free and profitable as running a food industry.

It's entirely, absolutely unnecessary.

So you're saying most people prefer to import food and drink? It is my understanding that if you want something done right, you have to do it yourself; for example, the best booze is brewed by your own guys, assuming they've got some skills.
Title: Re: The Little Questions Thread
Post by: The Architect on February 12, 2010, 06:09:15 am
Nah, you're mixing two posters together. I said bringing animals at embark is absolutely unnecessary to a meat, leather, tallow and bones industry. Not only that, but all of those industries are absolutely unnecessary.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 06:40:35 am
leather is unnecessary? For a veteran player I guess  ;D
Title: Re: The Little Questions Thread
Post by: The Architect on February 12, 2010, 06:50:57 am
Gah, I can't speak anything but English! Just read the posts carefully! It's not that difficult! <end rant>

It says that bringing animals on embark is unnecessary to the industries, not that the industries are unnecessary. Anyone want to not understand it further so someone can explain what the individual words mean, now that we've done the phrases :)
Title: Re: The Little Questions Thread
Post by: Suds Zimmerman on February 12, 2010, 06:57:58 am
...not that the industries are unnecessary.

...bringing animals at embark is absolutely unnecessary to a meat, leather, tallow and bones industry. Not only that, but all of those industries are absolutely unnecessary.
Title: Re: The Little Questions Thread
Post by: The Architect on February 12, 2010, 07:04:39 am
You are reading the same thing I am, right?

"unnecessary to a ... industry". It's English, I'm sure of it. It doesn't say anything about the necessity of the industries. Though no, they are not at all necessary. They're fluff right now.
Title: Re: The Little Questions Thread
Post by: Suds Zimmerman on February 12, 2010, 07:37:22 am
It doesn't say anything about the necessity of the industries.

all of those industries are absolutely unnecessary.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 12, 2010, 08:04:14 am
I said bringing animals at embark is absolutely unnecessary to a meat, leather, tallow and bones industry.

I can think of an exception to that, so while I more or less agree with the above statement, I'd probably rephrase it to say "generally" and not "absolutely" unnecessary.

There's potential situations where you won't be able to trap any potential livestock (when in an evil biome) nor get any from caravans (when you're in a freezing [and, I think, scorching] biome, or have one between you and your caravans).

Even in less extreme circumstances, if you care about the quality of your livestock, embarking with things like camels is the only reliable way of obtaining them unless you embark in just the right biome.

Not only that, but all of those industries are absolutely unnecessary.

What is and what isn't necessary is hardly an argument if you keep in mind that you could theoretically, though perhaps not very reliably, sustain your dwarves by only foraging and/or hunting.

You could say the same about almost every industry, namely that it's unnecessary and that you could rely on importing its products (or ignore it altogether), but that says little about the merits of running such an industry yourself.

It doesn't say anything about the necessity of the industries.

all of those industries are absolutely unnecessary.

Cut the crap, he posted the latter part after the supposed misunderstanding initially arose. You're beating a dead horse.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 12, 2010, 12:31:05 pm
I feel I should clarify my original statement, though The Architect seems to have understood my intent. I meant starting with a breeding pair of large food animals is useful for some embark builds, not that breeding large food animals is useful for only some forts. As assimilateur mentioned, if you're in a freezing biome embark may be the only time when you can get large food animals since they otherwise can freeze to death in the cages.

Also, given that leather is cheap and easy to import in large amounts, invaders can provide bones and skulls, and farming can provide a decent variety and plenty of quantity of food, I'll agree with The Architect; animals are not really necessary for animal-product industries. And, if one so desires, one can do without bone and leather works, so while they are of course useful they aren't, strictly speaking, necessary as such.

Anyway, back to actual questions!

Without me looking at the new version thread - is pack animals for use within your fort coming this version?
I don't believe so. I'm pretty sure that's part of the Caravan development arc, which will involve making caravans actually move about the world map instead of just appearing at your fort as well as allowing you to create caravans from your own fort. Use of pack animals, minecarts, and other material-carrying aids is suggested fairly often because of how useful and realistic it would be, but hasn't been done yet.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 03:02:36 pm
War Dogs:

How to unassign them from  a dwarf?

Will they engage an enemy if not assigned?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 12, 2010, 03:10:33 pm
How to unassign them from  a dwarf?
You don't.
Quote
Will they engage an enemy if not assigned?
Only if they happen to come withing line of sight of the enemy.  Otherwise they'll either follow your animal trainer around, or hang out at the meeting room.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 05:45:32 pm
thanks!

Do I need to leave space around my workshops? If yes, there is a specific entry/exit point into the workshop which must be clear?

How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?

And if I create a custom stockpile for some rocks, while some stockpiles are for all rocks, will the special rocks be placed preferably in their custom stockpile, or not?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 12, 2010, 05:51:50 pm
Usually, no. There are a few workshops which typically give new players trouble, though. The jeweler's workshop for one, since one whole side of it is impassible.

When you build a workshop, there will be a pattern of light green and dark green Xs. The dark green Xs are impassible areas of the workshop. So make sure that when you build a workshop the center tile is accessible to the outside.

If you put space around your workshops, you never need to worry about this problem.
Title: Re: The Little Questions Thread
Post by: jayseesee on February 12, 2010, 05:52:35 pm
Each workshop has a space or few that can't be stood in.  They are the dark green "X" while placing them.  You CAN stack workshops side by side if you want in an empty room, though, if you get a mood that can't be finished, you may have Fun on your hands.
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on February 12, 2010, 06:10:08 pm
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?

Some players consider this an exploit, but especially for stone it's highly useful: designate a small (as small as 1x1) activ(i)ty zone, mark it as a (g)arbage dump, (a)ctivate it and make sure any other garbage dumps you have are inactive. Then designate for (d)umping all the stone that's in your way (the hard way, by loo(k)ing at each tile with stone on it and marking each one individually, the less-than-hard way by selecting a dump designation (d-b-d), or the easy but perhaps too comprehensive way of going to the z-stocks screen, finding that kind of stone and designating all of it in your entire fortress).

This preserves your stone for making crafts out of, so you might want to make the dump zone somewhere near your masons'/craftsdorfs'/mechanic's workshops. Another option is to use a dwarven atom smasher, which eliminates the stone so it doesn't cause you lag (essentially a 2x1 raising bridge at the smallest, over solid floor, which crushes anything under it out of existence when it comes down).

And if I create a custom stockpile for some rocks, while some stockpiles are for all rocks, will the special rocks be placed preferably in their custom stockpile, or not?

I don't know, but I suspect the pathfinding involved here may be slightly odd; I think things get placed in the closest stockpile that accepts them, so that may turn out to be either one depending on where the target stone is to begin with. You can edit stockpile settings on-the-fly, though, the same way you add tasks to a workshop (the q key) so I'd suggest simply making a specialized stockpile for the stone and then disabling it on your other stone stockpiles (if you end up using them at all: see above method).
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 12, 2010, 06:24:19 pm
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?

Some players consider this an exploit, but especially for stone it's highly useful: designate a small (as small as 1x1) activ(i)ty zone, mark it as a (g)arbage dump, (a)ctivate it and make sure any other garbage dumps you have are inactive. Then designate for (d)umping all the stone that's in your way (the hard way, by loo(k)ing at each tile with stone on it and marking each one individually, the less-than-hard way by selecting a dump designation (d-b-d), or the easy but perhaps too comprehensive way of going to the z-stocks screen, finding that kind of stone and designating all of it in your entire fortress).

This preserves your stone for making crafts out of, so you might want to make the dump zone somewhere near your masons'/craftsdorfs'/mechanic's workshops. Another option is to use a dwarven atom smasher, which eliminates the stone so it doesn't cause you lag (essentially a 2x1 raising bridge at the smallest, over solid floor, which crushes anything under it out of existence when it comes down).

Good explanation.  The next step is to "reclaim" the stone, since it'll be "forbidden" after it is dumped.  You can do this with d-b-something (just like marking an area of stone for dumping, mark the dump tile "reclaimed"), or use the z-stocks screen and press 'f' on the 'F'orbidden stones.  Until you do this, it'll be forbidden, which means it won't be used for anything at all.

One minor side affect of all this dumping: if you somehow mark a workshop's component stone for dumping (the stocks screen method will do this), the workshop will work still fine.  If you ever disassemble the workshop however, the dwarves will dump the material.

And if I create a custom stockpile for some rocks, while some stockpiles are for all rocks, will the special rocks be placed preferably in their custom stockpile, or not?

I don't know, but I suspect the pathfinding involved here may be slightly odd; I think things get placed in the closest stockpile that accepts them, so that may turn out to be either one depending on where the target stone is to begin with. You can edit stockpile settings on-the-fly, though, the same way you add tasks to a workshop (the q key) so I'd suggest simply making a specialized stockpile for the stone and then disabling it on your other stone stockpiles (if you end up using them at all: see above method).

Pretty sure they go to the nearest applicable stockpile, yeah.
To have the stones go to the more specific stockpile, either:
1) Deselect the special stone type from all other stone stockpiles, so it'll only have one place to go
or
2) Have the special stockpile "Take from stockpile", and select the normal stockpile.  Dwarves may still bring things to the normal stockpile first, but then they'll shift special stones to the special stockpile.  I use this a lot.
Title: Re: The Little Questions Thread
Post by: Rat Of Wisdom on February 12, 2010, 06:32:38 pm
The next step is to "reclaim" the stone, since it'll be "forbidden" after it is dumped.

Hey, I had the feeling I might've forgotten something.

One minor side affect of all this dumping: if you somehow mark a workshop's component stone for dumping (the stocks screen method will do this), the workshop will work still fine.  If you ever disassemble the workshop however, the dwarves will dump the material.

And hey, this reminds me. I viewed the i(t)ems in my smelters one time, and for some reason forbade the stone used to build them, and from then on the non-floor tiles of the workshop (not just the impassable ones, I mean the ones that looked like something other than the ground) showed up highlighted as forbidden whenever I used designations, and the dwarves didn't use them until I unforbade the building stone. The job manager never queued any tasks to them either, so whether it was intentional or not it's a good way to keep certain workshops from being used.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 06:52:06 pm
thanks a lot!

How can I park all these stupids animals? I have an ox on my dinning table, puppies playing on barrels of beer and a camel looking over the shoulder of my carpenter (and his breath his foul*)


*: carpenter's breath I mean ;)
Title: Re: The Little Questions Thread
Post by: Flaede on February 12, 2010, 07:00:04 pm
How can I park all these stupids animals?
cages. butchers.

those are your options.

well, that or deisgnating your bottomless cavern as a "pit" and "pitting" the animals. (http://dwarffortresswiki.net/index.php/Activity_zone#Pit.2FPond)
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 12, 2010, 07:09:57 pm
I managed to cage one dromadery, one ox and 6 horses into a single cage, is it a problem?

Also, the wiki indicates that cage should be used on an animal stockpile, but I did not do that, I defined the cage as part of a room (a zoo?) and the selected animals went in...

So for what things are used animals stockpile? to park them without cage?
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 12, 2010, 07:18:02 pm
I managed to cage one dromadery, one ox and 6 horses into a single cage, is it a problem?

Nah, that's normal.  Seems to be the intended behavior for now.

Also, the wiki indicates that cage should be used on an animal stockpile, but I did not do that, I defined the cage as part of a room (a zoo?) and the selected animals went in...

So for what things are used animals stockpile? to park them without cage?

The animal stockpile holds cages that haven't been built as buildings.  When you buy an animal from a trader, or capture one in a cage trap, the cage containing that animal is hauled to an animal stockpile.

Animals will last forever in cages, don't worry about them.  They won't breed, but surprisingly they will give birth if already pregnant.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 07:26:27 pm
<snip>[various discussion about the fundamental nature of sandbox games]</snip>
Anyway, back to actual questions!

Without me looking at the new version thread - is pack animals for use within your fort coming this version?
I don't believe so. I'm pretty sure that's part of the Caravan development arc, which will involve making caravans actually move about the world map instead of just appearing at your fort as well as allowing you to create caravans from your own fort. Use of pack animals, minecarts, and other material-carrying aids is suggested fairly often because of how useful and realistic it would be, but hasn't been done yet.
Thank you.
Crap.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 07:31:23 pm
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?

Some players consider this an exploit, but especially for stone it's highly useful:

One other thing that works nicely: you will notice that say a Kennel is easily built by anyone with Animal Trainer enabled. So if you have a 5x5 area you want clear, activate Animal Trainer on one of your haulers and set them to build a Kennel. Hauler will clear rock from a 5x5 area - if you wish you can put a row of them next to each other.
(it might be best if you make sure you haven't go any "train animal" tasks active at the time!)
In a room 5 tiles wid by ? tiles long you will end up with a bunch of rocks on one row of tiles. Which is where you build your mechanics/stone crafter / masons workshop.
Title: Re: The Little Questions Thread
Post by: Steev on February 12, 2010, 07:33:55 pm
How can I optimize hauling?

I have a massive list of hauling jobs due to training new Siege Operators and starting Operation: Deforestation after I got 3 Wood Cutters and those damned Elves didn't show up.

So what ends up is that my fortress is now full of Urist McRetard's who decide that it is better to haul a stone than dump the now miasma causing roach remains.

Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 07:38:52 pm
If I dig this in an aquifer, where the W & w are undug wall, will the w's stop leaking when I tunnel them out?
Code: [Select]
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Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 07:45:39 pm
How can I optimize hauling?

I have a massive list of hauling jobs due to training new Siege Operators and starting Operation: Deforestation after I got 3 Wood Cutters and those damned Elves didn't show up.

So what ends up is that my fortress is now full of Urist McRetard's who decide that it is better to haul a stone than dump the now miasma causing roach remains.



Kill all your stone & wood stockpiles. Mark stuff for dumping instead. You will usually dump a few 10x10 blocks at once.
Set up things like asheries out in the woods, so you can haul bins of ash instead of individual logs.
Use junk stone to train your siege operators instead of hauling it. Just launch it to a trench underneath your mason/stonecrafter/smelters. (make sure there is noone wandering that corridor at the time!)
Haul in waves: use a manager to wipe out all the hauling except for one (refuse, food, stone, wood, items in turns not altogether at the same time). When you have hauled enough wood, tell them to haul stone.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 07:50:24 pm
thanks a lot!

How can I park all these stupids animals? I have an ox on my dinning table, puppies playing on barrels of beer and a camel looking over the shoulder of my carpenter (and his breath his foul*)


The favored option seems to be:
Dig a pit 5 or so layers deep.
On a couple of the levels build retracting bridges that take up 1/4 to 1/3 of the width.
Mark the top as a pit. Have all the bridges "extended".
Build your butchers shop and tanners shop at the bottom of the stack.
Put levers in there for the bridges.
Put lever operated door on the bottom level.
Mark the floor as "refuse stockpile" for dead animals.
When the butcher walks in and pulls the lever animals fall down & die. Assign butcher dead animal / repeat.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 07:59:43 pm
WTF is the go with dead bugs?
Are you doomed to go around individually marking them to be dumped (I hide them as I go so I know to forget about them) for as long as you have live cats onsite? Is there a labour that does automatically go around picking them up BEFORE they decompose into miasma?
Title: Re: The Little Questions Thread
Post by: happydog23 on February 12, 2010, 08:07:09 pm
WTF is the go with dead bugs?
Are you doomed to go around individually marking them to be dumped (I hide them as I go so I know to forget about them) for as long as you have live cats onsite? Is there a labour that does automatically go around picking them up BEFORE they decompose into miasma?

As long as you have a refuse pile and dwarves with refuse hauling turned on, if they are not all busy, one will come and pick it up and dispose of it properly.

Other options include getting rid of cats, outdoor fortress, or insane building designs so miasma isn't an issue
Title: Re: The Little Questions Thread
Post by: Bauglir on February 12, 2010, 08:10:46 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 12, 2010, 08:11:33 pm
Make sure you have a refuse stockpile, though even then the dorfs can be very dumb about refuse hauling.

The best advice is what the others said already: get rid of stone and wood hauling jobs which are taking up your haulers' time.  If they have nothing else to do, they'll usually go ahead and move the refuse.

Just had an idea: You may want to designate a few dwarves as dedicated refuse haulers, removing all their other jobs.  This could really help on a large fortress.

Edit: I was responding to Garrie, not Bauglir.  I've had Bauglir's problem and I have no idea how to fix it :/  my dwarves just seem to avoid hauling bones inside, *sometimes*.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 08:14:36 pm

As long as you have a refuse pile and dwarves with refuse hauling turned on, if they are not all busy, one will come and pick it up and dispose of it properly.

It seems to me that they only do this after the bug has gone rotten & released miasma. But yeah I probably don't have enough haulers sitting on their ass just doing Refuse Hauling at any 1 time.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 08:16:00 pm
So, I've just killed a titan, ...

Check your orders: are you ignoring / forbidding refuse that is outside? Auto-forbidding the bodies of dead enemy? etc.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 08:17:38 pm
If I set up a food stockpile for drinks only.
If I set it to 0 barrels.
Does that mean that as barrels become empty they will be hauled away?

I seem to end up with drink stockpiles full of empty barrels, and ***cluttered*** stills.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 12, 2010, 08:29:32 pm
So, I've just killed a titan, but nobody moved the body to my dump site OR refuse pile set to accept corpses/body parts/etc.
Type o-r-o to to enable collecting refuse from outside.
Title: Re: The Little Questions Thread
Post by: Bauglir on February 12, 2010, 08:31:14 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 08:44:24 pm
Bumping... please someone?
If I dig this in an aquifer, where the W & w are undug wall, will the w's stop leaking when I tunnel them out?
Code: [Select]
WWWWWWWWW
WXXwwXXWW
WXXwwXXWW
WXXwwXXWW
WWWWWWWWW

Title: Re: The Little Questions Thread
Post by: Sphalerite on February 12, 2010, 09:00:24 pm
Every aquifer tile leaks water constantly in all four cardinal directions until mined out or smoothed.  So in your example the six squares you dig out will still flood with water from the undug aquifer tiles to the north and south.  If the X tiles are up/down stairs, they'll also be full of water from all the aquifer tiles on all sides of them since stairs don't stop water.
Title: Re: The Little Questions Thread
Post by: Garrie on February 12, 2010, 09:39:37 pm
Every aquifer tile leaks water constantly in all four cardinal directions until mined out or smoothed.  So in your example the six squares you dig out will still flood with water from the undug aquifer tiles to the north and south.  If the X tiles are up/down stairs, they'll also be full of water from all the aquifer tiles on all sides of them since stairs don't stop water.
OK - my goal here is to have pumps above the W's. I'm trying to avoid a field of up/down stairs to get through 3 z-levels of aquifer.
I've specifically looked for an embark point with wood, aquifer, magma, flux stone - and what I got was a marsh with an aquifer at least 3 z-levels deep.
Might be even deeper - it was 3 soil levels. If the soil levels are a couple of z-levels each, this is going to be a good lesson for me. Which is what I was after.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 12, 2010, 11:23:28 pm
Do I need to leave space around my workshops? If yes, there is a specific entry/exit point into the workshop which must be clear?
One more minor detail about workshop space -- some workshops create more hauling jobs than others. Having walkable space around the workshops allows for more doors or stairs, which cut down on the time that haulers spend trying and failing to avoid pathing over each other.

Dig a pit 5 or so layers deep.
On a couple of the levels build retracting bridges that take up 1/4 to 1/3 of the width.
Mark the top as a pit. Have all the bridges "extended".
Build your butchers shop and tanners shop at the bottom of the stack.
Put levers in there for the bridges.
Put lever operated door on the bottom level.
Mark the floor as "refuse stockpile" for dead animals.
When the butcher walks in and pulls the lever animals fall down & die. Assign butcher dead animal / repeat.
Tame animals that die from anything other than being butchered will be left to rot, so you won't get anything but bones and skulls from your puppies. My preferred method for butchering tame animals is--

1. Put all animals in a cage next to the butchery.
2. Put all new births in the cage as necessary.
3. Once the birth announcements die down, do one of the following:
4a. Let the adults out for a few moments to breed, then return to step 1.
4b. Starting from the top of the Animals list, butcher enough adults of each species to drop the species' population to below 50, then return to step 4a.
Title: Re: The Little Questions Thread
Post by: Garrie on February 13, 2010, 12:57:46 am
Tame animals that die from anything other than being butchered will be left to rot, so you won't get anything but bones and skulls from your puppies.
Then maybe, as I said, but for tame animals, make sure they only drop 1x z-level at a time? They won't die from that (very often).
It does mean only pitting the breeding pairs once.
Title: Re: The Little Questions Thread
Post by: Ashery on February 13, 2010, 01:05:12 am
Re: Butchering:

My final solution will be to tie two males (In case of death due to old age) and around 20-25 females for each species to ropes and butcher the newborns immediately after birth. Yea, you get less bones/meat/fat, but a) the design is simple as hell, b) the only thing the bone count affects is the number of bone bolts produced, and I already have an enormous stockpile (Currently around 6400 bone bolts stockpiled), c) the loss of a couple meat per stack is unimportant (Most of my cooked food ends up rotting in the kitchens anyways as I'm mainly training my cooks at the moment) and d) it may actually result in *more* total meat/bones being produced due to the fact that you can be near the animal pop cap and have constant births from every potential mother.

My three butchers have a combined experience total of 23k xp in butchery (11, 9, 3). Hell, I even recently turned off food hauling for the primary butcher in order to get through the backlog. Note that I have two butcher shops that are working almost around the clock and that third butcher was only added fairly recently. In general, my "Butcher" dwarves only have butchering, tanning, leather working, and food hauling enabled. The recent addition, however, has leather working disabled as the other two get little enough experience in that profession as is.

For now, my nearly 200 breeding animals just mill around my tiny, temporary 13x5 meeting area/dining room. Note that that space is shared with 217 dwarves, heh. They should be tied up within a couple years once my stockpile levels are finished.

Re: Hauling:

I just use general haulers for the most part. For dwarves not dedicated to generalized hauler duties, anyone working with food has everything but food hauling disabled (Food is the only hauling duty I consider to be time sensitive) and the other dwarves typically either have all hauling disabled (Like my four active bonecarvers (One other that's +5 legendary)) that have an endless supply of bones or have all "domestic" (read: safe) hauling jobs enabled if they're a skilled dwarf that has frequent downtime (eg. furnace operators between goblinite deliveries).

For general haulers, of which 35 out of my 217 dwarves are, all hauling jobs are enabled and they have pump operating enabled to both train up their stats and give them legendary status in order to avoid economy issues.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 02:52:37 am
wow, if only a quarter of what is said here were put into the wiki :)

You are great guys, I mean you know things plus you share them!

Now enough flattery ;)

1. Can thieves pass thru locked doors? I guess yes.
2. Are goblin thieves arriving by teleport before the fortress as I believe or do they sneak from the border of the map and get spotted only when they arrive.
3. Is it a good idea to unleash caged war dogs upon them when they pass an entry point, or do I muster militia (yes I'm a real newbie sorry)
4. Are the monsters on the map spawning or when they are dead, there is no one left but monsters arriving by events (I mean goblin sieges and such)
Title: Re: The Little Questions Thread
Post by: darkflagrance on February 13, 2010, 03:08:20 am
wow, if only a quarter of what is said here were put into the wiki :)

You are great guys, I mean you know things plus you share them!

Now enough flattery ;)

1. Can thieves pass thru locked doors? I guess yes.
2. Are goblin thieves arriving by teleport before the fortress as I believe or do they sneak from the border of the map and get spotted only when they arrive.
3. Is it a good idea to unleash caged war dogs upon them when they pass an entry point, or do I muster militia (yes I'm a real newbie sorry)
4. Are the monsters on the map spawning or when they are dead, there is no one left but monsters arriving by events (I mean goblin sieges and such)


1. Lockpicker thieves can bypass locked doors - kobolds, not goblins.
2. They are from the map edge
3. Up to you; either works. Best is to chain a war dog so that it guard the entrance and reveals/savages the thief. Three tile wide hallways require 2 dogs.
4. There are a set number of wild creatures per map and they can be exhausted. There is an unlimited number of goblins or any other civilized creature, however, because those are generated the moment their event causes them to arrive on the map.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 13, 2010, 03:15:21 am
wow, if only a quarter of what is said here were put into the wiki :)
More than you probably think is on the wiki; one just has to know where to look and be able to interpret the information correctly. This, unfortunately, usually takes quite a bit of experience.

Quote
1. Can thieves pass thru locked doors? I guess yes.
Kobolds can, goblins can't. It has to do with the [LOCKPICKER] tag. Goblin thieves aren't even immune to traps, though goblin master thieves have a very good chance of avoiding them.

Quote
2. Are goblin thieves arriving by teleport before the fortress as I believe or do they sneak from the border of the map and get spotted only when they arrive.
All creatures spawn only at the edge of the map after embark. The goblin thieves sneak in from your borders to attempt to find your children.

Now, there is a bug involving non-square maps where this isn't the case. If your map isn't exactly square, the game will choose a square and for some purposes treat the borders of that square as if they were map borders, including the purpose of enemy spawns. This can, in fact, lead to creatures suddenly appearing in the middle of your fort, but if you play only on square maps, it isn't a problem.

Quote
3. Is it a good idea to unleash caged war dogs upon them when they pass an entry point, or do I muster militia (yes I'm a real newbie sorry)
There's no need to apologize; this game is hard to figure out.

Thieves will, when detected, immediately do everything in their power to get off the map, even if they haven't stolen anything yet. Since thieves tend to be faster than your dogs or dwarves, it's often impossible to catch them unless they're in the middle of your fort, so unleashing the hounds probably isn't a good idea since you'd have to rebuild the cage, relink it to the lever, and recage the dogs.

The best way to handle thieves is to have all entrances to your fort be 3 tiles wide or less and chain an animal on either side of the entrance. This makes it so that it is impossible for a creature to get into your fort without being adjacent to someone, which detects them, which makes thieves flee harmlessly. This also provides a good warning system against ambushes, limiting your losses to only the dogs which are relatively expendable compared to dwarves.

Quote
4. Are the monsters on the map spawning or when they are dead, there is no one left but monsters arriving by events (I mean goblin sieges and such)
I'm... not sure what you mean. Some creatures are associated with map features; fire imps in magma, carp in rivers, and the like. These do not respawn once captured or killed. There are also creatures that are associated with no feature that come from off the map, which can include things like deer and wild horses but can also include werewolves and other 'monsters.' These have limited numbers, but the majority are off-map and will appear to respawn for a while as you kill or capture them. Then there are people who come from off-map as traders, ambushers, thieves, siegers, and migrants, which are believed to be limitless, and megabeasts, which are strictly limited in number (usually half a dozen or less for a whole world after generation).
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 03:36:29 am
ok, makes more more sense!

I guess caged dogs don't spot sneakers? I still don't know how to make leashes, it is just the matter of having a leather workshop?

I have another problem (yet), I have some precious minerals in the outdoor (at the place of my former depot, I wanted to know how much the merchant would pay for them), but the dwarves don't put them back in my stone stockpile... I tried to see if there was an (o)ption like 'don't pick up outdoor minerals' that I forgot but it seems not... what is the setting I'm missing?
Title: Re: The Little Questions Thread
Post by: Ashery on February 13, 2010, 03:50:22 am
"Leashes" are made of cloth (rope) or metal (chains), both are displayed under the "Chains" section of the stocks menu if I recall correctly.

You just construct the rope in a clothier's shop or the chain in a forge and then 'b'uild the restraint. Once a dwarf completes the task, you can assign any individual animal to the restraint and it stays within one tile of the restraint.

Not sure about the last question...Only thing I can think of is that your stockpile is full, but that would've likely been obvious to you if it were the case. Is it still flagged in the trade depot's menu as ready for sale? (Or whatever the hell the exact status is called).
Title: Re: The Little Questions Thread
Post by: Odd!x on February 13, 2010, 03:59:16 am
ok, so my mayor likes 'horn' right?  He currently thinks his superbly designed, furniture stocked bedroom is poor so I want to put some stuff he like in there, which includes 'horn'

now does he mean horn as in the organic kind or raw horn silver?
Title: Re: The Little Questions Thread
Post by: DDR on February 13, 2010, 04:01:06 am
I think you want to build a stone stockpile indoors. If you use q to look at the pile, you can set it's contents. If you set the pile to only accept precious ore (of the appropriate type), your dwarves will happily haul the ore there.

Leashes are called 'chains' or 'rope', and are built by selecting the 'restraints' option in the build menu, as Ashery said. I /think/ the keys are bv{enter}.

Spoiler: "Strategy" (click to show/hide)
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 04:34:02 am
I'm a bit confused, again  ;D

1. I have set a meeting hall... is it different from a dinning hall, or must I have one room for each?
2. I have added chairs, tables and one statue. Is the number for each has an impact on anything?

3. I then added even more chairs/tables... here is the confusion. I can (q) the table and it proposes me to make another meeting hall, overlaping the first meeting hall (which already include all furnitures in its 'blue X' area). Is it needed or not? Said differently, as I defined the first meeting hall to encompass everything in the room, are new furnitures added included automatically or must I 'merge' their use into the first defined meeting hall? (I know my sentences may appear awkwards!).

4. I have miasma from little lizards which seem to magically appears into my food stockpile? Are they sneaking past my dogs or what? How can I counter that? Lock cats into the stockpile so they kill them asap, and then pray a dwarf will pick up the remnants before it smells foul? ... in fact the problem is not killing them asap, the cats does that now I think about that. So perhaps I should have a dwarf on haul refuse and nothing else?

By the way, for my stockpile question, thanks! It was in fact gems, both indoor and outdoor. I had to set a gem stockpile, then for the gems outside I had to put them on claim I believe. Now all is good.

Title: Re: The Little Questions Thread
Post by: Ashery on February 13, 2010, 04:56:12 am
1) Meeting halls are, if I recall correctly, just an area where dwarves/animals congregate when they have nothing else to do. For my forts, the meeting hall is usually the communal dining room. Note that you can make the meeting hall a 1x1 area to encourage more socialization. Either for stat gains or to allow your former mayor to gain enough friends to overthrow that mother fucker who's constantly demanding adamantine items and two humped camel bone goods.

2) The statues just add value to the room, afaik, and you generally want to keep the tables and chairs together in pairs. Don't double up a table with two chairs as dwarves will then complain about the lack of tables.

3) Just expand the original dining room designation to cover all the tables and you should be good.

4) Vermin spawn anywhere. I generally don't assign dwarves to pure refuse duty as I usually have enough general haulers to get everything done. Honestly, I'd prefer just to ignore them and take the minor negative thought a few dwarves would have. The vermin are harmless and actually can provide food for your dwarves if they're starving. Cats, while the kill them, force you to have haulers that will get rid of the refuse before it generates miasma. Just make sure you have a refuse stockpile outside that accepts the corpses of vermin (just leave it on the default settings).
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 05:38:13 am
ok, got it all, thanks!

Now that I see I have 8 chairs for 4 tables, how do I remove excess chairs? I tried the remove building menu from designation, it don't work.
Title: Re: The Little Questions Thread
Post by: Ashery on February 13, 2010, 05:42:20 am
'q' over then and hit 'x'.

That's how you remove most buildings, actually.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 06:12:04 am
but they are not building they are chairs, so query don't work on them I think.
Title: Re: The Little Questions Thread
Post by: Garrie on February 13, 2010, 06:43:38 am
but they are not building they are chairs, so query don't work on them I think.
To add to your confusion... all furniture are defined as buildings.

Think about it: to put the chair there you used the sequence uild [c]hair - ie, the chair has been uilt - ie it is now a uilding (same with other furniture which is built - this does not include things like "barrels" which you never build).
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 13, 2010, 09:36:45 am
ok, so my mayor likes 'horn' right?  He currently thinks his superbly designed, furniture stocked bedroom is poor so I want to put some stuff he like in there, which includes 'horn'

now does he mean horn as in the organic kind or raw horn silver?
He means the organic kind.  Which AFAIK is currently impossible to actually find in the game, even though the material is defined as existing there's no way to get horn from animals at the moment.  So your mayor is pining for something that he can never have.  This will be fixed in the next major release.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 10:41:37 am
It seems that puppy dogs in cage don't grow?

As I want to control the population of animals (and their whereabouts), would it be a good idea (it must be simple, I'm a newbie which know nothing of levers and mechanical devices) to create a room with a cage in it, ask dogs to come, then release them within the room? the room would have doors which won't let animals pass also.

This way the animals would be restrained in a single place where they can breed. If I need some, I cage them then move the cage (if I can) or do a trick with a door lock or something to catch some...


Now, how can i dispose of a pet animal (the ones following their master), it is annoying. I heard I had to set a trap which will crush the animal while it moves toward his master, something like that?
Title: Re: The Little Questions Thread
Post by: Ashery on February 13, 2010, 11:15:22 am
There are various pit designs that've been posted but, as I don't use them personally, I would likely misquote their design. You should be able to dig through the forums a bit and find diagrams, though.

For pets you'll want a single tile wide corridor that is a dead end. At the end you'll have a lever and on the approach you'll have a line of the spike traps linked up to the lever. Change the permissions on the lever such that the pet owner is the only one that can use it and then 'P'ull the lever and set it to 'r'epeat.

I may be wrong there as well, though, as I don't personally do that.
Title: Re: The Little Questions Thread
Post by: Thorik on February 13, 2010, 11:39:55 am
I brought 2 cows for breeding purposes, and built a meeting hall a few stairways down and made it a meeting area, my dogs and my horse went there, but the cows are just walking around outside, how do I get them in?  can they only go on ramps?
Title: Re: The Little Questions Thread
Post by: Bauglir on February 13, 2010, 11:54:49 am
-snip-
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 12:57:18 pm
I brought 2 cows for breeding purposes, and built a meeting hall a few stairways down and made it a meeting area, my dogs and my horse went there, but the cows are just walking around outside, how do I get them in?  can they only go on ramps?

cage them in the place you want them to be (a room without pet access so they don't exit)

Title: Re: The Little Questions Thread
Post by: Spong on February 13, 2010, 01:03:44 pm
Is there a way of re-viewing what layers an area has after you've embarked? I know I'm digging through a layer of Obsidian but I forgot what else I've got to play with.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 01:07:56 pm
I don't understand how to produce meat with tamed animals?

I have ordered an ox to be 'ready for slaughter', and it is killed rapidly, in a room which has a butchery. I order the butchery to work, and it says I have no animals to use ? What's give?

Title: Re: The Little Questions Thread
Post by: Skorpion on February 13, 2010, 01:22:11 pm
Well, once the animal is slaughtered in a butcher's workshop, it explodes into meat, fat, bones, chunks, and a skull. Only animals killed previously are butchered.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 01:46:06 pm
yes, I understand that, but for the animal to be used by the butcher, it must be dead... I believed that the 'Ready for slaughter' switch was to be used to kill the animal, so the butcher can work. This is what I did and I did not work.
Title: Re: The Little Questions Thread
Post by: Thorik on February 13, 2010, 01:48:04 pm
nvm, the cows went to the meetin' area, they just moved REALLY slow, like 1000 pound morbidly obese cows... just askin', did I make the right choice for breeding animals?  I figured it was either cow or muskox, since they give most bones/meat/fat that my civ can get, which one breeds faster, muskox or cow?  It's autumn and the cows haven't had babies, but on other maps, my muskox couple had kids in summer.
Title: Re: The Little Questions Thread
Post by: Garth on February 13, 2010, 02:00:26 pm
I've got  blacksmirth in a mood....
He demands bones, and I have a refuse stockpile FULL of bones. He doesn't seem to want to go get them himself.
How can I get him to get the bones himself? Or do I need to build a specialized stockpile right next to the workshop he's claimed so he notices them?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 13, 2010, 02:05:10 pm
I have ordered an ox to be 'ready for slaughter', and it is killed rapidly, in a room which has a butchery. I order the butchery to work, and it says I have no animals to use ? What's give?

It worked fine: just killing the animal was all the work a butcher does in this situation (hunted animals will be carried to the butchery for processing, but an animal that's killed at the butchery is already processed). You should see the animals meat, fat, skin, chunks, skull and bones at the butchery.

Meat can be eaten raw or cooked, fat processed into tallow and made into soap, cooked or eaten raw, skin has to be processed at a tanner into leather, chunks will be taken to a refuse pile or dumped (in order for chunks to be dumped, you have to look into your standing orders and set the "dwarves dump other" order), skulls and bones will be taken to a refuse pile (though you could dump them as well via the relevant standing order; I recommend doing so with skulls once your bonecarver reaches legendary, because totems aren't worth much; bones, however, are useful for making ammunition). If left at the butchery for too long, those things will rot, stink up the room and eventually dissolve (bones and skulls are an exception, those only rot outside).


(a room without pet access so they don't exit)

Make sure the room is closed via more than one means. You should put a lever-triggered door or floodgate between the pet-forbidden door and the livestock, because merely having blocking their access via a so-called tightly-closed door is a source of lag, and is also liable to let out all of your animals at the drop of a hat (they congregate at such a door, constantly trying to path through it).


I've got  blacksmirth in a mood....
He demands bones, and I have a refuse stockpile FULL of bones. He doesn't seem to want to go get them himself.
How can I get him to get the bones himself? Or do I need to build a specialized stockpile right next to the workshop he's claimed so he notices them?

First off, you have to make sure he can reach that refuse stockpile. Secondly, check to see if those bones aren't forbidden.

Other than that, you don't need to place a stockpile right next to a moody dwarf. They will fetch their ingredients from across the map if need be, as long as they can be reached (check and double-check your standing orders in case you had forbidden your dwarves from going outside).

Another thing that comes to mind is that dwarves will sometimes prefer a given type (or rather subtype) of item. I don't know if this applies to all types of items - I thought it only applied for metals - but you should check whether your dwarf likes a specific kind of bone you don't have around right now.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 13, 2010, 02:07:33 pm
I've got  blacksmirth in a mood....
He demands bones, and I have a refuse stockpile FULL of bones. He doesn't seem to want to go get them himself.
How can I get him to get the bones himself? Or do I need to build a specialized stockpile right next to the workshop he's claimed so he notices them?

I doubt the bones are what's holding him up.

You can compare his demands ('q' over the workshop) with what he's gathered so far ('t' over the workshop, scroll to the bottom) to figure out what he's missing, because dwarves gather items for moods in the order that they list them in their demands.

So find what's holding him up and try to provide it for him.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 13, 2010, 02:15:49 pm
I doubt the bones are what's holding him up.

You're probably right, but do I assume correctly that having a preference for, e.g. elephant bone, would keep a guy from using cow bone? Or does that only hold true for metals?
Title: Re: The Little Questions Thread
Post by: Thorik on February 13, 2010, 02:22:45 pm
 did I make the right choice for breeding animals?  I figured it was either cow or muskox, since they give most bones/meat/fat that my civ can get, which one breeds faster, muskox or cow?  It's autumn and the cows haven't had babies, but on other maps, my muskox couple had kids in summer.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 13, 2010, 02:33:35 pm
did I make the right choice for breeding animals?  I figured it was either cow or muskox, since they give most bones/meat/fat that my civ can get, which one breeds faster, muskox or cow?  It's autumn and the cows haven't had babies, but on other maps, my muskox couple had kids in summer.

I thought all animals bred at the same rate (i.e. the pregnancy lasted the same time, litters might depend on raws, but should be the same for most animals), but I've never paid enough attention to it.

One thing has to be said about your choice: next time, choose muskoxen. From my experience, they're the same value for your money, but cows can be ordered from the dwarves* (probably even humans, I forgot), whereas getting muskoxen post-embark depends on your luck in catching them or having elves bring them.

* Note that animals brought by caravans can sometimes not survive the trip if there's a freezing (or perhaps scorching) biome on the way between you and the traders' homelands. Accordingly, cows may end up being impossible to import after all, in which case you're no worse off due to having your muskoxen from the start.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 13, 2010, 02:44:37 pm
I doubt the bones are what's holding him up.

You're probably right, but do I assume correctly that having a preference for, e.g. elephant bone, would keep a guy from using cow bone? Or does that only hold true for metals?

I think that only holds true for metals. I haven't seen or can't recall an instance where a mood required a specific type of bone.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 03:03:20 pm
Slaughtering animal: ok it works, thanks people.

At which level a soldier can be switched in and out of military without each time generating an unhappy thought? Is Wrestler or marksman level 1 enough for that?
Title: Re: The Little Questions Thread
Post by: Particleman on February 13, 2010, 03:07:24 pm
Dwarves have to have at least one novice or higher military skill to avoid the negative thought from being drafted.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 13, 2010, 03:33:09 pm
Thanks Particleman.

Storage:
How can I know what is in a particular bin, with 'k' it don't work ?

Puppies:
It seems puppies are so small they pass through 'no pet can pass' doors, this is normal?
Title: Re: The Little Questions Thread
Post by: Thorik on February 13, 2010, 03:33:50 pm
eh, I'm just nervous that the cows will die before they breed, it's second year and they've done nothin'!  Meanwhile... I get clothing industry up
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 13, 2010, 03:45:37 pm
Storage:
How can I know what is in a particular bin, with 'k' it don't work ?

'k' over the bin. Select it using +-*/. Hit enter. Then you will see the contents of the bin.

Puppies:
It seems puppies are so small they pass through 'no pet can pass' doors, this is normal?

All animals can slip through open doors even if they're marked as pet impassable. Since dwarves don't close doors immediately after they pass through, some animals can get through.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 13, 2010, 03:46:42 pm
eh, I'm just nervous that the cows will die before they breed, it's second year and they've done nothin'!  Meanwhile... I get clothing industry up

Seems like something's wrong, then. As far as I remember, all of the animals I embark with - assuming I've got breeding pairs of them - reproduce by first autumn or even late summer.

Thanks Particleman.

Storage:
How can I know what is in a particular bin, with 'k' it don't work ?

Puppies:
It seems puppies are so small they pass through 'no pet can pass' doors, this is normal?

Re. storage: I think you can use k and then press enter on the bin or barrel. I'd have to check, it's been one or two weeks since I last played DF, and I find this sort of interface business easier retained via muscle memory, as opposed to visual memory (which makes it harder to tell people how to do things).

Re. puppies: Last time I did anything with tightly-closed doors, kittens weren't able to pass through them. It wouldn't make sense for puppies to work differently, so I figure you must have missed something (namely, that the door got briefly opened by a dwarf).
Title: Re: The Little Questions Thread
Post by: Skorpion on February 13, 2010, 06:06:24 pm
Adventurer mode.

How the hell do I skip through sleeping?
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 13, 2010, 06:17:51 pm
How do I get a "blank" version of the world I'm currently playing? I'd like to start a fort over again.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 13, 2010, 06:38:44 pm
How do I get a "blank" version of the world I'm currently playing? I'd like to start a fort over again.

When playing in fortress mode, there's gonna be an option starting with the word "export", I think (if not, it's descriptive enough to be recognizable as being relevant). It enables you to generate several files pertaining to your world, one of which will contain the exact worldgen data, seeds included.
Title: Re: The Little Questions Thread
Post by: Thorik on February 13, 2010, 06:47:41 pm
nvm, they had 4 calfs in the winter : D just gotta wait till the next caravan to buy that iron anvil so I can start mining the iron I've found so I can start using the charcoal I've made to start smelting the iron I've smelted and start... making iron chains muahahaha.  Also, the loan muskoxen and horse I've started with both had kids, there's wild versions and they impregnated via spores, so I'll have more leather'n'bones than I'll need
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 13, 2010, 07:04:28 pm
Adventurer mode.

How the hell do I skip through sleeping?

I don't think you can.

So don't go to sleep. There's no reason to anyway.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 13, 2010, 07:07:25 pm
Adventurer mode again.

Where the hell did the fort's military go on abandon? I left them outside, and they had all the adamantine hammers.

(Hammer question excised, I found one of the fancy steel ones. That'll do as a stopgap.)
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 13, 2010, 07:15:03 pm
Is it better to use a no-quality steel warhammer with Proficient skill, or an exceptional adamantine mace or axe with no skill whatsoever?

EDIT:
Or, alternatively, where the hell did the fort's military go on abandon? I left them outside, and they had all the adamantine hammers.

The adamantine mace or axe would probably be more effective than the no quality steel warhammer. The 5x damage boost (compared to iron) and the bonuses to hit from it being exceptional probably would make it the deadlier weapon.

As for where your military went, they got in a group with the rest of the dwarves from your fortress and left your fortress. And they probably took everything they were wearing, including your adamantine hammers.

You might be able to find them along with all the other dwarves from your fortress, but I can't remember what the symbol for a migrant group is on the adventurer map. I think it's a blinking horizontal dash. I don't know where it would be.
Title: Re: The Little Questions Thread
Post by: DDR on February 13, 2010, 07:39:31 pm
Skorpion: Travel via the world map one tile, and come back. I don't think that's the best way, but it's the only one I know of.
Title: Re: The Little Questions Thread
Post by: Spong on February 13, 2010, 08:39:15 pm
If I put an animal trap next to a cage trap, will the trapped vermin act as bait for the main cage trap if I'm trying to trap carnivorous beasties?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 13, 2010, 09:01:44 pm
Probably not, because:
1. currently animals don't actually eat in this game, and
2. vermin is only recognized as prey by cats, or animals modded to be like cats in this respect (via the verminhunter tag).

EDIT: Just remembered something. I've seen dead olms in my last fort, despite having no cats. Suggests that something else must have been hunting and killing them, and it was probably cave spiders.

How that piece of information will help you, I do not know. Cats and cave spiders targeting vermin is far from a believable indication of bears or tigers doing the same.
Title: Re: The Little Questions Thread
Post by: Spong on February 13, 2010, 09:12:27 pm
Ok. Other question is I just noticed the area I'm in has giant eagles. Anyone have tips on capturing flying creatures?
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 13, 2010, 09:48:13 pm
Ok. Other question is I just noticed the area I'm in has giant eagles. Anyone have tips on capturing flying creatures?

That's actually way easier than you'd think. Put some cage traps in the front entrance of your fort. Eventually they'll come in, the tunnel will force them to ground level, and trapped.
Title: Re: The Little Questions Thread
Post by: The Architect on February 13, 2010, 10:17:14 pm
If I put an animal trap next to a cage trap, will the trapped vermin act as bait for the main cage trap if I'm trying to trap carnivorous beasties?

Someone has already answered your direct question, so I'm just offering an alternative for the effect you want: Chain an animal and place the cage trap at the only path to the animal.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 14, 2010, 12:19:37 am
EDIT: Just remembered something. I've seen dead olms in my last fort, despite having no cats. Suggests that something else must have been hunting and killing them, and it was probably cave spiders.

The webs catch the olms. That's what's going on there, in case you were wondering.
Title: Re: The Little Questions Thread
Post by: Garrie on February 14, 2010, 01:21:41 am
Do I hook horizontal axles up to the side of a screw pump that the water comes out or the water comes in? (no, not at the front or back but at the side)

I don't want a row of screw pumps - I want 2 screw pumps with a few spaces in between them.

So is it
Code: [Select]
IO
X.
IO
or
Code: [Select]
IO
.X
IO
where i=intake o=output .=floor X=axle?
Title: Re: The Little Questions Thread
Post by: The Architect on February 14, 2010, 01:24:39 am
It doesn't matter. You can hook them up to the end if you want.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 14, 2010, 01:51:53 am
stones create FPS problems, correct?

I'm spending inordinate amounts of time quantum stockpiling them in hopes of remedying my lag (and efficiently cranking out hundreds of stone blocks for the mountainside castle I'm working on, but I digress), but is there an easier way of raising my FPS?  does hiding the stone accomplish this?
Title: Re: The Little Questions Thread
Post by: The Architect on February 14, 2010, 01:54:43 am
Hiding the stone does not improve processing, so it doesn't cut lag. Dumping all of the stone in one place can potentially increase lag, but won't decrease it. The reason people quantum-dump stone to decrease lag is that they are quantum-dumping it into a chasm or garbage compactor (atom-smashing bridge). Or, if they don't know better, they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch, thus not helping their processing speed much.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 14, 2010, 01:55:34 am
It would be better to obliterate surplus wild animal populations, cage as many tame animals as possible, and stop any huge water flows. (I.E, giant waterfalls)
Title: Re: The Little Questions Thread
Post by: Odd!x on February 14, 2010, 02:00:59 am
Hiding the stone does not improve processing, so it doesn't cut lag. Dumping all of the stone in one place can potentially increase lag, but won't decrease it. The reason people quantum-dump stone to decrease lag is that they are quantum-dumping it into a chasm or garbage compactor (atom-smashing bridge). Or, if they don't know better, they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch, thus not helping their processing speed much.

thank you so much.  TO THE STEEL DRAWBRIDGE, CURSED STONE!
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 14, 2010, 02:07:58 am
Hiding the stone does not improve processing, so it doesn't cut lag. Dumping all of the stone in one place can potentially increase lag, but won't decrease it. The reason people quantum-dump stone to decrease lag is that they are quantum-dumping it into a chasm or garbage compactor (atom-smashing bridge). Or, if they don't know better, they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch, thus not helping their processing speed much.

thank you so much.  TO THE STEEL DRAWBRIDGE, CURSED STONE!
One more thing, NEVER LOCK ANIMALS IN A ROOM.

They hog frames trying to calculate a way out of the room even though they can't.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 02:12:56 am
they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch

Unless you mean "ghost" items that won't even show up on the stock screen (which would be a new phenomenon to me), I don't think I've ever seen more than 2 figures of them for every couple thousand stones melted in magma.

Now if I did want to make sure I dumped stuff down a chasm as opposed to into magma, would flushing my garbage work? I'd like to avoid having my dwarves carry garbage all the way to the chasm, which is usually going to be outside my main shaft, so having a way of conveying it towards the chasm by mechanical means would be helpful.
Title: Re: The Little Questions Thread
Post by: The Architect on February 14, 2010, 02:13:57 am
One more thing, NEVER LOCK ANIMALS IN A ROOM.

They hog frames trying to calculate a way out of the room even though they can't.

Ah, got to be a little more specific than that or you'll give people the wrong idea.

The problem is that if you forbid a door to animals ("tightly closed"), and the animal wants to get past the door, it will constantly check the path even though there is none (the door is forbidden to them!)

Blocking them or locking them in by any other means (bridges, L-forbidden doors, etc) is perfectly fine.

they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch

Unless you mean "ghost" items that won't even show up on the stock screen (which would be a new phenomenon to me), I don't think I've ever seen more than 2 figures of them for every couple thousand stones melted in magma.

Now if I did want to make sure I dumped stuff down a chasm as opposed to into magma, would flushing my garbage work? I'd like to avoid having my dwarves carry garbage all the way to the chasm, which is usually going to be outside my main shaft, so having a way of conveying it towards the chasm by mechanical means would be helpful.

It's a glitch; it's not consistent. You've just been lucky. Dumping items into a magma vent where they will fall off the map if the dump is well-placed is a common successful tactic as well. It's just equivalent to using a chasm.

Items will be flushed by a high enough water flow, but I don't really know how DF handles it. Maybe someone can tell you what would be necessary to get heavy stones to flush a significant distance, but I'd imagine it would be considerable. You can drop them off the map through underground river exit tiles as well, of course.

The thing is: the best and most convenient way to get rid of unwanted items is atomsmashing, period. You can build your one-tile atomsmashing bridge anywhere you want, so the hauling distance can be whatever you want it to be. You can build as many of them as you want. And you can build the lever(s) wherever you want.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 02:20:59 am
Ah, got to be a little more specific than that or you'll give people the wrong idea.

That whole idea of locking your livestock in is a pain in the ass every time you want to butcher something. I'd recommend just chaining your animals in an area that isn't very highly traveled, but isn't under lockdown either. Unless I'm mistaken, that will also cut down on your lag without requiring you to do all those extra steps you'd need when using a self-contained breeding area.


The thing is: the best and most convenient way to get rid of unwanted items is atomsmashing, period. You can build your one-tile atomsmashing bridge anywhere you want, so the hauling distance can be whatever you want it to be. You can build as many of them as you want. And you can build the lever(s) wherever you want.

No argument there, but it feels somewhat sploity, while throwing shit into magma or a chasm feels cool. I'm gonna opt for the second option, which at best gives me another problem to solve, and at worse makes cleaning up somewhat more labor-intensive. I can live with that.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 14, 2010, 02:31:26 am
every static item in the world can make lag? i.e stockpiled stones or stuff in bins do that?

Because I thought of converting all my mundane stones into stuff which I would sell to merchants, thus they would be stored in bins -- this generate lag?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 02:58:24 am
Yes, it's better to get rid of stone or other garbage altogether. Also, making hundred or thousands of stone crafts is a waste of clicks when the same trade value can be produced via a vastly smaller amount of prepared meals.

If you do insist on trading stone crafts, making mugs out of 600 stones - resulting in 1800 finished items - should cover your export needs for several years, and give you a legendary stonecrafter in the process.
Title: Re: The Little Questions Thread
Post by: The Architect on February 14, 2010, 03:09:13 am
which at best gives me another problem to solve, and at worse makes cleaning up somewhat more labor-intensive. I can live with that.

That's incorrect, and that's the point. You can't clean it up if you get the magma-melting glitch. Otherwise, you'll be fine.

And this is not about cleaning up nor is it exploitative. It's about reducing lag that shouldn't exist in the first place.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 03:24:53 am
That's incorrect, and that's the point. You can't clean it up if you get the magma-melting glitch. Otherwise, you'll be fine.

I meant having to figure out a way of flushing stuff down a chasm in the first place, or carrying it a little bit further. I don't know what made you think I hoped to salvage glitched globs.


And this is not about cleaning up nor is it exploitative. It's about reducing lag that shouldn't exist in the first place.

I don't know what definition of "sploit" you're using, but I was talking about exploiting a bug or an unrealistic game mechanic. Way I understand it, quantum stockpiling and atom-smashing (while crushing moderate amounts of rock under a massive, bridge-like device is not inconceivable, the way it's usually done is unrealistic, to put it mildly) are exploitative. You shouldn't get defensive, as I don't have a problem with anyone using these sploits; hell, I'm not above using sploits myself, if I see the need for them, but I'm not going to forgo using something as cool as magma (unless "ghost" globs start piling up) or a bottomless pit for waste disposal.

Also, I couldn't agree more about the lag being ridiculous.
Title: Re: The Little Questions Thread
Post by: The Architect on February 14, 2010, 03:39:16 am
I'm not defensive. You're reading tones of voice into text; if you hope to survive on a forum without arguments then you should drop that now :)

I am disagreeing. It's not an exploit because it does not benefit the player in any way; in fact it destroys useful raw materials. What it does is overcome a shortcoming of the game's programming: huge processor lag from item tracking.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 05:29:45 am
I'm not defensive. You're reading tones of voice into text;

I don't consider defensiveness only a tone of voice, it can be seen in written language as well, though our definitions of that term might simply be diverging. Regardless, after rereading your previous statement, I now consider my claim about you being supposedly defensive unfounded.


if you hope to survive on a forum without arguments then you should drop that now :)

No offense, but I think this could be considered a classic case of "the kettle calling the pot black". Also, why shouldn't we argue, as in, discuss things? As long as we keep it civil, and so far we have, I don't see what problems that would cause.


It's not an exploit because it does not benefit the player in any way; in fact it destroys useful raw materials.

Again, our definitions of the term "exploit" are different, as by my definition and in this context, an exploit doesn't entail gaining an advantage, it's simply the use of an unintended (buggy) feature. You seem to consider it a performance tweak, and I agree with that assessment, but it's nevertheless attained by exploiting the bugs of quantum stockpiling and atom smashing; not that there is anything wrong with that.
Title: Re: The Little Questions Thread
Post by: DarkDragon on February 14, 2010, 07:41:44 am
Quick question:

Do megabeast(s) only arrive once per fort? Or can you get multiples (assuming there are more alive in the world)?

So far both my forts have only seen one megabeast arrive, both came at about the time I hit 100 dwarves. Other megabeasts have survived worldgen but so far only one per fort has arrived.
Title: Re: The Little Questions Thread
Post by: tomas1297 on February 14, 2010, 08:50:53 am
I need a REALLY quick way to kill prisoners in cages.Will atom smashing cages kill the prisoners too?
Title: Re: The Little Questions Thread
Post by: JaaSwb on February 14, 2010, 09:05:29 am
Quick question:

Do megabeast(s) only arrive once per fort? Or can you get multiples (assuming there are more alive in the world)?

So far both my forts have only seen one megabeast arrive, both came at about the time I hit 100 dwarves. Other megabeasts have survived worldgen but so far only one per fort has arrived.

Megabests wander the world map, so every megabeast that can reach your fort should eventually pass by, given enough time. On occassion, multiple megabeasts have visited a fortress simultaneously.
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 14, 2010, 11:34:13 am
I need a REALLY quick way to kill prisoners in cages.Will atom smashing cages kill the prisoners too?

It will definitely get rid of the prisoners.  I'm not sure if they'll be "killed", I wouldn't be surprised if they were stuck in a limbo zone, but they won't be bothering you ever again.

If the cages aren't iron, I'd rather dump them in magma.  Hell, even if they are iron (the cage won't melt and the prisoner will live under the magma for all time).
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 14, 2010, 11:53:35 am
From the embark choose-items screen, how do you go back to the screen before, so you can change civilizations once you realize you can't buy turtles or whatever?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 14, 2010, 12:35:31 pm
I did a reclaim fortress and ... lo and behold, I embarked with 70 armed dwarves!!! Is this a punishing expedition against the undeads which killed my wagon of pioneers or what?  :D
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 14, 2010, 12:40:37 pm
From the embark choose-items screen, how do you go back to the screen before, so you can change civilizations once you realize you can't buy turtles or whatever?

You have to hit escape and abort, then start again.  I know it's annoying, I play with several civs activated and often embark as elves or goblins by accident.
Title: Re: The Little Questions Thread
Post by: The Architect on February 14, 2010, 02:45:24 pm
if you hope to survive on a forum without arguments then you should drop that now :)

No offense, but I think this could be considered a classic case of "the kettle calling the pot black". Also, why shouldn't we argue, as in, discuss things? As long as we keep it civil, and so far we have, I don't see what problems that would cause.


It's not an exploit because it does not benefit the player in any way; in fact it destroys useful raw materials.

Again, our definitions of the term "exploit" are different, as by my definition and in this context, an exploit doesn't entail gaining an advantage, it's simply the use of an unintended (buggy) feature. You seem to consider it a performance tweak, and I agree with that assessment, but it's nevertheless attained by exploiting the bugs of quantum stockpiling and atom smashing; not that there is anything wrong with that.

Well, I agree with you. But forum arguments don't remain the classical sense of arguments 90% of the time; people don't control themselves online and tend to have flame wars. A big thing on this forum is for a flamer or troll to come in, provoke someone or enter an existing dispute, flame a little, then report their opponents to the moderators. I hate hitting the Report button, but whoever hits it first seems to get immunity and put the other person in deep ****. I do my best to avoid even disagreements with posters I don't know now.

Obviously we don't need to get into the academic definition of exploit, as it simply means utilizing something to its potential. As far as I understand its use with video games, exploiting is a term used when someone takes advantage of a game mechanic or bug in a way in which it was not meant to be utilized.

I'd like to point out that this is not a bug, and that this is the way it's meant to be used. I really don't see how you can call it an exploit.
Title: Re: The Little Questions Thread
Post by: Loctavus on February 14, 2010, 04:18:17 pm
Uh..

Okay. I just had a human seige arrive, which I was not expecting. I was expecting them to bring metal bars.

What the hell?

Or does this have something to do with the accidental death of the liason last year?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 14, 2010, 04:21:19 pm
Or does this have something to do with the accidental death of the liason last year?

That would do it. Other civs don't like it when their emissaries die on your map.
Title: Re: The Little Questions Thread
Post by: JaaSwb on February 14, 2010, 04:22:20 pm
Liaisons and such dying does tend to upset friendly civs. If relations aren't already very good, that may well be the reason they declared war on you.

Kill enough of them, and they'll send a diplomat to sue for peace. If the diplomat's dead too, tough cheese.
Title: Re: The Little Questions Thread
Post by: Loctavus on February 14, 2010, 04:34:49 pm
Drat. Oh well. And I'd been trying so hard to start a war with the elves. One (minor I thought) accident and I'm at war with the humans instead. :P
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 04:40:44 pm
I was expecting them to bring metal bars.

Which they did; I mean, they did come bearing iron equipment, right?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 14, 2010, 04:49:59 pm
can water be sold by caravans?  :-\

Because I'm on a map which had 2 little ponds, evaporated now and there is ZERO square of water now...
Title: Re: The Little Questions Thread
Post by: Corinthius on February 14, 2010, 05:26:38 pm
Sadly, no. Toady said in DF talk #7 today that that kind of stuff might come someday, but it isn't in now. The best thing to do I guess would be make sure you don't run out of booze and hope it rains.

Questions:
1) My dogs occasionally die in my own falling rock traps. Why is this? =[
2) I have a nice tower cap farm. However, the tower caps sure are taking their time growing. How long til they become big enough to cut down?
Title: Re: The Little Questions Thread
Post by: JamPet on February 14, 2010, 05:38:36 pm
Friendlies and neutrals trigger your traps if they fall unconscious in them.  From being knocked out in cave ins, in battle, extreme drowsiness, cave spider venom or such.

Tower cap trees take a year and a half or so to grow to chopping size according to the wiki.
Title: Re: The Little Questions Thread
Post by: Corinthius on February 14, 2010, 05:40:36 pm
1) A yes, that'd explain. Ok thanks
2) ARGH I read that article but managed to completely miss that. Sorry, and thanks!
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 14, 2010, 06:20:55 pm
Do liaisons trigger pressure plates at all?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 14, 2010, 06:27:44 pm

2) ARGH I read that article but managed to completely miss that. Sorry, and thanks!
Also, make sure your dwarves aren't walking on them.  Dwarves stepping on young tower-caps can turn them into dead young tower-caps, which don't grow anymore but still take up space in your farm.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 14, 2010, 06:41:36 pm
On the topic of underground tree farms, does flooding destroy saplings? You don't generally need to re-irrigate your farms unless you make a mistake, but it still wouldn't hurt to know.

EDIT:
Grasstrample:0 overrides trampling of saplings as well, right? I'm using that setting on most animals and humanoids, including dwarves and invaders, because having grasslands turn into deserts at the currently implemented rate was fucking ridiculous. I have not yet, however, determined what that does to saplings, but it should keep them from being trampled.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 14, 2010, 07:33:52 pm
Sadly, no. Toady said in DF talk #7 today that that kind of stuff might come someday, but it isn't in now. The best thing to do I guess would be make sure you don't run out of booze and hope it rains.

Questions:
1) My dogs occasionally die in my own falling rock traps. Why is this? =[
2) I have a nice tower cap farm. However, the tower caps sure are taking their time growing. How long til they become big enough to cut down?

1. They're injured and keep passing out, most likely.
2. Year and a half, but they will only mature IF:
- They aren't killed by traffic.
- There's nothing on top of them, like a rock, or spider webs.
Title: Re: The Little Questions Thread
Post by: Ashery on February 14, 2010, 09:31:27 pm
On the topic of underground tree farms, does flooding destroy saplings? You don't generally need to re-irrigate your farms unless you make a mistake, but it still wouldn't hurt to know.

Judging by my experience with my obsidian farms:

Saplings do not die under any amount of water but they will not mature if they're constantly under 7/7 water.

I have several grown tower caps at the end of my water feed where the water regularly goes below 7/7 as it fills the 10x10 water drop. The saplings further back haven't matured despite several years passing since I drained the water supply to fix a mistake. The shrubs seem to die, though.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 14, 2010, 10:00:36 pm
Does anyone know if there's a compiled list of all of the creatures' reference name? As in, not "grizzly bear," but "BEAR_GRIZZLY," the stuff after the [CREATURE] tag in a creature entry, the stuff the game references if it wants to use a creature as an entity or, more importantly for my purposes, what one would use if they wanted to make a creature's parts part of a reaction?

I'm wanting to expand my animal-hide bedding mod, but going through the creature list entry-by-entry to make sure everything's name is actually right is very tedious, especially with some of the weirder ones like giant eagles, siamangs, and bilous.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 15, 2010, 12:58:39 am
Um. There's a pump, hooked up to pull from the magma pipe, and put the magma back down a grate back into the pipe, over a pile of trash and through a grate.
This is a closed system.

1. Why has the level in the pipe gone down?
2. Have I just pressurised the entire magma pipe?
Title: Re: The Little Questions Thread
Post by: o_O[WTFace] on February 15, 2010, 01:23:44 am
well most likely the molten rock is evaporating.  Like water, each 1/7 of magma sometimes turns into a mess on the floor.  It shouldn't be very much though.  Also the magma in your trash disposal is in your trash disposal and not in the pipe, although I assume you have accounted for that. 

I don't think you can pressurize magma at all. 
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 02:23:39 am
Hidden critters & more?

Hi,
1. Is it possible on a map to discover while digging trapped critters? So far when I played (not that much, less one hundred hours total  ;D ), it seems I can view everywhere, on all levels, all critters, so no surprises...

2. Also, can critters move significantly toward the fort? It seems they are only reacting a few squares away from their initial position?

3. Last, can critters from the world (except mega beast) enter the local map, do they reproduce on the local map?
Title: Re: The Little Questions Thread
Post by: The Architect on February 15, 2010, 02:43:41 am
1) No, that's coming in the new version where the entire underground is revamped. You'll find huge caverns, forgotten beasts, and possibly lost treasures and civilizations. But that's all in the new version, which is still being tested. Look here: http://www.bay12games.com/dwarves/dev_now.html

2) Most creatures don't have much interest in your fortress. Predators might approach looking for food, while prey will flee any dwarves they notice. Civilian dwarves without Hunting will flee all beasts, as well.
McIdiot cancels move item to stockpile: Interrupted by wild rabbit. x13
etc.

3) Migratory beasts do enter the map from the edges, as you may have noticed. While they will not give birth in your territory, they are perfectly capable of impregnating your livestock.
Title: Re: The Little Questions Thread
Post by: Deon on February 15, 2010, 03:01:42 am
1) Wait, haven't you seen underground rivers/lakes? They have critters. Also sometimes the chasm/bottomless pit is hidden and you have to discover it. However those (and HFS) are the only cases.
2) Any creature with [MEANDERER] tag will roam about without real interest of your dwarves. However if it has [CURIOUSBEAST_ITEM] etc. which mean that they look for items, they will run to your fort (like monkeys do).
3) As it has been said, migratory creatures enter your map once the existing groups leave (I think it's some number per biome, so the more biomes you have, the more creatures you have) or when you kill them (so sometimes it's better to leave a single groundhog to live to avoid some nasty critters spawning). Feature creatures breed though if they have an ability (river creatures, chasm creatures, cave creatures etc.).
Title: Re: The Little Questions Thread
Post by: Deon on February 15, 2010, 03:03:40 am
Does anyone know if there's a compiled list of all of the creatures' reference name? As in, not "grizzly bear," but "BEAR_GRIZZLY," the stuff after the [CREATURE] tag in a creature entry, the stuff the game references if it wants to use a creature as an entity or, more importantly for my purposes, what one would use if they wanted to make a creature's parts part of a reaction?

I'm wanting to expand my animal-hide bedding mod, but going through the creature list entry-by-entry to make sure everything's name is actually right is very tedious, especially with some of the weirder ones like giant eagles, siamangs, and bilous.
You have to do it by yourself, but only once ;).
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 03:52:41 am
thanks for the answers!

What would you say about the ETA of the patch? It is counted in weeks or months? I know it is guessing, but you have experience of past versions ;)
Title: Re: The Little Questions Thread
Post by: The Architect on February 15, 2010, 04:13:17 am
you have experience of past versions ;)

Nope. Started in late October.
Title: Re: The Little Questions Thread
Post by: cstruble on February 15, 2010, 09:07:56 am

1.  Are there any issues with pumping magma through a pump stack?
2. The magma should be pressured at the top of the stack, correct?
3. How many pumps can I reasonably place at a magma pipe that it does not  lower the magma level? 
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 15, 2010, 09:13:36 am
1. Why has the level in the pipe gone down?
You have removed some magma from the pipe.  Thought your system is closed, some magma was required to fill/prime it, which was taken from the pipe.  That caused the magma level to fall.  Eventually the pipe will refill itself to its original level.  This may cause it to overflow if magma flows out of your system into an already full pipe.
Quote
2. Have I just pressurised the entire magma pipe?
If there exists a solid path from the outlet of your pump to the pipe, then the entire pipe will be pressurized to the level of the output of the pump.

1.  Are there any issues with pumping magma through a pump stack?
Only that the pumps should not contain any wooden parts.  Other materials seem to be safe - pumps don't seem to need magma-safe materials so long as the passable input square of the pump is not itself immersed in magma, which it does not need to be in order to pump.
Quote
2. The magma should be pressured at the top of the stack, correct?

Yes, the magma will pressurize to the output level of the last pump.
Quote
3. How many pumps can I reasonably place at a magma pipe that it does not  lower the magma level? 
None.  Pumping any magma from the pipe will lower the magma level.  The pipe will eventually refill to its original level.
Title: Re: The Little Questions Thread
Post by: Spong on February 15, 2010, 10:10:12 am
I'm having trouble with engineering cave-ins, I wanted to make a deep channel of about 5 z levels near my entrance - i dug a staircase down and dug up around the border of the area i want collapsed, the bottom layer i mined out except for a single support linked to a lever - so it looks like this:

bottom layer:

#= wall
S= support

#####
#      #
#      #
#  S  #
#      #
#      #
#####

all other levels:

R = ramp (or in some cases channel)

######
#RRRR #
#R##R#
#R##R#
#R##R#
#RRRR #
#### #

so I pull the lever and it  causes a cave-in, but when I look at the area the only thing that has changed is the bottom layer now has granite walls in the center where the support was, like this:

G = granite

#####
#      #
#  G  #
#  G  #
#  G  #
#      #
#####

What am I doing wrong?

To me it looks like what has happened is this:

side on view:

|   ###   |
|   ###   |
|   ###   |
|   ###   |
|___S___|

after lever is pulled:

|            |
|   ###   |
|   ###   |
|   ###   |
|__###__|

the whole stack has just shifted one level down - I don't know why this is I would have thought the weight of the above layers would cause them to follow through.

Any ideas?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 15, 2010, 10:49:07 am
That's what's supposed to happen.  When you drop natural stone walls, they aren't destroyed.  They just shift downwards.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 12:09:30 pm
how do you remove traffic areas?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 12:31:56 pm
World gen and beyond:

When you enter criteria to embark, is it possible to skip the first correct candidate and check the second? Because I'm proposed with a candidate which is overlapping a previous experiment (aka failed fort) of mine and I wanted to be elsewhere in the world.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 15, 2010, 12:50:37 pm
how do you remove traffic areas?

Go to the traffic designations menu, and set whatever area you want back to normal traffic.

When you enter criteria to embark, is it possible to skip the first correct candidate and check the second?

Nope. One of the limitations of the current site finder.
Title: Re: The Little Questions Thread
Post by: Spong on February 15, 2010, 01:03:41 pm
Do trade caravans ever bring in large quantities of stone? I only seem to get one or two blocks at a time of any given rock type.
Title: Re: The Little Questions Thread
Post by: Skorpion on February 15, 2010, 01:06:56 pm
1. Why has the level in the pipe gone down?
You have removed some magma from the pipe.  Thought your system is closed, some magma was required to fill/prime it, which was taken from the pipe.  That caused the magma level to fall.  Eventually the pipe will refill itself to its original level.  This may cause it to overflow if magma flows out of your system into an already full pipe.
Quote
2. Have I just pressurised the entire magma pipe?
If there exists a solid path from the outlet of your pump to the pipe, then the entire pipe will be pressurized to the level of the output of the pump.

1.  Are there any issues with pumping magma through a pump stack?
Only that the pumps should not contain any wooden parts.  Other materials seem to be safe - pumps don't seem to need magma-safe materials so long as the passable input square of the pump is not itself immersed in magma, which it does not need to be in order to pump.
Quote
2. The magma should be pressured at the top of the stack, correct?

Yes, the magma will pressurize to the output level of the last pump.
Quote
3. How many pumps can I reasonably place at a magma pipe that it does not  lower the magma level? 
None.  Pumping any magma from the pipe will lower the magma level.  The pipe will eventually refill to its original level.

Let me clarify. The system was closed, by way of having one tile filled with magma, which flowed down through a grate.
The only priming was one tile.
None evaporated; it drained through the grate.
Why the hell did the top pipe level go from almost entirely 7/7 with a few 6/7, to mostly 6/7 with a few 5/7?
And I checked; it hasn't gone spurting out of any holes.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 15, 2010, 01:19:28 pm
Do trade caravans ever bring in large quantities of stone? I only seem to get one or two blocks at a time of any given rock type.

Stone is heavy. Caravans are severely limited in the amount of stone they can bring.

It's also not very valuable, so caravans would rather bring other things.
Title: Re: The Little Questions Thread
Post by: Deon on February 15, 2010, 01:30:03 pm
About magma: it cannot be pressurized. Water can and will, magma though will spread horizontally only, it cannot move up by itself.

Example:

Water from

#~######
#~######
#~#   ☺
#~#~####
#~~~####
#~~~####
########
will go to


#~######
#~######
#~#~~~☺~
#~#~####
#~~~####
#~~~####
########

Magma won't.
Title: Re: The Little Questions Thread
Post by: cstruble on February 15, 2010, 01:33:37 pm
Quote
3. How many pumps can I reasonably place at a magma pipe that it does not lower the magma level? 
None.  Pumping any magma from the pipe will lower the magma level.  The pipe will eventually refill to its original level.
Thanks
In that case would pumping magma from the bottom of the pipe refill faster than pumping it at the top of the pipe? 
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 15, 2010, 01:36:22 pm
Thanks
In that case would pumping magma from the bottom of the pipe refill faster than pumping it at the top of the pipe? 

The pipe fills up quicker the emptier it gets. At least I believe that's the case. SO yes, pumping from the bottom would get you more magma to pump than from the top.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 03:06:38 pm
About Floors:

What is the difference between a smoothed floor and a constructed floor (over a non smoothed floor)? I want to add value to some rooms while sucking up a bit of the stones laying around, what should I do?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 15, 2010, 03:15:26 pm
About magma: it cannot be pressurized. Water can and will, magma though will spread horizontally only, it cannot move up by itself.
Magma can be pressurized by pumps.  It can't be pressurized by gravity alone.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 15, 2010, 03:17:18 pm
Let me clarify. The system was closed, by way of having one tile filled with magma, which flowed down through a grate.
The only priming was one tile.
None evaporated; it drained through the grate.
Why the hell did the top pipe level go from almost entirely 7/7 with a few 6/7, to mostly 6/7 with a few 5/7?
And I checked; it hasn't gone spurting out of any holes.
Very strange.  It shouldn't do that, and I've never seen similar behavior.  Might be some strange bug in the code that refills pipes.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 03:53:57 pm
Can I say to a specif Dwarf to not go outside? Because I had a crafter which moved over half the map to retrieve some bones!! He approached antmen dangerously because of that ... so ...

I had to draft him in the military to halt his move, because even cancelling the job at the craftshop did not work, is it the only solution?
Title: Re: The Little Questions Thread
Post by: Psychoceramics on February 15, 2010, 05:19:36 pm
When you enter criteria to embark, is it possible to skip the first correct candidate and check the second?

Nope. One of the limitations of the current site finder.

actually, it is. put a fortress there and then abandon. It's now an invalid site.
Title: Re: The Little Questions Thread
Post by: Particleman on February 15, 2010, 06:00:42 pm
Can I say to a specif Dwarf to not go outside? Because I had a crafter which moved over half the map to retrieve some bones!! He approached antmen dangerously because of that ... so ...

I had to draft him in the military to halt his move, because even cancelling the job at the craftshop did not work, is it the only solution?

No, you can't tell a specific dwarf to stay in a certain area. Apparently that's what burrows are going to do in the next version, though. (Burrows aren't in this version, so don't try looking for them.)

As for getting him to not walk into a huge swarm of antmen and get murdered? Just forbid the bones near them (d -> b -> f, then select everything you want to forbid, like designating something to be dug out.)
Title: How to melt stuff stored in bins??
Post by: Atlar on February 15, 2010, 06:33:50 pm
I have tons of useless narrow goblin armor stored in bins. Now I'd like to melt them, is there some way to achieve this?  ???
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 06:37:25 pm
D-B-M= mass melt
Go to smelter/magma smelter add task "Melt metal object"
Make sure you have fuel for non magma smelter

If you want it gone without the long wait consider atom smashing (http://dwarffortresswiki.net/index.php/Dwarven_atom_smasher)
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 15, 2010, 06:39:17 pm
d - b - m

That's the key stroke to mass designate melting. If you do that over your bins of narrow iron goblin armor, your dwarves will melt them if you assign the appropriate task at the smelter.


Damn, ninja'd.

Note: The mass designation melting is indiscriminate. If you have pieces of masterwork steel armor in those bins, too, they'll be marked for melting as well.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 06:41:45 pm
I haven't figured out how to set stockpiles for only large/narrow armor.
Title: Re: The Little Questions Thread
Post by: Atlar on February 15, 2010, 06:43:09 pm
Wow this menu is as usefull as well hidden  ;D thanks a ton!
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 15, 2010, 06:44:22 pm
I haven't figured out how to set stockpiles for only large/narrow armor.

On the stockpile screen for armor at the bottom there's "unusable and usable".

Toggle either of these options to, say, limit a stockpile to specifically dwarf-size armor or make a stockpile for all your odd armor sizes.
Title: Indoor/Outdoor
Post by: Atlar on February 15, 2010, 06:55:57 pm
Another one: I've stumbled over the option of setting tiles to indoor/outdoor some time ago but I can't find it now.
My dwarves demand to continue enjoying the sculpture garden during sieges which is reasonable cause the cries of dieing goblins are quite inspiring!
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 07:01:10 pm
You can view it with K and to make them indoor/outdoor you need to either open that tile up the the sky or block it.

IE, put a floor over a murky pool tile the tile below becomes "indoor"
Title: Re: The Little Questions Thread
Post by: Atlar on February 15, 2010, 07:15:18 pm
So no extra-option, hmkay think I just put a roof over halve of my garden so that the visitors won't be disturbed by goblin blood splatters raining on them during the sieges and during peace the usual vomiting can continue. Thanks again.
Title: Re: The Little Questions Thread
Post by: Garth on February 15, 2010, 09:37:31 pm
Ok, so my cage traps captured about 6 wolves last time I checked.
Can I bring these back to my fortress and train them to fight for me as war dogs?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 09:41:58 pm
Unless you modify them, the closest you will get to that is taming them and throwing them at the enemy and hoping that the wolves fight.
Title: Re: The Little Questions Thread
Post by: Garth on February 15, 2010, 09:50:07 pm
Unless you modify them, the closest you will get to that is taming them and throwing them at the enemy and hoping that the wolves fight.
Well that sucks...
So I can only train dogs?

How do I bring the wolves into my fortress for butchering and tanning anyways?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 09:52:21 pm
Without them eating the butchers?
catch them and tame them, let them out, let them.... um, "breed" and then when there is another male and female pair of pups kill the parents.
Title: Re: The Little Questions Thread
Post by: Garth on February 15, 2010, 09:55:01 pm
Without them eating the butchers?
catch them and tame them, let them out, let them.... um, "breed" and then when there is another male and female pair of pups kill the parents.

What skill do my dwarves need to tame them? Animal Trainer, I'm assuming?
Should I just put them in a hole in the ground or something for breeding?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 15, 2010, 10:27:13 pm
So I can only train dogs?

You can train any animal with the [tr­AINABLE] tag, which you can add even post-worldgen. This means you can make war wolves no problem, unless you have sort of an ethical objection to modding the game, or some shit.

What skill do my dwarves need to tame them? Animal Trainer, I'm assuming?
Should I just put them in a hole in the ground or something for breeding?

Yes, animal trainer is the correct skill. You build a kennel and select the "tame large animal" task, and later select each captive wild wolf or whatever it is you wanted to tame. You can't put this on repeat, as they will then tame and re-tame the same animal ad infinitum; you have to task each wild animal for taming one by one.

Tame livestock will normally congregate in your meeting area(s). Some people build self-contained, air-locked breeding pens, but I found those to be a pain in the ass. Instead, I recommend chaining your breeding animals wherever you want, but preferably not far from your butchery and tannery.
Title: Re: The Little Questions Thread
Post by: Garth on February 15, 2010, 10:38:08 pm
So I can only train dogs?

You can train any animal with the [tr­AINABLE] tag, which you can add even post-worldgen. This means you can make war wolves no problem, unless you have sort of an ethical objection to modding the game, or some shit.

What skill do my dwarves need to tame them? Animal Trainer, I'm assuming?
Should I just put them in a hole in the ground or something for breeding?

Yes, animal trainer is the correct skill. You build a kennel and select the "tame large animal" task, and later select each captive wild wolf or whatever it is you wanted to tame. You can't put this on repeat, as they will then tame and re-tame the same animal ad infinitum; you have to task each wild animal for taming one by one.

Tame livestock will normally congregate in your meeting area(s). Some people build self-contained, air-locked breeding pens, but I found those to be a pain in the ass. Instead, I recommend chaining your breeding animals wherever you want, but preferably not far from your butchery and tannery.

I can build them next to a tannery easily.
I figured I'd build just a room that goes down 1z level so that they can be in a type of pit for them to breed in.
Would that work?
Title: Re: The Little Questions Thread
Post by: garfield751 on February 15, 2010, 10:38:33 pm
if i have a bridge that raises to the north in a narrow hallway going from north to south and it was flooded with 7/7 water would i be able to raise the bridge?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 15, 2010, 10:43:07 pm
if i have a bridge that raises to the north in a narrow hallway going from north to south and it was flooded with 7/7 water would i be able to raise the bridge?
Yes.


Also, there is spore breeding IE, animals on the surface can impregnate animals locked in the bottom of the fortress
Title: Re: The Little Questions Thread
Post by: assimilateur on February 15, 2010, 10:50:09 pm
I figured I'd build just a room that goes down 1z level so that they can be in a type of pit for them to breed in.
Would that work?

Yes, it would work, but the moment you wanted to butcher any of your livestock, you'd either have to let all the animals out (they'd go to your meeting area right away and would have to be thrown into the pit again once you're done) or lock your butcher and tanner in with the livestock. Even if you did lock your butcher/tanner in, you'd still need to either re-pit your animals or cage them or something, which is why I don't consider it worth the micromanagement effort and instead recommend using chains/ropes.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 11:24:04 pm
I can't for the life of me makes the 'form squads' keys work... Each time I draft dwarves, I get one-man dwarf... What is exactly the key combination I must use when I enter the military screen to have a squad of 2 dwarves?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 15, 2010, 11:30:27 pm
How do I see the value of a room?
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 15, 2010, 11:42:24 pm
I figured I'd build just a room that goes down 1z level so that they can be in a type of pit for them to breed in.
Would that work?

Yes, it would work, but the moment you wanted to butcher any of your livestock, you'd either have to let all the animals out (they'd go to your meeting area right away and would have to be thrown into the pit again once you're done) or lock your butcher and tanner in with the livestock. Even if you did lock your butcher/tanner in, you'd still need to either re-pit your animals or cage them or something, which is why I don't consider it worth the micromanagement effort and instead recommend using chains/ropes.
A better idea is to have a 3-level setup for this sort of thing. Top level is a pit for dropping critters in, middle level is floored exclusively with at least 2 retracting bridges linked to levers and otherwise completely sealed off, and bottom level is accessible for your butcher/the rest of the fort.

This setup allows you to easily release part of your herd with a pull of a switch without needing to re-pit any of the other animals. Just pull the lever, wait a bit, then designate all of the now-stunned-from-the-brief-fall creatures for slaughter. Sure, they'll get to the meeting hall, but then get taken up and killed shortly, and you're back to an entirely animal-free fort. Better yet, you're (mostly) certain to still have at least 1 adult female still in the pit most of the time, which means you don't even have to micromanage to prevent the death of all of your breeders! Good stuff.

I can't for the life of me makes the 'form squads' keys work... Each time I draft dwarves, I get one-man dwarf... What is exactly the key combination I must use when I enter the military screen to have a squad of 2 dwarves?
Go into the military screen, scroll over a dwarf, hit enter, scroll over another dwarf, hit enter. You now have a squad of 2 dwarves lead by the one you hit enter over first. Adding more dwarves to the squad is as simple as scrolling over them and hitting enter. Hit space when you're finished making the squad.

I'm pretty sure you can put undrafted dwarves into squads, though if you put them into a squad with a drafted dwarf civilians will be auto-drafted.

How do I see the value of a room?
The (r)ooms menu lists all of your rooms, placed furnishings, stockpiles, and zones. For bedrooms, dining rooms, offices, and tombs, it also has their quality listed (Meager through Royal). This, unfortunately, is rather vague. You can't see the actual numerical value of a room until the economy activates when the tax collector arrives.

Also, there is a button to modify posts at the upper-right corner of the post. It's widely felt to be rude to double-post when such things exist, so please use it  8)
Title: Re: The Little Questions Thread
Post by: gopher dude on February 15, 2010, 11:51:16 pm
Can anyone direct me to the df guide on building above ground?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 16, 2010, 12:00:21 am
Good stuff.

You're talking about a design that's basically random in respect to how many animals remain for breeding? I really don't see the point in bothering with livestock unless you make sure you're getting a relatively steady supply of meat and other products.

If you do insist on culling most of your herd each time, a two-level design with a contained butchery and tannery would probably be preferable. Otherwise, there's little point in stunning your animals, as that will (assuming you've got more than one animal per butcher) do little to keep them from going back to your meeting area.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 16, 2010, 12:38:20 am
You're talking about a design that's basically random in respect to how many animals remain for breeding? I really don't see the point in bothering with livestock unless you make sure you're getting a relatively steady supply of meat and other products.
Somewhat, but not really; 1/2 or less of your herd each time. I usually build it with 3 1x1 bridges, so I cull 1/3 of the herd at a time. How steady it is depends on how close to the max population of animals of a species you have, how fast they mature, and how big of litters they have, but even with only 1 species you're still generally good for meat and fat and more stable for bones, skulls, and leather than the alternatives I've seen.

Besides, it's not like you have to have just 1. I usually build 4, segregated by species, and have 1 for cows, one for muskoxen or camels if I can get them, 1 for dogs, and 1 for whatever exotic reproducing creature I manage to get a breeding pair of first (for my current fort it's black bears). Slaughtering 1/3 of one of the species each season usually provides plenty of resources and has the aforementioned advantages.

Quote
If you do insist on culling most of your herd each time, a two-level design with a contained butchery and tannery would probably be preferable. Otherwise, there's little point in stunning your animals, as that will (assuming you've got more than one animal per butcher) do little to keep them from going back to your meeting area.
The whole point is to avoid accidentally culling must of the herd. Animals tend to move roughly randomly inside the pens, so they tend to get evenly distributed between each bridge, so you do get very close to 1/3 each time. For instance, in my current fort, I have about 25 black bears, and the times I've tapped the pens I've gotten 6, 8, and 9 bears.

The point of stunning the animals is actually just so they stand still while you designate them for slaughter from their preferences menu so you don't accidentally slaughter your guard animals. More importantly, does it really matter if a relatively-small number of animals gets to your meeting area between when you release them and they get slaughtered?

Can anyone direct me to the df guide on building above ground?
I think you're probably looking for this. (http://dwarffortresswiki.net/index.php/Tower)
Title: Re: The Little Questions Thread
Post by: assimilateur on February 16, 2010, 01:29:19 am
You're right that it does not, indeed, matter that animals will escape to your meeting area before getting slaughtered.

Your design makes more sense now, with the added explanation, but I'd still rather use chains. I slaughter the young as soon as they pop out (assuming I've already reached my quota of breeding females, which is usually 10-15 for valuable species, and 3-5 for less valuable ones [if I even breed those]), because I can't be arsed to stuff them in cages or whatever. I obviously lose some amount of meat and bones that way, but I normally have way more of those products than I'm ever gonna need.

Unless I'm gravely mistaken, those should be lag-friendly as well. One problem for me is placing chains in a way that's both aesthetically pleasing and ergonomic.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 16, 2010, 01:49:51 am
Thank you Necrorebel!

1. Are trees making saplings or bushes spreading?
2. Are monsters breeding (i.e do trolls have sex affairs between them  :D ).
3. Is set my marksman as 2 handed and he is taking 2 crossbows! Is this a bug?
4. How do you see the other creature on a tile when there are 2 with the v key?
5. Bone/Turtle armor protects as chainmail?
6. I really don't understand how the 'take from stockpile' menu is supposed to work. I want to move 3 barrels of wine from my main stockpile to a tiny one.

Thanks all in advance.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 16, 2010, 02:33:43 am
1. Are trees making saplings or bushes spreading?
2. Are monsters breeding (i.e do trolls have sex affairs between them  :D ).
3. Is set my marksman as 2 handed and he is taking 2 crossbows! Is this a bug?
4. How do you see the other creature on a tile when there are 2 with the v key?
5. Bone/Turtle armor protects as chainmail?
6. I really don't understand how the 'take from stockpile' menu is supposed to work. I want to move 3 barrels of wine from my main stockpile to a tiny one.

1. If I understand that question correctly, you don't need one bush or sapling to get new ones, i.e. you can cut all trees or pick all bushes and you will still get new ones later.
2. Most monsters probably don't breed (while "regular" animals do), but that can be checked for in the raw\objects\ folder. Open some of the creature files and look for child-related tags in their respective entries. For example, the dog is going to have the tags [CHILD:1] (meaning that a young dog matures after one year) and [CHILDNAME:puppy:puppies]. Without equivalent tags, creatures don't breed. Now, if you do want your trolls or whatever to procreate, you can add such tags even after embarking.
3. I don't know if this is a bug, but that setting is useless to a marksman anyway. You use the "2 handed" (or was it "2 weapons"?) setting when you want your guy to equip a two-handed weapon. You won't be able to use those, as far as I know, unless you mod the game anyway.
4. I think you switch between creatures occupying one tile by pressing + and -.
5. The base values of bone/shell armor might as well be those of chain armor (I haven't checked), but the bones and shells are weaker than metal, so you're going to end up with worse armor anyway. Of course, it's better than nothing. Look on the wiki for the article about armor for more details.
6. You set your small stockpile to take from the large stockpile, and it should get filled, assuming the large stockpile is full and accessible in the first place.
Title: Re: The Little Questions Thread
Post by: Garrie on February 16, 2010, 02:37:41 am
Thank you Necrorebel!

1. Are trees making saplings or bushes spreading?
2. Are monsters breeding (i.e do trolls have sex affairs between them  :D ).
3. Is set my marksman as 2 handed and he is taking 2 crossbows! Is this a bug?
4. How do you see the other creature on a tile when there are 2 with the v key?
5. Bone/Turtle armor protects as chainmail?
6. I really don't understand how the 'take from stockpile' menu is supposed to work. I want to move 3 barrels of wine from my main stockpile to a tiny one.

Thanks all in advance.
1. Depending on your biome, trees will randomly germinate as saplings. After a certain time (3 yrs above ground 1.5 yrs belowgrond I think ) they will become trees. I don't think deforestation prevents germination rate.
2. AFAIK, what you have on embarking is what you get for on-map "monsers". This excludes migratory animals (eg: deer etc) that come and go from your map,  "ambushers" and "siegers" who are generated on a per-event basis.
3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.
4. On my settings (with ASCII) they cycle through in turn. When more than 1 critter is on the same tile at a time all except 1 are laying down and will be black. If you are using a tile-set... look at the instructions/documentation for that tile-set.
5. Look at the wiki. material, armour type (leather, chain, plate) and quality all effect protection. If you have a soldier set to "none" set them to "leather" they will put leather on. If you set them to chain they will keep the leather on. This is better than if you go from "clothes" straight to "chain". etc.
6. "take from stockpile" pretty much sucks arse. There is no way to set say a stockpile next to a workshop, REQUIRE haulers to full bins/barrels, then take the FULL BIN/BARREL ONLY to some other stockpile. To do what you are saying, set up the 2 stockpiles correctly, then from the small stockpile, q->t, select the big stockpile. But your dwarves will wander all over the map to get the newest vintage of their preferred beverage, rather than drink from the stockpile next to them.

Hopefully "Burrows" will solve some of this. Roll on the new version!
Title: Re: The Little Questions Thread
Post by: assimilateur on February 16, 2010, 02:49:38 am
3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.

Can they store backup weapons in backpacks? Because if not, then what they really should be carrying is a shield in their off-hand, as opposed to a second weapon.
Title: Re: The Little Questions Thread
Post by: Garrie on February 16, 2010, 03:07:17 am
3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.

Can they store backup weapons in backpacks? Because if not, then what they really should be carrying is a shield in their off-hand, as opposed to a second weapon.
Have another look at their inventory. Like most rogue-likes, they can carry a waterskin, a shield, a barrel of beer, AND a sword. All in their left hand.  ;D
Title: Re: The Little Questions Thread
Post by: Particleman on February 16, 2010, 03:10:27 am
3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.

Can they store backup weapons in backpacks? Because if not, then what they really should be carrying is a shield in their off-hand, as opposed to a second weapon.
Have another look at their inventory. Like most rogue-likes, they can carry a waterskin, a shield, a barrel of beer, AND a sword. All in their left hand.  ;D

Yep. I had a swordsman recently who decided to tote around a pair of greaves when I was trying to get him to trade up to a better sword.

Also, as far as I know, the only thing that can currently be stored in backpacks is food.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 16, 2010, 04:20:47 am
Thanks guys, as usual, you are great with new players!

Another batch if you will? I feel like a sponge, craving for so many information!

1. Is this a problem of using my leader (which is the broker) when the liaison is around? In other words, should I have a broker for trade, and another guy discussing with the liaison? For example the caravan arrived then went, the liaison was around my broker, but I never got the exchange of messages (what do you want, etc.), is it because my broker has been busy?

2. When you get a message (that you can see with 'a') how can I focus on it? Example, I have a dwarf killed... I want to know where.

3. Why I would not want to have a depot outdoor? Because of attacks? Why do people always want to have the depot indoor?

4. How can I remove the stones of a specific area? Do I need to Dump them as opposed to stockpiling them? Because if I do a stockpile area, you an bet that the dwarves will haul all the stones but the one I want to be moved!

5. How can I tell a dwarf to wear a given armor piece and not another, i.e 'wear this bone helm, not this turtle helm'?

6. How can I give a particular object to a dwarf, i.e 'from now one this crossbow is you, and you have a weapon rack in your bedroom to store it'.



Title: Re: The Little Questions Thread
Post by: The Architect on February 16, 2010, 04:33:43 am
1. You just have to manage him carefully. Take off labors that are keeping him away from his duties, and do your trading quickly so he can meet with the liason too. You can have two separate dwarves for this if you want/need to.

2. You can't do that. I wish you could, and I think you should be able to, but you can't. You can view the locations of some creatures in the {u} menu.

3. You can place a depot wherever you want as long as it has proper access to the edge of the map. People advise placing them underground because most people can't defend the surface properly.

4. Dumping them is the only reliable way.

5. You need to forbid all items of that type that are available for use. Except the one you want the dwarf to pick up, of course. So forbiddin all unworn helms except "this bone helm" would be the way to do it.

6. You can't do that. You can do it a little bit in the next version with your military, but not yet. Just pray a little that Toady's work with the new release and bug testing will be relatively easy and quick :)
Title: Re: The Little Questions Thread
Post by: nil on February 16, 2010, 04:45:01 am
Until we get better support for announcements, the best way to find out where a unit died is to look for its corpse in the stocks screen.  Doesn't work if its rotted already or if you haven't kept up with your bookkeeping. unfortunately.

Also, on depots: the closer the trade depot is to your workshops and stockpiles, the less hauling your dwarves have to do.  Since those things are generally underground, that's also often the best place for a trade depot.
Title: Re: The Little Questions Thread
Post by: The Architect on February 16, 2010, 04:58:34 am
Thanks for covering my omissions, Nil!
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 16, 2010, 05:30:15 am
Thanks all so much!

Would it be possible to emulate burrows behavior by locking doors and restraining dwarves to some areas? Or it would screw their behavior or lag by erroneous pathfinding to 'frustrate' them in such way? :)
Title: Re: The Little Questions Thread
Post by: tomas1297 on February 16, 2010, 05:42:25 am
How can I see the date in dwarf mode?
Title: Re: The Little Questions Thread
Post by: Particleman on February 16, 2010, 06:08:54 am
1. Is this a problem of using my leader (which is the broker) when the liaison is around? In other words, should I have a broker for trade, and another guy discussing with the liaison? For example the caravan arrived then went, the liaison was around my broker, but I never got the exchange of messages (what do you want, etc.), is it because my broker has been busy?

2. When you get a message (that you can see with 'a') how can I focus on it? Example, I have a dwarf killed... I want to know where.

3. Why I would not want to have a depot outdoor? Because of attacks? Why do people always want to have the depot indoor?

4. How can I remove the stones of a specific area? Do I need to Dump them as opposed to stockpiling them? Because if I do a stockpile area, you an bet that the dwarves will haul all the stones but the one I want to be moved!

5. How can I tell a dwarf to wear a given armor piece and not another, i.e 'wear this bone helm, not this turtle helm'?

6. How can I give a particular object to a dwarf, i.e 'from now one this crossbow is you, and you have a weapon rack in your bedroom to store it'.

1: Yes. Meeting with the liason is a job, and has VERY low priority. Disable all labors on your leader until the liason leaves.

2: For most you can't. If one of your dwarves dies, though, go to the stocks screen (assuming you have accurate counts of everything) and near the end of the list is corpses. Hit tab to see individual items.

3: Because of attacks.

4: Dump them. If you want a specific type of stones, make a custom stockpile and only allow the stones you want in it. If you just want stones moved out of a given area, it's easiest to dump them. Or set up a mason's workshop in the center of the area and have it churn out blocks or something on repeat. A craftsdwarf's workshop can also be used.

5: Forbid or otherwise restrict access to everything you don't want him to wear.

6: Again, it takes some finagling. You have to forbid or otherwise restrict access to anything you don't want him to use. Once a dwarf picks up a weapon though, they generally won't drop it unless it's wreslted from thier hands, they're injured, you release them from duty, or you tell them to use a different weapon.

How can I see the date in dwarf mode?
Press z. It should be at the upper right corner.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 16, 2010, 06:39:42 am
Thanks Particleman!

Just to know I'm not missing something, there is zero sounds effects in the game, right? Not a single pick sound, the slash of an axe, the thud of a bolt, right?
Title: Re: The Little Questions Thread
Post by: Garrie on February 16, 2010, 06:50:13 am
Thanks guys, as usual, you are great with new players!

Another batch if you will? I feel like a sponge, craving for so many information!
My take is:
1. I usually have 1 x dwarf who at the start is my only noble. When traders turn up, I turn off ALL his labours. Don't set too much stuff to be traded, until he has had his meeting. Make sure you press the button to let him know you need him in the trade depot early enough.

2. As explained. The only way to see a corpse involves having your bookeeping up to date, then go looking for corpses.

3. Hauling distance is way more important than anything else. But good stockpile management can fix this (eg: only have 1 x stockpile for each output, only trade full bins, don't request too many full bins at once, request bins even if you aren't trading them to this merchant.... you want them there for next time!

4. If it's a 3x3, build "any" workshop - the dwarf building it will push the stones out of the way. If it's 5x5 build a kenel and an animal trainer will do the same. If it's on dirt, build a farm plot as big as you want. If you want to you can set up a whole row of workshops - JUST TO PULL THEM DOWN AGAIN WHEN THE ROCK IS MOVED.

Of course you could always designate the stone as hidden instead! Dwarves like stones.

5. Set them to "clothes" then mark for dumping all their items. When they are buck and unarmed, forbid everything except what you want them to wear/wield. Turn on clothes, then leather armour, then chain mail, then plate... let them put each layer on before turning the next one on. Of course, you aren't really intended to micromanage to that level. Note that once your fort is >5 years old most of your inahabitants will be wearing worn out clothes and you can't change this right now.

6. LOL. Playsome other game? Dwarves claim their own stuff. the only difference to this is nobles demanding "good enough " rooms, which you designate from their bed / chair / ... and then put "accessories" (coffers etc) in the room with them.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 16, 2010, 12:14:53 pm
is there currently any means to display non-furniture artifacts so that the dwarven community can admire the fruits of a legendary leatherworker's labor, or any other item crafter?
Title: Where are the nobles? o.0
Post by: Atlar on February 16, 2010, 12:38:49 pm
I hear people telling about all kinds of nobles, guildmasters, hammerers,dungeonmaster etcetc. but where are they?? My fortress has over 100 people now but I haven't got a single noble besides the ones I have assigned by myself...
Title: Re: The Little Questions Thread
Post by: absynthe7 on February 16, 2010, 01:17:00 pm
Does quality and material matter for shields? Or is the block chance always 20% + shield user skill?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 16, 2010, 02:20:44 pm
Next newbie in line!

Oh, it's me :)

My question: why all my novices wrestlers reverted spontaneously to civilians?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 16, 2010, 02:31:19 pm
is there currently any means to display non-furniture artifacts so that the dwarven community can admire the fruits of a legendary leatherworker's labor, or any other item crafter?
No
I hear people telling about all kinds of nobles, guildmasters, hammerers,dungeonmaster etcetc. but where are they?? My fortress has over 100 people now but I haven't got a single noble besides the ones I have assigned by myself...
Read the wiki, it tells you the requirements for each noble's arrival.
Does quality and material matter for shields? Or is the block chance always 20% + shield user skill?
The shield matters, an adamantine shield is obviously much stronger than a copper shield
Next newbie in line!

Oh, it's me :)

My question: why all my novices wrestlers reverted spontaneously to civilians?
I'm not sure why that is happening, though it isn't natural.
Maybe a bug?
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 16, 2010, 02:42:08 pm
Next newbie in line!

Oh, it's me :)

My question: why all my novices wrestlers reverted spontaneously to civilians?

You probably switched them all out of your military somehow. Try reactivating them.
Title: Re: The Little Questions Thread
Post by: Garth on February 16, 2010, 02:57:40 pm
I want to change wolves to be trainable...
But in the init folder, none of the files in there have the options to change animals and such.

Which folder/file do I need to change those?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 16, 2010, 03:00:20 pm
I want to change wolves to be trainable...
But in the init folder, none of the files in there have the options to change animals and such.

Which folder/file do I need to change those?
RAW+objects+Creature_Large_Temperate
Title: Re: The Little Questions Thread
Post by: spikedball on February 16, 2010, 04:08:40 pm
Is there a reason to mass-produce beds?
I mean, when don't make them, using constructed floors in high-traffic areas so nobody will get some thoughts due to sleeping in the dirt, my dwarves with mangled hands and other things run around just fine. When I DO make them, any useless expendable recruit will first demand someone to carry him, then food and personnel it needs to keep him alive. If he happens to have any unrecoverable wounds, like a severed leg, he'll just lay there until he dies of old age (correct me on that one if I'm wrong, I don't really remember having both severed limbs and beds in one fort). On top of that, it could be something like lower left arm that brought him to bed in the first place.
Title: Re: The Little Questions Thread
Post by: nil on February 16, 2010, 04:46:01 pm
Is there a reason to mass-produce beds?
I mean, when don't make them, using constructed floors in high-traffic areas so nobody will get some thoughts due to sleeping in the dirt, my dwarves with mangled hands and other things run around just fine. When I DO make them, any useless expendable recruit will first demand someone to carry him, then food and personnel it needs to keep him alive. If he happens to have any unrecoverable wounds, like a severed leg, he'll just lay there until he dies of old age (correct me on that one if I'm wrong, I don't really remember having both severed limbs and beds in one fort). On top of that, it could be something like lower left arm that brought him to bed in the first place.
Nice bedrooms can create very good thoughts, and with beds the wounded (although not the mained, as you mention) will eventually recover, making soldiers less vulnerable and probably protecting civilians from minor bad thoughts.  Bedrooms will also give dwarves a place to consolidate possessions that can otherwise clog up stockpiles or be strewn about the fortress randomly. Otherwise you're pretty much right, though.

One thing, though:  it's better to designate a bed-less barracks with an armor stand or weapon rack, as it prevents dwarves from passing out in an inconvenient or dangerous place.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 17, 2010, 02:12:08 am
I'm a bit confused by the stock display, particularly the red number to the right of the gray one. It means what I have deployed in the fort (under use)?
and the gray count everything which is on the map, as it tells me I have a stock of frogmen chunks that I surely don't own?

edit:
I have hundreds of cloaks and coats, how can it be? I never bought or produced them! So does it means they are the stuff my dorfs wear? But why in this case I can mark them for (D) are they are owned by them? Really I don't get it here...


--

Is the happiness level doing something on productivity etc.?
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 02:20:24 am
Blue things are built into buildings or in use, red things don't belong to you or are rotten/broken. I don't remember what items owned by dwarves look like.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 02:30:22 am
Your stock screen lists everything that counts as an item, which is why you see things like corpses and also items worn by your dwarves. Clothes worn by your guys is their own, i.e. you can't tell them to get rid of them. Armor and weapons are different, in that they count as fortress inventory, i.e. the player can do whatever they want with them.

Regarding happiness, I don't think that has any effect on productivity as long as it isn't very low. That is, a content dwarf will work just as well as an ecstatic one, but a very unhappy one might interrupt their work for mood-related reasons. To be precise, a dwarf will go talk to the mayor when they are very unhappy, or tantrum [throw things and/or start fights], or even go insane if they're too unhappy for too long a time.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 17, 2010, 02:52:59 am
mmmh ok... this is a pile in the barrack, so  I guess it comes from sparring, but:

1. I have been able to flag them as Dumpable from the stock menu. Are they not owned by some soldiers?

2. How can I see if an item is owned or not when on the floor?

3. More precisely, why some items are between {}, some are between () and some don't have that at all?

4. How can I know the armor value of a silk mitten compared to a turtle shell glove etc.? Dwarves pick the best available I guess?

(http://img714.imageshack.us/img714/6115/clipboard01rn.jpg)

5. bonus question, is melt meaning: 'convert to raw material', i.e can I retrofit silk glove to silk to make a silk coat, whatever?
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 02:53:38 am
They'll also become true alcoholics if they are "desensitized", in other words "...doesn't care about anything anymore", which can lower productivity significantly as they're always running off for a drink. Some hypothesize that this may be very dependant on certain personality attributes. It's quite certain that their chances of becoming desensitized depend on personality attributes.

It sounds like you don't have a trained broker/hoardmaster. A trained broker (one with the Appraisal skill) lets you see the value any time you view an item, either with {v} from the stocks menu or with {k} on the ground. It will also show who owns the item if it is owned.

Melting only works on metal, and returns a portion of it to metal bars.

Ah, forgot one: items that are foreign are surrounded by (), and items that are forbidden get () too. So a foreign forbidden item would have (()). x, X, and XX are progressive forms of decay found on worn clothing. I don't remember ever seeing anything with {}, but it could be part of the tileset you're using.
Title: Re: The Little Questions Thread
Post by: Deon on February 17, 2010, 02:59:13 am
And it's certain that they become "desensitized" if they see enough killing or do those.

Also, vorpal+5:
1) You can mark them dumpable, but they won't be dumped.
2) Select it through "k" and "+/-" and press enter, the owner will be listed in the item description.
3) I think () are related to items which were imported/brought with immigrants/siegers, and {} definitely mark forbidden items. Thos which have no () or {} are made at your fortress and are not forbidden.
4) Armor value is in the raws (for gloves/mittens). Both of them have blockpower of 60. The fact that it's not metal means that they are 50% effective. In any case they have the same armor value, thus you have to look at their quality only. And no, they don't pick up best avaliable items, they take them at random from those which are not forbidden.

Quote
A trained broker (one with the Appraisal skill) lets you see the value
He asked about armor value.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 03:30:01 am
They'll also become true alcoholics if they are "desensitized", in other words "...doesn't care about anything anymore", which can lower productivity significantly as they're always running off for a drink.

No offense, but have you actually experienced this? I thought not caring "about anything anymore" was normal for warriors, and I have not seen them start drinking more. They'd continue sparring and fighting as earlier.

EDIT: I've now looked at some of my fighters, and they have traits like "getting used to tragedy", the aforementioned "doesn't care about anything anymore" and being "a hardened individual". The first trait (and probably the second) doesn't make much sense, as there have only been few casualties in my fort (no deaths and only a couple wounded).
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 03:51:16 am
It's all personality based. For some, just witnessing the death of a kitten is a traumatizing event. Or even the end of a miserable Kobold thief. They don't actually have to kill anything.

Yes, I have witnessed workers drinking extremely frequently after acquiring the trait "doesn't really care about anything anymore". I am of the school of thought that the effects of the trait are also related to personality, ie a person who was particularly upset by violence would become a drunk.

Some people have postulated that military experience and/or status (recruits, champs, civilians) might account for the difference.

My personal experience was with two dwarves, one an architect/mechanic and the other a mason. I needed a pump built shortly after a siege, and my architect literally left the job 3 times to get a drink without bringing 2 components to the site. This was after witnessing a siege, where before he had built several more distant pumps quickly and without interruption. He had 3 legendary skills, so he was certainly fast enough. He seemed to become more functional later. My top mason at the same fort displayed similar behavior, and has yet to stop drinking frequently each season.

The reason this is not considered hard fact, and is the object of much speculation on the forums, is precisely because it is something that is hard to pin down and confirm.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 03:58:37 am
Well, you can certainly understand my skepticism, then.

I'm gonna start a new fort soon (been having a break for a couple of weeks now), and when I get a "non-caring" dwarf I will try to keep an eye on them and record at what dates they drink, and then compare it to the normal rate, which seems to be 16 drinks a year, if I'm not mistaken. I wouldn't trust such accounts as "my architect literally left the job 3 times to get a drink without bringing 2 components to the site", and that's not because question your sincerity, but because it really looks like an eternity for a dwarf to get shit done when you're waiting for them to get done.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 04:12:47 am
Well, you can certainly understand my skepticism, then.

Of course. My personal conviction adds little to any discussion in the lack of evidential proof to offer. This is one of those things you can't really disprove, but which is difficult to prove. We'd have to ask Toady himself or do an extensive study. Even if the study failed to produce results, you'd face scapegoat arguments like "it's further based on factor(s) X". You may prove it, but you really can't disprove it.

I'm personally a believer, because I have witnessed what I think to be conclusive evidence. I wish I had more to offer but the best I can do is say that it isn't an original concept of my own; rather a widespread rumor on the forums and (previously) the wiki.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 04:46:24 am
We'd have to ask Toady himself or do an extensive study.

You don't think he would know what the mechanics were? I mean, assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 04:49:53 am
We'd have to ask Toady himself or do an extensive study.

You don't think he would know what the mechanics were? I mean, assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.

What about saying we would need to ask Toady for the answer implied that I don't think he knows it? I don't want to troll or be mean to you, but sometimes the thought processes of forum posters make me want to scream. Why do I even need to type this!?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 04:56:48 am
What about saying we would need to ask Toady for the answer implied that I don't think he knows it?

For fuck's sake, man, that's exactly what I meant. He would know, unless it was a bug. The above post was my, perhaps not very direct, way of asking you why you'd think this wasn't working as designed.

Why do I even need to type this!?

Kettle, meet pot.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 04:59:59 am
Easiest cop-out of them all  ;)

Really, your whole question is a chronic case of non sequitur. I think an explanation is in order, or I'm just going to have to chock this up to being way over my head or completely illogical.
Title: Re: The Little Questions Thread
Post by: Garrie on February 17, 2010, 05:04:22 am
We'd have to ask Toady himself or do an extensive study.

You don't think he would know what the mechanics were? I mean, assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.
There are a lot of unforseen shit happen in all sorts of simulators that aren't put there intentionally by design, but the simulator links things where there was no intention to link them.

So he might not immediately KNOW the link but with access to source code would be able to identify if one actually (intended or otherwise) comes up.
Title: Re: The Little Questions Thread
Post by: Garrie on February 17, 2010, 05:05:50 am
What fucking use is a legendary bowyer?
Who has made a blowpipe?? worth a piss-poor 2400 dwarfbux!

There must be a "worst artifacts" thread somewhere....
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 05:15:08 am
Easiest cop-out of them all  ;)

It should have been obvious what I meant the first time, so what the hell are you talking about now? Read the following again:
assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.

I think an explanation is in order

Your observation is that dwarves "not caring about anything anymore" will start drinking way more than before, right?

Asking Toady to do a study on this doesn't make much sense to me, unless you assume beforehand that it is a bug, for which the reasons are unclear. What we'd need to know is whether this trait was intended to work as you've described. If it isn't, then it's working not as intended, and hence is a bug.

Of course I don't believe in wasting the dev's time on this sort of Mickey Mouse bullshit, so this discussion is academic, but I just want to make sure we understand each other.

EDIT: To state my question explicitly: why do you think we are dealing with a bug here? I was perhaps overly optimistic in my assumption that this question was clearly enough implied in my earlier post.


There are a lot of unforseen shit happen in all sorts of simulators that aren't put there intentionally by design, but the simulator links things where there was no intention to link them.

That would make it a bug, would it not?

What fucking use is a legendary bowyer?

I usually make my crossbows out of bone, but once you have a legendary weapon smith, it's probably gonna be best to order some copper ones. Melee damage might not be that big a deal, but having MW weapons ups their chance to hit. Accordingly, a legendary bowyer isn't useless per se, but made obsolete by a legendary weapon smith.

There must be a "worst artifacts" thread somewhere....

There is, but I wouldn't bother looking for it, because it's painfully repetitive. I mean, how many original posts can there be in a thread that's used for complaining about artifact jewelry or blow pipes?

Probably the most interesting - as in, deserving reply - posts are when people are complaining about artifact furniture, supposedly not realizing that at least that has its use. Supposedly, for some people the only artifact that's not lame is a weapon or piece of armor.
Title: Re: The Little Questions Thread
Post by: Garrie on February 17, 2010, 05:46:32 am
assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.


There are a lot of unforseen shit happen in all sorts of simulators that aren't put there intentionally by design, but the simulator links things where there was no intention to link them.

That would make it a bug, would it not?

"Undocumented feature"? :)
It's only a bug if it breaks something! This is a game which is helped by "interesting behaviour" isn't it? PS I was actually thinking of some real-world sims where, in fact, the "designed behaviour" had bought to light previously unconsidered interactions. But right now I can't think of any, and the one I did think of was a bug (implementation of kangaroos in a millitary simulator). But funny.
What fucking use is a legendary bowyer?

I usually make my crossbows out of bone, but once you have a legendary weapon smith, it's probably gonna be best to order some copper ones. Melee damage might not be that big a deal, but having MW weapons ups their chance to hit. Accordingly, a legendary bowyer isn't useless per se, but made obsolete by a legendary weapon smith.
D'oh! that's right in missile combat a wooden or bone crossbow is just fine. So yeah a legendary bowyer isn't totally without purpose.
There must be a "worst artifacts" thread somewhere....

There is, but I wouldn't bother looking for it, because it's painfully repetitive. I mean, how many original posts can there be in a thread that's used for complaining about artifact jewelry or blow pipes?
True enough. But a non-wieldable (in fort mode) blowgun worth only 2400 db's is pretty useless.
Probably the most interesting - as in, deserving reply - posts are when people are complaining about artifact furniture, supposedly not realizing that at least that has its use. Supposedly, for some people the only artifact that's not lame is a weapon or piece of armor.
Hey I actually LIKE my artifact floodgates & querns. I had one that buffed my baronesses room out quite nicely. She still got the shits about the artifact office desk in my managers office/bedroom room though!
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 05:58:42 am
Perhaps my definition of bug is pretty broad, as it doesn't take into account whether or not such a feature or functionality is desirable.

Regarding artifacts, furniture is good, even if it's only worth a couple thousand. Not only does it up the value of whichever room it is used in, as you've already said, it's also something your dwarves will admire. That isn't possible with unusable crafts or weapons, or even with clothes.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 17, 2010, 06:35:51 am
How much time is needed for a puppy to be an adult dog? I have puppies milling around since one year and none is still ready for serious stuff!

Is it better to fight with some significant wrestling skill (like level 8+) or to have a poor weapon (wooden swords, don't ask, I'm poor) with level 1 skill? :) More generally, until I get decent weapons, should I let my dwarves fight with wrestling techniques, or should I equip them with whatever crap I can get my hands on (rusty daggers found on goblins corpses, whatever :) )?

Why oh why there is not the option to change the squad option (on rest/on duty) from the view squad menu? Really, this game has the {####} interface I ever saw, and I saw many since my youth!
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 06:42:23 am
How much time is needed for a puppy to be an adult dog? I have puppies milling around since one year and none is still ready for serious stuff!

Is it better to fight with some significant wrestling skill (like level 8+) or to have a poor weapon (wooden swords, don't ask, I'm poor) with level 1 skill? :) More generally, until I get decent weapons, should I let my dwarves fight with wrestling techniques, or should I equip them with whatever crap I can get my hands on (rusty daggers found on goblins corpses, whatever :) )?

Why oh why there is not the option to change the squad option (on rest/on duty) from the view squad menu? Really, this game has the {####} interface I ever saw, and I saw many since my youth!

Puppies become adult dogs after one year. You can check this in the creature raws, looking for the entry [CHILD:n], where n stands for the age of maturity.

The wrestling skill is useful for any and all fighters, hence it is best to make them start fighting unarmed. I generally only switch to weapons once they've become legendary. Also, you won't be able to equip daggers in the unmodded game.
Title: Re: The Little Questions Thread
Post by: Garrie on February 17, 2010, 07:06:32 am
More generally, until I get decent weapons, should I let my dwarves fight with wrestling techniques, or should I equip them with whatever crap I can get my hands on (rusty daggers found on goblins corpses, whatever :) )?
horrendous hack:
Spoiler (click to show/hide)
Also you should have woodcutters set to fight unarmoured with axes, in a squad, as a rapid response group. They rapidly become tough, agile, strong from chopping trees.... chopping gobbos isn't all that difficult if you've been chopping oaks!

It is worth telling your marksdwarves to wrestle up to legendary status because it is quicker and easier way to get their agility / strength / toughness up than shooting bone/wood at targets. You should also if you can manage it get them to spar with warhammers, because that's what their crossbow is at close range. I'd go from generic (wrestler) to specialist (marksdwarf) to cross-trained (hammerers).
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 07:18:33 am
It is worth telling your marksdwarves to wrestle up to legendary status because it is quicker and easier way to get their agility / strength / toughness up than shooting bone/wood at targets.

That really shouldn't be your reason for training them in wrestling. If you're just looking for attributes, pumping iron or operating catapults is probably faster, not to mention safer.

Wrestling, however, is indeed useful in itself, as it also makes it easier to dodge attacks. Other than that, I do not know how the mechanics of grappling defensively work, but the chance of breaking a joint lock or something might also be skill-based, as opposed to merely attribute-based.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 17, 2010, 07:45:37 am
ok, so wrestling is the way to go :)

do marksmen get a penalty from firing at point blank (adjacent to the enemy)?

unrelated: why would I want to make road on the map? Because it is fancy and a show of Dwarven* awesomeness?

*for the native English speakers, is it dwarven or dwarvish that I should use (ok, I could use dorfs it seems :)
Title: Re: The Little Questions Thread
Post by: Spong on February 17, 2010, 10:26:13 am
If I set up an automated slaughterhouse so that animals fall onto a refuse dump will they be butchered regardless of whether they are tame or wild?
Title: Re: The Little Questions Thread
Post by: Deon on February 17, 2010, 11:24:57 am
If they are butcherable, they will be butchered.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 11:43:40 am
do marksmen get a penalty from firing at point blank (adjacent to the enemy)?

I don't know whether they get a penalty per se, but the problem is that being adjacent to the enemy is dangerous in itself. Accordingly, it should probably avoided unless your champions are fairly badass and well equipped.

*for the native English speakers, is it dwarven or dwarvish that I should use (ok, I could use dorfs it seems :)

As a non-native speaker of English, I should take this exclusion as an insult.
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 17, 2010, 12:05:18 pm
If I set up an automated slaughterhouse so that animals fall onto a refuse dump will they be butchered regardless of whether they are tame or wild?
Only wild animal corpses can be butchered.  Tame animals can be turned into meat/fat/skins/etc only when taken by a dwarf to the butcher's shop and slaughtered.  If a tame animal dies from any other cause, including being killed by a fall, drowning, repeating spike, or weapon trap in an automated slaughterhouse, its corpse will not be butcherable.  If you want to design an automatic machine that throws dead animals onto a refuse dump for butchering, you will need to stock it with wild animals.  (Or possibly 'savage' animals like cave crocodiles, since those seem to be butcherable after being killed by weapon traps)
Title: Re: The Little Questions Thread
Post by: nickbii on February 17, 2010, 12:23:11 pm
I built a beautiful tower with fortifications all around so my crossbowdwarves could snipe safely. Their first test was a smallish gobo siege that included one elite archer. Who is apparently a super-goblin because he just killed a champion AND her baby. Said champion was a champion Crossbowdwarf, and had managed to kill precisely zero goblins. Both victims were behind the fortifications and one Z-Level up from the goblins.

So I have two questions:

1) Are goblins supposed to be able to hit targets behind fortifications?

2) If so how often does it happen?

Basically I want to know if this is a bug or I'm just super-unlucky.

Nick
Title: Re: The Little Questions Thread
Post by: Baron Of Hell on February 17, 2010, 01:14:55 pm
How far can something fall and still live most of the time? I want to make a pit to toss enemies into that has a dragon at the bottom. I want them to live long enough to fight the dragon. I want them broken but not dead.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 17, 2010, 01:19:33 pm
1) Are goblins supposed to be able to hit targets behind fortifications?
Yes; fortifications aren't perfect defenses. When a shot would pass through a fortification that the shooter isn't adjacent to, they must make a skill check. If successful, the shot goes through, otherwise it bounces off the wall. Of course, higher skill levels allows for passing the skill check more often, thus fortifications are less effective against highly-skilled enemies.

Quote
2) If so how often does it happen?
As implied above, it happens much more often for elite marksgoblins than the run-of-the-mill ones that come in swarms. It's almost to the point where normal marksgoblins are totally ineffective against fortifications, and fortifications are totally ineffective against elites. Another part of the problem is that elites get a higher rate of fire, so even if only half of their shots go through it's still like the defender is sitting in the open against a few normal marksgoblins, which is of course very much lethal if unprotected.

I seem to remember hearing that the skill check's difficulty is dependent on how far away the shooter is from the fortification (where horizontal distance is exactly as beneficial as vertical distance), but I might be wrong. If so, putting a wide moat around your tower, or even just a ring of wall grates or bars a distance away (grates/bars don't interfere with ranged attacks at all, so they're good for surface shooting galleries where moats are impractical), would help protect your defenders further.

Quote
Basically I want to know if this is a bug or I'm just super-unlucky.

Nick
You might just be super-unlucky, but probably not. In the future, armor your marksdwarves, give them wrestling training when possible (for the dodge% boost), and have them carry shields. Marksdwarf defenders are rediculously effective, but they're not invincible.

How far can something fall and still live most of the time? I want to make a pit to toss enemies into that has a dragon at the bottom. I want them to live long enough to fight the dragon. I want them broken but not dead.
5 is often fatal, but in my experience isn't often immediately fatal (they land, then bleed out). If you want them to actually "fight" the dragon, 2-4 should be enough to give them bruises and broken bones.
Title: Re: The Little Questions Thread
Post by: nil on February 17, 2010, 01:26:28 pm
1) Are goblins supposed to be able to hit targets behind fortifications?

2) If so how often does it happen?

Basically I want to know if this is a bug or I'm just super-unlucky.

Nick
Highly skilled enemies can shoot through your fortifications.  It'll never happen with regular bowgoblins, but the squad leaders can do it nearly at will.

Might as well use this opportunity to flog my dead horse and point out that there is almost never a reason to put your fortified marksdwarves on a different z-level from the things they're shooting at.  Height provides no real bonus and the angle makes it far less likely that missed shots will hit the squadmates of whatever the marksdwarf is shooting at.  Use moats to separate enemies from your fortifications instead.
How far can something fall and still live most of the time? I want to make a pit to toss enemies into that has a dragon at the bottom. I want them to live long enough to fight the dragon. I want them broken but not dead.

1 z level:no injuries ever
2:1-3 yellow wounds
3-3-5 yellow wounds, red wounds possible, death unlikely but possible
4-red wounds, death is common
5-many red wounds, death is probable
Title: Re: The Little Questions Thread
Post by: Dr. Hieronymous Alloy on February 17, 2010, 01:44:46 pm
Might as well use this opportunity to flog my dead horse and point out that there is almost never a reason to put your fortified marksdwarves on a different z-level from the things they're shooting at.  Height provides no real bonus and the angle makes it far less likely that missed shots will hit the squadmates of whatever the marksdwarf is shooting at.  Use moats to separate enemies from your fortifications instead.

What about enemies shooting in? Won't the height/angle make it more difficult for enemy bowgoblins to target your inner fortress dwarves?

When I've put fortifications up a z-level, I've generally only had dwarves standing immediately next to those fortifications get hit.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 17, 2010, 02:21:37 pm
Thanks Assimilateur.

1. Squads and counter orders
It seems my Dwarfs in squad can break off to drink water when thirsty, is this normal?

So the alternate question is, what happen if I manufacture armors while dwarves are tout not fully equipped? Will they backtrack to wear more stuff?

2.
bonus question, can the priority of tasks altered? Say I want that Woodcutting has a weight of 100 and farming 33, etc. At least I would like to know if a table exists listing the weight of each task, so I understand better how to manage the work flow.

3. If somebody has an answer about Roads: for what they are for?

4. I have berries in a food stockpile, one per square. Why the dwarves are not using one of the idle bin to pool them?
Title: Re: The Little Questions Thread
Post by: Cheddarius on February 17, 2010, 02:27:08 pm
1. Yes, it can be prevented by ordering them to bring waterskins and making some.
  b. Probably.
2. You can't alter priority. I don't think there's a table like that.
3. Roads keep trees from growing. So if you build a road for a caravan, it won't be blocked when trees mature.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on February 17, 2010, 02:32:11 pm
1. Squads and counter orders
It seems my Dwarfs in squad can break off to drink water when thirsty, is this normal?

Yes.

So the alternate question is, what happen if I manufacture armors while dwarves are tout not fully equipped? Will they backtrack to wear more stuff?

Yes.

2.
bonus question, can the priority of tasks altered? Say I want that Woodcutting has a weight of 100 and farming 33, etc. At least I would like to know if a table exists listing the weight of each task, so I understand better how to manage the work flow.

No. Do you have a woodcutter/farmer? That's not going to work very well, since the woodcutter will be chopping down trees because designations have greater priority than building tasks (i.e., tasks generated from workshops, farms, etc.). You can't manage the priority of labor but you can manage your dwarves.

As for what tasks are higher priority than others? Here's my guess. Others will argue differently, and it's only a sampling of all jobs, and I probably forgot a few.

Eat/Drink/Sleep>Fill Pond>Remove Constructions>Pull Lever>Designations>Workshop Tasks>Trade at Depot

4. I have berries in a food stockpile, one per square. Why the dwarves are not using one of the idle bin to pool them?

That's because berries are not stored in bins. They are stored in barrels, like all other food.

3. If somebody has an answer about Roads: for what they are for?

They're used to pave areas with less materials than building floor tiles tile by tile. They are also one of the requirements for the king to arrive.
Title: Re: The Little Questions Thread
Post by: nil on February 17, 2010, 02:37:07 pm
When I've put fortifications up a z-level, I've generally only had dwarves standing immediately next to those fortifications get hit.
True, but personally I rarely if ever have dwarves near fortifications who aren't immediately next to them.  Other exceptions would be if you have stuff (e.g., trees) you want to shoot over or if the fortifications shoot down a gradual slope.  I did say "almost never."

Man, you can barely even answer a question in this thread before someone else beats you to it! ;D
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 17, 2010, 02:41:45 pm
hu ok... so for squads, you'll see a constant stream of soldiers going to bed, drinking, adding a new armor if available, etc. from the frontline? This is not very cool...

As for berries, I also have spare barrels, i.e have barrels in a stockpile, berries one by one in my food stockpile... and they are not pooled.

new question, I'm very confused by what my hauler will grab or not outside. Not speaking of claim/forbid here... Let's suppose that I have a refuse stockpile and that I have made sure that some stuff are not forbidden to them, what would prevent them from picking say the corpse of an antman outside, or some bone? Some general setting I mean? Because I would like them to clean the surrounding, but they don't.
Title: Re: The Little Questions Thread
Post by: nil on February 17, 2010, 02:51:58 pm
hu ok... so for squads, you'll see a constant stream of soldiers going to bed, drinking, adding a new armor if available, etc. from the frontline? This is not very cool...
True, but if it makes you feel better this will be much improved in the upcoming version.
Quote
As for berries, I also have spare barrels, i.e have barrels in a stockpile, berries one by one in my food stockpile... and they are not pooled.
It takes time.  First a furniture hauler has to bring the empty barrel to the food stockpile, then food haulers will (slowly) fill it up.
Quote
new question, I'm very confused by what my hauler will grab or not outside. Not speaking of claim/forbid here... Let's suppose that I have a refuse stockpile and that I have made sure that some stuff are not forbidden to them, what would prevent them from picking say the corpse of an antman outside, or some bone? Some general setting I mean? Because I would like them to clean the surrounding, but they don't.
In the [ o ]rders menu there are general settings for refuse.
Title: Re: The Little Questions Thread
Post by: happydog23 on February 17, 2010, 03:20:52 pm
hu ok... so for squads, you'll see a constant stream of soldiers going to bed, drinking, adding a new armor if available, etc. from the frontline? This is not very cool...

As for berries, I also have spare barrels, i.e have barrels in a stockpile, berries one by one in my food stockpile... and they are not pooled.

new question, I'm very confused by what my hauler will grab or not outside. Not speaking of claim/forbid here... Let's suppose that I have a refuse stockpile and that I have made sure that some stuff are not forbidden to them, what would prevent them from picking say the corpse of an antman outside, or some bone? Some general setting I mean? Because I would like them to clean the surrounding, but they don't.

What's even better is if your squad leader decides he needs a nap, the rest of the squad will follow him to bed to guard him while he sleeps.

I don't think it will happen during combat...  But right before the enemy gets there or as they are on the way to engage and haven't seen the enemy yet.... definitely. 
Title: Re: The Little Questions Thread
Post by: Footkerchief on February 17, 2010, 03:22:00 pm
Asking Toady to do a study on this doesn't make much sense to me

Architect said "ask Toady himself OR do an extensive study."  Y'all should work harder on identifying miscommunicated points.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 04:10:26 pm
Asking Toady to do a study on this doesn't make much sense to me

Architect said "ask Toady himself OR do an extensive study."  Y'all should work harder on identifying miscommunicated points.

Oh shit, I really should have paid more attention, especially afterwards (the apparent misunderstanding on Architect's part should have been a hint of me having fucked up somewhere). Thanks for bringing this to my attention.

Architect: I'm sorry for busting your balls over this.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 04:39:08 pm
Asking Toady to do a study on this doesn't make much sense to me

Architect said "ask Toady himself OR do an extensive study."  Y'all should work harder on identifying miscommunicated points.

Thank you so much! There's a point where I just give up now. It seems that once someone decides they're going to argue with you or disagree on a forum, they no longer read what you're actually writing and it is impossible to come to an understanding. I am really truly thankful that you were willing to step in and help out.

People, please look carefully for what is actually there rather than what you expect in someone's writing. It will end disputes very quickly.

Architect: I'm sorry for busting your balls over this.
Don't worry about it. I've taken to just shutting up if people stop reading and start arguing.
Title: Re: The Little Questions Thread
Post by: Spong on February 17, 2010, 04:39:49 pm
The stupid elves have stopped bringing me nice creatures, I managed to get a tamed wolf from them the first time they showed up but every time they come since then they just have barrels of cloth. Have I pissed them off in some way?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 04:46:20 pm
I've taken to just shutting up if people stop reading and start arguing.

So after accepting my apology, you're now going to rub it in that I misread one goddamn sentence? Nice.

All I can blame myself for is not having reread your original post after the initial confusion, but you're making it sound worse than it actually was.
Title: Re: The Little Questions Thread
Post by: Footkerchief on February 17, 2010, 05:01:02 pm
Thank you so much! There's a point where I just give up now. It seems that once someone decides they're going to argue with you or disagree on a forum, they no longer read what you're actually writing and it is impossible to come to an understanding.

This goes both ways -- if you'd made a stronger effort to understand how assimilateur's reply related to your post, you would have caught the misunderstanding early.  A misunderstanding, no matter whose fault it was originally, doesn't give either of you license to become openly dismissive.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 05:21:16 pm
Actually, I was addressing the people who all jumped on and created a situation out of something I just don't care about. You can pursue it as far as you like; when someone or multiple someones take a sentence meant to be helpful and turn it into an argument, I mentally check out. Sorry.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 17, 2010, 05:23:57 pm
(...) doesn't give either of you license to become openly dismissive.

Thank you, this can't be said enough.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 17, 2010, 05:25:46 pm
The stupid elves have stopped bringing me nice creatures, I managed to get a tamed wolf from them the first time they showed up but every time they come since then they just have barrels of cloth. Have I pissed them off in some way?
Just the opposite. Elves are freaky; the more they like you, the worse the stuff they bring becomes. Kill them all and/or seize all of their goods a couple times and they'll stop bringing oodles of cloth and start bringing useful stuff again.

The reason behind this behavior, incidentally, appears to be directly related to the low carrying capacity of pack animals without wagons. When the merchants come, they have a set amount of stuff that they want to bring which often weighs too much to carry in, so they bring only part of it. They load up on binned items first, which means that if the elves like you a lot, they want to bring so many bins of cloth that they can't then fit anything else on the pack animals and so don't. Making them less happy then reduces the number of bins they bring until they can actually fit other stuff on there.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 05:35:10 pm
They're gluttons for punishment.

Alternately, you can go into the RAWs and change the carrying capacity of each animal. The default is from 1000-1500 on pack animals; I just set it to 40k recently for kicks. 5000 would be plenty.

Looking up the thread with the info for you...
http://www.bay12games.com/forum/index.php?topic=49261.0
Found it.
Title: Re: The Little Questions Thread
Post by: Spong on February 17, 2010, 06:07:34 pm
Thanks, I think I'll do the edit on the pack animals.
Title: Re: The Little Questions Thread
Post by: Quantum Toast on February 17, 2010, 07:41:20 pm
They're gluttons for punishment.

Alternately, you can go into the RAWs and change the carrying capacity of each animal. The default is from 1000-1500 on pack animals; I just set it to 40k recently for kicks. 5000 would be plenty.

Looking up the thread with the info for you...
http://www.bay12games.com/forum/index.php?topic=49261.0
Found it.

Incidentally, will this make the pack animals go at some ungodly-slow speed due to the extra weight (like how traders love loading all their heavy stuff onto one wagon, which is still plodding towards the depot when the traders decide it's time to go), or does the extra capacity prevent that?
Title: Re: The Little Questions Thread
Post by: Ari on February 17, 2010, 10:48:31 pm
This is more technical, but how can I increase the resolution and grid count properly? Every time I mess with it, my input times are laggy or do not register, and the screen is warped. I followed the wiki page for technical tricks, but I do not understand the grid count posted at the bottom of the page.
Title: Re: The Little Questions Thread
Post by: The Architect on February 17, 2010, 10:58:46 pm
Incidentally, will this make the pack animals go at some ungodly-slow speed due to the extra weight...?

Not as far as I've observed.
Title: Re: The Little Questions Thread
Post by: nil on February 17, 2010, 11:27:26 pm
This is more technical, but how can I increase the resolution and grid count properly? Every time I mess with it, my input times are laggy or do not register, and the screen is warped. I followed the wiki page for technical tricks, but I do not understand the grid count posted at the bottom of the page.
Easiest thing to do is to switch to one of the new d* versions, which support window resizing and zooming (among other things).  40d17 (http://www.bay12games.com/forum/index.php?topic=44829.0) is the newest, but I hear it has some stability issues, so you might want to go for 40d16 (http://www.bay12games.com/forum/index.php?topic=40349.0) instead.
Title: Re: The Little Questions Thread
Post by: OddProphet on February 18, 2010, 01:38:30 am
I cannot for the life of me understand how to move around caged prisoners.  I recently caught a batch of ambushers and would REALLY like to collapse a few tons of rock above their heads, but Animal Stockpile and Q/K/V --> Cage Trap all fail me.

EDIT: Also, how do I remove their belongings?

EDIT:  Also, my DM demands an item in his Throne Room.  Levers, statues and whatnot aren't satisfying her.
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 01:44:15 am
I just want to randomly post this quote from Toady's latest devlog update:
Quote
I forgot to set the boiling point of the gas inside the body of a floating creature, so the poor thing died with the message "<name> has condensed."

Even the errors and bugs in this game are awesome.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 01:48:06 am
1. In stockpiles, you have the option to set a number of barrels and bins... It is at zero by default... How can I specify I don't want any bins in a given stockpile with that?

2. Can puppies in cage grow to adulthood?

3. Are caravans of a given civ always arriving on the same spot? Because it seems I need to put road to show them the way...
Title: Re: The Little Questions Thread
Post by: Particleman on February 18, 2010, 01:57:32 am
I cannot for the life of me understand how to move around caged prisoners.  I recently caught a batch of ambushers and would REALLY like to collapse a few tons of rock above their heads, but Animal Stockpile and Q/K/V --> Cage Trap all fail me.

EDIT: Also, how do I remove their belongings?

EDIT:  Also, my DM demands an item in his Throne Room.  Levers, statues and whatnot aren't satisfying her.


Caged prisoners go in in animal stockpiles. You can also build thier cages somewhere permanent, the same way you build a chair or a table. If you forbid the cage traps before they caught anything, the cages will remain forbidden once something is in them. You'll have to claim them to move them around.

The easiest way to remove thier belongings is to mass designate thier cages for dumping, then use the loo(k) command to remove the dump designation on the cages themselves. Your dwarves will strip them of everything they're wearing or carrying, but leave the cages where they are and won't release the prisoners.

Your Dungeon Master is probably demanding an item of a specific material. His demand should read something like "Bismuth Bronze item in throne room" or "Obsidian item in throne room."

1. In stockpiles, you have the option to set a number of barrels and bins... It is at zero by default... How can I specify I don't want any bins in a given stockpile with that?

2. Can puppies in cage grow to adulthood?

3. Are caravans of a given civ always arriving on the same spot? Because it seems I need to put road to show them the way...

Sorry, I'm not sure about the first one. As for 2, yes. As for 3, I don't beleive so. They might tend to come from the same direction (this is just a guess, I don't know for sure), but they won't ALWAYS enter the map from the exact same tile. They'll never spawn on an edge tile where they can't reach the depot, provided there's at least one clear path to it.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 02:04:25 am
hu ok... but if I get the message that they found a path to my non reachable depot (something like that) ,it means I only get a caravan with mules but without the wagon, right? So I need to clear the path to the edge with a road I guess?

Stone hauling & Dump
This one really confuse me. I have some non forbidden stones outside, which I have set to (D)ump, and I have a Dump area. My Dw can work outside, I have 6 haulers with Refuse enabled and they are all idle. What is the setting I'm missing to retrieve these stones?
Title: Re: The Little Questions Thread
Post by: OddProphet on February 18, 2010, 02:28:57 am
10 idlers, and none of them will touch the goblin cages!  What went wrong?  I have the animal stockpile ready and waiting!
EDIT: I tried taking a stone crafter and removing all labors save "Animal Hauling".  He went idle until I gave him his job back.
Title: Re: The Little Questions Thread
Post by: Particleman on February 18, 2010, 02:33:39 am
10 idlers, and none of them will touch the goblin cages!  What went wrong?  I have the animal stockpile ready and waiting!

Are the cages forbidden? Do the idlers have Animal Hauling enabled?
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 02:43:19 am
There are very few possibilities here. Either something is screwed up in the {o} orders, or the cages are forbidden, or there is no path between the cages, the dwarves, and the stockpile. You've said you have animal hauling enabled, so that definitely isn't the problem.
Title: Re: The Little Questions Thread
Post by: OddProphet on February 18, 2010, 02:43:46 am
Yep, the cages are unforbidden and all my idlers have their tasks set.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 02:48:25 am
I got it!!

Dumped items are now garbage, so won't be dumped if outside, unless the Dump Outside general setting is enabled!!
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 02:50:55 am
I got it!!

Dumped items are now garbage, so won't be dumped if outside, unless the Dump Outside general setting is enabled!!

There are multiple problems he could be having with the {o} menu, I just don't care to hash through them. Someone want to take up the torch? Any number of incorrect settings could cause problems, such as outdoor traps and a restriction keeping dwarves indoors.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 04:10:29 am
It's ok, I got my answer myself...

I was wondering about something... let's say that:

1. I have only one stone stockpile, inside.
2. no dorfs have stone hauling
3. I have a stone outside
4. I create a food stockpile underneath

What would happen when a dorf want to put a food into it. Will it push one square the stone, or move it to the nearest legit stockpile = the one inside.

Yes, I could test, but not at work :)
Title: Re: The Little Questions Thread
Post by: Retro on February 18, 2010, 05:07:42 am
If I follow what you're saying (and I'm not entirely sure I do), you have a food stockpile placed under a stone and a stone stockpile placed elsewhere. Well, the stone wouldn't be moved because there'd be no one to stockpile it, and the food wouldn't be placed in the food stockpile because there'd be no free area to store it until the stone on top was moved for various reasons, so, uh... I guess nothing at all would happen. Dwarves won't actively move objects off stockpiles that shouldn't be there, you need to have them dispose of the 'bad' objects so that the stockpile has free space for the 'good' ones.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 05:45:05 am
You understood me  :D

Thanks for the answer, crystal clear, and give me more understanding of the logic of the game.
Title: Re: The Little Questions Thread
Post by: Garrie on February 18, 2010, 07:44:34 am
If I follow what you're saying (and I'm not entirely sure I do), you have a food stockpile placed under a stone and a stone stockpile placed elsewhere. Well, the stone wouldn't be moved because there'd be no one to stockpile it, and the food wouldn't be placed in the food stockpile because there'd be no free area to store it until the stone on top was moved for various reasons, so, uh... I guess nothing at all would happen. Dwarves won't actively move objects off stockpiles that shouldn't be there, you need to have them dispose of the 'bad' objects so that the stockpile has free space for the 'good' ones.
My recollection is dwarves will ignore existing items to place items in a stockpile. That is if you have a stone stockpile, then use the settings to disable stone and enable food - they will leave the stone there and drop food on top of it.

But I could be wrong. Except for food (and sometimes blocks or finished goods) I try not to haul to stockpiles
Title: Re: The Little Questions Thread
Post by: Spong on February 18, 2010, 07:47:35 am
They're gluttons for punishment.

Alternately, you can go into the RAWs and change the carrying capacity of each animal. The default is from 1000-1500 on pack animals; I just set it to 40k recently for kicks. 5000 would be plenty.

Looking up the thread with the info for you...
http://www.bay12games.com/forum/index.php?topic=49261.0
Found it.


Hmm, having changed the pack animals to have the same carrying capacity as wagons the first elf caravan has arrived in the Spring - I'm not sure if its related to the edit but I'm getting a consistent crash when they are on their way to my trade depot and I didn't get crashes before the edit.

Error log:

Spoiler (click to show/hide)

Note that I put those lines in bold where I said it repeats itself because the errorlog was so long copying it into my reply and putting spoiler tags round it was crashing mozilla firefox.

I've just reduced their capacity to 5000 to see if that helps, just about to test it, but I'm not entirely convinced its the cause of the problem anyway.

Edit: Well reducing the capacity to 5000 seems to have stopped the crash, for all the good its done me, the elves brought a number of non-ferocious creatures and empty cages but nothing remotely useful. Somehow I don't think my fort will benefit from chaining up mules, horses, donkeys, rats and hedgehogs at the entrance. Where are my giant eagles and scorpions, crocodiles and alligators, grizzly bears and wolves, gorillas and elephants, lions, leopards, tigers and jaguars?

FUUUUUUUUUU-







Stupid elves.
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 08:26:41 am
Sorry, I don't know what the problem was without seeing what you did to the raws ;)

Probably just a bug that wasn't your fault anyway. Whatever creatures the elves bring seems somewhat randomized. I hope someone with more experience has a better answer, like "They bring things from biomes their civilization has settled in" or something like that. I just don't know.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 18, 2010, 09:05:37 am
hu ok... but if I get the message that they found a path to my non reachable depot (something like that) ,it means I only get a caravan with mules but without the wagon, right? So I need to clear the path to the edge with a road I guess?

Caravans with wagons need a 3 tile wide path from a map edge to your depot.  This path does not need to be constructed from roads, but it does need to be clear of boulders and trees.  In most cases it does not matter where or on which edge you connect it to, or where you put your depot.  There are some unusual cases with sites bisected by rivers or other impassable terrain, where caravans will only spawn on one or the other side of the map.

If there are multiple different places where a caravan can spawn, they will pick one at random.  If there is not a three tile wide path between a map edge and your depot, you will only get small caravans consisting of pack animals and no wagons.  These will spawn in any random spot on the map edge.  Elven caravans always consist of only pack animals, but will appear where a caravan with wagons would appear if such a spot is available.  Immigrants, diplomats, and trade liaisons always pick a different random spot to appear each time.
Title: 4 Little Questions
Post by: Atlar on February 18, 2010, 10:10:41 am
1.Injury: One of my dwarves broke his leg in combat, he is resting now for the third year... Could my water source(which is a murky outside water pool) be the reason for this? Or what else could cause such a coma from only a broken leg?
2.Water: Do underground water sources dry up?
3.Water: Would it be possible to create a stable running source of water from a(/some) murky pools? I think of letting the water flow down a few z levels (where it would create a small river) then pumping it up again (where it would flow back in the pool)... possible?
4.Does tower-cap grow near an artficial underground water source?

thanks in advance!
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 18, 2010, 11:18:36 am
1.Injury: One of my dwarves broke his leg in combat, he is resting now for the third year... Could my water source(which is a murky outside water pool) be the reason for this? Or what else could cause such a coma from only a broken leg?
2.Water: Do underground water sources dry up?
3.Water: Would it be possible to create a stable running source of water from a(/some) murky pools? I think of letting the water flow down a few z levels (where it would create a small river) then pumping it up again (where it would flow back in the pool)... possible?
4.Does tower-cap grow near an artficial underground water source?

thanks in advance!

1) Wounds heal very randomly, I've never heard anyone speculate that low-quality water slows healing.  Water doesn't seem related to healing, in fact: I often have my wounded dwarves drink booze (by deconstructing their hospital beds) when I don't have water.  They seem to heal normally.  On a technical note, I'd be surprised if water in a bucket carried any information about it's source.

2) Not unless you drain the water out of an underground pool (:

3) Yes, if it rains and isn't too hot, you can harvest rainwater from murky pools.  However, don't put it back in the murky pools!  Any water in a murky pool is subject to evaporation, and it'll just get in the way of further rain.

4) Tower-caps will start growing on any muddy underground tiles, anywhere.  This includes water channels, even constructed ones, so build floors (roads might work too) anywhere you're channeling water underground or trees will block the flow.  Even if it's magma.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 18, 2010, 12:28:43 pm
4.Does tower-cap grow near an artficial underground water source?
4) Tower-caps will start growing on any muddy underground tiles, anywhere.  This includes water channels, even constructed ones, so build floors (roads might work too) anywhere you're channeling water underground or trees will block the flow.  Even if it's magma.
Just remember that tower-caps will only ever grow if you have discovered a naturally occurring underground water source - a pool or an underground river.  The discovery message you get when you find one of those two features is a necessary trigger to unlock tower-caps and other underground plants.  Once that has happened tower-caps will grow on any muddied underground soil or rock, regardless of where they are on the map or what the source of the water that muddied that tile was.
Title: Re: The Little Questions Thread
Post by: Deon on February 18, 2010, 12:48:52 pm
They'll also become true alcoholics if they are "desensitized", in other words "...doesn't care about anything anymore", which can lower productivity significantly as they're always running off for a drink.

No offense, but have you actually experienced this? I thought not caring "about anything anymore" was normal for warriors, and I have not seen them start drinking more. They'd continue sparring and fighting as earlier.

EDIT: I've now looked at some of my fighters, and they have traits like "getting used to tragedy", the aforementioned "doesn't care about anything anymore" and being "a hardened individual". The first trait (and probably the second) doesn't make much sense, as there have only been few casualties in my fort (no deaths and only a couple wounded).

OK. It's really that easy. I want to make this post so others could link to it later :P.

Thus I type:
elves chop trees!!!

Now this is something you don't see on forums, so if you would want to find this post, type "elves chop trees" in the search.

Now, the answer, to bust the myth:

Hello Tarn! If you have a time, could you help me to resolve an unneeded debate? Does "does not care for anything anymore" trait make dwarves to drink more than usual or not?

From what I can tell, it only effects the happiness effects for dwarves, but if a creature that does not have the alcohol dependence of dwarves gets to the maximum value, they acquire it.

It's really that easy to get a correct answer, much easier than to build unneeded debates :P.

Toady One is god, but a caring one. He answers our questions ;).
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 02:08:51 pm
Fey Mood

I have a secretive clothier demanding stacked cloth and shell.

This correspond if not mistaken to silk cloth and turtle shell?

He is not moving to get it, some silk cloth are lying on the ground just a few tiles from him. What's going on?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 18, 2010, 02:09:51 pm
He may require plant cloth, made from pig tails or similar.
Title: Re: The Little Questions Thread
Post by: Heliman on February 18, 2010, 02:27:21 pm
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 18, 2010, 02:56:17 pm
He may require plant cloth, made from pig tails or similar.

right, but why he don't take my extra turtle shell? the item is in a dump pile outside, is not forbidden, civilian can go outside, path exists.
Title: Re: The Little Questions Thread
Post by: sproingie on February 18, 2010, 03:41:26 pm
(deleted by poster)
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 18, 2010, 03:59:54 pm
He may require plant cloth, made from pig tails or similar.

right, but why he don't take my extra turtle shell? the item is in a dump pile outside, is not forbidden, civilian can go outside, path exists.

Strange mood dwarves always collect the desired ingredients in order.  He won't collect the shell until he's got his cloth. 
I'm pretty sure Sphalerite's right about it needing to be plant cloth instead of silk.  Any type of shell will work though, it doesn't have to be lobster shell, so don't worry about that.
Title: Re: The Little Questions Thread
Post by: Garth on February 18, 2010, 04:29:36 pm
There's plenty of trees on my embark site, yet no river, and it rarely rains..
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 04:32:17 pm
Be sure your {o} menu orders are not preventing dwarves from utilizing refuse outside.

There's plenty of trees on my embark site, yet no river, and it rarely rains..
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
There's no way of knowing whether you have an underground river at your site unless you checked with the site finder on embark, or you cheat with a utility. You'll just have to dig around and look or find a new site.
Title: Re: The Little Questions Thread
Post by: Garth on February 18, 2010, 04:43:11 pm
Also, I've captured a fair amount of wolves and groundhogs.
They're all in cages although.
I plan to dig out a ditch to hold them in, but I'm not sure how to designate it as a place to keep the animals.
I know how to make pits, but how do I tell my dwarves to release the animals into the pit?
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 04:45:21 pm
Once you have designated a pit, an option will appear. {P} then select the animals.
Title: Re: The Little Questions Thread
Post by: Particleman on February 18, 2010, 06:23:55 pm
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?


These don't make any sense.
Title: Re: The Little Questions Thread
Post by: Ari on February 18, 2010, 08:41:22 pm
This is more technical, but how can I increase the resolution and grid count properly? Every time I mess with it, my input times are laggy or do not register, and the screen is warped. I followed the wiki page for technical tricks, but I do not understand the grid count posted at the bottom of the page.
Easiest thing to do is to switch to one of the new d* versions, which support window resizing and zooming (among other things).  40d17 (http://www.bay12games.com/forum/index.php?topic=44829.0) is the newest, but I hear it has some stability issues, so you might want to go for 40d16 (http://www.bay12games.com/forum/index.php?topic=40349.0) instead.

I have the newest version. Guess the slowdown is just part of it. Was playing Mayday's custom tileset through the tutorial. I just like the vanilla look better.
Title: Re: The Little Questions Thread
Post by: Atlar on February 18, 2010, 09:53:21 pm
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?


These don't make any sense.

I think he wants to know how many z level one can go up and down from the level of embark. At least thats what I would like to know  ;D
Title: Re: The Little Questions Thread
Post by: The Architect on February 18, 2010, 10:00:58 pm
15 down from the highest level that is solid all the way across your embark. I don't know how high it goes from the highest point of land on your embark, but I assume that is constant as well.

The number of z-levels is thus dependant on the range of elevations in your embark. I have one file where I embarked on the side of a named Mountain with 160 z-levels.
Title: Re: The Little Questions Thread
Post by: Atlar on February 18, 2010, 10:25:07 pm
Thanks, though i would have prefered to read "as deep as you like, mate! But beware of the demons in hell!" or so...
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 18, 2010, 10:32:55 pm
Thanks, though i would have prefered to read "as deep as you like, mate! But beware of the demons in hell!" or so...
Such a thing is coming, eventually. Next version, the underground limit is supposedly being increased to 50+ z-levels, with levels becoming increasingly dangerous as you dig deeper, as well as more rewarding (supposedly there's going to be magma more-or-less on every map if you dig deep enough for it). It's not going to be truly infinite yet, but the underground is going to be much more interesting.
Title: Re: The Little Questions Thread
Post by: mission0 on February 18, 2010, 11:29:01 pm
My question be simple enough.

If I poor magma in a 4/7 or higher column ontop of a up/down stair case then poor magma on it. Will the stairs disapear or if you mine out the obsidian made will the stair still be there incased?
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 01:06:39 am
My question is simple enough.

If I pour magma in a 4/7 or higher column ontop of a up/down staircase then pour water on it, will the stairs disappear, or if you mine out the obsidian made will the stairs still be there encased?

The stairs will be destroyed, though your miners can just dig an up/down staircase and it will be just as if they'd dug around the old stone staircase. It will then be an obsidian staircase.
Title: Re: The Little Questions Thread
Post by: Heliman on February 19, 2010, 01:18:03 am
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?


These don't make any sense.
Oh cmon.

Say you embark into an area that is one tile wide on your embark screen. after embarking, you are shown a small area  that is ground level of your map.
My first question is HOW many squares that area is.
My second is if you were to dig downward 1 level, HOW many spaces could you dig into?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 01:42:52 am
1 - of used socks and smelly pants... 

What happen when the dorfs have dropped used clothing... Will they move naked?

If I manufacture clothes, will wear it, but will they own it or I own it?

My point is to know if they will again drop the used stuff on the ground, while owning it, thus preventing me some clean up. I know at least they don't own armor, so perhaps I can send them naked under their armor in battle :)

2 - Ultra-compression storage:

If I want to store things in one tile, for example 50 bins of goods, would this work?:
ask to dump the bins all in one square, then claim them and put under a square of 'stockpile  goods'

3- Siege exploits
I don't want to exploit the game on siege. So... If I dig a moat with a retractable bridge, then raise the bridge... Nobody can reach me, right? I would call that an exploit. Or the besiegers can still do something, like filling a bit of the moat to pass? I would hope they do that. I think that Stronghold was far less exploitable than DF on this aspect of the game...
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 04:12:21 am
Quote
This is more technical, but how can I increase the resolution and grid count properly?
If you use the latest versions, you can:
1) mouse-drag the window edge to change its size.
2) use mouse wheel to zoom out.
3) press ctlr-F10 and use mouse wheel to zoom in (it changes modes)

There's plenty of trees on my embark site, yet no river, and it rarely rains..
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
There's no way of knowing whether you have an underground river at your site unless you checked with the site finder on embark
Well there is a way to know if there's NO underground features.

  Currently all the main features (except for rare magma pools in plains) are in mountain regions. So if you haven't got a mountain as a part of your embark rectangle, you don't have any water.
  If you have a mountain tile or a few in your embark rectangle, the features like UG water/pool may be only under those tiles, so it limits the area of exploration drastically.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 04:17:43 am
1 - of used socks and smelly pants... 
They own the things they intentionally get for themselves, such as clothing items and trinkets and stuff. They don't own items you assign to them: armor/weapons/tools. They happily run around in rotten clothes because Toady One remove the unhappy thought from that, and once the economy kicks in, they buy clothes and store them in their cabinets. At least I haven't got a single clothing item to rot away before the economy starts.

2 - Ultra-compression storage:
This is called a "quantum storage" trick, many people do it a lot, i.e. I do it with my craftsdwarf's workshop: I drop stone from a z+1 on a tile next to craftsdwarf's workshop, and he always gets TONS of stone and he doesn't have to run to get it. I place mason's workshop nearby so they share the pile.

3- Siege exploits
Currently you can do it easily. Improved sieges are in the future development plans, Toady One just can't do everything at once :P. For now I don't use this trick anymore, but some mods require it.

You should see a Beefmo's animation about it:

(http://i582.photobucket.com/albums/ss262/beefmo/Vile-force-of-darkness-1.gif)
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 04:22:18 am
Deon, I really don't think that they are exclusively found in mountain regions. The only feature exclusively found in mountain biomes is HFS.

I've found underground pools, rivers, and magma pipes in non-mountain biomes. I don't know where you are getting your information or how you can explain that. There is certainly no guarantee that he will not find any one of those features in any biome if he looks for them.

If you would like an embark file with underground rivers in the tundra, magma in abundance at the seaside, and aquifers under a glacier I'd be happy to oblige. Certainly the default settings tend to produce certain configurations, and some biomes and formations are likely to occur together. But less common combinations are not impossible.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 04:24:47 am
Quote
Deon, I really don't think that they are exclusively found in mountain regions. The only feature exclusively found in mountain biomes is HFS.

Show me a screenshot of ANY underground river NOT in a mountain biome, then... Well, try it :).

As I told, magma pools and pipes are everywhere, but rivers/pools/chasms/bottomless pits are mountain features. I'd suggest you check it out by yourself before you start another forum myth :P.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 04:31:08 am
And by the way, it's not the first time you try to show a discredit upon a right information, so I frankly ask you to try to search the root of a problem before you try to continue the confusion next time.

Now, I don't trust the wiki 100% but I've experienced a lot of things so THESE are right:
http://df.magmawiki.com/index.php/Underground_river
http://df.magmawiki.com/index.php/Underground_pool

So sir, please, next time you're confused, don't make it into a bandwagon.
The previous case had you stating that "doesn't care about anything anymore" makes dwarves into alcoholics, and it looked like a lot of people believed your wrong conclusion.

P.S. If you couldn't extract the information from the above links (just in case, I don't try to be funny or to insult you), this is the right info:
Quote from: Deon
Currently all the main features (except for rare magma pools in plains) are in mountain regions. So if you haven't got a mountain as a part of your embark rectangle, you don't have any water.
  If you have a mountain tile or a few in your embark rectangle, the features like UG water/pool may be only under those tiles, so it limits the area of exploration drastically.

The very promising feature of the next release is the avaliability of non-mountain features which we were waiting for since the move from 2d to 3d DF.

P.P.S.
Quote from: Architect
I've found underground pools, rivers, and magma pipes in non-mountain biomes.
Now, let's return to you stating that you have a prove of a common fact being wrong. I really want to see the save of the game with an underground river as a non-mountain feature. It sounds as a bug because nobody else saw it, so please upload it to http://dffd.wimbli.com/ and let us check. I'll pm Toady One and ask how did it happen, it's the only good way to get fast real answers.
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 04:57:56 am
If you want to pick a fight, do it somewhere else. I'm not going there.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 05:03:38 am
I don't pick a fight, if you look back at my post it's just a big bunch of facts to kill the confusion. And I ask to show me the save. Answer PM please. Because it may be a contribution to the forums.

And I don't want you to spread false rumors, that's all, really. Nothing personal ;).

P.S. Also thanks for not "going there", my post could sound too accusing and I know a lot of people who would start a flamewar here, and I would be guilty, I know it.

Actually from other posts I quite like the way you exist here, you even cause less disorder than do I. The only problem I see is the lack of facts, and they come with experience only so noone can accuse you of this :P. Keep on searching the truth. And save please, you've got me really intrigued ;).
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 05:08:10 am
Seriously now, what the hell is it with The Architect taking everything personally?
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 05:15:23 am
Seriously now, what the hell is it with The Architect taking everything personally?

You can't take two incidents as a generality.

I explained myself carefully to you in the first, at which point you refused to reread what I had written and continued to berate me over my stupidity for suggesting something I never had. I stopped replying to avoid a flamewar over someone's failure to understand what "or" means. Tack stepped in and pointed out your mistake. You apologized, I accepted, and I said that it was important to read carefully before flaming. You took that as a rejection of your apology, and are now moving on to making me out as a villain in other threads. See a pattern?

Here, I tried to point out what I believe to be the truth about map features. Deon's response was to accuse me of intentionally spreading disinformation on multiple counts. If that's not picking a fight, I don't know what is.

Once again, Assimilateur, read before you flame.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 05:18:52 am
Seriously, I didn't say you INTENTIONALLY spread disinformation, I say you do it because you don't search hard enough.

And to sum it up, do you have non-mountain underground rivers/pools or not? That's all I want to know.

I don't want to discuss personal matters, I am interested in more possibilities for my forts.
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 05:33:51 am
And to sum it up, do you have non-mountain underground rivers/pools or not? That's all I want to know.

Magma pipes absolutely. As far as pools and rivers, I need to do some checking. It may be that erosion had caused a biome change.

So, I did some research. The wiki only mentions underground rivers and pools in mountains. However, as I have stated I have encountered them in many areas. It depends on how your map generated, as erosion and other changes can cause them to appear in unexpected places.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 05:45:16 am
Thanks Deon for the answer and the nifty and amusing GIF about moats  :D

I shall not exploit that until it is fixed by the Great One...

Now about...

Quote
They own the things they intentionally get for themselves, such as clothing items and trinkets and stuff. They don't own items you assign to them: armor/weapons/tools. They happily run around in rotten clothes because Toady One remove the unhappy thought from that, and once the economy kicks in, they buy clothes and store them in their cabinets. At least I haven't got a single clothing item to rot away before the economy starts.

If they have lost (by wear and tears) a cloth, then when drafted into the military they will take new ones, if available, right? And then when they are back to civilians, they won't drop them, because even civilians wear clothes?

I don't understand how you manage to not have clothing rot away... As soon as there is an used cloth, my dwarves drop it on the ground...
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 06:02:42 am
The whole clothing issue is buggy at the moment. Toady mentioned great improvements in the future, but the only change he specifically cited for the next version is that soldiers will now perform tasks like storing clothes and items when off-duty. I'm hopeful that his statement indicates a more general overhaul of the system.

I am having trouble understanding your specific question due to the language barrier. Armor is the only thing that dwarves put on for the military (until the new version, when we can set uniforms). This may cause them to drop bits of their civilian clothing and never bother with picking it back up again, whether they return to civilian duties or not. Some dwarves seem to litter often for no particular reason; this is definitely not intended and from my point of view it seems to be a bug. In my first megaproject fort I had one metalsmith who littered constantly (in spite of owning storage space; he was always claiming dropped rotted clothing from dead dwarves or invaders and then leaving it lying around).

Unfortunately, we cannot order any interaction with owned items. The only method I've heard of for eliminating them is moving them onto a garbage compactor by building on them (causing them to be moved to any adjacent empty square). An alternative would be peremptory execution of the offending dwarf, but I don't consider that an option.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 06:19:18 am
I explained myself carefully to you in the first, at which point you refused to reread what I had written and continued to berate me over my stupidity for suggesting something I never had.

That's the thing, though. Formulations like
sometimes the thought processes of forum posters make me want to scream. Why do I even need to type this!?
can be taken as condescending or implying stupidity, despite your assurances to the contrary. That, coupled with my mistaken perception that you were the one who misunderstood me, and not the other way around, made me reply perhaps less politely than I otherwise would have. Then I apologized, to which you responded with what sounded like a thinly-veiled insult.

I'm not saying you're sounding as confrontational as you do on purpose, only that I'm by no means alone in getting such a vibe from you, if the responses I've read are any indication.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 07:02:44 am
Assimilateur, it's solved, let's move on to the questions :P.
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 07:11:02 am
He's just upset from another thread, in which he publicly called me to task over something that at worst would have been a typo, if he hadn't misread it in the first place. I made a comment on the general bad behavior of everyone who had jumped in with him (apparently without even reading the post he was commenting on) and he took it as a personal insult. Apparently he is now waiting for me to upset someone else so that he can feel vindicated.

Assimilateur, I don't want a problem with you. I didn't even report you when you attacked me for helping you. Just drop it, let's be friends. If not I'll finally have to do something about it.
Title: Re: The Little Questions Thread
Post by: Malibu Stacey on February 19, 2010, 07:31:42 am
I have a dwarf who got attacked by a Giant Cave Swallow & lost his left leg from the ankle down (it was sitting in the graveyard stockpile for a few seasons). Other than the dark grey wounds for the missing ankle, foot & all 5 toes he has no other injuries any more but he still just flops about in bed in pain. Will he ever be any use or should I just forbid the doors to the room I had him dragged to & let him starve/dehydrate to death? I've thought about trying the 'water therapy' concept to train up his toughness, does anyone know if this will this have any effect on him becoming a useful member of my fortress?
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 07:42:50 am
The only thing I can suggest if you're not into cheating is the Water Therapy.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 08:11:31 am
I don't get something...

I have a weapon stockpile with accept on steel XBow only
I have global stockpile it should take from with steel XBow

path exists, item haulers idle.

Nothing happen...

the weapon stockpile is made of one tile, and there is an empty bin in it. Can it be the problem? That the dorfs want an empty tile to put a new bin?
Or perhaps I can't take from a bin made of several weapons types?

Well, if you have some clues?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 09:02:54 am
Assimilateur, it's solved, let's move on to the questions :P.

I wouldn't exactly call this solved yet, but this is probably best solved in private. No need to spam this thread with our personal bullshit.

the weapon stockpile is made of one tile, and there is an empty bin in it. Can it be the problem?

Try making a stockpile of two or more tiles, because I think that's exactly your problem. It doesn't make much sense to not fill that last empty bin or barrel in a stockpile, but that's how it seems to work.
Title: Re: The Little Questions Thread
Post by: Malibu Stacey on February 19, 2010, 09:32:27 am
The only thing I can suggest if you're not into cheating is the Water Therapy.

Part of me wants to try out the water therapy concept on this guy but I'm unsure as to whether it would even work with an amputee in the current version. I guess I could further Dwarven Science but since it'll be redundant once the new version is out there doesn't seem much point trying if it's not going to work.
I may just let him die. My fort is at 76 population now & the longer I can stave off sieges the better as the Goblin Ambushes turn up with 3 squads at a time now (usually with a couple of humans & the odd dwarf in their squads which is a first for me). My marksdwarves can handle them OK & I just got a Legendary Armorer from a Strange Mood so I can start pumping out Steel armour for them all (hoping for a Legendary Weaponsmith soon so I can replace their low quality Copper Crossbows with Masterful Steel Crossbows & Masterful Steel Bolts for massive damage).
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 19, 2010, 09:37:54 am
The missing limbs will never grow back, but if it's just his foot then he *might* get tough enough to work.  Probably not worth it though, I think he'll crawl everywhere anyway.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 09:42:43 am
Didn't that whole water therapy experiment come to the conclusion that buffing up like that would never - or at least not within a reasonable time span - help an amputee go back to a normal life?
Title: Milk and Cheese
Post by: Glod Glodsson on February 19, 2010, 10:50:39 am
Hey,

I am trying to start a food based economy, for the first time, and decided to bring a cow and bull with me from the embark. I have the bull and cow neatly stashed away in a stable:
Code: [Select]
OOO
OcX
OOO
ObX
OOO

O=Wall
X=Door
b=Bull
c=Cow

each tied with some rope and the door set to not allow pets to pass.
Now I have finally gotten the farms up and running and thought I might get on with the milking... only the farmer workshop says there is nothing to milk... any ideas?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 10:57:38 am
Cows can't be milked in the current version. That's because of the weird mechanics of milking that require the dwarf to hold the milked creature in one hand and a bucket in the other. Accordingly, that's only possible with vermin (namely purring maggots), while cows can't be picked up that way.

Of course, your cows are still gonna be good for a meat, leather and bones industry.
Title: Re: The Little Questions Thread
Post by: Glod Glodsson on February 19, 2010, 11:07:12 am
Cows can't be milked in the current version. That's because of the weird mechanics of milking that require the dwarf to hold the milked creature in one hand and a bucket in the other. Accordingly, that's only possible with vermin (namely purring maggots), while cows can't be picked up that way.

Of course, your cows are still gonna be good for a meat, leather and bones industry.

Drats! where are the miniature cows when you need them... or perhaps some form of mechanical claw and bucket apparatus...hmmm... :P
thanks.
Title: Re: The Little Questions Thread
Post by: sproingie on February 19, 2010, 11:20:06 am
Say you embark into an area that is one tile wide on your embark screen. after embarking, you are shown a small area  that is ground level of your map.
My first question is HOW many squares that area is.
My second is if you were to dig downward 1 level, HOW many spaces could you dig into?

One embark tile is 48x48 tiles on the game map.  There are at least 15 z-levels down from "ground" level (however that's calculated), and an arbitrary number up -- I'm not sure how many on a flat map, but in mountains you can easily get several dozens.
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 11:20:36 am
You can make custom reactions to have a milk industry. It's not the same, but it lets you play the part.
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 11:23:54 am
Could you expand on this please? The only thing I can think about is quite painful :P. It would turn cow chunks into cheese.

Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 11:29:57 am
Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.
That is true. I know that liquids can be dumped out of containers, and they will still exist as usable objects. It's worth a shot.
Title: Re: The Little Questions Thread
Post by: DFPongo on February 19, 2010, 11:55:46 am
I am loving the newbies DF tutorial but I would like to start in the same place with my own embark. Is there a way to tell exactly where you are on the world map from the save and start there without the previous embark already standing there?
Title: Re: The Little Questions Thread
Post by: Spong on February 19, 2010, 12:08:08 pm
I have a question regarding Giant Eagles, I managed to buy a couple off the Elves and got a message that some giant eagle hatchlings had been born but I can't find them anywhere in my units list, animals list, cage add list or just looking round on the map. How do they work exactly? Does this mean the female has laid eggs and I have to wait for them to hatch? Or perhaps a bug that they didn't appear?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 12:25:20 pm
Stuck Dwarf

The dwarf on the wall don't want to move... First, he was a civilian and did not respond to any order (he was with 'no job', not 'on break'). Then I switched him to soldier with order to stand down in barrack, he don't move either.

I don't see how he can think the path is blocked, really...

(http://img294.imageshack.us/img294/7824/clipboard01lzh.jpg)
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 19, 2010, 12:27:02 pm
You can make custom reactions to have a milk industry. It's not the same, but it lets you play the part.
You can also create custom reactions to make animals at the smelter, but they come out as verimin-size.  I wonder if custom created vermin-sized cows are milkable?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 19, 2010, 12:29:07 pm
The dwarf on the wall don't want to move... First, he was a civilian and did not respond to any order (he was with 'no job', not 'on break'). Then I switched him to soldier with order to stand down in barrack, he don't move either.
I'm not sure from looking at the screenshot, but it looks like there's no stair he can take down.  To move downward he needs both a down stair on his level and an up stair on the level below.  It appears that he only has a stair on the level below and not one on his Z-level.  This would be a case where Stonesense isn't giving you an accurate picture - it looks perfectly traversable from the Stonesense shot, but DF disagrees.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 12:30:33 pm
I wonder if custom created vermin-sized cows are milkable?

I'm sure I've seen vermin-sized cows mentioned somewhere, but the fact that I don't remember reading about anyone following through with that experiment doesn't let me expect much.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 12:41:42 pm
Bingo, I remember NOT creating a downstair... Btw when building a ramp, he got unlocked

I love you people, how it feels to be so smart everytime  ;D
Title: Re: The Little Questions Thread
Post by: Spong on February 19, 2010, 01:14:51 pm
Sorry, I don't know what the problem was without seeing what you did to the raws ;)

Probably just a bug that wasn't your fault anyway. Whatever creatures the elves bring seems somewhat randomized. I hope someone with more experience has a better answer, like "They bring things from biomes their civilization has settled in" or something like that. I just don't know.

I'm thinking at this point that the types of creatures they bring are definitely affected by what type of environment their civ is in. Judging by the fact they are bringing all the animals that occur in my own biome I'm guessing they're in exactly the same kind of environment as me, which means at best I can get eagles, wolves and cougars - real shame as I really wanted some other exotics :(. I don't suppose there's the possibility of other elves coming from much further away later? Or perhaps elves in different biomes trading between each other and then passing things on down to my dwarfs through the group i trade with?
Title: Re: The Little Questions Thread
Post by: Deon on February 19, 2010, 01:34:18 pm
Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.
That is true. I know that liquids can be dumped out of containers, and they will still exist as usable objects. It's worth a shot.
They will be just puddles and dwarves will clean them.

I have a question regarding Giant Eagles, I managed to buy a couple off the Elves and got a message that some giant eagle hatchlings had been born but I can't find them anywhere in my units list, animals list, cage add list or just looking round on the map. How do they work exactly? Does this mean the female has laid eggs and I have to wait for them to hatch? Or perhaps a bug that they didn't appear?
I am a bit terrified by the thought, but was the mother eagle flying above? If so, check the "corpse" list. And yum yum, giant eagle biscuits.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 02:02:37 pm
Training
How do you manage to train your marksmen without using thousands of bolts? I don't have a rain forest to chop nearby, you know!
Title: Re: The Little Questions Thread
Post by: hachnslay on February 19, 2010, 02:37:49 pm
Training
How do you manage to train your marksmen without using thousands of bolts? I don't have a rain forest to chop nearby, you know!
Personally i use the bones of the goblins they kill.
room with fortifications, pit one z-level above do drop the cagetrapped goblins into, floodgate at one side for corpse retrieval.
Why shoot at stone or wood targets when you can use live goblins instead?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 02:47:34 pm
Why shoot at stone or wood targets when you can use live goblins instead?

Yes, this is good in that it gives them 3 or 4 times (can't remember the exact figure) as much experience as practicing on stationary targets.

Also, you shouldn't have too much problem with getting bones for ammo, assuming you're raising livestock. Seriously, this is probably the most important use of a "meat" industry, as you can grow indefinite amounts of food and import vast quantities of leather, but livestock you raise yourself is going to be your best source of bones unless you're being besieged by a shitload of monsters (which shouldn't be the case for the first several years, unless you've modded your game).
Title: Re: The Little Questions Thread
Post by: geoduck on February 19, 2010, 03:04:16 pm
livestock you raise yourself is going to be your best source of bones unless you're being besieged by a shitload of monsters (which shouldn't be the case for the first several years, unless you've modded your game).

Although bringing lots of turtles along when you embark will give some to start with, along with shells for any strange moods that require them.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 03:12:00 pm
Yes, turtle bones might be useful for early self defense, but when it comes to anything else, especially training several shooters up to legendary, they are gonna be like a drop of water on a hot stone. If my numbers are correct, you need over two thousand bolts per marksman, unless you're using live targets. With live targets it's six hundred per guy.
Title: Re: The Little Questions Thread
Post by: Spong on February 19, 2010, 03:26:34 pm
Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.
That is true. I know that liquids can be dumped out of containers, and they will still exist as usable objects. It's worth a shot.
They will be just puddles and dwarves will clean them.

I have a question regarding Giant Eagles, I managed to buy a couple off the Elves and got a message that some giant eagle hatchlings had been born but I can't find them anywhere in my units list, animals list, cage add list or just looking round on the map. How do they work exactly? Does this mean the female has laid eggs and I have to wait for them to hatch? Or perhaps a bug that they didn't appear?
I am a bit terrified by the thought, but was the mother eagle flying above? If so, check the "corpse" list. And yum yum, giant eagle biscuits.

Nope, no eaglet pancakes anywhere to be found. I've had some more born since and they've shown up ok so I'm guessing it was a bug. Also my eagles haven't flown since I bought them so it couldn't be mid-air birthing. I'm not sure why they are staying on the ground either, might it have something to do with them having light grey wounds when I bought them which haven't healed? Another oddity. Perhaps if the eaglets fly when fully grown it will prove my theory.

I'm still not sure what the situation is with the elves not bringing anything else really interesting creature-wise.

Stupid elves.
Title: Re: The Little Questions Thread
Post by: mission0 on February 19, 2010, 04:13:19 pm
My question is simple enough.

If I pour magma in a 4/7 or higher column ontop of a up/down staircase then pour water on it, will the stairs disappear, or if you mine out the obsidian made will the stairs still be there encased?

The stairs will be destroyed, though your miners can just dig an up/down staircase and it will be just as if they'd dug around the old stone staircase. It will then be an obsidian staircase.

Thanks

Then a second thanks for the grammar fixes.
Title: Re: The Little Questions Thread
Post by: Particleman on February 19, 2010, 04:39:54 pm
Does a marksdwarf have to hit his target to get experience from it? If not, you could stick a goblin in a 1x1 room, surround him with fortifications, and have your marksdwarves shoot at him from 19 tiles away. He'd last a lot longer because of the fortifications blocking so many shots.
Title: Re: The Little Questions Thread
Post by: Thorik on February 19, 2010, 04:50:36 pm
you can always use archery targets, for that. ::)
Title: Re: The Little Questions Thread
Post by: assimilateur on February 19, 2010, 05:10:33 pm
you can always use archery targets, for that. ::)

Yes, but he's proposing a way of conserving bolts, right? Training on archery targets gives you like 1/4 of the experience as live targets.

And I think it would even work. At least in adventure mode, you get 30 exp. points per shot regardless of whether you hit something, so it likely works the same way in fortress mode.
Title: Re: The Little Questions Thread
Post by: Calibur on February 19, 2010, 05:19:12 pm
This is a very noobish and most likely laughable question. But reading the DF Wiki has only made me more confused.

I have a brook and want to make a well. However, anything underground is below the brook and as far as I know, you can only have a well above water. Is it possible to channel the brook into some kind of water pit which I can then stick a well over and have it not run out of water (and flood the fortress)

Any ideas, or am I just trying the impossible/missing the obvious?
Title: Re: The Little Questions Thread
Post by: nil on February 19, 2010, 06:04:11 pm
This is a very noobish and most likely laughable question. But reading the DF Wiki has only made me more confused.

I have a brook and want to make a well. However, anything underground is below the brook and as far as I know, you can only have a well above water. Is it possible to channel the brook into some kind of water pit which I can then stick a well over and have it not run out of water (and flood the fortress)

Any ideas, or am I just trying the impossible/missing the obvious?
This is actually a little tricky, since you're dealing with water pressure and could flood the fortress.  You have two options.  One, you could dump your water into a pit, then close it off using a lever and floodgates before it overflows.  However, this will eventually dry out and require refilling, from your question I'm guessing you may already know about this.  If you don't mind refilling every once in a while, though, this is the simplest and safest (to build) option.  If you want the water source to be self refilling, you'll need to use a pump.  Dig a shaft near the river to 2 z-levels below where you want your well.  One level above that, dig out a horizontal wall and and least 3 squares in a line with it.  Place a pump to draw water from the shaft, then place your well.  The simplest, if not necessarily the best way to power the pump would probably be a windmill that powers a vertical axle running in or parallel to the feed shaft.

seen from the side:

Code: [Select]
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Spoiler: key (click to show/hide)
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 06:07:21 pm
I have too a problem with a well...

It says 'waiting for architect', but I have 2 idle, and they don't want to go there... The well is a bit far from my fortress but still, path exists (I have some hunters using the tunnel for their hunt).

The well is below the surface, pointing to water one level below it.
Title: Re: The Little Questions Thread
Post by: nil on February 19, 2010, 06:34:52 pm
I have too a problem with a well...

It says 'waiting for architect', but I have 2 idle, and they don't want to go there... The well is a bit far from my fortress but still, path exists (I have some hunters using the tunnel for their hunt).

The well is below the surface, pointing to water one level below it.
I'm assuming you have someone with the Architecture labor enabled?  One possibility is that the chosen components are on the wrong side of a channel, perhaps the one you want to build the well in.  The well may be accessible, and the parts may be able to access the well, but that doesn't always mean the dwarves can get to the parts.

Otherwise, are you sure its accessible?  Sometimes workers can be blocked by unexpected barriers, like inside/outside orders or creatures causing the job to be canceled by scaring workers en route.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 19, 2010, 07:13:48 pm
It finally worked, with me only adding yet another architect just for that... After a while he did his job... But the first one stayed on idle all the time. I don't understand...

Once the well is done, shall I transform it into an activity Pond?

I would like the dorfs to only take water from it, not from the river.

Another unrelated question, when I assign a room to my sheriff, there is always another guy assigned to the room at the same time... And no, they are not married :)
Title: Re: The Little Questions Thread
Post by: Spong on February 19, 2010, 07:14:57 pm
This is a very noobish and most likely laughable question. But reading the DF Wiki has only made me more confused.

I have a brook and want to make a well. However, anything underground is below the brook and as far as I know, you can only have a well above water. Is it possible to channel the brook into some kind of water pit which I can then stick a well over and have it not run out of water (and flood the fortress)

Any ideas, or am I just trying the impossible/missing the obvious?
This is actually a little tricky, since you're dealing with water pressure and could flood the fortress.  You have two options.  One, you could dump your water into a pit, then close it off using a lever and floodgates before it overflows.  However, this will eventually dry out and require refilling, from your question I'm guessing you may already know about this.  If you don't mind refilling every once in a while, though, this is the simplest and safest (to build) option.  If you want the water source to be self refilling, you'll need to use a pump.  Dig a shaft near the river to 2 z-levels below where you want your well.  One level above that, dig out a horizontal wall and and least 3 squares in a line with it.  Place a pump to draw water from the shaft, then place your well.  The simplest, if not necessarily the best way to power the pump would probably be a windmill that powers a vertical axle running in or parallel to the feed shaft.

seen from the side:

Code: [Select]
  MMM
===|= ≠~~~=
===|="=====
===|="=====
  WG="=====
==.PP"=====
====="=====
===========
Spoiler: key (click to show/hide)

While I appreciate this may be true in certain circumstances in my game I have not found this to be the case - I have successfully made a subterranean well pool without pumps and it has not overflowed due to pressure - it is continuously supplied with flowing water from the brook. I do have multiple floodgates in place in case I need to shut down any part of the system for maintainence or overflow but so far it is fine. The lowest level of the brook is a z level above the channel and pool that supplies the well - much of the aqueduct is covered but the pool itself has exposed areas and they are not overflowing into the plaza. I'll post up screenies shortly.

I also have several grates in place along the aqueduct to stop any water critters getting in and drowning/nomming my citizens.

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Once the well is done, shall I transform it into an activity Pond?

I would like the dorfs to only take water from it, not from the river.

They should automatically prioritise drinking from a well over going to any other water source but if you want to make doubly sure then designate a zone round the edge of the pool as 'water source' then go to the 'orders and options menu' and 'activity zone orders' then set the option for 'only zone drinking'. Avoid designating the zone on areas of open water in the pool as you will get  a ton of messages saying 'Urist McWaterDrinker cancels drink: dangerous terrain'.
Title: Re: The Little Questions Thread
Post by: The Architect on February 19, 2010, 11:55:32 pm
\Once the well is done, shall I transform it into an activity Pond?

I would like the dorfs to only take water from it, not from the river.

You need to designate it as a water source, not a pond. Dwarves take water from a source and add water to a pond.
Title: Re: The Little Questions Thread
Post by: Particleman on February 20, 2010, 02:08:46 am
you can always use archery targets, for that. ::)

Yes, but he's proposing a way of conserving bolts, right?
More training marksdwarves up faster, actually, but yeah, you'd save on bolts as well.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 20, 2010, 02:10:54 am
oki doki, will do about well and water source. Just to confirm, I designate a 3x3 zone at the level of the well, not where is actually the water (yes, I'm not gifted by nature ;)  ).

Questions time, again!

1. It seems to me the enemy civs archers have unlimited arrows, or I'm under false assumption?
2. Does F or D has any effect on items in the inventory of a dorf, like 'hey drop these 3 bone bolts immediately' with F... that would be cool.
3. If I mudify an underground floor, then open the cave ceiling above, can I then grow outdoors plants?
4. I have a miserable dwarf, doing tantrums. Can he raises in morale or he is definitively lost?
5. related to 4., can I plug a costly item into the room of a low level dwarf to raise his morale, and when the 'operation' is done, remove the statue for other usage, without generating an extra negative though (do dorfs trace what they lost in furniture somehow)
6. I still have a problem with my Sheriff's room. Each time I assign him to the room, there is another (male) dwarf assigned at the same time (2 persons assigned). How can it be possible?
7. I still don't get why my 'take from custom stockpile' settings don't work. I want to pick up only steel and iron xbows. In the settings, should I have in white the 'can use' and 'can not use' (I don't care to take also non usable ones), or should they be in grey? My settings are: xbow highlighted (in white), steel and iron metals highlighted, can use and can't use highlighted.
Nothing happen...
Title: Re: The Little Questions Thread
Post by: nil on February 20, 2010, 02:32:36 am
oki doki, will do about well and water source. Just to confirm, I designate a 3x3 zone at the level of the well, not where is actually the water (yes, I'm not gifted by nature ;)  ).
You don't actually need to designate a water source if you've built a well.
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1. It seems to me the enemy civs archers have unlimited arrows, or I'm under false assumption?
No, they just have lots (40, I think).  You can see how many they have by pushing enter while their quiver in the inventory is selected
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2. Does F or D has any effect on items in the inventory of a dorf, like 'hey drop these 3 bone bolts immediately' with F... that would be cool.
F, not really, although it'll work for job items.  D, yes, but you'll have to wait for an idle dwarf with the refuse hauler task enabled.
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4. I have a miserable dwarf, doing tantrums. Can he raises in morale or he is definitively lost?
The thoughts dwarves get when tantruming are mostly positive so eventually, if he doesn't get killed, he'll work his way out of it.  If he goes to jail that'll effective reset his mood, too.
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5. related to 4., can I plug a costly item into the room of a low level dwarf to raise his morale, and when the 'operation' is done, remove the statue for other usage, without generating an extra negative though (do dorfs trace what they lost in furniture somehow)
Yeah, not a problem, they don't notice when their room quality goes down.
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6. I still have a problem with my Sheriff's room. Each time I assign him to the room, there is another (male) dwarf assigned at the same time (2 persons assigned). How can it be possible?
Are you sure the sheriff is a dude?  Sounds like they're married.
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7. I still don't get why my 'take from custom stockpile' settings don't work. I want to pick up only steel and iron xbows. In the settings, should I have in white the 'can use' and 'can not use' (I don't care to take also non usable ones), or should they be in grey? My settings are: xbow highlighted (in white), steel and iron metals highlighted, can use and can't use highlighted.
Nothing happen...
Are your quality settings in the receiving stockpile enabled?  If the original stockpile has bins, does the receiving one have empty bins?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 20, 2010, 04:45:25 am
thanks, a lot of info nil.  :D

I just realized that the Sheriff was a female... So it cuts in half the value of her rooms to be married, not cool for me :)

Extra questions:

1. as clothing provides armor, should I manufacture some for the dwarves which have wear and tears (sparring)? If so, do they own it or not?
2. are things in stockpile able to rot or fade away? Example, bones in refuse, will they disappear after a while if not used?
Title: Re: The Little Questions Thread
Post by: The Architect on February 20, 2010, 05:02:18 am
http://df.magmawiki.com/index.php/Bones
http://df.magmawiki.com/index.php/Clothing
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 20, 2010, 11:45:31 am
Don't be mistaken Architect, I have already read for several hours worth the wiki, without it I would have never understood the game.

I never manufactured clothing. I know (because I read it) that the page on clothing in the wiki starts by saying that contrary to armor, clothes are owned by dwarves.

Yes, this is stated clearly... Still... Will it means that as soon as I manufacture clothing, if a dwarf is missing some, they will rush to get it 'first dib!', and then... as it is owned, that's over, I can't give the part to who I want?

Another question, about canceling orders... This really annoy me, this lack of control on dwarf orders. I have  a soldier which want to pick up an item in a tunnel, problem, there are 20 lizardmen between him and the item (and I don't know which item, as the game don't point you on it, otherwise I would have Forbidden it).
So... I decide to switch him to civilian, in the hope this will reset his orders, but nope... He continues boldly (stoopidly to be precise)... As he is a civilian, when closing in, he realize his folly, and cancel his order... Alas, a crossbow bolt hit him, and he is unconscious, so basically dead, seeing what its coming!!

If I had more control on the orders, I would have asked him to stop and go backward asap, but I could only watch him move toward his death.

How would you manage the situation? Perhaps there are tricks I don't know...

Picture: one dwarf dead, his blood all over the place, another doing the same a bit north  >:(

(http://img202.imageshack.us/img202/3711/clipboard01cp.jpg)
Title: Re: The Little Questions Thread
Post by: The Architect on February 20, 2010, 12:15:46 pm
Don't be mistaken Architect, I have already read for several hours worth the wiki...

While most of us (myself included) don't mind answering some questions, we'd all rather post a link than write paragraphs answering something a quick wiki search would solve.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 20, 2010, 12:34:39 pm
Another question, about canceling orders... This really annoy me, this lack of control on dwarf orders. I have  a soldier which want to pick up an item in a tunnel, problem, there are 20 lizardmen between him and the item (and I don't know which item, as the game don't point you on it, otherwise I would have Forbidden it).
So... I decide to switch him to civilian, in the hope this will reset his orders, but nope... He continues boldly (stoopidly to be precise)... As he is a civilian, when closing in, he realize his folly, and cancel his order... Alas, a crossbow bolt hit him, and he is unconscious, so basically dead, seeing what its coming!!

There is something you should be able to do, actually. Look in the jobs menu, accessed by pressing j. As far as I know, you won't be able to view the exact item that's being tasked, but you will be able to find your guy and then select "remove creature" so he cancels it. This way you can cancel all your hauling jobs that you think are in dangerous territory, and then disable hauling on everyone (you should be using tools like Dwarf Manager or Dwarf Therapist, which make enabling and disabling jobs en masse easier), or perhaps go to standing orders and switch all the "dwarves gather n" to "ignore".
Title: Re: The Little Questions Thread
Post by: The Architect on February 20, 2010, 12:51:47 pm
Hey, about wells and water pressure:

You can take the pressure out of the water by forcing it to pass a diagonal cutoff.

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Title: Re: The Little Questions Thread
Post by: Steev on February 20, 2010, 02:51:00 pm
Why are my dwarfs not hauling things to the furniture stockpile? I have a stockpile right next to the workshops, there are dwarfs with furniture hauling enabled, and the furniture is not forbidden, why do they refuse to haul it? The same goes for the siege ammo. 
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 20, 2010, 03:08:39 pm
Thanks for the answer on canceling job, it can be very useful.

I tried to make a sortie to get my dead before an hostile group come back. I had one hauler succeed, then I switched immediately to 'Dwarves stay indoor'.

Strangely, the 3 outside did not respond to that. The lizardmen had the time to move over perhaps 50 tiles, and 3 stupids peons were still outside, doing senseless activities. Doors were still open, so a path existed to the fortress. I don't get it... This sounds mightily as an added case where dwarves don't respond to orders.
Title: Re: The Little Questions Thread
Post by: Shockandlawl on February 20, 2010, 03:29:24 pm
For some reason, my dwarfs stopped storing food in barrels and began leaving everything on the floors of my food stockpile. I have plenty of empty, non-forbidden barrels. What's up with them?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 20, 2010, 03:32:57 pm
Why are my dwarfs not hauling things to the furniture stockpile? I have a stockpile right next to the workshops, there are dwarfs with furniture hauling enabled, and the furniture is not forbidden, why do they refuse to haul it? The same goes for the siege ammo. 

Other than having a lot of work that's higher up on their list, I have no idea. One reason could be that they can't reach the stockpile(s), but you said it was right next to the workshops, so that doesn't make sense.

For some reason, my dwarfs stopped storing food in barrels and began leaving everything on the floors of my food stockpile. I have plenty of empty, non-forbidden barrels. What's up with them?

Check if your food stockpile is accepting barrels. You'll see how to do it when you view a stockpile as a building, via q. You might have set the number of allowed barrels lower than it currently is by accident.
Title: Re: The Little Questions Thread
Post by: Shockandlawl on February 20, 2010, 03:49:19 pm
Check if your food stockpile is accepting barrels. You'll see how to do it when you view a stockpile as a building, via q. You might have set the number of allowed barrels lower than it currently is by accident.
From the looks of it, the stockpile is accepting barrels. Sometimes they'll decide it's a good idea to put food into a barrel. Other times, they just chuck it onto the floor.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 20, 2010, 03:57:47 pm
I vaguely recall there being a limit of one newly-delivered barrel being filled. If I'm correct, that would be a perfect explanation for what you're experiencing. While one "new" barrel is being filled with food, others are laying your food on the floor of the stockpile to be transferred to the new barrels as they arrive.

Unless you've really waited a long time and nobody's filling your barrels anymore, then that would be a problem.
Title: Re: The Little Questions Thread
Post by: Particleman on February 20, 2010, 04:17:20 pm
Another question, about canceling orders... This really annoy me, this lack of control on dwarf orders. I have  a soldier which want to pick up an item in a tunnel, problem, there are 20 lizardmen between him and the item (and I don't know which item, as the game don't point you on it, otherwise I would have Forbidden it).

Then forbid them all until you kill the lizardmen.
Title: Re: The Little Questions Thread
Post by: Steev on February 20, 2010, 06:47:25 pm
Ok, is there some sort of workers union? The carpenters are on strike, refusing to do work, nobody wants to haul anything from the carpenters, masons, clothiers, jewelers, siege, and recently wood furnace workshops  :-\   

Is there anything I can do to make 'em start hauling? There are no inaccessible areas and the items have not been forbidden.
Title: Re: The Little Questions Thread
Post by: nil on February 20, 2010, 07:24:35 pm
Ok, is there some sort of workers union? The carpenters are on strike, refusing to do work, nobody wants to haul anything from the carpenters, masons, clothiers, jewelers, siege, and recently wood furnace workshops  :-\   

Is there anything I can do to make 'em start hauling? There are no inaccessible areas and the items have not been forbidden.
It's possible that you accidentally turned off hauling in the (o)rders menu.  Could be a problem with the stockpiles, are you sure they're not full?  Have you been feeding your dwarves booze?  Are the haulers actually idle, or are they busy with some other task (including being on break or partying)?
Title: Re: The Little Questions Thread
Post by: Steev on February 20, 2010, 07:57:22 pm
Well gee, I feel like Urist Mc'Tard, I must of hit (u) when designating orders, and I also seemed to fail to realize that you need the trapping labor to make traps.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 21, 2010, 04:31:39 am
Stone Trap spamming

Just curious... It seems that long tunnel with a stone trap in each tile is very cheap and extremely efficient to dispose of a siege, no? Why would I want to make others defenses except for fun?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 21, 2010, 04:45:09 am
Just curious... It seems that long tunnel with a stone trap in each tile is very cheap and extremely efficient to dispose of a siege, no? Why would I want to make others defenses except for fun?

Fun is probably the all-overriding incentive for organizing defenses more elaborate than stone traps. At the very least you are going to want to experiment with the other basic trap type, namely weapon traps. They offer a great deal of customization, as the number (between 1 and 10), type and material of weapons used is entirely up to you.

Other than that, marksdwarves are very effective, but you are probably going to want to include melee warrior once you can make steel armor. Again, the incentive is fun, as it would be entirely feasible to rely on ranged defenders.

Also, if you're playing mods that subject you to sieges from trap-avoiding races, traps are naturally going to be obsolete. You could even modify your kobolds so that they siege you (instead of sending thieves), but a lot of players are using modded races like orcs, who are not just trap-avoidant, but very dangerous (due to being big, strong and well-equipped) in themselves.
Title: Re: The Little Questions Thread
Post by: Calibur on February 21, 2010, 08:11:15 am
Is there anything in the game that's fairly large and "bouncy"? I need a ball for a possible pinball machine megaproject.
Title: Re: The Little Questions Thread
Post by: sproingie on February 21, 2010, 11:57:07 am
Is there anything in the game that's fairly large and "bouncy"?

Nobles.
Title: Re: The Little Questions Thread
Post by: Calibur on February 21, 2010, 11:57:59 am
Is there anything in the game that's fairly large and "bouncy"?

Nobles.

That was my first thought. But then it'd just be a death machine. Need to play pinball with them so they ping about a bit before death...
Title: Re: The Little Questions Thread
Post by: nil on February 21, 2010, 12:13:50 pm
Your best bet in vanilla is a bronze colossus.  Unfortunately, those can be hard to come by, so a good alternative would be to mod in a high damblock and lack of bleeding to a creature you already have; this shouldn't require a regen.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 21, 2010, 01:03:58 pm
Is there anything in the game that's fairly large and "bouncy"? I need a ball for a possible pinball machine megaproject.
As far as I can tell all objects are affected in exactly the same way when thrown by bridges, as are all non-megabeast creatures.
Title: Re: The Little Questions Thread
Post by: Calibur on February 21, 2010, 01:12:47 pm
Is there anything in the game that's fairly large and "bouncy"? I need a ball for a possible pinball machine megaproject.
As far as I can tell all objects are affected in exactly the same way when thrown by bridges, as are all non-megabeast creatures.

Hmm. So I guess my bumpers plan may not work as it's just going to smack into them and not ping off them.

Must commission Toady to make some kind of rubber industry..
Title: Re: The Little Questions Thread
Post by: Randomone on February 21, 2010, 02:43:53 pm
I have a question concerning constructed walls versus natural walls. Specifically, which is worth more in value, smoothed/engraved natural walls or rough/block walls?

Off-Topic: First Post! ;D
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on February 21, 2010, 03:12:19 pm
Smoothed and engraved natural walls.

Unless the block ones are adamantine or something.
Title: Re: The Little Questions Thread
Post by: Randomone on February 21, 2010, 03:34:54 pm
Smoothed and engraved natural walls.

Unless the block ones are adamantine or something.
Thanks! I'm assuming natural unsmoothed walls are superior to block walls then.
What are the values of the different types of walls? (unsmoothed,smoothed,engraved,rough,block)
Thanks again! ;D
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 21, 2010, 03:48:54 pm
Thanks! I'm assuming natural unsmoothed walls are superior to block walls then.
What are the values of the different types of walls? (unsmoothed,smoothed,engraved,rough,block)
Thanks again! ;D
Unsmoothed natural walls actually are worse than block walls if both are of ordinary stone, while smoothed natural walls are just as valuable. It's engravings that really push the value up; an engraving is worth 10*the material's modifier*the engraving's quality modifier, which is added to the smoothed wall's value.

From the wiki's article on rooms, (http://df.magmawiki.com/index.php/Room) which includes a section on room value, a rough normal-stone wall is worth 1, while a smoothed normal-stone wall is worth 5. 2-value stone (like flux and cheap metal ores) are 2 for rough and 18 for smooth, while 3-value stone (obsidian) is 3 and 27. Rough constructed stone walls are worth 3*the stone's material modifier, while block walls are worth 5* the stone's material modifier.

All this taken together means that gold and steel floors and walls are better for value than normal, 1-value stone engravings will ever be. Flux should never be covered by anything less than aluminum and platinum, while obsidian walls and floors are worth more than anything save adamantine. High-value soaps can outdo anything, but soap is of course very difficult to get ahold of in large quantities (even somewhat harder than aluminum), so is usually ignorable.

Since the materials needed to outdo even common-stone engravings are so rare, it's almost always better to keep natural walls and floors than to try constructing rooms.
Title: Re: The Little Questions Thread
Post by: spikedball on February 21, 2010, 08:52:01 pm
When I try to reclaim a fortress which has HFS, a chasm, an underground river and a pool, and a bottomless pit, I get 70+ dwarves. Is there a way to lessen their numbers without digging some sort of messy passage so the marksdwarves can shoot everything?
Title: Re: The Little Questions Thread
Post by: Atlar on February 22, 2010, 05:54:47 am
When there is obsidian as a layer of the biome can I be sure to find some magma? How about rhyolite and the like?
Title: Re: The Little Questions Thread
Post by: The Architect on February 22, 2010, 08:57:03 am
When there is obsidian as a layer of the biome can I be sure to find some magma? How about rhyolite and the like?

There should be some in the area, but you won't find it unless your embark zone included it.

When I try to reclaim a fortress which has HFS, a chasm, an underground river and a pool, and a bottomless pit, I get 70+ dwarves. Is there a way to lessen their numbers without digging some sort of messy passage so the marksdwarves can shoot everything?

Lessen whose numbers? I don't really understand the question, sorry. Are you asking for a combat strategy?
Title: Re: The Little Questions Thread
Post by: happydog23 on February 22, 2010, 01:44:11 pm
Thanks! I'm assuming natural unsmoothed walls are superior to block walls then.
What are the values of the different types of walls? (unsmoothed,smoothed,engraved,rough,block)
Thanks again! ;D
Spoiler (click to show/hide)

So basically an obsidian megaproject is worth way more of cast obsidian instead of blocked obsidian...

Question though... Say you're making a really stupidly large megaproject.... Like 100,000 blocks would be needed... Does it end up being better for lag (assuming "constant" pathing lag) to have stuff of cast obsidian... IE you don't have it show up in the stocks menu?
Title: Re: The Little Questions Thread
Post by: The Architect on February 22, 2010, 01:49:10 pm
That's a matter of some debate. At the very least, it's easier for the game to track items built into buildings, as it doesn't consider them for jobs or associated pathfinding.

It's definitely easier on the player to cast obsidian than to have 100,000 stone blocks made. Odd shapes being the exception at times, though it's still often easier to simply use subtractive sculpture.
Title: Re: The Little Questions Thread
Post by: John Keel on February 22, 2010, 08:18:31 pm
How large, exactly, is a magma pipe? I know that the aboveground ones are about 20 tiles in diameter in my experience, but what about underground? Also, what's a good way to find them?
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 22, 2010, 08:54:54 pm
How large, exactly, is a magma pipe? I know that the aboveground ones are about 20 tiles in diameter in my experience, but what about underground? Also, what's a good way to find them?

They're roughly between 10 and 30 tiles in diameter, with a random size on each level they occupy. From the top z-level they're on, which is usually within 5 z-levels of the surface, they go straight to the bottom.

Magma pipes invariably occupy the center of the local block they're in. This means that if you count 24 tiles from each corner and dig stairs straight down, then every 48 squares from those 4 staircases, you will find it if present. This method also invariably finds bottomless pits, magma pools, and underground pools, as they, too, occupy the center of their local block (each of which is 48x48 tiles on the game map).
Title: Re: The Little Questions Thread
Post by: John Keel on February 22, 2010, 09:19:06 pm
How large, exactly, is a magma pipe? I know that the aboveground ones are about 20 tiles in diameter in my experience, but what about underground? Also, what's a good way to find them?

They're roughly between 10 and 30 tiles in diameter, with a random size on each level they occupy. From the top z-level they're on, which is usually within 5 z-levels of the surface, they go straight to the bottom.

Magma pipes invariably occupy the center of the local block they're in. This means that if you count 24 tiles from each corner and dig stairs straight down, then every 48 squares from those 4 staircases, you will find it if present. This method also invariably finds bottomless pits, magma pools, and underground pools, as they, too, occupy the center of their local block (each of which is 48x48 tiles on the game map).

Though that's a bit strange, it makes my life a LOT easier. Thanks!
Title: Re: The Little Questions Thread
Post by: spikedball on February 22, 2010, 09:21:59 pm
Lessen whose numbers? I don't really understand the question, sorry. Are you asking for a combat strategy?
I want a rather small reclaim party. I'm fine with 21 dwarf, I can understand having 49, but definitely do not want 70 - they're unskilled and have negative expendability.
IIRC, the size of reclaim party is determined by taking into account fortress wealth, fortress size, and mainly, number of active enemy units. If I still want to reclaim with less than 70 dwarves, I have to either kill all the enemies before reclaiming (tried that with a batman adventurer, killed 894 and it didn't work) or reclaim, genocide them, destroy their spawning areas, then abandon and reclaim again.
By the way, messing with the population cap didn't work. 
Title: Re: The Little Questions Thread
Post by: garfield751 on February 22, 2010, 09:57:39 pm
Lessen whose numbers? I don't really understand the question, sorry. Are you asking for a combat strategy?
I want a rather small reclaim party. I'm fine with 21 dwarf, I can understand having 49, but definitely do not want 70 - they're unskilled and have negative expendability.
IIRC, the size of reclaim party is determined by taking into account fortress wealth, fortress size, and mainly, number of active enemy units. If I still want to reclaim with less than 70 dwarves, I have to either kill all the enemies before reclaiming (tried that with a batman adventurer, killed 894 and it didn't work) or reclaim, genocide them, destroy their spawning areas, then abandon and reclaim again.
By the way, messing with the population cap didn't work. 


You could use a utility called tweek
http://df.magmawiki.com/index.php/User:Rick/Tweak

although im not sure if it will affect reclaims
Title: Re: The Little Questions Thread
Post by: The Architect on February 23, 2010, 05:16:52 am
I'm not a big fan of the automatically set reclaim party size myself. I don't know how to do anything about it. Wish I could help!
Title: Re: The Little Questions Thread
Post by: Garrie on February 23, 2010, 07:12:32 am

Though that's a bit strange, it makes my life a LOT easier. Thanks!

It's not strange: they aren't placed randomly on an individual tile, it's just that what tile they are on is picked randomly.

But thanks for asking, you saved me asking the same question. I'm looking from the bottom z-layer for what is meant to be a pipe so I'll try the same technique.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 23, 2010, 08:56:29 am
[re arming a soldier on the field]

For once I want a soldier to switch to 'pick up equipment' job, and the silly dwarf stay put! Here is the situation:

I lost my woodcutter far from the fort, in zombis land... He owned the only axe and I direly need it. So I send a little rescue party... for the axe, not the corpse (it is already rotten anyway). After some light fights, they arrive at destination...

The party leader was set to fight unarmed, so don't have weapons.
I now switch the steel axe (on the ground) to 'claim'. No dump, no forbid, it is my axe!
I switch the leader to 'axedwarf'. This is validated (it does not return to wrestler...)
I wait... and wait. Nothing, the leader stays in no weapon mode, with the axe just one tile from him.

Why don't he choose to pick up, he is supposed to be an axedwarf, with a valid axe just nearby?  ???
Title: Re: The Little Questions Thread
Post by: The Architect on February 23, 2010, 09:05:06 am
Not sure what is happening, Vorpal, but you can try activating woodcutter on another dwarf. They'll go snatch the axe, and of course if you do not set any trees to be cut they will carry it back.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 23, 2010, 09:46:09 am
problem is that I need the dwarf to take a particular path and not a straight one (this is a game where the creatures are in cluster of 70+!) ... mmh guess I can play with traffic priority for that.
I can also see if switching the wrestler into woodcutter will let him grab the axe, then once he get it I switch him back into soldier so I can direct him where I want...

but thanks for the idea, it let me think a bit more of what I could do.
Title: Re: The Little Questions Thread
Post by: The Architect on February 23, 2010, 10:05:19 am
Sure, glad to help. I would have suggested just unrecruiting a military dwarf, but he will drop all of his equipment if you do that.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 23, 2010, 12:59:41 pm
I have another case to fill :)

Job: craft bone armor
global order: dwarves don't gather outside refuse
the object: an antman bone outside, not on a refuse or garbage stockpile/zone
not forbidden, not dumped, 'I own it as the antman was killed by one of my soldier'

Why the crafter go get it? It is not on a stockpile. This is an outside refuse. I'm confused. Should I forbid all bones and chunks from the kills on my soldiers over all the map to prevent crafter crossing the map to get his last bone?
Title: Re: The Little Questions Thread
Post by: Sulphuratum on February 23, 2010, 01:36:15 pm
little question: can a windmill be placed directly on a millstone, and do this construction work or must be a gear assembly betwenn them?
Title: Re: The Little Questions Thread
Post by: The Architect on February 23, 2010, 01:42:56 pm
I have another case to fill :)

Job: craft bone armor
global order: dwarves don't gather outside refuse
the object: an antman bone outside, not on a refuse or garbage stockpile/zone
not forbidden, not dumped, 'I own it as the antman was killed by one of my soldier'

Why the crafter go get it? It is not on a stockpile. This is an outside refuse. I'm confused. Should I forbid all bones and chunks from the kills on my soldiers over all the map to prevent crafter crossing the map to get his last bone?

Because the job was set before you gave that order. Get the job cancelled once and it will go away.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 23, 2010, 02:18:59 pm
no, he already did 10 back and forth to fetch the bones on the field. Unless  this is part of the same order but I doubt.

So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?
Title: Re: The Little Questions Thread
Post by: The Architect on February 23, 2010, 06:00:09 pm
If it says Dwarves Ignore Refuse From Outside, no new jobs to pick up things outside should be generated.

It is important to note that the job queue will create as many jobs as you have dwarves with the refuse-hauling labor enabled, meaning that if you have 40 dwarves with that labor you could have 40 queued jobs before you disable it. As far as I know, those 40 jobs will continue to be assigned.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 23, 2010, 07:17:28 pm
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?
I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.

And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 23, 2010, 07:51:30 pm
A few of my prized hammerdwarfs were gravely wounded in a recent ambush (3/5 have acquired nervous system injuries) and I'm concerned that this will permanently reduce their vitality.  I don't mind that they won't be sparring anymore, they're already capable fighters, but if these injuries will affect how they perform in battle, I would like to immediately remedy the situation. (the permanent nature of the nervous system, imho, is utter bull!@#$; I know that sometimes these sort of injuries can heal on their own, just look at stroke victims that pull through and other such cases)
Title: Re: The Little Questions Thread
Post by: Garth on February 23, 2010, 09:57:31 pm
Can a change of graphics packs change fps at all?
I'm using the mayday tileset if it makes a different.
Title: Re: The Little Questions Thread
Post by: Keuran on February 23, 2010, 10:11:19 pm
Not using a graphical set seems to increase FPS by a little bit, but I'm pretty sure your choice of graphics other than vanilla doesn't have any effect on it. If you really want to increase your FPS, there are a few options in the init file that can hange it, such as llimiting population and turning off temperature or weather.
Title: Re: The Little Questions Thread
Post by: sproingie on February 23, 2010, 11:21:07 pm
You won't notice an FPS difference beween tilesets on any reasonably modern video card.  They're stored in textures no matter what, even the "non graphical" tiles, and even the whole of Mayday's tiles is smaller than a single wall texture in a modern FPS.
Title: Re: The Little Questions Thread
Post by: garfield751 on February 24, 2010, 12:56:07 am
if i put a magma safe hatch cover over down stairs and then cast obsidion over it will the hatch cover deconstruct when i mine it out?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 24, 2010, 02:37:04 am
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?
I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.

And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.

ok, so back to the problem, any kill on the map, generating bones, can potentially lead to one of your bone crafter go fetch the material, unless Forbidden! This is very dangerous... I'm playing on a big map with lot of critters (in pack of 70+) so it's The Wild out there!
Title: Re: The Little Questions Thread
Post by: happydog23 on February 24, 2010, 02:49:30 am
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?
I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.

And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.

ok, so back to the problem, any kill on the map, generating bones, can potentially lead to one of your bone crafter go fetch the material, unless Forbidden! This is very dangerous... I'm playing on a big map with lot of critters (in pack of 70+) so it's The Wild out there!

That's why drawbridges and other methods of preventing your dwarves from having full access to outside are not uncommon.
Title: Re: The Little Questions Thread
Post by: NecroRebel on February 24, 2010, 02:59:24 am
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?
I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.

And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.

ok, so back to the problem, any kill on the map, generating bones, can potentially lead to one of your bone crafter go fetch the material, unless Forbidden! This is very dangerous... I'm playing on a big map with lot of critters (in pack of 70+) so it's The Wild out there!

That's why drawbridges and other methods of preventing your dwarves from having full access to outside are not uncommon.
It's also why forbiddance orders exist; turn on forbid other non-hunted dead (o-F-o) and other death items (o-F-t) and you won't have to deal with it yourself. It does mean that you have to reclaim enemy corpses after you kill them, but you have to do that anyway to get their gear by default, so it's not like it matters.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 24, 2010, 09:09:38 am
hey, that's a good trick, I prefer this way than the other, less prone to "damn, my legendary crafter is now trying to scavenge bones nearby a troll cave"  ;D

Question: why the embark option is grayed out sometime (and yes I know it is grayed out if you have an abandoned fortress in the area, but it appears for some areas of a brand new generated world).
Title: Re: The Little Questions Thread
Post by: xczxc on February 24, 2010, 01:04:29 pm
I have always heard stories about drowning chambers with nobles or children, and how do you get the nobles or children inside?
Title: Re: The Little Questions Thread
Post by: Particleman on February 24, 2010, 01:12:40 pm
I have always heard stories about drowning chambers with nobles or children, and how do you get the nobles or children inside?

Stick a lever inside the chamber. Pulling levers is one of the few things nobles and children will do. Once it's built assign it to the dwarf you want to drown, then queue up a 'Pull lever' job. For extra fun you can have it trigger the pumps (or floodgates or whatever) that will end up drowning them. Otherwise it's just bait to get them into the chamber.
Title: Re: The Little Questions Thread
Post by: xczxc on February 24, 2010, 01:14:56 pm
Cool, thanks!
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 24, 2010, 02:17:37 pm
So what is this? A boss with minions, is it a hidden feature of sort or something else?

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Footkerchief on February 24, 2010, 02:23:38 pm
So what is this? A boss with minions, is it a hidden feature of sort or something else?

Spoiler (click to show/hide)

It's a screenshot of a cave.  Probably a giant hanging out with a couple trolls or something.
Title: Re: The Little Questions Thread
Post by: nil on February 24, 2010, 02:35:59 pm
Question: why the embark option is grayed out sometime (and yes I know it is grayed out if you have an abandoned fortress in the area, but it appears for some areas of a brand new generated world).
You can't embark in the middle of a mountain range, presumably because the wagons can't get there or something like that.
Title: Re: The Little Questions Thread
Post by: absynthe7 on February 24, 2010, 03:30:43 pm
Will enemies with TRAPAVOID trigger Pressure Plates? Or do they ignore them the same as they do with weapons/cages/stonefall traps?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 24, 2010, 03:44:59 pm
Enemies with trapavoid do not trigger pressure plates.
Title: Re: The Little Questions Thread
Post by: garfield751 on February 24, 2010, 05:15:47 pm
if i put a magma safe hatch cover over down stairs and then cast obsidion over it will the hatch cover deconstruct when i mine it out?

That^
Title: Re: The Little Questions Thread
Post by: Bauglir on February 24, 2010, 07:04:41 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on February 24, 2010, 09:22:54 pm
As part of the peace terms, you are given elven sacrifices to Armok. When the greater caravans return to the forests with black stone wagons,  the elves know that more young elven men have died for your fortress.

Now build a labyrinth. But watch for elven Theseus.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 25, 2010, 07:28:28 am
Hi again,

1. How can I make bridges which are only attached by the 2 extremities? Let's say I start from a cliff and want to pave my way into the air, what command should I use?

2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)

3. I found a good spot in my world, but I would like to know where in the world I'm, I did not make a screenshot before embarking, how can I get this kind of info now?
Title: Re: The Little Questions Thread
Post by: Flaede on February 25, 2010, 12:40:00 pm
2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)

In the DATA folder, under INIT, there is a worldgen.txt file. It holds saved  worldgen perameters. If these include specfic seed #s, then they will gen the same world every time... unless you change the raw files, in which case, adding that extra whisker to you cats will cause oceans to drain, and mountains to rise.

you can export the specific worldgen info for any world you create, right after genning it, or somewhere in legends mode (I always export data after genning). This data includes a world map, and a .txt file containing all the data you need to copy/paste into the worldgen file to add that world. That's how people get/use the seeds for cool worlds.
Title: Re: The Little Questions Thread
Post by: Footkerchief on February 25, 2010, 02:28:02 pm
2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)

You're probably thinking of the "Worldgen cookbook" (http://www.bay12games.com/forum/index.php?topic=20638.0) thread.
Title: Re: The Little Questions Thread
Post by: Flaede on February 25, 2010, 02:33:31 pm
2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)

You're probably thinking of the "Worldgen cookbook" (http://www.bay12games.com/forum/index.php?topic=20638.0) thread.

well if vorpal wasn't looking for it, i sure was! thank you Footkerchief!
Title: Re: The Little Questions Thread
Post by: assimilateur on February 25, 2010, 02:35:44 pm
3. I found a good spot in my world, but I would like to know where in the world I'm, I did not make a screenshot before embarking, how can I get this kind of info now?

I think all you can do is make a backup of your save game and then abandon the fort. The next step will then be going to fortress mode again and reclaiming the fort.
Title: Re: The Little Questions Thread
Post by: Pineapple Skitter on February 25, 2010, 05:06:38 pm
Things I *think* I know:
-Cats/dogs breed via spores
-They will NOT breed (but can give birth) while caged.

Question:
-Will they breed if in restraints?
Title: Re: The Little Questions Thread
Post by: Odd!x on February 25, 2010, 06:34:42 pm
yes
Title: Re: The Little Questions Thread
Post by: Flaede on February 26, 2010, 01:34:57 am
But wait!

It gets even better.

[EDIT] except I cannot find the recent fortress posted that had a beautiful example of wild animal breeding pens. I thought it was called Matchstrikes, but the search function sez no results.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 26, 2010, 02:05:41 am
thanks for the replies, I was indeed looking for the thread in the forum :)

What about (1) how can I make passage ways into the air, literally?
Title: Re: The Little Questions Thread
Post by: Odd!x on February 26, 2010, 02:07:14 am
I have my farm plots set to be seasonally fertilized, but every time I look at them, there's been NO fertilizing done!  have I made a ton of potash for naught?
Title: Re: The Little Questions Thread
Post by: El-Ravager on February 26, 2010, 05:39:13 am
Is it an undergorund farm? in that case it needs to be irrigated before it can be fertilized, even if you buildt it in a sand/soil layer.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 26, 2010, 07:06:33 am
that's the most retarded thing I've ever heard, and I've listened to the sound of myself ramming headfirst into a building  >:(

...I'll start dumping water into my farm.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 26, 2010, 06:34:09 pm
What about (1) how can I make passage ways into the air, literally?
Stairs can be built straight up into air, but only one level at a time, and will provide support for any other constructions. I think that's what you meant, anyway...
Title: Re: The Little Questions Thread
Post by: xczxc on February 26, 2010, 07:03:14 pm
Is there a way to choose which objects should be encrusted with gems, because my gem setter keeps encrusting barrels.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 26, 2010, 07:09:04 pm
Not without physically forcing them to.
Title: Re: The Little Questions Thread
Post by: Particleman on February 26, 2010, 07:09:12 pm
Hi again,

1. How can I make bridges which are only attached by the 2 extremities? Let's say I start from a cliff and want to pave my way into the air, what command should I use?
Um... you should be able to just build bridges out into open air, as long as you have a solid foundation for the side the bridge raises towards (which side this is can be changed when you designate it). You can also use floors, but they can't be raised, obviously. I'm not sure what exactly you're asking.
Title: Re: The Little Questions Thread
Post by: geoduck on February 26, 2010, 09:34:45 pm
Not without physically forcing them to.

Although in my experience, the jewelers tend to grab furniture that's closer to their workshop; I don't like to have mechanisms bejeweled, so I segregate them on the far side of the furniture storage from the jeweler's place, and they never get used.
Title: Re: The Little Questions Thread
Post by: 100killer9 on February 26, 2010, 11:39:59 pm
Why can't my dwarves catch anything in a constructed pool which has cave fish visibly popping up in it?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 26, 2010, 11:45:01 pm
Because the visual appearance of fish popping around is actually completely unrelated to whether a body of water will produce fish when fished.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 27, 2010, 12:04:40 am
THAT MAKES PERFECT SENSE!!!
Title: Re: The Little Questions Thread
Post by: tomas1297 on February 27, 2010, 02:16:32 am
My millstone doesn't work.

Lvl 1:

+++ +=floor
+0+ 0=millstone
+++

Lvl 2:

---  +=floor
+0- 0=vertical axle(receiving power)
---

Lvl3:

+++++   +=floor
+www+  w=windmill (producing power)
+www+
+www+
+++++

What could be wrong? :/
Title: Re: The Little Questions Thread
Post by: Particleman on February 27, 2010, 02:56:38 am
That SHOULD work... You don't have anything built directly over the center square of the windmill, do you? And there's no floor between the axle and the millstone, right?
Title: Re: The Little Questions Thread
Post by: tomas1297 on February 27, 2010, 03:44:45 am
And there's no floor between the axle and the millstone, right?
Damn,I knew I forgot something obvious :/
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 27, 2010, 06:29:44 am
strange problem...

I created an underground pond that I filled a bit with buckets of water from the outside. But the water disappears progressively! How can it be, I believed that underground, ponds don't evaporate? Or I must reach a certain level of water to do so, like 4/7 or more?
Title: Re: The Little Questions Thread
Post by: assimilateur on February 27, 2010, 07:32:09 am
strange problem...

I created an underground pond that I filled a bit with buckets of water from the outside. But the water disappears progressively! How can it be, I believed that underground, ponds don't evaporate? Or I must reach a certain level of water to do so, like 4/7 or more?

You hit the nail on the head: water evaporates until it reaches a certain level. I think a safe level is 3/7, i.e. 1-2/7 will evaporate.
Title: Re: The Little Questions Thread
Post by: LegitMacgyver on February 27, 2010, 09:49:58 am
I love playing pocket worlds and I had some questions about how my settlement affects world populations. 

1. When I receive migrants, does that number of of new migrants get subtracted from the Mountain Home from wince they came?  The mountain home only has 50 dwarves...

2. The goblin tower has like 13 goblins and 2 captured dwarves, does this low pop ultimately affect the size and frequency of attacks I will receive.  Like if 5 goblins attack will that mean there are 5 less goblins at the goblin tower?
Title: Re: The Little Questions Thread
Post by: The Architect on February 27, 2010, 09:55:02 am
strange problem...

I created an underground pond that I filled a bit with buckets of water from the outside. But the water disappears progressively! How can it be, I believed that underground, ponds don't evaporate? Or I must reach a certain level of water to do so, like 4/7 or more?

You hit the nail on the head: water evaporates until it reaches a certain level. I think a safe level is 3/7, i.e. 1-2/7 will evaporate.

Also, if you are using as a water source then it will be depleted over time. Be sure your dwarves aren't drinking your pool away unless that is what you want!
Title: Re: The Little Questions Thread
Post by: assimilateur on February 27, 2010, 10:11:58 am
I love playing pocket worlds and I had some questions about how my settlement affects world populations. 

1. When I receive migrants, does that number of of new migrants get subtracted from the Mountain Home from wince they came?  The mountain home only has 50 dwarves...

2. The goblin tower has like 13 goblins and 2 captured dwarves, does this low pop ultimately affect the size and frequency of attacks I will receive.  Like if 5 goblins attack will that mean there are 5 less goblins at the goblin tower?

I've read that migrant and invader populations get "spawned" out of thin air, i.e. they don't reduce "real" world populations.

That stands to reason, really, because otherwise getting high-population fortresses would be difficult. Also, I've sort of verified this in the case of invader pops. If the "world_sites_and_pops.txt" files you can export are to be believed, then there has been not even the slightest reduction of goblin (as well as human, elf, kobold, cyclops, minotaur and giant [I made all of them into hostile civilizations]) after several years of sieges in my last fort.
Title: Re: The Little Questions Thread
Post by: Loyal on February 27, 2010, 11:19:37 am
2/7 water will not evaporate, but 1/7 will. Same goes for magma. The thing is, if there's a single tile of 1/7 water in a large pool of 2/7 water, it will eventually (albeit very slowly) all disappear.

The ideal solution is to either feed your cistern/pool/whatever from an infinite water source, or just keep your cistern/pool/whatever small enough that you can reliably feed it without worrying about evaporation. I also like to dig a single tile channel in the pool, directly above where my well will go, to ensure that it's always being fed by a 7/7 tile if at all.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 27, 2010, 12:26:17 pm
2/7 water will not evaporate, but 1/7 will. Same goes for magma. The thing is, if there's a single tile of 1/7 water in a large pool of 2/7 water, it will eventually (albeit very slowly) all disappear.

The ideal solution is to either feed your cistern/pool/whatever from an infinite water source, or just keep your cistern/pool/whatever small enough that you can reliably feed it without worrying about evaporation. I also like to dig a single tile channel in the pool, directly above where my well will go, to ensure that it's always being fed by a 7/7 tile if at all.

Thank you both for the reply. I also saw something about ponds filling, can you confirm: a channel can only be used at a single time by a dwarf, and by single time, I means even if he is en route toward the source, the channel can't be used to drop a bucket through it by another dwarf.

About siege and caravan:

Is a siege preventing any caravan arrival, even if the said siege is made of a few humans sitting idly in a corner of a map?
Title: Re: The Little Questions Thread
Post by: Odd!x on February 27, 2010, 05:12:26 pm
I'm currently giving an unfortunate swordsdwarf the Water Treatment to bring up her stamina, and while I hadn't thought about it before, it does seem that only one dwarf at a time will dump a bucket of water on her head. (there's only one open channel to her room)
Title: Re: The Little Questions Thread
Post by: quinnr on February 27, 2010, 05:16:26 pm
Can things float on water?
Title: Re: The Little Questions Thread
Post by: Comrade Ankh on February 27, 2010, 05:29:19 pm
So, I've finally picked a practical goal, and I'm working to get the king to relocate the Mountainhome. When I get bored and abandon afterward, what happens to the kingdom? Does everyone scramble from the capital, or is this a special case where things hold together?
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 27, 2010, 05:50:07 pm
Also, if you are using as a water source then it will be depleted over time. Be sure your dwarves aren't drinking your pool away unless that is what you want!
Only if there's a well over it. Dwarves drinking directly from a water source won't deplete it.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 27, 2010, 06:00:01 pm
Can things float on water?
No, buoyancy doesn't seem to be implemented at the moment.
Title: Re: The Little Questions Thread
Post by: quinnr on February 27, 2010, 06:17:42 pm
Aw, my boat will have to be connected by a floor tile.
Title: Re: The Little Questions Thread
Post by: The Architect on February 27, 2010, 08:09:45 pm
Also, if you are using as a water source then it will be depleted over time. Be sure your dwarves aren't drinking your pool away unless that is what you want!
Only if there's a well over it. Dwarves drinking directly from a water source won't deplete it.

They do deplete it if they are taking buckets to other dwarves. I don't know about direct drinking.
Title: Re: The Little Questions Thread
Post by: ungulateman on February 27, 2010, 11:11:53 pm
Aw, my boat will have to be connected by a floor tile.

Nope, just turn cave-ins off in the init.txt.
Title: Re: The Little Questions Thread
Post by: quinnr on February 28, 2010, 12:26:35 am
Thanks...

My computer is now broken with the save file...nooooooo!
Title: Re: The Little Questions Thread
Post by: DarkDragon on February 28, 2010, 01:21:27 am
Quick question -

Raising drawbridges. They fling things that are on them, i got that much.

Do they fling liquids such as magma/water as well? Or do they just drop?
Title: Re: The Little Questions Thread
Post by: DDR on February 28, 2010, 02:00:51 am
I believe liquids just drop, sadly. :(
Title: Re: The Little Questions Thread
Post by: DarkDragon on February 28, 2010, 02:14:10 am
I believe liquids just drop, sadly. :(

Thought as much. Was hoping for a magma throwing device, but if it was possible I figure I would have heard about it by now.
Title: Re: The Little Questions Thread
Post by: The Architect on February 28, 2010, 02:28:56 am
It's called a magma cannon. I could be mistaken, but there are blueprints on the wiki if I'm not.
Title: Re: The Little Questions Thread
Post by: lordnincompoop on February 28, 2010, 04:43:59 am
I'm wondering: Can fortifications melt in magma? I heard walls, ramps, floors and stair are unaffected, but fortifications? Would it matter whether they were built or dug out?
Title: Re: The Little Questions Thread
Post by: quinnr on February 28, 2010, 04:44:35 am
They can be, it doesn't matter which.

They are constructions, which means no magma power.
Title: Re: The Little Questions Thread
Post by: The Architect on February 28, 2010, 04:46:22 am
People use fortifications to filter creatures out of their magma supply all of the time; it's constantly recommended and bandied about the forum. I've never had cause to test it myself, but judging by that fact alone I would say no, they don't melt.
Title: Re: The Little Questions Thread
Post by: Odd!x on February 28, 2010, 06:07:32 am
I filter all of my magma operations with carved fortifications, and I've yet to have any problems arise.  When I (k) over where my fortification was, the fortification is still there, albeit warm and covered entirely with magma.
Title: Re: The Little Questions Thread
Post by: Sutremaine on February 28, 2010, 12:26:35 pm
Only if there's a well over it. Dwarves drinking directly from a water source won't deplete it.

They do deplete it if they are taking buckets to other dwarves.

Oh yes, my bad, it's not the well that's the problem but the bucket.

Quote
I don't know about direct drinking.

That doesn't deplete a water source. I know this from experience.
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 28, 2010, 12:42:34 pm
No constructions ever melt, or are anyway damaged, ever.  The only exception is the Remove Construction task, for which the dwarves must perform an eldritch dance which exceeds the power of even magma and clowns.  Or maybe they apply grog.

Carved fortifications are also invulnerable to all forces great and small.  Unless of course you have a pick, probably a copper one.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 28, 2010, 12:58:52 pm
forgotten items!

I don't quite understand, is it a known problem? Sometime I have items left on the floor of my fortress (say an unforbidden bucket) which is never sent back to the furniture stockpile, even with 8 haulers idle in the dining room. This happen for various things left on the floor, and baring dumping them nobody will pickup the stuff to put it in the proper stockpile? Have you seen that? And yes, I'm pretty sure everything is ok: not forbiden, stockpile has room, patch is ok, idle haulers...

(2) I tried to sort my weapons and armors by category, but they are already in bins, and nobody will move them to others stockpiles... Is it normal?
Title: Re: The Little Questions Thread
Post by: Particleman on February 28, 2010, 01:05:27 pm
I don't really know anything about the first one, but as for the 'sorting weapons' one: Set the stockpiles you want to move the stuff to to take from the stockpile they're already in (q over the stockpile, then t, then move the X over the stockpile you want to take from and hit Enter.) They should get on it.
Title: Re: The Little Questions Thread
Post by: The Architect on February 28, 2010, 01:08:20 pm
2: Dwarves won't generally move things from bins onto empty stockpiles. They prefer to put them into other bins on the new stockpile, or move the whole bin. This is to help keep things organized and simplify item tracking where possible. They also won't remove anything from a correct stockpile unless they have a good reason, such as the Take From order Particleman pointed out. You can also disable items in a stockpile and they will be moved to a correct stockpile if one is available.

I don't know what is up with your other problem, but it sounds fishy. I can only tell you that it is undoubtedly some detail that you have gotten wrong, like the work orders {o}, hauling jobs, paths, stockpiles, or something else. The game is so complex that most players have to constantly deal with little frustrations like that when we get details a little wrong. You can find the problem if you work through the possibilities carefully.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on February 28, 2010, 02:15:48 pm
hum, this is embarassing, my only furniture stockpile was indeed a good stockpile.  ;D

I'll whip myself a bit now.
Title: Re: The Little Questions Thread
Post by: sjaakwortel on February 28, 2010, 02:46:37 pm
The impertinent Vegetation has defaced a "thing", wat does that mean ? cause i have no clue
Title: Re: The Little Questions Thread
Post by: assimilateur on February 28, 2010, 03:07:18 pm
The impertinent Vegetation has defaced a "thing", wat does that mean ? cause i have no clue

Impertinent vegetation? If you're talking about what I think you are, then that's a damn strange way of saying "your workers".

If I understood you correctly, you're dealing with so-called art-defacement. When you dig out (or possibly pave over) a tile that's been masterfully engraved, it's gonna say "your workers have defaced a {dwarf name}". That's like saying something along the lines of "a Picasso (painting)", only it's gonna be "a Cog Lorbamfastam (engraving)" in the case of DF.
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 28, 2010, 03:12:22 pm
The impertinent Vegetation has defaced a "thing", wat does that mean ? cause i have no clue
A plant has grown on a muddied engraved floor tile, destroying a masterwork engraving.
Title: Re: The Little Questions Thread
Post by: sjaakwortel on February 28, 2010, 03:22:48 pm
ah that makes sense, i did have a little accendent wich flooded the whole living level of my fortress wich was engraved. now i need a way to get rid of the mud.
Title: Re: The Little Questions Thread
Post by: Loyal on February 28, 2010, 03:32:22 pm
You could mark the affected area(s) with stockpiles that don't accept anything, and nothing will grow. The only way, as far as I'm aware, to unmuddy floors is to construct a floor/wall over it and then remove it... problem being that this will also deface any masterwork engravings.
Title: Re: The Little Questions Thread
Post by: assimilateur on February 28, 2010, 03:46:04 pm
A plant has grown on a muddied engraved floor tile, destroying a masterwork engraving.

Oh, so that's what was meant by impertinent vegetation. I thought the previous poster mistyped something there, as I've never had plants grow on (masterfully) engraved floors.
Title: Re: The Little Questions Thread
Post by: lordnincompoop on February 28, 2010, 04:49:16 pm
If a dwarf happens to fall some 100 z-levels onto the same tile another dwarf is standing on, will they both die?
Title: Re: The Little Questions Thread
Post by: Rolan7 on February 28, 2010, 05:28:52 pm
A plant has grown on a muddied engraved floor tile, destroying a masterwork engraving.

Oh, so that's what was meant by impertinent vegetation. I thought the previous poster mistyped something there, as I've never had plants grow on (masterfully) engraved floors.

"Impertinent vegetarians"!
What?  I bet a lot of players don't bother with meat, with agriculture being so productive and automated (:
Title: Re: The Little Questions Thread
Post by: ed boy on February 28, 2010, 05:43:26 pm
When a creature on a stairway falls unconscious, do they drop or remain on the stairway?

Also, do invaders that get injured in your fort heal?

Also, is there a way for invaders in your fort to gain skills/attributes?
Title: Re: The Little Questions Thread
Post by: Vermadus on February 28, 2010, 05:44:11 pm
I know magma wont leave the map when its on the border of the map, but what about water? I mean water originated from a aquifer.

Can axles/gear assemblies be submerged in water/magma? I guess for magma you would need magmaproof gear assemblies.

Title: Re: The Little Questions Thread
Post by: gopher dude on February 28, 2010, 07:06:22 pm
Possibly the most important question of all:


When can we expect to see the new version of dwarf fortress coming out?
Title: Re: The Little Questions Thread
Post by: Sphalerite on February 28, 2010, 07:59:00 pm
I know magma wont leave the map when its on the border of the map, but what about water? I mean water originated from a aquifer.
Water will flow off the border of the map, both by on the surface and through fortifications carved in the map edge underground.  But be careful, if your map has an aquifer fortifications carved into the map edge underground can act as aquifers and source water forever.

Quote
Can axles/gear assemblies be submerged in water/magma? I guess for magma you would need magmaproof gear assemblies.
Yes.  Gears and axles work underwater and in magma, although axles will burn and non magma safe gears will melt in magma.
Title: Re: The Little Questions Thread
Post by: Vermadus on March 01, 2010, 03:38:05 am
Yes.  Gears and axles work underwater and in magma, although axles will burn and non magma safe gears will melt in magma.

Awwww, Since water flows out of the map, i will have to use magma. But last time i checked i coudn't make magmaproof axles. Oh boy.
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 01, 2010, 10:57:43 am
Wait, does lava really not flow off the edge of the map like water?
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 01, 2010, 11:02:29 am
Wait, does lava really not flow off the edge of the map like water?

Take a look at Snaketributes:

http://mkv25.net/dfma/map-6594-snaketributes

The map edge magma moat works because magma doesn't flow off the map edge.
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 01, 2010, 11:21:15 am
Wait, does lava really not flow off the edge of the map like water?

Take a look at Snaketributes:

http://mkv25.net/dfma/map-6594-snaketributes

The map edge magma moat works because magma doesn't flow off the map edge.

Exactly what I needed to see.  Thanks very much (:
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 01, 2010, 12:49:45 pm
Sparring tricks?

Any trick to have the soldiers spar most of the time and not go visit friends in my main meeting hall? There is a great distance between the two and this is annoying. Should I lock them in a barrack with food and booze?
Title: Re: The Little Questions Thread
Post by: Particleman on March 01, 2010, 01:49:37 pm
Sparring tricks?

Any trick to have the soldiers spar most of the time and not go visit friends in my main meeting hall? There is a great distance between the two and this is annoying. Should I lock them in a barrack with food and booze?
You can either move the barracks closer to the meeting hall (or vice versa), or you can just remove the meeting hall altogether.They aren't neccesary.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 01, 2010, 05:23:31 pm
you can just remove the meeting hall altogether.

This would make them take breaks or otherwise idle where they worked, right? Which would in the case of fighters be in the barracks. Brilliant.
Title: Re: The Little Questions Thread
Post by: Particleman on March 01, 2010, 05:34:54 pm
Actually if there's no designated meeting area, they'll tend to hang out in thier own bedrooms. At least from what I've observed.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 01, 2010, 05:40:46 pm
Actually if there's no designated meeting area, they'll tend to hang out in thier own bedrooms. At least from what I've observed.
And if there is no meeting area the world becomes their hangout!
Title: Re: The Little Questions Thread
Post by: Diablous on March 01, 2010, 06:55:45 pm
Question: Well, my forts tend not to survive to the point in which the economy kicks in and this is the first time I've see this message: Mayor has changed the guild wages. What does that mean? Did he like change what each job pays? If so, how can I track the pays of the jobs?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 02, 2010, 02:07:01 am
Creatures in pit

I have yet to try that... if I dump into a pit hostile creatures, I guess there is no easy mean to retrieve them safely? I would have for example to create an area with cage trap so they get imprisoned again, if I wanted to retrieve them?
Title: Re: The Little Questions Thread
Post by: Retro on March 02, 2010, 02:34:26 am
Creatures in pit

I have yet to try that... if I dump into a pit hostile creatures, I guess there is no easy mean to retrieve them safely? I would have for example to create an area with cage trap so they get imprisoned again, if I wanted to retrieve them?

Well, you'd have to do that for a guaranteed recapture with any sort of timeliness. If you have a lot of angry critters, you can use the same recapture room for them all: A drawbridge that lowers over a channel and raises away from where the hostile creature is free so they don't destroy it when it's up and so it won't accidentally crush them when it lowers since the creature won't be able to stand on the open space the drawbridge closes on. Behind the drawbridge, put a 1-tile hallway with at least one cage trap (more are just for careful's sake) and put a chained animal 2 tiles behind it so that the hostile creature will immediately path towards the animal and hit the cage trap. Due to the chain's placement, the animal will never be able to interrupt that first cage trap and will thus never get hurt nor accidentally get hurt and fall on the cage trap, causing it to be trapped while the latter goes free.

I was actually just messing around with a setup like this the other night... I put the chain too close to the cage trap so that the puppy was able to stand on it, and when the fire imp attacked it, the puppy fell down and caged itself. The imp was then free to run around my fort lighting things on fire. The fort in question was outdoors and largely consisted of a single formerly-grassy z-level.
Title: Re: The Little Questions Thread
Post by: EricStratton on March 02, 2010, 10:22:44 am
Question:

Yesterday my dwarves stopped hauling food and drink*.  Food is withering on my farms.  My fishery, still, and kitchen are all overflowing with food.  I have several food piles which have space left.  I made new food piles into which my dwarves will put one barrel (in the upper left corner) and that's it.

My furnished goods pile has a bunch of empty barrels.

Via the stock menu I verified my barrels aren't forbidden.

I have a 30 idle dwarves most of which have all the hauling skills.

I don't understand what I did to cause this.  It doesn't appear to be a huge deal as my dwarves are still eating and drinking but food items seem to be rotting a lot more often now and it's annoying.

Anyone have any suggestions?

* I've noticed my dwarves haven't put some empty cages back into the Animal pile where they normally keep empty cages.  I'm not sure if that's related or not.

ETA: I don't know if it matters but I'm using the Mac version of DF 0.28.181.40d.
Title: Re: The Little Questions Thread
Post by: The Architect on March 02, 2010, 12:04:41 pm
Possibilities:

Your dwarves have too many hauling labors. You should have a few dwarves that haul nothing but food.

You have told dwarves to ignore food: {o}, {f}.

There is no path between the food to be stored, the dwarves, and the stockpiles (very unlikely given your description).

You have "Dwarves Stay Inside" and there is no underground path between the food, dwarves, and stockpiles. Also unlikely.

My bet is on one of the first two.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 02, 2010, 02:21:02 pm
Thanks Retro!

About capturing horses, how I can do that? I put a cage nearby them and hope they will walk into it?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 02, 2010, 02:40:29 pm
I put a cage nearby them and hope they will walk into it?

That's more or less correct. You either sort of overload the vicinity of your wild animals with cage traps (that part is important, a cage itself will not do; you probably know that already, but you only mentioned cages, so I wanna make sure), or you build walls or dig channels to sort of funnel them into your traps. You can also use soldiers to chase them in the direction of your traps, just make sure you order them to "ignore dangerous wild animals", or they'll be liable to kill them before they're caged.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 02, 2010, 03:12:58 pm
ok, thanks! I believed it was more automated than that, like when you hunt vermins or even hunt for meat...
Title: Re: The Little Questions Thread
Post by: Arathel on March 03, 2010, 12:00:41 am
Ok, so I like "Fun" and have started only embarking on savage/haunted areas (Where they share the same embark area) But for some reason, I never seem to see ANY sign of the Dwarves, no caravans or anything, but they show up when I press c under Civs. Why aren't they trading with me or any migrants arriving?
Title: Re: The Little Questions Thread
Post by: Odd!x on March 03, 2010, 12:44:24 am
perhaps in some stroke of oddity, all sentient and friendly races were wiped out in an apocalypse.

or you're on an island.
Title: Re: The Little Questions Thread
Post by: Arathel on March 03, 2010, 01:10:06 am
perhaps in some stroke of oddity, all sentient and friendly races were wiped out in an apocalypse.

or you're on an island.
Well, I'm not on an island. And they're not wiped out as it I've had encounters with elves and goblins. (Plus if I'm correct, listing a king, mayor, etc. in civs means they're active?)

Is it just that they're taking a while to get here? I saved, copied the folder and went to check the civ's location and they're all on the other side of the world. Will they get here eventually?
Note, the top circle is my location and the bottom 3 are dwarven civs.
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: nil on March 03, 2010, 01:25:02 am
how long has it been?  are you modding?

I think distance matters for caravans, but I've never seen confirmation.
Title: Re: The Little Questions Thread
Post by: Arathel on March 03, 2010, 01:28:40 am
It's been about 4 years since I settled here.

I have the ranting rodent's graphics pack, Dig Deeper and I added learning tags to my megabeasts to make them last longer, but that's it. Any of those cause problems?
Title: Re: The Little Questions Thread
Post by: DDR on March 03, 2010, 02:06:44 am
I have embarked on a (multi-embark-screen) island, and not had any troubles getting migrants or dwarven caravans. However, no other civs came. The fortress died due to Peaceful. ;)
Title: Re: The Little Questions Thread
Post by: EricStratton on March 03, 2010, 11:10:04 am
Possibilities:

You have told dwarves to ignore food: {o}, {f}.
Doh, that was exactly it.  No idea how I managed to do that.  Didn't even know you *could* do that (which I probably made obvious by asking the question).  Thanks so much!
Title: Re: The Little Questions Thread
Post by: Caesar on March 03, 2010, 11:21:30 am
I have embarked on a (multi-embark-screen) island, and not had any troubles getting migrants or dwarven caravans. However, no other civs came. The fortress died due to Peaceful. ;)

If you embark on an 'unreachable' area, you will not get outside activity, except for that of your own civilization. For this reason the other civilizations didn't visit you.
Title: Re: The Little Questions Thread
Post by: The Architect on March 03, 2010, 12:51:59 pm
Possibilities:

You have told dwarves to ignore food: {o}, {f}.
Doh, that was exactly it.  No idea how I managed to do that.  Didn't even know you *could* do that (which I probably made obvious by asking the question).  Thanks so much!

Sure, very glad to help.
Title: Re: The Little Questions Thread
Post by: xczxc on March 03, 2010, 05:44:45 pm
I want to know more about tags, for example [CAN_LEARN], [CAN_SPEAK], etc. where do you put them? In the raw? or data?
Thanks
Title: Re: The Little Questions Thread
Post by: nil on March 03, 2010, 05:51:08 pm
In the text files in the raw/objects folder..  The data/objects folder are what the game actually reads, but they're created from the contents of raw/objects every time you start the game up.
Title: Re: The Little Questions Thread
Post by: xczxc on March 03, 2010, 05:54:51 pm
Ok got it, thanks!
Title: Re: The Little Questions Thread
Post by: DFPongo on March 03, 2010, 06:25:07 pm
My woodcrafter stops working when ever I tell him to make wooden cages. If I delete the cages and add other things he will make them. When ever a cage is the next thing, he stops.
Any ideas?

And is there some problem with magna smelters making pig iron. Lots of iron smelted, and lots of flux(whole floor covered with it) but no pig iron option.
Title: Re: The Little Questions Thread
Post by: Diablous on March 03, 2010, 06:28:15 pm
Quote
And is there some problem with magna smelters making pig iron. Lots of iron smelted, and lots of flux(whole floor covered with it) but no pig iron option.

You need coke or charcoal.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 03, 2010, 06:58:12 pm
oh, I knew that in reality, but thought they where wringing the carbon out of the magma in the game or something. Thanks
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 04, 2010, 02:05:53 am
I have a problem with underground river critters... How can I dispose of them? They are of the skeletal sort.

I can't close in to melee, because the upper level is just air and the lower level is full of water, right? (UR channel is made of 2 z levels, one is water one is above water)

I can't kill them with crossbows, as they are skeletals?

Title: Re: The Little Questions Thread
Post by: NecroRebel on March 04, 2010, 02:24:14 am
I have a problem with underground river critters... How can I dispose of them? They are of the skeletal sort.

I can't close in to melee, because the upper level is just air and the lower level is full of water, right? (UR channel is made of 2 z levels, one is water one is above water)

I can't kill them with crossbows, as they are skeletals?


You can kill skeletons with crossbows, it's just not very easy. Basically, do your best to arrange it so that your marksdwarves use only low-value bolts, like bone, since you'll probably not be recovering them for a while or ever, and just unload many, many bolts at the skeles. Most shots will just glance off with little to no effect, but some will actually hit and break bones and eventually kill the undead freaks.

Or, as an alternative, you can dig out a little platform on the riverside next to the open level. Aquatic creatures can climb out of the water to the level above if there's a place for them to, so if you clear such a space the undead will come to where you can melee them. This is much more dangerous, however, since your melee dwarves might stupidly dodge into the river or jump in to attack; either way, they are likely to drown.

My woodcrafter stops working when ever I tell him to make wooden cages. If I delete the cages and add other things he will make them. When ever a cage is the next thing, he stops.
Any ideas?
You mean a carpenter, not a woodcrafter, right? Wood cages are made by a carpenter at a carpenter's workshop, not by woodcrafters at a craftsdwarf's shop. I don't know of anything that would make a carpenter not make cages, but if you're trying to designate them through the manager and you've only got a woodcrafter, you simply don't have the right labor.

Otherwise, no idea  ???

Quote
And is there some problem with magna smelters making pig iron. Lots of iron smelted, and lots of flux(whole floor covered with it) but no pig iron option.
As Diablous said, you need charcoal or coke for pig iron, and also steel. This means that for making steel bars, magma smelters don't actually have any benefit over normal smelters; you need 2 fuel, 2 flux, and 2 iron for every 2 steel whether you're running the reactions in a magma smelter or a non-magma smelter.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 04, 2010, 04:13:22 am
thank you very much Necrorebel. The 'aquatic creatures' can goes out of water is rather logical now I think of it, so I guess I'll prepare a sort of trap for the nuisances :)


edit, another question: is it possible to force a dwarf jumping one z level, without special devices like bridge and such?
Title: Re: The Little Questions Thread
Post by: Particleman on March 04, 2010, 07:27:24 am
thank you very much Necrorebel. The 'aquatic creatures' can goes out of water is rather logical now I think of it, so I guess I'll prepare a sort of trap for the nuisances :)


edit, another question: is it possible to force a dwarf jumping one z level, without special devices like bridge and such?
Not as far as I know. You could dig some ramps into the edge of the river though. But be prepared to lose the dwarf doing the digging, unless all the fish are already occupied with other dwarves.
Title: Re: The Little Questions Thread
Post by: The Architect on March 04, 2010, 08:14:14 am
My woodcrafter stops working when ever I tell him to make wooden cages. If I delete the cages and add other things he will make them. When ever a cage is the next thing, he stops.
Any ideas?
You mean a carpenter, not a woodcrafter, right? Wood cages are made by a carpenter at a carpenter's workshop, not by woodcrafters at a craftsdwarf's shop. I don't know of anything that would make a carpenter not make cages, but if you're trying to designate them through the manager and you've only got a woodcrafter, you simply don't have the right labor.

Otherwise, no idea  ???
Traps are made by dwarves with the Trapping skill, no matter what workshop they are made in. You are probably giving an order for Animal Traps, not Cages.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 04, 2010, 12:11:12 pm
This game is frustrating at time...  :-X

I have idle haulers and they don't want to transfer blocks from a stockpile to another. The target stockpile is supposed to take all kind of stone blocks from the first, and they don't do anything. What can possibly prevent them from doing so?

item hauling job enabled, can go outdoor, path is ok, I checked the settings of the receiving stockpile.  ???
Title: Re: The Little Questions Thread
Post by: DFPongo on March 04, 2010, 12:11:54 pm
Thanks for the help with Cages and traps guys.
I am trying to make cages or animal traps with a carpenter at a woodworking shop.  I think in dwarf manager I must have turned off either trapping on my carpenter or something like that. I will look tonight.
Title: Re: The Little Questions Thread
Post by: The Architect on March 04, 2010, 12:12:11 pm
Could be a problem with bins.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 04, 2010, 01:04:41 pm
I can try that (adding more spare bins)

1. Just encountered an issue... I want to dump my animals into a pit... But when I do that in batch (i.e not all selected at the same time), how can I know which ones are already in the pit and which ones are still available?

2. bonus question, should flood gate not disappear from sight when opened? I have one doing that, when I pull the lever, but two others still shown on map, so I'm very unsure on their state... How can I know btw which state they have, closed or open?
Title: Re: The Little Questions Thread
Post by: DDR on March 04, 2010, 04:44:14 pm
Floodgates, doors, floorhatches: Invisible when open. If you can see it, it's closed. :)
Title: Re: The Little Questions Thread
Post by: Steev on March 04, 2010, 07:43:37 pm
So I had the fortune/misfortune of finding an underground pool whilst digging for HFS, while digging an Up/Down stair. So now I have a section of my fortress flooding with water, but luckily I managed to seal the section with a wall and get all the dorfs on the safe side, even the miner that caused all of this, but the forge and the platinum bars weren't so lucky.

Will the water eventually stop or will I have to dig a large enough area to fit all the water before I can regain that section of my fortress?

And whats the best way to find fun stuff without breaking into the clown car?
Title: Re: The Little Questions Thread
Post by: Malicus on March 04, 2010, 08:04:50 pm
A tip...  you really should avoid doing any sort of exploratory mining from the bottom up, because when digging up, you can't tell what's up there until you actually dig into it.  This can cause all sorts of problems, as you can see.

An underground pool has a finite amount of water and doesn't refill, so there IS an end to the water from it, which means you could theoretically manage to pump it all out.  An underground river does not run out of water, though.  Both of them have unfriendly water-dwelling creatures that you may have to deal with.

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: The Architect on March 04, 2010, 08:07:38 pm
As for fun stuff...  well, you shouldn't have to worry at all about breaking into it as long as you are NOT digging up.
?

The rest of what you said was good sound advice, but I don't see what you are talking about here. Fun stuff occurs at the bottom levels, so digging downward is what you would want to avoid. The bottom 5 or so levels, if you want to be fairly safe.
Title: Re: The Little Questions Thread
Post by: Malicus on March 04, 2010, 08:09:27 pm
Eh, I've never really actually dealt with it.  I can never keep my attention on a fort long enough to get it to a point where I'd want to deal with such stuff, so I avoid it in my embarks.
Title: Re: The Little Questions Thread
Post by: The Architect on March 04, 2010, 08:10:45 pm
You ought to avoid giving advice and information about it, then, since it was incorrect. It's best just not to try to tell people about things you don't actually know about.
Title: Re: The Little Questions Thread
Post by: Malicus on March 04, 2010, 08:14:25 pm
Perhaps.  But I mostly wasn't really thinking when I was typing.  I read through the rest of this thread, though, so I'm getting out of this particular discussion now.
Title: Re: The Little Questions Thread
Post by: nickbii on March 05, 2010, 01:48:44 am
I thought I had a virtually impenetrable fortress. Then a Kobold stole a legendary item and a gobbo made off with a baby. Here's a screenshot of the only entrance:(http://i45.photobucket.com/albums/f52/NickBII/DFEntrance.jpg)

Under the bridge there's a dry moat. Just above the bridge there's a hill, but I destroyed all the ramps on it so it should not be possible for thieves to come in from there. Those 9 down stairs are the only entrance to the underground part of the fortress. The animals around it are caged, but I thought they'd alert me to intruders.

What am I doing wrong and how can I fix it?

Nick
Title: Re: The Little Questions Thread
Post by: Flaede on March 05, 2010, 02:03:27 am
you need to chain the animals. caged isn't for being a guard dog. Caged is so you can connect it to a lever and "release the hounds" on command. (and that they'll stay safe inside until you do)
Title: Re: The Little Questions Thread
Post by: Malicus on March 05, 2010, 02:05:32 am
I don't think caged animals alert you to intruders, though I could be wrong.  I always put my guard animals on chains/ropes.  I can't tell if there are any other problems from that screenshot.  Maybe there's some opening not in that screenshot that you missed, as well.  You could put your map on the DF Map Archive (http://mkv25.net/dfma/index.php) if you want people to be able to look through it more easily.
Title: Re: The Little Questions Thread
Post by: nickbii on March 05, 2010, 02:22:12 am
Damn. That means I'll have to waste metal making chains, or (worse!) buy rope from the merchants.

I've been buying every cage merchants bring because usually when I do that the Elves decide to bring Grizzly Bears and other cool animals on their caravan. Hasn't worked so far in this game, tho. So I had a bunch of extras, and I vaguely remembered somebody on these boards recommending caged animals as sentries...

Nick
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 05, 2010, 02:23:32 am
Hi,

1. How can I place where I want an artifact, as it can't be dumped? Play (extensively) with stockpiles settings?
2. Putting it on a ground is enough to give passing dwarves happy thoughts?
3. How can I use efficiently pits, if  I can't know which creatures are already there and which ones are still outside, when using the Send to Pit submenu?
Title: Re: The Little Questions Thread
Post by: DDR on March 05, 2010, 04:20:46 am
No clue on #1 or #2, but I believe the answer to #3 to be "can't do that".
Title: Re: The Little Questions Thread
Post by: assimilateur on March 05, 2010, 05:33:28 am
I think that DDR is right in that pits are, in short, a pain in the ass. That's the reason for why I generally don't use them for livestock. I'm also not convinced about livestock milling around in your meeting area causing any lag worse than they would in a pit, as they'd do exactly the same there.

Stockpile settings are the only way I know of determining where an artifact gets placed. Make a single-tile stockpile that only accepts artifacts of the desired kind, and no bins, and it should work. I don't think they will admire things in a stockpile, though, as I've never seen a dwarf admire finished goods or weapons, only furniture.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 05, 2010, 05:55:51 am
ok for the Pit, yet another great feature hampered by the #### interface.  :-\  (although the game overall is awesome...)

About artifact, thanks for the answer. It is indeed written in the Wiki that dwarves don't admire stockpiled artifacts, so as this is a craft-work, it can't be admired at all  I guess. Still it will serve as an ornamentation for my crypt, plus raise the value of my fortress.

Now the big silly question? Why would I like to raise continually the value of my fortress? To get more migrants, to get more sieges, to be King instead of the king? Just for the Fun of it? I know this is silly... but everybody try to maximize the fortress value and I don't see the big thing here.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 05, 2010, 06:22:52 am
About artifact, thanks for the answer. It is indeed written in the Wiki that dwarves don't admire stockpiled artifacts, so as this is a craft-work, it can't be admired at all  I guess. Still it will serve as an ornamentation for my crypt, plus raise the value of my fortress.

I just remembered one thing: you can forbid the artifact after it's been delivered and then remove the stockpile. I don't think it will get admired that way (from what I've seen only things that get properly placed as buildings/furniture get admired, and finished goods don't even if they're outside of a stockpile), but it might be worth a shot.


Now the big silly question? Why would I like to raise continually the value of my fortress? To get more migrants, to get more sieges, to be King instead of the king? Just for the Fun of it? I know this is silly... but everybody try to maximize the fortress value and I don't see the big thing here.

Raising your fortress value is one of the ways of getting a king. There's a more thorough explanation on the wiki, as I don't remember the exact factors and values when for getting a king the non-spoilery way. Once your pop limit has been reached, more wealth won't get you more immigrants. A high wealth is also needed if you want to attract dragons and other foul beasts; again, I don't know what the numbers here are. All I know is that I didn't see any megabeasts the last time my wealth had been in the 7 digits (or was that low 8 digits?), which suggests that either my wealth was still insufficient, or that I wasn't lucky and/or patient enough, as I'm positive that I had dragons in my world.

In short, I don't think there's a point in endlessly stockpiling wealth. Once it's high enough to meet your objectives (population, getting a king, being attacked by dragons, giving everyone fancy furniture, etc.), it might be best to limit your production so that you don't make much more than you export. Having tens of thousands of otherwise useless trade goods isn't exactly conducive to a good framerate.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 05, 2010, 03:24:54 pm
Thanks Assimilateur for the detailed answer!

A question about smelting items, I smelted 2 copper weapons and got nothing in return. Is there a chance to have nothing, depending of the skill of the blacksmith and perhaps the weight of the item (tried to smelt kobolds copper daggers so I could make sparring warhammer with them...)
Title: Re: The Little Questions Thread
Post by: Diablous on March 05, 2010, 03:42:17 pm
When you smelt something, you get 1/3 of the amount of metal used to forge it. Smelt one more for your hammer.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on March 05, 2010, 06:02:20 pm
When you smelt something, you get 1/3 of the amount of metal used to forge it. Smelt one more for your hammer.

Not true. You get 1/10 the material size of the item back in fractional bars. If you smelt two copper giant axes, for example, you'll get a bar back, because they have material size 5, if I remember correctly.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 05, 2010, 06:35:33 pm
Yeah, what Jim said. Look up the material sizes (that can be found on the wiki or in the raw text files) of items you're melting, multiply them by 1/10 and that's gonna be how much metal you get back. Furnace operating skill doesn't affect that, it only makes melting and smelting faster.
Title: Re: The Little Questions Thread
Post by: Garrie on March 05, 2010, 10:33:03 pm
Floodgates, doors, floorhatches: Invisible when open. If you can see it, it's closed. :)
Or hasn't been built.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 06, 2010, 02:18:20 am
Yeah, what Jim said. Look up the material sizes (that can be found on the wiki or in the raw text files) of items you're melting, multiply them by 1/10 and that's gonna be how much metal you get back. Furnace operating skill doesn't affect that, it only makes melting and smelting faster.

so are fractions preserved? at the smelter, globally as a game variable, or lost?

questions about food:
1. what is the difference in interest between the quality of food? I guess the richer ones give more happy thoughts and can be sold for more? So... why produce the lowest quality ones? Because I don't think you produce less low quality meals for the same quantity of ingredients..
Title: Re: The Little Questions Thread
Post by: Malicus on March 06, 2010, 02:25:20 am
Yeah, what Jim said. Look up the material sizes (that can be found on the wiki or in the raw text files) of items you're melting, multiply them by 1/10 and that's gonna be how much metal you get back. Furnace operating skill doesn't affect that, it only makes melting and smelting faster.

so are fractions preserved? at the smelter, globally as a game variable, or lost?

Fractions are preserved at THAT smelter, yes -- let's use a copper large dagger for example, because that's worth 1/10 of a bar when melted.  Melting down ten of those daggers at a single smelter will get you a copper bar, but melting down 5 at one smelter and 5 at another will not.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 06, 2010, 04:48:33 am
ok... thanks for the details :)
Title: Re: The Little Questions Thread
Post by: assimilateur on March 06, 2010, 07:43:06 am
1. what is the difference in interest between the quality of food? I guess the richer ones give more happy thoughts and can be sold for more? So... why produce the lowest quality ones? Because I don't think you produce less low quality meals for the same quantity of ingredients..

Growing a larger variety of food crops is mostly useful for roleplaying reasons ("I care about the quality and variety of catering at my fortress"). Even then, growing the inferior crops, like prickle berries, is virtually useless. Check on the wiki which food crops have a plant value of 4 and only grow those, with the exception of sun berries, because the drink made out of them is the best in the game. Note that sun berries aren't as readily available as most other crops, as the biome they grow in is rather specific.

It's good to have some variety in drinks, as otherwise dwarves will grow tired of drinking the "same old booze lately", but I think it's perfectly feasible to get by on just one food crop (I recommend sweet bots and quarry bushes; I'll explain later), as long as you also grow pig tails or rope reed for fiber, reserving some of the harvest for brewing. Ultimately, it's all up to you. I like to grow all underground crops, while focusing on my favorite sweet pods.

As for my reasons for recommending sweet pods and quarry bushes: the former, when processed to barrels to make dwarven syrup (this is important, as milling them to dwarven sugar works differently) and the latter, when processed to bags to make quarry bush leaves, will yield more products than other crops and methods of processing. To be precise, the above give you 5 times the number of plants in a stack, while everything else gives you just 1 times that. To illustrate, a stack of 5 sweet pods, when milled will give you a stack of 5 sugar, but when processed to a barrel will give you a stack of 25(!) syrup, all in one barrel. Lavish meals made out of large stacks of dwarven syrup and or quarry bush leaves will be really valuable, especially if the cook is experienced.

Your priorities when raising livestock should be similar in that your decision what to raise should be determined by the modvalue and size of the animal. For example, a cow is more valuable than a horse, having the same size, slightly more fat, and a higher modvalue than it. Of course that doesn't mean that you should never use horses when cows are available, just that when you want to get the most bang for your buck, those are the things to look for.

One thing I haven't mentioned were preferences: when a dwarf likes a particular product, they will appreciate it more, obviously enough. However it is not feasible, unless you've got OCD or a very small fort, to cater to every dwarf's preferences, and going for the most valuable and/or abundant food is much easier. Besides, once your cook and brewer (notice the singular; just using one of each is preferable in that they will gain experience faster and should have no problem producing enough even for a hundred dwarves) become more experienced, the food and drink is going to be giving your dwarves good thoughts even if it's not their favorite.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 06, 2010, 08:16:08 am
again thanks for all the details, I see I'm still at 10% knowledge :) I  must ponder that now.

By the way, I tried the Pit technique for animals... I complained in a previous post that you could not see which animals were already pitted and which ones were not, when wanting to add a few to a pit.

The situation appears to be slightly better than I thought. You can select already pitted animals, BUT it seems the dorfs will not process these orders, i.e they won't take them from the pit to pit them again from above :)

To be confirmed, but in this case one pit per kind of animal seems an okish way of handling flocks of animals...
Title: Re: The Little Questions Thread
Post by: Particleman on March 06, 2010, 10:56:47 am
A better way of handling craploads of stray animals is to butcher them all.

If youdon't want to bother with that (I reccommend you do, though, as you get meat, skulls, bones, and fat from butchered animals. Fat can be turned into tallow at a kitchen and cooked.) you can build a 1x1 pen with an upright spike, chuck all your strays in there, and make kebabs.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 06, 2010, 12:22:21 pm
FINALLY!
I got my first baroness (no count, though) philosopher, tax collector, and hammerer.

Aw, shit, I just read about the hammerer's deadly habit of killing people, and her onyx opal encrusted steel warhammer proves it.

how do I get the hammer out of the hammerer's hands?
Title: Re: The Little Questions Thread
Post by: Diablous on March 06, 2010, 12:24:04 pm
Mark the hammer to be dumped.

...And I think you're confused about nobility. Counts come after Barons.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 06, 2010, 12:29:12 pm
A better way of handling craploads of stray animals is to butcher them all.

He probably knows that. I mean, he didn't ask about animal disposal, he asked about animal pitting, right?

That said, I don't see the point of pitting them either. I'd either let them stay in the meeting area or restrain them. You only need like 10 females and 2 males (1 is technically enough, but I recommend 2 to be safe) per species to get more meat and other products than you'll ever need, assuming you're raising at least 3 species of large animals.

Mark the hammer to be dumped.

That's one solution, but I recommend doing something else. Namely, if you never appoint neither a sheriff/captain nor a fortress guard, nobody is ever going to get punished. At least that's how it worked the last time for me (which has been a while, my latest fortresses all had too low a pop to even get a hammerer).
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 06, 2010, 02:37:42 pm
That's one solution, but I recommend doing something else. Namely, if you never appoint neither a sheriff/captain nor a fortress guard, nobody is ever going to get punished. At least that's how it worked the last time for me (which has been a while, my latest fortresses all had too low a pop to even get a hammerer).

My last hammerer still punished people, despite me not assigning a sheriff.  I think.  Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?).  Might prevent jailings too, I don't make jails.
The best way to deal with a hammerer is to cripple it, because I've heard of them punching dwarves to death without their hammer.  I always used a single spike trap in the bastard's room, often wooden, and administered one spiking per hammerstrike.  The only good hammerer is a bedridden hammerer!
Title: Re: The Little Questions Thread
Post by: assimilateur on March 06, 2010, 03:05:20 pm
My last hammerer still punished people, despite me not assigning a sheriff.  I think.  Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?).  Might prevent jailings too, I don't make jails.

That is inconsistent. You claimed that two contradictory states of affairs were true at once.

Not having a commander (as in, sheriff or captain of the guard) will force the hammerer to stand down, at least in my experience and according to what I've read on the forums.
Title: Re: The Little Questions Thread
Post by: Diablous on March 06, 2010, 03:09:34 pm
The best way to deal with a hammerer is to cripple it, because I've heard of them punching dwarves to death without their hammer.  I always used a single spike trap in the bastard's room, often wooden, and administered one spiking per hammerstrike.  The only good hammerer is a bedridden hammerer!

In my experience, a Hammerer without a hammer will punch dwarves as many times as he should have hammered them. But the hammerer might have high strength. I took away his hammer and he bruised a guy's liver in a single blow.
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 06, 2010, 06:53:55 pm
My last hammerer still punished people, despite me not assigning a sheriff.  I think.  Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?).  Might prevent jailings too, I don't make jails.

That is inconsistent. You claimed that two contradictory states of affairs were true at once.

Not having a commander (as in, sheriff or captain of the guard) will force the hammerer to stand down, at least in my experience and according to what I've read on the forums.

Not assigning a sheriff/guard prevents beatings *by the guard*.  The hammerer will still deliver hammerstrikes, which are better understood as "beatings" when he lacks his hammer (:

I still think you're mistaken about this (for once), but I'm not positive.  I'd check the wiki but I'm meeting someone in a second.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 06, 2010, 07:18:48 pm
Not assigning a sheriff/guard prevents beatings *by the guard*.

Makes sense. Figure I took you too literally.

I still think you're mistaken about this (for once), but I'm not positive.  I'd check the wiki but I'm meeting someone in a second.

I can't vouch for my version either. I might bother to look for info on the forums later, but I can't be arsed right now. It's been pretty irrelevant in the last several forts for me, because I played with a pop of around 50-60. You need around 80 to get a hammerer, right?
Title: Re: The Little Questions Thread
Post by: Steev on March 06, 2010, 07:35:20 pm
What is the best way to boost FPS? I have a sneaking suspicion that 20 FPS max with only 7 dorfs and 6 animals is bad.
Title: Re: The Little Questions Thread
Post by: ungulateman on March 06, 2010, 08:30:53 pm
Try messing around with the PARTIALPRINT option in the init.txt, and turn the weather and temperature off.
Title: Re: The Little Questions Thread
Post by: Steev on March 06, 2010, 09:30:44 pm
Hot damn! I turned weather off and switched partial print on and damn, I never knew the cutscenes were supposed to go that fast  ;D and the dorfs, holy shit, just, holy shit. At 100 FPS there like Kenyans on steroids! Even toning it down to 35 it's still Kenyan time.

But when partial print is set to yes, the screen will occasionally flash black and everything but the screen showing the dorfs will be black, only changing back to normal when I do something involving it, like if I press the (d) key, that screen comes back but everything else stays black, why is it doing this?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 07, 2010, 02:08:18 am
That's one solution, but I recommend doing something else. Namely, if you never appoint neither a sheriff/captain nor a fortress guard, nobody is ever going to get punished. At least that's how it worked the last time for me (which has been a while, my latest fortresses all had too low a pop to even get a hammerer).

My last hammerer still punished people, despite me not assigning a sheriff.  I think.  Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?).  Might prevent jailings too, I don't make jails.
The best way to deal with a hammerer is to cripple it, because I've heard of them punching dwarves to death without their hammer.  I always used a single spike trap in the bastard's room, often wooden, and administered one spiking per hammerstrike.  The only good hammerer is a bedridden hammerer!

yes, my aim is to handle efficiently lots of animals. Namely I have passed the 75' mark in wardogs... I'm a bit paranoid, last time 25 werewolves butchered my whole fort (and I play wihtout making retractable bridges or digging moats as a defense, as the AI can't pass it). So it is either resist 'frontaly' an assault, or die doing so. :)
Title: Re: The Little Questions Thread
Post by: Holzfaust on March 07, 2010, 04:42:25 am
Is there anyway to control magma without having bauxite? I know i can trade for it but I don't want to wait another year. Maybe a bridge?
Title: Re: The Little Questions Thread
Post by: ungulateman on March 07, 2010, 06:03:51 am
Try the DF Wiki page about magma for a guide on using magma 'safely'.
Title: Re: The Little Questions Thread
Post by: boyofcheese on March 07, 2010, 08:58:21 am
Is there any use for alunite, because I have a fuckton of it and I'm not sure what to do with it.
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 07, 2010, 09:07:19 am
Is there any use for alunite, because I have a fuckton of it and I'm not sure what to do with it.

Making walls that are white.  Otherwise it's just another stone.
The DF wiki changed addresses recently, here's a link to the new one:
http://df.magmawiki.com/index.php/Alunite#Other_Stone

Note alunite doesn't actually have it's own entry because it's a very typical stone.
Title: Re: The Little Questions Thread
Post by: boyofcheese on March 07, 2010, 12:02:31 pm
Thanks for the help.

I have another question though, for some reason my carpenters don't want to make enormous wooden screws or pipe sections, saying that they need wood logs, when I have tons of wood sitting in my stockpile, why is this happening?
Title: Re: The Little Questions Thread
Post by: The Architect on March 07, 2010, 12:09:09 pm
Possibilities:

There is no path between the dwarves, the wood, and the workshops.

There is something wrong with your {o} menu settings: Either you have Dwarves Ignore Wood, or Dwarves Stay Inside.

I'm inclined to think you accidentally turned on "Dwarves Ignore Wood".
Title: Re: The Little Questions Thread
Post by: Huggz on March 07, 2010, 12:17:31 pm
My Dorfs will dump all refuse except the remains of vermin, which make miasma in my dining room :( How do I make them dump it too (My refuse storage is set up fine).
Title: Re: The Little Questions Thread
Post by: boyofcheese on March 07, 2010, 12:27:20 pm
Yeah, thats what happened, my wood stockpiles were outside and I put on dwarves stay inside, because of a forest fire(that luckily didn't reach my forest). Thanks.
Title: Re: The Little Questions Thread
Post by: Holzfaust on March 07, 2010, 01:59:54 pm
Is there anyway to control magma without having bauxite? I know i can trade for it but I don't want to wait another year. Maybe a bridge?
Try the DF Wiki page about magma for a guide on using magma 'safely'.
It is not about tapping magma for setting up magma workshops. I've built a reservoir which is holding quite a bunch magma but up until now theres nothing that whould stop the magma from draining. Usually i whould build a floodgate connect it to a Lever using bauxite mechanism. But since i don't have bauxite ... well you guess it.

[Edit]
I just got the idea about setting up a pump at the drainage. How about that?
Title: Re: The Little Questions Thread
Post by: DFPongo on March 07, 2010, 08:40:36 pm
What is the secret to getting the dwarfs to haul away the gear that the goblins forgot when they were torn appart?
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 07, 2010, 08:45:51 pm
What is the secret to getting the dwarfs to haul away the gear that the goblins forgot when they were torn appart?

It's probably forbidden (a default setting in the orders section which prevents haulers from rushing into combat situations).  Use the d-b "claim" command to unforbid all the stuff.
Title: Re: The Little Questions Thread
Post by: G-Flex on March 07, 2010, 09:39:40 pm
Do children pull levers?

I know nobles do, and the wiki says children do as well, but I've received conflicting reports elsewhere. Does anyone have first-hand knowledge of this?
Title: Re: The Little Questions Thread
Post by: Malicus on March 07, 2010, 10:28:58 pm
I have first-hand knowledge of assigning a specific child to a lever (in an attempt to commit felicide (*googles* Wow, that's actually a word?  I thought I was making it up on the spot.)).  The child never got around to pulling the lever, no matter how hard I tried.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 07, 2010, 11:20:04 pm
Is it just me, or does the game turn into a battle against partys in the 4th year. party party party party party party party.
Am I just unlucky or does the game get stupid?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on March 07, 2010, 11:25:40 pm
Don't designate meeting areas from tables (or wells or statues or any other piece of furniture). Designate meeting zones instead.

Your fortress will see an instant productivity boost.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 08, 2010, 01:23:53 am
Seems to have helped, thanks.
Title: Re: The Little Questions Thread
Post by: Garrie on March 08, 2010, 01:39:00 am
Is it just me, or does the game turn into a battle against partys in the 4th year. party party party party party party party.
Am I just unlucky or does the game get stupid?
My problem is usually by that time I am focussed too much on only 10-15 of my dwarfs and the other 80-120 are partying like mad (except for the millitary ones).
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 08, 2010, 01:59:58 am
there is a difference in dwarves behavior between meeting areas and meeting zones??

So it seems no zoo either?
Title: Re: The Little Questions Thread
Post by: The Architect on March 08, 2010, 02:02:24 am
Dwarves will party at meeting areas designated from objects. So never setting those meeting zones will prevent them from organizing parties.

The other option is to simply cancel parties as they occur by removing the meeting area and then re-designating it. It requires a ~5 seconds each time, but it allows you to have your meeting areas as you like without parties ruining your work.
Title: Re: The Little Questions Thread
Post by: Garrie on March 08, 2010, 02:11:29 am
I didn't think dwarfs would cancel a task to attend a party? ie - keep them busy?
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 08, 2010, 09:05:52 am
Parties are a sign your labor force isn't being kept occupied.  If you build lots of workshops and have your dwarfs busy churning out goods, or making thousands of blocks for your megaproject, you'll have a lot fewer parties.
Title: Re: The Little Questions Thread
Post by: The Architect on March 08, 2010, 09:08:47 am
I keep every dwarf busy at all times and go for years without parties.
However, I have occasionally been frustrated when one unoccupied dwarf (say, a Brewer when I run out of barrels for a couple of dwarven weeks) throws a party that involves my busy dwarves. Providing a solution to frustrated players is important.
Title: Re: The Little Questions Thread
Post by: mrbobbyg on March 08, 2010, 09:45:16 am
You party poopers aren't thinking big enough.  Instead of only having meeting zones, how about you build your dining hall over a retractable bridge that hangs over a pool of 3/7 or 4/7 water.

Pool party!

(FWIW, I have yet to implement this, but it's next on my list now that I've finished my dwarven reactor powered infinite mist loop)
Title: Re: The Little Questions Thread
Post by: The Architect on March 08, 2010, 11:04:19 am
While the dining room might encompass a bridge, you still need solid ground for the tables or what you designate the meeting hall from.

Has anyone tried a meeting zone in a dwarven swimming pool? Does it work? Does it teach your dwarves swimming? I suspect they might use it if it were shallow enough that they didn't believe the path to be obstructed.
Title: Re: The Little Questions Thread
Post by: Taco Dan on March 08, 2010, 11:32:17 am
How do you remove corpses from cages?
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 08, 2010, 11:42:51 am
How do you remove corpses from cages?
Create a garbage dump zone, then designate the corpse for dumping.  Unforbid the corpse afterwards if you want to butcher it or whatever.  This is also how you reclaim seeds, bones, or shells left over after taming a caged animal.
Title: Re: The Little Questions Thread
Post by: Randomone on March 08, 2010, 03:38:27 pm
I have a idea that involves an epic waterfall that open down the middle to let people through.
The questions I have are:

1.Will anything path through "falling water?" There will be a grate for a floor once the waterfall "opens", but I'm not sure what happens with both a floor and a waterfall.

2.If I divide the waterfall up top with floodgates, will the waterfall stay separate or join back up in the fall?
Title: Re: The Little Questions Thread
Post by: boyofcheese on March 08, 2010, 04:46:32 pm
Does obsidian only occur near magma pools/pipes?
Title: Re: The Little Questions Thread
Post by: Diablous on March 08, 2010, 04:48:41 pm
It is possible for obsidian to appear as stone layers.
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 08, 2010, 06:06:59 pm
I have a question!
I think I heard that caravans won't arrive if you embark in the middle of a mountain range with embark anywhere.  Maybe if all the tiles are mountain, maybe you have to be surrounded by mountain, doesn't matter to me.
My question is: Will goblins, kobolds, megabeasts, and/or migrants still arrive?

I'll probably try this tomorrow anyway but I'm impatient and I know people have tried it already (:
Title: Re: The Little Questions Thread
Post by: boyofcheese on March 08, 2010, 08:10:15 pm
Sry for asking so many questions, but on the wiki, it says that you cant have a sedimentary and an Igneous extrusive layer in the same map, but on my map, I seem to have stones from both of those layers.
Title: Re: The Little Questions Thread
Post by: Sutremaine on March 08, 2010, 09:06:50 pm
Sometimes biomes with high volcanism are next to biomes with low volcanism, and the border has to be somewhere. :) Igneous extrusive and sedimentary layers are rare on the same map with out-of-the-box DF, but can be made considerably more common by tweaking worldgen to mix up the high and low volcanism areas.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 08, 2010, 09:50:14 pm
How do you remove corpses from cages?
Create a garbage dump zone, then designate the corpse for dumping.  Unforbid the corpse afterwards if you want to butcher it or whatever.  This is also how you reclaim seeds, bones, or shells left over after taming a caged animal.
quoted.
In case there were any questions about how crazy the interface for this game is.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 09, 2010, 02:32:21 am
How do you remove corpses from cages?
Create a garbage dump zone, then designate the corpse for dumping.  Unforbid the corpse afterwards if you want to butcher it or whatever.  This is also how you reclaim seeds, bones, or shells left over after taming a caged animal.
quoted.
In case there were any questions about how crazy the interface for this game is.

my favorite is certainly that you can't switch on duty or out of duty a military dwarf from the select squad (x) or view creature (v) menu, but only from the military (m) list. This is handy, really... (and yes, this is irony, the most common metal found in DF  :P )
Title: Re: The Little Questions Thread
Post by: Aachen on March 09, 2010, 03:01:04 am
Actually....

"v" - "p" - "A"

No?
Title: Re: The Little Questions Thread
Post by: Garrie on March 09, 2010, 03:42:31 am
technically that will work if you're happy to do the whole squad the dwarf is a part of
Title: Re: The Little Questions Thread
Post by: Aachen on March 09, 2010, 03:48:21 am
technically that will work if you're happy to do the whole squad the dwarf is a part of

Except that


.... you can't switch on duty or out of duty a military dwarf from the select squad (x) or view creature (v) menu, but only from the military (m) list....

was the statement, not "One can't manipulate squad membership from the Select Squad (x) or View Creature (v) ...."

That is technically correct.
Title: Re: The Little Questions Thread
Post by: Garrie on March 09, 2010, 06:11:07 am
Considering I can designate for digging etc with a mouse, it would be much easeir if I could right click on a dwarf and pick "(De-)Activate (Just this dwarf)".
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 09, 2010, 01:53:41 pm
technically that will work if you're happy to do the whole squad the dwarf is a part of

Except that


.... you can't switch on duty or out of duty a military dwarf from the select squad (x) or view creature (v) menu, but only from the military (m) list....

was the statement, not "One can't manipulate squad membership from the Select Squad (x) or View Creature (v) ...."

That is technically correct.
indeed :)


BuUt enough rants :)

1. can tower cap growing underground block passage  of fluids, I hope not!

2. are animals with restraints generating full pathfinding (thus reducing FPS)?
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 09, 2010, 01:56:04 pm
1. can tower cap growing underground block passage  of fluids, I hope not!
They can.  They'll even block magma.  Build roads or constructed floors to stop them from growing where you need water to flow unblocked.
Title: Re: The Little Questions Thread
Post by: BitLooter on March 09, 2010, 11:01:11 pm
Well, crap. That explains why I have water sloshing around in my underground aquaduct instead of staying at full pressure. Guess I'll just wait until my dwarfs drink all the water, then crack it open and send my dwarfs in to clean things out.

My question: Why do my windmills (and to a lesser extent, my waterwheels) seem to spontaneously destruct when I'm not looking? I suspect it has something to do with disengaging gears, is that right?
Title: Re: The Little Questions Thread
Post by: Malicus on March 09, 2010, 11:37:18 pm
My question: Why do my windmills (and to a lesser extent, my waterwheels) seem to spontaneously destruct when I'm not looking? I suspect it has something to do with disengaging gears, is that right?

If you disengage a gear assembly, then it no longer gives support to the things that are relying on it for support.  You should probably make sure that nothing relies on a gear for support before you link it to a lever to be able to disengage it.  As far as windmills go, don't hook up a gear directly below the windmill (or directly below a vertical axle directly below the windmill) -- instead, hook up a gear that goes off to the side (but still is along the flow of power from the windmill to what you're powering).  For water wheels, make sure that there is a mechanical component not described as "hanging" between the water wheel and the gear you want to hook up.

You could also build a windmill with a stable (not hanging over empty space) foundation.  After the windmill is built, build a machine component of some sort a z-level below the windmill's center tile and the power will somehow pass through the floor.  A windmill built this way isn't in danger of collapsing if the machine components below it stop giving support.
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 10, 2010, 02:13:30 am
Thanks for the reply about blocking tower caps.

As for FPS, are chained animals CPU intensive? I know that animals behind a 'not pet passable but not forbidden' door are, but I wonder about the former.
Title: Re: The Little Questions Thread
Post by: Grek on March 10, 2010, 02:27:10 am
Chained animals make much, much smaller demands on pathing than free animals. They will only ever try to path to places that are within 1 tile of the chain.
Title: Re: The Little Questions Thread
Post by: Steev on March 10, 2010, 02:36:09 am
Just hit 60 dwarfs and I'm wondering if the Fortress Guard does anything besides sparring and wandering around, I had a goblin ambush attack a lone woodcutter not too far from the fortress yet the guardsdwarfs did nothing but stand around while the elite wrestlers did the heavy lifting.

I haven't appointed a Captain of the Guard yet so will it matter if I'm only at 5/6 Fortress Guard?
Title: Re: The Little Questions Thread
Post by: Garrie on March 10, 2010, 02:42:23 am
Just hit 60 dwarfs and I'm wondering if the Fortress Guard does anything besides sparring and wandering around, I had a goblin ambush attack a lone woodcutter not too far from the fortress yet the guardsdwarfs did nothing but stand around while the elite wrestlers did the heavy lifting.

I haven't appointed a Captain of the Guard yet so will it matter if I'm only at 5/6 Fortress Guard?
They do justice related stuff (stuff dwarfs into justice cages) which prevent the hammerer from hammerering dwarfs when you don't make enough pig iron items just because someone said that you sshould (even though you have no pig iron...)

They spar heaps. So if you keep an eye on them, swap them out before they become legendary and replace them with a peasant to get good haulers. Or put them in your millitary and use you Fortress / Royal Guard to train your recruits.
Title: Re: The Little Questions Thread
Post by: Steev on March 10, 2010, 03:05:05 am
Just hit 60 dwarfs and I'm wondering if the Fortress Guard does anything besides sparring and wandering around, I had a goblin ambush attack a lone woodcutter not too far from the fortress yet the guardsdwarfs did nothing but stand around while the elite wrestlers did the heavy lifting.

I haven't appointed a Captain of the Guard yet so will it matter if I'm only at 5/6 Fortress Guard?
They do justice related stuff (stuff dwarfs into justice cages) which prevent the hammerer from hammerering dwarfs when you don't make enough pig iron items just because someone said that you sshould (even though you have no pig iron...)

They spar heaps. So if you keep an eye on them, swap them out before they become legendary and replace them with a peasant to get good haulers. Or put them in your millitary and use you Fortress / Royal Guard to train your recruits.
Is there anyway to kick them out of the guard if they've hit great or higher?
Title: Re: The Little Questions Thread
Post by: Garrie on March 10, 2010, 04:26:43 am
Is there anyway to kick them out of the guard if they've hit great or higher?
AFAIK you can kick them out of the guard so long as they are not legendary yet. I might well be totally wrong though?
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 11, 2010, 04:19:55 pm
it seems that if I have my marksdwarves with shield, only the quiver can hold bolts (25), although I believed to have read that all dorfs are able to take bolts in a hand, even with a shield? Was I mistaken?
Title: Re: The Little Questions Thread
Post by: Particleman on March 11, 2010, 09:16:06 pm
They CAN, but will usually only do so while practicing at an archery range. They'll only use wood or bone bolts for practicing, though.

If for some reason thier practice gets interrupted while they stillh ave bolts in hand though, they'll either drop them, or put them in thier quiver (meaning you can potentially have a single quiver holding thousands of bolts.) I'mnot sure exactly how it happens, though, as military commands are weird.

Edit: Speaking of military commands being weird, I have a couple soldiers who absolutely insist on holding thier shields and weapons in the same hand. I know this question must have been asked a million times already, but I did a seach and nothing came up. How do I get them to hold thier shields in one hand and thier weapon in the other, and not both in the same hand? No, thier hands aren't injured. I'vw also tried telling them to drop thier weapons and shields, then pick them up again (I've tried shield first, weapon first, and both at once.) They still refuse to pick up an item with each hand.
Title: Re: The Little Questions Thread
Post by: geoduck on March 13, 2010, 11:16:15 pm
Edit: Speaking of military commands being weird, I have a couple soldiers who absolutely insist on holding thier shields and weapons in the same hand. I know this question must have been asked a million times already, but I did a seach and nothing came up. How do I get them to hold thier shields in one hand and thier weapon in the other, and not both in the same hand? No, thier hands aren't injured. I'vw also tried telling them to drop thier weapons and shields, then pick them up again (I've tried shield first, weapon first, and both at once.) They still refuse to pick up an item with each hand.

Did you make sure that there was nothing besides the weapon and shield in either hand? Clothes get ripped off in wrestling matches, and have to be forcibly taken away.
Title: Re: The Little Questions Thread
Post by: Garrie on March 14, 2010, 05:23:45 am
Magma isn't supposed to have pressure. Right?

So why is it, I dig out a room at the ((lowest z-level)+1), with a channel over the magma at (lowest z-level) - and by the time my *smith turns up with the stuff to build a magma forge, there is magma all over the floor?

1/7 deep to be sure, but still, he's not gunna walk through it to build a forge is he!
damn wussy dworfs, in my day....</mutter>
Title: Re: The Little Questions Thread
Post by: vorpal+5 on March 14, 2010, 05:34:19 am
depends, if there is also a magma chamber at the z+1 level, then it applies pressure to the z level and magma will exit a bit through your channel.

M.....F
MMMM

side view... the up left M is some magma at z+1, F is your furnace/channel.
Title: Re: The Little Questions Thread
Post by: Garrie on March 14, 2010, 05:44:01 am
depends, if there is also a magma chamber at the z+1 level, then it applies pressure to the z level and magma will exit a bit through your channel.

I know if I did the same thing with a bunch of water I'd be screwed. But I thought "magma doesn't have pressure". Or is that just a bad rumour?

My magma pipe is about 20 z-levels deep, we are at the bottom 2 z-levels of the map. So there is roughly 18 z-levels of magma above me, and an "infinate" number below me, but only one below me that I can get to.
Title: Re: The Little Questions Thread
Post by: Malicus on March 14, 2010, 06:26:14 am
I don't think it's pressure.  Instead, I'm pretty sure that that is the way the magma pipe refills itself.  You should probably build your magma buildings a bit further away from the magma pipe (and make sure you wall off the area where the magma has started "bubbling up" through the hole, so the magma doesn't potentially get all over your NEW magma forges).
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 14, 2010, 09:50:36 am
Yeah, like Malicus is saying.
There's an area in which the pipe tries to refill itself by spawning magma spears, and that area seems to extend a bit into what's initially solid rock. 
I bet you'll keep getting that loose magma even if you build a floor over the channel.  So extend the channel and build some wall.

Magma *definitely* doesn't have pressure, except when a screw pump is involved.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 14, 2010, 04:03:34 pm
Will kobolds steal the random forbidden +Goblin bone bolt+ sitting on the map from hunting?
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 14, 2010, 04:09:24 pm
Will kobolds steal the random forbidden +Goblin bone bolt+ sitting on the map from hunting?
Yes, and you will see a report of the horrible crime in your messages, and your dwarves will then carve masterwork engravings of the infamous master theft of the forbidden +Goblin bone bolt+ from your fortress.  And then the kobolds, emboldened by getting away with such a grand crime, will send ambush groups to attack your fortress.  I recommend preemptively flooding the world with magma.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 14, 2010, 04:20:29 pm
Speaking of theft, I modded a couple of civs based on the kobold raws (made new entities using mostly kobold data, but modified in a way that they'd siege me ASAP). Every time a modified sieger would escape, I'd be seeing engravings of them stealing the very equipment they came with.

Now, does anyone know what tag is responsible for this? I already removed [item_thief] (otherwise, they wouldn't be sieging as early as they do), so that can't be it.
Title: Re: The Little Questions Thread
Post by: nickbii on March 14, 2010, 10:26:59 pm
My human liason has an accident with a giant rat a few years back. Since then the humans send an army to besiege me every year instead of a caravan. So I got two questions:

1) Will the humans ever send me another caravan? I need wood to make (several hundred) beds, and that'll take a lot longer if I have to rely on the elves.

2) Right now their siege is very boring. I locked my sally port, raised the drawbridge, and now the humies are just milling around outside. How soon will they give up?
Title: Re: The Little Questions Thread
Post by: DFPongo on March 15, 2010, 12:38:30 am
As often happens, I forget something obtuse that I figured out or was told before.
I have cages. (on an animal stockpile)
I have kittens. 3 running arround, only one has face latched a dwarf.
How do I get the kittens in the cages before they face latch the dwarves?
I have tried status, animals(kill order only)
I have tried "Qing" the cage.
I have tried the unit - kitten screen.
ARGH
Title: Re: The Little Questions Thread
Post by: The Architect on March 15, 2010, 12:41:20 am
Build the cage you want to assign animals to.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 15, 2010, 01:02:57 am
How? There is no assign command when I use Q to select the cage on the stock pile.
There is no assign command on the kitten when I use Unit then Z
Title: Re: The Little Questions Thread
Post by: The Architect on March 15, 2010, 01:19:25 am
Sorry, I'm being short in order to avoid retyping a long explanation of information that is easily available on the wiki. Build with {b}. Assign with {q}>{a}.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 15, 2010, 02:11:16 am
Thanks.
I have to B place it somewhere, then assign it. I looked at the wiki and the newbies
"As animal restraining device, where you simply plant it and allocate any animals (except pets) you want in it. Females that are caged will not get pregnant, but animals can bear children when caged."
So I see again that plant = build
Title: Re: The Little Questions Thread
Post by: ancistrus on March 15, 2010, 03:23:20 am
Is it possible to have hippos and chasm on one map?
Title: Re: The Little Questions Thread
Post by: Garrie on March 15, 2010, 04:42:48 am
Is it possible to have hippos and chasm on one map?
I'm not sure what biome(s) hippos come up on, but AFAIK chasms come up on Mountain only.
For hippos to come up on a map with chasms on it, you need to find a map that has mountains intersecting the biome that hippos are on (then be lucky enough that there is  chasm on one of the mountain tiles, AND be lucky enough to get hippos spawning on that non-mountaint tile).

So: Possible? Definately.
Likely? Not in any given world-gen. But with enough iterations, yes it will happen.
Title: Re: The Little Questions Thread
Post by: nil on March 15, 2010, 11:35:06 am
Is it possible to have hippos and chasm on one map?
You want mountains next to a tropical river or lake, as Garrie said.  Try genning hot, wet maps with lots of rivers and a high elevation variation.  Use elevation meshes, too (you want the mid-range elevations to have low or no frequency so you can get lowlands right next to mountains).
Speaking of theft, I modded a couple of civs based on the kobold raws (made new entities using mostly kobold data, but modified in a way that they'd siege me ASAP). Every time a modified sieger would escape, I'd be seeing engravings of them stealing the very equipment they came with.

Now, does anyone know what tag is responsible for this? I already removed [item_thief] (otherwise, they wouldn't be sieging as early as they do), so that can't be it.
If I had to guess (and I do because I don't know, although I have heard of this before) I'd say it's lockpicker or skulking.
My human liason has an accident with a giant rat a few years back. Since then the humans send an army to besiege me every year instead of a caravan. So I got two questions:

1) Will the humans ever send me another caravan? I need wood to make (several hundred) beds, and that'll take a lot longer if I have to rely on the elves.

2) Right now their siege is very boring. I locked my sally port, raised the drawbridge, and now the humies are just milling around outside. How soon will they give up?
Eventually the humans will send a diplomat to make peace with you.  Seigers can stick around for multiple seasons. 
Title: Re: The Little Questions Thread
Post by: assimilateur on March 15, 2010, 11:41:12 am
If I had to guess (and I do because I don't know, although I have heard of this before) I'd say it's lockpicker or skulking.

OK, thanks for the input. It can't be lockpicker, as that's a creature tag that only my kobolds, and never my modded creatures, had. Don't know about skulking; I see that I've removed it, but for all I know that tag might have been still in use in my modded entities at that time.
Title: Re: The Little Questions Thread
Post by: Malicus on March 15, 2010, 03:35:23 pm
Is it possible to have hippos and chasm on one map?

I tried to get this to happen last night and today, and I couldn't, even with the world painter.  I can't prove that it's impossible, but I have the feeling that it actually is impossible (or at least that it is maddeningly difficult).  Perhaps this is because few underwater creatures actually seem to be appearing in lakes that don't have an implied river running through that tile, and only brooks can exist in mountain regions (a stream or river is mutually exclusive with a mountain region, a brook does not seem to support aquatic creatures, and chasms only appear in mountain regions).  The raws for hippos say that they appear only in rivers and lakes, so...
Title: Re: The Little Questions Thread
Post by: jimi12 on March 15, 2010, 06:03:43 pm
I killed a goblin snatcher. I wanted to make a goblin leather backpack, eat goblin meat, and make goblin bone greaves. Is it possible to utilize corpses or goblins, kobolds, or even dwarves?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 15, 2010, 06:18:16 pm
I killed a goblin snatcher. I wanted to make a goblin leather backpack, eat goblin meat, and make goblin bone greaves. Is it possible to utilize corpses or goblins, kobolds, or even dwarves?

You can utilize the bones and skulls of humanoids (not counting dwarves) no problem. Using their meat, fat and leather is either downright impossible, or would require modding I am unfamiliar with.
Title: Re: The Little Questions Thread
Post by: Odd!x on March 15, 2010, 08:13:54 pm
the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag added to the entry of dwarves (under 'mountain') in entity_default in the raws folder will allow your dwarves to butcher intelligent enemies they kill, and [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE] will just let them butcher whoever they please.
Title: Re: The Little Questions Thread
Post by: NecroRebel on March 15, 2010, 08:16:46 pm
the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag added to the entry of dwarves (under 'mountain') in entity_default in the raws folder will allow your dwarves to butcher intelligent enemies they kill, and [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE] will just let them butcher whoever they please.
No it doesn't. I've been playing cats for the past couple of months, who have those ethics, and cannot butcher sapients.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 16, 2010, 01:14:27 am
I started carving my dwarven hall out of Jet, and it seems I can do nothing with the jet boulders lying around.
I had hoped to make the doors, tables and thrones out of it. Seems that doesn't work, so I tried some crafts, that doesn't work.
Is it a Jem? I don't see it in the gem list from the wiki...
It calls it an economic stone.
Just designate a refuse zone outside and designate it all for dump so I can work the floors?
Title: Re: The Little Questions Thread
Post by: Malicus on March 16, 2010, 01:47:20 am
Jet is not an economic stone, but there is a so-called "economic stone mod" that makes it act like one so that it has to be enabled before you can do anything with it.  I believe there is a download of DF with the Mayday tileset already installed that also includes this mod.  This trips a fair number of people up, because it's not part of normal DF, but people seem to favor that tileset and just download the copy of DF with it already installed.  To enable jet for whatever purpose (assuming you just unknowingly already have that mod), press 'z', go to stones, then scroll down to jet and press enter to turn it green instead of red.

Does it change the secondary-scroll keys too?  They're usually '-' for secondary up, '+' for secondary down, and '*' and '/' for secondary page down/up.
Title: Re: The Little Questions Thread
Post by: sjaakwortel on March 16, 2010, 11:52:37 am
Is there a way to make dumping items a LOW priority task ?

You can try to make it foolproof, but fools are so bloody ingenious
Title: Re: The Little Questions Thread
Post by: Kipi on March 16, 2010, 12:04:46 pm
Is there a way to make dumping items a LOW priority task ?

As far as I know, no. The priorities of different tasks are hardcoded.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 16, 2010, 12:51:02 pm
Thanks Malicus,
that must be it, I started with the newbys walk through and that has Mayday included.
Great response, I will fix that and roll back to an earlier save so I can have Jet everything.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 16, 2010, 06:05:19 pm
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?
Title: Re: The Little Questions Thread
Post by: Diablous on March 16, 2010, 06:10:10 pm
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?
No.
Title: Re: The Little Questions Thread
Post by: Malicus on March 16, 2010, 06:36:28 pm
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?

Dwarves have been known to go insane while collecting their final material after having waited a long time.  A dwarf won't go insane if they've started work on it, though. (Unless that work is interrupted.)
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 16, 2010, 06:41:18 pm
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?

Dwarves have been known to go insane while collecting their final material after having waited a long time.  A dwarf won't go insane if they've started work on it, though. (Unless that work is interrupted.)

This is true.  Also, it's in the wiki! (:
http://df.magmawiki.com/index.php/Strange_mood
It's at the bottom in the "failure" section.

Not complaining mind you - answering questions is kinda fun, particularly in a thread like this where they aren't cluttering the topics list.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 17, 2010, 01:40:08 am
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.
Title: Re: The Little Questions Thread
Post by: Garrie on March 17, 2010, 01:53:48 am
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.

Are you saying you get options for "normal" metalsmith forge / smelter / glassmaking furnace, but not magma ones?
Title: Re: The Little Questions Thread
Post by: Garrie on March 17, 2010, 01:55:39 am
Can someone point me to a guide on how to find an underground river?

I embarked on a map with one, I've found the magma pipe (24 tiles from map edge....), now I just need to find my underground river so I can work out where to put my obsidian factory.

I've never had underground river before.

It looks weird having a unit list full of dead amphibians I've never seen.

Edit: I want a exploratory mining method not a link to reveal please.
Title: Re: The Little Questions Thread
Post by: Garrie on March 17, 2010, 01:59:14 am
Is there a way to make dumping items a LOW priority task ?

Only allocate "refuse hauling" to LOW priority dwarfs?  ;)
Title: Re: The Little Questions Thread
Post by: G-Flex on March 17, 2010, 07:12:31 am
Can someone point me to a guide on how to find an underground river?

I embarked on a map with one, I've found the magma pipe (24 tiles from map edge....), now I just need to find my underground river so I can work out where to put my obsidian factory.

I've never had underground river before.

It looks weird having a unit list full of dead amphibians I've never seen.

Edit: I want a exploratory mining method not a link to reveal please.

You don't need exploratory mining methods as much if you just set (in the init file or worldgen parameters) such features to be visible on embark: Then you'd know about where on the map the feature is, and would be able to just dig a few shafts down and find it.

Alternatively, since this isn't an option for you right now (since you're already playing), pressing shift+D (depot access map) should help, as the undiscovered feature tiles should be marked differently from the solid rock tiles around it.

Just  plain exploratory mining is difficult in a case like this, because you have no idea where on the map it might be.
Title: Re: The Little Questions Thread
Post by: smokingwreckage on March 17, 2010, 07:37:19 am
To find Underground River:

You can download and run Visual Fortress, it will show you map features if you "allow" it to. I use it just for that.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 17, 2010, 10:44:18 am
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.

Are you saying you get options for "normal" metalsmith forge / smelter / glassmaking furnace, but not magma ones?

Yes
Title: Re: The Little Questions Thread
Post by: kralmir on March 17, 2010, 10:50:58 am
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.

Are you saying you get options for "normal" metalsmith forge / smelter / glassmaking furnace, but not magma ones?

Yes

did you discover it when you dug into it and got a message for it, or did you use a program like reveal.exe to locate the magma? or was it visible on the surface when you started?
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on March 17, 2010, 11:11:29 am
Are you reclaiming?
Title: Re: The Little Questions Thread
Post by: nickbii on March 17, 2010, 11:42:26 am
I have dozens of prisoners I want to kill in my arena. Only problem is they're armed, one of them is a hammer lord, and a half-dozen others have bows. Fair fights are no fun. So I put all the cages in the arena area and designated everything for dumping with d-b-d like the Wiki said, and created several dump sites for the weapons. But nothing is being dumped. There are not even any "dump item" jobs on the list. Almost all my dwarves have refuse-hauling enabled, and they aren't particularly busy otherwise, so it's probably not that.

Any ideas what I'm doing wrong?

Nick
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on March 17, 2010, 11:53:39 am
Undesignate the cages themselves, make sure you have a dump Zone set (i), and make sure you have some idle dwarves.

Just off the top of my head.

Also, you can pit them into magma. Just a thought. Magma makes everything better...
Title: Re: The Little Questions Thread
Post by: kralmir on March 17, 2010, 12:14:51 pm
dont forget to active the zone as a garbage dump(press g) after you made one(press i)
Title: Re: The Little Questions Thread
Post by: nickbii on March 17, 2010, 12:19:07 pm
The dump is active and several stones were just put there. The other 18-odd basalt I set to dump each generated a job on the job list.

I tried un-dumping the cages, I'll report back if that works.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 17, 2010, 12:28:47 pm
"did you discover it when you dug into it and got a message for it, or did you use a program like reveal.exe to locate the magma? or was it visible on the surface when you started?"

reveal...he said with a blush
Title: Re: The Little Questions Thread
Post by: kralmir on March 17, 2010, 02:38:40 pm
im afraid i got bad news for you dfpongo, see magma buildings only become available when you discover them

however there is some tool that sets some of the magma tiles as hidden or something like that allowing you to discover it, il try and see if i can find it for you



edit: i think this would help you if you can figure out how to use it:P

http://df.magmawiki.com/index.php/Utility:For_Each_Tile

check at the hide radious topic, it says something about hiding magma so you can rediscover it, read the rest of the page to figure out how it works, else just make a new topic here and ask others how to do it
Title: Re: The Little Questions Thread
Post by: DFPongo on March 17, 2010, 05:17:14 pm
THE GODS ARE ANGRY
So go back to the first save, don't reveal and start over again I guess.

Thats great help though. Thanks.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 17, 2010, 05:55:04 pm
I don't understand the concept of a pump stack, the wiki is a bit confusing about it.

Could someone explain it a bit please?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 17, 2010, 06:29:50 pm
I don't understand the concept of a pump stack, the wiki is a bit confusing about it.

Could someone explain it a bit please?

A pump is made of two tiles. The one passable tile is where your pump operator stands, and the other impassable tile is what keeps the pumped liquid from flowing back. To transport a liquid more than one level up, you sort of stack pumps, as the name suggests; each higher pump has its passable tile - i.e. the one that pumps from below - over the impassable tile of the lower pump.

Sorry if this might turn out no more clear than the wiki's description.

EDIT: My description also isn't precise enough, I'm afraid.

(http://df.magmawiki.com/images/e/ec/Jt_screwpump.png)

Take the above schematic from the wiki. To make a basic stack of two pumps, you'd have to build another pump with its passable tile (illustrated here by that wheel used for operating the pump) orthogonally to the above two tiles of water.
Title: Re: The Little Questions Thread
Post by: nickbii on March 18, 2010, 12:45:56 am
Anything with the word "orthogonal" in it is begging to be simplified.

To make a pump stack first you build a pump over the water source. You use that to fill a small pool. Then you build another pump above that pool, which fills a second pool. Repeat.

In theory you could do this in any pattern, as long as the pools were full and you had enough pumps to keep them that way. But the pump stack's easy to plan for, guaranteed to not accidentally drown your entire fortress, and has no interesting flow issues.

Nick
Title: Re: The Little Questions Thread
Post by: The Architect on March 18, 2010, 01:07:09 am
The diagram has a nicely concealed space-eliminating foreshortening going on there. Its x/z dimensions are all screwed up right behind the pump stack. It is thus less helpful than confusing.

In simpler terms: the 3-dimensional grid is broken, with a sort of Escher effect.
Title: Re: The Little Questions Thread
Post by: o_O[WTFace] on March 18, 2010, 04:28:08 am
Right so here is a side view of a pump stack.  # is a grate or empty space, %% is a pump, _ is a floor surrounded by walls on all sides except the one with the pump.  the ~ at the bottom is water and [][] are walls (or just floors for the pump to sit on). 

#%%_
_%%#
#%%_
~[][][]

The bottom pump (A) pumps from west to east, when activated, it pulls water from the space west and below it through the grate and outputs it to the right of the pump.  The next pumps (B) from east to west, it pulls water from pump (A)'s output and shoves it into the space to the west of it.  (C) pulls from that and dumps it out on the floor to the east and so on. 

#%%_
_%%#
#%%_
~[][][]

Important things to remember: A pump that pulls from west needs open space or a grate (etc?) in the tile west of it, and liquid immediately below the grate, it cant pull through floors, and it cant pull water thats just sitting on the same level as the pump.  Both tiles of the pump need to sit on floor of some sort.  Power is input into the side of the pump that it pulls from.  Red would be powered by running an axle or a dwarf into the left %.  Pumps dont really pump liquid they teleport it.  This means magma can be pumped without magma safe materials, as long as magma doesn't actually get splashed on the "pumps from" side.  Wood can actually be used to pump magma if certain precautions are taken, but thats actually an ongoing area of research. 
Title: Re: The Little Questions Thread
Post by: kralmir on March 18, 2010, 07:23:58 am
is there any way to tell your dwarves to collect the corpses of wild animals and enemies from outside but to not collect dead vermin outside ?

and  no manually setting the vermins to forbid is not a option, im playing a 7x7 map where bats and stuff seem to die randomly all over the map, even on the opposite side of me
Title: Re: The Little Questions Thread
Post by: assimilateur on March 18, 2010, 08:55:24 am
Anything with the word "orthogonal" in it is begging to be simplified.

To make a pump stack first you build a pump over the water source. You use that to fill a small pool. Then you build another pump above that pool, which fills a second pool. Repeat.

Yeah, your description is much better, as in, simpler than mine. I don't, however, see a problem with words like orthogonal. I'm aware of the fact that one might not know what that means, but 10 seconds with a dictionary will sort that out.

is there any way to tell your dwarves to collect the corpses of wild animals and enemies from outside but to not collect dead vermin outside ?

If by collect you mean bring to a stockpile, then you can set up your refuse stockpiles so that they don't accept vermin remains. Go to your stockpiles' settings and while leaving remains in the item types section tagged, simply deselect things like bats or rats in the corpses section.

Of course that's gonna be a lot of clicks, so if you're going to make several such stockpiles, it's preferable to set up one custom stockpile and designate the news one after its pattern.

One way of avoiding that problem altogether is not accepting any corpses at your refuse stockpiles at all. Unless you're doing something with them I'm unaware is even possible, you don't need to haul in corpses of goblins anyway. You can instead let them rot in the open and then gather their bones and skulls.


I just realized that if you've got cats (and thus, vermin corpses strewn about your fortress, then you're going to need refuse stockpiles or garbage dumps for remains anyway. Which would make the entirety of my above advice useless. If that's the case, then I hope someone here comes up with something better.
Title: Re: The Little Questions Thread
Post by: kralmir on March 18, 2010, 09:14:03 am
ignore this, remains of a discussion in the wrong location
Title: Re: The Little Questions Thread
Post by: assimilateur on March 18, 2010, 09:16:39 am
I'm sorry, but I don't think you can compare using technical terminology - if words like orthogonal might even be considered that, as I'd think most people would learn that at high school - with randomly using words from a completely different language.
Title: Re: The Little Questions Thread
Post by: kralmir on March 18, 2010, 09:46:25 am
ignore this, remains of a discussion in the wrong location
Title: Re: The Little Questions Thread
Post by: assimilateur on March 18, 2010, 10:04:01 am
and if you actually think that everyone has english as theyr primary language

Believe it or not, but that's not what I thought. Hell, English isn't my native language either.

most people will know words like orthogonal

That, however, I did assume. I don't use unclear language on purpose, and if I think some word would have to be Googled by most people, I wouldn't have used it.


I recommend using private messages if you want to discuss my use of language or even my perceived arrogance any further. Continuing like this, we can expect complaints about us supposedly fighting (as I see it, we're merely having a level-headed discussion) and derailing this thread (which, I admit, would be a valid complaint).
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 18, 2010, 10:14:57 am
Assimilateur used "orthogonal" to explain that pump stacks can't draw from diagonally downwards, they have to drop from straight down or "orthogonally" down.  No one else explained this condition, and "orthogonally" is a clear way to do it.

I like this image for pump stacks, though it's also from the wiki:
(http://df.magmawiki.com/images/f/fd/Pumpsnc4.png)

Here's how I made pump stacks:
1) Build a tall stairway
2) Designate the pumps directly on top of each other, next to the stairway so dwarves can access them.
3) Provide power to any of the pump and they'll distribute it (more pumps need more power).

That's right, no walls necessary.  There's very little spillage, since the pumps work so fast.

Edit: Used the wrong link and didn't preview, duh.  Thanks assimilateur!
Title: Re: The Little Questions Thread
Post by: assimilateur on March 18, 2010, 10:26:20 am
Check your url, as I'm not seeing that image even after refreshing several times.

That said, seeing how you say it's a good illustration of pump stack on the wiki, I can probably guess which image (http://df.magmawiki.com/images/f/fd/Pumpsnc4.png) you meant.


In the meantime, I need to ask the following:
1. Do hippos spawn in tropical brooks and streams, or only in rivers? I'm guessing it's the latter, since I can't seem to get any large fish in brooks either.
2. From your experience, if you only get 1 or 2 tiles of a given biome, how likely are you to see any significant number of animals spawn there?
Title: Re: The Little Questions Thread
Post by: shome on March 18, 2010, 08:07:29 pm
1. Do hippos spawn in tropical brooks and streams, or only in rivers? I'm guessing it's the latter, since I can't seem to get any large fish in brooks either.
IIRC brooks don'tcount as biomes, so you shouldn't get things spawning from them.

Title: Re: The Little Questions Thread
Post by: assimilateur on March 18, 2010, 08:10:03 pm
1. Do hippos spawn in tropical brooks and streams, or only in rivers? I'm guessing it's the latter, since I can't seem to get any large fish in brooks either.
IIRC brooks don'tcount as biomes, so you shouldn't get things spawning from them.

That's what I thought (as I said, there's never any large fish in them), and I'm having one hell of a time finding rivers larger than a brook.

I guess what I should be asking now is how to generate worlds with more rivers and shit, but I'm close to giving up on getting the perfect world. Hell, I've been generating worlds and modding the game for a couple of weeks now without playing, enough is enough.
Title: Re: The Little Questions Thread
Post by: Bauglir on March 19, 2010, 10:22:15 am
-snip-
Title: Re: The Little Questions Thread
Post by: nickbii on March 19, 2010, 12:31:54 pm
I'm sorry, but I don't think you can compare using technical terminology - if words like orthogonal might even be considered that, as I'd think most people would learn that at high school - with randomly using words from a completely different language.
It's actually fairly obscure. The only reason I know it is that I watch Survivor, the castaways were letting an architect build their shelter, and she used it. It took her three tries to explain that she wanted a right angle.

I'm sorry if I was a bit abrupt in my simplification. I try to be a nice guy, but I almost always fail.  :-\
Title: Re: The Little Questions Thread
Post by: assimilateur on March 19, 2010, 01:14:51 pm
I'm sorry if I was a bit abrupt in my simplification. I try to be a nice guy, but I almost always fail.  :-\

No problem, mate.

When HFS is generated, is it the same kind of clowns? Like, if you embark on a site, reveal to check it and find out it's a kind you don't want, can you quit without saving and re-embark to see if it's changed?

I think (I can't stress that enough: I'm not sure if I remember it correctly) I've seen the clown species change on the same embark, though not after simply re-embarking. What I did was regenerate the world with the same world seed and other parameters (leaving the history seed random, as that might conceivably give you the same clowns all over again).

You probably know how to regenerate the same world, but just in case, I'll explain again (plus it might help someone else browsing this thread): with your fortress loaded, press ESC, go to export local image and press 'e'. That will provide you with several files, one of which will be called <fortressname>-param or something. You copy and past its whole contents into your \init\world_gen.txt file.
Title: Re: The Little Questions Thread
Post by: Bauglir on March 19, 2010, 04:19:48 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Organum on March 19, 2010, 06:49:58 pm
This is a super basic question but I couldn't find an answer when I searched for it.

Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
Title: Re: The Little Questions Thread
Post by: Diablous on March 19, 2010, 06:51:21 pm
This is a super basic question but I couldn't find an answer when I searched for it.

Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
If there is an up staircase under the designated down, then yeah, I think so.
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 19, 2010, 06:55:28 pm
This is a super basic question but I couldn't find an answer when I searched for it.

Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
If there is an up staircase under the designated down, then yeah, I think so.

Yep, this is right.
If there isn't an up staircase, like if you want to tunnel up out of a dug room, you'll need to "construct" one, then dig a down staircase above it.
Title: Re: The Little Questions Thread
Post by: Organum on March 19, 2010, 08:50:54 pm
This is a super basic question but I couldn't find an answer when I searched for it.

Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
If there is an up staircase under the designated down, then yeah, I think so.

Yep, this is right.
If there isn't an up staircase, like if you want to tunnel up out of a dug room, you'll need to "construct" one, then dig a down staircase above it.

Thanks, you two.

EDIT: Hum. I've got a constructed up staircase and have designated a down staircase be dug above it, but they don't seem to want to do it. Does this only work if the above tile is already open? I'm trying to tunnel multiple levels upwards.

EDIT AGAIN: Oh, never mind. Once they stopped being lazy, it worked.
Title: Re: The Little Questions Thread
Post by: Bauglir on March 19, 2010, 09:07:55 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Lukas on March 19, 2010, 10:16:06 pm
On embark, the list of gems I could bring with was very long and, to my delight, included green diamonds, which I planned to buy truckloads of later. However, when I got my first caravan, the list of gems I could request was about 5 long, none of which was particularly nice except maybe black opal. So my question is this: is my impression that the list of gems at embark is the same list as your civ can trade with correct, or was this not a very irritating glitch and actually how it's supposed to work? Bear in mind, not just really valuable gems were gone, either. All the ornamental gems from the original list were gone, too, just a few of the semi-precious being left.

I believe that on embark the list of items available are basically all the items in the world (that the dwarves can bring along), yet only certain civilizations deal with certain items. so for the gems, the civilization you're requesting gems from probably just doesn't deal with those gems. I know some civilizations don't allow you to request things like plump helmet spawns, for example. try waiting out different caravans and see what gems they have to offer; im sure the lists will vary
Title: Re: The Little Questions Thread
Post by: assimilateur on March 19, 2010, 10:22:22 pm
That seems to be set up inconsistently or might be bugged. I base this on the premise that the meat types you can bring on embark seem to be the same as the ones you can later order via the trade liaison. I see no logical reason for why this should work differently for things like gems.
Title: Re: The Little Questions Thread
Post by: Bauglir on March 19, 2010, 10:38:35 pm
-snip-
Title: Re: The Little Questions Thread
Post by: NecroRebel on March 19, 2010, 11:33:17 pm
You might have a slightly weird embark... While I've never tried it myself, it's possible that you might be able to choose every material your civ has access to on embark, but only the materials the parts of your civ that has access to you has access to afterwards. I realize that's confusing, so I'll give an example of what I'm thinking.

This would be something like your civ has outposts on both the inside and outside of a big valley, enclosed and thus inaccessible on all sides by mountains. You embark inside the valley. When you're embarking, you have access to the resources from both the inside-valley and outside-valley outposts. When your liaison arrives, you can only order resources from inside the valley, since the outside-valley ones don't have access.

I'm not sure that that's even possible, of course, but it would be a DF-logic logical reason why it would work the way you've seen.
Title: Re: The Little Questions Thread
Post by: The Architect on March 20, 2010, 12:09:09 am
How to be more dwarfy, lesson one:
http://ziza.es/2009/08/26/print:page,1,natura_20_foto.html
Enjoy photographs of dwarfy things, like magma and lava. And burning forests. And ocean waves (the kind that drag your supplies and dwarves out to sea). And lava and ocean waves together. And lava flooding civilization (a road in this case, I believe).
Title: Re: The Little Questions Thread
Post by: Malicus on March 20, 2010, 12:11:25 am
This is a super basic question but I couldn't find an answer when I searched for it.

Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?

Others have answered this, but I have to include a warning: When digging up, dwarves can't see what they're digging into until they've already dug into it.  This is a good way to accidentally flood your fortress (not that it's usually a good thing to do).
Title: Re: The Little Questions Thread
Post by: assimilateur on March 20, 2010, 12:34:42 am
I'm not sure that that's even possible, of course, but it would be a DF-logic logical reason why it would work the way you've seen.

Your explanation makes sense. It would also suggest that re-embarking from a different civ - assuming there even were more than one in his world - should produce different results. As should re-generating the world with a different history seed.
Title: Re: The Little Questions Thread
Post by: Bauglir on March 20, 2010, 12:54:25 am
-snip-
Title: Re: The Little Questions Thread
Post by: Randomone on March 20, 2010, 08:21:49 am
What utility would I use if I accidentally dug too many squares and want to change them back to natural walls for aestheic reasons?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 20, 2010, 12:13:30 pm
I'm not entirely sure, didn't even know there was such a utility.

How do I check if i'm at war with another civ, because the entire fucking human caravan just got wiped off the map by a siege.
Title: Re: The Little Questions Thread
Post by: Particleman on March 20, 2010, 01:14:28 pm
Say I wanted to mod axes to do half slashing and half bludgeoning damage. Would this work right?

(ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE)
(NAME:battle axe:battle axes)
(DAMAGE:55:SLASH)
(DAMAGE:55:BLUDGEON)
(WEIGHT:80)
(SKILL:AXE)
(TWO_HANDED:4)
(MINIMUM_SIZE:4)
(MATERIAL_SIZE:4)

The parentheses would be replaced with brackets, of course.

Also, would the lower damage values make the weapon less effective? I want to add the additional damage type without actually making axes stronger.
Title: Re: The Little Questions Thread
Post by: Asmodeous on March 20, 2010, 01:29:22 pm
Probably been answered dozens of times: Does altering the popcap in init.txt require a re-embark or just a relaunch of the game?
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 20, 2010, 01:30:56 pm
Probably been answered dozens of times: Does altering the popcap in init.txt require a re-embark or just a relaunch of the game?

Just a relaunch, thankfully.
Title: Re: The Little Questions Thread
Post by: Asmodeous on March 20, 2010, 01:50:34 pm
Probably been answered dozens of times: Does altering the popcap in init.txt require a re-embark or just a relaunch of the game?

Just a relaunch, thankfully.

Thank Armok for the moments he decides to be merciful. . . ;)

Thanks for the quick response.
Title: Re: The Little Questions Thread
Post by: nil on March 20, 2010, 02:35:36 pm
Say I wanted to mod axes to do half slashing and half bludgeoning damage. Would this work right?

(ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE)
(NAME:battle axe:battle axes)
(DAMAGE:55:SLASH)
(DAMAGE:55:BLUDGEON)
(WEIGHT:80)
(SKILL:AXE)
(TWO_HANDED:4)
(MINIMUM_SIZE:4)
(MATERIAL_SIZE:4)

The parentheses would be replaced with brackets, of course.

Also, would the lower damage values make the weapon less effective? I want to add the additional damage type without actually making axes stronger.
If I had to guess I'd say this won't work; usually in the RAWS when you have a double line it either picks the last one or picks randomly.  It's definitely worth a shot, though, and you just might discover something new.
Title: Re: The Little Questions Thread
Post by: Bauglir on March 20, 2010, 03:49:04 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 20, 2010, 06:27:56 pm
That's a good idea.  Magma definitely works that way: reveal makes it impossible to get the announcement and magma buildings don't become available.  Clownite and the king should be the same.

If you want, you can later 'hide' a tile with some app (maybe dtil) which will cause the announcement and summon the king.
Title: Re: The Little Questions Thread
Post by: Sutremaine on March 20, 2010, 06:47:35 pm
You could also use a utility to reveal just the clownite tiles, although if you're going to be digging through a lot of it before working on the centrepiece then it'll get tedious very quickly.

Another idea is to find out where the clownite and big top are, and then designate the area in such a way that you dig around it all until you're ready.

Mostly I'm just suggesting those because I find a Revealed map to be ugly as sin. :)
Title: Re: The Little Questions Thread
Post by: Bauglir on March 20, 2010, 07:37:43 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Randomone on March 20, 2010, 07:38:14 pm
Is it true that when your fortress becomes a mountainhome, you can abandon it and it will still be functioning/normal fortress when encountered in adventure mode?
Title: Re: The Little Questions Thread
Post by: The Architect on March 20, 2010, 08:43:38 pm
Did someone tell you that, or did you just sort of come up with it on your own?

It's definitely something I have never heard of, and I'm quite certain that all dwarves die when you abandon.
Title: Re: The Little Questions Thread
Post by: Malicus on March 20, 2010, 08:45:00 pm
I've heard claims to that effect, but it seems to be one of those "I think it's true because other people think it's true" things.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on March 20, 2010, 08:49:05 pm
It's definitely something I have never heard of, and I'm quite certain that all dwarves die when you abandon.

They most certainly do not die when you abandon. If you abandon while under siege, they all die, but not during normal abandons. You can read about their flight from your fortress in Legends.

After abandonment, your dwarves form a migratory group. They may settle at another site after a bit of wandering.

If your fortress was a mountainhome, I don't know if your dwarves stick around there. From what I've heard, the king becomes the leader of the migratory group, but I don't know what happens after.
Title: Re: The Little Questions Thread
Post by: The Architect on March 20, 2010, 08:58:51 pm
Ah, well that's a lot more detailed and useful information than I could give. I only returned to an abandoned site once, and there happened to be a few sieging humans around. I've seen various posts of other fortresses where the blood of dead dwarves was smeared all over the walls as well, but I wasn't aware that it only happened if you were under siege.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 20, 2010, 09:25:52 pm
I've been ordering my cook to cook some easy meals, but he's made only a few hundred (as opposed to the thousand drinks my brewer has probably made) and has barely leveled. All his cook easy meal - repeat orders get canceled quite quickly; it's usually because the job item was lost or destroyed. One time it was because he needed two unrotten cookable items, even though we were swimming in booze. What's going on?
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 20, 2010, 09:54:39 pm
I've been ordering my cook to cook some easy meals, but he's made only a few hundred (as opposed to the thousand drinks my brewer has probably made) and has barely leveled. All his cook easy meal - repeat orders get canceled quite quickly; it's usually because the job item was lost or destroyed. One time it was because he needed two unrotten cookable items, even though we were swimming in booze. What's going on?

I don't know about the last thing, refusing to cook the booze, unless you disabled the cooking of the boozes in the Kitchen menu and forgot.
The "job item was lost or destroyed" happens to me all the time.  I think dwarves are eating the ingredients.  Putting the kitchen and ingredients far out of the way may help prevent that.  Even better is to cook uneatable items, like dwarven syrup.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 20, 2010, 10:15:44 pm
Hmmm, all right. Thanks!
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 20, 2010, 10:40:05 pm
Oh, and using the job manager to set up a few dozen "Prepare 30 easy meal" items might be less hassle than refilling the kitchen's queue all the time.

Just realized something odd.  I think my cook refuses to prepare a lavish meal if there aren't four different ingredients available.  Seems odd since they often use the same ingredient four times.  Maybe I'm just mistaken.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 20, 2010, 10:58:17 pm
I see! I only have one kind of cookable item, so that's probably the problem. Thanks!
Title: Re: The Little Questions Thread
Post by: assimilateur on March 20, 2010, 11:02:14 pm
That's either some sort of weird-ass glitch, or you're missing something (like the fact that you might be running low on ingredients to the point that your cook is having trouble scraping together four untasked stacks).

Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications. I've long ago read that being able to green- or red-light all types of stone wasn't supposed to be possible in vanilla, but here I'm doing just that in d19. Has this feature been included recently, or am I missing something?
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 20, 2010, 11:11:34 pm
I think I had several hundred booze, but people kept stealing them for some reason. I think maybe because I didn't have that many barrels or something (which was weird, because how could I fit so much booze into a few barrels?). Anyway, the cook would carry a barrel of booze to the kitchen and then go to get another one, and while he was moving maybe 10 tiles to get another barrel some drunkard would swing by and steal his booze, and he'd cancel the project.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 20, 2010, 11:29:36 pm
It makes sense that if you only have relatively few barrels of booze (you said you had several hundred, which isn't a lot, especially if you're also cooking with booze), that your cook will run out of non-tasked booze to use for his meals, since most of them are likely to be drunk from at any given time.

I recommend using mainly dwarven syrup and/or quarry bush leaves for prepared meals. As long as you have adequate surpluses of barrels or bags respectively, it requires little micromanagement. Also, unless you're playing with the economy on and need cheap food, I recommend only cooking lavish meals. Each serving (not to mention the whole stack, obviously) is more valuable and the stacks are more compact, meaning you'll fit far more lavish meals than easy ones in a given stockpile.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 20, 2010, 11:31:38 pm
Okay, thanks!
Title: Re: The Little Questions Thread
Post by: Particleman on March 20, 2010, 11:59:15 pm
So is there a way to make a weapon do two types of damage without increasing the damage it does in total?
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 21, 2010, 12:36:44 am
That's either some sort of weird-ass glitch, or you're missing something (like the fact that you might be running low on ingredients to the point that your cook is having trouble scraping together four untasked stacks).

Huh, you're right.  I tested just now and I was mistaken, I made roasts just fine with only one type of ingredient (delicious strawberry wine) available.  Sorry about that Cheddarius!
Title: Re: The Little Questions Thread
Post by: assimilateur on March 21, 2010, 12:54:55 am
So is there a way to make a weapon do two types of damage without increasing the damage it does in total?

Nobody seems to have any idea, but if you modded a weapon type as you proposed earlier, you might be able test that in adventure mode. For all I know, you might not even get any meaningful results, but that's probably better than waiting idly for someone to come up with something.

I tested just now and I was mistaken, I made roasts just fine with only one type of ingredient (delicious strawberry wine) available. 

Yeah, it pretty much must have been like that, because I've never experienced any persistent problems with cooking out of homogeneous ingredients and could have produced screen shots of roasts made entirely out of syrup as evidence. Your problem was most likely caused by an intermittent shortage of non-tasked ingredients, as I believe has been mentioned earlier.
Title: Re: The Little Questions Thread
Post by: Torpid on March 21, 2010, 01:57:00 am
Had a strange occurrence just now, I got a message that one of my dwarves cancels job due to hunting vermin, and on the units screen his job is "hunting small creature", and none of my dwarves are set to hunt anything. Then it happens to another dwarf, and I notice both of them in the main hallway and look like their fighting, kept ramming into each other and a third dwarf joined in briefly, but there is no creature anywhere. I checked their status and they were both listed as starving, then I started getting messages about them not being able to eat because they couldn't path to the food. Meanwhile my other dwarves were doing their daily routines and having no problems getting food. A couple minutes later they just stopped whatever it was they were doing and went straight to the dining room. As I type this the game is paused and their both in there eating.

Any ideas as to what was going on? Just a random fight between two dwarves? Never seen anything like that, but this is only my 4th or 5th fortress.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on March 21, 2010, 02:01:50 am
For some reason those dwarves were unable to access your food stockpile. I guess the problem solved itself.

They might've been trapped behind a bit of masonry that you later undid. That's a pretty frequent cause for mysterious starvation.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 21, 2010, 02:17:08 am
To elaborate, your dwarves hunted vermin because they were starving. Dwarves will try to eat rats and such if there is no food available.
Title: Re: The Little Questions Thread
Post by: o_O[WTFace] on March 21, 2010, 04:49:22 am
Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications.

Mayday's comes with catmouth and the all stones economic mod, which lets you red/green all stone types by making a fake reaction that references them. 
Title: Re: The Little Questions Thread
Post by: assimilateur on March 21, 2010, 11:57:36 am
Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications.

Mayday's comes with catmouth and the all stones economic mod, which lets you red/green all stone types by making a fake reaction that references them. 

Which is why I considered it weird that my supposedly vanilla distribution of d19 listed all types of stone in my z->stones menu, even though I've read that it would only do so for flux and ores (if I even remember that correctly).
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 21, 2010, 01:03:18 pm
Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications. I've long ago read that being able to green- or red-light all types of stone wasn't supposed to be possible in vanilla, but here I'm doing just that in d19. Has this feature been included recently, or am I missing something?

It's not been included, I'm positive.  I download and ran d19 (I use d16) and started up a fortress, and only the normal economic stones were available in the economic stones list.  I also checked the raws and there was no CAT_MOUTH body part, so the cat-mouth glitch hasn't been fixed either.  This matches the thread, which suggests that there have been no gameplay changes, though I wasn't sure fixing the cat-mouth glitch would count as a gameplay change exactly.

Are you sure you unzipped to a seperate folder?  I haven't used Mayday's version, but if it installed a shortcut or something you shouldn't use that anymore.  That's all I can think of.

Edit: I only tried the windows version, in case that matters.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 21, 2010, 01:07:24 pm
I've unpacked it into a new folder all right. I have several other distributions of Mayday's DFG both packed and unpacked on my disk, but that shouldn't influence my supposedly vanilla DF, unless that stone mod modifies the registry or something.

EDIT:

I figured it out now. In fact, it was so obvious that I'm embarrassed it took me so long.

It didn't occur to me that this stone mod was in the raws, and I've imported said raws from an earlier version in order to use my own modifications.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 21, 2010, 01:27:13 pm
Having lost my embark crew to a single fireman, if I run into one again the only thing I can see to do with embark only dwarves is to trap him. Will he still fire his fireballs out of a cage? He can bust down doors but not a cage right? Will weapon traps kill him? Or will he bust them down too?
Title: Re: The Little Questions Thread
Post by: yinyang107 on March 21, 2010, 03:46:59 pm
Dunno about firemen, but I'm pretty sure dragons can breathe fire from inside a cage, so it's probably a similar situation.

My own question: does giving a room a high ceiling via channeling or ramps increase its quality?
Title: Re: The Little Questions Thread
Post by: Bauglir on March 21, 2010, 04:09:19 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 21, 2010, 04:15:12 pm
I can't speak from experience, but I'd be very surprised if creatures can breath fire from in a cage.  It stops cats from adopting, and they aren't affected by heat (dump iron cages containing goblins into magma).  They won't even get pregnant, though they will give birth.  It's a kind of stasis in many ways.  So I highly doubt they can breathe out of the cage.

Although if they can, that's potentially a lot of fun!

My own question: does giving a room a high ceiling via channeling or ramps increase its quality?

No, only the floors and walls are counted, and rooms can't go up Z-levels.  High ceilings can look great in visualizers though (:
Title: Re: The Little Questions Thread
Post by: yinyang107 on March 21, 2010, 04:19:32 pm
Hmm. I'm confused now. I have a dragon in a cage, and when I tried to move him my animal trainer was set on fire.

Wait a sec - it's in a cage trap. Does that make a difference?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 21, 2010, 04:26:30 pm
Hmm. I'm confused now. I have a dragon in a cage, and when I tried to move him my animal trainer was set on fire.

Wait a sec - it's in a cage trap. Does that make a difference?

Did you try to move your dragon from its current cage to another? Transferring wild animals between cages is liable to end in them escaping.
Title: Re: The Little Questions Thread
Post by: yinyang107 on March 21, 2010, 05:26:52 pm
Yeah, I did. I didn't think it escaped, but maybe it was just immediately trapped in another trap. After all, there were like ten in the area. Should I build its current cage next to the one I wanna move it to, then move it?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 21, 2010, 05:30:36 pm
Yeah, I did. I didn't think it escaped, but maybe it was just immediately trapped in another trap. After all, there were like ten in the area.

That's most likely what happened, unless we're both missing something here.

Should I build its current cage next to the one I wanna move it to, then move it?

Yes, do it like that. I'm not sure if that's 100% safe, but it's probably as close as you can get.

EDIT: Instead, do it as described by The Architect.
Title: Re: The Little Questions Thread
Post by: The Architect on March 21, 2010, 07:14:11 pm
You can do better than that. Build the cage it's in down a blind alley, and build a cage trap using the new cage at the blind alley's exit. Be sure to do this where dwarves won't walk into the line of sight and get fried. Now, install a lever on the first cage and RELEASE THE KRAKEN! ahem, Pull The Lever.
Title: Re: The Little Questions Thread
Post by: lynd on March 22, 2010, 03:27:32 am
Hi everyone, this is my first post here. I'm quite new, but DF has claimed a few days of my life already (most of them in an "oh shi-it's dark already and I was supposed to play just a little in the morning" sense ;) ).

But now all my dwarfs stopped hauling items. Workshops are full, tried creating new stockpiles (both custom and bars/blocks/gems etc), tried deleting old ones... Still nothing. Ofc all hauling jobs are enabled, all other disabled, and the smug little bastards just sit there with that "No job" face  :-\

Orders menu (o) says gather on everything, I don't have any hidden rocks blocking the place, nothing is forbidden (as far as I know... didn't use it yet), there is a clear path between items and destination.

And it only happens to items: whenever I create a food or rock stockpile, suddenly all of them go all hi-ho about hauling everything they can. But if I make something for items (like bars or shells or finished goods) then at most one will come to put an empty bin, and it's back to loafing at the dining hall  :-\

Okay, what did I miss? Or did my using Dwarf Therapist mix something up?
Title: Re: The Little Questions Thread
Post by: lynd on March 22, 2010, 07:10:23 am
Got it. Item hauling didn't work because my job queue (so that's what it is!;)) was blocked with hauling jobs in inaccessible areas, sigh...
After that cleaning up my fort took quite a while ;)
Title: Re: The Little Questions Thread
Post by: Torpid on March 22, 2010, 05:48:06 pm
So I think I set up too many cage traps in my current fort, because I have more goblins than I know what to do with. Currently I've been using them in an arena to do some live training for my wrestling squads, but I can't seem to disarm them. I did the mass designate dump with d -> b -> d and then look and each cage and press d to not dump the cage itself, just like the wiki said, but my dwarves don't seem to be doing anything to the cages, because when I kill the goblins they leave all kinds of weapons and clothes behind. Am I missing something?

Also, how do you go about building and using a big z-level drop to kill prisoners? I'm looking for a more efficient way of processing these goblins, setting up the arena doesn't kill them fast enough due to the long setup time for my mechanics.
Title: Re: The Little Questions Thread
Post by: Malicus on March 22, 2010, 05:56:44 pm
So I think I set up too many cage traps in my current fort, because I have more goblins than I know what to do with. Currently I've been using them in an arena to do some live training for my wrestling squads, but I can't seem to disarm them. I did the mass designate dump with d -> b -> d and then look and each cage and press d to not dump the cage itself, just like the wiki said, but my dwarves don't seem to be doing anything to the cages, because when I kill the goblins they leave all kinds of weapons and clothes behind. Am I missing something?

Have you created a garbage dump zone?  Press 'i', draw a zone somewhere, then press 'g' to turn it to a garbage dump zone.  Dwarves will only dump items to such a zone, and they won't dump items at all if there is not a garbage dump zone.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 22, 2010, 06:52:46 pm
I trained up my wrestlers to uber champion wrestlers. Then I built a nice range beside their baracks and gave them chain and steel crossbows, but they will not train in them. Do they get to a certain level and then refuse to re arm?
Title: Re: The Little Questions Thread
Post by: The Architect on March 22, 2010, 10:02:51 pm
http://df.magmawiki.com/index.php/40d:Sparring#Target_Practice
The basics
http://df.magmawiki.com/index.php/Marksman#Known_issues
Likely causes for your problem

I hope you don't feel shortchanged, but by directing you to an easily available and easily found prewritten answer, a question-answerer saves themselves many hours over a period of months.

The wiki isn't perfect, but in this case as in most others it can provide an extremely detailed explanation of all possible marksman problems when properly used.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 22, 2010, 11:01:38 pm
What does manufacturing obsidian on living creatures do?
Title: Re: The Little Questions Thread
Post by: Odd!x on March 22, 2010, 11:42:42 pm
from what I've heard, firstly it depends on what you drop on their heads first.  If it's water and then magma, their worldly possessions and corpses are neatly preserved in a block of obsidian.  If it's magma first, then only their magma-proof things are preserved in the resulting block.
Title: Re: The Little Questions Thread
Post by: DFPongo on March 23, 2010, 01:45:47 am
http://df.magmawiki.com/index.php/40d:Sparring#Target_Practice
The basics
http://df.magmawiki.com/index.php/Marksman#Known_issues
Likely causes for your problem

I hope you don't feel shortchanged, but by directing you to an easily available and easily found prewritten answer, a question-answerer saves themselves many hours over a period of months.

The wiki isn't perfect, but in this case as in most others it can provide an extremely detailed explanation of all possible marksman problems when properly used.

I do appreciate it. And I do look at the wiki a great deal.
All I can think of is that changing weapons in the military menu didn't drop the weapons they had. Of course, I thought it was to do with being legendary champions and looked there.
I am sure you appreciate that the game usually doesn't tell you why something is not happening, and often doesn't really tell you how to accomplish something, an obscure design and bugs on top, makes for some interesting problem solving.

I just recruited two miners as crossbowmen, and all my stone and wood bolts and my existing range worked fine for them. Now I have 1/5 of my 25 adult dwarves under arms, and it is going ok.
Title: Re: The Little Questions Thread
Post by: kendo on March 23, 2010, 10:07:43 am
Do dwarfs get bored? Do they get bad thoughts from doing nothing?
Title: Re: The Little Questions Thread
Post by: DFPongo on March 23, 2010, 10:12:19 am
THey certainly get good thoughts from being busy. Bored = parties in my fortress.
Title: Re: The Little Questions Thread
Post by: Particleman on March 23, 2010, 01:52:48 pm
Do dwarfs get bored? Do they get bad thoughts from doing nothing?

Not that I know of.... If they don't have anything to do they'll hang out at a meeting area (or thier rooms, if there are no meeting areas) and talk to each other which is generally bad (they'll make friends, and the death of a friend can very easily lead to a tantrum. When you've got a dozen dwarves tantruming at once...)

So, yeah, it's best to keep thembusy as much as you can. Preferably this would involve traning them in a useful skill, but there are only so many useful skill, so in most forts, by default, they become seige or pump operators.

If nothing else, you can have them shuffle the stockpiles (set food stockpile 1 to take from stockpile 2, set 2 to take from 3, and set 3 to take from 1. They'll carry stuff back and forth endlessly) just to keep them busy.
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 23, 2010, 03:09:12 pm
Dwarves can eventually become upset at "the lack of work last season".  This can lead to them attending meetings with your mayor, who will then mandate jobs of a specific type to be done.
Title: Re: The Little Questions Thread
Post by: kendo on March 23, 2010, 05:42:35 pm
ok, thanks for the replies
Title: Re: The Little Questions Thread
Post by: yinyang107 on March 23, 2010, 06:43:58 pm
If I drain a pool with fish in it, what happens to the fish? I'm talking fish I can actually see swimming around.
Title: Re: The Little Questions Thread
Post by: Sphalerite on March 23, 2010, 07:01:43 pm
If I drain a pool with fish in it, what happens to the fish? I'm talking fish I can actually see swimming around.
Air-drown and die, although vermin-size fish might teleport out before the water goes away.  Actual creature fish that can't teleport will die.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 23, 2010, 08:47:53 pm
Dwarves can eventually become upset at "the lack of work last season".  This can lead to them attending meetings with your mayor, who will then mandate jobs of a specific type to be done.

Last time I've read about this, it was claimed this was only an economic feature. Do you know whether this will happen with a disabled economy? I don't think I've ever seen dwarves complain about a lack of work, but then again I usually have a shortage of manpower.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 24, 2010, 12:54:32 am
What does "preserved" mean in the context of obsidian freezing? Would that mean something like:
This is a block of obsidian.
In the block is an elf. The elf is screaming.

Or something?
Title: Re: The Little Questions Thread
Post by: Flaede on March 24, 2010, 01:41:46 am
What does "preserved" mean in the context of obsidian freezing? Would that mean something like:
This is a block of obsidian.
In the block is an elf. The elf is screaming.

Or something?

no. as in if you mine out the block you discover the stuff.
bones, clothes, weapons, etc.

it's fun (also often Fun) when used with eternally freezing water on glaciers to get one frozenwater block containing 100s of "ice" stones.
Title: Re: The Little Questions Thread
Post by: sjaakwortel on March 24, 2010, 02:40:22 pm
im playing dig deeper since my first fort. But since when do orc's die in cages. i know goblins survive a bit longer. (no live target practice for my marksdwarves.) Never mind i killed em with dwarf companion (ye i know its cheating)
Title: Re: The Little Questions Thread
Post by: Poot on March 25, 2010, 06:44:44 am
Oh hey again guys. Last thread I asked about making my dwarves cannibals; I was told to edit them to EAT_SAPIANT_OTHER and EAT_SAPIANT_KILL, but still I don't see the little guys roasting goblins or other dwarves. What's the deal?
Title: Re: The Little Questions Thread
Post by: NecroRebel on March 25, 2010, 12:06:29 pm
Oh hey again guys. Last thread I asked about making my dwarves cannibals; I was told to edit them to EAT_SAPIANT_OTHER and EAT_SAPIANT_KILL, but still I don't see the little guys roasting goblins or other dwarves. What's the deal?
Whoever told you to do that was simply mistaken, probably due to having never tried it themselves. While having those ethics at ACCEPTABLE does make your people eat defeated enemies in worldgen, it doesn't change fortress mode. You cannot, at present, butcher sapient creatures without stupid workarounds that just aren't very good at all.
Title: Re: The Little Questions Thread
Post by: BitLooter on March 25, 2010, 05:59:15 pm
After reading the thread about capturing mermaids, I've decided to give it a try myself. I've got some ideas involving massive suction pumps, magma, and a huge fortress built over the water.

Having never built an ocean fort before, I want to make sure I pick a good site to embark on before doing this. So what should I look for during worldgen/embarkment to ensure I'll find mermaids there?

Also, if I were to build glass tubes filled with magma underwater, would the mermaids see it and avoid it?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 25, 2010, 07:39:47 pm
Having never built an ocean fort before, I want to make sure I pick a good site to embark on before doing this. So what should I look for when choosing my site to ensure I'll find mermaids there?

As far as I know, they live in good oceans.

Also, if I were to build glass tubes filled with magma underwater, would the mermaids see it and avoid it?

In short, no. That makes no sense whatsoever, in current AI-terms (though it would, of course, make sense in real life), at least the way I understand this.


I've just started a new game, at last. I've modded my civilizations to have non-overlapping active seasons. Because the way sieges and trading currently work, having several sieges per year (I'm currently using 7 hostile civs) effectively keeps me from trading unless I'm incredibly lucky. Accordingly, I gave all my hostiles active seasons other than autumn so I could trade in peace.

It's now early autumn, and guess what? A vile force of fucking darkness has arrived. What do I do to make this goddamn game actually use my active season settings, instead of overriding them willy nilly?

Currently, the only solution seems to be disabling invaders altogether for the years you want to do some trading, which is a half-measure at best. Not to mention that it doesn't work as reliably as I expected (last time I tried, I still got invaders in the year following my disabling of them). Of course the mere fact that traders, who only come around once a year, will completely bypass your location when you're being attacked, instead of waiting somewhere safe is ridiculous.
Title: Re: The Little Questions Thread
Post by: NecroRebel on March 25, 2010, 08:06:26 pm
Traders from a give race will come more than once a year if you give them multiple active seasons. You can even have a race come 4 times a year if you give them all 4. This can be helpful if you are playing Relentless Assault or somesuch and thus are getting sieged most every season.

I've had a similar problem myself. In my utter hatred of ambushes, I'm playing RA with all the invader races modded so that they won't ambush, thus I get sieged more or less constantly. I, too, attempted to remove the enemies' ability to come during the season my traders were supposed to show up without success. However, while I have not yet tested it at all, I think I may have thought of a solution.

The orc mod's orcs siege only during summer and winter and IIRC don't siege any other time. They have only the summer and winter active season tokens. I suspect that the "siege any time" bug comes from having two active seasons back-to-back. As I said, I've not tried this, but intend to start a new fort with such settings shortly. If my theory is correct, making sure the enemy has no more than 2 active seasons, and those not adjacent to one another, should work. Testing remains, and it may well be a forlorn hope, but it could work.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 25, 2010, 08:31:46 pm
That can't be the problem in my case, because my goblins were supposed to be only active during summer, and still they showed up in autumn.

This active season shit is really gamey if you think about it. I'm thinking about throwing in the towel and making all my siegers active year-round and either do the same for my dwarves (the only race I trade with), or take the easy way out and disable invaders for the first 2-3 years after embark.

I only really need to trade in the beginning (and even the word "need" is stretching it), and it even kinda makes sense that they wouldn't be able to track you - or at least not consider you a worthy target - shortly after embarking. Increasing my progress_triggers won't cut it, as I'm afraid that would postpone my sieges until my population is higher than it's ever going to be (I'm thinking low fifties to sixties, unless this new d19_2 version turns out to run smoother than expected).
Title: Re: The Little Questions Thread
Post by: LoneJedi7 on March 25, 2010, 09:08:51 pm
i have a question, what exactly do my nobles want when they demand "item in bedroom", it seems that no matter what random junk i put in their room they arent satisfied.   
anyone know what do do?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 25, 2010, 09:11:28 pm
It could possibly be a glitch, such as the large. (http://df.magmawiki.com/index.php/40d:Known_bugs_and_issues#.22Large_.5Bblank.5D.22)
Title: Re: The Little Questions Thread
Post by: geoduck on March 25, 2010, 10:02:53 pm
i have a question, what exactly do my nobles want when they demand "item in bedroom", it seems that no matter what random junk i put in their room they arent satisfied.   
anyone know what do do?

It's a known glitch. There's nothing you can do. Fortunately, they don't call for beating if this sort of demand isn't met.
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on March 26, 2010, 08:34:44 am
Sparring question, what type of weapon is recommended for sparring but my dwarves can stay wielding while training incase of emergency?
Title: Re: The Little Questions Thread
Post by: Randomone on March 26, 2010, 08:59:53 am
Sparring question, what type of weapon is recommended for sparring but my dwarves can stay wielding while training incase of emergency?
Just give them their combat weaponry. Sure, half your military is injured, but it makes the survivors that much stronger! ;D

Really though, just give them a weapon made out of something strong, but low quality. Some dwarfs still get injured, but they recover.
Title: Re: The Little Questions Thread
Post by: ancistrus on March 26, 2010, 10:40:13 am
I noticed that I have (for the first time) two elven civilizations visible on civilization screen. Is this normal? Has something unexpected happenned? Ive never seen this in any of my ..20(?) games.
Title: Re: The Little Questions Thread
Post by: Vayre on March 26, 2010, 11:05:09 am
In a fort im running now My dwarves have become antisocial for some reason, rather than use that nice Meeting area OR the meeting hall they prefer to lurk in their rooms.

Whats causing this? An is there any way to fix it?
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 26, 2010, 11:19:19 am
I noticed that I have (for the first time) two elven civilizations visible on civilization screen. Is this normal? Has something unexpected happenned? Ive never seen this in any of my ..20(?) games.

Strange, I usually get a few civilizations for each race, including elves.  Do you usually get 2-3 dwarven civilizations?  Are you playing tiny or pocket worlds?  Any major mods like Dig Deeper or Orcs?

Try checking the historical maps section of legends.  Maybe most of the elven civilizations getting killed in world-gen.
Title: Re: The Little Questions Thread
Post by: SquidgyB on March 26, 2010, 01:19:37 pm
A question regarding magma, water, obsidian farming and the inveitability of one day an accidental cave in due to tower cap growth on top of the obsidian block;

Is there any item/construction (springing to mind are grates, horizontal bars, etc) that I can place on top of the magma area that allows water to pass through, will inhibit tower cap growth, can support the constructions around it and not get mined out/destroyed by up ramps?

Constructed (not carved out of rock) fortifications maybe?

e: add to the list of wants - will allow a dug ramp from below to remove the floor on the Z-level above created by the obsidian "block"
Title: Re: The Little Questions Thread
Post by: Sutremaine on March 26, 2010, 02:08:42 pm
Whats causing this? An is there any way to fix it?
Possibly they consider their rooms to be nicer than the meeting area. I have multiple meeting areas spread over a dining room that's Royal despite being shared (and has multiple artifacts built within its boundaries, so it's not just tables and chairs to look at), and still dwarves have a 50/50 chance of lurking in their rooms despite said rooms topping out at Decent.

Re: obsidian farming

Why are you making obsidian when you can afford to leave it unmined long enough for tower caps to grow? I'd give the fortification idea a try though, as you only need to build one in your farm to test it.

Although reading your post again, I'm curious about your exact setup. You seem to be using the water-dropping method, but that normally leaves no water hanging around afterwards.
Title: Re: The Little Questions Thread
Post by: SquidgyB on March 26, 2010, 02:31:17 pm
True, tower caps usually take a long time to grow, but a few times I've seen them sprout pretty much immediately after dousing the magma, and it's caught me out once or twice after designating the rock to be mined, and squished the miners in question.

I'm not measuring the water carefully... I use a setup where there are deep channels around three edges of the factory, which drop down several levels, with some function rooms down the bootom where dwarfs get the occasional waterfall mist from the excess pouring over the edges. The reason I asked here was because I was at work (I was curious if anyone knew offhand
). I'm about to do some Bez style science to find out :)

e: Ok... Fortifications don't allow the water to touch the magma below, so we have tiles of magma left while around the anywhere else the magma was cooled into obsidian.

Floor bars and grates allow the water to pass through, but don't support surrounding constructions - so I could only build around the edge of the factory, unless it was based on 2-tile wide channels rather than a wide area.

ramping works from beneath bars and grates, but the support issue remains.

Hmmm, what to test next?

e: Bugger. On second looks the cavern floor remains beneath the bars and grates, so it'd be useless for the next obsidian production run anyway. I guess I'll just have to keep an eye on the dwarfs while they ramp the obsidian away :(
Title: Re: The Little Questions Thread
Post by: nil on March 26, 2010, 04:10:00 pm
In a fort im running now My dwarves have become antisocial for some reason, rather than use that nice Meeting area OR the meeting hall they prefer to lurk in their rooms.

Whats causing this? An is there any way to fix it?
Make sure you haven't accidentally forbidden the piece of furniture your rooms are designated from, or turned your meeting area to a non-active status.

I think particularly antisocial dwarves are known to avoid even properly designated meeting areas, but that's a stable personality thing; it shouldn't have changed.
Title: Re: The Little Questions Thread
Post by: Sutremaine on March 26, 2010, 10:19:30 pm
True, tower caps usually take a long time to grow, but a few times I've seen them sprout pretty much immediately after dousing the magma, and it's caught me out once or twice after designating the rock to be mined, and squished the miners in question.
Odd. You must just have really bad luck.

Quote
I guess I'll just have to keep an eye on the dwarfs while they ramp the obsidian away :(
Another option is to dig stairs and then channel them from above, or maybe just dig out the level with the up stairs (I believe that's the one that'll produce rocks). You could probably just leave the down stair level alone after the first round of farming, as stairs are definitely water-permeable.
Title: Re: The Little Questions Thread
Post by: Randomone on March 27, 2010, 11:06:38 am
I'm having a problem with my dwarfs not using all my bins. Both my craft and bar stockpile are overflowing, yet they only have around 4 or 5 bins in them, even though there are 7 perfectly good bins nearby. I tried taking away my bin-only stockpiles, yet my dwarfs still won't use them. My barrels are used fine, and even when I have 55 idel hauler dwarfs, nothing happens.
 ???
Help?
Title: Re: The Little Questions Thread
Post by: assimilateur on March 27, 2010, 04:02:38 pm
If you're positive that the bins they're not using are empty, reachable and not forbidden, then I don't know how to help you. Perhaps you just got to wait for them to catch up, logistics-wise (I think they only fill bins and barrels one at a time, so that might take longer than expected).
Title: Re: The Little Questions Thread
Post by: Rolan7 on March 27, 2010, 04:51:13 pm
I'm having a problem with my dwarfs not using all my bins. Both my craft and bar stockpile are overflowing, yet they only have around 4 or 5 bins in them, even though there are 7 perfectly good bins nearby. I tried taking away my bin-only stockpiles, yet my dwarfs still won't use them. My barrels are used fine, and even when I have 55 idel hauler dwarfs, nothing happens.
 ???
Help?

If you select the stockpile with q, does it have 0 "bins allowed"?  I don't remember the exact layout, but you can control how many bins are allowed and how many barrels are allowed.  If that isn't it check the bins you want to use with k to see if they're tasked or forbidden or something, and definitely empty.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 28, 2010, 01:07:01 am
How do you flush garbage?

I thought it was pretty straightforward, so I dug an underground channel to my brook, slapped together two manually operated pumps, but whatever I dump into the flowing water doesn't move an inch. I thought this might have to do with weight, that water wouldn't move stones, so I dumped some logs and they won't move either.
Title: Re: The Little Questions Thread
Post by: Shade-o on March 28, 2010, 01:50:38 am
'Flowing', powering a waterwheel is different from 'flowing' moving items and creatures. For it to move, it must actually change in water level, moving from one point to another.
Title: Re: The Little Questions Thread
Post by: The Architect on March 28, 2010, 01:58:55 am
Water flows unevenly over z-level waterfalls. Most players take advantage of that fact to move items. Basically, you can't flush items without a z-level change in flow at some point.

In the end: flushing items is a fun little gimmicky mechanic, but you should just use an "atom smasher", aka garbage compactor if practicality is your goal.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 28, 2010, 02:11:21 am
OK, I'll try making my dump one level lower than where the water is being pumped. Regarding Shade-o's suggestion about changing water level, I got my logs to be flushed when I stopped and restarted the pumps. My dumped stones, however, didn't move an inch.

Oh, and I didn't bother with this for practical reason, as my bottomless pit is close enough to my fort's main shaft that it would even make sense to dump shit directly in it.

Regarding atom-smashing, I think we've already talked about this. I'm not convinced about the realism of putting thousands of stones under a bridge and pulverizing them, though I guess hooking it up to a water-based repeater would make sense, so it would only smash small amounts of rock at a time.

Do you know of a way of avoiding phantom globs when magma-dumping rocks? I mean, would dumping stuff directly into the pipe be clean? Or what about pumping the magma dump around so the depth didn't remain constant?


EDIT:

1. Changing the z-level of where my water gets pumped didn't do anything. Any obsidian I've dumped, or am still dumping, won't move an inch.

2. Turns out, even the stuff that did get "flushed" didn't get disposed of properly. Looking at my stocks, I've seen a {withered pig tail} F that I had dumped earlier and thought had already disappeared down the bottomless pit. It's still being tracked in my stocks, and when I zoom in on it, I'm being shown its former location without it physically being there. This is fucking ridiculous.
Title: Re: The Little Questions Thread
Post by: Garrie on March 28, 2010, 04:00:08 am
I'm having a problem with my dwarfs not using all my bins.  ???
Help?
I sometimes do this by micromanaging:
Set up a stockpile (say 3x3) set to "furniture - block all - allow bins".
When it is full of bins, disable furniture and turn on "craft" (or whatever you wanted in the bins), with all 9 (however many) spaces permitted for bins.
Usually my problem is, when I first set up a stockpile next to an over-flowing workshop, my item haulers come and scatter 1 piece of crap every 10 x 10 square. Now, I don't know about you, but I'm pretty sure I can fit more than one cup in a 10' x 10 ' square...
Title: Re: The Little Questions Thread
Post by: Randomone on March 28, 2010, 08:28:48 am
Thanks for the advice on the bin problem. :) I think it might be a bug, because when I produced more bins the bins lying aroung got moved, but the new bins stayed in the workshop.(because my bin-storage stockpiles were still down.) Now, my only fear is that the dwarfs have moved the bins BACK to the workshop, which would be a much bigger problem.
Title: Re: The Little Questions Thread
Post by: Flaede on March 28, 2010, 03:37:56 pm
Thanks for the advice on the bin problem. :) I think it might be a bug, because when I produced more bins the bins lying aroung got moved, but the new bins stayed in the workshop.(because my bin-storage stockpiles were still down.) Now, my only fear is that the dwarfs have moved the bins BACK to the workshop, which would be a much bigger problem.

Likely they're Destined for somewhere, some bin-accepting stockpile, probably, but cannot be moved there due to some silly reason like a cup taking up the space.
Title: Re: The Little Questions Thread
Post by: ancistrus on March 28, 2010, 03:57:52 pm
An absolutely ecstatic dwarf just attended a meeting with mayor (not manager). She yelled at him and got a little happier. Wiki implies this should not happen. Thoughts?
Title: Re: The Little Questions Thread
Post by: The Architect on March 28, 2010, 05:19:30 pm
How about a link or a quote so we don't have to go wiki-diving to see what you are talking about?
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 28, 2010, 05:44:07 pm
How do I make sure my dwarves only use blocks for statues and such? I could churn out blocks for a while, then disable all stone so they can only use blocks, but that's inconvenient...
Title: Re: The Little Questions Thread
Post by: assimilateur on March 28, 2010, 05:47:58 pm
They can't use blocks for furniture, those are only used for building walls, floors, bridges, workshops and the like.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 28, 2010, 06:12:27 pm
Oh! Well then, that makes it easier. Thanks!
Title: Re: The Little Questions Thread
Post by: The Architect on March 28, 2010, 06:26:13 pm
It helps to think of blocks as strictly building materials (like bricks), rather than large stone blocks. Otherwise, it's a confusing idea that carving a hunk of rock into a block makes it unusable for other things.

Blocks should require some form of advanced hauling (like a cart or pallet) and probably will in future. Right now, your dwarf just wraps his stubby arms around a large pile of squared loose stones and carries them.
Title: Re: The Little Questions Thread
Post by: Cheddarius on March 28, 2010, 06:31:50 pm
It's also pretty crazy how the material made into one +diorite ring+ is equivalent to the material made into a massive wall.
Title: Re: The Little Questions Thread
Post by: The Architect on March 28, 2010, 07:17:24 pm
It's best to consider it a boon, given the massive surplus of stone always present in DF.
Title: Re: The Little Questions Thread
Post by: Josiwe on March 28, 2010, 10:57:52 pm
Can recruits train xbow with shields? I had some recruits set to xbow, leather, shield, and they refused to practice at my archery range. I read somewhere that there are some bugs with marksdwarves and holding secondary items, but all they had were shields. So I set them to remove shields, and they started practicing immediately. Then they leveled up from recruit to marksdwarf, and I reequipped the shields. After leveling up they continued to train, even with shields equipped.
Title: Re: The Little Questions Thread
Post by: The Architect on March 28, 2010, 11:21:49 pm
The wiki is the place to go for repetitive archery questions. It is very, very clear and detailed.

Shields don't affect training, and the only possible answer (besides a never-before-seen bug) is that you lacked one of the vital elements for archery training: A valid target, correct orders, and proper equipment. Most likely you didn't have valid ammunition for training.

Toady is allowing you to designate ammunition of any material for training in the new version to prevent this confusion/hangup.
Title: Re: The Little Questions Thread
Post by: Garrie on March 29, 2010, 05:16:03 am
An absolutely ecstatic dwarf just attended a meeting with mayor (not manager). She yelled at him and got a little happier. Wiki implies this should not happen. Thoughts?
Apparently there was something that had annoyed that dwarf.
The Mayor's main "job" is being complained to about things like, a lack of work last season. The dwarf who complained to the mayor should have a happy thought like "... has complained about ..." somewhere. That should at least explain what they complained about.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 29, 2010, 05:48:14 am
So you're saying that even when they're generally ecstatic, dwarves are going to bust the mayor's balls over things like a lack of chairs?
Title: Re: The Little Questions Thread
Post by: nil on March 29, 2010, 11:10:15 am
So you're saying that even when they're generally ecstatic, dwarves are going to bust the mayor's balls over things like a lack of chairs?
The main and perhaps only reason regular dwarves will meet with the mayor is lack of work.  Since lack of work is only associated with one occasionally-occurring bad thought plus the possibility of not being able to afford a bedroom, it's pretty easy for a generally very happy dwarf to want to meet with the mayor.
Can recruits train xbow with shields? I had some recruits set to xbow, leather, shield, and they refused to practice at my archery range. I read somewhere that there are some bugs with marksdwarves and holding secondary items, but all they had were shields. So I set them to remove shields, and they started practicing immediately. Then they leveled up from recruit to marksdwarf, and I reequipped the shields. After leveling up they continued to train, even with shields equipped.
According to the wiki (and I can't remember seeing anything in my personal experience that conflicts with this) dwarves with shields need quivers to carry ammo.  Dwarves don't practice with the bolts in their quivers, but I wouldn't be surprised if it still applied.  Otherwise it's probably something around the lines that Architect was talking about, or even random chance.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 29, 2010, 12:10:18 pm
The main and perhaps only reason regular dwarves will meet with the mayor is lack of work.  Since lack of work is only associated with one occasionally-occurring bad thought plus the possibility of not being able to afford a bedroom, it's pretty easy for a generally very happy dwarf to want to meet with the mayor.

That does make sense, but I was wondering about the odds of seeing dwarves complain to the mayor about less serious stuff, since I don't play with an economy or even a population high enough to get a tax collector.
Title: Re: The Little Questions Thread
Post by: ancistrus on March 29, 2010, 01:37:51 pm
The main and perhaps only reason regular dwarves will meet with the mayor is lack of work.  Since lack of work is only associated with one occasionally-occurring bad thought plus the possibility of not being able to afford a bedroom, it's pretty easy for a generally very happy dwarf to want to meet with the mayor.

That does make sense, but I was wondering about the odds of seeing dwarves complain to the mayor about less serious stuff, since I don't play with an economy or even a population high enough to get a tax collector.

"Non-legendary dwarves, if left idle for long period of time, will periodically meet with the manager to complain about job scarcity. "

http://df.magmawiki.com/index.php/Meeting

That is what I was refering to. The only way I could explain it is that the dwarf waited for a meeting so long that he finally got happy. Naturally, I fear that some important feature has evaded my notice.

edit:economy is not activated, and the mayor is not a manager.
Title: Re: The Little Questions Thread
Post by: assimilateur on March 29, 2010, 01:52:54 pm
The fact that your guy was worried about not having work does not mean he couldn't have been ecstatic. Maybe the food is just that good in your fortress? Or the social life? If the numbers on the wiki are correct, then even something as simple a couple of fine meals or drinks will help your dwarf get over his unemployment or eviction.
Title: Re: The Little Questions Thread
Post by: Pineapple Skitter on March 31, 2010, 11:15:42 am
I know that by adding water to rocks I can farm on them, but can I do the same thing with salt water?
Title: Re: The Little Questions Thread
Post by: The Architect on April 01, 2010, 12:41:20 am
yeppers.

There's no such thing as "briny infertile mud".
Title: Re: The Little Questions Thread
Post by: shadowclasper on April 01, 2010, 01:52:49 am
Alrighty... trying to figure out how tundra biomes work.

I embarked, and literally dug down and got everybody underground ASAP

but people still died of cold... why?
Title: Re: The Little Questions Thread
Post by: Rolan7 on April 01, 2010, 01:58:54 am
Alrighty... trying to figure out how tundra biomes work.

I embarked, and literally dug down and got everybody underground ASAP

but people still died of cold... why?

Odd, I've had migrants hang out outside my glacier fort for months, they died of thirst not cold.  I think temperature was on.  Still, depending on world-gen I imagine a place could get *very* cold.

Try turning temperature off, that may allow you to get the dwarves inside, then you can turn it on again if you like.  Dwarves indoors don't suffer from cold that I know of.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 01, 2010, 02:02:54 am
Dwarves indoors don't suffer from cold that I know of.

Way I understood him, his dwarves froze despite getting indoors. Regardless, turning temperature off is probably the only thing he can do, as you've said.


Title: Re: The Little Questions Thread
Post by: shadowclasper on April 01, 2010, 02:03:31 am
no that's it

They WERE UNDERGROUND.

I even had them moving the stuff UNDERGOUND really fast. (literally, waves. collect 8 stacks of food, come back, wait for a while, go back, get more, etc.etc.

refuse RIGHT outside. It was impossible for anybody to be outside for longer than a few moments. And they survived for a GOOD LONG time (they just never seemed to warm up I guess >_>;)

does this rule even apply if you dig INTO the ice?
Title: Re: The Little Questions Thread
Post by: Micro102 on April 01, 2010, 05:21:23 pm
How do you assign dwarves s military int he new version? I assigned one to a squad int he (M) military menu but he is still in civilian mode.
Title: Re: The Little Questions Thread
Post by: Balsis on April 01, 2010, 05:25:33 pm
How can I muddy up some floor for an underground farm in this version? Does it have to be as complicated as opening up the ceiling above it, dumping water on it as a pond, and then flooring it back up?
Title: Re: The Little Questions Thread
Post by: Bauglir on April 01, 2010, 06:35:44 pm
-snip-
Title: Re: The Little Questions Thread
Post by: Thndr on April 01, 2010, 08:22:20 pm
Anyone know how the TEACHING skill is used by the dwarves?
Title: Re: The Little Questions Thread
Post by: Diablous on April 01, 2010, 08:27:44 pm
Anyone know how the TEACHING skill is used by the dwarves?
Military dwarves can teach other military dwarves military skills now.
Title: Re: The Little Questions Thread
Post by: Micro102 on April 01, 2010, 08:34:50 pm
How do you assign dwarves s military int he new version? I assigned one to a squad int he (M) military menu but he is still in civilian mode.

Seems like a fairly easy question, anyone know?
Title: Re: The Little Questions Thread
Post by: Lofn on April 02, 2010, 11:56:04 am
Once you have a squad created you hit 's' then issue orders as specified.  When they're not active they revert to their civilian roles.
Title: Re: The Little Questions Thread
Post by: lastofthelight on April 02, 2010, 12:08:40 pm
Does anyone know how I assign things to the hospital? I can hit the Capital H button when in the hospital zone but I have no idea what it means. I know its not the 'assign resources' screen, because I do NOT have most of those resources.
Title: Re: The Little Questions Thread
Post by: Lofn on April 02, 2010, 03:10:38 pm
They seem to gather the resources automatically and store them in any chests or whatever you've built in the hospital zone.
Title: Re: The Little Questions Thread
Post by: Micro102 on April 02, 2010, 03:24:50 pm
Once you have a squad creatured, you hit then issue orders as specified.  When they're not active they revert to their civilian roles.

What?
Title: Re: The Little Questions Thread
Post by: Lofn on April 02, 2010, 04:51:27 pm
Once you have a squad creatured, you hit then issue orders as specified.  When they're not active they revert to their civilian roles.

What?

Long story short, it's very very late and I'm an idiot.  I fixed the original post.
Title: Re: The Little Questions Thread
Post by: Micro102 on April 02, 2010, 05:02:34 pm
So, since I only have 1 guy and all the orders are set to "train", he will be a civilian until another guy comes along that He can train with?
Title: Re: The Little Questions Thread
Post by: Lofn on April 02, 2010, 05:42:52 pm
I think so.  To be honest the military screen is a frightening and confusing thing and my soldiers keep almost starving to death while training.
Title: Re: The Little Questions Thread
Post by: Micro102 on April 02, 2010, 06:43:16 pm
So you have to cancel their orders every time they have to eat???
Title: Re: The Little Questions Thread
Post by: Thndr on April 02, 2010, 09:46:14 pm
Reduce the number of dwarves needed for training in the {m}ilitary -> {s}chedule

Put it to a number to less than the dwarves you have in the squad.
Title: Re: The Little Questions Thread
Post by: Micro102 on April 03, 2010, 04:34:26 pm
But 1 dwarf can't train by himself can he?
Title: Re: The Little Questions Thread
Post by: ancistrus on April 03, 2010, 06:34:57 pm
I just noticed that even workshop have qualities. Do those qualities influence anything at all?
Title: Re: The Little Questions Thread
Post by: Ashery on April 03, 2010, 06:59:19 pm
But 1 dwarf can't train by himself can he?

They can do individual drills.
Title: Re: The Little Questions Thread
Post by: se5a on April 03, 2010, 07:32:34 pm
Read the two articles in the Wiki about military:
http://df.magmawiki.com/index.php/Military
http://df.magmawiki.com/index.php/DF2010:Military/Guide

If you've only got a couple of dwarfs in your military, consider setting them to train for a few months, then do nothing for a few. that should stop them training and get them to go eat,drink,sleep.
Title: Re: The Little Questions Thread
Post by: Josiwe on April 04, 2010, 09:00:36 pm
d40 question.

I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.

My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.

I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?
Title: Re: The Little Questions Thread
Post by: wrajjt on April 04, 2010, 09:09:09 pm
d40 question.

I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.

My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.

I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?

Isnt this why there is wooden practice weapons ingame now? I've not yet explored the military screen, but can't you force your squad to switch to practice weapons while sparring?
Title: Re: The Little Questions Thread
Post by: Josiwe on April 04, 2010, 09:13:21 pm
Probably, but I have not downloaded 2010. I am playing d40 until 2010 has some of the bugs worked out.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on April 04, 2010, 09:19:39 pm
d40 question.

I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.

My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.

I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?

If your dwarves have high quality steel armor, usually it's safe enough to switch them over to their combat weapons as soon as they reach legendary in wrestling.

With where your dwarves are at with their skill, there'll be no problem.
Title: Re: The Little Questions Thread
Post by: Josiwe on April 04, 2010, 09:23:23 pm
Thanks. LOL there's so much to do in this game!. Now I have to add train armorsmith > forge steel plate to the queue.
Title: Re: The Little Questions Thread
Post by: Ashery on April 04, 2010, 10:06:15 pm
d40 question.

I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.

My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.

I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?

If your dwarves have high quality steel armor, usually it's safe enough to switch them over to their combat weapons as soon as they reach legendary in wrestling.

With where your dwarves are at with their skill, there'll be no problem.

I never give my dwarves anything beyond a no quality silver war hammer unless they have a nerve injury. Superchamps massacre anything, regardless of the weapon they use.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 06, 2010, 02:24:05 am
I am playing d40 until 2010 has some of the bugs worked out.

And here I thought I was the only one. I'm waiting for the merge of the OpenGL-related code, and the fact that I have a pretty nice fort going in d40 makes the wait easier to bear.

I never give my dwarves anything beyond a no quality silver war hammer unless they have a nerve injury.

As regards sparring safety, high-quality silver weapons are actually better. Sure, their damage potential is higher, but weapon quality affects effective weapon skill, and a higher skill means fewer accidents when sparring.
Title: Re: The Little Questions Thread
Post by: Shenanigans on April 06, 2010, 10:12:38 pm
This is something thats bothered me before.

I wanted to create some awesome swords for my training soldiers. a present for when they're good enough to be on duty proper.

But anyway, the problem arises with gems. because jewel encrusted swords are awesome, but i think nearly every time ive tried currant version or not, the jeweler always complains the items at hand are not improvable, i have tried to improve by stuffing or decorating with bone but it never changes it.

i use a seporate gemshop with a dump area and a lockable door to try to force him to encrust the right item. and even though i remember to unforbid .. the jeweler will either refuse or grab a useless nearby barrel..
Title: Re: The Little Questions Thread
Post by: geoduck on April 07, 2010, 12:17:37 am
This is something thats bothered me before.

I wanted to create some awesome swords for my training soldiers. a present for when they're good enough to be on duty proper.

But anyway, the problem arises with gems. because jewel encrusted swords are awesome, but i think nearly every time ive tried currant version or not, the jeweler always complains the items at hand are not improvable, i have tried to improve by stuffing or decorating with bone but it never changes it.

I don't know about the new version, but I'm pretty sure you can only encrust furniture, finished goods or ammo. Not weapons.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 07, 2010, 01:57:21 am
Speaking of the new version, I'd like to propose keeping questions regarding it out of this thread. There's already a separate thread for DF2010-related "little questions", and things are bound to get chaotic if people don't use it, especially since some of us are still using legacy versions and asking questions accordingly.

Here's a couple of d40-related questions of my own:
1. Do dwarves gain experience - and hence stats - after hitting legendary +5 in a given skill? The fact that in adventure mode it still counts your wrestling experience, even if you're way past l+5, seems to hint at that. It also seems to imply that you'd get more stats (I mean, more experience does seem to entail stat increases). The reason I am skeptical is that I seem to recall not seeing any stat increases in dwarves who hit a fey/secretive mood after already being l+5 in the relevant skill.

Sort of solved. Looking at the experience requirements for stat gains, it makes sense that a multi-legendary dwarf would require more than 20k (the amount gained via fey or secretive mood) for a stat gain.

2. How do material or item type preferences affect a dwarf's products? It's supposed to be a good thing if your armorsmith likes steel, right? I'm wondering about the specifics, though. Does it increase a dwarf's effective skill when working on a preferred material or item type? And if yes, how many levels do they gain? Do these levels stack with a skill that's already legendary+5 (i.e., the supposed maximum)? Do they stack with each other? As you can see, the wiki has left quite a few questions unanswered on this topic.

3. Each dwarf seems to admire one communal and one owned piece of furniture at a time. While disappointing from a role-playing perspective, this sort of good thought is overpowered enough as it is, so I guess that limit makes sense. The question remains whether higher item value supersedes lower value when determining what gets admired. The reason I'm asking is that I don't know if using cheaper furniture as "filler" is going to be counterproductive here. If a *200 table can get admired instead of a *2400 statue, then that would give me a good reason for only making furniture out of precious metals, which isn't always possible.

4. The "ghost glob" bug is supposed to be caused by fluid movement. Accordingly, would setting up a small magma reservoir that's always 7/7 avoid formation of such bugged globs?
Title: Re: The Little Questions Thread
Post by: Rolan7 on April 07, 2010, 10:20:41 am
Speaking of the new version, I'd like to propose keeping questions regarding it out of this thread. There's already a separate thread for DF2010-related "little questions", and things are bound to get chaotic if people don't use it, especially since some of us are still using legacy versions and asking questions accordingly.

Yeah, this is a good idea.  The thread owner should mention this in the thread title.

Here's a couple of d40-related questions of my own:
1. Do dwarves gain experience - and hence stats - after hitting legendary +5 in a given skill? The fact that in adventure mode it still counts your wrestling experience, even if you're way past l+5, seems to hint at that. It also seems to imply that you'd get more stats (I mean, more experience does seem to entail stat increases). The reason I am skeptical is that I seem to recall not seeing any stat increases in dwarves who hit a fey/secretive mood after already being l+5 in the relevant skill.

Sort of solved. Looking at the experience requirements for stat gains, it makes sense that a multi-legendary dwarf would require more than 20k (the amount gained via fey or secretive mood) for a stat gain.

Yes, dwarves keep gaining experience and stats for doing a job they are legendary + 5 in.  In many cases they gain experience faster, since they are doing the job faster.  In this thread:
http://www.bay12games.com/forum/index.php?topic=48319.0
I studied which jobs gave experience the fastest over several years.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 07, 2010, 11:47:03 am
I skimmed over your original post in the linked thread, and your findings were as interesting as your scientific rigor was commendable. I would have expected the social skills to come out on top, or perhaps record keeping together with management.
Title: Wierd military stationing
Post by: blue sam3 on April 07, 2010, 12:06:12 pm
I've made a stationing point down by the entrance to the first level of the underground, by the name of 'caveguard1' and posted my entire military to it. The entire military now says 'station at caveguard1' as their job, but all of them are hanging out around the wagon. Any idea why?
Title: Re: The Little Questions Thread
Post by: Batista on April 07, 2010, 04:04:09 pm
40d new(ish) player here

One of the things I still haven't figured out is, how do I remove "clean" those pesky rocks from the floor.

My current fortress is in a mountain (no sand layers) and I want to build a few workshops and stockpiles, so,how do I remove those annoying rocks first?

Creating a huge stockpile and waiting for the dwarves (only 7 atm) to haul everything would take ages, there must be a quicker way
Title: Re: The Little Questions Thread
Post by: assimilateur on April 07, 2010, 04:22:45 pm
to haul everything would take ages, there must be a quicker way

There is no (significantly) quicker way.

First off, you shouldn't worry about those stones for the time being. In the long run it is better to get rid of most of them - leaving possibly a couple hundred for building purposes, but keeping in mind that you could instead always mine more - but when you're just starting out it's better to just leave them where they are. If you really can't stand looking at them, you can hide them (select the appropriate stone type in your stocks menu or mass-hide stones in a given area by pressing d-b-h) before it becomes feasible to dump them. Then once you get enough dwarves that you can assign 20-30 to hauling shit, dumping a couple hundred stones at a time isn't too much of a pain in the ass anymore.

The best ways to then get rid of those stones for good is to dump them in a chasm or under an atomsmasher, which is a raised bridge build on a floor used to utterly pulverize anything placed under it.
Title: Re: The Little Questions Thread
Post by: Batista on April 07, 2010, 04:29:43 pm
Quote
mass-hide stones in a given area by pressing d-b-h

This did the trick, thank you.

EDIT: Another question, I've built a brigde, I linked it to a lever, the bridge is open, my dwarves are able to cross it, then I pull the lever the bridge disapears (I assume it closes) ,and my dorfs STILL cross it.

The bridge is above regular terrain, not water.

How do I fix this? Are my dorfs able to walk through matter THAT easily?
Title: Re: The Little Questions Thread
Post by: geoduck on April 07, 2010, 10:11:44 pm
EDIT: Another question, I've built a brigde, I linked it to a lever, the bridge is open, my dwarves are able to cross it, then I pull the lever the bridge disapears (I assume it closes) ,and my dorfs STILL cross it.

The bridge is above regular terrain, not water.

How do I fix this? Are my dorfs able to walk through matter THAT easily?

I believe the problem is that when you build a bridge, the default option is that it "retracts" instead of "raising". In the former case, it leaves the passage open. The latter creates a sealed door. The next time you build a bridge, look for a command that says "Raise Dir". Those keys will let you choose which way the bridge raises.
Title: Re: The Little Questions Thread
Post by: snus-mumrik on April 12, 2010, 11:55:13 am
Hi all. I suppose someone already asked it, but I can't find:


I once got "Hydra is no longer enraged" and found that some crazy brave marksdwarf was hammering the hydra with his crossbow. I saw some fighting events in announcements.txt, but I don't want to have each move announced (let it remain in reports). I just want an announcement on any new fighting report (like "Urist mcHunter is fighting with Hoary marmot").

Thanks
Title: Re: The Little Questions Thread
Post by: Mr.Dwarf on April 15, 2010, 06:14:56 am
Quote
This is more technical, but how can I increase the resolution and grid count properly?
If you use the latest versions, you can:
1) mouse-drag the window edge to change its size.
2) use mouse wheel to zoom out.
3) press ctlr-F10 and use mouse wheel to zoom in (it changes modes)

There's plenty of trees on my embark site, yet no river, and it rarely rains..
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
There's no way of knowing whether you have an underground river at your site unless you checked with the site finder on embark
Well there is a way to know if there's NO underground features.

  Currently all the main features (except for rare magma pools in plains) are in mountain regions. So if you haven't got a mountain as a part of your embark rectangle, you don't have any water.
  If you have a mountain tile or a few in your embark rectangle, the features like UG water/pool may be only under those tiles, so it limits the area of exploration drastically.

i tried all your methods to resize the window, and none of them worked.

EDIT:
apparently this is no longer a DF2010 thread. my apologies
Title: Re: The Little Questions Thread
Post by: RadGH on April 15, 2010, 06:32:17 am
Hmm, I'm new here, should I post questions about 40d here?

If so, heres my first question. I made this really awesome prison with levers for each door and stuff. I remotely opened the cages containing trapped beasts and enemies. I opened the cages, and it worked fine.

Then, I went to grab some more of the caged beasts to put in their prison and of course my dwarves see the enemies, both disarmed and caged behind vertical bars. They run away in fear anyway, and cancel any orders I give them in that area.

Is there any way to flag an enemy as friendly, or something similar, so I can keep my prison? If not, I'll just send my archers in and clean it up. After messing it up first, of course.

Edit: Screenshot, the guys on the bottom-right are actually in cages. The rest wander around in their prison cells.
(http://radleygh.com/images/dwarfort_2010-105-04-28-19-23.png)
Title: Re: The Little Questions Thread
Post by: AncientEnemy on April 15, 2010, 06:38:05 am
unfortunately no. dwarves flip out if they can see a hostile, regardless of whether it can actually harm them or not. you could do a similar setup but arrange the cells so that dwarves can walk down the hall without actually being in line of sight of the prisoners, like this:

Code: [Select]
█████████████████
    ☺
██████  ██████  █
█g   █  █  g █  █
█╫╫╫╫█  █╫╫╫╫█  █
█       █       █
█████████████████
Title: Re: The Little Questions Thread
Post by: Baron Of Hell on April 15, 2010, 07:39:28 am
I have the same problem with my monster pit. I go to throw a monster into the pit the dwarf freaks out about the goblin 5 z levels down even though there is no way it can do anything.

I'm planning on making a bridge between the bottom of the pit and the top of the pit. I'm Hoping the bridge will block the line of sight to the monster below. Then I'll throw monsters on to the bridge and release it with a lever. Once the monsters falls down I'll active the bridge again hoping it will block line of sight so I can drop another monster.
Title: Re: The Little Questions Thread
Post by: LegitMacgyver on April 16, 2010, 08:18:12 am
This might be a well known thing but I can't seem to find it.

How do I turn off migrants.  I know I can embark on an island with water on all edges but I can't seem to generate a map with island small enough for that...

Please Help me!
Title: Re: The Little Questions Thread
Post by: Remalle on April 16, 2010, 03:21:05 pm
What happens if a hunter reaches great or legendary marksdwarfship (still playing 40d here)?  Do they change profession to champion?  If not, what happens if I draft my legendary marksdwarf hunter, will I be able to undraft him?
Title: Re: The Little Questions Thread
Post by: Smew on April 16, 2010, 03:43:47 pm
What happens if a hunter reaches great or legendary marksdwarfship (still playing 40d here)?  Do they change profession to champion?  If not, what happens if I draft my legendary marksdwarf hunter, will I be able to undraft him?
You will be able to draft and undraft him UNLESS he levels up a skill while drafted, if that happens the game will recognize him as being legendary at a military skill and cause him to become a champion
Title: Re: The Little Questions Thread
Post by: Remalle on April 16, 2010, 04:16:11 pm
So I'm safe if they're Leg+5, sweet.
Title: Re: The Little Questions Thread
Post by: Duuvian on April 16, 2010, 04:57:03 pm
I have the same problem with my monster pit. I go to throw a monster into the pit the dwarf freaks out about the goblin 5 z levels down even though there is no way it can do anything.

I'm planning on making a bridge between the bottom of the pit and the top of the pit. I'm Hoping the bridge will block the line of sight to the monster below. Then I'll throw monsters on to the bridge and release it with a lever. Once the monsters falls down I'll active the bridge again hoping it will block line of sight so I can drop another monster.

you could try buildign a retractable bridge on a z level above the pit and below the ledge the monsters get tossed from. That way the monster sits on the bridge until it is retracted then fall in the pit without the dwarves being scared by the monsters in the pit because they can't see them.
Title: Re: The Little Questions Thread
Post by: Smew on April 16, 2010, 09:31:13 pm
So I'm safe if they're Leg+5, sweet.
Not quite, they can still gain skill-ups after legendary+5, but it's been debated whether or not it matters after that point.

And towards Baron, a hatch cover should do the trick for you, the dwarves will open it to throw goblins through, but they won't get scared of what's below.
Title: Re: The Little Questions Thread
Post by: snus-mumrik on April 17, 2010, 03:30:24 pm
How do I turn off migrants. 

Just set [POPULATION_CAP:5] in the init.txt file. You can even change it dynamically during the game if you want (Some say it's an exploit, some say it's migration policy)
Title: Re: The Little Questions Thread
Post by: jfkberdan on April 17, 2010, 04:45:29 pm
I got a question...

Why does my dwarves don't fill the murky pool with water?

I zoned it and assigned it as pit/pond.

I also have zoned the water source which is the brook.

I also have some buckets.

Title: Re: The Little Questions Thread
Post by: Samoorai on April 18, 2010, 05:45:45 am
Will magma burn away wooden stairs?

Also, say I have a pump like this:

_PPDW
____W

_=floor
P=pump
D=down stair
W=wall

Will this pump work?
Title: Re: The Little Questions Thread
Post by: Rolan7 on April 18, 2010, 10:43:10 am
Will magma burn away wooden stairs?

Nope!  All constructions are completely invincible, except against cave-ins and deconstructing dwarves.  Also I suspect if you poured water on the magma-covered stairs, they would be destroyed as the obsidian formed.  But the answer is no, they won't burn away (:

_PPDW
____W

_=floor
P=pump
D=down stair
W=wall

Will this pump work?

Good question.  It ought to, since the down-stair represents a hole in the floor (which water definitely can flow through), but I don't know if it actually works.
Title: Re: The Little Questions Thread
Post by: Faden on April 18, 2010, 03:51:16 pm
How do you take pictures, like for the succession/community fort games?
All I can find is a "movies" option.
Title: Re: The Little Questions Thread
Post by: Rolan7 on April 18, 2010, 04:11:57 pm
How do you take pictures, like for the succession/community fort games?
All I can find is a "movies" option.

Just press the PrtScr or PrintScreen button on your keyboard while the game is up, then go into Paint or some other image program and hit ctrl-v to paste.  The entire screenshot will be pasted in, and you can crop it if you want to.
Title: Re: The Little Questions Thread
Post by: Lofn on April 18, 2010, 04:38:23 pm
'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.
Title: Re: The Little Questions Thread
Post by: Vizx on April 18, 2010, 06:45:24 pm
I'm trying to make soap, but I keep getting an error saying I need lye-bearing barrels. I have plenty of lye-bearing buckets and I'm pretty sure I have empty barrels, as well as a misc. liquids stockpile. The stockpile has one barrel in it which I would assume is lye-bearing, yet my dwarves still can't seem to create soap.
Title: Re: The Little Questions Thread
Post by: Smew on April 18, 2010, 07:04:46 pm
'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.
note this is a thread for the last version, 40d. :)

I got a question...

Why does my dwarves don't fill the murky pool with water?

I zoned it and assigned it as pit/pond.

I also have zoned the water source which is the brook.

I also have some buckets.


Hmm, did you make sure to set it as an "empty" pond?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on April 18, 2010, 07:06:47 pm
'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.
As soon as they become a hero they will.
Title: Re: The Little Questions Thread
Post by: Stik on April 18, 2010, 07:11:25 pm
What is the use of a totem?
Title: Re: The Little Questions Thread
Post by: Jacob/Lee on April 18, 2010, 07:14:34 pm
What is the use of a totem?
A trade good, that's it.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 18, 2010, 08:22:51 pm
What is the use of a totem?
A trade good, that's it.

A not very valuable one, to be precise. The best use for skulls is to level up your bone carver. After he's legendary, I wouldn't bother with totems.

'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.
As soon as they become a hero they will.

In 40d a hero was actually "below" a champion. You mean to say that in the new version they've scrapped the title of champion (or rather, its use to describe a legendary fighter) but left hero in and made it behave exactly as before? That would really be one hell of a buzzkill; believe it or not, but being able to un-recruit dwarves was one of the main things I was looking forward to.
Title: Re: The Little Questions Thread
Post by: Smew on April 19, 2010, 12:58:20 pm
In 40d a hero was actually "below" a champion. You mean to say that in the new version they've scrapped the title of champion (or rather, its use to describe a legendary fighter) but left hero in and made it behave exactly as before? That would really be one hell of a buzzkill; believe it or not, but being able to un-recruit dwarves was one of the main things I was looking forward to.
I'm pretty sure I've had a couple dwarves in 31 go above axe lord etc while fighting and I could still turn them back into citizens afterwards.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 19, 2010, 05:17:36 pm
I'm pretty sure I've had a couple dwarves in 31 go above axe lord etc while fighting and I could still turn them back into citizens afterwards.

Just what I wanted to hear. Thanks for clearing that up.
Title: Re: The Little Questions Thread
Post by: PhoenicIan on April 19, 2010, 05:34:42 pm
Does a Craftsdwarf's workshop require ALL of wood, stone, and boneworking? Cause mine is not getting built for nothin'.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 19, 2010, 05:38:46 pm
No, just bone carving - and conceivably wood- or stonecrafting, but I never use those so I'm not sure - is enough. If it's not getting built then your dwarves might be having problems reaching it, or maybe they're busy with other stuff. Its building might also have gotten suspended, so make sure to check for that.
Title: Re: The Little Questions Thread
Post by: PhoenicIan on April 19, 2010, 05:41:49 pm
It says 'construction inactive', and it's pretty damn easy to reach. It's in the same room as my woodworker's thingymajigger. Do I not have the right materials? Do I -need- bone?
Title: Re: The Little Questions Thread
Post by: assimilateur on April 19, 2010, 05:46:34 pm
My knowledge is based on 40d, and for all I know this might have been changed - though it would be a weird as hell change - so if you're using the new version then feel free to disregard my input.

You don't need bone or anything like that to build a craftsdwarf's workshop. You can build it out of a single piece of rough rock, a wooden log, a metal (or soap or coke or whatever) bar or block.

Are all/most of your dwarves extremely busy hauling stuff? Even easy jobs like building a workshop can be delayed for surprisingly long periods when you've got hundreds of items to stockpile or dump and everyone has their hauling labors enabled.
Title: Re: The Little Questions Thread
Post by: PhoenicIan on April 19, 2010, 05:48:33 pm
If someone would build the damn thing. Instead, of my 7 dorfs I tend to have 3-4 idlers.

Also, what can I do with magnetite?
Title: Re: The Little Questions Thread
Post by: assimilateur on April 19, 2010, 05:56:40 pm
If someone would build the damn thing. Instead, of my 7 dorfs I tend to have 3-4 idlers.

If you want some of your dwarves to focus on things like crafting, then it might be best to disable some of their other labors, like refuse or stone hauling.

Also, what can I do with magnetite?

You can smelt it to get iron or make rock furniture directly out of the ore.

For future reference, there's a quicker way of finding this sort of thing out than asking here and waiting for a reply. Once you've dug out a given mineral, i.e. obtained a rock that's now on your floor, you press k and with your cursor/selector now over your rock, press enter. This brings up info on the mineral (or bar of coal, metal, etc.), including its uses. Note that most types of rock have no particular uses, beyond being able to build furniture, blocks, floors or walls out of them.
Title: Re: The Little Questions Thread
Post by: Smew on April 19, 2010, 06:07:12 pm
Just out of curiosity did you make sure to check that any of your idle dwarves have one of the crafting labors enabled?
Since you didn't mention it. :x
Title: Re: The Little Questions Thread
Post by: Baron Of Hell on April 19, 2010, 11:13:26 pm
The screen that shows inactive should also tell you what job is needed to build it. Make sure you have dwarf with that job and turn off the other jobs.
Title: Re: The Little Questions Thread
Post by: PhoenicIan on April 20, 2010, 04:05:45 am
It says that it needs bone/wood/something working. Do I need -all- of them on one dorf?
Title: Re: The Little Questions Thread
Post by: AncientEnemy on April 20, 2010, 04:06:43 am
it just means you need one dwarf with any one of those labors enabled.
Title: Re: The Little Questions Thread
Post by: PhoenicIan on April 20, 2010, 02:52:54 pm
Aha, I finally got it made (though I don't think anyone's actually making crafts yet).

And now, I've got my first caravan! I'm excited and a little concerned, I don't think I have much worth trading (except an extra door sitting around and some buckets @_@)

ETA:
and the trader's name is Urist. I might have lol'd.
Title: Re: The Little Questions Thread
Post by: Tinker Thinker on April 20, 2010, 03:40:10 pm
Adventure Mode (the first question can be answered with Dwarf Mode experience)

Query:
What materials are the best used in armour and weapons? At the moment, I've got iron, bismuth bronze, bronze, and copper gear. This is due to a LOT of dead people. I'm talking with a shopkeeper who possesses a steel version of my iron weapon (a maul). . .

Query:
How do I go about trading? I've managed to do a few successful trades with a shopkeeper, and gotten plenty of coin from him, but I have no readily apparent way of determining value. I don't want to undersell myself, but I think if I am consistently too high he'll just get pissed. . .

Any assistance rendered will be greatly appreciated, and honoured with the slaughter of megabeasts.
Title: Re: The Little Questions Thread
Post by: Proteus on April 20, 2010, 03:47:23 pm
IfI remember correctly,

everything made of bronze is really deadly now,
due to the high weight of the brionze weapons.

As for  your querys about currency...
dunno, but exchanging items for coins doesn´t seem to be the wisest choice...
every nation AFAIK has its own and won´t accept the currency of othernations,
so in other nations than that where you sold your items
all of your coins are worthless
Title: Re: The Little Questions Thread
Post by: Tinker Thinker on April 20, 2010, 03:55:23 pm
This isn't really an issue for me, as the only nation I'm trading with is my own, which is one of the largest nations on the worldgen, covering about 10% of the world's landmass, only outmatched by one other, AND, the species are more differentiated in my modified version, with certain weapons only being open to certain races (the one I have, for instance, can't use small or complicated weaponry, but can wield a lot of normally 2h stuff one handed). Even if it comes to that, I can probably trade back the currency for stuff and use that for currency exchange.
Title: Re: The Little Questions Thread
Post by: jayseesee on April 20, 2010, 04:43:02 pm
IfI remember correctly,

everything made of bronze is really deadly now,
due to the high weight of the brionze weapons.

Just a reminder, this is for 40D versions, not DF2010, so this statement is inaccurate for 40D.  Iron would most likely be your best bet from what you have.
Title: Re: The Little Questions Thread
Post by: Quantum Toast on April 21, 2010, 12:48:38 pm
IfI remember correctly,

everything made of bronze is really deadly now,
due to the high weight of the brionze weapons.

Just a reminder, this is for 40D versions, not DF2010, so this statement is inaccurate for 40D.  Iron would most likely be your best bet from what you have.
Except for that steel maul, which should be better than the iron one.
Title: Re: The Little Questions Thread
Post by: MarkOfZero on April 21, 2010, 01:03:53 pm
In the newest version of DF is it not possible to search for magma pipes/underground rivers etc in the 'Choose Fortress Location' screen? Those features do not appear for me. What up wit dat?
Title: Re: The Little Questions Thread
Post by: RandomNumberGenerator on April 21, 2010, 01:36:58 pm
In the newest version of DF is it not possible to search for magma pipes/underground rivers etc in the 'Choose Fortress Location' screen? Those features do not appear for me. What up wit dat?

All locations now have cavernous layers, which may contain underground lakes or magma pipes, and all locations how have a magma sea below them as well(which is now really deep). So no, you can't search for them.
Title: Re: The Little Questions Thread
Post by: MarkOfZero on April 21, 2010, 04:27:20 pm
So yeah there are a ton of changes with the new version, is there anywhere that details all these changes?
Title: Re: The Little Questions Thread
Post by: sinister agent on April 21, 2010, 07:04:57 pm
Hi all.

I'm new to the game, started this week.  It is horrendously tricky to get into, but using a combination of the wiki and searching through the many posts you helpful folks have shared, I've managed to get a nice wee settlement off the ground with a population of 50, plentiful food, and now some livestock and industry, as well as a couple of legendary fighters.  All with only one casualty so far (a strange mood that was apparently bugged - someone went 'possessed' but then just stood in the dining hall doing nothing until he died.  Oh well.  I had another four carpenters anyway).

There's one question I don't think I'll be able to search for, though.  What are the letters on the top left side of the main screen trying to tell me?  A few 'squares' below the PAUSE notice, I have a red C and green H.  I've only just noticed them, so I'm not sure what's going on there.
Title: Re: The Little Questions Thread
Post by: jayseesee on April 21, 2010, 07:16:39 pm
Sinister: Your guy died because he didn't have the kind of workshop he needed.  If a mooded dwarf is standing in the dining hall doing nothing, check their skills.  If they have a special skill (like say Leatherworking), make sure there is a workshop for it.  If they have NO special skill, try a Craftsdwarf workshop.

The letters are C for Combat reports and H for hunting reports, hit "r" to view them.

Also, this thread is for 40D questions, and it sounds like you are playing the new version, DF2010.  Questions if you are playing that particular version go Here (http://www.bay12forums.com/smf/index.php?topic=52208.75).
Title: Re: The Little Questions Thread
Post by: sinister agent on April 21, 2010, 07:21:57 pm
Ahh, yes.  I had noticed half a dead alligator in a pond out in the middle of nowhere, surrounded by blood and bolts.  One of my immigrants apparently came with free bloodlust.  Wondered what that was all about.

Thanks for the help.  Cheers for the tip about the workshop, too. 
Title: Re: The Little Questions Thread
Post by: Gatleos on April 25, 2010, 05:57:38 pm
Can anybody tell me the exact requirements to build a water wheel? I built one over a river with a screw pump attached, but it still says there is no power.
Title: Re: The Little Questions Thread
Post by: Hydra on April 26, 2010, 03:24:20 am
Can anybody tell me the exact requirements to build a water wheel? I built one over a river with a screw pump attached, but it still says there is no power.

It's probably a brook you're in. Channel the 3 squares under the waterweel.

You'll have to deconstruct the waterwell first. Don't forget that when you reconstruct them you might have some pieces of wood in the channel below. Make sure you don't use those for your construction since then your construction won't ever finish.
Title: Re: The Little Questions Thread
Post by: Odd!x on April 26, 2010, 09:54:39 am
you also have to build the wheel so that it's in a 'hanging' state, which means that you build the machine you want it connected to (axle, gear mechanism, etc.) and THEN build the water wheel.  Just like hydra said, you also have to make sure it's channeled out under the wheel if its on a brook.
Title: Re: The Little Questions Thread
Post by: Moth Bones on April 26, 2010, 09:02:19 pm
Hi, I just started playing the game and I'm hooked :)

I've designated an items-only refuse pile to collect bones and skulls, but I can't get any dwarves to move them there. I added instructions to take from the food stockpile but they are still being completely ignored. I've made sure there are dwarves designated to haul refuse. Can anyone help?
Title: Re: The Little Questions Thread
Post by: Curris on April 26, 2010, 10:55:38 pm
I have a question. I'm still playing 40d Edition. I have noticed a bug that seems that if I pause the game for more than ten minutes (say I'm designating mining or dump jobs) that my administrator will continue to process work orders, gaining legendary in what amounts to zero time for him (Since the game is paused, and I keep a massive queue of build orders of something useless, like sand collection).

Just saying, has anyone else noticed this? I usually savescum out of it, because, while legendaries are nice, I prefer to earn them and zero-time training seems abusive to me.
Title: Re: The Little Questions Thread
Post by: ReploidGodX on April 26, 2010, 11:10:37 pm
Hi, I just started playing the game and I'm hooked :)

I've designated an items-only refuse pile to collect bones and skulls, but I can't get any dwarves to move them there. I added instructions to take from the food stockpile but they are still being completely ignored. I've made sure there are dwarves designated to haul refuse. Can anyone help?
I'm having a similar issue, but with furniture stockpiles.
I even deleted the stockpile and remade it and it's still not being used, my workshops are getting the [CLT] tag now and I'd really like to know why no one is moving furniture.
Title: Re: The Little Questions Thread
Post by: Curris on April 27, 2010, 12:52:55 am
Hi, I just started playing the game and I'm hooked :)

I've designated an items-only refuse pile to collect bones and skulls, but I can't get any dwarves to move them there. I added instructions to take from the food stockpile but they are still being completely ignored. I've made sure there are dwarves designated to haul refuse. Can anyone help?

Check your 'o' orders, and then 'r' for refuse. Check that A) you are collecting refuse from outside. B) Ensure dwarves have refuse hauling labors C) also under orders, check 'F' for Forbidden.. maybe these bones were forbidden when you killed them. You can fix that by highlighting them with 'k' and then 'f' to reclaim them. D) be patient, hauling usually gets dropped to low spot on job priority
Title: Re: The Little Questions Thread
Post by: assimilateur on April 27, 2010, 01:20:09 am
You should double- and triple-check your stockpiles to make sure they're accepting the specific items you want. At times you will see logistical backlogs that may seem like your dwarves are just slacking off. Also, having a bone and shell stockpile that takes from your food stockpiles is entirely unnecessary, since bones and shells are never actually properly stockpiled there (though they may litter your food stockpiles if there's nowhere for them to be taken). Just make an indoor bone and shell stockpile and said items should get taken there eventually. Reason I said indoor is that bones, shells and skulls left outdoors will rot away, while you instead probably want to save them for ammo and decorations.

I don't know about work order processing while paused, but I really wouldn't worry about it. The rate at which an experienced manager processes orders - and gets more experienced accordingly - is insane either way, so you're hardly gaining an advantage because of that supposed bug.


A question of my own: is it possible for a dwarf to pass out from sunlight due to cave adaptation? I've seen dwarves - who had previously remained underground for years on end - sleep outside. Since they were neither soldiers instructed to sleep on the ground, nor hunters, it's weird that they wouldn't rather go inside to sleep in their grand or royal bedrooms and instead sleep in the grass while vomiting over themselves.
Title: Re: The Little Questions Thread
Post by: Moth Bones on April 27, 2010, 05:23:58 am
Thanks, I'll try those. I'm pretty sure it isn't a logistical backlog, this has been ongoing for ages, though I suppose they might be continually giving higher priority to other jobs.

If I appoint a manager and give him an office, does that make it easier to co-ordinate all the tasks?
Title: Re: The Little Questions Thread
Post by: assimilateur on April 27, 2010, 09:24:19 am
Managers are responsible for approving work orders made via u -> m. I don't think they have anything to do with who gets what task.

What you can do to sort of streamline this sort of thing is try to have as many haulers as possible, and to possibly specialize them. In my current fort I have 58 dwarves, 30 of which are employed primarily in logistics; you generally only need one guy for each qualified job, if even that. For example, for the whole 35 years of my current fort I've only employed one grower, as well as one cook, and I've had a more or less steady (meaning, I break even with my current production) surplus of food that would last my dwarves 50 years if they suddenly stopped producing more. I give you this example to illustrate how easy it is to produce large quantities of goods with a low investment in dwarfpower.

Another measure to ease the strain on logistics is placing your workshops relatively to input (raw materials) and output (products) in such a way as to make the supply lines as short as reasonably possible. I guess that's pretty self-explanatory, though.
Title: Re: The Little Questions Thread
Post by: Moth Bones on April 27, 2010, 11:04:18 am
Thank you. Yes, it is kind of self-explanatory but things do need ordering.

It's only my second fort so very higgledy-piggledy in its construction. It all got a bit hectic after two large (well, I thought they were large - about 15 and 10 respectively) waves of migrants arrived.

Maybe I'll cancel all orders and start everyone afresh. So there's no need to worry about dwarves being idle if they're only assigned one job?

Last question for now - how do I find magma? I picked an area with plenty of volcanic rock (mainly basalt and gabbro) thinking that was a pointer, but I've done a fair bit of delving and there's no sign.
Title: Re: The Little Questions Thread
Post by: Rolan7 on April 27, 2010, 11:23:48 am
I have a question. I'm still playing 40d Edition. I have noticed a bug that seems that if I pause the game for more than ten minutes (say I'm designating mining or dump jobs) that my administrator will continue to process work orders, gaining legendary in what amounts to zero time for him (Since the game is paused, and I keep a massive queue of build orders of something useless, like sand collection).

Just saying, has anyone else noticed this? I usually savescum out of it, because, while legendaries are nice, I prefer to earn them and zero-time training seems abusive to me.

What the crap...
I've confirmed this with Record-Keeping: while the enter key is down, in dig-designation-mode, a record keeping dwarf gained experience at the rate of 3 points per second (89 experience in 30 seconds).  Specifically, he gained 1 exp at 1/3 second intervals.  This must be related to those liaison dialogues that pop up while time should be stopped.  Tapping enter rapidly doesn't add a point each time, but several very short taps can result in a point.

Though fascinating, it's not nearly enough experience to worry about in my opinion.  It'd take 100 minutes of continuous enter-holding to get the 18000 points for legendary.  You're probably only getting an extra or two each time you designate, so even hundreds of designations are a drop in the bucket.  Think of it as training your administrator by administrating (:

Well, unless the effect is much greater for job managers, which would make sense actually.  Huh.  I'll test that as soon as I get some migrants, thanks for telling us about this!
Title: Re: The Little Questions Thread
Post by: Odd!x on April 27, 2010, 11:27:35 am
more evidence that pushing paper (stone slabs?) is the best profession for an ambitious young dwarf looking for healthy work :P
Title: Re: The Little Questions Thread
Post by: Cult of the Raven on April 27, 2010, 03:51:47 pm
I have a question:

I was playing around with the map editor in 30.3, and I realized it wasn't showing the entire map, so I'd get a square area that i'd painted, and a huge area of blankness. I'm also a little confused about the map editor in general, but I looked and couldn't find anything about it on the wiki or forums - does anyone know about the map editor at all and can help me figure it out?

(I'm trying to reproduce the map in the RPG setting i've made so I can simulate some of my mining towns with forts. I think it will be quite fun, but I want to figure out the map editor first.)
Title: Re: The Little Questions Thread
Post by: Moth Bones on April 28, 2010, 12:37:56 pm
A new question.

Do underground furnaces, smelters and forges need ventilation?
Title: Re: The Little Questions Thread
Post by: Rolan7 on April 28, 2010, 01:07:16 pm
A new question.

Do underground furnaces, smelters and forges need ventilation?

Not at all.

I think I saw a 40d mod which tried to make smelter reactions cause smoke or miasma, but without mods, the answer is no.

Just look out for magma critters!
Title: Re: The Little Questions Thread
Post by: Demonic Spoon on April 28, 2010, 01:27:00 pm
So a question about 40d, is it possible for the philosopher noble to ever marry?
Title: Re: The Little Questions Thread
Post by: Moth Bones on April 28, 2010, 01:31:50 pm
Thanks. I've not found any magma yet, but have plenty of trees.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on April 28, 2010, 01:36:16 pm
So a question about 40d, is it possible for the philosopher noble to ever marry?

It is. I've had a couple married philosophers.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 28, 2010, 02:30:39 pm
Don't make the mistake of expecting every dwarf to marry. As in real life, you're gonna get some spinsters and confirmed bachelors among your dwarves. My current fort is in its 40th year and I estimate that around 1/4 (out of 58) of my dwarves are living alone.

I've drafted one girl (barely 12 or 13) when she was romantically involved with a guy. She soon became a legendary champion and they never married, despite having remained lovers (if their profiles are to be believed) for around 25 years. This most likely has to do with her military status; I'm almost positive that they would have tied the knot long ago, had she remained a civilian.
Title: Re: The Little Questions Thread
Post by: The Architect on April 28, 2010, 02:34:55 pm
It's not some obscure, undefined mystery. The more time two dwarves spend together, the further along their relationship will progress (if both are single and compatible). Drafting one and keeping her on duty (or even both, on different squads) is almost a sure way of keeping them apart (and, obviously, single). The opposite is also true, which explains dwarves in the same squads or on the same work detail (like your miners) having a high tendency to become romantically involved.
Title: Re: The Little Questions Thread
Post by: assimilateur on April 28, 2010, 02:58:25 pm
That's all well and good, but apparently getting married requires a dwarf to be a civilian. It must be one of those jobs a soldier can't do, like... almost everything. Including things like storing owned items.

How else would you explain the fact that even though my dwarves had been idling for most of the last 10 years (I barely lay anymore, just letting the game run in the background) and still my last pair of lovers hasn't married? I'm not questioning the overall guidelines you've given (spending time together, having compatible personalities); what I'm saying is that being in the military seems to keep a dwarf from marrying.
Title: Re: The Little Questions Thread
Post by: Tarot on May 07, 2010, 01:54:11 pm
Anyone know how to assign Dwarves to the Fortress Guard (and, eventually, Royal Guard) in 2010?  The preferences menu doesn't display the option like it used to, and I'm not sure how to manage it.
Title: Re: The Little Questions Thread
Post by: The Architect on May 07, 2010, 01:57:28 pm
First: This is for 40d questions. There's a thread for 2010 questions as well.

Anyway, I believe I heard that Fortress Guard and Royal Guard don't exist anymore. There's no reason for them to exist, since you can simply program a squad to perform their function. I don't know why you would want to place a bunch of dwarves permanently outside of your control anyway (a huge bug with the old Guard system).
Title: Re: The Little Questions Thread
Post by: Tarot on May 07, 2010, 02:17:19 pm
Teaches me not to look through the forum thoroughly before posting.  >_>  Thanks for the answer, though.  Was worried I was needlessly ticking off the nobles, with their mandates of doom.
Title: Re: The Little Questions Thread
Post by: The Architect on May 07, 2010, 02:21:30 pm
Ah, yea, them. Well, stick em in a golden room or some BS and they'll be fairly happy. Lock the Hammerer up and don't appoint a Sheriff, and they'll still remain ecstatic while their mandates remain meaningless.

At least, in 40d. I don't know for sure about the "justice" system in .31.
Title: Re: The Little Questions Thread
Post by: Leesin on May 07, 2010, 08:40:11 pm
One of my champions randomly died, said he bled to death, now I can't really find his corpse or any evidence but there is no way he was outside, I have had them set to off duty and training them all up, is it most likely there was a training accident with the battle axes ?. Playing 40d btw. Bloody things... I have been training 11 guys for along time now, I got them all legendary wrestling and they all became champions, then started on axe training, I guess 1 dead isn't much of a loss lol.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 07, 2010, 09:05:06 pm
Sounds like a training accident, yeah.  Champions are much less likely to injure each other training, particularly if they're also legendary wrestlers, but it still happens.  That's why people buy wooden weapons or make silver ones.
Title: Re: The Little Questions Thread
Post by: Demonic Spoon on May 08, 2010, 02:15:43 am
40d question, my dwarves are refusing to bury all the cat corpses left behind when I decimated the fort's pet population through df companion, I'd have used a more tradition method like spikes or bridge over lava but many have the pet owners also had children which I did not want to kill. Anyone have any idea why the corpses aren't being buried? The horse and donkey corpses were but they just lump the cat corpses into stockpiles, I have around 30 idlers all with burial enabled just standing around. Yes they can path to the coffins.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 08, 2010, 02:27:59 am
Sadly cats do not get buried in 40d. Same thing with war dogs.
Title: Re: The Little Questions Thread
Post by: The Architect on May 08, 2010, 02:35:55 am
Cat-apults are definitely the way to go. And by that I mean a bridge leading to a spot over a chasm or suitably deadly place (shed a tear for chasms not currently being available!), where you station Urist McCatlover until their evil miasma-spreading parasite comes by to show off its tortured prey. Then you Tightly Close the door and have someone pull the lever to fling the cat to its doom (and off-map, saving cleanup and rot feelings!)

I once had a cat owner catch his pet, which was randomly flung straight at him. It knocked him down, but the cat was safe. Of course, not being sentimental about sprites, I just had the lever pulled again. But it was damn cool.

There's no need to genocide cats in the new version, unless perhaps if you are facing catsplosion or you want to capture all of your vermin alive. Rotting vermin remains don't produce miasma now and catpathing in small numbers isn't a significant drain on FPS.
Title: Re: The Little Questions Thread
Post by: Leesin on May 08, 2010, 07:16:19 am
I read in different threads about all these things people can do, like tie wardogs to an entrance or throw a cat into a channel where you flood it with water/magma and other stuff, how on earth do you do all this kind of stuff ? to me it just seems like I have no control over anything like this, I just give basic orders and wait for my dwarfs to dig that, carry that, build that or make that, lol.
Title: Re: The Little Questions Thread
Post by: Deathworks on May 08, 2010, 07:34:23 am
Hi!

I read in different threads about all these things people can do, like tie wardogs to an entrance or throw a cat into a channel where you flood it with water/magma and other stuff, how on earth do you do all this kind of stuff ? to me it just seems like I have no control over anything like this, I just give basic orders and wait for my dwarfs to dig that, carry that, build that or make that, lol.

Well, that is part of learning the game: Some of these things require you to look carefully at what options certain commands offer you, while others are just clever applications of features.

For example, tying wardogs to an entrance is basically a very easy thing (though I haven't done it myself as I hate dogs and do not suffer them in my fortresses):
1. Acquire stray tame dog. (brought on embark or bought)
2. Acquire rope or chain. (brought on embark, bought, or produced in your workshops)
3. Build kennels if you don't have them and give the train war dog order
4. Build the rope/chain (under the 'b'uild menu, you have to select restraints) at the location you want it to be. Basically, the creature will be in the 3x3 square with the rope/chain in the center.
5. Once the dog has become a war dog (green announcement), 'q'uery the rope/chain and 'a'ssign the war dog.
A dwarf will then fetch the war dog and tie it to the rope/chain.

One very nice aspect of Dwarf Fortress is its consistency which allows us to be creative and use things in an unusual manner. So, you should see it as a challenge to your creativity. Have fun!

Deathworks
Title: Re: The Little Questions Thread
Post by: Leesin on May 08, 2010, 07:59:39 am
Ahhh cool!, thanks :). I guess it's also because I just haven't got anywhere near to trying all of the building components, hopefully I notice things along the way!.
Title: Re: The Little Questions Thread
Post by: tomas1297 on May 08, 2010, 08:13:44 am
How do I forbid entrance to certain zones?I forgot...
Title: Re: The Little Questions Thread
Post by: Sphalerite on May 08, 2010, 09:07:12 am
How do I forbid entrance to certain zones?I forgot...
You can't forbid dwarves from entering certain areas, but you can set a burrow and restrict dwarves to never leave that burrow.  To block all dwarves from a small area you'll have to set the entire rest of the world to a burrow and assign all the dwarves to it.
Title: Re: The Little Questions Thread
Post by: Demonic Spoon on May 08, 2010, 12:23:45 pm
Ah really? So it's a known bug? Right thanks, into the mgma pipe they go. And in reply to The Architect:

40d question, my dwarves are refusing to bury all the cat corpses left behind when I decimated the fort's pet population through df companion, I'd have used a more tradition method like spikes or bridge over lava but many have the pet owners also had children which I did not want to kill.
Title: Re: The Little Questions Thread
Post by: Leesin on May 08, 2010, 02:07:47 pm
Is it normal that about 5 rangers/hunters I've had have been killed whilst hunting ? lol. I can't imagine what killed them to be honest!.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 08, 2010, 02:21:35 pm
The game won't tell you what killed them, and in 40d you can't even zoom to their death location, but you can open the units list with "u" and look for dangerous creatures.  Like carp, or unicorns, or undead beasties. 

Also note that your hunters are dorfs, so when they run out of bolts trying to shoot down that skeletal elephant, they'll happily charge into melee with it. 
Title: Re: The Little Questions Thread
Post by: Leesin on May 08, 2010, 03:48:17 pm
Yeah... I bet they are running out of bolts then instead of going to get more they get into a wrestling match with the enemy. Guess the next hunter I get I will attach dogs to him lol.
Title: Re: The Little Questions Thread
Post by: Deathworks on May 08, 2010, 03:50:23 pm
Hi!

I recommend that you see whether the elven traders bring grizzly bears. Those can be trained to war grizzly bears using the train war dog command at the kennel and should have a bit more of a push.

Deathworks
Title: Re: The Little Questions Thread
Post by: Leesin on May 08, 2010, 05:04:42 pm
Oh cool ! thanks :D. Now for some reason my new Hunter keeps going unconcious, he doesn't have any kind of wound/injury at all, he just randomly passes lmao. All of his body is in white names, I learned to check that when I found one of my champions in bed with a broken leg from sparring *facepalm*. I also finally found out how one of my other champions died and why I never probably found his corpse, my main leading champion killed him, probably a sparring accident, I'm also guessing all the haulers etc in the fort just scooped all of his equipment and corpse up straight away. xD.
Title: Re: The Little Questions Thread
Post by: tomas1297 on May 09, 2010, 03:14:15 am
How do I drop a caged goblin from a tower?
Title: Re: The Little Questions Thread
Post by: Demonic Spoon on May 09, 2010, 03:51:05 am
first, either build the goblins cage, or make a stockpile that only accepts goblins at the top of the tower next to the ledge or whatever form which you want to drop him/her. Then make a pit/pond zone (i). [k] over the cage and press enter to see the name of the goblin. Then set the pit information of the pit zone to deisgnate that goblin for pitting. Alternatively arm your champions with warhammers and have them stationed at the top of the tower, link the goblin cages to levers and let a good old game of goblinball commece.
Title: Re: The Little Questions Thread
Post by: tomas1297 on May 09, 2010, 03:55:42 am
Thanks.
Title: Re: The Little Questions Thread
Post by: PhoenicIan on May 09, 2010, 04:51:27 am
If I have one fort going, can I start a new game and not lose the old fort? That is, in the same version of DF (currently using 40d).
Title: Re: The Little Questions Thread
Post by: Slythe on May 09, 2010, 07:09:04 am
If I have one fort going, can I start a new game and not lose the old fort? That is, in the same version of DF (currently using 40d).

I believe only if you create a new world.  You can only have one fort currently going on each world.
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 09, 2010, 07:13:50 am
Is it normal that about 5 rangers/hunters I've had have been killed whilst hunting ? lol. I can't imagine what killed them to be honest!.

A creatuire that's killed a dwarf should get a name.
Title: Re: The Little Questions Thread
Post by: LegitMacgyver on May 09, 2010, 07:31:00 am
Is it normal that about 5 rangers/hunters I've had have been killed whilst hunting ? lol. I can't imagine what killed them to be honest!.

A creatuire that's killed a dwarf should get a name.

It usually takes a few dwarf kills for a creature to get named.
Title: Re: The Little Questions Thread
Post by: Kalphoenix on May 09, 2010, 04:16:16 pm
I'm looking through search for help for this as well, but in the meantime, what is the best way to build a well so that if dwarfs fall in they can escape?  What are some good building tips for wells and cisterns (I've been to the wiki, just looking for other people's personal advice)?
Title: Re: The Little Questions Thread
Post by: Big Mac on May 09, 2010, 07:56:48 pm
So, I have an issue where all of my miners are total slackers. There are plenty of picks, Mining is enabled, everything, but they won't mine. They just chill in my dining room forever.

WTF?
Title: Re: The Little Questions Thread
Post by: austonst on May 09, 2010, 08:41:24 pm
A 40d question:

What happens to your fort when you abandon it? I've gotten to the point where I'm almost falling asleep between sieges and just praying that they'll put up a fight for once. I did have some fun capturing an elf master lasher who was leading the siege in a cage, stripping him down, and putting him on display in a fancy statue garden. Besides that, though, it's been "Charcoal stock okay, seed stock okay, miners are mining, caravan's leaving... repeat". I am really attached to my dwarves, though. I doubt I'll ever forget Edem, the one eyed axedwarf who takes out about half of every incoming siege, or Momuz, the only noble who actually seems to care about the other dwarves.

Does abandoning your fort instantly bring it to a broken down, decayed state full of monsters to fight on a reclaim, or does it allow the dwarves to live on with their lives, doing things other dwarven cities would do? Alternatively, do sieges ever become powerful enough to take out an 11 champion military? The dragon that came by earlier never managed to even scratch one of my dwarves.

EDIT: To rephrase my intentions a little better: I want my fortress to die a natural death, whether through invasion, famine, or HFS. I want to be able to look over the history of my dwarves and see how they died and when. I'm just a little worried that once I abandon, they'll all die off or start behaving completely differently.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 09, 2010, 08:52:06 pm
So, I have an issue where all of my miners are total slackers. There are plenty of picks, Mining is enabled, everything, but they won't mine. They just chill in my dining room forever.

WTF?

Can they access what you want to dig? Try seeing if they'll dig out a corner of the dining room or something. You can cancel the designation before they dig it out, if you want your dining room to look perfect.

What happens to your fort when you abandon it?

Your dwarves will form a migratory group and perhaps settle in an abandoned fortress elsewhere. All your tame animals will die, though I'm not sure about pets. If you reclaim immediately after abandoning, your dwarves won't have left yet, and they will be listed as friendly on the unit list.

All your food will be gone. All your items will be scattered randomly about your fortress. All your buildings will still be intact.

If you have features on your map, like a chasm or an underground river, there will be a new compliment of creatures to fill it. They might also be wandering around your fortress proper.

Any captured prisoners will be on your map and wandering around. Any captured megabeasts will be released and wandering around the map. All tame animals will be dead.

Alternatively, do sieges ever become powerful enough to take out an 11 champion military?

No.

EDIT: To rephrase my intentions a little better: I want my fortress to die a natural death...

You'll have to engineer a creative death for your fortress. If you abandon, your dwarves just go elsewhere and your fortress will be messy but still intact.
Title: Re: The Little Questions Thread
Post by: DangerHelvetica on May 09, 2010, 09:11:25 pm
One of my champions randomly died, said he bled to death, now I can't really find his corpse or any evidence but there is no way he was outside, I have had them set to off duty and training them all up, is it most likely there was a training accident with the battle axes ?. Playing 40d btw. Bloody things... I have been training 11 guys for along time now, I got them all legendary wrestling and they all became champions, then started on axe training, I guess 1 dead isn't much of a loss lol.

Time to bring in CSI Dwarf Fortress.
Title: Re: The Little Questions Thread
Post by: austonst on May 09, 2010, 09:26:58 pm
Thanks for the response. It's reassuring to know that at least they make a migratory group, so a bit of continuity in the "story" is preserved.
Title: Re: The Little Questions Thread
Post by: Big Mac on May 09, 2010, 10:07:44 pm
So, I have an issue where all of my miners are total slackers. There are plenty of picks, Mining is enabled, everything, but they won't mine. They just chill in my dining room forever.

WTF?

ARGH! It turns out that this was the case. I had some issues with ramps and orientation, and then i was just convinced I was right everywhere else. Thanks!
Title: Re: The Little Questions Thread
Post by: mross on May 09, 2010, 10:28:20 pm
Hey dudes, in 159 pages this has almost certainly been asked already, so sorry about that

If I want to build some constructions (like say, roads) out of gold, am I better off smelting into bars at a smelter, or turning the ore into blocks at a masonry shop, value-wise?

I have enough trees that charcoal usage is irrelevant, and I don't care how long it takes

Also I'm using 40d19, not the latest version, if that matters
Title: Re: The Little Questions Thread
Post by: The Architect on May 09, 2010, 10:52:26 pm
Gold into bars. Definitely don't make Gold Blocks, which are identical except for requiring more gold.
Title: Re: The Little Questions Thread
Post by: mross on May 09, 2010, 11:39:59 pm
thanks
Title: Re: The Little Questions Thread
Post by: The Architect on May 10, 2010, 12:36:13 am
thanks

erm, actually...

I was dead wrong. I got the whole thing backwards. Sorry! I forgot that Blocks have a 5x material multiplier, so making it out of stone (aka gold nuggets) blocks is better than gold bars, although they're still better than unshaped gold nuggets. And worst of all is gold (metal) blocks, except that there's a glitch right now allowing you to make them out of 1 bar each.

All of this is dependent on gold nuggets' value vs gold bars. With platinum, nuggets are more valuable than bars. This is very backwards, and I believe gold bars are more valuable than nuggets. So... while gold blocks would normally be the worst thing, right now it's the best.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 10, 2010, 03:52:52 am
Could someone please tell me how can I make a hole in a roof? Dwarves refuse to create upper stairways
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 10, 2010, 04:41:24 am
If you're talking about a roof you built, then you have to remove a tile with d-n before you can place the stair. If you're trying to dig, you simply designate a down stair.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 10, 2010, 09:58:58 am
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirst
Title: Re: The Little Questions Thread
Post by: Smew on May 10, 2010, 11:25:26 am
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirst
Make an underground waterway(even just one tile diverted from the river to under a hill will do), or build a roof over the river itself.
Title: Re: The Little Questions Thread
Post by: mross on May 10, 2010, 12:00:59 pm

erm, actually...

I was dead wrong. I got the whole thing backwards. Sorry! I forgot that Blocks have a 5x material multiplier, so making it out of stone (aka gold nuggets) blocks is better than gold bars, although they're still better than unshaped gold nuggets. And worst of all is gold (metal) blocks, except that there's a glitch right now allowing you to make them out of 1 bar each.

All of this is dependent on gold nuggets' value vs gold bars. With platinum, nuggets are more valuable than bars. This is very backwards, and I believe gold bars are more valuable than nuggets. So... while gold blocks would normally be the worst thing, right now it's the best.

oh snap! thanks again
Title: Re: The Little Questions Thread
Post by: Shangurath on May 10, 2010, 12:03:08 pm
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirst
Make an underground waterway(even just one tile diverted from the river to under a hill will do), or build a roof over the river itself.

Thanks but how do I make a roof?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 10, 2010, 12:04:16 pm
Build floor tiles on higher z-levels. Build stairs to access higher z-levels.

Covering rivers with floor tiles does not prevent freezing, however, so you'll have to use river diversion.
Title: Re: The Little Questions Thread
Post by: Smew on May 10, 2010, 12:11:10 pm
Build floor tiles on higher z-levels. Build stairs to access higher z-levels.

Covering rivers with floor tiles does not prevent freezing, however, so you'll have to use river diversion.
Oh right, I was thinking of how DC would only keep a tile as underground if it had a roof over it. :3
Title: Re: The Little Questions Thread
Post by: trevdogg100 on May 10, 2010, 12:12:49 pm
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirst
Make an underground waterway(even just one tile diverted from the river to under a hill will do), or build a roof over the river itself.

Thanks but how do I make a roof?

(b)uild [C]onstruction [f]floor
*needs to be one or more z levels above the river
*needs access to dry land
*can increase size with dtgm keys
Title: Re: The Little Questions Thread
Post by: mross on May 10, 2010, 12:17:06 pm

erm, actually...

I was dead wrong. I got the whole thing backwards. Sorry! I forgot that Blocks have a 5x material multiplier, so making it out of stone (aka gold nuggets) blocks is better than gold bars, although they're still better than unshaped gold nuggets. And worst of all is gold (metal) blocks, except that there's a glitch right now allowing you to make them out of 1 bar each.


did some wiki research, it looks like the ore and the metal have the same value, of 30 (backed up by the raws)

blocks have a base value of 5

so like you said, gold blocks would be worth 150 each, allowing me to cram 5x the value in to a given surface area, which is awesome

All of this is dependent on gold nuggets' value vs gold bars. With platinum, nuggets are more valuable than bars. This is very backwards, and I believe gold bars are more valuable than nuggets. So... while gold blocks would normally be the worst thing, right now it's the best.

so if understand, what you're saying is that since for gold, bars and ore are both worth 30, it makes more sense to just mason the ore in to blocks, since i'll have 150 per unit either way, and i won't need charcoal, and it saves me a step; but if bars were changed to be worth, say, 45, then it would be worth it to smelt and then turn them in to metal blocks, 'cause then each gold metal block would be worth 225, as opposed to the 150 of a gold ore block. is this right?

i appreciate the help, eventually we'll have a coherent theory of block dynamics and no one will need to be confused anymore
Title: Re: The Little Questions Thread
Post by: Shangurath on May 10, 2010, 12:20:33 pm
Thanks for answers :) But I have another problem :( There are some elk birds that came out from the cavern and they interrupt my dwarves from doing everything. Is there anything I can do with that?
Title: Re: The Little Questions Thread
Post by: mross on May 10, 2010, 02:12:18 pm
Thanks for answers :) But I have another problem :( There are some elk birds that came out from the cavern and they interrupt my dwarves from doing everything. Is there anything I can do with that?

activate all your doods in to the military and hope that they win
Title: Re: The Little Questions Thread
Post by: The Architect on May 11, 2010, 12:02:57 pm
is this right?

i appreciate the help, eventually we'll have a coherent theory of block dynamics and no one will need to be confused anymore

Yep, you've got it. And you did your homework, putting it all together. Good job. Glad to help where I can.

Can't find Metal Block or furniture at all in the raws, to see what [SIZE] metal blocks are (and thus how many gold bars a block should normally require). But right now:
Gold nugget block: 150, 1 Gold nuggets (bad grammar, but it's just a game mechanic)
Gold bar: 30, 1 Gold nuggets + fuel
Gold block: 150, 1 Gold bar + fuel

With fixed smithing:
Gold block: 150, >1 Gold bar + fuel

So I guess economically speaking: gold nugget blocks will always be the best option. Hopefully you didn't build half of your construction out of gold bars because of my initial mistake!
Title: Re: The Little Questions Thread
Post by: mross on May 11, 2010, 06:53:06 pm
So I guess economically speaking: gold nugget blocks will always be the best option. Hopefully you didn't build half of your construction out of gold bars because of my initial mistake!

I'm waiting on my bro to finish out his year (succession game) before I start anything, so I'm planning some stuff out in the meantime. Thanks again!
Title: Re: The Little Questions Thread
Post by: Life Swordsman on May 11, 2010, 09:14:08 pm
Hey, so I'm playing the other day and I'm just checking my dwarfs relationships cause I like to keep track of these kinds of things. I'm zooming to where these dwarfs are on the map, and go to zoom on this child's older sister, and I get nothing. It zooms to some random part of the map, and the space that it highlights is empty. Now I'm kind of wondering about this, so I go and check out the older sister's thoughts, and it says on the first line, "Dumat Libashsavot has been ecstatic lately. She is happy to be free." So now I'm thinking to my self "was she captured by goblins and then somehow freed herself?" but every time I go to zoom to her, the tile was empty. So I send my military over to her spot, and nothing is found. One of my military dwarfs is even standing  on the exact tile that this child is on. Still nothing. What is going on, and is there a way to find this "invisible child?"
Title: Re: The Little Questions Thread
Post by: The Architect on May 11, 2010, 09:37:09 pm
Sounds just like the floating/flying creature bug, but you haven't mentioned the child on a light blue background. Is that what is on the square?
Title: Re: The Little Questions Thread
Post by: Smew on May 11, 2010, 09:40:17 pm
I'm pretty sure that's what happens when a child is taken, but the goblin hasn't left the map yet, but I can't tell you for sure.
Title: Re: The Little Questions Thread
Post by: Life Swordsman on May 11, 2010, 09:46:04 pm
Sounds just like the floating/flying creature bug, but you haven't mentioned the child on a light blue background. Is that what is on the square?

I checked all the levels above the square, but nothing. it was just reguler felsite ground.

I'm pretty sure that's what happens when a child is taken, but the goblin hasn't left the map yet, but I can't tell you for sure.

i'm going to check real fast if i have any goblin thieves in a cage. however, when i zoom to the child, its very far away from the entrance to the fort.

EDIT: I have two thiefs, but there inside my fortress, waiting to have all there stuff removed for live training for military. I also checked the bags they're caring, nothing in them
Title: Re: The Little Questions Thread
Post by: The Architect on May 11, 2010, 09:53:19 pm
Then this should go on the bug tracker with a save.
Title: Re: The Little Questions Thread
Post by: nil on May 11, 2010, 10:33:00 pm
In my experience this is what happens with every snatched child.  I've always assumed that the empty square is simply the last known location of the child before he or she was stolen.
Title: Re: The Little Questions Thread
Post by: The Architect on May 12, 2010, 12:17:58 am
In my experience this is what happens with every snatched child.  I've always assumed that the empty square is simply the last known location of the child before he or she was stolen.

Perhaps. It should be put on the bug tracker either way, since that will allow people to look it up and ascertain if it is the expected behavior.
Title: Re: The Little Questions Thread
Post by: nil on May 12, 2010, 12:26:14 am
Couldn't hurt.  At the least there should eventually be some indication as to what actually happened in the user interface.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 12, 2010, 02:10:35 am
I've made a personal bedroom for every dwarf but they still sleep in free rooms. Why is that? (I want to keep free bedroom for migrants)
Title: Re: The Little Questions Thread
Post by: The Architect on May 12, 2010, 02:34:12 am
Dwarfs work themselves too hard now, and then collapse in the nearest bed.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 12, 2010, 02:57:33 am
Dwarfs work themselves too hard now, and then collapse in the nearest bed.
Ah I see thanks
Title: Re: The Little Questions Thread
Post by: Miggy on May 12, 2010, 05:35:47 am
I deconstructed my trade depot just before the Elves were leaving, and it made them leave without bringing any of their stuff. I'm not sure whether or not they think I took it all or if they're just oblivious to them leaving their collective wealth at my front door. Is this a bug or simply morally justified?
Title: Re: The Little Questions Thread
Post by: The Architect on May 12, 2010, 08:24:03 am
Known bug/exploit.
Title: Re: The Little Questions Thread
Post by: Keuran on May 12, 2010, 08:25:01 am
It's a bug that you can make them lose their stuff by deconstructing. They probably won't siege, but they'll get really mad and try to sell you a bunch of animals and seeds next time they come. Obscenely expensive cloth is only for their good customers.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 12, 2010, 10:36:06 am
There is a caravan arrived. And all the goods I have are in bins, so I can only trade the whole bin. How do I put things out of a bin?

oops already managed with it
Title: Re: The Little Questions Thread
Post by: Greep on May 12, 2010, 02:52:11 pm
will digging into the magma sea or a pool "discover" it? I'm trying to find the top of this thing, and it's getting annoying what with the cavern around my area.  I'm considering just digging into the bottom so I can see the whole thing and then walling it off.
Title: Re: The Little Questions Thread
Post by: Tehran on May 13, 2010, 02:30:57 am
I need to know what colour the blood/ichor of a fire demon is. It's for an illustration I'm doing. Thanks!
Title: Re: The Little Questions Thread
Post by: Shangurath on May 13, 2010, 11:56:25 am
I just accidently gave all my goods while trading for free by pressing

After second trade dwarf trader said that he is tired of childish games and next time perhaps will take it seriously. What does this mean?
Title: Re: The Little Questions Thread
Post by: Greep on May 13, 2010, 12:11:34 pm
he's a greedy little bum and wants more profit.  That's it pretty much.  Generally 50% profit is a good estimate of having him accept with novice trading skills
Title: Re: The Little Questions Thread
Post by: PhoenicIan on May 13, 2010, 01:14:02 pm
I've got a lone elf that's been in my trade depot for like half a year. (I've seen two moods go by with him in there...) Anyway, it still shows all the traded items in the depot, and the depot still flashes like it's full of crap, but the game tells me I can't trade. WTF is going on, and how can I regain control of my depot?

40d btw
Title: Re: The Little Questions Thread
Post by: Ladde on May 13, 2010, 02:22:55 pm
I'm so tierd of the Military being so none-responsive in Dwarf Fortress, really tips me off about this game...

I play 40d. And I'm not that experianced, have been playing for a couple of weeks.
But when I order my men to be station near the underground river, I'm currently trying to dig around. They go around doing alot of other things, like "Oh there is a giant toad there, but hey I need to sleep so F-that." And them they all go away and my miners die...

I know I can get them watersacks and food backpacks.
But they've been standing down the whole time, and when I discover that toads I put them on station and duty, and they can't even stay there för a couple of minutes.

I have another example. A dwarf went berserk, so I ordered my marksmen to move/station near the location of the berserking dwarf. But no, they had to go and eat, and one of them went for sleep. I mean if the fortress is under attack and you're one of the guards, why would you go sleep or go sit down and eat, meanwhile the "enemies" rampages through your fortress and kills of alot of dwarfs.

And when the squad leader is taking a nap or eating or does anything. The other squad members just hangs around him. Why?
Do I have to have all my military in thier own squads?

So frustraiting. I know this game is "Losing is fun" And yea it is fun to get stormed by goblins and die because you didn't have enough guards/traps etc.
But not when you HAVE and trying to defend everything, and the guards won't even listen.
Feels like there is no point of having guards, when you have to just hope that they do thier job.


Yea I'm pretty steamed up now. Because I lost half my dwarf to a giant toad...

Edit: I guess I need a question aswell. Is the military supposed to be this way? Or am I doing anything wrong?
Cheers.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 13, 2010, 02:30:12 pm
How do I create modest quarters and modest office (or meager quarters etc)?
Title: Re: The Little Questions Thread
Post by: Smew on May 13, 2010, 04:38:42 pm
How do I create modest quarters and modest office (or meager quarters etc)?
That's the quality rating of the room, to improve the quality you can do things such as making the room larger, smoothing and engraving it, putting better quality furniture in it, putting good quality anything in it, really.
Title: Re: The Little Questions Thread
Post by: Tehran on May 14, 2010, 01:12:08 am
I'm so tierd of the Military being so none-responsive in Dwarf Fortress, really tips me off about this game...
...
I know I can get them watersacks and food backpacks.
But they've been standing down the whole time, and when I discover that toads I put them on station and duty, and they can't even stay there för a couple of minutes.


Yes, you should get them waterskins and backpacks. But I know what you mean about the military running off to do their own thing. I've yelled at my computer before, "You guys are ON DUTY! Guard the fort!!"

There's two things you can do. Or... two that I know of.
1. If there's an area of the map or underground with vicious animals like toads, just don't mine there! You should always be protecting your fortress with doors and drawbridges and traps. Remember Murphy's law: If it can go wrong, it will go wrong. Put a barrier like a door between you and them, and lock it. [q, l]

2. Kill all the toads, and THEN you can mine in there. You don't need your squad to be on duty all the time, you just need them to stick around long enough to kill everything. Then they can go screw around.
But make sure they're all together before sending them to kill stuff. You don't want them getting picked off one by one.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 08:14:52 am
How do I create modest quarters and modest office (or meager quarters etc)?
That's the quality rating of the room, to improve the quality you can do things such as making the room larger, smoothing and engraving it, putting better quality furniture in it, putting good quality anything in it, really.

Thanks for answer

And how can I check the quality rating of a room?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 08:21:48 am
Two ways. You can assign it to a dwarf, in which case it will show up in their profile, or you can press the R key and get a listing of all rooms.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 08:27:59 am
Two ways. You can assign it to a dwarf, in which case it will show up in their profile, or you can press the R key and get a listing of all rooms.
I see thanks

And what is the difference between quarters and office? Quarters = bedroom, right? And how can I make an office?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 08:33:32 am
Offices are used for paperwork and are designated from a chair. It is advisable to put a table in the office as well because dwarves will eat in their office.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 08:37:08 am
Offices are used for paperwork and are designated from a chair. It is advisable to put a table in the office as well because dwarves will eat in their office.

Okay thanks :)

And by the way, a military question in old DF. My melee soldiers are holding weapons (iron) but while training, they get experience only in wrestling - why?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 08:39:49 am
Wrestling levels up when you dodge, IIRC.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 09:05:04 am
Thanks

And is there a way to make trees or something that gives wood?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 09:09:29 am
There may be a modded reaction to produce logs. Ask in the modding section.

Your best bet is to trade for them.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 09:30:42 am
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?
Title: Re: The Little Questions Thread
Post by: Ladde on May 14, 2010, 09:37:05 am
I'm so tierd of the Military being so none-responsive in Dwarf Fortress, really tips me off about this game...
...
I know I can get them watersacks and food backpacks.
But they've been standing down the whole time, and when I discover that toads I put them on station and duty, and they can't even stay there för a couple of minutes.


Yes, you should get them waterskins and backpacks. But I know what you mean about the military running off to do their own thing. I've yelled at my computer before, "You guys are ON DUTY! Guard the fort!!"

There's two things you can do. Or... two that I know of.
1. If there's an area of the map or underground with vicious animals like toads, just don't mine there! You should always be protecting your fortress with doors and drawbridges and traps. Remember Murphy's law: If it can go wrong, it will go wrong. Put a barrier like a door between you and them, and lock it. [q, l]

2. Kill all the toads, and THEN you can mine in there. You don't need your squad to be on duty all the time, you just need them to stick around long enough to kill everything. Then they can go screw around.
But make sure they're all together before sending them to kill stuff. You don't want them getting picked off one by one.

Thanks, I'll try to advance with more precautions. And I'll get those skins and packs.
Its time to kick some toad butt!
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 09:39:32 am
Thanks for answer

I cannot change my squads in
  • menu. Earlier I could. What's the problem?
Use (x) or "x". The square brackets screw up the forum.

If you're using 40d, you only switch between "on duty" squads. If they're sleeping or eating they won't show up.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 09:43:34 am
Thanks for answer

I cannot change my squads in
  • menu. Earlier I could. What's the problem?
Use (x) or "x". The square brackets screw up the forum.

If you're using 40d, you only switch between "on duty" squads. If they're sleeping or eating they won't show up.

Yes they were on duty but I just reformed the squads and it works again
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 09:45:01 am
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?
You have to smooth the walls before you engrave them.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 14, 2010, 09:47:31 am
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?
You have to smooth the walls before you engrave them.

Oops sorry I mean smoothing doesn't work :)

PS
Oh I got it now.. That was not stone
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 14, 2010, 09:49:08 am
What are you trying to smooth? You can only smooth NATURAL ROCK walls, not built walls or soil.
Title: Re: The Little Questions Thread
Post by: Collic on May 14, 2010, 11:46:10 am
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?

Make sure you've smoothed the stone first (d) (s) I think. It also has to be a natural stone wall, not a constructed one.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 15, 2010, 09:55:34 am
Hmm if I build a wall and fortifications next to it, then build stairs up and down to this wall - how do I make my dwarves attack from this wall and make them to be able to manoeuvre on the wall?
Title: Re: The Little Questions Thread
Post by: Shangurath on May 15, 2010, 10:05:36 am
Hmm if I build a wall and fortifications next to it, then build stairs up and down to this wall - how do I make my dwarves attack from this wall and make them to be able to manoeuvre on the wall?
I mean in 40d version

And another question. If I will have a shell, in which stockpile it would be put?
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 15, 2010, 03:02:18 pm
Dwarves aren't smart enough to move away from incoming fire, so maneuvering isn't an issue.  The fortifications should be on the same z-level your marksdwarves are shooting from, if you want to shield them from enemy fire.  Your dwarves will shoot through the fortifications (because they're right next to them) while shots from the enemy will usually be blocked.  If enemy archers get right up to the fortification they can shoot through it just as easily, but I think they prefer to go for lucky shots from a distance.  Expect losses anyway, particularly from local leaders or bunches of elves.

The above is just what I've heard though, I haven't used marksdwarves much (too powerful and also too fiddly).

Shells go in refuse piles, and you can set a custom refuse pile to only have shells (and assign your real refuse piles to not accept shells).
Title: Re: The Little Questions Thread
Post by: Pheo on May 15, 2010, 11:07:56 pm
And another question. If I will have a shell, in which stockpile it would be put?

A refuse stockpile. Shells will disappear at the end of a season if outside, so its best to create a refuse pile inside that only accepts shells.

*edit* oops, didn't read all of rolan7's post  ::)
Title: Re: The Little Questions Thread
Post by: Shangurath on May 16, 2010, 12:25:47 am
Dwarves aren't smart enough to move away from incoming fire, so maneuvering isn't an issue.  The fortifications should be on the same z-level your marksdwarves are shooting from, if you want to shield them from enemy fire.  Your dwarves will shoot through the fortifications (because they're right next to them) while shots from the enemy will usually be blocked.  If enemy archers get right up to the fortification they can shoot through it just as easily, but I think they prefer to go for lucky shots from a distance.  Expect losses anyway, particularly from local leaders or bunches of elves.

The above is just what I've heard though, I haven't used marksdwarves much (too powerful and also too fiddly).

Shells go in refuse piles, and you can set a custom refuse pile to only have shells (and assign your real refuse piles to not accept shells).
Thanks for answer

Well, I mean how do I make dwarves to move to the walls. For example, if I have walls like here
http://www.youtube.com/watch?v=bCXxNmJNN5s&fmt=18
and goblins attack, I will chose a station point or patrol point to make my dwarves attack the goblins. But will dwarves just come out of the fortress and attack from the groung or will they walk up on the walls and attack from there?
Title: Re: The Little Questions Thread
Post by: Shangurath on May 16, 2010, 12:31:56 am
And more about military.. I order my dwarves to use crossbows (these dwarves train correctly if there are any bolts), axes and swords. But axe- and sword-dwarves get weapon experience soo slow (and I can't see them actually training with their weapons) that they still have 0 lvl in axes and swords. But the wrestlers train pretty fast. So, is it better to have some great wrestlers instead of having some newbie axedwarves and sworddwarves?

And just one more about armor.. The sense of using leather and chain instead of plate armor is it's weight. But how can I learn the characterisitcs of a particular armor? Is chain MUCH better than leather or is plate much better than chain?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 16, 2010, 05:18:38 am
to remove a wall you built, you use the "remove constructions" designation.
Title: Re: The Little Questions Thread
Post by: Xzalander on May 16, 2010, 06:36:20 am
What visualisers still work with the 2010 DF? Stonesense does, but its not flexible enough to my liking. What about 3Dwarf, Visual Fortress?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 16, 2010, 08:03:11 am
Stonesense is the only one right now. There's a few people trying to ressurect VF, but nothing's come of it yet.
Title: Re: The Little Questions Thread
Post by: Corinthius on May 16, 2010, 11:07:31 am
1) Can trading caravans in DF 31.xx travel up and down stairs?

2) How does one tame in the new version, if there is no more dungeon master?

Thanks!
Title: Re: The Little Questions Thread
Post by: Xzalander on May 16, 2010, 11:44:42 am
1) Can trading caravans in DF 31.xx travel up and down stairs?

2) How does one tame in the new version, if there is no more dungeon master?

Thanks!

1. No for wagons, yes for small merchants.

2. Not sure.
Title: Re: The Little Questions Thread
Post by: Pheo on May 16, 2010, 12:01:08 pm
2) How does one tame in the new version, if there is no more dungeon master?

Anything with the [PET] tag is tamable. [PET_EXOTIC] creatures are only tamable with the DungeonMaster.
Go into the raws and change [PET_EXOTIC] to [PET] so that any animal caretaker can tame them.

Double points if you make sure [TRAINABLE] is in there, making them able to be tained into war/hunting animals. Gobbos will cower in fear of your War Cave Crocodiles!
Title: Re: The Little Questions Thread
Post by: neverknown on May 16, 2010, 01:20:08 pm
I couldnt make sense out of the search results I got for my question so I hope its okay to ask :/
(also didnt found a thing in the wiki)

Its about supports. when do I need them? How deep/wide may I dig before I have to place a pillar? Does it make a difference if I use different materials for the support pillars?

thank youuu!!
Title: Re: The Little Questions Thread
Post by: Deathworks on May 16, 2010, 01:27:54 pm
Hi!

Currently, cave-ins use an extremely simplified mechanism that as long as there is one connection via horizontal or vertical neighboring floor/wall tiles to the map border or an undisrupted connection of a similar nature to the bottom of the map, a cave-in will not occur. Thus, as long as you have even a single tile connection, you can dig out rooms as large as you like. Even hollowing out entire layers of the map are no problem.

So, in the current versions (40d, 31) you do not need supports for your excavation. In addition, as far as supporting is concerned, a constructed wall does the same.

However (unless this has changed in recent days as I have rarely used it), there is one difference: you can use a mechanism to build a lever anywhere inside your fortress and then link that support to the lever using two more mechanisms. If the lever is pulled after the link is complete, the support will collapse. This way, you can artificially cause a cave-in without risking the lives of your dwarves:

Dig out all tiles below the floor you wish to drop
Build one support somewhere below the floor you wish to drop connecting it to the lower floor.
Link the support to a lever.
Dig channels around the area you want to drop so that it is only held up by the support.
Get your dwarves away from the area.
Pull the lever.

Deathworks
Title: Re: The Little Questions Thread
Post by: The Architect on May 17, 2010, 02:57:38 am
There doesn't appear to be an option in .04 for disabling cave-ins. Did I miss something? I was considering building a great floating fortress, but it would be kinda cheap if I connected it somewhere.
Title: Re: The Little Questions Thread
Post by: Footkerchief on May 17, 2010, 03:52:49 am
There doesn't appear to be an option in .04 for disabling cave-ins. Did I miss something? I was considering building a great floating fortress, but it would be kinda cheap if I connected it somewhere.

The init file has been split into init.txt, d_init.txt (that's the one you want), and colors.txt.
Title: Re: The Little Questions Thread
Post by: The Architect on May 17, 2010, 05:04:20 am
You know, I did perform a search on d_init for "cave", and got nothing. Turns out I must have just had my cursor below it or something, causing the search to turn up nothing. It's there after all.
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 07:33:48 am
Does microline ever get used for anything?

&

How to kill an elvish caravan :)?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 17, 2010, 07:36:31 am
You know, maybe if you waited a bit longer than two minutes you'd get a response to the new thread you created.

Microcline has no special use. It has a pretty cyan color that may or may not annoy the hell out of you. Do whatever you want with it.

As for killing the elven caravan? If you're in the new version, you can order your dwarves to kill the elves, I think from the squads screen, if you have a military active. Or you can devise a devious death trap. The choice is yours.

Others can better inform you about the new version, as I'm still playing 40d.
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 17, 2010, 07:41:25 am
Simply issuing a kill order does not seem to work. You have to somehow make them hostile first.
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 07:43:33 am
@microline: so I can't really build anything using it, correct?

@hostile elves: What if I dig about their wagon so it doesn't get out of my depot? That'll work?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 17, 2010, 07:48:26 am
You can build anything with microcline. It's just a funny colored rock. What Jum meant was that it's not an ore or gem.

If you trap the elves, eventually they''ll go insane. Then you can kill them.
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 07:58:21 am
@microline - just observed that my moody dwarves use microline for their inventions, but otherwise - noone touches it; how can I change that?

@elves - game crushed upon the 'merchants gonna leave soon'; the depot was walled around so the wagon would just stand there;
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 17, 2010, 08:03:25 am
Dwarves pick the closest rock to them. Not the one the shortest walking distance away. The shortest absolute distance, through walls and such. It's likely all the diorite you're using is closer to your workshops than all your microcline. You can stockpile the microcline closer if you really want to use it.

Did the game crash, as in stop working completely, or is the elven caravan just sitting there? They don't go crazy immediately. Be patient.
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 08:20:13 am
@microline: I should've mentioned that I have 2 stockpiles: micro & diorite; the micro is CLOSER than diorite, yet it's not being used;

@elves: Crashed as in 'boom';
            it worked for the third time, so now I'm waiting for the elves to get loony;
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 17, 2010, 08:38:56 am
If you're using the most recent version, check to see if you marked microcline as unusable in the stones menu. (All kinds of rocks appear there now.)
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 09:20:06 am
@Lord Shonus: thx, the only rock with green status were gabbro & diorite; I'll change that now;

New questions:
1. Are there any negative consequences of not using barrels for food storage?
2. How do I create a swimming pool so dwarves can take water from it for a long period of time?
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 09:34:59 am
@elves: Crashed as in 'boom';
            it worked for the third time, so now I'm waiting for the elves to get loony;

They just died of hunger :) Does that create any bad karma for future interactions with the elves?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 17, 2010, 10:04:44 am
If enough merchants die in your fort, the elves may declare war. I've yet to manage it.

@Infernalis
1. Barrels help to keep your food supply from taking up too much room, as several tiles worth of meat, seeds, or plants fit in one barrel. Also, some plant processing at the quern requires a barrel to hold the output, as does boozemaking.

2. Not sure what you want here.
Title: Re: The Little Questions Thread
Post by: aorsmith on May 17, 2010, 10:54:17 am
a raccoon recently paid a visit to my fortress and killed a puppy :(
problem is, the puppy had an owner.

so question: how to i put a puppy in a tomb? i read on the wiki that just letting it rot will cause bad thoughts and [q]ing the tomb only produces a list of dwarf names.
Title: Re: The Little Questions Thread
Post by: Deathworks on May 17, 2010, 11:40:52 am
Hi!

You can't put a pet into a [t]omb. But you can and should bury it in a coffin.

When you put a coffin on your map and 'q' it, you have the option of whether to make it a room (=tomb) or whether you want to use it for burial. Use it for burial and you will get additional options to toggle pets/citizens. Once you have done that, wait 2 or 3 frames, and one of the dead who are allowed to claim the coffin by the setting will automatically claim the coffin.

If you already made the coffin in question a tomb, you need to 'q' it and free it again so you can change it to burial.

Note that you can't specify which dead claims the coffin if there are several who are eligible. Thus, you should start building coffins timely.

Any pets that have been adopted OR that are available for adoption claim a coffin upon death, with the exception of cats and kittens who never get a coffin.

Deathworks
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 12:20:25 pm
If enough merchants die in your fort, the elves may declare war. I've yet to manage it.

@Infernalis
1. Barrels help to keep your food supply from taking up too much room, as several tiles worth of meat, seeds, or plants fit in one barrel. Also, some plant processing at the quern requires a barrel to hold the output, as does boozemaking.

2. Not sure what you want here.

@Lord Shonus: about the barrels; I'm thinking of creating a large food pile with no barrels on it so that all my barrels get used for booze; I'm producing so much food I can't keep up with the barrel demand :)

About the pool: since midgets can drink water as well, I wish to create an underground reservoir; I have 'rain shafts' channelled into my fortress, but water soaks into the earth pretty quickly; any idea on how to store it?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 17, 2010, 12:27:22 pm
The water isn't soaking into the earth, it's evaporating. What you need to do is dig out a large area and fill it from another water source.
Title: Re: The Little Questions Thread
Post by: aorsmith on May 17, 2010, 02:26:29 pm
two more quick questions:

1. is there any use for barrels of blood trade caravan's keep offering me?

2. why is my hunter always sleeping on the floor? i've assigned a room just for him yet he still sleeps on the dirt. he isn't in a military squad.

edit edit: two more questions :P

3. is there a way of moving coffins with things inside to a different place without messing things up? will it generate a bad thought?

4. a recent cavein permanently crippled my legendary miner and left my farmer severely mangled. my doctor was performing surgery on the farmer when he suddenly jumped from the bed (i got an interruption notice) and headed towards the farm planting seeds as if nothing has happened. should i leave him farming? he has like seven mangled body parts and 2 yellows. can he die/worsen this way?
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 02:39:11 pm
The water isn't soaking into the earth, it's evaporating. What you need to do is dig out a large area and fill it from another water source.

I dig into lakes but the water evaporates rather fast - is there a way to slow it down? It also does NOT evaporate while being in the natural lake - correct?
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 04:04:34 pm
New question: how many drinks are there in a barrel and what is the consumption rate for your average midget?
Title: Re: The Little Questions Thread
Post by: Corinthius on May 17, 2010, 06:06:37 pm
Ok questions answered:
@infernalis: No idea how many, but a dwarf drinks twice a season if I remember correctly.
@infernalis: Water has a chance to evaporate if it is 1/7 deep. I'm not sure if high temperatures change this rule though.
@aorsmith: I believe that blood can be cooked with. No idea re/hunter sleeping. He must just be lazy. ;-) re/Coffins, I have no idea but I've always wondered and been to nervous to try. And finally, healthcare is bugged, so maybe this was a bug? I have no idea really. :/ Sorry I wasn't much help.

And question asked:
Does carving fortifications off the edge of the map still work to drain water off the map, in DF 31.xx
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 06:32:05 pm
What can you milk exactly (i.e. pet cows?)
Title: Re: The Little Questions Thread
Post by: aorsmith on May 17, 2010, 06:39:12 pm
:l ,my farmer just died to an infection a few minutes ago.
about the milking thing, the only creature my milker seems to be able to milk is donkey....
i've read they're supposed to be able to milk horses and cows too..i'd also like to know how to milk an animal.
edit:
nvm turns out its only females.
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 08:02:43 pm
What happens to a barrel if it's been emptied after containing a drink/seed/plant/meal/etc? I think I saw one being reused but I'm not sure;
Title: Re: The Little Questions Thread
Post by: Flaede on May 17, 2010, 08:20:51 pm
What happens to a barrel if it's been emptied after containing a drink/seed/plant/meal/etc? I think I saw one being reused but I'm not sure;

they are re-used. some stockples will be set to automatically contain one empty barrel or bin to be filled (and then replaced with another empty barrel/bin) as needed, however, so this can take up a portion of your empty barrel stock.
Title: Re: The Little Questions Thread
Post by: fenrirfenix on May 17, 2010, 08:39:16 pm
I remember hearing about this all the time before the new openGL version came out. I guess I never paid attention to the answer.

The dorfs are working themselves stupid. Getting hungry and thirsty and unhappy. I don't need them working that hard. IS there an option I don't see for toggling work habits??
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 17, 2010, 09:37:20 pm
@Fenrir
The only thing you can do until its reworked is to limit how much you designate and how many jobs you order at once. For repeat jobs, you'll have to monitor the workshop and suspend it when the arrows start flashing.

@Infernal
In most biomes, the natural lakes on the surface will dry up at some part of the year. To put the water in a reservoir, use a pump (it's much faster) and don't make it too big to fill from your source. As long as you get a uniform depth of 2/7 or higher in the reservoir, it won't dry up. Make sure you put a roof over it if it's exposed.
Title: Re: The Little Questions Thread
Post by: infernalis on May 17, 2010, 11:30:31 pm
@Infernal
In most biomes, the natural lakes on the surface will dry up at some part of the year. To put the water in a reservoir, use a pump (it's much faster) and don't make it too big to fill from your source. As long as you get a uniform depth of 2/7 or higher in the reservoir, it won't dry up. Make sure you put a roof over it if it's exposed.

@Lord Shonus: thx;

So I can also catch rainwater this way, correct?
Title: Re: The Little Questions Thread
Post by: The Architect on May 17, 2010, 11:37:28 pm
Rainwater is only caught in water sources like murky pools. Keep the pools less than full but greater than nearly empty by careful draining and regulation. That way you won't suffer from lost rainwater when it lands on 7/7s, and you won't lose water to evaporation (as it needs to reach at least 2/7 to begin running off into your reservoir, you would suffer from significant collection loss between rainstorms).
Title: Re: The Little Questions Thread
Post by: Xelek on May 18, 2010, 12:27:38 am
@infernalis: Water has a chance to evaporate if it is 1/7 deep. I'm not sure if high temperatures change this rule though.
@aorsmith: I believe that blood can be cooked with. No idea re/hunter sleeping. He must just be lazy. ;-) re/Coffins, I have no idea but I've always wondered and been to nervous to try. And finally, healthcare is bugged, so maybe this was a bug? I have no idea really. :/ Sorry I wasn't much help.
Cooking liquids ( namely booze ) doesn't work in DF 0.31 unless it was fixed in .04 but I doubt it was, same should apply to blood. You can turn milk into cheese and then cook it though...

As for water evaporating, I'm quite sure that in anything above temperate climates, murky pools will dry out eventually, no matter if they're at 7/7 or 1/7. To test this, just embark on a hot or scorching map with pools, set temperature on and weather off so rain doesn't refill them and you'll notice all the pools dry out and never get refilled unless you turn weather back on and get some rain. Unless I somehow failed to notice that they were empty to begin with? Hmm...
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 18, 2010, 12:49:29 am
You remember rightly, murky pool tiles are special in that they will dry up in the heat.  This is different from 1/7 water disappearing, which happens everywhere no matter the temperature.

Murky pools are weird ):  I sorta wish rain fell everywhere instead, even (particularly) if that meant an uncovered hole in the ground as an entrance would be a bad idea.
Title: Re: The Little Questions Thread
Post by: fenrirfenix on May 18, 2010, 01:52:14 am
Murky pools are weird ):  I sorta wish rain fell everywhere instead, even (particularly) if that meant an uncovered hole in the ground as an entrance would be a bad idea.
I imagine that could lead to all kinds of bad things. Like the world filling up with water after an extended storm.
Title: Re: The Little Questions Thread
Post by: Xelek on May 18, 2010, 02:32:24 am
But wouldn't it be Fun? And couldn't you fix it by pumping tons of magma to the surface and have it all turn into some valuable obsidian? Coat the world in obsidian? Hell yes, Pompeii-ish end to everything above ground? Very yes. Then carving out the encased corpses and exposing them as statues in your halls would be most awesome.

On a more serious note, although it would probably be a real FPS killer, it would be realistic. Dramatic rain has been know to leave large amounts of water on the ground. Ever heard of monsoon? Yeah... All it would take is a hatch on top of the stairs or a bridge/doors/floodgates to seal the entrance to avoid having too much fun with the water.
Title: Re: The Little Questions Thread
Post by: Shade-o on May 18, 2010, 02:58:37 am
Playing 40D, I have a Royal Guard who has been grievously wounded, losing their shoulder and everything attached. They were put to bed some time ago, but it has been strange ever since.

They are not exactly occupying the bed. In fact, other dwarves routinely use it.

They have had a bruised spine (the lightest wound), and it has not healed. This is the only injury aside from the missing arm.

They have had no status change at all. It has been many, many years, and they have never been fed or watered. Nonetheless, they maintain a 'drowsy' effect which they had when they were set down. They are completely ecstatic about this, even though nothing good has happened to them.


Have I discovered some sort of eternal dwarf that cannot change state?
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 18, 2010, 10:07:57 am
Playing 40D, I have a Royal Guard who has been grievously wounded, losing their shoulder and everything attached. They were put to bed some time ago, but it has been strange ever since.

They are not exactly occupying the bed. In fact, other dwarves routinely use it.

They have had a bruised spine (the lightest wound), and it has not healed. This is the only injury aside from the missing arm.

They have had no status change at all. It has been many, many years, and they have never been fed or watered. Nonetheless, they maintain a 'drowsy' effect which they had when they were set down. They are completely ecstatic about this, even though nothing good has happened to them.


Have I discovered some sort of eternal dwarf that cannot change state?

That's clearly a bug, but a very interesting one.  Does anyone know how to reproduce it?

I ask because I'm very interested in whether this dwarf-in-stasis can prevent the fortress from ever being destroyed.  In fact, could you post your save please?
Title: Re: The Little Questions Thread
Post by: Shaostoul on May 18, 2010, 02:17:57 pm
Is it just me or is openGL worldgen a lot slower? Normally I wiz right through it. Maybe 10-15 seconds and worldgen was done, now it's a few minutes.
Title: Re: The Little Questions Thread
Post by: Flaede on May 18, 2010, 04:08:43 pm
5000 years took me half a day.
That is new.
Title: Re: The Little Questions Thread
Post by: Kruz on May 18, 2010, 04:10:11 pm
What are the keys for navigating z-levels in the new version? It was shift + . and shift + , in the old. I can't find it in keybindings in the options.
Title: Re: The Little Questions Thread
Post by: Flaede on May 18, 2010, 04:12:26 pm
< and >
also (I think) numpad 5 and shift + numpad 5
Title: Re: The Little Questions Thread
Post by: Kruz on May 18, 2010, 04:13:00 pm
Thanks! :)
Title: Re: The Little Questions Thread
Post by: Shade-o on May 18, 2010, 06:20:55 pm
That's clearly a bug, but a very interesting one.  Does anyone know how to reproduce it?

I ask because I'm very interested in whether this dwarf-in-stasis can prevent the fortress from ever being destroyed.  In fact, could you post your save please?

I wouldn't do that, since I am using an unholy combination of my own modding products to change almost everything. The only change to Dwarves is just a little bit of DamBlock (it's a dangerous world). I doubt that's what is causing it though.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 18, 2010, 06:25:42 pm
Shade-o, I've had a bug like that happen to me before. I think it has something to do with being severely injured but also being superdwarvenly tough, so that they don't fall unconscious from injuries. It puts them in the weird kind of stasis you describe where they don't require any food or water and they don't rest ever.

Knocking them out with cave-in dust usually solves the problem.
Title: Re: The Little Questions Thread
Post by: fenrirfenix on May 18, 2010, 06:43:57 pm
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.
Title: Re: The Little Questions Thread
Post by: Halo on May 18, 2010, 08:08:38 pm
Does it matter if you build a road chunk by chunk, or does it all have to be built at once?
Title: Re: The Little Questions Thread
Post by: Mendtos on May 18, 2010, 08:16:07 pm
So.. my craftsdorf is acting fey and is demanding stone bars and body parts. I slaughtered a bull, made a ton of stone blocks, some iron bars, and am preparing some turtles right now to get some shells. If this doesn't appease him is there any hope or should I just lock the door and slate it as a bug?
Title: Re: The Little Questions Thread
Post by: Keuran on May 18, 2010, 08:21:02 pm
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.
You have to build cage traps to catch them first. Make sure your elephants are in cages and you have an animal trainer that isn't doing anything.

Does it matter if you build a road chunk by chunk, or does it all have to be built at once?
If you're building actual paved roads, having chunks might be unsightly with the building menu, but otherwise it doesn't make any difference.
Title: Re: The Little Questions Thread
Post by: Mendtos on May 18, 2010, 08:21:50 pm
So.. my craftsdorf is acting fey and is demanding stone bars and body parts. I slaughtered a bull, made a ton of stone blocks, some iron bars, and am preparing some turtles right now to get some shells. If this doesn't appease him is there any hope or should I just lock the door and slate it as a bug?

The shells did it. Thanks for anyone who was on the way with a reply!
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 18, 2010, 08:43:49 pm
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.
You have to build cage traps to catch them first. Make sure your elephants are in cages and you have an animal trainer that isn't doing anything.

Then if you want to train them into literal War Elephants, you'll need to give them the [TRAINABLE] or [TRAINABLE_WAR] token in creature_large_tropical.txt (they're the first animal).

Surprisingly to me, elephants are tamable without even a dungeon master!  I'm not experienced with taming.
Title: Re: The Little Questions Thread
Post by: infernalis on May 19, 2010, 09:27:36 am
2 questions:

1. What can u milk exactly(i.e. pet cows)?
2. Sometime a simple job, like (b)uild -> (c)hair will get suspended infinetely, even though the dwarf responsible has the chair ""on him" and it's status is 'no job'. A bug?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 19, 2010, 11:30:44 am
If anything prevents the job from competing, the most common cause of which is an item occupying the tile, will suspend the task. You have to manually unsuspend it.
Title: Re: The Little Questions Thread
Post by: hjd_uk on May 19, 2010, 11:55:36 am
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.

So far I found that "train-war-animal" only trains stray dogs, no matter how many tame Wolves / Camels / X I have in stock (even if i have no free dogs). Bummer :( . I assume you used to be able to make a War-Anything if it was tame?

*EDIT* Sorry this is for 2010, missed other thread.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 19, 2010, 12:16:47 pm
solved
Title: Re: The Little Questions Thread
Post by: infernalis on May 19, 2010, 01:17:41 pm
A dwarf in fey mood demands gems. I want to keep the dorf, so I need to find some real quick. Is there any programme that could help me with it? I.e. by removing 'fog of earth' :)?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 19, 2010, 03:09:37 pm
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.

So far I found that "train-war-animal" only trains stray dogs, no matter how many tame Wolves / Camels / X I have in stock (even if i have no free dogs). Bummer :( . I assume you used to be able to make a War-Anything if it was tame?

*EDIT* Sorry this is for 2010, missed other thread.

Train War Dog will turn any animal with the appropriate tag that is not caged and is tame into a War -foo-. Not all animals can become War Animals.
Title: Re: The Little Questions Thread
Post by: infernalis on May 19, 2010, 03:24:10 pm
How about this: I have a miner & some other crits who developed 'novice planting' after harvesting from farm plots; I have NEVER tagged them for planting, so I don't understand how they do it anyway.
Title: Re: The Little Questions Thread
Post by: Diablous on May 19, 2010, 03:24:45 pm
You get planting skill from harvesting, which is set to be done by all.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 19, 2010, 03:25:35 pm
A dwarf in fey mood demands gems. I want to keep the dorf, so I need to find some real quick. Is there any programme that could help me with it? I.e. by removing 'fog of earth' :)?

There is indeed, it is called "Reveal":

http://df.magmawiki.com/index.php/40d:Utilities#Reveal

There you will find download links and instructions.

Alternatively, check out the stones section (for 40d) and see if you have layers of rock likely to contain gems, then do exploratory mining into those layers.

Edit: Kudos to Diablous for answering that other question within 35 seconds of it being asked.
Title: Re: The Little Questions Thread
Post by: Mimir on May 19, 2010, 04:08:37 pm
Text deleted...posted to wrong thread....
Title: Re: The Little Questions Thread
Post by: infernalis on May 19, 2010, 04:28:17 pm
@Rolan: thx :)

You get planting skill from harvesting, which is set to be done by all.
Set? No by me. I checked.

Title: Re: The Little Questions Thread
Post by: Diablous on May 19, 2010, 04:31:19 pm
@Rolan: thx :)

You get planting skill from harvesting, which is set to be done by all.
Set? No by me. I checked.

It is by default set to have all dwarves harvest. Did you check the (o)rders screen?
Title: Re: The Little Questions Thread
Post by: infernalis on May 20, 2010, 08:29:30 am
@Diablous: Not really. Didn't get to that menu yet;

Btw, in 31.04 my world gen took 600yrs until I got bored and stopped it. How long max can it go on?
Title: Re: The Little Questions Thread
Post by: The Architect on May 20, 2010, 08:53:10 am
The limit is set in the world parameters. The default is 1050 years, and it generally reaches that. Walk away for a while if your computer takes too long for your patience. It shouldn't take more than a minute to generate a world with a functional modern computer, but not everyone is that lucky.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 20, 2010, 10:24:46 am
@Diablous: Not really. Didn't get to that menu yet;

Btw, in 31.04 my world gen took 600yrs until I got bored and stopped it. How long max can it go on?

World gen in 31.04 is taking a much longer than it's supposed to, probably as a result of the graphical merge; it's the sort of bug they were expecting.  It's been reported to Toady and it'll probably be fixed soon, if it isn't already.  I just let it run for a few minutes.  You could also gen a world with 31.03 then open it with 31.04 if you want, or change the world parameters The Architect mentioned.
Title: Re: The Little Questions Thread
Post by: infernalis on May 20, 2010, 11:50:27 am
The limit is set in the world parameters. The default is 1050 years, and it generally reaches that. Walk away for a while if your computer takes too long for your patience. It shouldn't take more than a minute to generate a world with a functional modern computer, but not everyone is that lucky.

Hrrroompff!
Title: Re: The Little Questions Thread
Post by: Spider on May 20, 2010, 01:28:16 pm
can raised bridges be destroyed by "buildingdestroyer" creatures or do they act as like constructed walls?
Title: Re: The Little Questions Thread
Post by: Kruz on May 20, 2010, 02:12:16 pm
Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 20, 2010, 03:14:10 pm
Are there creatures in the magma sea?

Sorry, this thread is for 40d only (though unfortunately it's not marked as such).  There's a different thread for 2010 questions.

You might want to say your question is 2010 related then spoiler it, or just remove it.

Spoiler (click to show/hide)
Title: Re: The Little Questions Thread
Post by: scira on May 20, 2010, 04:09:50 pm
This is kind of a two part question, What do you feel is the best or fastest way to make legendary weapon or armorsmiths, work their skill piece by piece, or make a bunch of peasants into the appropriate smith and hope for a mood, or maybe some other way?
Also, how important do you feel it is for the dorfs to have a preference for whatever it is they make?
Title: Re: The Little Questions Thread
Post by: BradB on May 20, 2010, 05:53:52 pm
Can stockpiles be set on top of a retracting bridge?

Do falling objects other than stones hurt things?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 20, 2010, 08:29:42 pm
As stockpiles are technically treated as buildings, stockpiles can not be laid over bridges.

No falling objects can hurt anything ever. Falling floors and walls are a different story, in that they kill everything in their way.

This is kind of a two part question, What do you feel is the best or fastest way to make legendary weapon or armorsmiths, work their skill piece by piece, or make a bunch of peasants into the appropriate smith and hope for a mood, or maybe some other way?
Also, how important do you feel it is for the dorfs to have a preference for whatever it is they make?

If you have a lot of ore, like if you come across several clusters of magnetite, you can usually afford to train your armorsmiths and weaponsmiths by piece by piece. If you have an armorsmith already at your fort, it will save time training him up than starting from a random peasant. Note that chain leggings and giant axe blades return half a bar back when you melt them, thus making them the best items to use for training up metalworkers.

Having a bunch of peasants make one piece of armor can also give you a legendary armorsmith fairly quickly, although sometimes you don't want to wait for one to get a mood.

Preferences are important, as they improve the quality level of items a dwarf makes if he works with materials he prefers or he makes an item he prefers. If he makes an item he prefers out of a material he prefers, the effects stack.
Title: Re: The Little Questions Thread
Post by: infernalis on May 21, 2010, 06:38:52 am
I'd like my 40d unicorns to be tameable AND war-trainable.

Show me the way!
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on May 21, 2010, 08:49:06 am
I'd like my 40d unicorns to be tameable AND war-trainable.

Show me the way!

Open up the raws file with unicorns (creatures-----.txt), go under the unicorn heading and add in (anywhere) "[PET]" or "[PET_EXOTIC]" for tameable, and throw on "[TRAINABLE]" or "[TRAINABLE_WAR]" for war trainableness.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 21, 2010, 10:53:14 am
No need for [TRAINABLE_WAR]. The right tag is simply [TRAINABLE].

[PET_EXOTIC] makes your unicorns only able to be tamed with the arrival of the dungeon master. [PET] will make them tamable by anyone.
Title: Re: The Little Questions Thread
Post by: Urist McOverlord on May 21, 2010, 12:59:02 pm
I thought that [TRAINABLE_WAR] would make it so they could be trained only for war, not hunting.

And yeah. [PET_EXOTIC] means you'll need a DM. but you can actually get those in 40d, so it's not a problem.
Title: Re: The Little Questions Thread
Post by: infernalis on May 21, 2010, 02:48:24 pm
@Urist McOverlord, Jim Groovester: thanks; one more thing: how do I capture them Unicorns other than using the cage traps?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 21, 2010, 02:49:44 pm
Cage traps are your only option.
Title: Re: The Little Questions Thread
Post by: infernalis on May 21, 2010, 04:39:22 pm
I'm planning a new fortess: my pop cap is 200, so I'm wondering what size of army & of barrack I'm realistically lookin at.
Title: Re: The Little Questions Thread
Post by: Demonic Spoon on May 22, 2010, 10:18:54 am
40d here, will gem windows melt when next to magma?

Army size: 20 should be more than enough, with good equipment and skills they can waste anything.

As to capturing unicorns or other creatures, other options than cage traps exist. The easiest ones is to either lure the creatures into a walled of enclosure somehow and then close of the entrance they came through, using drawbridge/floodgates etc. or make a pit with a retractable bridge over it and pull the lever/make pressure plates so that the creature fall in when it is standing on the bridge and it retracts.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 22, 2010, 12:23:53 pm
As to capturing unicorns or other creatures, other options than cage traps exist. The easiest ones is to either lure the creatures into a walled of enclosure somehow and then close of the entrance they came through, using drawbridge/floodgates etc. or make a pit with a retractable bridge over it and pull the lever/make pressure plates so that the creature fall in when it is standing on the bridge and it retracts.

Except he wants to tame and train them, so they need to be caged.  Unless dwarfs try to tame stunned creatures, which I doubt (:
Title: Re: The Little Questions Thread
Post by: Demonic Spoon on May 22, 2010, 01:02:57 pm
Oh right, missed that part, cage traps are the only way then.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 23, 2010, 12:18:46 am
1) Is "forced to endure the decay of a ...." a random-appear thoght?
2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 23, 2010, 12:21:12 am
That means that a dead friend's body rotted before you could bury it. Build some coffins at the masonry shop and put your dwarves to rest. If only for the purpose of pleasing your dwarves.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 23, 2010, 01:42:39 am
2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example

They'll usually use the nearest material, maybe always.  To be sure though, you can forbid every material but the one you want used.  Alternatively, make a small area with the workshop and a stockpile of the material, and lock the dwarf in there.

Really you should be fine if you make a stockpile of the desired material right next to the workshop.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 23, 2010, 01:55:48 am
Ok thanks for answers :)
Title: Bookkeeper refuses to bookkeep...
Post by: Atlar on May 23, 2010, 07:35:44 am
My Bookkeeper refuses to bookkeep and I can't see a reason why... he has a table and a chair assigned to him and even an own bedroom but he hasn't gained any bookkeeping-skill yet... and it's over a year now since I appointed him... I' removed all other tasks from his job-list. Is this maybe a bug of the new version?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 23, 2010, 07:37:24 am
Make sure to set the level of his bookkeeping to your desired level.

On the noble screen, scroll to the bookkeeper, and hit 's'. This will bring you to the accuracy settings.

If you've already done that, can he access his office?
Title: Re: The Little Questions Thread
Post by: Atlar on May 23, 2010, 07:44:49 am
 :D You are right with the accuracy  :D Simply forgot about this feature  :-\
Thanks!
Title: Re: The Little Questions Thread
Post by: discosteve on May 23, 2010, 02:51:33 pm
Bit embarassed to ask this question but I haven't found out what I'm doing wrong on here, the wiki, or google searching.

A caravan will not come to my depot. If I shift-D it says my depot is accessible. Actually I tried shifting an apparently accessible depot to a different spot just to see if that helped, but still no Dwarven caravan has come, or any other caravan for that matter.

This is my third fortress, I started it because no caravans would come to my second fortress either. My first fortress did have caravans coming by, but of course because it was my first fortress it was logistically a complete piece of crap.

What the hell was I doing so they would come to me originally, but not now?
Title: Re: The Little Questions Thread
Post by: Sphalerite on May 23, 2010, 03:47:49 pm
It is likely that either dwarves are extinct in your world, or you are located in a part of the world where no dwarves or other caravan-sending races can reach you.  This seems to be pretty common in 31.04, I've seen a lot of worlds where many of the races were simply wiped out in world generation.
Title: Re: The Little Questions Thread
Post by: Marcan on May 23, 2010, 04:33:29 pm
2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example

They'll usually use the nearest material, maybe always.  To be sure though, you can forbid every material but the one you want used. 

I recently read that if you forbid every materials, every workshops that were built using forbidden materials will stop working as well? Is that true?
Title: Re: The Little Questions Thread
Post by: Marcan on May 23, 2010, 04:35:02 pm
Any tips on channelling/digging around the entrance for defense purpose?

It seems that EVERY time I assign diggers to channel, part of the cavern collapses and now of my legendaries got wounded and is now resting.

Thanks!
Title: Re: The Little Questions Thread
Post by: Lord Shonus on May 23, 2010, 05:19:37 pm
2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example

They'll usually use the nearest material, maybe always.  To be sure though, you can forbid every material but the one you want used. 

I recently read that if you forbid every materials, every workshops that were built using forbidden materials will stop working as well? Is that true?
Yeah, that's how it works. You can unforbid the individual workshops though. THe best way is to stockpile the stone you want nearby and seal the mason in with it. They only use stone they can get to.
Title: Re: The Little Questions Thread
Post by: Nova72 on May 23, 2010, 07:38:51 pm
I have been trying to remove gneiss from one room and and I can't get my workers to move it. (Yes I made sure stone hauling was on).  I tried dumping, then I tried unselecting and redumping, and even creating a custom stock pile for it.  They won't remove it no matter what I do, any ideas?
Title: Re: The Little Questions Thread
Post by: Nova72 on May 23, 2010, 10:01:48 pm
Also, can I have my dwarves use both a spear and a shield or are spears considered "two handed" weapons?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 23, 2010, 10:14:54 pm
Spears are one handed weapons. They can be used with a shield.

About your gneiss problem: did you reclaim the map you're on?

Anything tasked (on the jobs menu) on abandon will be unusable and unmovable on reclaim.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 24, 2010, 12:34:56 am
If I chain a wardog to restraints won't it die? It needs to eat and drink probably?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 24, 2010, 01:29:21 am
Animals don't need to eat or drink.

If an animal [CAN_SPEAK], I believe they need food and water. In vanilla 40d, there aren't any tamable creatures that have this tag, but in 31.0x apparently you can get tame animalmen from the elves.
Title: Re: The Little Questions Thread
Post by: LegitMacgyver on May 24, 2010, 01:34:09 am
If I chain a wardog to restraints won't it die? It needs to eat and drink probably?

No, animals do not eat or drink.
Title: Re: The Little Questions Thread
Post by: The Architect on May 24, 2010, 02:36:27 am
If I chain a wardog to restraints won't it die? It needs to eat and drink probably?

No, animals do not eat or drink.

One of those little things down at the bottom of Toady's list: a system for feeding animals seems to be considered tedious micromanagement for the player. I haven't been around long enough to be able to say this with certainty, but I haven't heard it mentioned at all.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 24, 2010, 06:35:54 am
Thanks for answers :)
Title: Re: The Little Questions Thread
Post by: Upuaut on May 24, 2010, 10:37:28 am
Hello,
I have a little question. When I start DF (V0 31 03) I have the options Continue Playing, Create New World Now!, Design New World With Parameters, Object testing Arena and Quit. Ok so far. But Is it possible to start a new fortress in a generated World that already has a running fortress in it? Meaning: I generated a world, started a fortress, left the program, started again and now I want to start another fortress in the same world - is this possible? I ask because I can´t find a start option for creating a new fortress, only new worlds.
Thanks in advance for any help.
Upuaut
Title: Re: The Little Questions Thread
Post by: Nova72 on May 24, 2010, 10:38:37 am
Spears are one handed weapons. They can be used with a shield.

About your gneiss problem: did you reclaim the map you're on?

Anything tasked (on the jobs menu) on abandon will be unusable and unmovable on reclaim.

Thanks for the answer on spears.  Yes, I did reclaim the map, is there any way to fix it and get rid of the gneiss?
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 24, 2010, 10:50:30 am
Hello,
I have a little question. When I start DF (V0 31 03) I have the options Continue Playing, Create New World Now!, Design New World With Parameters, Object testing Arena and Quit. Ok so far. But Is it possible to start a new fortress in a generated World that already has a running fortress in it? Meaning: I generated a world, started a fortress, left the program, started again and now I want to start another fortress in the same world - is this possible? I ask because I can´t find a start option for creating a new fortress, only new worlds.
Thanks in advance for any help.
Upuaut

Right now, no, unfortunately.  Only one fortress can be running at a time in a given world.  If you abandon that fortress, the option to start playing will reappear and you can choose that world, and you'll have the additional option of reclaiming the abandoned site.  Or building a new fortress elsewhere.

It's an unfortunate limitation, but one I'm sure Toady plans on removing in the future as the non-worldgen interactions between sites are implemented/improved.
Title: Re: The Little Questions Thread
Post by: Upuaut on May 24, 2010, 11:15:24 am
@Rolan7
Thank you very much. So perhaps in the future.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 24, 2010, 11:26:00 am
Thanks for the answer on spears.  Yes, I did reclaim the map, is there any way to fix it and get rid of the gneiss?

Try channeling out the tile below it. That gets it unstuck, usually.
Title: Re: The Little Questions Thread
Post by: frostilicus on May 24, 2010, 01:36:53 pm
Here's one:
What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?
Title: Re: The Little Questions Thread
Post by: SheepishOne on May 24, 2010, 03:07:34 pm
Here's one:
What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?
You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
Title: Re: The Little Questions Thread
Post by: frostilicus on May 24, 2010, 03:47:53 pm
Here's one: What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?
You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
Neat. Good to know.... Has anyone does this or is this just assumed?
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 24, 2010, 04:41:17 pm
Here's one: What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?
You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
Neat. Good to know.... Has anyone does this or is this just assumed?

What you describe is the wonderful "Age of Death".  More information on the Ages is here:
http://df.magmawiki.com/index.php/40d:Calendar#Ages

In this thread, it was actually accomplished and thoroughly tested, for Dwarven Science:
http://www.bay12forums.com/smf/index.php?topic=46033.0
Including the Age of Emptiness which is *even worse* almost as bad.
Title: Re: The Little Questions Thread
Post by: frostilicus on May 24, 2010, 05:23:40 pm
Here's one: What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?
You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
Neat. Good to know.... Has anyone does this or is this just assumed?

What you describe is the wonderful "Age of Death".  More information on the Ages is here:
http://df.magmawiki.com/index.php/40d:Calendar#Ages

In this thread, it was actually accomplished and thoroughly tested, for Dwarven Science:
http://www.bay12forums.com/smf/index.php?topic=46033.0
Including the Age of Emptiness which is *even worse*.
Does anyone know what is different between the Age of Emptiness and the Age of Death?
Title: Re: The Little Questions Thread
Post by: Diablous on May 24, 2010, 05:25:14 pm
Age of Death: No civilizations.

Age of Emptiness: No sentient beings alive.
Title: Re: The Little Questions Thread
Post by: ac3y on May 24, 2010, 06:14:43 pm
Is there an easy way to consolidate the stuff in my barrels?
I have a ton of barrels with Plump helmet x1 in them and I think this is horrifically inefficient.
Title: Re: The Little Questions Thread
Post by: Rolan7 on May 24, 2010, 06:39:55 pm
The true cause of your problem is most likey low-skilled planters.  When a crop is harvested, it becomes a stack, and the size of that stack is dependent on the skill of the planting dwarf.    Larger stacks are very desirable for several reasons, including storage: a stack of 2 plump helmets and a stack of 10 plump helmets each take up a tile.  I think each take up an entire barrel, too, though I don't store food in barrels.

I suggest setting the number of barrels for all non-drink stockpiles to 0.  Critters get at the food easier, but that's really a non-issue, and otherwise I often run out of barrels for drinks.  The dwarves won't reclaim the barrels immediately, but they shouldn't fill them with more food, and eventually the food will be eaten and the barrels moved.
Title: Re: The Little Questions Thread
Post by: scira on May 24, 2010, 08:38:52 pm
I have seen threads around before about how in 2010 axes are the only weapon worth using, and blunt weapons are near worthless.
But how are the weapons in 40d? is there a best/worst? If i would use hammers would it be like the stories I've read about totally disabled enemies that I am unable to kill?
Title: Re: The Little Questions Thread
Post by: The Architect on May 24, 2010, 08:42:17 pm
Swords were overpowered in the last version. They'd instantly gib anything, which caused all vanilla non-HFS enemies to collapse in pain and bleed to death. Anything would kill instantly except spears after you hit legendary, mainly because spears got stuck after a few hits without fail.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 25, 2010, 12:31:17 am
To start an underground tree farm I just need to make some underground area muddy?
Title: Re: The Little Questions Thread
Post by: The Architect on May 25, 2010, 10:03:24 am
To start an underground tree farm I just need to make some underground area muddy?

You need to open the caverns first, or in this case (this is a .40d thread!!) you need to find an underground pool or river.
Title: Re: The Little Questions Thread
Post by: ancistrus on May 27, 2010, 06:40:55 pm
40d: instead of going to 100% accessible station(other soldiers do just fine), one of my fighters keeps going to the edge of one room in a completely differrent part of the fortress, and tries to path through the wall(and there is nothing behind the wall, only massive rock layer)
Title: Re: The Little Questions Thread
Post by: scira on May 27, 2010, 07:18:18 pm
I've had a fortress running for what feels like a few years now, population 120 something, and the only time ive ever been attacked was by a dragon i wrestled to death around 80 pop. i'm currently seizing everything the humans and elves bring, and flinging them off the drawbridge on the way out, and still nothing will attack me! The most interesting thing to happen lately was getting a caravan I couldn't trade with because one of their wagons took 100 steps to move 1 space, so they packed up and left before they ever finished unpacking.

So anyway, is there something I am missing to make sieges not happen? And also is there a way i can get more creatures to spawn on a map at a time?

Nevermind the second one, embarking with a chasm solved that.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 28, 2010, 12:29:39 pm
Caravans can pass bridges, can't they?
Title: Re: The Little Questions Thread
Post by: scira on May 28, 2010, 02:04:39 pm
Yup, which makes for fun flinging/dropping caravans that annoy you.
Title: Re: The Little Questions Thread
Post by: Smew on May 28, 2010, 02:08:11 pm
Yup, which makes for fun flinging/dropping caravans that annoy you.
Not quite, wagons completely ignore the laws of physics, if you try to fling them, well, it's more hilarious to see it for yourself, but you basically end up with floating wagons.
Title: Re: The Little Questions Thread
Post by: Nova72 on May 28, 2010, 07:18:21 pm
I have been trying to get my military to train by themselves but they won't do anything.  They just sit around and eat and sleep.  I did make sure that the squad is active, they have a barracks/armory set to train and I have equipped them with the weapons I want them to train with, and I also have an arsenal dwarf.
Title: Re: The Little Questions Thread
Post by: Shangurath on May 30, 2010, 09:35:22 am
How can I dig DOWN, for example to make a water u-tube like here?
http://www.youtube.com/watch?v=02AMAnEDg0w&feature=PlayList&p=5A3D7682BDD48FC2&playnext_from=PL&playnext=1&index=25

Are there special buildings or designations for this, or the only way to dig down is to make stairs?
Title: Re: The Little Questions Thread
Post by: Osmosis Jones on May 30, 2010, 09:36:06 am
Channel?
Title: Re: The Little Questions Thread
Post by: Shangurath on May 30, 2010, 09:40:23 am
Yes I tried channel but it works only 1 zlvl down. You cannot designate a channel on another channel
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 30, 2010, 09:45:59 am
You can just use stairs in the U-bend. Water flows over and through them just fine.

Later on if you want you can channel them away by designating a channel on the top, then when it's finished, the layer below it, and so on.

Getting your miner out of there might be an issue, since he will no longer have stairs to climb out.
Title: Re: The Little Questions Thread
Post by: infernalis on May 30, 2010, 10:57:26 am
New one: I catch tens of gobos, deer and raccoons. When I decide to build a cage (b->c), I can't choose it "by creature" coz cages on the list are named: pine/oak/etc cage regardless of what they contain; so I had to make a huge pit for ALL the cages, in order to get the ones I wanted;

also: when ordering a caged raccoon to a pit pond zone, where a new cage is prepped for it... the raccoon sets free.

Please sb explain this to me.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 30, 2010, 11:00:10 am
When building anything, you can press 'x' to get a specific list of items instead of a general one by material. You can use this to pick out masterpiece quality furniture, or a cage holding a specific creature.

If you want to move creatures between cages, you need to assign them to the specific cage from the building menu, which defaults to 'q'.
Title: Re: The Little Questions Thread
Post by: infernalis on May 30, 2010, 11:20:15 am
When building anything, you can press 'x' to get a specific list of items instead of a general one by material. You can use this to pick out masterpiece quality furniture, or a cage holding a specific creature.

If you want to move creatures between cages, you need to assign them to the specific cage from the building menu, which defaults to 'q'.

Thanks, that's helpfull; the second problem (raccoon escapology) occurs I-dont-know-why. Gobos are calm when transported from cage to cage.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on May 30, 2010, 11:21:26 am
I'm guessing the raccoons aren't tame.

Wild animals and thieves will try to escape if you move them from their cages.
Title: Re: The Little Questions Thread
Post by: infernalis on May 30, 2010, 11:40:55 am
I'm guessing the raccoons aren't tame.

Wild animals and thieves will try to escape if you move them from their cages.

I checked goblins in creature_standard: figures they have both Trainable and Pet features :D

How do I train them :)?
Title: Re: The Little Questions Thread
Post by: Smew on May 30, 2010, 11:53:08 am
I'm guessing the raccoons aren't tame.

Wild animals and thieves will try to escape if you move them from their cages.

I checked goblins in creature_standard: figures they have both Trainable and Pet features :D

How do I train them :)?
You cannot, as they are a civilization.
Title: Re: The Little Questions Thread
Post by: Shangurath on June 04, 2010, 12:54:31 am
1) How can I make alloys in smelter? I only have 'smelt object' and 'smelt magnetite ore' options there
2) How can I chose what item should be smelt?
3) Is it possible to tame a wild animal? 'Catch' in kennels' menu means to kill it (dwarf starts to hunt)
4) Why do you need dye, cloth, soap, glass? Isn't it useless? Well I think I'm just stuck in the game. I have everything that dwarves need, the fortress is well-guarded and there is no danger. I do not need to find magma because I can trade or cut enough wood, I don't need any waterwheels or windmills because I don't need any power because I don't need any pumps or screw pumps. I don't need anything and the game loses fun to me really
Title: Re: The Little Questions Thread
Post by: The Architect on June 04, 2010, 02:13:54 am
1. The options you have are the only things you can do. The materials to do other things are not available, so the menu is not cluttered with things you cannot do. Find ores or bars for alloys, and then you can smelt them.

2. You must mark an item for melting with "m", either by looking at it with "k" or using the stock menu with "z".

3. Wild animals must be caught in cage traps. Your dwarf's hunting has nothing to do with the order to catch land animals. See the wiki.

4. The game doesn't have a goal like "make it through so-and-so" or "survive this long". You can do what you want. Whether you care to build a giant glass tower and whether it matters if your dwarves go naked is entirely your responsibility. You get enjoyment out of it by making and achieving your own goals. If you want to hole up and wait out sieges, that's up to you. You can even turn many features off if you don't want them. Do what you want to do, and enjoy the features of the game like letting your dwarves fight your enemies or setting elaborate traps for them.

5. (Bonus!) Check the wiki before asking questions. The answers for all of these things are there, and usually very easy to find. The reason for the wiki is to allow experienced players to lay all of the information out once in a single easy-to-find place, instead of repeating it for every new player. We're all glad to help with the difficult questions, but please do some searching first ;)
Title: Re: The Little Questions Thread
Post by: culwin on June 04, 2010, 04:15:39 am
oops, how do I delete a post?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on June 04, 2010, 05:44:30 am
For future reference, what you do is exactly what you did, namely edit the post to make it clear that you didn't mean to post it so it doesn't clutter up the thread. Usually the reason for doing so is given, such as "Sorry, wrong topic" or "Oops, accidentally quoted instead of modifying" or "Nevermind, I figured it out myself."
Title: Re: The Little Questions Thread
Post by: infernalis on June 04, 2010, 01:11:11 pm
Is that a kobold name: Gozru Ongungrengsu?
I have his right hand (it says: Gozru Ong.... right hand, in yellow font) on the ground next to my chained doggy.
Title: Re: The Little Questions Thread
Post by: DangerHelvetica on June 05, 2010, 11:17:27 am
I'm not sure, but he might be somewhere on your combat log.
Title: Re: The Little Questions Thread
Post by: infernalis on June 06, 2010, 04:05:21 am
A new one:
I've read the wiki and still there's a wee problem: noone cleans my weapon traps from all the goblin loot/body parts/bones/blood.

I have a refuse pile, no editing on it, it should work. I also dedicated another pile just for gobos. And I see my dorfs with burial/refuse/cleaning labors prefer to attend parties than to actually work on those tasks.

WTF?
Title: Re: The Little Questions Thread
Post by: Kidiri on June 06, 2010, 04:48:08 am
What would you rather do? Go to an insane party with all of your friends, booze and a couple of ☼golden statues☼, or remove goblin crud from traps? Remove the zone where they're partying (table, well, statue, zoo) and they should go to work. Turn them off as meeting areas and it should be fine.
Title: Re: The Little Questions Thread
Post by: Slazia on June 06, 2010, 09:51:52 am
So I'm having problems farming. It's a little complex, but my main problem follows. My farmer has a field, he's assigned to work only there (no other jobs), but nothing ever seems to grow! Surely I should expect a crop of goodness every season? A complete row of plants? What am I doing wrong! Are they getting harvested when I'm not looking?
Title: Re: The Little Questions Thread
Post by: subbes on June 06, 2010, 10:31:29 am
[Q]uery the fields and make sure you have a crop selected for each season (a b c and d for spring, summer, autumn and winter).

Then check:  do you have seeds?  You can check this through the [z] stocks menu.  Your dwarves may nom on seeds if they like to eat them, or your kitchen may cook seeds if you have selected that in the [z] kitchen menu (I recommend you don't, until your fort is more established).

Then, if you're playing .31:  have you irrigated the field?
Title: Re: The Little Questions Thread
Post by: Slazia on June 06, 2010, 11:12:15 am
Ahh, ok. Think I have enough seeds. Do I need to irrigate farms outside, or will the weather do that for me? Also, I have the option to fertalize, do I need to do this too?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on June 06, 2010, 11:33:41 am
You only need to irrigate in 31.xx, and then only underground. Fertilizing is not needed. It merely increases your crop yield.
Title: Re: The Little Questions Thread
Post by: infernalis on June 06, 2010, 01:00:13 pm
What would you rather do? Go to an insane party with all of your friends, booze and a couple of ☼golden statues☼, or remove goblin crud from traps? Remove the zone where they're partying (table, well, statue, zoo) and they should go to work. Turn them off as meeting areas and it should be fine.

Wrong. What I had to do is to press d-b-d and then c (reclaim items/buildings); and that's the thing: why dead goblins' possessions are 'forbidden' by default?
Title: Re: The Little Questions Thread
Post by: subbes on June 06, 2010, 01:52:57 pm
To stop all your peasants and farmers and legendary masons from running out onto the battlefield to grab a *narrow cave spider silk sock* and getting themselves slaughtered.

You can turn claiming/forbidding of death items on or off in the Orders menu.
Title: Re: The Little Questions Thread
Post by: bluephoenix on June 07, 2010, 02:51:03 am
I wonder, does the [SEVERONBREAKS] tag work in v31.05?
The thing is I want to add it to the BC and other creatures.
Title: Re: The Little Questions Thread
Post by: infernalis on June 07, 2010, 05:50:09 am
To stop all your peasants and farmers and legendary masons from running out onto the battlefield to grab a *narrow cave spider silk sock* and getting themselves slaughtered.

You can turn claiming/forbidding of death items on or off in the Orders menu.

Thanks, just got around to that menu and I gotta tell you, it does a couple of nice tricks.
Title: Re: The Little Questions Thread
Post by: Sphalerite on June 07, 2010, 10:08:51 am
I wonder, does the [SEVERONBREAKS] tag work in v31.05?
The thing is I want to add it to the BC and other creatures.
[SEVERONBREAKS] no longer exists in 31.0x.  This is part of the reason that BC are nigh-unkillable now.
Title: Re: The Little Questions Thread
Post by: Snook on June 07, 2010, 11:43:31 am
How do I stop anyone and everyone from stopping whatever duties I assigned to them and rushing off to harvest plants? All of their hauling duties are off, and I can't figure out why they do this... It's annoying to see someone walk halfway across the fort to "Harvest plants" when my damn farmers are just sitting around getting drunk.

I'm in 40d if it matters.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 07, 2010, 11:45:10 am
Go to the orders menu and set "All Dwarves Harvest" to "Only Farmers Harvest."
Title: Re: The Little Questions Thread
Post by: infernalis on June 07, 2010, 12:17:56 pm
I'd like to understand how exactly to edit the siege options in 40d. What files/ tags / values..
Title: Re: The Little Questions Thread
Post by: Snook on June 07, 2010, 01:30:59 pm
Go to the orders menu and set "All Dwarves Harvest" to "Only Farmers Harvest."

Thank you so, so much.
Title: Re: The Little Questions Thread
Post by: nickbii on June 07, 2010, 03:39:11 pm
What would you rather do? Go to an insane party with all of your friends, booze and a couple of ☼golden statues☼, or remove goblin crud from traps? Remove the zone where they're partying (table, well, statue, zoo) and they should go to work. Turn them off as meeting areas and it should be fine.

Wrong. What I had to do is to press d-b-d and then c (reclaim items/buildings); and that's the thing: why dead goblins' possessions are 'forbidden' by default?
Read Boatmurdered:
http://lparchive.org/LetsPlay/Boatmurdered/

That was a fort played in the very first version of Dwarf Fortress, which only had one Z-Level. Elephants brought it to it's knees when one of the rulers forgot to refill the cage traps. As a result the elephants got through, killed one guy, and dozens more ran to their deaths in an effort to get his stuff.

IIRC, in a truly Boatmurdered twist, the player could tried to lock the gates, but failed. Apparently a dead butterfly was in the way.
Title: Re: The Little Questions Thread
Post by: ZenSaw on June 07, 2010, 04:04:38 pm
So I just recently switched from 40d to 31.04.  In 40d, I used to modify the refuse pile options so my outside pile would not hold bones and skulls and stuff and an inside pile would.  In 31.04 it appears this has been changed.  How does one go about preserving/obtaining the skulls/bones/shells etc or is it even necessary.  I couldn't make heads or tails of it from the wiki and other posts.

Also, in the same fortress, I've discovered some sort of large underground water pocket. It appears to be a cavern or whatever, though as my first foray into 31.xx I'm very unfamiliar with how these work. It is only 3 z-layers tall, about 2 z-layers under the surface, and has a sort of winding shape connected to the edge of the map. I've made a well from the top of it and in the civilization screen it says there is some sort of aquatic neutral civilization around.

My question is how do I reveal it?  I once tried to dig into the water pocket and managed to slowly flood my entire fortress. I restarted from an earlier save and did not try this again.  Since it is connected to the edge of the map and appears to be completely full of water and connected to the edge of the map, will it ever drain. If so, is pumping the best option? Is that random aquatic civ in the pocket? Will the have "fun" if I pump out all the water?
Title: Re: The Little Questions Thread
Post by: nickbii on June 07, 2010, 05:09:18 pm
Sounds like an aquifer. I had a similar experience back in 40d. I was convinced I had finally found the underground river, but it was just an aquifer.

Water does appear in caverns, but when you break through to one of those you get a special message. They have water, but it's not usually enough t flood a fortress. They (mostly) appear 10+ levels under the surface, too, but aquifers appear 2 Z-Levels down sometimes.

Try breaking into it from the top. If the hole immediately fills up with water, and you get no message, it's just an aquifer. If you get a hole over open space, and a message, you've found the cavern. The animal-men might be there, but they might be in a different cavern altogether. The cavern networks are massive.

BTW, when you find the animal men they won't be nuetral. They'll be "Hostile," and they'll try to kill you.
Title: Re: The Little Questions Thread
Post by: shoowop on June 07, 2010, 06:05:36 pm
Need some military advice.

Since I switched to .03 (and related versions, for questions sake) all I've heard about is the rough time people are having with military, frankly it's scared me from making a decent military.  My last fort I was able to get a few squads up, a few of them got caught in infinite training loops, others just wouldn't train at all. It was trial and error, and I can accept a few confusing areas but I'd just like to know, I heard alot of the problems come from the schedules you can assign them (which I avoided just because of that reason) but I didn't really get a majoral opinion on it.

Should I be setting training schedules for my squads, or just stick to assigning them to train, equip and sleep at specific barracks? or all of this?

Just any advice in general would be grandy dandy

also what's the difference between squad equip and individual equip for the barrack's?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 07, 2010, 06:56:04 pm
I'd like to understand how exactly to edit the siege options in 40d. What files/ tags / values..

What do you have in mind?

If you want to turn off invasions, just go to init.txt and turn [INVADERS:OFF].

All other siege related options are in entity_default.txt. To summarize quickly, the [PROGRESS_TRIGGER_?:?] tags control when other entities arrive on your map (with the numbers referring to your fortress level, i.e., hamlet, village, town, city, metropolis). [AMBUSHER] makes invaders arrive in ambush mode, like elves or goblin ambushes, [SIEGER] makes everybody mill around for a while before they decide to make a charge to your fort, and [BABY_SNATCHER] makes them act like goblins.
Title: Re: The Little Questions Thread
Post by: Shangurath on June 08, 2010, 06:06:52 am
Something strange happened. Human traders came to my trade depot and their liasion discussed a contract with my dwarf. But then, before a broker reached trade depot, all the traders just took their wagons and left my map (and they left bunch of trades in my depot also). So all the humans left except their liasion. He is pursuiting my trade dwarf and does nothing. What could this mean? What if he dies because of thirst or hunger in my fortress?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 08, 2010, 03:12:05 pm
Check your announcements to see if you got the message "The traders from _____ _____ have embarked on their journey." If you didn't get that message, then I don't know why the caravan up and left for no reason.

As for your broker and the liaison, you need to free up some time for your broker to meet with him. Once they work out the export and import agreements, the liaison will leave. This happens independently of the caravan leaving.
Title: Re: The Little Questions Thread
Post by: SethCreiyd on June 08, 2010, 03:15:51 pm
Do traffic restrictions affect pathing for military dwarves with move orders?  Thanks Jim.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 08, 2010, 04:24:48 pm
They should.

They'll avoid low traffic and restricted zones if possible, but if they're ordered to move into zone itself they will.
Title: Re: The Little Questions Thread
Post by: Haus Party on June 08, 2010, 09:52:15 pm
So I've been making lye so that I can stock my hospital with soap. The lye always ends up in a bucket, however the soap maker needs a barrel of lye to begin his work. How do I transfer the lie from the bucket to a barrel?
Title: Re: The Little Questions Thread
Post by: Snook on June 08, 2010, 11:26:22 pm
A question on irrigation. Which was answered by the wiki and some tinkering. Ignore this.
Title: Re: The Little Questions Thread
Post by: infernalis on June 09, 2010, 08:54:28 am
Do traffic restrictions affect pathing for military dwarves with move orders?  Thanks Jim.

Traffic restrictions? What's tha?
Title: Re: The Little Questions Thread
Post by: Haus Party on June 09, 2010, 10:28:18 am
One more thing: bandages. How and where do I make them?
Title: Re: The Little Questions Thread
Post by: SethCreiyd on June 09, 2010, 12:31:55 pm
Traffic restrictions:  From menu, d -> o.  In a nutshell, to quote the wiki, "Normally, dwarves use the shortest route possible, using these designations you can force them to take a different route."
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 09, 2010, 12:32:24 pm
So I've been making lye so that I can stock my hospital with soap. The lye always ends up in a bucket, however the soap maker needs a barrel of lye to begin his work. How do I transfer the lie from the bucket to a barrel?

It happens automatically, I think. Just make sure you have space in a food stockpile capable of storing lye, and just wait for the dwarves to pour the lye into buckets.

Do traffic restrictions affect pathing for military dwarves with move orders?  Thanks Jim.

Traffic restrictions? What's tha?

On the designations menu, there's an option for traffic zones. You can make dwarves avoid or prefer certain pathways that you designate.

One more thing: bandages. How and where do I make them?

If I recall correctly in my recent tinkering with 31.0x, bandages are just pieces of cloth that your medical dwarves cut on their own. I'm not sure if you can make them on your own.
Title: Re: The Little Questions Thread
Post by: infernalis on June 09, 2010, 01:30:34 pm
Thanks for the traffic zones info.

Now about mechanics & masonry skill increase.

I noticed that masonry does not increase from building walls. Strength or whatnot prolly does, but not the skill.
How is it with mechanisms making - does it increase masonry, mechanics or nada?
Does setting traps / putting things like cages into traps increase mechanics?

:)
Title: Re: The Little Questions Thread
Post by: dsvoid on June 09, 2010, 01:33:45 pm
QUESTION 1: I just started playing and finally have a sustainable dwarf camp in place. I heard that barrels prevented food from rotting in the game, so I decided to build a few for the fishing and butcher's shop, as well as the still. However, whenever I want to place them, I can't find them in the building menu. I thought it would be in "containers" or something. What's going on?

QUESTION 2: Like I said, I have a still. What do I need to make brews, anyway?

QUESTION 3: Farming sounds a bit discouraging for me right now. What plants are actually useful to grow?
Title: Re: The Little Questions Thread
Post by: Cespinarve on June 09, 2010, 01:42:27 pm
QUESTION 1: I just started playing and finally have a sustainable dwarf camp in place. I heard that barrels prevented food from rotting in the game, so I decided to build a few for the fishing and butcher's shop, as well as the still. However, whenever I want to place them, I can't find them in the building menu. I thought it would be in "containers" or something. What's going on?

QUESTION 2: Like I said, I have a still. What do I need to make brews, anyway?

QUESTION 3: Farming sounds a bit discouraging for me right now. What plants are actually useful to grow?

Q1: You can't place barrels. Simply designate a food stockpile, and your Dwarves will put the barrels there and add the food.

Q2: To brew, you need someone with the brewer labour, an empty barbell, and a brewable plant. If you go to the z menu, and selct 'Kitchen', you can see what items are marked as being brewable. Don't change those settings, just learn what the plants are.

Q3: Plump Helmets, to start with. They're the best for brewing.
Title: Re: The Little Questions Thread
Post by: infernalis on June 09, 2010, 01:53:38 pm
QUESTION 3: Farming sounds a bit discouraging for me right now. What plants are actually useful to grow?

It only gets hard when you try to farm too much - you need a 4x4 plot for starters, farm plump helmets every season and brew them for 2 minutes every half hour and you should be allright.

For plants, read: http://df.magmawiki.com/index.php/Crops

It's all there.
Title: Re: The Little Questions Thread
Post by: dsvoid on June 09, 2010, 02:00:59 pm
Thanks for the tips! SO far so good. HOWEVER.

QUESTION 4: I'm getting an underground farm built, but how do I get my dwarves to gather water and dump it on soil? I have 2 buckets.
Title: Re: The Little Questions Thread
Post by: Cespinarve on June 09, 2010, 02:04:00 pm
Ah, there's the little snag. As far as I know, you can't. To muddy the soil, what I do is usually right next to a lake underground, put in a floodgate and then chanel to the lake floods the room (not a big lake, mind you). Or you can pump water up from depths, and some people have been farming in the caverns, although I havn't played enough of DF2010 to do so.
Title: Re: The Little Questions Thread
Post by: Aravin on June 09, 2010, 02:23:09 pm
Got a question. Recently i builded up a hospital and put there 3 beds. Since that time, none of my dwarves sleep in assigned bedrooms (which are grand and royal). Instead of sleeping in personal palaces, they go and sleep in hospital and get a "slept without a proper room" thought. My can I make them stop sleeping in hospital zone?
Title: Re: The Little Questions Thread
Post by: infernalis on June 09, 2010, 02:27:01 pm
Ah, there's the little snag. As far as I know, you can't. To muddy the soil, what I do is usually right next to a lake underground, put in a floodgate and then chanel to the lake floods the room (not a big lake, mind you). Or you can pump water up from depths, and some people have been farming in the caverns, although I havn't played enough of DF2010 to do so.

HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 09, 2010, 02:28:50 pm
Thanks for the traffic zones info.

Now about mechanics & masonry skill increase.

I noticed that masonry does not increase from building walls. Strength or whatnot prolly does, but not the skill.
How is it with mechanisms making - does it increase masonry, mechanics or nada?
Does setting traps / putting things like cages into traps increase mechanics?

:)

Anything from the construction menu does not increase strength or skill or attributes. These are useful skills to give to peasants if you want a lot of things built but don't want an army of masons when you're done.

Anything from the trap menu gives experience, however, as well as anything involving architecture. Anything that needs to be designed to be built gives skill and experience.

Btw, get this: my legendary record keeper is updating records. While doing so, he 'becomes more experienced'. WTFudge?

"More experienced" refers to attributes, such as strength, speed, and toughness. When you get that message, one of those attributes increases, because jobs still give out experience and track skill for legendary workers. This only applies to 40d, however.

Got a question. Recently i builded up a hospital and put there 3 beds. Since that time, none of my dwarves sleep in assigned bedrooms (which are grand and royal). Instead of sleeping in personal palaces, they go and sleep in hospital and get a "slept without a proper room" thought. My can I make them stop sleeping in hospital zone?

If the economy's been activated, they may not be able to afford the rooms you've built for them, so they sleep in available beds.
Title: Re: The Little Questions Thread
Post by: Aravin on June 09, 2010, 02:33:38 pm
Quote
If the economy's been activated, they may not be able to afford the rooms you've built for them, so they sleep in available beds.

My population is 45, and the economy isn't activated. And before installing hospital near the living part of new fortress, they all slept in their royal and grand bedrooms. I mean, really they can't every time sleep at hospital, cause there are just 3 beds, but it's pretty annoying to loose such good thought bonus.
Title: Re: The Little Questions Thread
Post by: Cespinarve on June 09, 2010, 02:51:42 pm
Ah, there's the little snag. As far as I know, you can't. To muddy the soil, what I do is usually right next to a lake underground, put in a floodgate and then chanel to the lake floods the room (not a big lake, mind you). Or you can pump water up from depths, and some people have been farming in the caverns, although I havn't played enough of DF2010 to do so.

HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)

This is 40d topic?
Title: Re: The Little Questions Thread
Post by: Miggy on June 09, 2010, 02:52:03 pm
Your dwarves most likely just work themselves to the point of exhaustion, then choose the closest bed, no matter which room it is in.

Although, funnily enough, I've found that when dwarves collapse in hospital beds from exhaustion, my doctors will still come and diagnose him, and diagnose him with fatigue or something. It's not actually something I've seen them do, but my fort's medical history shows all sorts of dwarves diagnosed with over-exertion, thirst and hunger. :P
Title: Re: The Little Questions Thread
Post by: Aravin on June 09, 2010, 03:34:41 pm
Your dwarves most likely just work themselves to the point of exhaustion, then choose the closest bed, no matter which room it is in.

Although, funnily enough, I've found that when dwarves collapse in hospital beds from exhaustion, my doctors will still come and diagnose him, and diagnose him with fatigue or something. It's not actually something I've seen them do, but my fort's medical history shows all sorts of dwarves diagnosed with over-exertion, thirst and hunger. :P

Thought about it too) Silly dorfs) Sleeping at hospital (though pretty rich and good designed) instead of sleeping in their personal palaces)
Title: Re: The Little Questions Thread
Post by: infernalis on June 09, 2010, 05:02:06 pm
Thx, Jimbo.

How did you learn that, btw?
Title: Re: The Little Questions Thread
Post by: Flaede on June 09, 2010, 07:39:41 pm
HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)

This is 40d topic?

Yep! 2010 question thread's over here (http://www.bay12forums.com/smf/index.php?topic=52208.0).

Someone should really change the name of this thread.
Title: Re: The Little Questions Thread
Post by: infernalis on June 10, 2010, 10:28:04 am
Get this: I have a furniture pile for my bins.
I have a bar pile for my iron.
I change the bin count for the iron pile from 0 to MAX, and the dorfs start taking ALL the iron to bins. On. The. Furniture. Pile.

And then it takes gazzillion years for a dorf to transport the bin full of iron back to the iron pile.

How-what-now?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 10, 2010, 12:52:12 pm
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.
Title: Re: The Little Questions Thread
Post by: Rolan7 on June 10, 2010, 01:18:23 pm
HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)

This is 40d topic?

Yep! 2010 question thread's over here (http://www.bay12forums.com/smf/index.php?topic=52208.0).

Someone should really change the name of this thread.

Unfortunately that Someone hasn't signed on for nearly a month ):
Title: Re: The Little Questions Thread
Post by: quintilius on June 10, 2010, 01:53:54 pm
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.

i have noticed some odd bin behavior in .05... after yet another failed gobbo invasion and the suddenly busy scurrying of dwarfs as they run off to loot the scene and place the booty in appropriate and nearby stockpiles, there are times when they will simply stop even though there are bins available.  I believe it might have to do with sellling all the crap out of a bin to a visiting merchant, having said bin still be labelled as 'armor' or somesuch, and it somehow being at the top of the queue for 'next available bin' etc... because every so often some bin will get pulled out of the stockpile - and this will open up a floodgate of bins moving to other stockpiles - and all my idle dwarfs will suddenly be busy again.
just a guess on my part though... i'm not really sure what truly causes the behavior
Title: Re: The Little Questions Thread
Post by: buzz killington on June 10, 2010, 04:10:52 pm
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.

i have noticed some odd bin behavior in .05... after yet another failed gobbo invasion and the suddenly busy scurrying of dwarfs as they run off to loot the scene and place the booty in appropriate and nearby stockpiles, there are times when they will simply stop even though there are bins available.  I believe it might have to do with sellling all the crap out of a bin to a visiting merchant, having said bin still be labelled as 'armor' or somesuch, and it somehow being at the top of the queue for 'next available bin' etc... because every so often some bin will get pulled out of the stockpile - and this will open up a floodgate of bins moving to other stockpiles - and all my idle dwarfs will suddenly be busy again.
just a guess on my part though... i'm not really sure what truly causes the behavior

I had this happen in .04
Title: Re: The Little Questions Thread
Post by: infernalis on June 10, 2010, 06:31:55 pm
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.

Define normal.

If normal = dwarfy ( = efficient), then this behavior is so far from normal that it went through madness and came out on the other side.
Title: Re: The Little Questions Thread
Post by: Vehine on June 10, 2010, 10:58:17 pm
Sigh.

I'm playing the Genesis mod. Some Gargoyles come swooping in to try and pick off my animals. I draft my Wood Cutter and Jeweler into a No Uniform military.

I give them no supply requirements.
I designate that their equipment is supposed to be the BATTLEAXES type. Which is conveniently since they're both doing wood cutting at the time.

The two dwarves go and screw up one of the gargoyles - two left.

They arrive at the cluster of two gargoyles and start punching them. With their fists. Because they dropped their weapons back by Gargoyle #1.

What the hell, man? How am I supposed to defend anything if my dwarves just drop their crap on the floor after one fight? >:(
Title: Re: The Little Questions Thread
Post by: The Architect on June 11, 2010, 01:52:22 am
*enter the smartass*

Why are statues attacking your dwarves?

Silly mod.
Title: Re: The Little Questions Thread
Post by: Medicine Man on June 11, 2010, 02:07:28 am
Is it possible to get pets on adventure mode without modding?
Title: Re: The Little Questions Thread
Post by: infernalis on June 11, 2010, 04:16:19 am
:)

Get this: My engraver blinged out a nice corridor, which was designated to be a magma pipe for my forges above.
He engraved a few masterpieces in there, too.

VERY soon after I flooded the pipes with magma the engraver started throwing tantrums.

When I checked happiness status, it said: travesty of art defacement.

What to do?
Title: Re: The Little Questions Thread
Post by: Flaede on June 11, 2010, 05:53:37 am
woodcutters, I hear, drop their axes when you draft them.
I know, I know, that is stupid. But it doesn't make it any less probable.
Title: Re: The Little Questions Thread
Post by: Lord Shonus on June 11, 2010, 01:43:56 pm
What happens is that they don't automatically assign themselves the axe they're holding as their assigned weapon, so they drop it in favor of the one they chose. The workaround I've found is to use "specific weapon" and make sure the one they use for trees is the one they're assigned for battle.

@Infernalis: Just because he's playing a modded game does not mean he automatically has to ask all questions in the modding forum, especially in cases where it's a clear engine issue.
Title: Re: The Little Questions Thread
Post by: infernalis on June 14, 2010, 08:02:47 am
Artifact: bone war hammer.

Any good for trap/battle?
Title: Re: The Little Questions Thread
Post by: Robocorn on June 14, 2010, 08:13:54 am
according to the raws no,

hammers deal damage based on the density of the material used
for example, iron has a density of 7850.
bone has a density of 500.

I hope it's nice looking, because it won't be dealing a lot of damage
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on June 14, 2010, 11:53:43 am
I've been playing only off and on lately so I probably just missed something.

Does the mouse no longer work for designating areas to be mined/forested/etc?  I already checked init.txt, and the setting there is already [MOUSE:YES].  Is there now another option/keybinding that must be turned on for that to work, or is this a known bug?
Title: Re: The Little Questions Thread
Post by: s20dan on June 14, 2010, 01:17:52 pm
mouse works fine here, but it didnt work in the previous versions.(For me)
Title: Re: The Little Questions Thread
Post by: Yagrum Bagarn on June 14, 2010, 01:25:27 pm
I'm using the no-sound .06 release.
Title: Re: The Little Questions Thread
Post by: infernalis on June 14, 2010, 02:36:06 pm
according to the raws no,

hammers deal damage based on the density of the material used
for example, iron has a density of 7850.
bone has a density of 500.

I hope it's nice looking, because it won't be dealing a lot of damage

Well. At least it's pink.
Title: Re: The Little Questions Thread
Post by: Shangurath on June 18, 2010, 10:24:11 am
1) I have economy started in my fortress. But I just cannot understand how can I make my new migrant dwarves to have own bedrooms. I build a new bedroom and I cannot assignt it to somebody because the new dwarves are just not in the list (only nobles and legendary/champs are there). So I start this room for ren[T]. But it still has 'nobody' as an owner. But [p][z] dwarf meny says that they do have enough money.

2) Is it necessary to make coins? Wiki says that you can manage without them but then what is the idea of having coins in fortress?

3)  I built a couple of shops and there are owners of those but still no goods there. What could be the problem?



++

4) How can I throw creatures from somewhere? Towers for example

5) Is it possible in DF to dig a deep hole in the ground? For example to throw goblins there instead of building towers? (build a tower by the way? How?)
Title: Re: The Little Questions Thread
Post by: The Architect on June 18, 2010, 06:10:45 pm
http://df.magmawiki.com/index.php/Main_Page

This site will answer all of those questions with cursory searching, and we won't have to spell out the answers again. If you search well there and can't find the answer to some questions, then come back and post them again.
Title: Re: The Little Questions Thread
Post by: Internet Kraken on June 18, 2010, 07:06:02 pm
I seem to be having some sort of weird problem. As soon as I designated a hospital, my injured miner ran into it and collapsed right into front of the door. Then the doctor (who is also the mayor) ran in, and collapsed on top of him. The two are both stuck in the same spot and always have the "rest" task. Can someone explain to me what is going on and how to fix it?

EDIT: Woops, just noticed this is the 40d thread. I'm playing 2010, my mistake.
Title: Re: The Little Questions Thread
Post by: Stik on June 18, 2010, 07:06:51 pm
I can't seem to get my dwarfs to spar, can someone walk me through that?

Darn, along with the above post i am playing 2010, thanks anyways
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 18, 2010, 11:34:15 pm
1) I have economy started in my fortress. But I just cannot understand how can I make my new migrant dwarves to have own bedrooms. I build a new bedroom and I cannot assignt it to somebody because the new dwarves are just not in the list (only nobles and legendary/champs are there). So I start this room for ren[T]. But it still has 'nobody' as an owner. But [p][z] dwarf meny says that they do have enough money.

2) Is it necessary to make coins? Wiki says that you can manage without them but then what is the idea of having coins in fortress?

3)  I built a couple of shops and there are owners of those but still no goods there. What could be the problem?



++

4) How can I throw creatures from somewhere? Towers for example

5) Is it possible in DF to dig a deep hole in the ground? For example to throw goblins there instead of building towers? (build a tower by the way? How?)

1. Dwarves will rent rooms on their own. Don't bother trying to assign any rooms to them once you hit the economy. It may take a bit of time for them to make the decision, but they should make it eventually.

2. No, it is not necessary to make coins. And you never should anyway; too much time spent hauling tiny stacks of coins around that don't restack.

3. Don't worry about that. When shops get filled with goods seems somewhat random, but it always happens. Just be patient. If you've got dwarves who own the shops but can't buy goods, they'll probably end up selling the shop back to the city, where it will be filled with goods once your broker starts managing it.

4. Learn to use the zones menu. It defaults to 'i'. Set a 'p'it over empty space and assign creatures to it.

5. You've heard of channels, stairs, and ramps? Use those designations en masse to make pits to throw stuff into. It's not too hard. With a bit of experimentation on your own you'll figure it out.
Title: Re: The Little Questions Thread
Post by: Shangurath on June 19, 2010, 02:07:51 am
Thanks for the answer :)
Title: Re: The Little Questions Thread
Post by: RagNoRock on June 30, 2010, 03:59:56 pm
I keep seeing people talking about turning off weather and Temperature... How?

The Init.txt doesnt have either of those modifiers in it, so do I need to add them?  If so what exactly should they say?
Title: Re: The Little Questions Thread
Post by: assimilateur on June 30, 2010, 04:02:30 pm
I keep seeing people talking about turning off weather and Temperature... How?

The Init.txt doesnt have either of those modifiers in it, so do I need to add them?  If so what exactly should they say?

Look in the d_init file, which is in the same folder.
Title: Re: The Little Questions Thread
Post by: RagNoRock on June 30, 2010, 04:06:22 pm
Dankas!

One more thing tho, do I need to save/exit/restart inorder for changes to go in effect?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on June 30, 2010, 04:07:39 pm
You will need to quit and restart Dwarf Fortress in order for any changes to go into effect.
Title: Re: The Little Questions Thread
Post by: RagNoRock on June 30, 2010, 04:09:39 pm
Much Dankas :)
Title: Re: The Little Questions Thread
Post by: Remalle on June 30, 2010, 11:30:20 pm
What happens if you drop a magma-safe creature in a wooden cage, into magma?
Title: Re: The Little Questions Thread
Post by: Lord Shonus on June 30, 2010, 11:38:44 pm
I think that the cage and anything in it is destroyed, but there's only one way to find out.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on July 01, 2010, 12:28:33 pm
What happens if you drop a magma-safe creature in a wooden cage, into magma?

Your cage will be destroyed, but the creature will be teleported to the location it was caught in a cage trap. The creature may also be on fire, but that's only if it isn't magma safe.
Title: Re: The Little Questions Thread
Post by: Passive Fist on July 01, 2010, 02:05:04 pm
How can I see what a caged prisoner is carrying?
Title: Re: The Little Questions Thread
Post by: Jim Groovester on July 01, 2010, 02:13:11 pm
You can't. However, you can dump all his items by using the mass designations sub menu (d - b - d) and marking the cage with it. That way you'll know what he was carrying, and it will be out of the cage.

Note that doing this will mark the cage for dumping as well, so you might want to remove that if you want to keep your cage.
Title: Re: The Little Questions Thread
Post by: Flaede on July 01, 2010, 11:58:51 pm
What happens if you drop a magma-safe creature in a wooden cage, into magma?

Your cage will be destroyed, but the creature will be teleported to the location it was caught in a cage trap. The creature may also be on fire, but that's only if it isn't magma safe.

That is the most awesome bug ever. Think about it: Flaming Teleporting Goblin Prisoners... as a defense mechanism! You caught a goblin there before, so clearly it is a place goblins will go during attack. And after the first one: you can pop a burning goblin into their midst next time!
Title: Re: The Little Questions Thread
Post by: Rizyq on July 02, 2010, 01:51:38 pm
I didn't think I should ask this in the 2010 thread, since I'm not playing the most recent version...

But, I'm new to DF, and, it seems one of my Dwarves went insane (I hadn't noticed he went into a fey mood) So I loaded my save back up from a bit after he went into the fey mood.

On the wiki it's always saying dwarves will go into workshops for whatever mood they're in. But, I guess I don't have the workshop for my dwarf, as he's just sitting on a chair in my meetinghall/foodhall.

I'm not exactly sure how I should go about this.

EDIT:

Oh, and I'm playing the um second most recent version (Not sure what it's called, but the version released prior to the newest one) with MayDay's green tileset.
Title: Re: The Little Questions Thread
Post by: assimilateur on July 02, 2010, 02:32:38 pm
This article (http://df.magmawiki.com/index.php/40d:Strange_mood) has all the info you need. What you should be looking for is a list of "moodable" skills and what workshop they require. Lacking one of those skills, your dwarf will opt for a crafts workshop.
Title: Re: The Little Questions Thread
Post by: Jim Groovester on July 02, 2010, 02:36:10 pm
Also, if he's a metalworker or a glassmaker, make sure to build magma and normal versions of a forge and glass furnace. They sometimes prefer one over the other.
Title: Re: The Little Questions Thread
Post by: Rizyq on July 02, 2010, 03:57:51 pm
Also, if he's a metalworker or a glassmaker, make sure to build magma and normal versions of a forge and glass furnace. They sometimes prefer one over the other.

Yeah, he's a glassmaker, which I just realized, but I don't know how to make a magma glass furnace >_< and I wouldn't have any magma to use for it, anyways. And he doesn't want to seem to use the regular glass furnace.

So, how could I go about building and using a magma glass furnace (Like I said, I'm new)?
Title: Re: The Little Questions Thread
Post by: SniHjen on July 02, 2010, 04:32:38 pm
I'm trying to create an "Outside" area underground, (complete with a river and waterfall.) and I would like for there to be grass too.

Is it possible to make grass grow on underground rock tiles?

just to be on the safe side: underground muddied rock tiles.


Already edited trees to grow there :)
Title: Re: The Little Questions Thread
Post by: RagNoRock on July 02, 2010, 04:51:50 pm
So, my baddarse Militia Commander went out and single handedly downed a Forgoten Beast Crocadile with Poison Blood.

Now the Commander has a pulsing Miasma around her.... Whats going to happen to her?


....
NM, She died :(
....
Reloading to prior to fighting poison Croc.   Will send in a lesser fighter to kill it, or kill it with something other then an Axe.
Title: Re: The Little Questions Thread
Post by: assimilateur on July 02, 2010, 06:00:21 pm
So, how could I go about building and using a magma glass furnace (Like I said, I'm new)?

From the Wikipedia (for fuck's sake) article about magma forges (http://df.magmawiki.com/index.php/Magma_forge) (it's analogous to magma glass furnaces, smelters and kilns):

Quote
To build a magma forge, you must have fire-safe materials, an anvil, and a build site with at least one tile open over magma at least 4/7 deep. Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out.

One thing to add is that you can't channel out the center tile of where you want to place your furnace. All other tiles are good, and the impassable (you can tell which are impassable by the dark green color) ones preferable.

Is it possible to make grass grow on underground rock tiles?

just to be on the safe side: underground muddied rock tiles.

Grass should grow there as long as you don't cover the area with anything, including bridges or glass floors.
Title: Re: The Little Questions Thread
Post by: Lord Shonus on July 02, 2010, 07:34:03 pm
Not to nitpick, assimilateur, but you shouldn't refer to the DF wiki as "Wikipedia." You'll confuse people.
Title: Re: The Little Questions Thread
Post by: assimilateur on July 02, 2010, 07:37:48 pm
Not to nitpick, assimilateur, but you shouldn't refer to the DF wiki as "Wikipedia." You'll confuse people.

Talk about brain fart. Thanks for pointing that out.
Title: Re: The Little Questions Thread
Post by: culwin on July 02, 2010, 08:12:16 pm
Not to nitpick, assimilateur, but you shouldn't refer to the DF wiki as "Wikipedia." You'll confuse people.

Aw nuts.
I was writing my physics paper based on information from DF Wiki, when in fact I should have been using Wikipedia!!
Thanks a lot!!
Title: Re: The Little Questions Thread
Post by: Lord Shonus on July 02, 2010, 08:22:58 pm
I, for one, would love to see a paper written on df physics. It would be hilarious.
Title: Re: The Little Questions Thread
Post by: SniHjen on July 03, 2010, 01:28:33 am
Is it possible to make grass grow on underground rock tiles?

Grass should grow there as long as you don't cover the area with anything, including bridges or glass floors.

I want grass on an inside subterran dark muddied rock.
Title: Re: The Little Questions Thread
Post by: assimilateur on July 03, 2010, 02:23:14 am
I want grass on an inside subterran dark muddied rock.

Yeah, I was being a dizzy motherfucker when I wrote that post (not just the part where I addressed you). In short, I don't think you can make grass grow there.


Off topic: it's a good thing the thread title got finally changed.
Title: Re: The 40d Little Questions Thread
Post by: Passive Fist on July 03, 2010, 03:32:37 am
Yay I got my magma pump stack working without dooming everybody!  How how do I melt all this crap the goblins keep bringing me? Honestly these guys are way too well geared. Anyway I designated all their stuff to melt but nobody's actually doing the job of melting it.
Title: Re: The 40d Little Questions Thread
Post by: Lord Shonus on July 03, 2010, 04:07:18 am
You have to assign the "melt metal object" job at the smelter.
Title: Re: The 40d Little Questions Thread
Post by: Live by foma on July 18, 2010, 06:25:15 pm
A couple of issues with my workshops:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

For both of these, I most certainly have the required material (animal skins, alabaster, fuel), but when I go to add a task, the Kiln says that and the Tanner says nothing at all. HALP
Title: Re: The 40d Little Questions Thread
Post by: assimilateur on July 18, 2010, 06:36:51 pm
Ask your questions in the appropriate thread (http://www.bay12forums.com/smf/index.php?topic=52208.0), if you don't mind. In you case you hadn't noticed, this thread is for 40d, i.e. the old version of DF that became obsolete in April but is still played by some, presumably for performance- or bug-related reasons.

That said, I'm gonna go ahead and take a shot at one of your issues. Namely, your tanner works automatically. You're not supposed to do anything with it on your own, but your tanner will process raw hides of recently-butchered animals on their own.

If you're absolutely positive that you have animal skins as opposed to tanned leather, then there's several possibilities:
- your workshop might be forbidden (check it via 't' to find that out), or
- your skins might already have rotten, or
- none of your dwarves have their tanning labor enabled.
Title: Re: The 40d Little Questions Thread
Post by: Live by foma on July 18, 2010, 10:48:48 pm
Ask your questions in the appropriate thread (http://www.bay12forums.com/smf/index.php?topic=52208.0), if you don't mind. In you case you hadn't noticed, this thread is for 40d, i.e. the old version of DF that became obsolete in April but is still played by some, presumably for performance- or bug-related reasons.

That said, I'm gonna go ahead and take a shot at one of your issues. Namely, your tanner works automatically. You're not supposed to do anything with it on your own, but your tanner will process raw hides of recently-butchered animals on their own.

If you're absolutely positive that you have animal skins as opposed to tanned leather, then there's several possibilities:
- your workshop might be forbidden (check it via 't' to find that out), or
- your skins might already have rotten, or
- none of your dwarves have their tanning labor enabled.

Oops, my mistake. I have the Little Questions thread open in two tabs, one for each version (looked through this one just for kicks) and accidentally posted it here. I'll be more careful in the future.

Perhaps my tanner has been working under my nose and I just haven't noticed it. I'll double check when I get a chance. As for the kiln, I have no idea. I'll go ask the other thread.
Title: Re: The 40d Little Questions Thread
Post by: Luewen82 on August 22, 2010, 10:24:46 pm
Ignore. wrong thread.
Title: Re: The 40d Little Questions Thread
Post by: Pakhawaj on September 02, 2010, 09:33:46 pm
How often do the trade caravans come? In the tutorial of TinyPirate they came rather early and the wiki claims you get new traders every month but it's my second Spring now and no traders have arrived. Is my area so remote that traders have no interest?
I'm using the genesis mod, so perhaps this is impacting things, I downloaded it because it claimed it had bug-fixes.
My neighbours are dwarfs and cave swallow men, neither of these are at war with me (I think) and neither have leaders according to the "civilisation" tab.
I'd quite like to buy some wood! ^^;
Title: Re: The 40d Little Questions Thread
Post by: nickbii on September 02, 2010, 09:40:15 pm
How often do the trade caravans come? In the tutorial of TinyPirate they came rather early and the wiki claims you get new traders every month but it's my second Spring now and no traders have arrived. Is my area so remote that traders have no interest?
I'm using the genesis mod, so perhaps this is impacting things, I downloaded it because it claimed it had bug-fixes.
My neighbours are dwarfs and cave swallow men, neither of these are at war with me (I think) and neither have leaders according to the "civilisation" tab.
I'd quite like to buy some wood! ^^;
Elves come in the spring, humans the summer, and Dwarves the fall. My first caravan is always in the last month of fall, but I've heard some folks wait years. You won't get any caravans until the Dwarven caravan has come and gone.

It's possible none of them can reach you, but you should still get the Dwarven caravan. Unless your Dwarven Civilization has died, in which case you won't get migrants either.

Nick
Title: Re: The 40d Little Questions Thread
Post by: Laziezt on September 16, 2010, 08:19:58 pm
will every starting area have magma?
Title: Re: The 40d Little Questions Thread
Post by: Smew on September 16, 2010, 08:46:47 pm
will every starting area have magma?
No, in 40d magma only came in two forms, pipes and pools, also one other way but that's a (SPOILER). :)
Title: Re: The 40d Little Questions Thread
Post by: Comrade on September 16, 2010, 09:19:39 pm
I read that in fortress mode, you can engrave text into walls or some sort.
Title: Re: The 40d Little Questions Thread
Post by: Smew on September 16, 2010, 10:05:47 pm
I read that in fortress mode, you can engrave text into walls or some sort.
Uh, yes? regular engravings, d>e which must be made on smoothed stone(d>s)
Title: Re: The 40d Little Questions Thread
Post by: Comrade on September 16, 2010, 10:26:11 pm
oh, so I can Put in my own text? Is that  possible in the Newer versions?
Title: Re: The 40d Little Questions Thread
Post by: Urist Imiknorris on September 16, 2010, 10:29:25 pm
No. Your dwarves will choose what they carve on the walls.
Title: Re: The 40d Little Questions Thread
Post by: geoduck on September 17, 2010, 04:01:50 pm
You can post notes using the N key, if there's something you want/need to remember.
Title: Re: The 40d Little Questions Thread
Post by: uid0gid0 on October 07, 2010, 04:16:32 pm
Sorry meant for this to go in the DF2010 thread.