Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Foxite on November 02, 2014, 06:08:06 am

Title: Trivial findings
Post by: Foxite on November 02, 2014, 06:08:06 am
Ever found something strange and wanted to share it with the world, but it was so trivial that you didn't know where to put it?

How bout here?

Anyway a week ago I had a dwarf get possessed... and just now I discovered that he apparently was taken by the mood while asleep.
(http://i60.tinypic.com/2me3ifk.png)
Title: Re: Trivial findings
Post by: Thisfox on November 02, 2014, 06:29:11 am
one helluva dream....

I sort of thought the trivial was for "what's happening in your fort?" and probably have been using that thread wrong all this time  :-[

Trivial thing: Expedition leaders, it appears, get rechosen at the moment that a dwarf dies, even though the dwarfs don't know about it. A week after a new EL was chosen, the old one got reported as "missing"...
Title: Re: Trivial findings
Post by: Col_Jessep on November 02, 2014, 07:11:31 am
My mayor wanted rings. I forgot about it and everything seemed fine. Then he fell to melancholy because I didn't punish Urist McCraftsdorf. I started building a nice tomb for him anyway when he began flashing due to dehydration. My legendary (lvl32) engraver made a masterful engraving right in the middle of the room where the sarcophagus was later placed. It depicted the mayor becoming the new elected leader 2 years prior.

Now I have a bad conscience for not paying more attention to the mandate or taking care of the justice department earlier...  :-[
Title: Re: Trivial findings
Post by: Foxite on November 02, 2014, 11:50:59 am
You can channel on brooks and the brook tile will disappear. The tile will then become like a normal river.

So if you want to build a well but you have a brook, just channel on it XD
Title: Re: Trivial findings
Post by: StagnantSoul on November 02, 2014, 11:58:09 am
I found out that while Molemarians may be blood thirsty murderers, both mole men and giant moles are pushovers.
Title: Re: Trivial findings
Post by: Max™ on November 02, 2014, 07:19:54 pm
I found out that while Molemarians may be blood thirsty murderers, both mole men and giant moles are pushovers.
So now he's Soul of the Molemen...
Title: Re: Trivial findings
Post by: Ives on November 02, 2014, 07:29:01 pm
Trivial thing: Expedition leaders, it appears, get rechosen at the moment that a dwarf dies, even though the dwarfs don't know about it. A week after a new EL was chosen, the old one got reported as "missing"...

Quote from: Terry Pratchett
The only thing known to go faster than ordinary light is monarchy, according to the philosopher Ly Tin Wheedle. He reasoned like this: you can't have more than one king, and tradition demands that there is no gap between kings, so when a king dies the succession must therefore pass to the heir instantaneously. Presumably, he said, there must be some elementary particles -- kingons, or possibly queons -- that do this job, but of course succession sometimes fails if, in mid-flight, they strike an anti-particle, or republicon. His ambitious plans to use his discovery to send messages, involving the careful torturing of a small king in order to modulate the signal, were never fully expanded because, at that point, the bar closed.
Title: Re: Trivial findings
Post by: Thisfox on November 02, 2014, 11:47:15 pm
Trivial thing: Expedition leaders, it appears, get rechosen at the moment that a dwarf dies, even though the dwarfs don't know about it. A week after a new EL was chosen, the old one got reported as "missing"...

Quote from: Terry Pratchett
The only thing known to go faster than ordinary light is monarchy, according to the philosopher Ly Tin Wheedle. He reasoned like this: you can't have more than one king, and tradition demands that there is no gap between kings, so when a king dies the succession must therefore pass to the heir instantaneously. Presumably, he said, there must be some elementary particles -- kingons, or possibly queons -- that do this job, but of course succession sometimes fails if, in mid-flight, they strike an anti-particle, or republicon. His ambitious plans to use his discovery to send messages, involving the careful torturing of a small king in order to modulate the signal, were never fully expanded because, at that point, the bar closed.

The great Pratchett knows all.  :D  :D
Title: Re: Trivial findings
Post by: Mokkun on November 03, 2014, 12:05:26 pm
Thing I found a bit funny reading the history of some of the vaults in my last world, Kobolds where stealing stuff from them, quite successfully too..
Title: Re: Trivial findings
Post by: Slogo on November 03, 2014, 04:17:16 pm
Some odd construction quirks:

Title: Re: Trivial findings
Post by: ptb_ptb on November 04, 2014, 07:47:26 am
Here's one ...

"Cherry wood chair" BUT "Wagon wooden throne"  :P
Title: Re: Trivial findings
Post by: Staalo on November 04, 2014, 08:18:01 am
Ok, I guess this would fit in here...

I built a following entrance/exit tunnel and ramp for caravans:

Code: [Select]
W+++W
W+++W
W+++W
WRRRW
WWWWW
MMMMM

W = wall
+ = floor
R = ramp up
M = magma

This kind of ramp will be perfectly safe for wagons to descend (coming from south). Ascending it (coming from north) will light the wagon, the driver and the animals on fire.

It's extremely annoying but I'm sure someone will want to weaponize it.
Title: Re: Trivial findings
Post by: Splint on November 04, 2014, 08:22:23 am
Dwarves that are generally belligerent, like some measure of chaotic living, and view war as preferable to peace will train as diligently as weaponmasters given the chance. Or at least last time I had such a dwarf they did.
Title: Re: Trivial findings
Post by: WDDworf on November 04, 2014, 11:06:16 am
Had a trivial funny moment too..

I had openend up the first level of the caverns, which were housing Giant Cave Spiders, Cave Crocodile, Helmet Snakes and Crundles. (ended up several tamed crocodiles running lose in my fortress now)
Almost the entire population of Crundles died from Helmet Snake poison.. and couldn't care that much about those weird critters.

One of my more important dwarves.. Forgotten whom.. Got caught in the Crundles' pain and had to revenge all those poor critters (got one of those thoughts).
I tried with all my power to make him stop fighting the Helmet Snake, because I thought the Dwarves wont mix right with snake poison.
I couldn't get him to stop and the combat report said the following:

- Helmet snake bites xx Dwarf. (did not inject the poison, as it did with -all- the crundles).
- His response was.. Ha! I laugh in the face of death.. this is a fight!
And punched the snake's head into oblivion.

It made it funny to me, because I was expecting almost all the dwarves to fall prey to the snake and did not expect much from said Dwarf's combat skills.
His "This is a fight!" comment and immediate kill.. made it funny.

(I think all other Dwarves simply fled from the snake, which was constantly biting Crundles still)
Title: Re: Trivial findings
Post by: Aslandus on November 05, 2014, 05:03:52 pm
I discovered that an iron large dagger is actually a pretty respectable weapon against goblins. The one dwarf that had it got about half the kills of the entire military before I was forced to abandon due to the tantrum spiral of losing half my military to a goblin invasion...
Title: Re: Trivial findings
Post by: EvilBob22 on November 05, 2014, 06:03:54 pm
You can channel on brooks and the brook tile will disappear. The tile will then become like a normal river.

So if you want to build a well but you have a brook, just channel on it XD
Building a construction (wall, upstairs, etc.) on a brook, and then removing the construction, will leave behind a natural floor (i.e. mud/grass).
Title: Re: Trivial findings
Post by: Baffler on November 06, 2014, 12:18:24 am
I discovered that an iron large dagger is actually a pretty respectable weapon against goblins. The one dwarf that had it got about half the kills of the entire military before I was forced to abandon due to the tantrum spiral of losing half my military to a goblin invasion...

Daggers are known to be viciously effective in skilled hands, especially against enemies roughly the same size as your dwarves. It's extremely rare to get one that isn't low quality and/or made of copper though.
Title: Re: Trivial findings
Post by: StagnantSoul on November 06, 2014, 12:21:47 am
It's kind of odd how effective those are. I got an artifact steel one once, gave it to someone thinking they'd die fast, but they got more kills than the artifact iron morningstar user.
Title: Re: Trivial findings
Post by: utunnels on November 06, 2014, 01:41:08 am
I notice some sites don't have a reason why they were ruined in reclaim menu.
Title: Re: Trivial findings
Post by: Max™ on November 06, 2014, 05:45:13 am
I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D
Title: Re: Trivial findings
Post by: Dwarf4Explosives on November 06, 2014, 07:53:27 am
PTW.
Title: Re: Trivial findings
Post by: Dirst on November 06, 2014, 11:12:10 am
I discovered that an iron large dagger is actually a pretty respectable weapon against goblins. The one dwarf that had it got about half the kills of the entire military before I was forced to abandon due to the tantrum spiral of losing half my military to a goblin invasion...
So, half of two? :)
Title: Explain this
Post by: ptb_ptb on November 16, 2014, 05:32:13 am
Here I am building a ramp-way into the sky and I come across a trivial peculiarity.

Piccy 1: Trying to place three ramps (note there is a wall one z-level down under the south-most ramp).

(http://imagr.eu/up/54687c50907a2_ramps1.png) (http://imagr.eu/up/54687c50907a2_ramps1.png)

So, it says 'blocked' meaning it doesn't like having a wall under that ramp position, right? But wait...

Piccy 2: Trying to place just one ramp on south-most spot

(http://imagr.eu/up/54687cb61f99f_ramps2.png) (http://imagr.eu/up/54687cb61f99f_ramps2.png)

If you only build on that wall it's perfectly fine. So maybe it's the other two ramp positions that it doesn't like?

Piccy 3: Trying to place two ramps on thin air.

(http://imagr.eu/up/54687d1f8ff22_ramps3.png) (http://imagr.eu/up/54687d1f8ff22_ramps3.png)

Apparently not.

Good luck explaining that one. :P
Title: Re: Trivial findings
Post by: Dwarf4Explosives on November 16, 2014, 05:46:41 am
I think the game just has trouble placing things over multiple "types" of area. It probably does something like determining the type of area of the uppermost spot, and then tries to determine whether it can continue to place ramps with that type of support. When it encounters the spot above the wall, it can't do so, and considers it impossible to place it at all.
Title: Re: Trivial findings
Post by: MrWiggles on November 16, 2014, 06:39:21 am
ptw
Title: Re: Trivial findings
Post by: Vilkku92 on November 16, 2014, 07:16:09 am
It is possible to train war jaguars. My life just got a new meaning.

If only could I put lasers on their heads...
Title: Re: Trivial findings
Post by: Splint on November 16, 2014, 07:29:15 am
It is possible to train war jaguars. My life just got a new meaning.

If only could I put lasers on their heads...

Don't expect much of them, unless war animal cowardice got fixed.
Title: Re: Trivial findings
Post by: Badger Storm on November 16, 2014, 08:46:20 am
My trivial findings:

There seems to be the possibility of an embark which has both tropical and temperate flora and fauna.  Hippos?  In your temperate forest?  It's more likely than you think.

Willows always seem to grow by water, in both temperate and tropical climates.

Temperate wetlands have super-boring wildlife. 

It is possible to not get a liaison, which the game says is "curious", while still getting a caravan.  As far as I can tell no liaison = no migrants.

Moody dwarves with no crafting seem to always claim the Craftsdwarf workshop.

Title: Re: Trivial findings
Post by: smeeprocket on November 16, 2014, 11:05:00 am
yea I had a war jaguar in my last fort.

I had a cougar, too, but oddly couldn't train that. Also, I couldn't train a kestrel for hunting, which made no sense at all.
Title: Re: Trivial findings
Post by: Splint on November 16, 2014, 12:11:12 pm
yea I had a war jaguar in my last fort.

I had a cougar, too, but oddly couldn't train that. Also, I couldn't train a kestrel for hunting, which made no sense at all.

Exotic war beasts are pretty common place. As to the cougar you could have just added [TRAINABLE] to them in the save raws. Last time a war animal did anything though was some modded war yaks. Werebeast went squish.
Title: Re: Trivial findings
Post by: Badger Storm on November 16, 2014, 02:37:29 pm
On the subject of exotic war beasts, I don't plan to do any unicorn embarks unless I can get trainable unicorns.  Since they are good-aligned creatures, do I need to add any extra tags to them?
Title: Re: Trivial findings
Post by: smeeprocket on November 16, 2014, 02:51:09 pm
Yea if you got a breeding pair you could have unicorn steaks for the foreseeable future. that and sunshine are the only good reasons to do a good embark.
Title: Re: Trivial findings
Post by: Splint on November 16, 2014, 03:14:38 pm
On the subject of exotic war beasts, I don't plan to do any unicorn embarks unless I can get trainable unicorns.  Since they are good-aligned creatures, do I need to add any extra tags to them?

[PET] or [PET_EXOTIC] depending on the ease of training you want (might even end up with some on embark if a mountainhall happens to be in the vicinity of a good aligned region.)
Title: Re: Trivial findings
Post by: Badger Storm on November 16, 2014, 04:41:15 pm
Does the pet tag have to go above or underneath any specific other tags in the raws, or can you slap it in anywhere?

In unrelated news, you can apparently have migrants with no liaison. 
Title: Re: Trivial findings
Post by: Thisfox on November 16, 2014, 04:45:06 pm
....I didn't know that migrants were in any way connected to the liaison any more.... I mean, I've had forts where there are two liaisons wandering around waiting for a meeting, meaning two years without any contact home, and yet migrants come and come and come, so I figured that they weren't connected.
Title: Re: Trivial findings
Post by: Magnumcannon on November 16, 2014, 04:49:25 pm
PTW
Title: Re: Trivial findings
Post by: Splint on November 16, 2014, 04:53:49 pm
Does the pet tag have to go above or underneath any specific other tags in the raws, or can you slap it in anywhere?

I usually just stick them anywhere below the creature's description where they aren't in the way of anything important.

....I didn't know that migrants were in any way connected to the liaison any more.... I mean, I've had forts where there are two liaisons wandering around waiting for a meeting, meaning two years without any contact home, and yet migrants come and come and come, so I figured that they weren't connected.
Just means they haven't heard back, so for all they know it still wants, needs, or is accepting regardless, new residents as far as I can tell. Caravans have probably been less than cooperative too I imagine, as far as bringing crap you needed.

In unrelated news, you can apparently have migrants with no liaison. 
Civs with no owned sites or only some scattered smaller settlements are still considered "active" in the sense migrants will come or be generated as needed, presumably due to the survivors having moved to unharmed hillocks, human towns, or what have you. Also measn you either lack a king or you dun goofed and need a new one to arrive.

In the former case, one of your dwarves will probably take the job if none of the previous monarch's kids are old enough or presumably available to take the throne, in which case regardless someone from the last caravan will probably get the job of liaison (which is what usually happens to me with crippled/dying civs.)
Title: Re: Trivial findings
Post by: smeeprocket on November 16, 2014, 04:57:05 pm
yea in one of my first forts coming back I got a message like "After a civil discourse with his rivals, urist mcroyal has taken the position of king." And suddenly I had a needy noble wanting far better accommodations than I could manage. Fort fell to a titan before I could get things up to his wants, iirc I was putting solid gold items in his rooms too.

I still got liaisons and caravans though because my fortress wasn't technically the capital.
Title: Re: Trivial findings
Post by: Badger Storm on November 16, 2014, 05:07:34 pm
I think what was happening was that I was busy trying to pierce baby's first aquifer, so all my effort was going into that instead of actual stuff.
Title: Re: Trivial findings
Post by: SharpKris on November 16, 2014, 10:13:07 pm
I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
Title: Re: Trivial findings
Post by: axus on November 16, 2014, 11:55:16 pm
I created a new marksdwarf squad in 0.40.16.  The ammunition page had assigned bolts, thin bolts, long bolts, and short bolts.  Seems like a new, unimplemented feature.
Title: Re: Trivial findings
Post by: Max™ on November 17, 2014, 04:15:05 am
I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
With improvements due to being able to clean the water easily!

I thought the long/thin/short bolts was there in .15, possibly even .14 or before?
Title: Re: Trivial findings
Post by: Cptn Kaladin Anrizlokum on November 17, 2014, 04:45:18 am
I created a new marksdwarf squad in 0.40.16.  The ammunition page had assigned bolts, thin bolts, long bolts, and short bolts.  Seems like a new, unimplemented feature.
Nope, it's been there since the 0.40.01 update IIRC... Just fancy names for bolts. They have one for every weapon type, and shields too.
Just a different name. Randomly generated.

I have a wavy sword and a sleek crossbow in one of my fortresses...
Title: Re: Trivial findings
Post by: SharpKris on November 17, 2014, 05:22:15 am
I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
With improvements due to being able to clean the water easily!

I thought the long/thin/short bolts was there in .15, possibly even .14 or before?

could you post a snapshot?
Title: Re: Trivial findings
Post by: Max™ on November 17, 2014, 10:05:43 am
I know it is well known that you can get creatures swimming through fortifications if they are full of water.

I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.

Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.

Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D

seems as though you reinvented the dwarven shower
With improvements due to being able to clean the water easily!

I thought the long/thin/short bolts was there in .15, possibly even .14 or before?

could you post a snapshot?
Top floor:
Spoiler (click to show/hide)
There are three constructed ramps side by side inside of a smoothed wall I dug out of the stone there with a pump pointing south that can draw from there. Channel or up-ramp the output tile and remove that ramp. The other side of the 3x1 ramp is the only entrance in or out, you could widen it if you want just as long as nobody can path around it to get in without going through the water, when it gets gunky you just order a pump job and then shut it off after a second or two, and as I said before, if dorfs get stuck in the bottom part somehow, you can pump them through the fortifications.

Bottom part:
Spoiler (click to show/hide)
The bottom is all smoothed out and then I built two fortifications under the pump.
Designate it as a pond zone and have dorfs fill it to 3/7 unless you want to dfhack it (liquids -> w > 3 -> range 3 4 1 will do it with this design if the cursor is on the left ramp) and at that point it is just a matter of ordering a pump-cleaning when you notice the water is funky. It does cause the walls to get splattered with goop at times but if they're indoors they will end up cleaned sooner or later.

Alternate layout for the standard 3x3 staircase design:
Spoiler (click to show/hide)

Note that the above design has vertical bars next to the ramps because I kept getting dorfs sucked through the fortifications due to the different pump layout, it isn't a problem with the single pump version, but there is no easy way to flush them back to the proper side of the fortifications with the 4x pump version, so I just stuck bars up to keep that from happening.
Title: Re: Trivial findings
Post by: pisskop on November 17, 2014, 06:41:17 pm
I found a world where humans declared war on humans! :)
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Badger Storm on November 17, 2014, 07:05:38 pm
Wow, that's super-unrealistic.  That would never, ever happen in real life.
Title: Re: Trivial findings
Post by: pisskop on November 17, 2014, 07:14:32 pm
Wow, that's super-unrealistic.  That would never, ever happen in real life.
You mistake my glee for irritation?
Title: Re: Trivial findings
Post by: pisskop on November 18, 2014, 02:44:14 pm
Spoiler (click to show/hide)
lol at dichotomous map.
Title: Re: Trivial findings
Post by: Foxite on November 19, 2014, 08:48:44 am
So there's a soldier in my fortress who is almost as skilled as his leader, who is also the commander of the militia. Apparently, soldiers who are the best at a certain skill in their squad will lead the demonstration, not simply always the leader. A swordsdwarf is currently showing the commander how to dodge. XD
Title: Re: Trivial findings
Post by: Foxite on November 19, 2014, 08:58:48 am
Wow, that's super-unrealistic.  That would never, ever happen in real life.
You mistake my glee for irritation?
He's being sarcastic, seeing as how many times people have gone to war in real life, and it seems to happen rarily in DF.
Title: Re: Trivial findings
Post by: Vilkku92 on November 19, 2014, 12:58:25 pm
Wow, that's super-unrealistic.  That would never, ever happen in real life.
You mistake my glee for irritation?
He's being sarcastic, seeing as how many times people have gone to war in real life, and it seems to happen rarily in DF.

I believe most everyone got that. After all, when such an obvious attempt at sarcasm is made, the proper answer in this situation is usually some variation of "And you thought I disagreed with you because...?", such as "You mistake my glee for irritation?". After all, sarcasm is usually used to oppose other people's viewpoints by making them seem ridiculous, something which actually requires the two people to disagree.
Title: Re: Trivial findings
Post by: taptap on November 19, 2014, 01:19:08 pm
If you refuse promotion of your fort often enough, you can have (contrary to DF wiki) when you do:

1) direct promotion from expedition leader to baron
2) direct promotion from baron to duke
3) a duke (doubling as expedition leader) who does not give mandates. (Edit: Forget this one. He has demands just took a long time for the first one.)
Title: Re: Trivial findings
Post by: Cptn Kaladin Anrizlokum on November 19, 2014, 04:20:50 pm
1) direct promotion from expedition leader to baron
This happened to me... I have an expedition leader and a Baron, just because my pop-cap is only 40 in this fort.
Title: Re: Trivial findings
Post by: taptap on November 19, 2014, 04:24:19 pm
1) direct promotion from expedition leader to baron
This happened to me... I have an expedition leader and a Baron, just because my pop-cap is only 40 in this fort.

I was totally puzzled, since now I have a duke but no mayor. (24 pop cap here). Thank god the duke only likes copper.
Title: Re: Trivial findings
Post by: Cptn Kaladin Anrizlokum on November 19, 2014, 04:43:32 pm
As soon as I got my baron he demanded a throne in his dining room, and now gets a good though "proud at the state of demands" every season.

Oddly, he likes bayberry wood wood and pig iron, and ballista parts. I'm considering making him a room of bayberry wood ballistae...
Title: Re: Trivial findings
Post by: Illogical_Blox on November 19, 2014, 06:16:11 pm
I've just seen a terrifyingly good display of atheletism from a Blind Cave Ogre. He was climbing along the wall above a cavern lake; having done so for about 12 sqrs, he leapt a good 5-6 sqrs onto a treetop. Interesting that he did so to avoid water.
Title: Re: Trivial findings
Post by: utunnels on November 30, 2014, 12:33:08 am
If you abandone and reclaim a fortress, those merchants who didn't leave the map will become friendly.
Hostile creatures, like a FB, will trigger an ambush message.
Title: Re: Trivial findings
Post by: Urist McVoyager on November 30, 2014, 09:16:21 am
A low site, low civ, high savagery pocket world breeds a lot of dead civs and not much else.

Also: My computer can handle an 8x8 embark without slowing down much, but a 16x16 will crash the game when I try to leave the embark screen.
Title: Re: Trivial findings
Post by: Badger Storm on November 30, 2014, 12:23:00 pm
Crowded tables used to generate only negative thoughts, but I just saw that a gem cutter who "enjoys the company of of others" became jolly after eating at a crowded table.
Title: Re: Trivial findings
Post by: Splint on November 30, 2014, 12:32:46 pm
Crowded tables used to generate only negative thoughts, but I just saw that a gem cutter who "enjoys the company of of others" became jolly after eating at a crowded table.

Now that's a neat one!

I have discovered FBs that can breathe fire are not in fact immune to dragonfire attacks.
Title: Re: Trivial findings
Post by: BurnedToast on November 30, 2014, 12:34:33 pm
A low site, low civ, high savagery pocket world breeds a lot of dead civs and not much else.

Also: My computer can handle an 8x8 embark without slowing down much, but a 16x16 will crash the game when I try to leave the embark screen.

It's not your computer.

DF is a 32-bit program, which means it's limited to ~2 GB of memory usage. Larger embarks use more then 2 GB of memory so the program runs out of memory and crashes no matter how good your computer is.
Title: Re: Trivial findings
Post by: smeeprocket on November 30, 2014, 12:40:36 pm
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.
Title: Re: Trivial findings
Post by: Splint on November 30, 2014, 12:46:36 pm
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.

Hey now, them's fightin' words if you're implying DF ain't high end in its own way. Well, not really, but still :P
Title: Re: Trivial findings
Post by: BurnedToast on November 30, 2014, 12:46:54 pm
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.

If it's large address aware (and you're using a 64-bit OS) it can use up to 4GB. However, as far as I know, by default DF is not LAA (there was a mod that enabled it a while back, I have no clue if it's been kept updated or not)
Title: Re: Trivial findings
Post by: smeeprocket on November 30, 2014, 01:02:16 pm
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.

Hey now, them's fightin' words if you're implying DF ain't high end in its own way. Well, not really, but still :P

I would not have it any other way. All the complexity would go away if the graphics were upgraded. High end graphics would severely limit a wonderful game like DF.

Hmm, I would love to use that mod. I'll hunt around for it.
Title: Re: Trivial findings
Post by: taptap on November 30, 2014, 01:57:04 pm
Crowded tables used to generate only negative thoughts, but I just saw that a gem cutter who "enjoys the company of of others" became jolly after eating at a crowded table.

Thanks, this may be a breakthrough in marriage science.
Title: Re: Trivial findings
Post by: §k on December 01, 2014, 05:38:59 am
On the brestplate of caravan guard there is usually an image of the civilization's symbol.
Title: Re: Trivial findings
Post by: Splint on December 01, 2014, 06:15:30 am
On the breastplate of caravan guards there is usually an image of the civilization's symbol.

It's usually  on the armor of most invaders too. Once had one goblin civ that had a glass of juice for thier symbol (masterwork mod back in 34.11, hence the juice.)
Title: Re: Trivial findings
Post by: smeeprocket on December 01, 2014, 10:47:11 am
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.

If it's large address aware (and you're using a 64-bit OS) it can use up to 4GB. However, as far as I know, by default DF is not LAA (there was a mod that enabled it a while back, I have no clue if it's been kept updated or not)

I looked around, but couldn't find the mod, sadly. I use win 7 64-bit so I could really use access to that extra 2gb too. :(
Title: Re: Trivial findings
Post by: ptb_ptb on December 01, 2014, 11:01:58 am
Technically it isn't a mod.

http://www.techpowerup.com/forums/threads/large-address-aware.112556/
Title: Re: Trivial findings
Post by: smeeprocket on December 01, 2014, 01:00:04 pm
Technically it isn't a mod.

http://www.techpowerup.com/forums/threads/large-address-aware.112556/

thanks a ton for finding that. I am going to see if it has any effect on smaller embarks.
Title: Re: Trivial findings
Post by: taptap on December 03, 2014, 02:28:15 pm
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
Title: Re: Trivial findings
Post by: ptb_ptb on December 03, 2014, 02:46:23 pm
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)

Sounds a bit like this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1981).
Title: Re: Trivial findings
Post by: Naryar on December 03, 2014, 04:01:48 pm
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)

jesus trees mushrooms
Title: Re: Trivial findings
Post by: Meneth on December 03, 2014, 05:57:19 pm
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
How did you cut down a tree that was surrounded by water?
Title: Re: Trivial findings
Post by: smeeprocket on December 03, 2014, 05:58:38 pm
yea those trees look like they have a lot of wood, I would like to get in on that.
Title: Re: Trivial findings
Post by: §k on December 04, 2014, 03:33:39 am
cave blob leaves a trail of cave blob fluid when it swims.
Title: Re: Trivial findings
Post by: Thisfox on December 04, 2014, 03:46:25 am
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
How did you cut down a tree that was surrounded by water?

You could do it with a vampire woodcutter. And an axe.
Title: Re: Trivial findings
Post by: taptap on December 04, 2014, 04:13:45 am
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
How did you cut down a tree that was surrounded by water?

Sometimes you can assign tiles further above the tree and the whole tree collapses or it was adjacent trees, don't know. I was just clearcutting the caverns (never assigned anything within water) and probably assigned such a tile in the process. Then was surprised to see a large amount of logs in the lake and the moses tile. (All in 40.14)
Title: Re: Trivial findings
Post by: evictedSaint on December 04, 2014, 05:55:14 am
Apparently there's a small chance that a woodcutter can break his fucking legs while chopping a tree.
Title: Re: Trivial findings
Post by: Thisfox on December 04, 2014, 03:24:41 pm
Apparently there's a small chance that a woodcutter can break his fucking legs while chopping a tree.

I've had one break his head, and another her arm, so yeah, breaking legs seems likely too. Try to be careful not to assign anything other than the lowest part of the trunk for cutting: Usually that sort of thing involves a slope, and the dwarf trying to cut down the wrong bit of the tree.
Title: Re: Trivial findings
Post by: utunnels on December 04, 2014, 09:32:18 pm
Can you cut a tree from its middle section? I had lots of trees that grow in waters...
Title: Re: Trivial findings
Post by: Thisfox on December 05, 2014, 04:56:51 am
You can, but it is far more likely to lead to injury, or even death. Something.... goes wrong.... when you cut a tree from higher than the lowest point.
Title: Re: Trivial findings
Post by: Slogo on December 05, 2014, 11:58:59 am
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)

Sounds a bit like this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1981).

It sounds a bit different, I don't think it creates a void tile.

It almost seems like what's happening is that the water is asleep (this is why 7/7 pools don't impact FPS, they get marked as full and 'sleep' instead of constantly trying to spread out). When the tree is cutdown it doesn't register that the water should wake up so it never tries to flow and spread out.
Title: Re: Trivial findings
Post by: Badger Storm on December 05, 2014, 12:20:10 pm
I have an unmarried dwarf mom who's got no father listed for her son, and indeed no husband at all, living or dead.

Should I be on the lookout for a kid walking across the stream like it's nothing?
Title: Re: Trivial findings
Post by: Dwarf4Explosives on December 05, 2014, 12:52:29 pm
How old is your world?
Title: Re: Trivial findings
Post by: LMeire on December 05, 2014, 12:59:58 pm
A while ago I discovered that rivers keep flowing at 7/7 in world gen even if they physically shouldn't be able to, at least until you channel out the tiles of the riverbed. To test, I waited for it to all drain away, channeled various patterns into the waterfall sections plus a control; then I retired, let world-gen run for a bit while I went adventuring, and when I unretired the fort all the unchanneled tiles had filled up with water again. I also discovered that embarking on such rivers causes dwarves to lose their Armok-damned minds as they path directly into the flow and off the cliff even if there's a handy bridge they can cross.

Spoiler (click to show/hide)

Title: Re: Trivial findings
Post by: smeeprocket on December 05, 2014, 01:05:38 pm
you retired, adventured, and unretired and you didn't crash come first caravan? How? Two succession forts now for me have died because of that bug.
Title: Re: Trivial findings
Post by: LMeire on December 05, 2014, 01:14:54 pm
1) It was a long while ago, emotions hadn't even been implemented, so it's possible that bug didn't exist either.

2) I didn't wait for the caravan when it became apparent that the river was going to be murdering everyone that showed up as I already had several ghosts to deal with and little stone to slab them with, (One of them was violent and smacked the last miner off that ominous cliff.) the fort was purely for science.
Title: Re: Trivial findings
Post by: Z1000000m on December 05, 2014, 02:00:32 pm
I have an unmarried dwarf mom who's got no father listed for her son, and indeed no husband at all, living or dead.

Should I be on the lookout for a kid walking across the stream like it's nothing?
Maybe he is destined to bring the balance to the force
Title: Re: Trivial findings
Post by: Thisfox on December 05, 2014, 02:06:16 pm
Frankly I'd loose my mind too if I found a river like that.
Title: Re: Trivial findings
Post by: Badger Storm on December 05, 2014, 02:35:26 pm
How old is your world?

Pretty young, 150 years tops. 
Title: Re: Trivial findings
Post by: ptb_ptb on December 05, 2014, 04:09:01 pm
Frankly I'd loose my mind too if I found a river like that.

Technically, they are known as brooks (http://dwarffortresswiki.org/index.php/DF2014:Brook).
Title: Re: Trivial findings
Post by: taptap on December 05, 2014, 04:33:51 pm
Weasel corpse = instant legendary fighting skills. (Tried to reclaim a failed embark in evil biome, reclaim party got into fight with weasel corpse that did not finish for a month or more. When DF crashed, some dwarves had already reached legendary fighter and high master weapon skill.)
Title: Re: Trivial findings
Post by: pisskop on December 05, 2014, 04:51:58 pm
I've found out that the goblins arent using some of the weapons they could be, like giant axes, due to a bug.  I reduced the minsize of several 2h weapons from 62500 to 60000, the size of gobbos.  They are doing much better now . . .  Even keeping parity with their elven oppressors.

Seriously, for better goblins, give them the ability to use the very weapons they can make!

---

A side benefit is giving dwarves who are large enough the ability to use those weapons as well.
Title: Re: Trivial findings
Post by: Scorch on December 05, 2014, 08:50:22 pm
Apparently, Diagnostician trains insanely fast. I enabled the labor on my talented wound dresser/surgeon, and the guy went from no skill whatsoever to adept in one diagnosis operation.

And apparently, he's not done diagnosing the poor schmuck.
Title: Re: Trivial findings
Post by: Thisfox on December 05, 2014, 09:58:33 pm
Frankly I'd loose my mind too if I found a river like that.

Technically, they are known as brooks (http://dwarffortresswiki.org/index.php/DF2014:Brook).

...It appeared to be a river which flowed down at both ends... With no source of all that water.
Title: Re: Trivial findings
Post by: utunnels on December 05, 2014, 10:26:46 pm
Brooks have a solid surface.
I don't know if this is a bug, but indeed you can walk over them without wetting your feet.
Title: Re: Trivial findings
Post by: LMeire on December 05, 2014, 11:46:29 pm
It wasn't a brook, it was a "sourceless" river that drained on embark but refilled in the two weeks+ between embarks/adventures. That river murdered everyone that tried to cross it because they got the bright idea to wade through the flow and off the waterfalls instead of crossing the bridge I had constructed the second "real" try. The idiots got themselves washed off the edge every time I tried to embark on it before I gave up. They certainly got their feet wet, in any case.
Title: Re: Trivial findings
Post by: Thisfox on December 05, 2014, 11:49:25 pm
That's what I thought: Two waterfalls, no river source. Insanity causing.
Title: Re: Trivial findings
Post by: Foxite on December 06, 2014, 08:35:16 am
Apparently, Diagnostician trains insanely fast. I enabled the labor on my talented wound dresser/surgeon, and the guy went from no skill whatsoever to adept in one diagnosis operation.

And apparently, he's not done diagnosing the poor schmuck.
That's a bug. A serious one. One that clutters up the medical history list like nothing else can. It basically causes some dwarves to never lose the "Diagnosis request" flag and they will be diagnosed for eternity. This does indeed train diagnosticians incredibly fast though.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on December 06, 2014, 09:16:15 am
How old is your world?

Pretty young, 150 years tops.
Maybe her mother was pregnant upon worldgen?
Title: Re: Trivial findings
Post by: Z1000000m on December 06, 2014, 09:57:17 am
Apparently, Diagnostician trains insanely fast. I enabled the labor on my talented wound dresser/surgeon, and the guy went from no skill whatsoever to adept in one diagnosis operation.

And apparently, he's not done diagnosing the poor schmuck.
Its *yet another* bug with the healthcare, where the patient gets stuck in the diagnosis phase and will never get treated
Title: Re: Trivial findings
Post by: Staalo on December 07, 2014, 04:44:11 am
So... apparently dumping vermin is now possible, somehow.

I designated goblin captives to be stripped with the usual d-b-d and then undumped the containing cages. Moments later I saw one dwarf carry a dot representing a vermin to the garbage dump; I looked and yes, there was aa {flying squirrel} in the dump tile. It's still running around with the {}-squigglies marking it as "forbidden" somehow.

I can't repeat whatever just happened but interesting nevertheless.
Title: Re: Trivial findings
Post by: evictedSaint on December 07, 2014, 06:26:48 am
How old is your world?

Pretty young, 150 years tops.
Maybe her mother was pregnant upon worldgen?

Probably destined to be a demigod adventurer...
Title: Re: Trivial findings
Post by: Skullsploder on December 07, 2014, 12:10:41 pm
On a similar note to the weasel corpse, I present my trivial finding for the day:

Water buffalo bulls are TOUGH sons of bitches. I'm considering adding the [TRAINABLE] tag to them and training some war buffalo because holy crap.
I have a legendary marksdwarf in the first year; a water buffalo bull has been lying unconscious by the riverside for months now, and my hunter runs up to it, fires all his wooden bolts, and then runs back for more. It has a pulverised skull, but it's no worse than bruised anywhere else. Also, two dogs have been attacking it for three seasons. None of their attacks (hunter included) seem to do more than tear the fat.

Also interesting is that the dogs and the water buffalo are all now "enormous with gigantic muscles," compared to my other dogs which are mostly described as weak or fat, meaning that live training for your war animals could be a thing.
Title: Re: Trivial findings
Post by: Badger Storm on December 07, 2014, 05:16:00 pm
I really do need to get wimpier fortress guard - I was hoping you'd beat up the bad guys, not some innocent farmer who had jack shit to do with not making that one bracelet on time!

Anyway, findings:

The victim feels loathing after getting his ass whooped for no reason (and who wouldn't?)
The whooper of said ass felt zealous when it was clobberin' time.  (the word was the same color that interest is, if that means anything?)
The mayor is disgusted at the "criminal" not getting jail time, as if possibly being crippled for life wasn't bad enough.  And then she has the balls to send out another mandate!
Title: Re: Trivial findings
Post by: Aslandus on December 07, 2014, 06:05:24 pm
I really do need to get wimpier fortress guard - I was hoping you'd beat up the bad guys, not some innocent farmer who had jack shit to do with not making that one bracelet on time!

Anyway, findings:

The victim feels loathing after getting his ass whooped for no reason (and who wouldn't?)
The whooper of said ass felt zealous when it was clobberin' time.  (the word was the same color that interest is, if that means anything?)
The mayor is disgusted at the "criminal" not getting jail time, as if possibly being crippled for life wasn't bad enough.  And then she has the balls to send out another mandate!
Dwarven justice at its finest, of course what "bad guys" means is rather subjective...
Title: Re: Trivial findings
Post by: Thisfox on December 07, 2014, 06:41:35 pm
If you have justice tethers set up (I have rather cushy gold decorated ropes and chains set up for dwarven "criminals", complete with beds, and a private well) then they feel guilty about what they did.... Even if they're not the dorf who should have been in control of making coffins for the mandate. Interesting your farmer didn't feel guilty.
Title: Re: Trivial findings
Post by: Slogo on December 07, 2014, 11:10:40 pm
On a similar note to the weasel corpse, I present my trivial finding for the day:

Water buffalo bulls are TOUGH sons of bitches. I'm considering adding the [TRAINABLE] tag to them and training some war buffalo because holy crap.
I have a legendary marksdwarf in the first year; a water buffalo bull has been lying unconscious by the riverside for months now, and my hunter runs up to it, fires all his wooden bolts, and then runs back for more. It has a pulverised skull, but it's no worse than bruised anywhere else. Also, two dogs have been attacking it for three seasons. None of their attacks (hunter included) seem to do more than tear the fat.

Also interesting is that the dogs and the water buffalo are all now "enormous with gigantic muscles," compared to my other dogs which are mostly described as weak or fat, meaning that live training for your war animals could be a thing.

You should see undead water buffaloes. They can gore through iron armor and can gore someone so hard they get knocked back tiles while having their head collapse and still quick enough to do it to someone else with their other horn at almost the same time. They're also occasionally big enough to break draw bridges.

Or as I currently have an undead water buffalo wielding a two handed sword with its rear leg.
Title: Re: Trivial findings
Post by: Skullsploder on December 07, 2014, 11:41:50 pm
I haven't had to deal with undead water buffalo, because I butchered mine immediately on the last reanimating embark I did, but unfortunately my butcher had to deal with a reanimated water buffalo skin before he could get behind the cage traps. There was a lot of blood.
Title: Re: Trivial findings
Post by: Badger Storm on December 08, 2014, 06:51:09 pm
And that, ladies and gents, is why I don't really want to embark in evil biomes.  The dead-animal-parts industry is too important to my playstyle.

Also, I think that maybe floodgates might be useful in saving FPS?  I was having curiously good FPS and realized I hadn't opened them up.  Opened two of them...bam, at least 20-30 FPS lost.
Title: Re: Trivial findings
Post by: Splint on December 08, 2014, 08:29:34 pm
Smoke inhalation is a thing. I recently lost a dragon (admittedly in Masterwork, where they require sleep,) to the smoke caused by the burning trees around her. She was otherwise uninjured save a bruise on her tail and upper left leg, and wiped out an ambush that interrupted her nap time. After they were all dead, she went to sleep and promptly choked to death next to a smoke-billowing cedar.
Title: Re: Trivial findings
Post by: Skullsploder on December 08, 2014, 11:33:10 pm
Smoke inhalation is a thing.

Must. Weaponize. Just think: A whole new type of trap is within our grasp.
Title: Re: Trivial findings
Post by: Vilkku92 on December 09, 2014, 08:53:57 am
Smoke inhalation is a thing.

Must. Weaponize. Just think: A whole new type of trap is within our grasp.

Chemical warfare? Awesome.

Might want to restrict it's use in eugenics programs though. ;D
Title: Re: Trivial findings
Post by: Splint on December 09, 2014, 09:01:41 am
Smoke inhalation is a thing.

Must. Weaponize. Just think: A whole new type of trap is within our grasp.

The problem is that the smoke needs a constant source that takes a long time to be destroyed by the heat and the unit needs to be unable to path out (surrounded by tons of smoke and obstructions like ponds or a river,) or unconscious and ina spot where the smoke won't give them an instant of breathing room. Eventually they become winded, and then expire.
Title: Re: Trivial findings
Post by: Badger Storm on December 09, 2014, 03:42:19 pm
I just got a titan that lives in an evil biome.  It has a few differences from regular titans.  For one, instead of describing its demeanor, it says it "undulates rhythmically" the way it would for a forgotten beast or demon.  Second, it's associated with treachery, the way good-biome titans are identified with stuff like peace or charity (speak of the devil, I've got a hill titan in the Joyous Wilds biome I'm eyeing.  Hopefully I'll be able to not bother it.)  In a sense, it's presented almost like a FB that walks the surface.

Also saw more dwarves that were jolly from eating at a crowded table.
Title: Re: Trivial findings
Post by: taptap on December 09, 2014, 04:50:13 pm
Also saw more dwarves that were jolly from eating at a crowded table.

Which version? Doesn't happen in my fort (rearranged tables to enforce sharing), ppl just are annoyed by it.
Title: Re: Trivial findings
Post by: Badger Storm on December 09, 2014, 05:30:50 pm
This is 40.19.  I'm pretty sure it has to do with personality.

My blacksmith "has a tendency toward forming deep emotional bonds with others" and "enjoys the company of others".

My other blacksmith also enjoys the company of others, as does the gemcutter in whom this was first observed.

Pick out your more gregarious dwarves and keep an eye on them.
Title: Re: Trivial findings
Post by: utunnels on December 10, 2014, 12:13:30 am
I noticed a bed can hold more than one dwarves.
I saw in 40.13 a mother and her child(not baby) sharing a bed.

Or perhaps it was a baby who happened to become a child at that time?
Title: Re: Trivial findings
Post by: Splint on December 10, 2014, 12:45:50 am
I noticed a bed can hold more than one dwarves.
I saw in 40.13 a mother and her child(not baby) sharing a bed.

Or perhaps it was a baby who happened to become a child at that time?

Kids without their own rooms will bunk with their parents. Dunno if they prefer to sleep in a dormitory or not since I rarely have one, or if it's a matter of convenience, or what.
Title: Re: Trivial findings
Post by: utunnels on December 10, 2014, 12:49:44 am
Yeah, they do.
But I thought a dorf would always find an empty bed to sleep in, even if they shared room with another.
Title: Re: Trivial findings
Post by: wierd on December 10, 2014, 12:51:59 am
Spouses and children will all share a single bed.  Children prefer their own rooms though. Given half the chance, they will claim an empty bedroom and sleep there instead.
Title: Re: Trivial findings
Post by: escondida on December 10, 2014, 12:12:51 pm
I just got a titan that lives in an evil biome.  It has a few differences from regular titans.  For one, instead of describing its demeanor, it says it "undulates rhythmically" the way it would for a forgotten beast or demon.  Second, it's associated with treachery, the way good-biome titans are identified with stuff like peace or charity (speak of the devil, I've got a hill titan in the Joyous Wilds biome I'm eyeing.  Hopefully I'll be able to not bother it.)  In a sense, it's presented almost like a FB that walks the surface.

Titans are just surface-dwelling forgotten beasts. Associations don't really mean anything here--it's basically just local superstition.
Title: Re: Trivial findings
Post by: smeeprocket on December 10, 2014, 12:16:37 pm
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?
Title: Re: Trivial findings
Post by: LMeire on December 10, 2014, 01:01:58 pm
Smoke inhalation is a thing.

Must. Weaponize. Just think: A whole new type of trap is within our grasp.

I've doing this for a while, it's the main reason I bothered with carpenters pre-.40. Easiest method I've worked out:

Get a flammable artifact and have it dumped/placed at the bottom of a hole. One z-level above that, place a magma-safe floorhatch, link it to a lever with magma-safe mechanisms (Technically, is doesn't really have to be magma safe if there's little chance of it touching magma, but since you only get one shot to correctly build this it's better safe than sorry.). Above that, place a floorgrate, this should be the "groundlevel" that invaders find themselves dying in. Douse the artifact in magma, it is now on fire forever. The smoke from this trap is only dangerous for as long as the floorhatch is open, closing it clears the smoke and lets dwarves safely path through and collect loot as normal. (Make sure to only turn it on while enemies are already in the effect range, creatures refuse to path through smoke no matter how stupid/desperate they are.)
Title: Re: Trivial findings
Post by: Aslandus on December 10, 2014, 01:39:06 pm
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?
Peace and kindness through overwhelming power
Title: Re: Trivial findings
Post by: Dwarf4Explosives on December 10, 2014, 05:34:04 pm
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?
Peace and kindness through overwhelming power superior firepower.
Ftfy.
Title: Re: Trivial findings
Post by: Naryar on December 10, 2014, 05:46:52 pm
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?
It's not sentient. It doesn't realize that.

see : http://warhammer40k.wikia.com/wiki/Beast_of_Nurgle

Meanwhile, Armok laughs his face off due to the irony.
Title: Re: Trivial findings
Post by: Aslandus on December 10, 2014, 06:17:25 pm
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?
Peace and kindness through overwhelming power superior firepower.
Ftfy.
I'm aware of the idiom, but it didn't seem directly applicable without alteration...
Title: Re: Trivial findings
Post by: Dwarf4Explosives on December 11, 2014, 12:52:31 am
Fire-breath is the answer.
Title: Re: Trivial findings
Post by: utunnels on December 14, 2014, 06:32:31 am
Well I notice human caravans sell picks, but they are twice as expensive as those from dwarven caravans.
 :o
Title: Re: Trivial findings
Post by: Badger Storm on December 14, 2014, 01:58:00 pm
I just got in a kid who had only a father.  Parthenogenesis: not just for women anymore!
Title: Re: Trivial findings
Post by: Larix on December 14, 2014, 03:11:35 pm
Well I notice human caravans sell picks, but they are twice as expensive as those from dwarven caravans.
 :o

Humans rate _all_ weapons at double price(x). Weapon exports promise quick profits when dealing with humans (but do you really want to arm the human civ?).

(x) weapons, not trap components.
Title: Re: Trivial findings
Post by: Thisfox on December 14, 2014, 05:05:31 pm
I just got in a kid who had only a father.  Parthenogenesis: not just for women anymore!

....I knew wereskinks wouldn't stop at killing....
Title: Re: Trivial findings
Post by: utunnels on December 18, 2014, 11:50:45 pm
I noticed three dorfs can spar together.

The broker + another axedwarf vs The militia commander
Title: Re: Trivial findings
Post by: Pencil_Art on December 19, 2014, 12:47:31 am
Dwarves can walk on water. Don't ask me how!
Title: Re: Trivial findings
Post by: utunnels on December 19, 2014, 01:10:41 am
Dwarves can walk on water. Don't ask me how!

If you mean brooks, then it is normal. Because brooks have a solid surface.
Title: Re: Trivial findings
Post by: Aslandus on December 19, 2014, 11:34:41 am
Dwarves can walk on water. Don't ask me how!

If you mean brooks, then it is normal. Because brooks have a solid surface.
No I've noticed it too, a dwarf or animal can run across a river if it's not too wide, though it probably only works if the water is a z-level below (more like jumping the river than sprinting across the surface)
Title: Re: Trivial findings
Post by: Skullsploder on December 19, 2014, 01:17:29 pm
I have found that dwarves submerged in 6/6 water will not drown, provided they have been frightened into climbing the wall. This was discovered when an exploratory upward shaft to find maximum height of a lava tube I discovered when I punched into the magma sea came up through the bottom of a cavern lake. I went crazy trying to block off the lower fort from the flood while simultaneously trying to save the legendary miner, and what ended up happening was that his escape tunnel came out right in front of a giant olm, he panicked and dived head first into the water, and then spent the next season scrambling along the (sheer) walls of the lake, below the waterline. Because of the hole in the lake floor the water level was consistently 5-6/7, and at no time did the miner (while under 6/7 water!) display the "drowning" status in his health screen.
Title: Re: Trivial findings
Post by: utunnels on December 19, 2014, 11:26:16 pm
Dwarves can walk on water. Don't ask me how!

If you mean brooks, then it is normal. Because brooks have a solid surface.
No I've noticed it too, a dwarf or animal can run across a river if it's not too wide, though it probably only works if the water is a z-level below (more like jumping the river than sprinting across the surface)
If you "k" the river you'll find there's a downward slope along the bank. It looks like water which is 1-z level below.
Maybe that makes the river narrower than it appears to be so they can jump across it?
Title: Re: Trivial findings
Post by: Thisfox on December 20, 2014, 03:38:08 am
Because of the hole in the lake floor the water level was consistently 5-6/7, and at no time did the miner (while under 6/7 water!) display the "drowning" status in his health screen.

Perhaps he wasn't drowning because he was swimming?
Title: Re: Trivial findings
Post by: The Bard on December 20, 2014, 04:51:02 am
I've watched wild boars hurdling streams. It seems that if they want to path somewhere, they will path there.

I've also seen a dog chasing a giraffe fail to make the jump and plunge into the water.
Title: Re: Trivial findings
Post by: Sutremaine on December 20, 2014, 09:02:27 pm
Dwarves don't drown in 6/7 water anyway. It's a useful way to force-train Swimming without them starving if you forget about them. You fill a small rampless pool with a mixture of 6/7 and 7/7 water, and drop them in. The 6/7 tiles allow them to breathe, and the 7/7 tiles allow them to eventually escape. They can't get out at all until they hit Novice level, iirc.
Title: Re: Trivial findings
Post by: pisskop on December 20, 2014, 09:13:32 pm
Dwarves don't drown in 6/7 water anyway. It's a useful way to force-train Swimming without them starving if you forget about them. You fill a small rampless pool with a mixture of 6/7 and 7/7 water, and drop them in. The 6/7 tiles allow them to breathe, and the 7/7 tiles allow them to eventually escape. They can't get out at all until they hit Novice level, iirc.
It would arguably be safer, if not more work to set up, to drop them into a 3/7 - 4/7 pool.  You could do it with buckets or hook it up to a pressure plate.

But yea, the odds of them getting out prematurely are slim.  Its like adventurer mode, where they alternate between flailing about and moving slowly.  Remember 20 tiles to path out or they wont even try.
Title: Re: Trivial findings
Post by: bananaman on December 21, 2014, 01:11:42 pm
One of my dwarves made a + roast [4]+:
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)

He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!
Title: Re: Trivial findings
Post by: Aslandus on December 21, 2014, 01:54:07 pm
One of my dwarves made a + roast [4]+:
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)

He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!
Delicious kenaf seeds and nothingness
Title: Re: Trivial findings
Post by: Sutremaine on December 21, 2014, 02:09:57 pm
It would arguably be safer, if not more work to set up, to drop them into a 3/7 - 4/7 pool.  You could do it with buckets or hook it up to a pressure plate.

But yea, the odds of them getting out prematurely are slim.  Its like adventurer mode, where they alternate between flailing about and moving slowly.  Remember 20 tiles to path out or they wont even try.
20 tiles to path out?

Oh, and I forgot about climbing. The vast majority of my .40 experience is with Adventurer Mode.
Title: Re: Trivial findings
Post by: Larix on December 21, 2014, 05:15:16 pm
One of my dwarves made a + roast [4]+:
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)

He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!

I think there are some not properly implemented plant seeds (or leaves?) that simply have no name. I've on occasion seen " " in my kitchen screens which could be set to cook and resulted in "roast".
Title: Re: Trivial findings
Post by: Badger Storm on December 21, 2014, 08:50:16 pm
I have had an IMMENSE climb in the number of immigrant brats I get.  I can only guess it's from among the following things:

-pure chance
-somehow messed with something in the raws, despite not even touching the raws for dwarves
-settling on a one-huge-landmass map instead of one with two or more split-up landmasses

Send help.  And by "help," I mean "goblin snatchers and hungry dingoes".
Title: Re: Trivial findings
Post by: pisskop on December 22, 2014, 06:57:23 pm
You can target critters in cages with interactions.  hunh
Title: Re: Trivial findings
Post by: pisskop on December 23, 2014, 02:59:41 pm
I was looking for that 'selling dwarves' thread but I now suspect it got nuked . . .

You can sell zombies that were considered tame.  I dont know if that applies to full zombies or animals, or the conditions of their death/undeath, but the hair is in a cage in the depot, and will get sold by me.
(http://i.imgur.com/2YZDRVZ.png)
Title: Re: Trivial findings
Post by: Aslandus on December 23, 2014, 03:55:00 pm
I was looking for that 'selling dwarves' thread but I now suspect it got nuked . . .

You can sell zombies that were considered tame.  I dont know if that applies to full zombies or animals, or the conditions of their death/undeath, but the hair is in a cage in the depot, and will get sold by me.
(http://i.imgur.com/2YZDRVZ.png)
Training dummies are hard to come by, especially nigh invincible ones that can take an infinite number of bolts and can't hurt newbie soldiers
Title: Re: Trivial findings
Post by: pisskop on December 23, 2014, 03:56:02 pm
But they sell for full price :)  You butcher the critter, cook the meat, cage it in a wooden/cheap cage and sell it!
Also if you can make one you should ba able to make more.
Title: Re: Trivial findings
Post by: Djinternet on December 23, 2014, 07:03:12 pm
I've got a nice military. Legendary in most combat skills, nearly full adamantine armor, all superior or masterwork quality. Lately nothing's been attacking me, so they've been enjoying civilian life. I've got a surplus of bars and am constantly getting strange moods, so I assigned armorsmithing duties to a couple soldiers in hopes of getting some artifact adamantine armor next mood. Now, keep in mind they had no metalsmithing skill. They were, however, grand master armor users. Both times, their first piece of armor was masterwork. At Dabbing skill, a frigging masterwork. After that they made the usual low quality crap.

Not sure if this actually means anything or is just an odd coincidence.
Title: Re: Trivial findings
Post by: Arx on December 24, 2014, 09:59:40 am
Eyes have tears coating them now. Was that always a thing?
Title: Re: Trivial findings
Post by: pisskop on December 24, 2014, 10:11:15 am
Eyes have tears coating them now. Was that always a thing?
Only when the critter is upset.  Its actually supposed to represent emotional trauma.  Or physical, but then again . . .
Title: Re: Trivial findings
Post by: Arx on December 24, 2014, 10:15:50 am
Huh. I checked their status when I saw the tears, but they didn't seem particularly unhappy at the time. Mostly fond and satisfied.
Title: Re: Trivial findings
Post by: pisskop on December 24, 2014, 10:17:45 am
In early versions of this, the critter would get upset about death and never unwind.  Leading to eventual suicide.  Even and especially in adventurer companions.

Its part of the emotional overhaul, and hopefully gets perfected.
Title: Re: Trivial findings
Post by: Arx on December 24, 2014, 10:19:02 am
I think they were annoyed about the rain too, so that's probably it.

It's irritating that your dwarves can start out grouchy if it's raining when you arrive. Quite a rocky start to a nice camping trip.
Title: Re: Trivial findings
Post by: pisskop on December 24, 2014, 11:28:22 am
In my own worlds, I found that brook tiles (the ones above the brooks) move around water.  I had a waterfall-brook, and sensibly dammed the half I didn't need for my frames.  The bottom half drained of the map, and there are leftover 1/7 water tiles remaining, getting shuffled around by the brook tiles.  Im considering removing them or putting roads or floor over them, to see if that stops the effect.
Title: Re: Trivial findings
Post by: LMeire on December 26, 2014, 04:09:05 am
In my own worlds, I found that brook tiles (the ones above the brooks) move around water.  I had a waterfall-brook, and sensibly dammed the half I didn't need for my frames.  The bottom half drained of the map, and there are leftover 1/7 water tiles remaining, getting shuffled around by the brook tiles.  Im considering removing them or putting roads or floor over them, to see if that stops the effect.

I wonder if this would work on magma too, like if one managed to isolate a brook section and replace all the water. Could be a reliable way to control when ice thaws out in freezing climates.

...I'mma try it.
Title: Re: Trivial findings
Post by: utunnels on December 26, 2014, 09:40:51 am
I was looking for that 'selling dwarves' thread but I now suspect it got nuked . . .

You can sell zombies that were considered tame.  I dont know if that applies to full zombies or animals, or the conditions of their death/undeath, but the hair is in a cage in the depot, and will get sold by me.
(http://i.imgur.com/2YZDRVZ.png)
Training dummies are hard to come by, especially nigh invincible ones that can take an infinite number of bolts and can't hurt newbie soldiers

Just tried in a fortress game. A donkey zombie is as expensive as a real donkey.

Merchant: Hmmm, the donkey looks a bit odd.
Broker: He's a good donkey. He just has a bad temper (it's true).

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: utunnels on December 28, 2014, 08:47:51 am
While hauling a rotten corpse, it is possible that the corpse changes into a skeleton. This will cause job cancellation since it is not the same item anymore.
Title: Re: Trivial findings
Post by: Badger Storm on January 04, 2015, 07:07:10 pm
I've found a few things:

- You can get masterwork items from the caravan, but it's incredibly rare - I just saw this after about 3 months of near-daily play.

- The Animal Caretaker may have a use after all!  I kept seeing one with the give food/water labors on, and thought "that's odd, I don't think anybody is hurt or imprisoned".  I followed them, and they seemed to be bringing food and water to either a caged yak or a giant wild boar (both were in the same tile).
Title: Re: Trivial findings
Post by: Splint on January 04, 2015, 08:59:35 pm
Sensory nerve damage appear to not be debilitating anymore. WHile this was in adventure mode, where I suffered sensory nerve damage to my leg, I didn't need a crutch after the wound had healed. This leads me to believe such injuries are no longer lumped together with motor nerves in either mode.
Title: Re: Trivial findings
Post by: Loyal on January 04, 2015, 11:52:03 pm
Apparently dwarves who are "put off by authority and tradition" actually get an unhappy thought if they talk to nobles. That's... potentially troublesome.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on January 05, 2015, 04:51:10 am
In that case, here's hoping that a future update makes it possible to declare yourself a republic or something.
Title: Re: Trivial findings
Post by: Aslandus on January 05, 2015, 04:37:55 pm
Apparently dwarves who are "put off by authority and tradition" actually get an unhappy thought if they talk to nobles. That's... potentially troublesome.
"Aw damn, the man just told me to calm down, who does he think he is?"
"The mayor? The guy who's job it is to make sure nobody goes berserk?"
"Man, fuck that"
*Urist McAnarchist has gone berserk*
Title: Re: Trivial findings
Post by: Splint on January 05, 2015, 08:26:31 pm
Apparently dwarves who are "put off by authority and tradition" actually get an unhappy thought if they talk to nobles. That's... potentially troublesome.
"Aw damn, the man just told me to calm down, who does he think he is?"
"The mayor? The guy who's job it is to make sure nobody goes berserk?"
"Man, fuck that"
*Urist McAnarchist has gone berserk*

Think by nobels the game means barons and such. The Mayor's an elected official, not nobility.
Title: Re: Trivial findings
Post by: Loyal on January 05, 2015, 08:39:09 pm
Nope. The person with the unhappy thought was a child in the first migrant wave, who passed by the expedition leader. About as low a noble as they come. The description was something to the effect of "was annoyed to be forced to speak to a pillar of society."

Granted, it's possible that they're just really annoyed at talking to one of the Starting Seven, but that seems excessively arbitrary.
Title: Re: Trivial findings
Post by: Splint on January 05, 2015, 08:42:25 pm
That... That is different. Usually my dwarves who dislike tradition just get bent out of shape because they had to talk to the baron, duke, or whatever. Maybe now it looks at them as either nobles (for the put off by tradition thing,) or authority figures in general outside the military (put off by authority/) Or maybe them too?

I feel this needs some sciencing, but I'm pretty sure at least the militia isn't counted. Can't speak for the Fortress Guard though.
Title: Re: Trivial findings
Post by: pisskop on January 06, 2015, 12:27:33 am
No, its been a thing for as long as Ive played that dwarves with extreme 'tradition' values get either positive or negative feelings about talking to anyone on the 'n' screen.

Just like dwarves with extreme values for altruism get positive or negative thoughts for giving food or drink or rescuing sombody.

EDIT:  dont think militia captains count, but the commander does.
Title: Re: Trivial findings
Post by: Badger Storm on January 06, 2015, 07:34:29 am
So you know how fliers sometimes get stuck in the air?  Well, I've noticed that sometimes, two of them will get stuck together.

When I checked, so far these two have been invariably one male and one female.

When I looked at gui/gm-editor on DFHack for the first time, both the females had a pregnancy timer counting down.

The best part?  The creatures that are "stuck" together are canine.  If you'll excuse me, I'll be over here tittering madly.
Title: Re: Trivial findings
Post by: Elf Lover on January 06, 2015, 08:03:53 am
(http://puu.sh/e986j/cd8a61a0f3.png)

Yup, thanks for that.
Title: Re: Trivial findings
Post by: ptb_ptb on January 07, 2015, 04:25:40 am
It is possible to remove the brook surface from the edge map tiles.
1. Build a floor over them.
2. Deconstruct floor.
3. Cause a cave in over them.
Title: Re: Trivial findings
Post by: Magnumcannon on January 07, 2015, 06:22:39 am
(http://puu.sh/e986j/cd8a61a0f3.png)

Yup, thanks for that.
This asked to be sigged.
Title: Re: Trivial findings
Post by: Thisfox on January 07, 2015, 03:16:18 pm
I agree, it's a good one for a sig.

You can make that quote into a link, if you want it to be a link, by making it say:
"quote author=Elf Lover link=topic=145317.msg5931675#msg5931675 date=1420549433"
instead of just quote.
That said, it does take up more character space. But it leads to less people wondering what an earth it's about.

 It's interesting to know that magma crabs come in male and female. I wonder if it's possible to domesticate and farm them just like any other animal.
Title: Re: Trivial findings
Post by: Splint on January 07, 2015, 03:19:04 pm
If they have any variation of the [TRAINABLE] tag they can be tamed if I'm not mistaken.
Title: Re: Trivial findings
Post by: xub313 on January 07, 2015, 07:50:27 pm
If a dwarf values family and has a bunch of family members in the fort, they will get happy thoughts.     :)
Title: Re: Trivial findings
Post by: Oriolous on January 07, 2015, 10:25:34 pm
Does anyone know if soil walls will lace water with mud?
Title: Re: Trivial findings
Post by: ptb_ptb on January 07, 2015, 10:29:17 pm
Does anyone know if soil walls will lace water with mud?
I don't think so.

Oh, and a trivial findings. If you empty a murky pool completely then put clean water back in it does not turn it stagnant. As it still fills up from rain this could be handy in temperate climes with no river.
Title: Re: Trivial findings
Post by: ptb_ptb on January 09, 2015, 09:02:44 am
Ooooh! I've got an extra trivial and weird finding for all of you today!

I think it would be more fun to tell you how to replicate it, though.

Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.

Guess what happens? :D
Title: Re: Trivial findings
Post by: Magnumcannon on January 09, 2015, 09:16:36 am
Ooooh! I've got an extra trivial and weird finding for all of you today!

I think it would be more fun to tell you how to replicate it, though.

Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.

Guess what happens? :D
magma?
Title: Re: Trivial findings
Post by: ptb_ptb on January 09, 2015, 09:20:37 am
magma?

You always guess magma.  >:(

Well, if people have read this far down I'll give it away:

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Staalo on January 10, 2015, 05:52:53 am
An invading hydra transformed from a "Guest" status to "Current Resident" when tamed and then let to revert to wild state. I guess it started to regard the fortress as its lair.
Title: Re: Trivial findings
Post by: pisskop on January 10, 2015, 09:53:53 am
A wild Hydra appears!
   You send out Cage Trap!
Go!  Cage Trap!
  Cage Trap uses Spring!
Its ineffective!
 Hydra uses LULZ!
CageTrap has died fainted!
  You send out Militia A!
Your foes got redundent parts, Militia A!  Go for
the heart!
  Militia A is loafing about!
Title: Re: Trivial findings
Post by: Urist McVoyager on January 10, 2015, 10:24:44 pm
Not so trivial but still a finding: There is a Personality token you can add to creatures to make them more likely to think in different ways. I don't know if anyone else has posted about it, but to those who want your people to be more likely to fall in love, there's a LOVE_PROPENSITY argument you can use to hike up the chances of it happening. I've been building a family oriented species, and I've been plumbing the depths of the 2014 version wiki looking for the new things I can do.
Title: Re: Trivial findings
Post by: Splint on January 11, 2015, 03:07:50 am
Children and pets in the vicinity of soldiers will still interact with them, providing a steady stream of one or two good thoughts depending on if they're a parent and have a pet or just one of the two. This can potentially lead to the soldiers befriending the children. This leads me to believe soldiers training in meeting areas will be able to make friends and possibly get a family as well.

Pet animals that are war trainable can be trained and allowed to be adopted normally by setting them for training while putting them up for adoption.

Also mothers (and possibly fathers as well to a lesser extent,) in the militia still inadvertently put thier kids in harms way because the children will follow one of thier parents around - usually the mother, but I've also seen them follow daddy dearest around on rare occasions - including onto the battlefield.
Title: Re: Trivial findings
Post by: ptb_ptb on January 11, 2015, 11:57:24 am
1x1 embark + untamed wilds + cage traps = crap ton of meat.

:P
Title: Re: Trivial findings
Post by: Urist McVoyager on January 11, 2015, 12:58:43 pm
I will remember that. My people are carnivores and based around hunting and family. It'd do well for a Natural Growth settlement to have such a place.
Title: Re: Trivial findings
Post by: Sadrice on January 11, 2015, 11:53:53 pm
One of my dwarves made a + roast [4]+:
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)

He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!
This is a pretty common problem, but thankfully clever stockpile management can fix it.  Provide 4 1x1 stockpiles, with different food types enabled at each, and barrels disallowed so there can only be one stack of food at each stockpile,  Link these piles to give to the kitchen, and take from the main food stockpile.  When he tries to make a meal, he only has 4 ingredients to choose from, all different.  This can be used to force the creation of very specific meals.

Unfortunately, you need some extremely prompt hauling to refill the feeder stockpiles before the chef wants more ingredients, if he's any good, so if you leave cooking on repeat you will get cancellations.  You could make sure that there are dedicated food haulers on hand, burrowed so they will be close by, but that's kinda a pain.

You can also make a larger number of small stockpiles, since there are more than 4 ingredient types, or use 1x2 and 1x3 stockpiles if you don't mind a few duplicate ingredients making their way in occasionally.
Title: Re: Trivial findings
Post by: Chaoseed on January 12, 2015, 04:43:34 am
One of my dwarves gave birth, so on a whim I checked the baby's "thoughts and preferences". It's actually just as complete as you would expect, from "casual worshiper of Osram Silverygold" to "she prefers to consume whip wine, she absolutely detests snails" to "she dreams of raising a family".

But there was one line that amused me:

"She was born today, which makes her very young indeed."
Title: Re: Trivial findings
Post by: Badger Storm on January 12, 2015, 08:41:28 am
Animal deities can come in rotting and skeletal varieties as well.  Recently got a rotting octopus goddess.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on January 12, 2015, 11:14:16 am
Ooooh! I've got an extra trivial and weird finding for all of you today!

I think it would be more fun to tell you how to replicate it, though.

Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.

Guess what happens? :D
You know, maybe this could be used for player-activated cave-in traps. Remove the stockpile, and the floor collapses if you've mined out the area below it.
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 11:39:34 am
You know, maybe this could be used for player-activated cave-in traps. Remove the stockpile, and the floor collapses if you've mined out the area below it.

It doesn't actually work like that (as far as I can tell).

Thinking about it, it's a bit similar to a bug you can use to expose the HFS area and wake the clowns, without actually inviting them to your party.
Title: Re: Trivial findings
Post by: Slogo on January 12, 2015, 11:50:58 am
Ooooh! I've got an extra trivial and weird finding for all of you today!

I think it would be more fun to tell you how to replicate it, though.

Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.

Guess what happens? :D

There's other unique construction quirks you can take advantage of.

Just for example:

Constructing an upramp doesn't clear the tile above meaning you can dig up at a later time. One example would be placing a bridge over the constructed ramp, digging up, then raising the bridge to seal the gap. Effectively letting you dig up and instantly seal the gap.

You can place a constructed downstairs over a floor tile and it becomes a valid staircase/way down (if there's upstairs below). You can then remove the construction and the natural floor will still be there.
Title: Re: Trivial findings
Post by: Magnumcannon on January 12, 2015, 12:19:12 pm
A bugbat went to my dinning room and became "overcome by terror"
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 12:21:56 pm
A bugbat went to my dinning room and became "overcome by terror"
Looks like you were it's ...

(http://img.gawkerassets.com/img/17hy5jiyj6e9djpg/original.jpg)

... bug bear.
Title: Re: Trivial findings
Post by: Magistrum on January 12, 2015, 01:45:06 pm
Sweet reply.
Have I mentioned how much I love this forums?
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 02:45:57 pm
Oh I've got a cool trivial finding for Forgotten Beasts.

   Giant Tiger
=H=A=T=C=H
Forgotten Beast

If a giant tiger is standing on top of a hatch, the forgotten beast under it can't push it open. (Hatch is not forbidden or controlled by mechanism).
Title: Re: Trivial findings
Post by: Magnumcannon on January 12, 2015, 02:48:34 pm
Does this work with normal tigers?  ???
Title: Re: Trivial findings
Post by: pisskop on January 12, 2015, 02:49:29 pm
Are you sure they're not just trying to either destroy the hatch or attack the tiger through the hatch?
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 02:51:43 pm
Are you sure they're not just trying to either destroy the hatch or attack the tiger through the hatch?
Well, if they are trying - but unable to - attack then that's just as good.  I don't think it is possible to destroy hatches from below, unless there is an alternative route to above the hatch.

Of course, the FB could just have been lazy.

I welcome science to test this matter in detail. ;)
Title: Re: Trivial findings
Post by: Splint on January 12, 2015, 02:54:51 pm
I can confirm hatches can be destroyed from below, but FBs often don't beeline for them like they would a door or chest.
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 02:56:47 pm
I can confirm hatches can be destroyed from below
With or without potential access via a different route?

FBs often don't beeline for them like they would a door or chest.

I wish this FB _would_ beeline for a door. I've got a trap waiting for it, but it seems the type to move fairly randomly and only attack or destroy things nearby.
Title: Re: Trivial findings
Post by: Splint on January 12, 2015, 03:01:00 pm
I can confirm hatches can be destroyed from below
With or without potential access via a different route?

In the cases it happened, there was no access for the FB except through the locked hatch. Any other routes were either gate-locked, bricked, or nonexistent. However, it does take them much longer than it would something it was on the same Z for (I had a giant crab FB banging on the underside of a wooden hatch for the better part of a season before it started to show any wear.)
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 03:06:15 pm
Ah, you're right - it does like to destroy hatches from below.
Title: Re: Trivial findings
Post by: ptb_ptb on January 12, 2015, 03:57:24 pm
I've found a new danger for those who dig deep. The magma sea next to a volcano (possibly all magma seas?) sometimes goes *BLOOP*.

You all know how magma/lava flow works, right? If not - read up. :P

Magma should not flow up into stair-wells or holes unless it is pressurised. So you can dig out an up/down stairway to the magma sea that exits lower than the top of the magma sea without it instantly flooding.

HOWEVER sometimes there will be a brief 'pressurisation' moment during which the magma level will shoot up the stairway several layers, even overshooting the top level of the magma sea. Afterwards it will settle back down to the same level as the top of the magma sea - but you will have lost a level or two of staircase.

My personal theory is that when an object (e.g. an unwary dwarf dodging a dingo) falls into the volcano it briefly upsets the delicate balance.
Title: Re: Trivial findings
Post by: Sutremaine on January 12, 2015, 05:42:34 pm
That happens around magma pipes. It's not just the irregular circle of the pipe that generates magma spurts, it's the entire 48x48 embark tile that the pipe is located in.
Title: Re: Trivial findings
Post by: ptb_ptb on January 13, 2015, 12:03:19 am
That happens around magma pipes. It's not just the irregular circle of the pipe that generates magma spurts, it's the entire 48x48 embark tile that the pipe is located in.

Hmm, could be related to
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7632
and
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8730
do you think?
Title: Re: Trivial findings
Post by: Badger Storm on January 13, 2015, 08:50:39 am
The only plants that you can grow in deserts are ones that grow in both temperate and tropical climates: strawberries, potatoes, rye, and so forth.
Title: Re: Trivial findings
Post by: ptb_ptb on January 13, 2015, 03:53:21 pm
It is possible to have a floor of open space.

Step 1. Construct an up/down stairway.
Step 2. Construct a down stairway on top.
Step 3. Flood the up/down stairway with water.
Step 4. Pour a little lava on top.
Step 5. Deconstruct the down stairway after the lava evaporates.
Title: Re: Trivial findings
Post by: Witty on January 13, 2015, 11:44:34 pm
If you're over a ruined site, its tab info box will contain a brief history of the site as well as a blurb on what caused it to become a ruin in the first place.
Title: Re: Trivial findings
Post by: utunnels on January 14, 2015, 09:44:42 am
I had only 1 dorf and I disabled her refuse hauling job.
I saw she carried 3 cave lobsters marked Dump from the trade depot and stored them in barrels one by one.

When I enabled her refuse hauling job, she grabbed those 3 from the barrels and dumped them.
Title: Re: Trivial findings
Post by: pisskop on January 14, 2015, 12:38:14 pm
Severe blistering can pulp body parts, to the point of UB/LB mangling, i.e. death.

Watching the process with
  [CE_BLISTERS:SEV:10:PROB:100:START:462:PEAK:1189:END:3619:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:SIZE_DILUTES]

It is terrifying.  Any part with blood starts to moistly peel away slowly; in a painful way.  Each step you take causes the boils to burst from the pressure, and every move you take is a reminder that your own immune system fluid is slowly skinning you.
  You start to vomit, because your stomach and guts rot away before your very eyes, which are only protected by your bloated, oozing eyelids.  Your hands become limp, pustulating lumps of skin, and you drop your tools before your legs give out on you; unable to sustain your weight any more.  Eventually, death comes in the form of your body disintegrating into a goopy pile of skin and oozing pus.
Title: Re: Trivial findings
Post by: adkiene on January 14, 2015, 05:42:56 pm
I recently started a new fort, and, in the spring of my second year, I got an absolutely massive wave of 25 migrants, 13 of which were female. 

Now in the winter of that same year, 9 of them gave birth within three days of one another.  They must have arrived pregnant.  Boy that must have been one fun journey.
Title: Re: Trivial findings
Post by: Defavlt on January 15, 2015, 01:43:31 pm
(http://i.imgur.com/VO05r6P.png)

Minced Dwarven Wine.

EDIT:
Also, a Large wave of migrants arrived today.
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Sadrice on January 15, 2015, 03:01:42 pm
Dwarven wine is a little bit like good chicken soup:  solid at room temperature.
Title: Re: Trivial findings
Post by: BanjoSnake on January 16, 2015, 06:10:20 pm

This is a pretty common problem, but thankfully clever stockpile management can fix it.  Provide 4 1x1 stockpiles, with different food types enabled at each, and barrels disallowed so there can only be one stack of food at each stockpile,  Link these piles to give to the kitchen, and take from the main food stockpile.  When he tries to make a meal, he only has 4 ingredients to choose from, all different.  This can be used to force the creation of very specific meals.

Unfortunately, you need some extremely prompt hauling to refill the feeder stockpiles before the chef wants more ingredients, if he's any good, so if you leave cooking on repeat you will get cancellations.  You could make sure that there are dedicated food haulers on hand, burrowed so they will be close by, but that's kinda a pain.

You can also make a larger number of small stockpiles, since there are more than 4 ingredient types, or use 1x2 and 1x3 stockpiles if you don't mind a few duplicate ingredients making their way in occasionally.

This is a neat idea, I'm going to try it. It might increase the chance of a dwarf grabbing a meal with a preferred ingredient, unless they're coded to do that anyway.

Regardless, you can get past the cancellation spam by using a manager and work orders. You'll still get the spam messages but the jobs will automatically re-queue themselves until the order is finished.
Title: Re: Trivial findings
Post by: Nikow on January 16, 2015, 07:31:34 pm
Dwarven wine is a little bit like good chicken soup:  solid at room temperature.
siged
Title: Re: Trivial findings
Post by: Sadrice on January 16, 2015, 10:02:32 pm
This is a neat idea, I'm going to try it. It might increase the chance of a dwarf grabbing a meal with a preferred ingredient, unless they're coded to do that anyway.

Regardless, you can get past the cancellation spam by using a manager and work orders. You'll still get the spam messages but the jobs will automatically re-queue themselves until the order is finished.
Huh, hadn't thought about using the manager for that.  The manager so frustrating for so many labors that I usually ignore it, but I suppose it's almost perfect for cooking and brewing (though if you try to have separate kitchens and chefs for roast production and fat rendering, you might run into problems).

The use of tiny feeder stockpiles to force specific meal creation or just meal diversity isn't mine, unfortunately.  A year or two ago someone, I think maybe Loud Whispers, made a thread where they had used that technique to make dwarven ice cream, using, I think, frozen milk (caused by doing the storage and cooking outdoors in a freezing biome), dwarven sugar, and some assorted flavoring ingredients.  Quite possibly yak eyeballs. 

It was an excellent thread, but the search function is not availing me and I can't find it.

Dwarven wine is a little bit like good chicken soup:  solid at room temperature.
siged
Thanks, i think that's the first time that's ever happened to me.
Title: Re: Trivial findings
Post by: utunnels on January 18, 2015, 12:35:14 am
The dwarves were unable to complete the Wagon.

Yeah, it is possible to see this message.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on January 18, 2015, 05:57:00 am
When does that happen? Do you have to embark in such a way that the wagon lands precisely on a mountain peak or something?
Title: Re: Trivial findings
Post by: Arx on January 18, 2015, 05:59:31 am
As far as I know if that happens your wagon auto-deconstructs or doesn't spawn at all.
Title: Re: Trivial findings
Post by: Max™ on January 18, 2015, 08:46:20 am
That happens around magma pipes. It's not just the irregular circle of the pipe that generates magma spurts, it's the entire 48x48 embark tile that the pipe is located in.

Hmm, could be related to
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7632
and
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8730
do you think?

Seen this a few times with one of my world gen parameter setups where I had the volcano tube open to the caverns, thus allowing fun stuff to climb out if you don't smooth the wall around the tube, and after you embark there is a short period where the magma level starts to rise up the tube some distance before it settles to a more stable state.

Had some fun embarks with waterfalls into volcanos too, after the collapse spam from all the obsidianizing at least, and one on a partially frozen embark that almost immediately began to overflow, inundating the wagon location and wiping out the fort due to my entrance being located near the rim of the previously empty volcano mouth...

(http://i.imgur.com/WufZnqC.png)
Title: Re: Trivial findings
Post by: Putnam on January 21, 2015, 01:46:46 am
Severe blistering can pulp body parts, to the point of UB/LB mangling, i.e. death.

Watching the process with
  [CE_BLISTERS:SEV:10:PROB:100:START:462:PEAK:1189:END:3619:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:SIZE_DILUTES]

It is terrifying.  Any part with blood starts to moistly peel away slowly; in a painful way.  Each step you take causes the boils to burst from the pressure, and every move you take is a reminder that your own immune system fluid is slowly skinning you.
  You start to vomit, because your stomach and guts rot away before your very eyes, which are only protected by your bloated, oozing eyelids.  Your hands become limp, pustulating lumps of skin, and you drop your tools before your legs give out on you; unable to sustain your weight any more.  Eventually, death comes in the form of your body disintegrating into a goopy pile of skin and oozing pus.

That is not trivial at all, heh.
Title: Re: Trivial findings
Post by: Badger Storm on January 21, 2015, 08:57:24 am
I've seen two miles in a row that were asexual (the two mules I've seen at all since I figured out the gaydar) and both were asexual.  Since asexuality is so rare, I have hypothesized that all mules are asexual.  Not that it really matters, since they're all male anyway...
Title: Re: Trivial findings
Post by: Broseph Stalin on January 22, 2015, 07:24:36 pm
(http://i.imgur.com/oyktxaM.png)

If your trade liaison has more than one title they may not be called the trade liaison.
Title: Re: Trivial findings
Post by: Badger Storm on January 23, 2015, 03:12:46 pm
While in their beastly forms, werecreatures cannot reproduce ("not biologically capable of sex" according to DFHack.
Title: Re: Trivial findings
Post by: Putnam on January 23, 2015, 03:32:54 pm
Yeah, they literally have no sex there (no MALE or FEMALE token). You could also have determined that by not seeing a male or female sign next to their creature name.
Title: Re: Trivial findings
Post by: Djinternet on January 23, 2015, 03:40:39 pm
I recently discovered your dwarf's profession doesn't automatically mean you'll get an object from that profession in the event of a strange mood. I had a carpenter enter a fey mood. Checked his profile, he liked crutches, so I expect a crutch. Nope! Guy claims a Jeweler's workshop. I'm WTFing, so I checked his skills and it turns out that he was a proficient carpenter and a proficient gem setter (V Rusty). Turns out that skill rust doesn't matter when it comes to moods.
Title: Re: Trivial findings
Post by: Dirst on January 23, 2015, 03:41:54 pm
Yeah, they literally have no sex there (no MALE or FEMALE token). You could also have determined that by not seeing a male or female sign next to their creature name.
I didn't see that back when I completely over-engineered a custom were-beast interaction (http://www.bay12forums.com/smf/index.php?topic=132175.msg5258831#msg5258831).
Title: Re: Trivial findings
Post by: utunnels on January 23, 2015, 11:40:08 pm
My miners seemed to ignore z-level difference.
When I designed an area across 2 z-levels, he just ran between the two levels frequently, despite the stairway linking the two levels was more than 50 tiles away from either spot.



Gave different priority numbers.
Problem solved.
Title: Re: Trivial findings
Post by: Sadrice on January 24, 2015, 01:32:32 am
Sadly, that has been an issue for a long time.  Dwarves, in selecting new jobs (including materials to collect for crafting jobs), do not perform full pathfinding on every job in the list to determine which one is truly closest (thank god, that would utterly cripple FPS), they choose the closest job in straight line distance.  1 floor down and no lateral displacement but a 1000 tile walk to the stairwell is closer than a spot 2 tiles to the left, even if a dwarf has to walk across the "farther away" spot to get to the "closer" spot.

For that reason, be cautious of workshop and stockpile placement across z levels.  If you are trying to get dwarves to use a feeder stockpile, either make a stockpile link, or you could do what we did before those newfangled features and make sure there are no other valid materials directly above or below for 5 or so z levels.

I can't help with mining jobs, other than to not designate on nearby z levels simultaneously.  Although I hear there's some even more newfangled features involving mining priority levels that would solve your problem, but I haven't tried to use that yet, so I'm not sure how it works.
Title: Re: Trivial findings
Post by: Larix on January 24, 2015, 06:49:01 pm
There are four non-trivial improvements to mechanics interface:

1. Link buildings from levers can be chosen by cursor; you no longer need to pick the item out of a list.
2. Previously, you could link a building to a trigger twice by assigning the same job before the first one was finished. This no longer happens, which offers a way to verify you picked the correct target _before_ the job is finished.
3. Inaccessible link targets are struck from the list. You can now limit the options in your link-to list by forbidding buildings you don't want to link.
4. Linking mechanisms is now almost instant. It was a substantial job (about as time-consuming as extracting strands) which could take several days per job if a low-skilled mechanic did the job. Much fun if you need a dozen links to a single trigger.

The only change to less convenience is to the linking of doors: you can only link a door if it's not currently closed and locked or held shut by mechanisms - jobs will suspend because of pathing failure. This means that if you want to link several triggers to the same door, you first need to lever/trigger the door open before further jobs work. The silly thing is that dwarfs don't actually step into the door's tile when linking it up, they just need to be _able_ to.

Changes 1-4 are deeply appreciated. I'm not too enthusiastic about the thing with the doors, but it's manageable.
Title: Re: Trivial findings
Post by: Skullsploder on January 24, 2015, 07:16:03 pm
Not sure if this is already common knowledge or not (couldn't find anything about it on the wiki), but it seems elves will declare war on you if you cut down enough trees while their caravan is in town. I haven't killed a single elf in his fort, nor offered them wood or stolen from them, and yet shortly after their caravan left I noticed on he civ screen that they were at war with me, which hey definitely weren't before. The only significant event at the time was me clear cutting the forest.

Also, undead sieges are easy to deal with as long as you have given your civilians crossbows. A 30 unit undead siege was thwarted by three squads of very mediocre soldiers (poor quality armour and weapons, low skills - basically fodder) supported by a swarm of crossbow-wielding little beards who'd never shot a bolt in their lives, and with only 4 fatalities.
The reason the bolts actually helped against the painless, unflinching undead is that shots to joints and other sensitive areas still significantly reduced the zombies' speed and dodging ability, despite their inability to feel pain, which gave the melee troops the edge they needed to not get massacred.
Title: Re: Trivial findings
Post by: pisskop on January 25, 2015, 06:11:00 pm
Arena Mode runs through autumn and winter, if say you leave it running.
  Kinda obvious, but . . . heh
Title: Re: Trivial findings
Post by: pisskop on January 26, 2015, 12:13:55 pm
Critters who have a Clean_other interaction clue will only use that when out of combat.

  I was hoping they would do so in combat, but they are apparently too preoccupied to cast growth on a critter who is covered in blood.
Title: Re: Trivial findings
Post by: ptb_ptb on January 27, 2015, 06:21:51 am
This one is for combined Fortress mode and Adventurer mode.

If you forbid passage (lock) a hatch in fortress mode, your adventurer will be unable to open it in adventurer mode!

I found this out the hard way and my adventurer had to improve his climbing skills from Competent to Expert before he could climb over a two z-level high block wall to get back in his own fort. :P
Title: Re: Trivial findings
Post by: ptb_ptb on January 28, 2015, 02:08:16 pm
You can't pump water from a tile with an up/down stairway in it.
Title: Re: Trivial findings
Post by: Skullsploder on January 28, 2015, 03:33:51 pm
You can't pump water from a tile with an up/down stairway in it.

It's fine if you have an up/down stairway in the tile below the pump where the water actually comes from, just so long as the tile above it on the same level as the pump is registered as "open space." It's fine if there is a floor grate or floor bars on that tile.
Title: Re: Trivial findings
Post by: Chaoseed on January 28, 2015, 07:17:32 pm
If you accumulate 100 or so bags from trading caravans and create enough stockpiles to store them all...your FPS will take a big hit.
Title: Re: Trivial findings
Post by: Veylon on January 28, 2015, 11:01:50 pm
When does that happen? Do you have to embark in such a way that the wagon lands precisely on a mountain peak or something?
I'd imagine you'd see it if you tell your dwarves to deconstruct the wagon and then cancel it when it's about half-deconstructed.
Title: Re: Trivial findings
Post by: Veylon on January 28, 2015, 11:17:25 pm
Through modding, I've discovered that Dwarves refuse to stockpile inorganic wood logs or any object made of inorganic wood. The next thing to check up on is animal wood.
Title: Re: Trivial findings
Post by: Bumber on January 29, 2015, 03:35:43 am
Through modding, I've discovered that Dwarves refuse to stockpile inorganic wood logs or any object made of inorganic wood. The next thing to check up on is animal wood.
Is wagon wood considered animal wood?
Title: Re: Trivial findings
Post by: Meneth on January 29, 2015, 07:40:20 am
Through modding, I've discovered that Dwarves refuse to stockpile inorganic wood logs or any object made of inorganic wood. The next thing to check up on is animal wood.
Is wagon wood considered animal wood?
I just made a new embark and deconstructed the wagon. Got 3 (willow logs). So... organic wood, I'd say.
Title: Re: Trivial findings
Post by: ptb_ptb on January 29, 2015, 11:09:33 am
Is wagon wood considered animal wood?
I just made a new embark and deconstructed the wagon. Got 3 (willow logs). So... organic wood, I'd say.
Ah, but your embark wagon isn't a real wagon. It's just a pretend wagon. The real wagons roam the plains free and wild. When you retire a fortress, all the wagons come to visit and sit pretending to be buildings. Until you hit one, then it runs around without any animal pulling it. If you kill a real wagon you get 'wagon wood'. If you make a chair from wagon wood, you don't get a "wagon wood chair" you get a "wagon wooden throne".

Every fortress should have a wagon wooden throne, it adds class.
Title: Re: Trivial findings
Post by: Larix on January 29, 2015, 04:18:48 pm
Dang, and i made all my wagon wood logs into minecarts and wheelbarrows, so they could keep on rolling.

Going by the raws, wagon wood is defined as "local_creature_mat", while wood from trees has "local_plant_mat", which i guess means wagon wood counts as animal (organic) material.
Title: Re: Trivial findings
Post by: Veylon on January 29, 2015, 07:51:13 pm
Going by the raws, wagon wood is defined as "local_creature_mat", while wood from trees has "local_plant_mat", which i guess means wagon wood counts as animal (organic) material.
I'm talking about wood logs associated with a particular animal. "Ent Wood", maybe.

Which is a curious situation. Wagon Wood does indeed exist in Arena Mode; you can create "Wagon Wooden Training Axes", for instance. In Fortress Mode, however, wagons dismantle into tree-based wood logs and there exists no entry for Wagon Wood in the stockpile.

I see that more research needs to be done.
Title: Re: Trivial findings
Post by: utunnels on January 29, 2015, 08:06:22 pm
Blood and vomit stay in mid air as if there's no gravity for them. Normally they are invisible.
When you build a tower, the walls and floors may catch them.
Title: Re: Trivial findings
Post by: Larix on January 29, 2015, 09:33:33 pm
Going by the raws, wagon wood is defined as "local_creature_mat", while wood from trees has "local_plant_mat", which i guess means wagon wood counts as animal (organic) material.
I'm talking about wood logs associated with a particular animal. "Ent Wood", maybe.

In Fortress Mode, however, wagons dismantle into tree-based wood logs


Ermm:

Quote from: ptb_ptb
Ah, but your embark wagon isn't a real wagon.

We weren't talking of the embark wagon - that's a pseudo-building made from a random tree's wood. The wagons that come with caravans are the real thing - a "creature" (i.e. animal), that is made from wood and when "killed" drops one "wagon wood" log. That's the proper name of the material. If it's not "wagon wood", you haven't gotten it from a wagon creature.

Quote
and there exists no entry for Wagon Wood in the stockpile.

Doesn't matter - the material exists and is stored in wood stockpiles if you manage to acquire any. Demolish a human caravan and you'll see.

***

Own trivial finding: diagonally-moving carts _can_ be sent on parabolic flight paths. In my previous attempts, they just hit the wall behind the launch ramp and stopped without going up the ramp, but now i got carts into flight on weird angles. It's not impossible, just unreasonably difficult; there _are_ some odd requirements that i haven't figured out yet, probably track layout on ramps and/or ramp position.
Title: Re: Trivial findings
Post by: Vyro on January 30, 2015, 01:37:11 pm
Apparently Candy canes are considered "Deep metal" for Embark screen purposes. Learned it the hard way, as there was absolutely no other metal on the site whatsoever. The discovery led to a pretty stupid "duh" moment.
Title: Re: Trivial findings
Post by: Badger Storm on January 30, 2015, 02:38:19 pm
Not so much a finding as much as something I've noticed for a long time: river/lake/pool animals only spawn once, right when you first embark.  I've never seen otters or mink afterwards unless the elves bring them.  It feels like a bug, but considering how sadistic a game DF is, it's probably intentional.
Title: Re: Trivial findings
Post by: TheFlame52 on January 30, 2015, 03:36:28 pm
Forgotten beast materials can be put in a refuse stockpile with everything forbidden.
Title: Re: Trivial findings
Post by: taptap on January 30, 2015, 05:55:39 pm
Animal trapping is the new fishing. (Got live cave fish in an animal trap.)
Title: Re: Trivial findings
Post by: mineforce on January 31, 2015, 06:08:30 am
Animal trapping is the new fishing. (Got live cave fish in an animal trap.)

Once you breach cavern layer, crunddles start spawning on the surface? Same thing with creepy crawlers. Is this a bug?
Title: Re: Trivial findings
Post by: §k on January 31, 2015, 06:39:20 am
Not so much a finding as much as something I've noticed for a long time: river/lake/pool animals only spawn once, right when you first embark.  I've never seen otters or mink afterwards unless the elves bring them.  It feels like a bug, but considering how sadistic a game DF is, it's probably intentional.

Indeed. I've only seen mink once so far.

But they do respawn in rare case. I saw giant axolotl years after embark.
Title: Re: Trivial findings
Post by: Badger Storm on January 31, 2015, 07:09:11 am
Pics or it didn't happen ;P
Title: Re: Trivial findings
Post by: ptb_ptb on January 31, 2015, 09:33:09 am
Once you breach cavern layer, crunddles start spawning on the surface? Same thing with creepy crawlers. Is this a bug?

Are they crundles, or are they crundle recruits? The goblins (I think) keep sending crundles, cave crocodiles, animal men and giant cave spider recruits at my fortress (when I'm in adventurer mode).
Title: Re: Trivial findings
Post by: pisskop on January 31, 2015, 10:04:26 am
Recruit tag means they a figures with a military function, but failed to avhieve any other namereqs.  i.e. have nio skills.

Crundles and GCS?  You modded your version?  Either way tge crundle militia amuses me and GCS terrifies me.
Title: Re: Trivial findings
Post by: ptb_ptb on January 31, 2015, 12:01:48 pm
Crundles and GCS?  You modded your version?  Either way tge crundle militia amuses me and GCS terrifies me.
I'm using the All Races Playable mod, and the Giant Cave Spider recruit was suitably lethal.

Goblins have [USE_CAVE_ANIMALS] and [USE_EVIL_ANIMALS]. Wouldn't that include Giant Cave Spiders?
Title: Re: Trivial findings
Post by: pisskop on January 31, 2015, 12:41:40 pm
Crundles and GCS?  You modded your version?  Either way tge crundle militia amuses me and GCS terrifies me.
I'm using the All Races Playable mod, and the Giant Cave Spider recruit was suitably lethal.

Goblins have [USE_CAVE_ANIMALS] and [USE_EVIL_ANIMALS]. Wouldn't that include Giant Cave Spiders?
I didn't think GCS were able to be brought along.  But I have yet to experience a 40.xx siege.
Title: Re: Trivial findings
Post by: ptb_ptb on January 31, 2015, 12:51:36 pm
I didn't think GCS were able to be brought along.  But I have yet to experience a 40.xx siege.
Technically, these weren't sieges as I was in adventurer mode. The GCS recruit just paid a visit to my fortress and decided to kill my adventurer while it was there (along with a couple of other dwarves).
Title: Re: Trivial findings
Post by: pisskop on January 31, 2015, 12:57:01 pm
Well, then they may not be involved with the goblins so much as been enemies of a (likely your) civ.
Title: Re: Trivial findings
Post by: ptb_ptb on January 31, 2015, 01:07:40 pm
Well, then they may not be involved with the goblins so much as been enemies of a (likely your) civ.
Would that get them a 'recruit' tag, though? [EDIT] Yes it would. I looked at the legends file, no goblin affiliation.
Title: Re: Trivial findings
Post by: ptb_ptb on January 31, 2015, 03:21:36 pm
New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.
Title: Re: Trivial findings
Post by: Broseph Stalin on January 31, 2015, 03:48:07 pm
New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.
Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
Title: Re: Trivial findings
Post by: pisskop on January 31, 2015, 04:03:19 pm
New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.
Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
Do spike traps jam?  I almost exclusively use them for aesthetics.
Title: Re: Trivial findings
Post by: Aslandus on January 31, 2015, 05:55:35 pm
New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.
Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
Do spike traps jam?  I almost exclusively use them for aesthetics.
No, but the body will be unreachable unless the spikes are retracted. The spike trap itself will still work.
Title: Re: Trivial findings
Post by: Thisfox on February 01, 2015, 01:23:00 am
New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.
Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
Do spike traps jam?  I almost exclusively use them for aesthetics.
No, but the body will be unreachable unless the spikes are retracted. The spike trap itself will still work.

That's actually a remarkably realistic situation.
Title: Re: Trivial findings
Post by: §k on February 01, 2015, 02:46:24 am
Pics or it didn't happen ;P

A
Title: Re: Trivial findings
Post by: The Mystical Tim on February 01, 2015, 02:39:04 pm
I've just had a glassmaker become attached to his mountain goat leather cap. I knew Hunters/soldiers could become attached to their weapons/shields, but a civilian to his hat?
Title: Re: Trivial findings
Post by: Dolwin on February 01, 2015, 03:24:39 pm
In a cavern that has no moss or trees or anything, you can build a construction and remove it, which will cause moss to grow.  Even if you breach other caverns that have plants and trees, none of them will grow on the newly formed moss in the formerly barren cavern.  This can be used to create the best grazing area in the game.

Grazing areas usually arent a problem and you rarely find the barren caverns, so I doubt anyone will really use it.  Kinda neat to see though.
Title: Re: Trivial findings
Post by: utunnels on February 01, 2015, 09:17:53 pm
Artifact bags can be used to collect sand. But the sand can not be used to make glass.
Title: Re: Trivial findings
Post by: wierd on February 01, 2015, 09:20:21 pm
Issues with nobles requiring many roons to be of royal quality can be resolved simultaneously with a single artefact.

Make all rooms overlap. This causes room value to be poor-- Once all rooms are overlapping, install the artefact.  All rooms suddenly Royal. Does not work this way if placed first, then rooms made to overlap.  This is probably a bug.
Title: Re: Trivial findings
Post by: Thisfox on February 01, 2015, 09:37:53 pm
I've just had a glassmaker become attached to his mountain goat leather cap. I knew Hunters/soldiers could become attached to their weapons/shields, but a civilian to his hat?

It is possible he was using the hat as a weapon at the time, even if it was just to kill something small. If he has no other weapon than a hat, that's what he'll use.

I had an incident involving the Mayor being re-appointed directly before a Giant arrived. The new Mayor was one of the more important military folk, so when he went into battle, his devoted subjects all ran out to defend him. Civilian dogpile. The Giant was swarmed, and the civilians were attacking him with whatever came to hand. For some reason the Giant chose to rip peoples clothing off and throw them and their clothing impossibly through the air, leading to something like a clothing fountain type thing happening. With so much flying underwear, the result was inevitable: I had two different civilians attack the Giant using socks, let alone the guy who attacked a hand (and did some damage) with a shirt....

I was getting the dorfs to pick up discarded clothing for the next 12 months...
Title: Re: Trivial findings
Post by: The Mystical Tim on February 02, 2015, 07:06:20 am
It is possible he was using the hat as a weapon at the time, even if it was just to kill something small. If he has no other weapon than a hat, that's what he'll use.

Y'see, that I could understand, but he wasn't using it as a weapon as far as I know; the announcement occurred in my main hall, devoid of any pests. Though he had recently been attacked by a were-hyena, so maybe he kept using it as weapon just out of paranoia.
Title: Re: Trivial findings
Post by: Badger Storm on February 02, 2015, 02:37:32 pm
Snail men don't have bones, so when they decay nothing remains except a shell.  Dwarves seem happy to use this shell without compunction.
Title: Re: Trivial findings
Post by: Larix on February 03, 2015, 09:48:34 am
Stumbled over the idea on one of the older minecarting threads and it only makes sense, so i tried it out and it works as expected:

instant signal propagation via minecart. Ramps can only accelerate carts to ~2,7 tiles per step, collisions some more. But arbitrarily slow carts can propagate a pulse instantly over any distance. You just need enough carts:

I-MMMMMMMMMMMMMMMMMMMMO

"input" cart I hits a long unbroken line of "M"inecarts, "output" cart O starts moving the moment "I" collides with the first cart in line.

Two points, however:
1. you need to "prime" the cart-tube with a first collision; on that first go, the pulse will propagate at seemingly twice the movement speed of the starter cart
2. every cart in the line must be _older_ than the one it pushes.

ad 1. sub-coordinate matters: a cart placed by a hauler dwarf starts out in the middle of the tile. It will only check for collisions when it leaves its current tile and will only leave once its sub-coordinates put it past the "tile border". If it collides and stops, it will do so exactly on the border. Getting from the middle of the tile to the end takes ~half the time crossing a tile from end to end would take, hitting the border when already on top of it is practically instantaneous. The sub-coordinate only matters when pushing, though, not when getting pushed; a line of carts all sitting on the border generally get pushed, start moving, collide and push the next cart, all in the single sub-step during which they calculate their movement.

ad 2. Minecarts take their turns during movement resolution by build order, oldest carts first: oldest cart tries to cross tile border, collides with second oldest, pushes it and stops (still on the border); turn resolution now passes to the next oldest cart, which, just having received a pulse, tries to cross the border, pushes the third oldest cart, stops on the border and turn resolution carries on with the third oldest cart. This way, with a perfectly-ordered line of carts that's already primed, the pulse goes through the entire line _in a single game step_. I made sure that the last cart is also on the very border of its tile and could "tunnel" a dwarven push through seventeen carts in a single step - the last cart started moving on the very step that the input cart smacked into the first in line. Longer lines are possible, but the practical use is nil.

2a. weight of carts should go down or stay completely constant along the line; lighter carts pushing heavier carts result in a reduction of speed, and heavier carts pushing lighter (standing) carts don't have the opposite effects; discrepancies in cart weight lead to speed loss.
Title: Re: Trivial findings
Post by: taptap on February 05, 2015, 06:23:57 pm
Doors are not necessarily waterproof.
Title: Re: Trivial findings
Post by: ptb_ptb on February 07, 2015, 09:19:14 am
Water falls through twigs like it does through floor grates.
Title: Re: Trivial findings
Post by: The Mystical Tim on February 07, 2015, 03:40:56 pm
Apparently Dwarves are that thick that they'll fish in the same 1/7 water that they just threw into a pond.
Title: Re: Trivial findings
Post by: taptap on February 07, 2015, 03:51:35 pm
Apparently Dwarves are that thick that they'll fish in the same 1/7 water that they just threw into a pond.

You know how the first mouse came into being? A dwarf put a big wheel of cheese in a chest.
Title: Re: Trivial findings
Post by: Thisfox on February 07, 2015, 03:57:16 pm
Apparently Dwarves are that thick that they'll fish in the same 1/7 water that they just threw into a pond.
You know how the first mouse came into being? A dwarf put a big wheel of cheese in a chest.
Dwarf Fortress proves Spontaneous Generation (http://en.wikipedia.org/wiki/Spontaneous_generation) to be right after all!

Actually, vermin tend to happen when they leave the wheel of cheese on the floor. A barrel or chest or storage mechanism causes the vermin to not be able to get inside and thus no vermin materialise.

...Personally I feel that the first mouse came into existence in a meat scraps and bone stockpile. I generate bones much faster than cheese, and also they can't be stored in a barrel, they have to be left on the floor.
Title: Re: Trivial findings
Post by: Badger Storm on February 08, 2015, 09:35:36 am
The official euphemism for testicles is "geldables".  As in "the geldables have been torn away!".
Title: Re: Trivial findings
Post by: Splint on February 08, 2015, 09:54:01 am
The official euphemism for testicles is "geldables".  As in "the geldables have been torn away!".
I find this highly amusing.
Title: Re: Trivial findings
Post by: pisskop on February 08, 2015, 10:20:26 am
Guyz.  All males in DF have spore launchers on the naval with an effective range of 1 tile.
Title: Re: Trivial findings
Post by: pisskop on February 08, 2015, 11:21:19 am
Alligators don't actually have the ambush predator tag, despite their descriptions indicating so.
  So I added it, and then added a 'GIANT_GIANT_ALLIGATOR' to the game :v
Title: Re: Trivial findings
Post by: Dwarf4Explosives on February 08, 2015, 11:23:27 am
What size would that be?
Title: Re: Trivial findings
Post by: pisskop on February 08, 2015, 11:28:14 am
Large enough to put down a group of 6 elehants in one go.

Spoiler (click to show/hide)

Im going to pit it againts a legendary dwarf w/wo armor.  See if metal helps.
  An attritious win for the sword and boarder.
Title: Re: Trivial findings
Post by: Larix on February 08, 2015, 11:46:53 am
What size would that be?

Depends on the way "giant giant" is defined. Assuming 8x as fitting "giant" multiplier for an alligator, it could be
giant + giant -> 16x
giant x giant -> 64x
giant ^giant -> ~ 16Mio.x
giant ^^ giant -> x ~ way too many to express in a meaningful fashion
A (8,8) -> absurdly larger than the last

PS: the 2x size multiplier put as default in the "giant" variation definition is just a fall-back; it is almost never actually used. Giant creatures usually have specifically noted sizes, typically between 8x and 10x as large as the normal versions.
Title: Re: Trivial findings
Post by: pisskop on February 08, 2015, 11:48:43 am
Giant in DF is defaulted to 200% size.

Quote
      [CV_NEW_TAG:CHANGE_BODY_SIZE_PERC:200]
      [CV_NEW_TAG:CHANGE_FREQUENCY_PERC:50]

I set my giant giants to be 20x by default.

  So 20 (400 000)
8million.

An elephant is 5mill.
Title: Re: Trivial findings
Post by: Arx on February 08, 2015, 11:52:26 am
The official euphemism for testicles is "geldables".  As in "the geldables have been torn away!".

It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
Title: Re: Trivial findings
Post by: pisskop on February 08, 2015, 11:59:00 am
The official euphemism for testicles is "geldables".  As in "the geldables have been torn away!".

It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
The part about there being no testicles is correct.  The part about gelding females is not.  Or at least not when I tried.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on February 08, 2015, 12:18:09 pm
What size would that be?

Depends on the way "giant giant" is defined. Assuming 8x as fitting "giant" multiplier for an alligator, it could be
giant + giant -> 16x
giant x giant -> 64x
giant ^giant -> ~ 16Mio.x
giant ^^ giant -> x ~ way too many to express in a meaningful fashion
A (8,8) -> absurdly larger than the last
Okay, I know nothing about advanced mathematics (including that ^-stacking stuff), but what if it was g(8g(g)) (http://wikipedia.com/wiki/Graham's Number)?
Title: Re: Trivial findings
Post by: Arx on February 08, 2015, 12:21:01 pm
The ^^ probably just denotes x to the y to the z.

GiantGiantGiant, I think.
Title: Re: Trivial findings
Post by: Aslandus on February 08, 2015, 12:59:26 pm
The official euphemism for testicles is "geldables".  As in "the geldables have been torn away!".

It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
The part about there being no testicles is correct.  The part about gelding females is not.  Or at least not when I tried.
I think you have to generate a new world for gelding changes, my world generated before gelding was implemented couldn't do it at all...
Title: Re: Trivial findings
Post by: Badger Storm on February 08, 2015, 02:54:08 pm
I think gelding technically applies only to horses, but perhaps Toady thought it was a more period-appropriate term than "neutering," which conjures up images of modern-day vet's offices.

"Gelding" a female creature would probably kill her, considering it's literally opening the abdominal cavity, and spaying was still fairly new in the 1930s.  Heck, they still only spay about a few kinds of animals, like dogs and cats and rabbits.
Title: Re: Trivial findings
Post by: utunnels on February 08, 2015, 09:05:15 pm
It is possible to see magma crabs before you see magma.
My miner reached a layer of warm stone yesterday.
Then a magma crab sneaked into my fort.
Title: Re: Trivial findings
Post by: Putnam on February 09, 2015, 02:45:39 am
The official euphemism for testicles is "geldables".  As in "the geldables have been torn away!".

It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
The part about there being no testicles is correct.  The part about gelding females is not.  Or at least not when I tried.

Nope, part about females is right.
Title: Re: Trivial findings
Post by: ptb_ptb on February 11, 2015, 04:46:51 am
I've been doing some research, and I've come up with some findings on migrants.

Although you can get 'historical' migrants, those from fortresses, camps or even retired adventurers, the majority of migrants are newly created from thin air. For example, when I had 14 retired adventurers in a fortress and started a new fortress very near to the first, it took around EIGHTY migrants arriving before FIVE of the retired adventurers arrived.

That was in a civilization where the only fortresses were the two I created. I'm not sure if having more sites in your civilization results in a greater percentage of historical migrants.
Title: Re: Trivial findings
Post by: pisskop on February 11, 2015, 06:43:17 am
I dont think the game generates migrants on-site unless it has no choice.  Your adventurers, for example, are far from standard dwarves.  You cant count them as normal civilians because they themselves were procedurally genned.

Best would be getting an almost dead civ with only a few sites and tracking pops
Title: Re: Trivial findings
Post by: utunnels on February 11, 2015, 06:45:40 am
1) Corpse on a tree
2) Blast the tree using ballista = floating corpse
3) Design a floor betwen the tree and corpse
4) Remove design, corpse falls
Title: Re: Trivial findings
Post by: Insert_Gnome_Here on February 11, 2015, 02:45:56 pm
Does ballistaing a tree give wood?
Title: Re: Trivial findings
Post by: utunnels on February 11, 2015, 08:17:51 pm
Does ballistaing a tree give wood?
No.
Title: Re: Trivial findings
Post by: Putnam on February 11, 2015, 08:33:55 pm
Ballistas haven't been updated since the game was 2D.
Title: Re: Trivial findings
Post by: Sadrice on February 11, 2015, 10:24:32 pm
I dont think the game generates migrants on-site unless it has no choice.  Your adventurers, for example, are far from standard dwarves.  You cant count them as normal civilians because they themselves were procedurally genned.

Best would be getting an almost dead civ with only a few sites and tracking pops
I'm pretty sure the game regularly generates new dwarves for migrants.  There seem to be two categories of migrants.  Historical migrants, with a random selection of skills and skill levels and a smattering of social skills, and generic migrants, which I suspect are generated on the spot, which have semilogical sets of skills, usually no social skills, ad within a particular skill, all "generated"  migrants have the same skill level if they have the skill.  For instance, most dwarves that have a melee weapon skill have competent in that skill, a lesser level (plain x in dwarf therapist's glyph display mode.  Adequate, maybe?) in assorted generic combat skills, like fighter, dodger, and armor user, and no social skills.  Marksdwarves seem to be more commonly "historical", since they are usually hunters, which is a fairly common profession in worldgen, and arrive with recorded kills, more random skill levels and types, and often some social skills.  It seems to me, though I may be imagining it, that "historical" migrants make up a much much larger portion of the migrant pool in 40.x than before.  For instance, I got an adequate lasher with one recorded dwarf kill the other day.  I really want to know whathappened in that dwarf's past, I should hunt him down in legends mode, but I have never gotten a lasher or other foreign weapon skill (aside from miner, of course) from migrants in any previous version since dwarf therapist was released.  He also was only an adequate lasher.  Previously, migrant melee weapon skill was competent or nothing.  Now I'm gettig a smattering of both higher and lower weapon skills, almost always corresponding with presence of social skills and a more random distribution of other skills.  But I still get a lot of migrants (seemingly more on low dwarf population worlds, though I may be imagining it) that are generic migrants, with predictable skill levels and no social skills.


TL;DR: I'm pretty sure I've been seeing "generated" migrants in every world, even ones with lots of surviving large dwarven civilizations.  But I might be making up imaginary distinctions, I'm not quite sure...
Title: Re: Trivial findings
Post by: utunnels on February 11, 2015, 11:27:53 pm
Well I saw a big white O on my refuse stockpile.

At first I thought it was a Giant Olm corpse. But after months, no one went to butcher it.
Then I checked the name: Giant Olm bone [18]. So it was a bone stack.

I checked the stock menu, it was under corpses, not body parts.
It was eventually fetched by a bone carver and used to deocrate finished goods.

Title: Re: Trivial findings
Post by: utunnels on February 11, 2015, 11:36:43 pm
I dont think the game generates migrants on-site unless it has no choice.  Your adventurers, for example, are far from standard dwarves.  You cant count them as normal civilians because they themselves were procedurally genned.

Best would be getting an almost dead civ with only a few sites and tracking pops
I'm pretty sure the game regularly generates new dwarves for migrants.  There seem to be two categories of migrants.  Historical migrants, with a random selection of skills and skill levels and a smattering of social skills, and generic migrants, which I suspect are generated on the spot, which have semilogical sets of skills, usually no social skills, ad within a particular skill, all "generated"  migrants have the same skill level if they have the skill.  For instance, most dwarves that have a melee weapon skill have competent in that skill, a lesser level (plain x in dwarf therapist's glyph display mode.  Adequate, maybe?) in assorted generic combat skills, like fighter, dodger, and armor user, and no social skills.  Marksdwarves seem to be more commonly "historical", since they are usually hunters, which is a fairly common profession in worldgen, and arrive with recorded kills, more random skill levels and types, and often some social skills.  It seems to me, though I may be imagining it, that "historical" migrants make up a much much larger portion of the migrant pool in 40.x than before.  For instance, I got an adequate lasher with one recorded dwarf kill the other day.  I really want to know whathappened in that dwarf's past, I should hunt him down in legends mode, but I have never gotten a lasher or other foreign weapon skill (aside from miner, of course) from migrants in any previous version since dwarf therapist was released.  He also was only an adequate lasher.  Previously, migrant melee weapon skill was competent or nothing.  Now I'm gettig a smattering of both higher and lower weapon skills, almost always corresponding with presence of social skills and a more random distribution of other skills.  But I still get a lot of migrants (seemingly more on low dwarf population worlds, though I may be imagining it) that are generic migrants, with predictable skill levels and no social skills.


TL;DR: I'm pretty sure I've been seeing "generated" migrants in every world, even ones with lots of surviving large dwarven civilizations.  But I might be making up imaginary distinctions, I'm not quite sure...

Well to me most of the dorfs can't be tracked.
I once viewed their history in Legends Viewer, but they don't have any history before my site was created.

I also tried to find my king, but there was only a message about the dorf settled in some cave. But when I created an adventurer or embarked in the cave, it was just empty.

Title: Re: Trivial findings
Post by: bigcalm on February 13, 2015, 07:04:10 pm
Trivial finding: Pearlash is magma safe.

(not mentioned on the wiki anywhere but immersion of pearlash bars in magma with no effect confirms that they're fine).
Title: Re: Trivial findings
Post by: TheFlame52 on February 14, 2015, 10:56:09 am
On militiadwarves, student and concentration raise at the same time.
Title: Re: Trivial findings
Post by: utunnels on February 16, 2015, 12:36:06 am
Gem window and windows can stop water. So I can build swimming pools over floors.
Title: Re: Trivial findings
Post by: Sutremaine on February 16, 2015, 07:25:27 am
If you can engineer a situation in which your military beat up an unconscious creature for eternity (or until they go mad of sleep deprivation), you can get the following benefits:

:Armour User skill
:Discipline
:Observer
:Excellent stat gains. This is the main draw for me.
:Daycare -- burrow the kids there and let them watch. It's great for their focus and intuition. Who knows, if you have a sufficiently fight-happy child, maybe they'll join in the beating.
:Dinner at the end of it. Animals don't get the skill benefits of fighting, but they do get the stats. Camel bacon for everyone!
Title: Re: Trivial findings
Post by: Insert_Gnome_Here on February 16, 2015, 01:37:06 pm
Hen they won't stop beating it up even as civillians, use the civilian retreat m then a thingy to make them run off.
Title: Re: Trivial findings
Post by: Veylon on February 17, 2015, 12:42:25 am
Hen they won't stop beating it up even as civillians, use the civilian retreat m then a thingy to make them run off.
Indeed. The civilians seems considerably more violent this time around. I've had a few instances of the civvies going out of their way to beat on wild animals with their bare hands rather than fleeing in panic like I'm used to.
Title: Re: Trivial findings
Post by: Uzu Bash on February 18, 2015, 11:22:48 pm
Animals can't be trained in a constructed cage, even if planted in an animal training activity zone. But an elephant can be trained in the week it takes to haul the cage across the map to the kennel, even if the hauler and trainer never meet.
Title: Re: Trivial findings
Post by: taptap on February 19, 2015, 02:41:19 am
Animals can't be trained in a constructed cage, even if planted in an animal training activity zone. But an elephant can be trained in the week it takes to haul the cage across the map to the kennel, even if the hauler and trainer never meet.

As far as I know they can, animals in cages are just not continuously trained, but only when they lapse to wild.
Title: Re: Trivial findings
Post by: Sadrice on February 19, 2015, 04:04:34 am
Animals in chains don't seem to be trained either.  I was trying to domesticate some monitor lizards, and had a male and female both chained next to a nest box.  After three not fertilized clutches, I began to suspect that the chains were interfering with the process (maybe they hook the chain to the geldables?), and removed them.  It seems, however, that training had lapsed to wild, and though the dedicated animal trainer took a train monitor job seemingly the instant the chain was removed, it didn't stop the monitor from picking a fight with the chain hauler and getting it's head chopped off by a passing axedwarf.  Oh well, time to try to trap another male...

About the fertilization thing, when does that happen for egglayers?  At the nest box, or earlier?  Because I know he could reach her, but I'm not sure he could reach her nest box.
Title: Re: Trivial findings
Post by: Sutremaine on February 19, 2015, 06:56:40 am
The two kids in the fortress will join in the fight if their parents are fighting as well. Nice to know.

Hen they won't stop beating it up even as civillians, use the civilian retreat m then a thingy to make them run off.
They can keep going for a while, as they'll be brought food and drink. Eventually they'll get drowsy, and sometimes they stop just inside viewing distance and blank out completely, not triggering any food or water jobs. I'll have to see if a civilian alert unsticks them. Nice tip.
Title: Re: Trivial findings
Post by: AzTech2064 on February 19, 2015, 07:22:47 am
wild animals can be trained in cages, but that "training" only consists of the trainer bribing the animal with some meat/fish/plant. after that the animal will be semi wild or tame and becomes trap avoidant. any further training wont happen until the beast falls back to becoming wild. for further training you have to release the beast from its cage (i advise you to take them to an abandones mineshaft or such that you can easily shut off/flood with magma) there you can train it further to become a raging beast of war... i really advise you further to pasture certain dangerous species in that mining shaft (things like hydras, rocs and dragons) cause these things tend to go on a rampage without forgetting their training, but somehow isolating them in a room here no dwarf goes except the trainer kinda seems to work for me
Title: Re: Trivial findings
Post by: Badger Storm on February 19, 2015, 02:43:42 pm
Today I found out that you can designate tree fruit and nuts to be picked up from the ground without using zones.  Yeah, sometimes I'm kinda slow on the uptake.
Title: Re: Trivial findings
Post by: Broseph Stalin on February 19, 2015, 02:52:25 pm
wild animals can be trained in cages, but that "training" only consists of the trainer bribing the animal with some meat/fish/plant. after that the animal will be semi wild or tame and becomes trap avoidant. any further training wont happen until the beast falls back to becoming wild. for further training you have to release the beast from its cage (i advise you to take them to an abandones mineshaft or such that you can easily shut off/flood with magma) there you can train it further to become a raging beast of war... i really advise you further to pasture certain dangerous species in that mining shaft (things like hydras, rocs and dragons) cause these things tend to go on a rampage without forgetting their training, but somehow isolating them in a room here no dwarf goes except the trainer kinda seems to work for me

Creatures that are an enemy of your civilization remain so even if they're tamed. This is why you can't train enemy mounts or wild animals that have killed a dwarf.
Title: Re: Trivial findings
Post by: AzTech2064 on February 19, 2015, 03:01:15 pm
jepp enemys of a civ remain that way. but IF you could kill a goblin rider with... say a ballista arrow/bolt/thrown object, and the animal afterwards runs into a cage trap... would it still count towards enemy of civ? even if it has no kill at all of dwarfes... (well you have to be lucky as armok for that to happen) so IF that would happen, could we tame the mount? or are any enemy mounts pre declared as enemys of civ when they first arrive on the map... it would be hilariously pleasing to let the mounts of the last goblin invasion kill the next invasion^^
Title: Re: Trivial findings
Post by: Sadrice on February 19, 2015, 03:13:57 pm
Today I found out that you can designate tree fruit and nuts to be picked up from the ground without using zones.  Yeah, sometimes I'm kinda slow on the uptake.
Woah what?  How?  Do they do something silly like start at the NW corner of the map and have to walk a long ways?  If so, zones around the entrance might still be more practical.
Title: Re: Trivial findings
Post by: AzTech2064 on February 19, 2015, 03:17:37 pm
nah i think he meant to designate it with gather plant... if they would pickup ANY fruit when you have no zones designated... that would be extraordinary unpractical^^
Title: Re: Trivial findings
Post by: Sadrice on February 19, 2015, 03:20:19 pm
Also, enemy mounts.  They can be "tamed" but remain aggressive.  Will they breed?  Will their children retain the enemy of your civ tag?  If not, they can be easily domesticated if you keep the parents isolated and dispose of them when you get domestic breeding stock.
Title: Re: Trivial findings
Post by: AzTech2064 on February 19, 2015, 03:26:32 pm
well you would have to chain them, or else they would kill their own puppys, cause they would be tagged as belonging to your civ XD that would be somehow sadistic to force enemy mounts to eat their own children... well that would be if nature wouldnt do that naturally in some cases^^
Title: Re: Trivial findings
Post by: Dwarf4Explosives on February 20, 2015, 12:40:12 am
If they're wounded enough, their own babies would probably end up killing them. And they'll probably get at least some wounds each time they try to kill their own babies, so over time, wounds will stack up and the babies will win, and, if both of the initial stock are chained and you have some militiadwarves standing around to dispose of the remaining parent, you can probably breed enemy mounts.
Title: Re: Trivial findings
Post by: Bumber on February 20, 2015, 01:36:37 am
If they're wounded enough, their own babies would probably end up killing them. And they'll probably get at least some wounds each time they try to kill their own babies, so over time, wounds will stack up and the babies will win, and, if both of the initial stock are chained and you have some militiadwarves standing around to dispose of the remaining parent, you can probably breed enemy mounts.
It's more practical to have the babies drop down a floor. Greater survival rate and you don't have to kill the parents. I think there's a design for it somewhere.
Title: Re: Trivial findings
Post by: escondida on February 20, 2015, 11:27:03 am
Non-sapient invader mounts can be tamed, but it's exceptionally dangerous to do so because even tame, they retain their status as enemies of your fort and civ. They'll still attack your civilians, but you can't send your militia to kill them without inciting a loyalty cascade since they are sort of members of your fort.

What you can do, though, is chain them up in a room whose only exit is cage-trapped, then capture and tame their spawn. Take inspiration from Sphalerite's sea serpent separation scheme.
Title: Re: Trivial findings
Post by: Urist Arrhenius on February 20, 2015, 11:32:12 am
Non-sapient invader mounts can be tamed, but it's exceptionally dangerous to do so because even tame, they retain their status as enemies of your fort and civ. They'll still attack your civilians, but you can't send your militia to kill them without inciting a loyalty cascade since they are sort of members of your fort.

What you can do, though, is chain them up in a room whose only exit is cage-trapped, then capture and tame their spawn. Take inspiration from Sphalerite's sea serpent separation scheme.
I'll have to try this. It sounds really RP appropriate to capture enemy mounts and breed them in isolation, and then rear their young away from them.
Title: Re: Trivial findings
Post by: Naryar on February 20, 2015, 11:35:07 am
Non-sapient invader mounts can be tamed, but it's exceptionally dangerous to do so because even tame, they retain their status as enemies of your fort and civ. They'll still attack your civilians, but you can't send your militia to kill them without inciting a loyalty cascade since they are sort of members of your fort.

What you can do, though, is chain them up in a room whose only exit is cage-trapped, then capture and tame their spawn. Take inspiration from Sphalerite's sea serpent separation scheme.

Also in case you have an egglaying invader mount/war animal, you're out of luck. They don't use nest boxes.

I don't think tame egglaying invader mounts use nest boxes are well.

And the children of enemy mounts are considered habitants of your fort, so they promptly fight with their parents.

Having the parent on a chain and on a 1 z-level wall helps. Maybe more than 1z, considering babies are small and don't take much damage from falls.

Well maybe elephant babies would take damage but eh.

Filling the enemy mount enclave with cage traps should do the trick as well, so would have an ingenious design with pressure plates and bridges and stuff.
Title: Re: Trivial findings
Post by: utunnels on February 20, 2015, 11:46:00 pm
I saw a dorf sleeping in his neighbour's bedroom.

He is blissful after sleeping in a good bedroom.

All their bedrooms are 1x1 and are adjacent to each other.
Title: Re: Trivial findings
Post by: AzTech2064 on February 21, 2015, 07:22:25 am
all about the bed quality^^ perhaps you stukc a masterwork bed in there?
Title: Re: Trivial findings
Post by: utunnels on February 22, 2015, 08:52:56 am
Military dorfs can't  feed their pets when they are training although the dorfs themselves can eat and drink without a problem. I recruited a speardwarf who had a pet ewe. Then I noticed the ewe was starving in the meeting hall. As soon as I removed her from military, she ran to the food stockpile to fetch some food for her pet.

So I locked up all their pets in one big pasture room. ::)
Title: Re: Trivial findings
Post by: TheFlame52 on February 22, 2015, 06:01:55 pm
Animal trainers can form grudges with the animals they train, and will be annoyed when talking to them.
Title: Re: Trivial findings
Post by: taptap on February 22, 2015, 06:52:25 pm
Burrowed dwarves are not rescued (both injured dwarf and hospital was out of burrow).
Title: Re: Trivial findings
Post by: utunnels on February 23, 2015, 02:09:50 am
Remove your mayor from position won't end his mandate. But I haven't tried what will happen if you ignore them...
Title: Re: Trivial findings
Post by: TheFlame52 on February 23, 2015, 02:10:49 pm
Sometimes dwarves with high humor will have for a thought "Have you heard the one about the [ANIMAL] and the [OTHER_ANIMAL]?"
Title: Re: Trivial findings
Post by: pisskop on February 23, 2015, 02:31:48 pm
Sometimes dwarves with high humor will have for a thought "Have you heard the one about the [ANIMAL] and the [OTHER_ANIMAL]?"
:o
Title: Re: Trivial findings
Post by: TheFlame52 on February 23, 2015, 02:51:15 pm
So far I've seen "Have you heard the one about the foul blendecs and the water buffalo?" and "Have you heard the one about the jackal and the giant anaconda?"

I imagine one is a joke about how both animals smell similarly and the other one is a story where a clever jackal tricks its way out of being eaten.
Title: Re: Trivial findings
Post by: The Mystical Tim on February 23, 2015, 03:21:29 pm
I have a Dwarf who has become stuck in the input zone of one of my pumps for raising water in my moat. Despite the fact he's going to die of starvation/dehydration soon, he's perfectly happy with this due to the calming nature of the surrounding waterfall.
Title: Re: Trivial findings
Post by: arbarbonif on February 23, 2015, 06:58:59 pm
Minecart stops can now be set to dump in different directions after they are built.  So I set up a simple "dump refuse into the volcano" setup by setting up a minecart QSP next to a hatch with the stop set to "no dump".  Then once it is filled up, open the hatch and set the stop to dump that direction and it dumps it into the hole.  Also dumps cages of beasties I don't want just as easily, without messing with garbage dumping zones.

RRSR
RRH

With R being the refuse piles and H the hatch.  The dwarfs load up the minecart as if it was going to dump into the recieving pile, but it ends up getting dumped in the volcano instead.  And it gets dumped at my will after I lock the room so no one decides to go lava surfing (and nothing flies in from outside because of the hatch).  I'm not sure if dwarves look into minecarts as they are loading them, so I'm not sure if it is cutting down on "was terrified seeing a goblin die" from seeing corpses or not.
Title: Re: Trivial findings
Post by: klefenz on February 23, 2015, 07:11:31 pm
I recently realized I can make the dwarves dump refuse on the orders menu, so i dont need a minecart to get the garbage thrown into a pit for atomsmashing.
Title: Re: Trivial findings
Post by: Bumber on February 23, 2015, 11:14:33 pm
Minecart stops can now be set to dump in different directions after they are built.
DFHack.
Title: Re: Trivial findings
Post by: TheFlame52 on February 24, 2015, 09:59:09 am
Minecart stops can now be set to dump in different directions after they are built.  So I set up a simple "dump refuse into the volcano" setup by setting up a minecart QSP next to a hatch with the stop set to "no dump".  Then once it is filled up, open the hatch and set the stop to dump that direction and it dumps it into the hole.  Also dumps cages of beasties I don't want just as easily, without messing with garbage dumping zones.

RRSR
RRH

With R being the refuse piles and H the hatch.  The dwarfs load up the minecart as if it was going to dump into the recieving pile, but it ends up getting dumped in the volcano instead.  And it gets dumped at my will after I lock the room so no one decides to go lava surfing (and nothing flies in from outside because of the hatch).  I'm not sure if dwarves look into minecarts as they are loading them, so I'm not sure if it is cutting down on "was terrified seeing a goblin die" from seeing corpses or not.
OOOOOOOOH

I see what I was doing wrong now. Let me just go fix my goblin clothes dump.
Title: Re: Trivial findings
Post by: arbarbonif on February 24, 2015, 11:23:05 am
Minecart stops can now be set to dump in different directions after they are built.
DFHack.
Oh, then yay for DFHack!
Title: Re: Trivial findings
Post by: utunnels on February 24, 2015, 08:08:08 pm
Dumping goblinite from a constructed cage will cause the dorfs to release the goblin and put it in a  new empty cage.

Title: Re: Trivial findings
Post by: Kestrel on February 25, 2015, 07:30:18 pm
Constructing an artificial pond near a volcano for fishing purposes results in the odd announcement "there is nothing to catch in the volcano."
Title: Re: Trivial findings
Post by: Sadrice on February 25, 2015, 09:23:22 pm
Not even magma crabs?  I bet they're tasty.
Title: Re: Trivial findings
Post by: pisskop on February 25, 2015, 09:25:00 pm
Toady is truly awesome with him attention to most details.

  Did you know that using DFhack to embark on a tombs let's your dwarves activate mummies?  And that those mummies disappear (as in suddenly get removed from the unit list) for some reason after a day or three?
Title: Re: Trivial findings
Post by: utunnels on February 25, 2015, 09:27:54 pm
Not even magma crabs?  I bet they're tasty.

Maybe they are silicon based creatures instead of carbon.
Title: Re: Trivial findings
Post by: utunnels on February 26, 2015, 02:52:38 am
Frozen liquid/water in buckets is categorized as glob.
Title: Re: Trivial findings
Post by: Hetairos on February 27, 2015, 06:22:45 pm
Not even magma crabs?  I bet they're tasty.

You can only fish for magma crabs as much as you can for carp, that is, not at all because they are creatures and fishing targets "vermin" fish. But if such fish were modded in and set to occur in magma (and, obviously, not burn or melt), you might be able to catch something...



Magma near a contaminated wall won't clean it, but a fire on a tile next to it will do so with ease.
Title: Re: Trivial findings
Post by: TheFlame52 on February 27, 2015, 06:41:45 pm
Personalities are passed down through families. My mayor's wife and son are both easily stressed.
Title: Re: Trivial findings
Post by: Hetairos on February 28, 2015, 04:59:16 pm
Dwarves will actively avoid tiles covered in any amount of magma, but they aren't clever enough not to push wheelbarrows into it.
Title: Re: Trivial findings
Post by: TheFlame52 on March 01, 2015, 12:25:56 pm
Burning things in magma now pulps body parts, but AFIAK still can't kill zombies on its own.
Title: Re: Trivial findings
Post by: Skullsploder on March 01, 2015, 02:42:38 pm
Well pulping a zombie's upper body or head permakills it so if magma burns cause pulping then zombies SHOULD die and be incinerated.
Title: Re: Trivial findings
Post by: TheFlame52 on March 01, 2015, 03:14:25 pm
(http://i.imgur.com/cUcUFJL.png)

Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?

EDIT: Fire works too. This is huge, guys.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 01, 2015, 04:22:01 pm
This also now makes demons capable of winning a fight with husks.
Title: Re: Trivial findings
Post by: TheFlame52 on March 01, 2015, 04:49:02 pm
Well, they already could thanks to pulping. But now this means I can't fulfill my dream of being a husk and jumping into a volcano and climbing back out.  :'(
Title: Re: Trivial findings
Post by: bahihs on March 01, 2015, 04:52:46 pm
(http://i.imgur.com/cUcUFJL.png)

Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?

EDIT: Fire works too. This is huge, guys.

How fitting that you would be the one to make this finding.

Does this also apply in adventure mode? (That would actually make zombies somewhat killable)
Title: Re: Trivial findings
Post by: Saiko Kila on March 02, 2015, 03:28:38 am
Does this also apply in adventure mode? (That would actually make zombies somewhat killable)

How would you apply magma in adventure mode? Also, I find zombies perfectly killable in adventure mode. I admit that to be able to fend off a big scale zombie wave it's better to be a vampire (or similar) than a mortal, but that's mainly due to exertion. A single GCS is far more formidable than a squad of zombies to me.
Title: Re: Trivial findings
Post by: Putnam on March 02, 2015, 04:20:55 am
(http://i.imgur.com/cUcUFJL.png)

Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?

EDIT: Fire works too. This is huge, guys.

How fitting that you would be the one to make this finding.

Does this also apply in adventure mode? (That would actually make zombies somewhat killable)

There is literally no difference between adventure and fort mode accept for syndrome timings.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 02, 2015, 11:02:40 am
And that's just due to first-person time and stuff.
Title: Re: Trivial findings
Post by: bahihs on March 02, 2015, 11:46:27 am
Does this also apply in adventure mode? (That would actually make zombies somewhat killable)

How would you apply magma in adventure mode? Also, I find zombies perfectly killable in adventure mode. I admit that to be able to fend off a big scale zombie wave it's better to be a vampire (or similar) than a mortal, but that's mainly due to exertion. A single GCS is far more formidable than a squad of zombies to me.

I was talking about fire, not magma. And zombies are indestructible juggernauts with layers and layers of muscle, killing them without being one yourself, is very difficult, almost impossible. Every advantage helps.

Title: Re: Trivial findings
Post by: pisskop on March 02, 2015, 12:46:14 pm
Makes sense, considering fire is the infliction of loads of small cuts.  That's where the bleeding comes from.
Title: Re: Trivial findings
Post by: Putnam on March 02, 2015, 02:16:50 pm
The fact that they "died in the heat" means that they died of heat damage, not cuts (and yes, heat damage is a thing).
Title: Re: Trivial findings
Post by: TheFlame52 on March 02, 2015, 04:28:42 pm
Projectiles move from launcher to target instantly in adventurer mode, while they move at one tile per tick in fort mode. But yeah, not much difference besides that.
Title: Re: Trivial findings
Post by: pisskop on March 02, 2015, 06:48:04 pm
The fact that they "died in the heat" means that they died of heat damage, not cuts (and yes, heat damage is a thing).
Heat itself pulps?
Title: Re: Trivial findings
Post by: Putnam on March 02, 2015, 06:55:02 pm
Yeah, though you could die in the heat in previous versions too.
Title: Re: Trivial findings
Post by: TheFlame52 on March 02, 2015, 07:27:29 pm
Yeah, though you could die in the heat in previous versions too.
Not zombies. I once jumped into a volcano as a husk and lived.

Heat itself pulps?
Yep. Go chuck a goblin into magma and look at its description a little before death.
Title: Re: Trivial findings
Post by: TheCheeseMaker on March 02, 2015, 09:25:21 pm
It seems that when there is too many megabeasts compared to the area of the world, rather than live all separately, the megabeasts hunt in packs. 
For example:

(http://i.imgur.com/6hbRYun.jpg?1) (http://imgur.com/6hbRYun)

Not shown: the events of the 123 other hydras in the attack.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 03, 2015, 10:47:21 am
123? Seriously?
Title: Re: Trivial findings
Post by: TheCheeseMaker on March 03, 2015, 11:57:03 am
Yeah...
I noticed that in advanced world gen you could set the megabeast count up to 1000.  So I decided to see what would happen if you set it that high in a pocket world.  The result was the complete collapse of every civilization by year 20, many were destroyed in the first year, like this elf kingdom.
Right now I'm trying to find out if this many megabeasts will attack a player made fortress, or just the ones made during world gen.
Title: Re: Trivial findings
Post by: Naryar on March 03, 2015, 12:52:52 pm
And I thought my setting of 70 megabeasts in a small region was a lot. And yes, that setting tends to weaken or kill off civilizations, that's why I start with an equal amount of civs. (Having Fortress Defense helps in having lots of civilizations)




Title: Re: Trivial findings
Post by: Veylon on March 04, 2015, 01:06:12 am
I noticed three dorfs can spar together.

The broker + another axedwarf vs The militia commander
To highlight this, non-soldiers can be drawn into sparring. Even animals, if they wander into the training area. Put a weapon rack in a high-volume area and watch your troops take random (practice) whacks at whoever happens to be nearby.
Title: Re: Trivial findings
Post by: Larix on March 04, 2015, 08:48:54 am
When a minecart on a ramp collides with one immediately adjacent to the ramp, the compensatory speed loss (a.k.a. checkpoint effect) doesn't apply.

Code: [Select]
##########
═▲═▲═▲═▲═▲
All ramps with NS track

Sufficiently fast cart (>80k) comes from the left.

Unhindered, it goes through to the east, gets displaced ~1/20 tile to the south on each ramp but gains no southward velocity.
When minecarts are placed on each flat floor tile, moving carts pass on the impulse (stopping on the ramp and moving off in a straight line to the south later), but the fifth will typically move off the line to the south instead of pushing the next cart, because it has too much southward velocity - those are passed on un-neutralised and thus accumulate, about 5k southward per ramp.

This showed up when testing a setup to quickly set multiple carts in motion with a single trigger cart.
Title: Re: Trivial findings
Post by: Kestrel on March 04, 2015, 09:17:30 am
(http://i.imgur.com/cUcUFJL.png)

Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?

EDIT: Fire works too. This is huge, guys.
Yes, it was my primary defense in a recent fort against zombies.  Absolutely liquified dozens of them at a time.
Title: Re: Trivial findings
Post by: Veylon on March 04, 2015, 01:12:09 pm
-- Delete This --
Title: Re: Trivial findings
Post by: utunnels on March 04, 2015, 09:06:58 pm
I reclaimed a fortress and found some random oddities.

1) Some military dorfs didn't use shield despite I had plenty of non-forbidden shields form previous fort.
2) My marksdwarves didn't equip crossbows. The stocks menu still showed all the crossbows, but the military menu didn't, not even in red.
3) After a goblin siege, one of the gobbo corpse had lied in my corridor for months but no one wanted to touch it. My dorfs couldn't melt its copper bow, nor could they dump it. Again the stocks menu showed it but my dorf just couldn't see it.


1) 2) were fixed by dumping and reclaiming the items.
3) The corpse and its belongings were over a workshop. I removed the workshop and the problem was fixed.

Title: Re: Trivial findings
Post by: Uzu Bash on March 05, 2015, 11:17:07 am
Miasma can spread downward, as far as 4 tiles. Gonna need a hatch for that refuse pile in the cavern ceiling.

Also, dwarves can witness bodies through 50 tiles of solid rock.
Title: Re: Trivial findings
Post by: Sadrice on March 05, 2015, 11:51:37 am
Yet they won't notice that one militiadwarf who sparred through the wall of the barracks into the cavern lake, and remains there, dead, less than 10 tiles away for several years.
Title: Re: Trivial findings
Post by: taptap on March 05, 2015, 02:41:21 pm
Glass cages in magma-submerged traps vanish. (Melted or visited by firesnakes?)
Title: Re: Trivial findings
Post by: utunnels on March 05, 2015, 10:29:02 pm
Manager will not manage workshop orders from their predecessor.
And they won't manage workshop orders before the office is assigned to them.

So if you want to fire a manager who is on break, be sure to remove the old orders.
Title: Re: Trivial findings
Post by: Uzu Bash on March 05, 2015, 11:17:48 pm
Ok, so they can't see through rock. They can see a death happen from the site of death, even if it was 3 years ago, as if it were just occurring. Someone who "doesn't handle stress well" and "is fearful in the face of danger" will see it every single time they pass by.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 06, 2015, 08:53:29 am
So, in an extremely old small fort, every single spot will cause PTSD in dwarves?
Title: Re: Trivial findings
Post by: Uzu Bash on March 06, 2015, 09:18:26 am
Most become inured to it after the first experience, and with enough of those experiences, some of them become hardened individuals. But some of them are more sensitive than others, repeatedly drop jobs at the same spot, and the same horrified thought is pushed to the top of their thought stack (or queue?) These don't seem to be common, but probably bear watching in case they come completely unhinged over it.

Also, if the body is properly buried it will prevent that, but dwarves won't bury all sentient species. It's also prevented when the cause of death is atomsmashing.
Title: Re: Trivial findings
Post by: taptap on March 06, 2015, 10:24:51 am
They can see a death happen from the site of death, even if it was 3 years ago, as if it were just occurring.

Doubt that. (They get a bad thought with the same text, when seeing the corpses or unprocessed parts though.)
Title: Re: Trivial findings
Post by: utunnels on March 06, 2015, 08:16:37 pm
Dorfs really like dresses.

If I let them equip leather armors and there's no leather armor left, they will grab some leather dresses.
If I let them equip armor, they will ignore leather armors and find any dress available (silk, cloth, whatever).
Title: Re: Trivial findings
Post by: TheFlame52 on March 07, 2015, 02:05:56 pm
Dwarves prefer to place corpses in tombs in the order the coffins were built.
Title: Re: Trivial findings
Post by: §k on March 07, 2015, 10:15:48 pm
The trainer needs a piece of food to tame a vermin, but the food isn't consumed. It stays in the kennel, and will be stored later.
Title: Re: Trivial findings
Post by: Vyro on March 08, 2015, 08:51:50 am
Designating a long narrow corridor of constructed floors for removal with empty space below always leaves half the workers stranded in small random groups - they will cancel and refuse to deconstruct tiles of floor somebody else is standing on continuously (no, stepping aside all together would be too smart of them). Solution comes in designating tiles 101010 - they all get stranded individually on singular tiles, which they are then happy to remove from under their feet when ordered because it is not somebody else that is standing on the tile, just them. Dorfs have weird sense of morality.
Title: Re: Trivial findings
Post by: utunnels on March 08, 2015, 10:24:10 am
---
deleted
---
Title: Re: Trivial findings
Post by: Arx on March 14, 2015, 08:21:23 am
Training and possibly other working dwarfs gain a coating of sweat on all their body parts.
Title: Re: Trivial findings
Post by: TheFlame52 on March 14, 2015, 11:40:12 am
GCS are actually brown, despite what their tile might suggest.
Title: Re: Trivial findings
Post by: §k on March 14, 2015, 09:30:29 pm
Goblins are green, also different from their tile.
Title: Re: Trivial findings
Post by: utunnels on March 15, 2015, 06:45:26 am
My map gets only dry grass during those dry seasons. But fresh grass will grown under roofs anyway.
(http://i.imgur.com/Ny87ozL.png)
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 15, 2015, 11:50:14 am
Yeah, I noticed that in the arena. Trees will always have fresh grass under them for some reason.
Title: Re: Trivial findings
Post by: Uzu Bash on March 15, 2015, 03:23:53 pm
Dwarves can dig ramps designated 1 zlvl beneath them. Probably interpret it as a channel from their own level, which it is, except I wasn't ready for them to start digging there yet.
Title: Re: Trivial findings
Post by: Uzu Bash on March 18, 2015, 11:09:57 am
Fortifications are climbable, they just can't be climbed over. Someone can cling to the side and climb laterally until they find another direction to climb or drop down from. I don't know if the AI is smart enough to path that way, but it wouldn't hurt to leave a cage trap on the floor accessible by that route.
Title: Re: Trivial findings
Post by: utunnels on March 19, 2015, 10:45:47 am
Speaking of ramp, it seems removing an ice ramp leaves an empty tile.
The tile shows nothing if you "k" it. It is inaccessable. You can't dig it. You can't build anything over it.
(http://i.imgur.com/hl6r8ux.png)
Title: Re: Trivial findings
Post by: Splint on March 19, 2015, 03:45:30 pm
Dunno if anyone else did this yet, but it seems that you can in fact disassemble tents if you happen to embark on a camp by blind luck. You get a bolt of cloth or leather when the wall is deconstructed.

On the subject of tents, they don't count as indoors.
Title: Re: Trivial findings
Post by: utunnels on March 19, 2015, 07:03:29 pm
I did that when I embarked on a goblin camp. They had troll fur cloth or something like that.
Title: Re: Trivial findings
Post by: Sadrice on March 19, 2015, 07:09:52 pm
On the subject of tents, they don't count as indoors.
Interesting.  So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation.  Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right?  I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.
Title: Re: Trivial findings
Post by: utunnels on March 19, 2015, 07:15:19 pm
This is not about gameplay. But I just find there are actually some DF stories on fanfiction.net.
Title: Re: Trivial findings
Post by: Splint on March 19, 2015, 07:22:57 pm
On the subject of tents, they don't count as indoors.
Interesting.  So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation.  Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right?  I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.

I think so long as the tile is considered light, it won't cause cave adaptation.

At any rate, they do have roofs but paradoxically they're considered outdoors and thus useless for anything but raw materials (as you can't put beds/tables and chairs in them.)

I'm going to see if I can have a worker walk on one. If I can, then free walls, just add a new roof for shelter!

Title: Re: Trivial findings
Post by: Chaoseed on March 20, 2015, 11:02:45 pm
Have you ever seen one of those topics on the forum that has a bunch of pages, and they're listed "1 2 3 ... 617"? If you click the "..." it will expand to list more of the pages.
Title: Re: Trivial findings
Post by: Saiko Kila on March 21, 2015, 06:36:19 am
Goblins are green, also different from their tile.

I knew that goblins are different shades of green, but I have only recently discovered that they all have hair in different shade of red (may be on the blue side, may be on the yellow side, but is always a variant of red). No wonder they have such an aggressive culture. Imagine the contrast between your skin and your hair. And that everyone you see will see the same looking at you.
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 21, 2015, 09:22:23 am
So, if you can embark on a camp, the build walls around a tent and set things up so that your main corridor (i.e. the one that leads to the living quarters) is through a tent, deconstructing tent "walls" when necessary, you can undo cave adaptation?
Title: Re: Trivial findings
Post by: Max™ on March 21, 2015, 10:43:23 am
Oh my god I never thought to try to deconstruct a tent with advfort, yet I've dug out the entire space under a necro tower and collapsed it into a pit (upside: it kills the necros and scatters the indestructible artifact books around, while pulverizing the fake ones and many of the undead... strangely not all) and this honestly never struck me to try.

About fortifications, I had a dorf do this (actually in the thread where the parkfour full plate dwarves comment came from) and tested it with an adventurer.

Side view:
_______  <- floors
_______# < fortification

You can grab the floor and climb down into the fortification from the roof, so carve fortifications where possible as it leaves a roof, or put a floor over built ones.

Don't know why nothing tries jumping through them, I've seen things jumping in adventure mode, pretty sure I've seen them do it in fort mode, but not a one seems to realize you can jump through a fortification?
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 21, 2015, 02:04:50 pm
Considering that I noticed a bug where, if you jumped through a fortification in the arena, you had a chance to be teleported back to the space you jumped from, I think it's unintentional.
Title: Re: Trivial findings
Post by: Dirst on March 21, 2015, 02:37:57 pm
On the subject of tents, they don't count as indoors.
Interesting.  So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation.  Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right?  I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.

I think so long as the tile is considered light, it won't cause cave adaptation.

At any rate, they do have roofs but paradoxically they're considered outdoors and thus useless for anything but raw materials (as you can't put beds/tables and chairs in them.)

I'm going to see if I can have a worker walk on one. If I can, then free walls, just add a new roof for shelter!
If it's "light" then cave adaptation stops getting worse.  If it's "outdoors" then cave adaptation actually starts wearing off (which may involve puking).
Title: Re: Trivial findings
Post by: Sadrice on March 21, 2015, 03:03:01 pm
So, if you can embark on a camp, the build walls around a tent and set things up so that your main corridor (i.e. the one that leads to the living quarters) is through a tent, deconstructing tent "walls" when necessary, you can undo cave adaptation?
If it's "light" then cave adaptation stops getting worse.  If it's "outdoors" then cave adaptation actually starts wearing off (which may involve puking).
So yes, it should work.  However, you'll need to make sure the dwarves spend at least some specific fraction of their time in an outside tile, or they will still get cave adaptation and just puke every time they go in the tent.  A recent thread presented a specific number, I think either 1:10 or 1:100.  Putting a corridor through it may not be enough, you might have to use it as a meeting area, though I think it would probably be a tad cramped (how big do tents get?).
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 22, 2015, 08:15:16 am
Don't "outside" tiles also get rained on? That might be a problem, although putting high-quality statues on either side of the area under the camp would counteract the unhappiness resulting from that. High-quality doors could also help. If the roof of the tent is connected to proper floors on all sides, can you remove the "walls" without it collapsing? Or do you need at least one tent "wall"?
Title: Re: Trivial findings
Post by: utunnels on March 22, 2015, 08:15:39 am
Bridges frozen in ice are not jammed.
Title: Re: Trivial findings
Post by: Bumber on March 22, 2015, 09:39:47 am
Oh my god I never thought to try to deconstruct a tent with advfort, yet I've dug out the entire space under a necro tower and collapsed it into a pit (upside: it kills the necros and scatters the indestructible artifact books around, while pulverizing the fake ones and many of the undead... strangely not all) and this honestly never struck me to try.

About fortifications, I had a dorf do this (actually in the thread where the parkfour full plate dwarves comment came from) and tested it with an adventurer.
But can you engrave fortifications in the tent?

*Takes out a knife and begins tearing holes in the side of a tent for no good reason.*
Title: Re: Trivial findings
Post by: Dwarf4Explosives on March 22, 2015, 01:49:13 pm
Oh god, that would be just perfect. I would love to see that.
Title: Re: Trivial findings
Post by: Skullsploder on March 22, 2015, 03:01:59 pm
Bridges frozen in ice are not jammed.

Wat. So you can raise and lower a bridge encased in solid ice? Does it not atom smash the ice? Next step is to see if it a still atom smashes creatures encased in the ice in front of it or on top of it.
Title: Re: Trivial findings
Post by: utunnels on March 22, 2015, 07:14:24 pm
Bridges frozen in ice are not jammed.

Wat. So you can raise and lower a bridge encased in solid ice? Does it not atom smash the ice? Next step is to see if it a still atom smashes creatures encased in the ice in front of it or on top of it.
No, it works the same way as when it was in the water. Ice can't be smashed, so the bridge just passes through.

Title: Re: Trivial findings
Post by: Sadrice on March 23, 2015, 04:02:37 am
Atom smashing applies to items, and also fluids.  Ice boulders, or any level of water can be smashed, but an ice wall tile is completely different, in the same way that a puddle of booze left on the ground if you forbid the booze and dump the barrel is not the same thing as 1/7 Booze, or any other fluid.  Solid natural wall tiles are handled completely differently, and are not included in the code that allows atomsmashing. 

A number of buildings are not affected by having their air replaced with solid tiles.  Pressure plates that have magma obsidianize on them (or presumably water freeze) continue working and appropriately detect the removal of liquid magma (or water) from the plate.  I seem to recall itg in his sky fort (fort nailed to the "ceiling" of the world, with accompanying bugs) circumvented connectivity issues (the same ones that gave rise to dwarven power mining, which has been fixed) by casting his workshops in obsidian, with no loss of functionality.

Basically, while you can not designate buildings over solid tiles, the later creation of solid tiles on top of the building does not appear to interfere with building functionality.
Title: Re: Trivial findings
Post by: utunnels on March 27, 2015, 08:20:53 am
(http://i.imgur.com/diNYzfO.png)

Happens in pre-generated forts.

(http://i.imgur.com/BszLZk3.png)



This.

(http://i.imgur.com/OKFgtAO.png)

And this.

(http://i.imgur.com/LcdUuZz.png)
Title: Re: Trivial findings
Post by: TheFlame52 on March 28, 2015, 07:29:59 pm
Dwarves use available coffins in the order said coffins were built.
Title: Re: Trivial findings
Post by: utunnels on March 28, 2015, 09:58:18 pm
Also it is possible to have some mossy tile above ground after reclaiming a fort.

(http://i.imgur.com/4IFsg7h.png)
Title: Re: Trivial findings
Post by: SimRobert2001 on March 30, 2015, 03:12:39 pm
Also it is possible to have some mossy tile above ground after reclaiming a fort.

(http://i.imgur.com/4IFsg7h.png)
yea, it even grows in fort mode. None of us have had a fort that long, so we never noticed.
Title: Re: Trivial findings
Post by: utunnels on March 31, 2015, 03:24:11 am
Dorfs really love loincloth.
I wonder why they pick up foreign XX(loincloth)XX even if they have their own pants...
Maybe the cleanowned command didn't do a good job confiscating foreign items?
Title: Re: Trivial findings
Post by: TheFlame52 on March 31, 2015, 07:29:18 am
I usually autodump destroy all loincloths right after a siege.
Title: Re: Trivial findings
Post by: BraveHero400 on April 01, 2015, 02:21:23 am
I was preparing my prison level, and I made a chain into a room, but missed the 'use for justice' option.
Few moments later:

"Urist McDwarf has organized a party at iron chain"

....what? I zoomed in and fixed the problem, then all the dwarfs went  :( and went back to the meeting hall.

So, the finding: Dwarfs will party at roomed chains, and you can crash said party by making it a justice room.
Title: Re: Trivial findings
Post by: utunnels on April 01, 2015, 02:30:14 am
Also cages. Maybe they work the same way?
Title: Re: Trivial findings
Post by: Borge on April 01, 2015, 09:24:15 am
Dorfs really love loincloth.
I wonder why they pick up foreign XX(loincloth)XX even if they have their own pants...
Maybe the cleanowned command didn't do a good job confiscating foreign items?

They'll take a loincloth as it is an under layer for the lower body, while pants are over layer. Both pants and loincloth can be worn at the same time so dwarves will take the loincloth to fill the missing slot. Extra protection against gelding blows.
Title: Re: Trivial findings
Post by: Urist McVoyager on April 03, 2015, 07:19:40 am
The [HUNTS_VERMIN] tag does not play nicely with the [CIV_CONTROLLABLE] tag. It ends up with your people randomly going No Job when there's work to be done, even to the exclusion of eating or drinking til it clears. They'll even walk all over the food stockpile without eating, even if they're starving. I never lost anyone to it, but when you intentionally keep your population below twenty (I experiment with natural growth forts), you cannot afford to have six or seven people going hungry and loafing around.
Title: Re: Trivial findings
Post by: Splint on April 05, 2015, 10:39:52 pm
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die, (normally I'd have people freaking out in horror over a pile of dead elves and humans, but a current modded dwarf civ hasn't had the problem with only the martial prowess value being changed,) if a current fort I'm playing is anything to go by.
Title: Re: Trivial findings
Post by: utunnels on April 06, 2015, 08:17:29 am
(http://i.imgur.com/LTMN457.png)

Before mayor is elected, there's a period the fort has no leader at all.
Title: Re: Trivial findings
Post by: Naryar on April 06, 2015, 09:02:50 am
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die

I have observed the first behavior, yes. The second, however... nope.
Title: Re: Trivial findings
Post by: utunnels on April 06, 2015, 09:18:04 am
I noticed something strange in legends mode.

Say, a goblin force from A attacked a dwarven site B in the early spring of 2015.

Dwarf C was struck down by goblin D. The event would read:

In the early spring of 2015, the dwarf C was struck down by the goblin D in B.

Goblin E was struck down by dwarf F. The event would read:

In the early spring of 2015, the goblin E was struck down by the dwarf F in A.
Title: Re: Trivial findings
Post by: Splint on April 06, 2015, 09:26:06 am
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die

I have observed the first behavior, yes. The second, however... nope.

Well I base it on only two residents in 90-something responding negatively in an overt way (Overwhelmed by horror!) with any regularity. The rest registered the bad thought, but continued working on removing/being near corpses of trogs, elves, and the like regardless. If I could recall who specifically it was, then I could see if they happened to be a bit on the cowardly side.
Title: Re: Trivial findings
Post by: Naryar on April 06, 2015, 11:03:16 am
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die

I have observed the first behavior, yes. The second, however... nope.

Well I base it on only two residents in 90-something responding negatively in an overt way (Overwhelmed by horror!) with any regularity. The rest registered the bad thought, but continued working on removing/being near corpses of trogs, elves, and the like regardless. If I could recall who specifically it was, then I could see if they happened to be a bit on the cowardly side.

Oh, you mean the "dwarf cancels x : horrified ?" I have no idea. Thought you were talking about horrified thoughts that happens when they see sentients die.
Title: Re: Trivial findings
Post by: TheFlame52 on April 06, 2015, 02:00:28 pm
Are there any differences between the types of terror? I think there are, I've seen some types of terror cause running and some laying on the ground.
Title: Re: Trivial findings
Post by: Naryar on April 06, 2015, 03:35:55 pm
I've also seen "Experiencing mortal fear" in my games, and apparently dying of fear is a thing. (though never personally seen dwarves like that)

DF2014 : Overly Emotional Dwarf Fortress.
Title: Re: Trivial findings
Post by: TheFlame52 on April 06, 2015, 04:07:04 pm
I've seen a goblin troll 'wallow in misery' while I was taking it to a rope to be FB bait. I did catch the FB, but not with that troll.
Title: Re: Trivial findings
Post by: Naryar on April 06, 2015, 05:20:12 pm
I've seen a goblin troll 'wallow in misery' while I was taking it to a rope to be FB bait. I did catch the FB, but not with that troll.

That's what happens when you have caged sentients.
Title: Re: Trivial findings
Post by: TheFlame52 on April 06, 2015, 05:26:18 pm
Really? I've had a lot more caged sentients and not many of them do that. Mostly just trolls. Trolls are pussies.
Title: Re: Trivial findings
Post by: Splint on April 06, 2015, 05:58:00 pm
Are there any differences between the types of terror? I think there are, I've seen some types of terror cause running and some laying on the ground.

Some cause immobilization (mental breakdowns regarding grisly sights, emotional shock, that sort of thing,) and any others seem to be the opposite, which I can only really equate to "OHFUCKNOPENOPENOPE" as the animal or enemy decides death is highly overrated.

They seem to come out of just being horrified or scared shitless to the point of running away quicker than other types of terror/emotional shock, but I was probably imagining it.

@Naryar: the dying of fear thing is something ghosts might cause if the ghost in question was a sadisistic little twat. Seen it exactly once in early 34.xx when a guy who seemed to hate the whole fortress croaked and I couldn't find the body (and due to not thinking until after he killed someone, didn't memorialize him either.)

At any rate martial civs' people seem better able to cope with dead things better generally, but if need to run more fortresses to confirm it for sure.
Title: Re: Trivial findings
Post by: Slogo on April 07, 2015, 01:24:37 pm
Discipline definitely seems to impact the ability for units to handle death or death related things.

Like pre-thought rewrite recruits fighting undead, even if their resolve holds and they don't flee, would get major unhappy thoughts about fighting the undead whereas legendary discipline *lords would barely alter their mood. Same with how the death of a fellow warrior would impact their mood.
Title: Re: Trivial findings
Post by: Button on April 07, 2015, 03:10:24 pm
I actually had a giant badger sow that spent a lot of its time wallowing in misery, once. It was a wild-caught one, and continued wallowing periodically even after being tamed and set loose in a pasture.

I was afraid it would cause her to miscarry, but nope, she had a few litters before I lost that embark to a loyalty cascade. The save is on dffd if anyone's interested. http://dffd.bay12games.com/file.php?id=10511
Title: Re: Trivial findings
Post by: Ianflow on April 07, 2015, 05:26:56 pm
The [HUNTS_VERMIN] tag does not play nicely with the [CIV_CONTROLLABLE] tag. It ends up with your people randomly going No Job when there's work to be done, even to the exclusion of eating or drinking til it clears. They'll even walk all over the food stockpile without eating, even if they're starving. I never lost anyone to it, but when you intentionally keep your population below twenty (I experiment with natural growth forts), you cannot afford to have six or seven people going hungry and loafing around.

It doesn't work well with the [CIV_CONTROLLABLE] tag, but it works really well for ensuring that the Kobold race lives for more than 5 years after your first embark. When I decided to have kobolds as domesticated so I could have Kobold Ghettos, and it was fun to imagine the Kobolds diving angrily after rats for food.

They never starved is the good news, and they did reproduce.
Title: Re: Trivial findings
Post by: Kishmond on April 07, 2015, 09:03:30 pm
I didn't know that historical events continued to happen after a fort is founded, and that engravings can be made of them.
Title: Re: Trivial findings
Post by: Urist McVoyager on April 07, 2015, 09:44:53 pm
Yeah, 40.xx started that. The world really does continue on around you. I've begun taking up around roads so I can influence the world around me without the others having to decide to come my way.
Title: Re: Trivial findings
Post by: Saiko Kila on April 08, 2015, 12:31:14 pm
The traders even sometimes bring items with decorations depicting artefacts made by your dwarves in your current fortress. Which means your artisans are getting famous.
Title: Re: Trivial findings
Post by: TheFlame52 on April 08, 2015, 03:07:07 pm
Sentient wild animals can get stressed. One of the plump helmet women from my captive breeding project has become stressed. Is there any way to view her thoughts/personality? I think I might do some science on this.
Title: Re: Trivial findings
Post by: utunnels on April 08, 2015, 08:08:16 pm
DF will try to appoint every noble position after retiring a fortress.

I had to fire the new sheriff and the useless hammerer. ::)
Title: Re: Trivial findings
Post by: Splint on April 08, 2015, 08:32:17 pm
I found entities can in fact share a creature. Which means you could have a dozen distinct cultures and have them all be composed of bog-standard elves with no new creatures needed.
Title: Re: Trivial findings
Post by: utunnels on April 08, 2015, 11:37:22 pm
It seems tweak makeown doesn't work well after retiring.
I guess DF just checks if the unit is in the same group as the founding seven.
Title: Re: Trivial findings
Post by: Urist McVoyager on April 09, 2015, 07:15:25 am
Not sure if I posted this one already, but adding in a ranged skill disables treecutting from an ax-skill weapon. It'll still work as a combat ax, but it won't cut down trees. I learned this by trying to give one of my modded in ranged weapons the ax skill so it could double as a treecutter. I wound up modding in hatchets after that for some flavor.
Title: Re: Trivial findings
Post by: TheFlame52 on April 10, 2015, 04:28:17 pm
Like many things, dwarves will use bone in the reverse order that they were produced. I'm making all my bone into bolts, and I've gotten back to about ten years ago's bone. This is good!
Title: Re: Trivial findings
Post by: §k on April 12, 2015, 02:24:49 am
If there's a QSP, the newest is naturally on the top, which is used first.
Title: Re: Trivial findings
Post by: Ianflow on April 12, 2015, 04:13:55 am
useless hammerer. ::)

Wait, wait, wait.
Aren't all hammerers supposed to be useless? I mean isn't a useless hammerer an oxymoron that means they kill every victim?
Title: Re: Trivial findings
Post by: utunnels on April 13, 2015, 08:47:36 am
useless hammerer. ::)

Wait, wait, wait.
Aren't all hammerers supposed to be useless? I mean isn't a useless hammerer an oxymoron that means they kill every victim?

Well I don't use justice system so they are always useless. ::)





You know, u/d stairs can be removed from above, like this:

--------------------------------
side view:
x
x
x
.
.
.

. = open space
x = u/d stair to be removed

--------------------------

The worker will be sitting on the red stair while removing it. I have no idea how they climb up after that...

But if the worker is carrying a baby, the baby will not go up with its mother and do a fun bungee jump without a rope.
Title: Re: Trivial findings
Post by: Staalo on April 22, 2015, 11:05:44 pm
Digging into a brook from below leaves the "invisible covering" on it intact. This allows you to have a surface water supply that's safe from intruding hostiles.
Title: Re: Trivial findings
Post by: utunnels on April 25, 2015, 11:38:59 pm
Dwarves who share a cabinet try to put their own xsocksx in it. For some reason, they never fill the cabinet. So they just keep doing the Store Owned Item job.
Title: Re: Trivial findings
Post by: oasis789 on April 26, 2015, 02:55:25 pm
Digging into a brook from below leaves the "invisible covering" on it intact. This allows you to have a surface water supply that's safe from intruding hostiles.

unless swimming hostiles spawn in the water. does that ever happen?
Title: Re: Trivial findings
Post by: utunnels on April 27, 2015, 09:34:25 am
Digging into a brook from below leaves the "invisible covering" on it intact. This allows you to have a surface water supply that's safe from intruding hostiles.

unless swimming hostiles spawn in the water. does that ever happen?

I saw some giant tree frogs spawned inside the brook.
Title: Re: Trivial findings
Post by: utunnels on May 01, 2015, 11:32:58 pm
I noticed a dwarf who was idling in his own meager bedroom went all the way to sleep in a grand to royal quality bedroom on another side of the map.

So I guess normal dwarves, despite not having negative thoughts sleeping in a poor bedroom, still prefer better quality.
Title: Re: Trivial findings
Post by: Staalo on May 02, 2015, 03:15:58 am
I saw some giant tree frogs spawned inside the brook.

That's funny; I have never seen any creatures inside the actual brook tiles, even when the fisherdwarves keep getting fish from them. I thought that wasn't even possible. Time to rethink the water supply then...
Title: Re: Trivial findings
Post by: utunnels on May 02, 2015, 03:22:51 am
I saw some giant tree frogs spawned inside the brook.

That's funny; I have never seen any creatures inside the actual brook tiles, even when the fisherdwarves keep getting fish from them. I thought that wasn't even possible. Time to rethink the water supply then...
Oh, correction: not giant frogs, just one giant frog.

Well I guess there need to be amphibian animals first, and the spawn coords must be inside the brook. So it is at least a very rare event.
Title: Re: Trivial findings
Post by: Putnam on May 02, 2015, 05:13:40 am
Killing a megabeast or titan as an adventurer will make it so said adventurer occasionally migrates to your fort wearing jewelry made from said megabeast or titan's hair or nails.
Title: Re: Trivial findings
Post by: Jake on May 02, 2015, 07:44:39 am
Ranged weapons can fire more than one type of ammunition with a bit of modding. The [ITEM_AMMO:ITEM_AMMO_WHATEVER] entries in entity_default are referring to a class of ammunition. Note the highlighted sections from these bits of the latest BPFA release:

Quote
[ITEM_WEAPON:ITEM_WEAPON_BLUNDERBUSS]
   [ITEM_AMMO:ITEM_AMMO_SHOT_1]

[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN]
[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN_SAWN_OFF]
   [ITEM_AMMO:ITEM_AMMO_SHOT_2]

Quote
[ITEM_AMMO:ITEM_AMMO_GRAPESHOT]

[NAME:grapeshot:grapeshot cartridges]

[CLASS:SHOT_1]

[SIZE:600]

[ATTACK:EDGE:100:2000:pierce:pierces:NO_SUB:4000]

[ATTACK_PREPARE_AND_RECOVER:20:2]



[ITEM_AMMO:ITEM_AMMO_BUCKSHOT]

[NAME:buckshot:buckshot cartridges]

[CLASS:SHOT_2]

[SIZE:600]

[ATTACK:EDGE:100:1500:pierce:pierces:NO_SUB:4000]

[ATTACK_PREPARE_AND_RECOVER:20:2]



[ITEM_AMMO:ITEM_AMMO_BIRDSHOT]

[NAME:birdshot:birdshot cartridges]

[CLASS:SHOT_2]

[SIZE:600]

[ATTACK:EDGE:150:1000:pierce:pierces:NO_SUB:4000]

[ATTACK_PREPARE_AND_RECOVER:20:2]

This has worked since at least 40d.
Title: Re: Trivial findings
Post by: utunnels on May 02, 2015, 10:49:49 am
Dorfs only do clean job when they see the dirty tile.
For example, they will ignore some bloody floors for years. But if you put a meeting zone over the blood, they will do the job immediately.
Title: Re: Trivial findings
Post by: Vilkku92 on May 05, 2015, 08:11:55 am
A ghost can report a crime, or at least be a witness for one.
Title: Re: Trivial findings
Post by: StubbornAlcoholic on May 05, 2015, 08:19:37 am
The Dwarves of my current fortress made a statue in honour of the idiot Mayor - who so far has had the following mandates:

1. Export of anvils prohibited.
2. Forge two anvils (completed)
3. Forge two more anvils (completed)
4. MOAR ANVILS

They fittingly called the statue: "THE UGLY GRAIN."

My previous fort had an image of the Dwarves arriving at the fort in the first year and labouring, and called it "The Limp Decisions", which I thought was hilarious...
Title: Re: Trivial findings
Post by: Meneth on May 05, 2015, 10:03:32 am
You can melt metal objects constructed by mandate. The mandates only orders you to construct and not sell the objects, but destroying them is OK.
Title: Re: Trivial findings
Post by: Corona688 on May 05, 2015, 11:02:18 am
I had one who mandated catapult parts.  Six entire catapults and counting now.
Title: Re: Trivial findings
Post by: Corona688 on May 05, 2015, 11:26:51 am
Trivial finding about minecarts:  If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move.  You have to dump the 'bad' contents manually, or switch to an empty cart.
Title: Re: Trivial findings
Post by: utunnels on May 05, 2015, 08:06:26 pm
Trivial finding about minecarts:  If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move.  You have to dump the 'bad' contents manually, or switch to an empty cart.

That's why I have two options:

1) Move when full of contents
2) Move in n days always



Another trivial finding:

Wagon wood can be put in minecart. But they are not accepted by the quantum stockpile for some reason and the dwarves will haul them back to their original stockpile, creating a hauling loop.

Title: Re: Trivial findings
Post by: Putnam on May 05, 2015, 08:14:15 pm
-snip-

Are you sure about this? Because that makes no sense.
Title: Re: Trivial findings
Post by: Corona688 on May 06, 2015, 12:32:27 pm
Trivial finding about minecarts:  If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move.  You have to dump the 'bad' contents manually, or switch to an empty cart.

That's why I have two options:

1) Move when full of contents
2) Move in n days always
Yeah, it'll fix itself eventually, but my haulers need to be kept busy.



Another trivial finding:

Wagon wood can be put in minecart. But they are not accepted by the quantum stockpile for some reason and the dwarves will haul them back to their original stockpile, creating a hauling loop.
They are landing on a stockpile and not just empty floor, right?  It's not like designated dumping.  If they don't land somewhere valid they'll be moved.

 I always make sure to have my dump heaps linked to give to shops, too.  I hadn't caught anyone in a hauling loop yet but was feeling paranoid.
Title: Re: Trivial findings
Post by: utunnels on May 08, 2015, 01:32:43 am
I have only 1 qsp (same settings under wood category as the source stockpile). They only remove those wagon logs around.
BTW, there's no wagon wood option in the stockpile settings.



I noticed the elves change their queen despite the former is alive.
The dwarves will always wait until the old king is dead.
The humans usually do not change their law giver, but sometimes the position can be taken by force, at least I saw a vampire defeated the original law giver and replaced him.


Title: Re: Trivial findings
Post by: Corona688 on May 08, 2015, 09:31:39 am
Wagons used to be their own special kind of wood.  Now days they all seem to be pear wood.
Title: Re: Trivial findings
Post by: Bumber on May 08, 2015, 10:03:05 am
Wagons used to be their own special kind of wood.  Now days they all seem to be pear wood.
You're probably mistaking the lowly embark wagon building with the majestic roaming wagon. Only the roaming kind are actually alive and made of wagon wood.
Title: Re: Trivial findings
Post by: Corona688 on May 08, 2015, 10:28:52 am
Oh.  I guess that explains it.  Why won't their wagon move?  Because its dead.  It has lost the mystical spark, the soul, the wagon that makes it and all things alive.

I could have sworn someone modded the embark wagon into moving, though.  A small change caused it to dump all its contents and start attacking people and groundhogs before it caught on a rock and was scuttled.

I accidentally (I swear) scuttled a handful of wagons with a mist generator near my trade depot.  The game let me engrave slabs for them.
Title: Re: Trivial findings
Post by: TruePikachu on May 08, 2015, 11:32:29 am
I could have sworn someone modded the embark wagon into moving, though.  A small change caused it to dump all its contents and start attacking people and groundhogs before it caught on a rock and was scuttled.
Impossible without DFHack, and probably nearly impossible with it. The embark wagon is a building, not a unit; wild wagons are units, not buildings.

And of course now that I said that, I'm thinking, "A wild Wagon appears!"
Title: Re: Trivial findings
Post by: Corona688 on May 08, 2015, 12:22:34 pm
I remember now...  They modded the trader's wagons.  They went crazy when the caravan appeared.
Title: Re: Trivial findings
Post by: SimRobert2001 on May 08, 2015, 07:30:04 pm
I remember now...  They modded the trader's wagons.  They went crazy when the caravan appeared.

Where was this?
Title: Re: Trivial findings
Post by: Dwarf4Explosives on May 09, 2015, 05:05:19 am
The wagon thread, probably. Experiments with Wagonmancers/Wagonurges (don't even ask) tended to prove that absolute power of wagons is absolute power to kill.
Title: Re: Trivial findings
Post by: Jorn Stones on May 10, 2015, 06:33:24 am
used dfhacks embark everywhere option to embark.. on a previousely retired fort, with the 5x5 playing grid moved 1 tile north and 1 tile east of the original. it let me, as expected.. but what I saw..

Apparently every single merchant/wagon that ever came to visit the old fort.. was there, as well as the diplomats, and all the old dwarves, and the historical animals created through them killing stuff. all the old dwarves listed as hostile but did not attack. then a number of old dwarves, merchants, a diplomat and a named giant cave spider decided to go hang out around my wagon in peace.

A few minutes later the game crashed.

What really surprised me were the fact that the merchants had all been recorded, they were all carrying items as well. But any of the previous invaders and thieves were not there.
Title: Re: Trivial findings
Post by: NJW2000 on May 10, 2015, 06:55:12 am
I would love to play as a wagon.
Title: Re: Trivial findings
Post by: MehMuffin on May 10, 2015, 08:27:25 pm
Automine will, as it happens, order miners to dig warm stone. Especially when that stone is the only thing in between your magma forges and the, er, magma.
Title: Re: Trivial findings
Post by: Bumber on May 10, 2015, 10:52:47 pm
I would love to play as a wagon.
Spoiler (click to show/hide)
The life of a wagon is short and tragic.
Title: Re: Trivial findings
Post by: Staalo on May 14, 2015, 11:03:50 am
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.
Title: Re: Trivial findings
Post by: NJW2000 on May 14, 2015, 12:14:25 pm
If you want to talk to someone in battle/conflict, boast of your violent deeds. This will make a prper conversation take place.

Hey that's actually useful occasionally.
Title: Re: Trivial findings
Post by: TheFlame52 on May 14, 2015, 02:52:16 pm
In adventurer mode, when you have an infection, 'Give in to Starvation' is replaced with 'Succumb to Infection'.
Title: Re: Trivial findings
Post by: Qrox on May 17, 2015, 08:51:24 am
Just found that in fortress mode barrels dropped into water will fill with water.
Title: Re: Trivial findings
Post by: Curious Key on May 17, 2015, 11:48:48 am
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.

That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :O
Title: Re: Trivial findings
Post by: Curious Key on May 17, 2015, 11:49:07 am
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.

That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :o
Title: Re: Trivial findings
Post by: Curious Key on May 17, 2015, 11:50:07 am
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.

That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :o

(derp) sorry accidental double post plus quote strangeness.
Title: Re: Trivial findings
Post by: Bumber on May 18, 2015, 12:57:35 am
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.

That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :O
Only if you burn the tree afterward, or carve it into crafts and offer them to the elves. It's the only way to sanctify the area.
Title: Re: Trivial findings
Post by: Staalo on May 18, 2015, 01:40:25 am
That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :O

I'm not sure if it works on trees that grow after embarking; I only noticed the dry patches under trees when using dfhack reveal right after arrival. Some science is needed on this.

It would take several years for a tree to grow big enough to be useful, of course.
Title: Re: Trivial findings
Post by: Button on May 18, 2015, 10:10:38 am
Was it a single-layer aquifer?

The layers of damp visible in dfhack always = 1+ the number of layers in the aquifer. A gap in the lowest level of the aquifer always leaves a gap in the level of damp directly underneath it.
Title: Re: Trivial findings
Post by: utunnels on May 31, 2015, 07:10:26 am
(http://i.imgur.com/mUqHdSq.png)

This is what happened to a dwarf without weapon after 1 year's training in a mixed weapon squad.

Basically he had been watched demostrations, all kinds of, until I noticed I forgot to forge a weapon for him.



If a dwarf engraves a symbol, the description will always be "a masterfully designed something".

Dakon Eshtan, "The Omen of Smiths"
Engraved is a Meng Salulolon rendition of a masterfully designed  image of tapered baguette cut gems.  The image is the symbol of The Fortification of Morning, a local dwarven government.   
Title: Re: Trivial findings
Post by: Arx on May 31, 2015, 07:42:20 am
Only if it's masterwork, surely?
Title: Re: Trivial findings
Post by: utunnels on May 31, 2015, 08:25:45 am
Only if it's masterwork, surely?
Nah, it is normal quality.
Maybe the symbol itself is masterfully designed in natual.
Title: Re: Trivial findings
Post by: NJW2000 on May 31, 2015, 08:35:46 am
I don't think civs have crappily designed symbols... each interpretation might look different, imagine if a cross fer example could be at any angle... so confusing!

Also, this might be useful, but by zooming to a plant seeds cancellation announcement then pressing [q] on the field, you can change what the dwarves are planting, put still have the seeds already planted. Using this, you can have just 1 big indoor and 1 big outdoor field.
Title: Re: Trivial findings
Post by: Broseph Stalin on May 31, 2015, 06:24:02 pm
Nah, it is normal quality.
Maybe the symbol itself is masterfully designed in natual.
I'm pretty sure that's it because every image of my civ's crests are of the same quality- not necessarily masterwork.
Title: Re: Trivial findings
Post by: taptap on June 08, 2015, 11:18:37 am
Catched the first shield demonstration of my training squad after assigning shields. Talking recruits (after extensive wrestling training) and a fully trained teacher here. The recruits gained 600, 700 and the one, who was less thirsty + with shield affinity over 1000 xp in a single demonstration. Sparring is overrated.
Title: Re: Trivial findings
Post by: ImagoDeo on June 09, 2015, 08:17:21 pm
In the course of capturing five forgotten beasts over the last six or seven years at Picksling, I have discovered that their pathing is relatively predictable. Most will take 9 ticks to move one tile orthogonally, and thirteen ticks to move one tile diagonally. Some take slightly more or less depending on the circumstances. I have seen it take twelve ticks to move diagonally, and it can seem to take more or less when the beast is determining a new destination and/or task. Speed seems to be uninfluenced by [FLYER].

Beasts seem to chase the nearest legal target (it is unknown what factors influence legality) and will retarget in anywhere between zero and twenty ticks if their current target becomes inaccessible OR if a nearer target becomes accessible). If they kill their target, it seems to take much longer for them to retarget.

Since they are [BUILDINGDESTROYER:2], they will lock on to targets behind destructible doors and hatches. The article on the wiki describes the conditions that prevent destruction (http://dwarffortresswiki.org/index.php/DF2014:Building_destroyer#Destroying_from_underneath) and since those conditions are instantly alterable, beast pathing and targeting conditions can be manipulated to safely control and trap them.

One last quirk: If a beast encounters a destructible object in extremely close proximity, it will postpone its current hunt to destroy it. I discovered this by accident when I left a second hatch open on a beast's path to a cat over another hatch. In previous tests, a hatch itself has not proved to be a strong enough lure to get a beast to stop terrorizing and massacring cavern inhabitants. However, it does seem that standing right next to a destructible object is enough of a distraction to catch their attention on the way to living prey.

Edit: Forgotten beasts will also fight each other if they come in contact. Two who were wandering around in the first cavern layer, which I haven't tapped for trapping yet, got in a fight in the last few months. The beakless swan won.

All of this would also, ostensibly, apply to Titans.
Title: Re: Trivial findings
Post by: taptap on June 10, 2015, 04:33:36 am
Color coding in water based fluid logic is a waste of time. Everything is mud-brown after using it once.
Title: Re: Trivial findings
Post by: ImagoDeo on June 15, 2015, 10:41:45 pm
The consorts of noble dwarves will apparently still claim bedrooms of their own, and then those same nobles will sleep in their spouse's bed and get terrible thoughts as a result of sleeping in a 'horribly substandard room.' The only way I can think of to avoid this is to A) Kill off the spouse or B) avoid having unclaimed bedrooms.
Title: Re: Trivial findings
Post by: Max™ on June 16, 2015, 12:39:04 am
Only if it's masterwork, surely?
Nah, it is normal quality.
Maybe the symbol itself is masterfully designed in natual.
Yup, in the guts of the artwork entries you'll find you can get stuff like a crappy rendition of a masterfully designed image of something, masterful renditions of crappy images, images of artists making the image they're in, and so forth.

If we ever get the ability to tattoo our dorfs you should expect them to have tattoos of them getting the tattoo with a smaller tattoo inside it that has them showing off the main tattoo to someone.
Title: Re: Trivial findings
Post by: Dirst on June 16, 2015, 08:14:55 am
Yup, in the guts of the artwork entries you'll find you can get stuff like a crappy rendition of a masterfully designed image of something, masterful renditions of crappy images, images of artists making the image they're in, and so forth.

If we ever get the ability to tattoo our dorfs you should expect them to have tattoos of them getting the tattoo with a smaller tattoo inside it that has them showing off the main tattoo to someone.
I wound have expected a dwarf with a tattoo of a human getting a tattoo of a dwarf getting a tattoo of a human getting a tattoo of ...
Title: Re: Trivial findings
Post by: taptap on June 16, 2015, 12:42:20 pm
Web collection gains xp for weaver, but no stats (i.e. creativity).
Title: Re: Trivial findings
Post by: ImagoDeo on June 16, 2015, 06:09:46 pm
In 40.xx, the best way to dig empty vertical shafts is to designate a full up/down staircase, then to channel it out from the top one square at a time. The old way, via channeling, no longer works because miners will climb out after channeling the first few squares.
Title: Re: Trivial findings
Post by: ImagoDeo on June 17, 2015, 02:19:53 am
One single yeti is more than capable of killing seven unarmed dwarves.
Title: Re: Trivial findings
Post by: a troglodyte on June 17, 2015, 03:31:09 am
You can set traffic designations for tiles that aren't yet revealed and dwarves will respect them once they're mined out. Useful if you're penetrating an aquifer by freezing and want to avoid unfortunate accidents.
Title: Re: Trivial findings
Post by: TheFlame52 on June 17, 2015, 05:54:02 am
In 40.xx, the best way to dig empty vertical shafts is to designate a full up/down staircase, then to channel it out from the top one square at a time. The old way, via channeling, no longer works because miners will climb out after channeling the first few squares.
That's not trivial
Title: Re: Trivial findings
Post by: Larix on June 18, 2015, 02:54:17 pm
All kinds of flying objects bounce off the surface of fluids when going fast enough, not just minecarts. Even the water "boulders" shot by minecart cannons can bounce off water surfaces. ???
Title: Re: Trivial findings
Post by: Skribbblie on June 22, 2015, 12:58:17 am
Bronze colossi modestly explode apart when melted. At least in the arena, anyway.

So. It got me to thinkin'... If we turned bronze colossi into self-melting cats...? With very hot body parts...?

Have Fun kids. I'll get around to experimenting with the concept eventually.
Title: Re: Trivial findings
Post by: Deus Asmoth on June 22, 2015, 03:47:49 am
If you give dragons a venomous bite but forget to adjust their temperature settings, anything that they bite except other dragons will melt.
Title: Re: Trivial findings
Post by: ImagoDeo on June 25, 2015, 12:10:27 am
Woodcutting now (apparently) trains Axeman. It may be a coincidence that all four of my woodcutters also have some axeman experience, but I'll do some checking to find out sooner or later.
Title: Re: Trivial findings
Post by: §k on June 25, 2015, 04:16:48 am
Woodcutting doesnt train axe skill. Woodcutters gain axe skill by occasionally fighting wild animal with their axe when they are working outside.
Title: Re: Trivial findings
Post by: ImagoDeo on June 25, 2015, 12:09:08 pm
Woodcutting doesnt train axe skill. Woodcutters gain axe skill by occasionally fighting wild animal with their axe when they are working outside.

In this case, there were no combat reports to support that. As I said, I'll be doing more research shortly. I'll post my findings.
Title: Re: Trivial findings
Post by: Foxite on June 25, 2015, 01:36:49 pm
As long as they involve different labors, multiple jobs can be active on a single workshop. So far I've observed 2 jobs 1 shop.

(Suuuuuuuuuuuuch reference)

(http://www.dirkkok.nl/nonsense/2jobs1shop.png)
Title: Re: Trivial findings
Post by: ImagoDeo on June 25, 2015, 02:38:11 pm
latias, you're not using any mods, are you? I've never seen that myself.



On woodcutting: No, it doesn't train axeman. But woodcutters carrying axes will train axeman in the danger room I have set up as a statue garden. So there's that mystery solved.
Title: Re: Trivial findings
Post by: Skribbblie on June 25, 2015, 06:23:02 pm
Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".

Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
Title: Re: Trivial findings
Post by: Dirst on June 26, 2015, 09:26:57 am
Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".

Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
I remember solid blood not working in 0.34.  In 0.40, I was able to give a creature MUD blood (which the game treats as a solid) with no apparent ill effects.  Of course, since they are non-grazer animals they don't really eat anything anyway so the too-hot/too-cold issue might remain.
Title: Re: Trivial findings
Post by: Foxite on June 26, 2015, 09:39:28 am
latias, you're not using any mods, are you? I've never seen that myself.
I've screwed around with the raws a bit, I was testing my own mod (which was why I had iron crafts ordered, they're cheap), but I have no mods that I think will affect the way workshops operate. I also think there was something strange with the first job, but I forgot what it was.

I never saw it myself before either, and I am pretty sure I once had jobs for different labors pending on a single workshop (although I do not strictly remember). I actually think it was partly because of the first job being active before I changed the raws, then added a new item to the craftable tool list (note: it didn't work, I was told I have to gen a new world for any entity change), and reloaded the world. Even if that's true though I don't see why it would cause a glitch with a job to make crafts. Maybe it's just a very rare glitch that generally does not reproduce.
Title: Re: Trivial findings
Post by: Albedo on June 26, 2015, 10:57:05 am
As long as they involve different labors, multiple jobs can be active on a single workshop. So far I've observed 2 jobs 1 shop.

I had this too, once. Involved a dwarf coming off military duty and being "stuck" for a long while, then snapped out of it and jumped into a forge already being used by another - one with Weaponsmith, one w/ Armoursmith.

They both finished, then game went on as usual.
Title: Re: Trivial findings
Post by: Larix on June 26, 2015, 01:52:11 pm
(http://i.imgur.com/sPbTDK9.png)

That's what happens when you forget that you have temperature switched off. Turn it back on, wait ~20 steps and voilŕ:

(http://i.imgur.com/utVBgWb.png)

much better. So if you want some ‼fun‼ with sieges, bouncing minecarts off magma to produce magma mist look very promising. I was using reciprocating carts, tossed back and forth between pairs of highest-speed rollers. Seven tiles can be crossed like that, but more may be possible; i didn't try - carts are a bit tricky to retrieve from liquid-filled trenches.
Title: Re: Trivial findings
Post by: pisskop on June 26, 2015, 02:45:33 pm
Spoiler: What? (click to show/hide)

74 alligators involved in the 7th rampage?

Also noting that the gobos are so powerful they were able to build 2 towers :\
Title: Re: Trivial findings
Post by: Detros on June 29, 2015, 02:49:39 pm
After I have melt some lead minecarts in magma found nickel is better for this job and obtained magma filled minecarts I have mined small area for new magma smelter while I was waiting on dwarves to bring those heavy minecarts back to fort from the volcano outside. According to wiki all these magma furnaces need magma under one of their workshop squares. Apparently, this needs to be one of the eight on the rim - in my OCDness to centralisation surely I mined just the middle square of 3x3 area and than wondered why does the smelter not fit there...
Title: Re: Trivial findings
Post by: Albedo on June 29, 2015, 02:58:45 pm
After I have melt some lead minecarts in magma

When I was young I made the trivial discovery that lead melts on a stove-top (which is not very hot, compared to magma).

I also discovered that it does not all pour out of frying pans.

(I was pleased at the first discovery, my mother was not pleased at the second, and my father was rather amused at both.)


Best use I've found for lead is for floor bars.  It's too heavy and low-value to be practical for anything else.
Title: Re: Trivial findings
Post by: Naryar on June 29, 2015, 03:00:14 pm
Spoiler: What? (click to show/hide)

74 alligators involved in the 7th rampage?

Also noting that the gobos are so powerful they were able to build 2 towers :\

Must be a crocsplosion. Mother croc has brought her babies with her.

Also fuck yeah, alligator sieges. I want that as a feature.

edit: alligator clutch size is 10-30, it's not only that.
Title: Re: Trivial findings
Post by: Detros on June 29, 2015, 04:07:04 pm
After I have melt some lead minecarts in magma

When I was young I made the trivial discovery that lead melts on a stove-top (which is not very hot, compared to magma).

I also discovered that it does not all pour out of frying pans.

(I was pleased at the first discovery, my mother was not pleased at the second, and my father was rather amused at both.)
I have read about using heavy lead minecarts in defense and using minecarts in tranportation of magma. It seems combining two good uses (into using lead minecarts to transport magma) you can't always get new good one.

Best use I've found for lead is for floor bars.  It's too heavy and low-value to be practical for anything else.
Title: Re: Trivial findings
Post by: Albedo on June 29, 2015, 04:16:23 pm
I have read about using heavy lead minecarts in defense and using minecarts in tranportation of magma. It seems combining two good uses (into using lead minecarts to transport magma) you can't always get new good one.

Dwarf physics triumphs over mere human creativity.

But offensive minecarts is another use (if not magma filled). Collapsing traps with lead bars falling onto the heads of the trigger-er(s) is another, if more simple.
Title: Re: Trivial findings
Post by: Detros on June 29, 2015, 05:54:19 pm
Have you ever want to let dwarves automine some metal/gem veins but got worried they can make emental labyrinth of that level if veins are big enough and you forgot about them for a while? Well, all you need to do is use marker designations and make few lines (switch to "designating all") across the unknown terrain few tiles ahead of your mines. They will stop at those markers and not automine further.
Title: Re: Trivial findings
Post by: pisskop on July 10, 2015, 01:22:18 pm
I learned today that by viewing your civ and [tab]ving over a few times you can view trade agreements. O.o
Title: Re: Trivial findings
Post by: Detros on July 10, 2015, 06:08:58 pm
I learned today that by viewing your civ and [tab]ving over a few times you can view trade agreements. O.o
Yep. Try to also see how is your trade going with Goblin civilization :D .
Title: Re: Trivial findings
Post by: pisskop on July 11, 2015, 09:33:48 am
critters can make babies through cages so long as they are within 1 tile of each other O.O


which also does a lot for the safety of my dwarves, as we dont need to actually let dangereous critter roam free in the hopes of making offspring.
Title: Re: Trivial findings
Post by: NJW2000 on July 11, 2015, 09:37:04 am
Not trivial at all, -1.

You should probably post this elsewhere, as it might be useful for my fort if I didn't need to kill everything for lag reasons.
Title: Re: Trivial findings
Post by: Albedo on July 11, 2015, 01:29:31 pm
critters can make babies through cages so long as they are within 1 tile of each other O.O

This would indeed be "not trivial". You ~sure~ they were not pregnant when they were caged? (Only way to be sure is either a loooong duration in a cage (longer than any pregnancy would take) OR caged before maturity.
Title: Re: Trivial findings
Post by: pisskop on July 11, 2015, 01:34:32 pm
2 females each had a baby while adjacent to them was the same male in his own cage.
Title: Re: Trivial findings
Post by: Albedo on July 11, 2015, 02:02:32 pm
Doesn't address my question. Both could have been pregnant before caging afaict.
Title: Re: Trivial findings
Post by: pisskop on July 11, 2015, 02:31:14 pm
Ill tell you what.  Ill give it a few years.  Ill leave them in the cage stockpile.  And If I get a second breeding pair Ill construct adjacent cages.
Title: Re: Trivial findings
Post by: Albedo on July 11, 2015, 03:17:23 pm
Just leave them where they are - if they give birth a SECOND time without being out of their cages, then it's confirmed.

But as it is, doesn't seem we can confirm they were not pregnant before they were caged, right? (Or am I misunderstanding?)
Title: Re: Trivial findings
Post by: pisskop on July 11, 2015, 03:18:38 pm
We cant.
Title: Re: Trivial findings
Post by: ykcud on July 11, 2015, 06:03:36 pm
Three things I have found rather amusing. The first is just a few seconds ago I found out you can build a well on top of a well. By that I mean you can have a well on one floor drawing water under it, and a few floors above its exact position, one can build another well where its bucket would need to pass through the lower well.

Another which I think many is aware of, is when a mother is in a squad and is caring for a baby, she will take her baby into battle with her. I like to think she has a baby in one arm and a weapon in the other, using her baby like a shield.

Lastly I had a dwarf become restless due to stress from getting good rest.
Title: Re: Trivial findings
Post by: Putnam on July 11, 2015, 06:06:14 pm
Lastly I had a dwarf become restless due to stress from getting good rest.

I see this a lot. "Restless" means anxious; they want to move around and do things but are stuck in bed.
Title: Re: Trivial findings
Post by: §k on July 12, 2015, 02:02:12 am
I recently found out that a naked mole dog can guzzle a full barrel of booze (which can be as mush as apple cider[40]) when it sneaks into the fortress, while a dwarf only drinks 16 unit in a year. And inebriation is about to be introduced.
Title: Re: Trivial findings
Post by: pisskop on July 12, 2015, 10:08:38 am
So Ive taken some naked mole dogs and some bugbats that have been in cages for more than a years and stuck them into their own 2x2 stockpiles.

In the meantime, I realized just now that the critter list for the animal stockpiles is in order of the raw files.
Title: Re: Trivial findings
Post by: Albedo on July 12, 2015, 12:55:09 pm
In the meantime, I realized just now that the critter list for the animal stockpiles is in order of the raw files.

So, you're suggesting that if we put the RAW files in "an order", then the animal stockpiles will ~also~ appear in that order???

<runs off to test>
Title: Re: Trivial findings
Post by: pisskop on July 12, 2015, 01:06:41 pm
Well no, they're read alphabetically, arent they?

So youd have to rename them or reshuffle the critter within them into an order that you like.
Title: Re: Trivial findings
Post by: Albedo on July 12, 2015, 01:15:09 pm
Well no, they're read alphabetically, arent they?

They come in waves of alphabetical-ness. I'm guessing that, as new creatures were added to successive versions, each group of additions were alphabetical unto themselves, but not in the overall pre-existing mix.

DFHack offers a {s}earch function that works around this nicely, but still.
Title: Re: Trivial findings
Post by: pisskop on July 12, 2015, 01:19:59 pm
the files themselves get read alphabetically.

Or so it seemed.  But simply finding the first creature in any creature raw file on the animal stockpile list and reading down that file you can see how its organized.
Title: Re: Trivial findings
Post by: Skribbblie on July 12, 2015, 04:39:20 pm
Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".

Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
I remember solid blood not working in 0.34.  In 0.40, I was able to give a creature MUD blood (which the game treats as a solid) with no apparent ill effects.  Of course, since they are non-grazer animals they don't really eat anything anyway so the too-hot/too-cold issue might remain.

The issue does still remain. I tested it today.

Additionally, if you make blood a vapor in the current version, trying to examine it will crash the game outright! o.o
Title: Re: Trivial findings
Post by: Detros on July 13, 2015, 12:38:25 am
The issue does still remain. I tested it today.

Additionally, if you make blood a vapor in the current version, trying to examine it will crash the game outright! o.o
I wasn't able to find it among already reported issues (http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php) so please go on and report it yourself (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) in the Mantis. Ideally also add a link to save (uploaded zipped region folder at http://dffd.bay12games.com) with some blood vapor that crashes the game on examining.
Title: Re: Trivial findings
Post by: Dirst on July 13, 2015, 10:16:53 am
Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".

Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
I remember solid blood not working in 0.34.  In 0.40, I was able to give a creature MUD blood (which the game treats as a solid) with no apparent ill effects.  Of course, since they are non-grazer animals they don't really eat anything anyway so the too-hot/too-cold issue might remain.

The issue does still remain. I tested it today.
Thanks, I had a back-burner idea to make a sentient version of the mud-blooded creature, and this bug would complicate things considerably.

Too bad, too, because a creature with mud for blood actually muddies tiles when bleeding.  You know, because hauling water to your farm is much less convenient than luring hostile wild animals there.
Title: Re: Trivial findings
Post by: taptap on July 14, 2015, 03:36:51 am
Necromancers write lots of books. Especially in old worlds. It is almost worth building a library.
Title: Re: Trivial findings
Post by: pisskop on July 14, 2015, 06:34:50 am
Necromancers write lots of books. Especially in old worlds. It is almost worth building a library.
Can we do that yet?
Title: Re: Trivial findings
Post by: Detros on July 14, 2015, 11:00:56 am
Necromancers write lots of books. Especially in old worlds. It is almost worth building a library.
Can we do that yet?
You can make a big hall, put in some cabinets, tables and chairs and via dumping put some books on those table I guess. Not sure how to make dwarves put something they don't own inside a furniture piece.
Title: Re: Trivial findings
Post by: NJW2000 on July 14, 2015, 11:03:10 am
Carve out a giant shelf system, one book each tile.
Title: Re: Trivial findings
Post by: Detros on July 14, 2015, 12:02:24 pm
Carve out a giant shelf system, one book each tile.
With minecart rails. We have so many books they don't all fit in the shelves but you can order a book from our storage and soon it will be brought to you.

Hmm, that's an idea for a fort: settle near several towers, "mine" books and build a great library with deposit storage.
Title: Re: Trivial findings
Post by: NJW2000 on July 14, 2015, 12:04:16 pm
Like the catacombs of Bookholm, by Walter Moers!

Totally not just advertising that fantastic and hilarious author here.
Title: Re: Trivial findings
Post by: Splint on July 15, 2015, 03:00:14 am
So it turns out if you make necromancer analogues (in this case pyromancers who raise corpses as little fireballs that shoot fire,) and forget the custome creature that they raise corpses as, they default to toads (or at least that was the case for me.)

(http://i.imgur.com/eiPYufk.png)
Title: Re: Trivial findings
Post by: NJW2000 on July 15, 2015, 04:24:27 am
Zombie Fire Toads? I should learn to mod DF.
Title: Re: Trivial findings
Post by: Putnam on July 15, 2015, 04:41:44 am
CE_BODY_TRANSFORMATION defaults to toads because toads are the first creature in the raws.
Title: Re: Trivial findings
Post by: Alfrodo on July 16, 2015, 02:10:58 pm
CE_BODY_TRANSFORMATION defaults to toads because toads are the first creature in the raws.

Which is also why Toad Leather is the first leather armor type you find in arena.
Title: Re: Trivial findings
Post by: pisskop on July 18, 2015, 01:11:39 pm
Critters will run from extremely hot circumstances.

I modded in a giant fire snake, and in the arena, and great fun has been had.

1) It doesnt need to know how to swim because it evaporates so much water that its head stays above water.
2) Critter run from it.  Hostiles will engage it randomly, and then flee as it gets too hot.  Friendlies will move away from it, and flee just as erradicly as hostiles if you take control of the worm and follow them.
3) Armor given to the worm will burn, and the snake will be directly flamable for that period until its armor burns off.
4) Its not very durable, but quite the glass cannon and it immense heat protects it too.  You have to altmove into one tile of it.
5)  Im not sure how well it spreads flames.  At least in the arena.  Its quite random?
6) I'm not sure If I can get the body to melt after, or otherwise dissipate.
Title: Re: Trivial findings
Post by: Dirst on July 18, 2015, 02:27:52 pm
6) I'm not sure If I can get the body to melt after, or otherwise dissipate.
Use a CORPSE_ITEM that melts/boils at room temperature.
Title: Re: Trivial findings
Post by: Skribbblie on July 22, 2015, 03:23:21 pm
Thanks, I had a back-burner idea to make a sentient version of the mud-blooded creature, and this bug would complicate things considerably.

Too bad, too, because a creature with mud for blood actually muddies tiles when bleeding.  You know, because hauling water to your farm is much less convenient than luring hostile wild animals there.

Actually, I did some more (accidental) tests with solid blood. Creatures with solid blood appear to be able to eat plants and nothing else. I'm not sure if they can drink water, but they can drink booze.

Rather odd.

And they will absolutely not eat meat.

So if you're willing to risk whatever bizarre nuances are bound to happen, you could probably create an entirely vegan civilization by making their blood solid. Dunno how crash-prone that might make things, but I know for certain that if blood is still inside the creatures in question, the save's raws can be harmlessly edited if you change your mind.
Title: Re: Trivial findings
Post by: Dirst on July 22, 2015, 04:07:41 pm
Thanks, I had a back-burner idea to make a sentient version of the mud-blooded creature, and this bug would complicate things considerably.

Too bad, too, because a creature with mud for blood actually muddies tiles when bleeding.  You know, because hauling water to your farm is much less convenient than luring hostile wild animals there.

Actually, I did some more (accidental) tests with solid blood. Creatures with solid blood appear to be able to eat plants and nothing else. I'm not sure if they can drink water, but they can drink booze.

Rather odd.

And they will absolutely not eat meat.

So if you're willing to risk whatever bizarre nuances are bound to happen, you could probably create an entirely vegan civilization by making their blood solid. Dunno how crash-prone that might make things, but I know for certain that if blood is still inside the creatures in question, the save's raws can be harmlessly edited if you change your mind.
They're supposed to be erudite over-civilized jerks, vegan would fit them perfectly :)
Title: Re: Trivial findings
Post by: Skribbblie on July 23, 2015, 01:01:58 am
Rain will stop a wildfire dead in its tracks (on grass) - even when everything is the temperature of Dragonfire.

(http://i.imgur.com/4uiU4Bq.png)
Title: Re: Trivial findings
Post by: Button on July 23, 2015, 09:29:03 am
Rain will stop a wildfire dead in its tracks (on grass) - even when everything is the temperature of Dragonfire.

Dragonfire is only dragonfire-hot when it's shooting out the mouth of a dragon. If dragon's breath sets grass on fire, the fire on the grass is normal fire.
Title: Re: Trivial findings
Post by: pisskop on July 23, 2015, 09:37:21 am
Liquid fire is safe if you coat it on your body.  Ive had an arena dwarf roll around in liquid fire with zero adverse effects, and it coats like any fluid.

Drinking it, however, instantly melts you.
Title: Re: Trivial findings
Post by: taptap on July 23, 2015, 02:00:03 pm
A closed door stops water / magma flowing in from above - but if you drop it via pond order the water happily shares the tile with the closed door.
Title: Re: Trivial findings
Post by: Bumber on July 24, 2015, 12:41:28 am
Dragonfire is only dragonfire-hot when it's shooting out the mouth of a dragon.
If even then.
Title: Re: Trivial findings
Post by: pisskop on July 30, 2015, 04:51:54 pm
Dwarves will generally not gain any conversation experience, and seem to not get married in-fort, but through the power of parties they can still gain 'friends', 'friendly-terms' and I even saw a 'gruduge' formed between 2 of my S7s.
Title: Re: Trivial findings
Post by: escondida on July 31, 2015, 08:40:02 am
Dwarves will generally not gain any conversation experience, and seem to not get married in-fort, but through the power of parties they can still gain 'friends', 'friendly-terms' and I even saw a 'gruduge' formed between 2 of my S7s.


Marriages can happen--the trick is making sure your dorfs socialize with marriageable candidates (and are interested in marriage themselves); left alone, they just talk to whoever's around.
Title: Re: Trivial findings
Post by: TheFlame52 on August 04, 2015, 12:23:57 pm
Sentient pets count toward the population cap, and will not have children once it is reached.

"Baby" is a type of strange mood. So is insanity. Babies have the same pathing as melancholy dwarves, and will try to "commit suicide" if not held.
Title: Re: Trivial findings
Post by: Bumber on August 04, 2015, 02:08:38 pm
"Baby" is a type of strange mood. So is insanity. Babies have the same pathing as melancholy dwarves, and will try to "commit suicide" if not held.
Wait, what?
Title: Re: Trivial findings
Post by: pisskop on August 04, 2015, 02:15:18 pm
I dont know about that.  Ive have plenty of pre 40.x babbies hanging out at meeting zones after being orphaned.

They seem to act more like unpastured grazers than depressed dwarves :|
Title: Re: Trivial findings
Post by: TheFlame52 on August 04, 2015, 02:25:05 pm
I think the whole "melancholy people commit suicide" only applies to creatures that aren't your current race. I've seen all kinds of non-dwarf babies try to crawl off cliffs.
Title: Re: Trivial findings
Post by: Bumber on August 04, 2015, 02:30:23 pm
I dont know about that.  Ive have plenty of pre 40.x babbies hanging out at meeting zones after being orphaned.

They seem to act more like unpastured grazers than depressed dwarves :|
Or like stark raving dwarves.

I'm dubious about this sentient pets pop cap thing, too. Do they stop dwarves from being born?
Title: Re: Trivial findings
Post by: TheFlame52 on August 04, 2015, 02:35:08 pm
I don't know. I don't think so. I think they don't count towards the pop cap but the pop cap counts towards them.
Title: Re: Trivial findings
Post by: AlBravo on August 05, 2015, 11:43:44 am
Tundra lit on fire by a FB will burn plants but not trees.  Kinda similar to some RL forest fires.
Title: Re: Trivial findings
Post by: pisskop on August 15, 2015, 11:27:07 am
Huehuehue.
Spoiler (click to show/hide)

You can take arrows out of a contested quiver without needing to take the quiver itself.

  Also, can people please stop over-complaining about how super scary zoms are?  They're not that bad, if you apply yourself.  At least, they arent too scury in adventurer mode.
Title: Re: Trivial findings
Post by: Dirst on August 18, 2015, 02:21:14 pm
The game will happily make several books with identical titles in the same world.  The contents of each book are distinct.
Title: Re: Trivial findings
Post by: TheFlame52 on August 18, 2015, 02:25:22 pm
(http://i.imgur.com/GJRAx0z.png)

Demons can breed, as long as the demon in question has both genders and stays on the map long enough to complete a pregnancy. The children are born fully grown, like any other creature lacking a child tag.
Title: Re: Trivial findings
Post by: Splint on August 18, 2015, 02:26:32 pm
(http://i.imgur.com/GJRAx0z.png)

Demons can breed, as long as the demon in question has both genders and stays on the map long enough to complete a pregnancy. The children are born fully grown, like any other creature lacking a child tag.

I am far, far more disturbed by this than I should be.
Title: Re: Trivial findings
Post by: pisskop on August 18, 2015, 02:27:36 pm
Triplets, ofc.
Title: Re: Trivial findings
Post by: NJW2000 on August 18, 2015, 02:51:08 pm
Hey, hands up here who thinks Toady didn't randomize the breeding speeds and litter sizes to go from decadal only children to seasonal nonodecatuplets?


.....


........

Nobody?

I think the Flame was the worst and best person to discover this.
Title: Re: Trivial findings
Post by: TheFlame52 on August 18, 2015, 03:32:33 pm
I am far, far more disturbed by this than I should be.
I'm going to build a demon farm eventually.

I think the Flame was the worst and best person to discover this.
The only reason I was the one who found this is because I think I'm the only one running 0.40 capable of caging demons. Loud Whispers can do it, but he's running 0.34.

Caging the demons keeps them on the map long enough to reach full term.

Hey, hands up here who thinks Toady didn't randomize the breeding speeds and litter sizes to go from decadal only children to seasonal nonodecatuplets?
Without any kind of litter tag, litters range from 1-3 babies with each number weighted equally.
Title: Re: Trivial findings
Post by: pisskop on August 18, 2015, 04:03:35 pm
A trader's wagon fell over when I spet in front of it.
Title: Re: Trivial findings
Post by: pisskop on August 18, 2015, 04:16:31 pm

The only reason I was the one who found this is because I think I'm the only one running 0.40 capable of caging demons. Loud Whispers can do it, but he's running 0.34.

I hate to rain on this sentiment, Its literally letting them walk into webs you drop down a hallway.  A bridge plus a silk farm gives you instant non-webslinging, non-inferno demons in a box.
Title: Re: Trivial findings
Post by: NJW2000 on August 18, 2015, 04:21:22 pm
Yeah, and checkers still stops the flow, even if its a scummy tactic, so you can wait for random ones to come in and direct them via tables.
Title: Re: Trivial findings
Post by: TheFlame52 on August 18, 2015, 05:24:13 pm
I hate to rain on this sentiment, Its literally letting them walk into webs you drop down a hallway.  A bridge plus a silk farm gives you instant non-webslinging, non-inferno demons in a box.
If it was that easy, everyone would be able to do it.
Title: Re: Trivial findings
Post by: pisskop on August 18, 2015, 05:25:46 pm
:igmeou: that sounds like a challenge.
Title: Re: Trivial findings
Post by: Splint on August 18, 2015, 05:26:20 pm
I hate to rain on this sentiment, Its literally letting them walk into webs you drop down a hallway.  A bridge plus a silk farm gives you instant non-webslinging, non-inferno demons in a box.
If it was that easy, everyone would be able to do it.

Not everyone has the desire or know-how to pull it off, since it involves plenty of timing, mechanisms, cages out the ass, and a silk farm to repurpose (which can be a bitch on its own if no spiders or web-throwing FBs show up for years on end.)
Title: Re: Trivial findings
Post by: NJW2000 on August 18, 2015, 06:17:45 pm
Silk farms are for pros, true, if I tried to do this I'd capture and tame and breed a lot of giant cave spiders on the traps, don't they web randomly occassionally?
Title: Re: Trivial findings
Post by: pisskop on August 18, 2015, 06:23:26 pm
Spiders don't web unless they see and can theoretically path to a hostile.

The ones that appear randomly are just that; ramdomly spawned and likely not related to actual spider pathing.   I guess I'd have to consider showcasing a silk farm at some point.
Title: Re: Trivial findings
Post by: Urist McVoyager on August 18, 2015, 06:29:23 pm
Cage a monster and stick it on the path you want to web. Lead a tamed spider (If you have one) within sight from the direction you want the path webbed, and let the shooting commence.
Title: Re: Trivial findings
Post by: Dirst on August 18, 2015, 06:38:42 pm
Triplets, ofc.
My guess is that demons lack the MULTIPLE_LITTERS_RARE tag.
Title: Re: Trivial findings
Post by: pisskop on August 19, 2015, 02:00:05 pm
A goblin fortress is trading with a human town . . . ?

The Dark fortress is firmly goblin, in composition, loeadership, site-name and leadergroup name, and even 3rd party utilities agree, but its trading with the humies and I dont know why.

The larger goblin sites do seem to do this, Ive noticed a few weird trade routes when I export them.
Title: Re: Trivial findings
Post by: Bumber on August 19, 2015, 02:56:57 pm
A goblin fortress is trading with a human town . . . ?

The Dark fortress is firmly goblin, in composition, loeadership, site-name and leadergroup name, and even 3rd party utilities agree, but its trading with the humies and I dont know why.

The larger goblin sites do seem to do this, Ive noticed a few weird trade routes when I export them.
Is it real trading or just a sort of kidnapping relationship?
Title: Re: Trivial findings
Post by: pisskop on August 19, 2015, 03:05:07 pm
Yea.  Trade export supports it too.  The large gobbo sites are connected to the interciv networks.

According to the gobbo I talked to, 'Ticklock trades with no less than 5 major settlements.  the largest is finlove [a human city].  there are six villages that utilize that Trade Depot.'

Goblins actually trade at their major fortresses.  Or do in my games.
Title: Re: Trivial findings
Post by: pisskop on August 19, 2015, 10:33:20 pm
I know Im in here a lot recently, but I found out that, as odd as it seems, critters will keep track of knapped and raised family.

A dwarf necromancer told me about his niece with a goblin name.  His sister was 'knapped as a baby, raised by gobbos and gave birth to a daughter, who was given a goblin name.


This necromncer, who has been isolates from dwarven society for almost a century, knew his kidnapped sister had  a child.  This child has never known dwarven society either.
Title: Re: Trivial findings
Post by: Dirst on August 20, 2015, 09:55:56 am
Haven't poked at this behavior too much, but it appears that growth happens discretely at daily intervals.  That is, if you put two very different sizes on a creature one day apart, it will quantum leap between them rather than grow linearly through the day.
Title: Re: Trivial findings
Post by: pisskop on August 20, 2015, 10:14:33 am
I would like to know why they sometimes camp out and gather 1000+ zoms and zero followers or choose to take over sitwes instead of building a tower.

'Tower' necromancers tend to only engage in conventional warfare.  they seem to exist as a site loosely tied to their parent civ.
Title: Re: Trivial findings
Post by: pisskop on August 24, 2015, 06:24:10 pm
Wagons are apparently allowed to go through 1 hatch cover.  :v
Title: Re: Trivial findings
Post by: Bumber on August 24, 2015, 06:53:12 pm
Wagons are apparently allowed to go through 1 hatch cover.  :v
They can fit through any 1 tile wide space. It's just that the wagon accessibility map tells them not to do it. All bets are off in adventure mode.

Are you saying the accessibility map doesn't take into account floor tiles if they could otherwise access the below area from going around? In other words, what's the layout of your hatch?
Title: Re: Trivial findings
Post by: pisskop on August 24, 2015, 06:56:36 pm
The hatch is in the middle of 3 ramp tiles.
Title: Re: Trivial findings
Post by: Bumber on August 24, 2015, 07:13:00 pm
The hatch is in the middle of 3 ramp tiles.
Wouldn't the hatch just swing out of the way, then?

Edit: Are you implying they can't go through more than one?
Title: Re: Trivial findings
Post by: pisskop on August 24, 2015, 07:16:09 pm
The hatch is in the middle of 3 ramp tiles.
Wouldn't the hatch just swing out of the way, then?

Edit: Are you implying they can't go through more than one?
Thats been my experience.  Those times I do make hatchway entrances.
Title: Re: Trivial findings
Post by: qorthos on August 26, 2015, 03:48:39 pm
Fire men melt unmined ice, turning it into liquid (usable) water.  Kinda neat for a glacial surface volcano.
Title: Re: Trivial findings
Post by: pisskop on August 26, 2015, 03:50:34 pm
Fire men melt unmined ice, turning it into liquid (usable) water.  Kinda neat for a glacial surface volcano.
che?

How fast/could you weaponize it/what if they walk through a ice tunnel?
Title: Re: Trivial findings
Post by: qorthos on August 26, 2015, 04:35:18 pm
It's almost immediate as far as I can tell.  It also casts obsidian.  Not sure how to weaponize, but I can see many avenues of fun from this.
Title: Re: Trivial findings
Post by: pisskop on August 26, 2015, 05:07:34 pm
Kool.

Trivial findings:  Should your dwarf replace a cage trap with a trapable critter on that same tile with him the critter gets immediately trapped.
Title: Re: Trivial findings
Post by: Borge on August 28, 2015, 02:02:14 am
A Ballista bolt will not hit a target if they're on the ground. The first bolt took out a forgotten beasts legs, all subsequent ballista bolts passed straight over. Tested this numerous times with consistent results.
Title: Re: Trivial findings
Post by: Bumber on August 28, 2015, 01:43:09 pm
A Ballista bolt will not hit a target if they're on the ground. The first bolt took out a forgotten beasts legs, all subsequent ballista bolts passed straight over. Tested this numerous times with consistent results.
This holds true for arrows as well (according to adventure mode.) Or at least it's very difficult.
Title: Re: Trivial findings
Post by: Skribbblie on August 28, 2015, 07:03:59 pm
A Ballista bolt will not hit a target if they're on the ground. The first bolt took out a forgotten beasts legs, all subsequent ballista bolts passed straight over. Tested this numerous times with consistent results.
This holds true for arrows as well (according to adventure mode.) Or at least it's very difficult.
This is also true for material emission projectiles, so if you're designing a creature with a machinegun, it's best to make their bullets light, like porcelain, instead of dense, like slade, or the first bullet will knock them down, and the rest will pass by harmlessly. And that's just no fun.
Title: Re: Trivial findings
Post by: Whodunnit on September 11, 2015, 11:04:20 am
If you add [INDIV_CONTROLLABLE] to [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES] you can play as several different animal people in adventure mode.

If you choose a serpent man you will lisp when you talk to people.
Quote
You: Come, join me on my adventuressss!
Human Bowyer: I would ...rather not.
Title: Re: Trivial findings
Post by: pisskop on September 11, 2015, 11:26:54 am
If you add a critter to a 'dummy' civ that only has a defined raw_name, critter_composition, and the outsider advtag you can play as anything.
Title: Re: Trivial findings
Post by: elcr on September 13, 2015, 09:34:29 am
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: pisskop on September 13, 2015, 09:56:40 am
Lol you blocked off Caves 1-3?

Especially lol because FBs dont get along well there.
Title: Re: Trivial findings
Post by: TheFlame52 on September 13, 2015, 10:42:20 am
I've known that for ages. FBs regularly arrive through hell in Bastiongate. I usually hack them into one of the caverns.
Title: Re: Trivial findings
Post by: Urist McVoyager on September 29, 2015, 09:20:26 am
A dwarf with an assigned bedroom will choose to idle there instead of in the meeting hall.

This is useful to me since I'm playing with Natural Growth forts and this lets me manipulate the system and encourage couples by designating beds as 1x1 bedrooms and placing two side by side with specific dwarves assigned.
Title: Re: Trivial findings
Post by: darkflagrance on September 29, 2015, 10:38:42 am
A dwarf with an assigned bedroom will choose to idle there instead of in the meeting hall.

This is useful to me since I'm playing with Natural Growth forts and this lets me manipulate the system and encourage couples by designating beds as 1x1 bedrooms and placing two side by side with specific dwarves assigned.

What's the marriage rate of vanilla dwarves in this system? I tried it but it seems to take longer than ever in the current version for them to hitch up, if they are even interested in tying the knot in the first place.
Title: Re: Trivial findings
Post by: Urist McVoyager on September 29, 2015, 11:05:42 am
Mine are still at friends in the Spring of the second year. I'm patient and having fun just designating small projects and not feeling rushed. I've got a wall up on the surface that I'm interested in seeing tested, so that's fun.

My design is using 3x3 bedroom spaces with twin beds as 1x1 bedrooms, and dining halls are just 2x2 rooms with two chairs and two tables that serve as overlapping dining/meeting halls. And yet, despite not having anywhere to idle near non-chosen people, I'm still seeing friendships form between people from different couples. So I'm guessing idling isn't actually required for that, since the ONLY contact they get with non-designated partners is either work time or traveling between work and home.
Title: Re: Trivial findings
Post by: pisskop on September 29, 2015, 11:09:06 am
when toady fixes social skillsi expect it to be better
Title: Re: Trivial findings
Post by: Atarlost on September 29, 2015, 01:30:28 pm
Wagons can path over upright spikes. 
Title: Re: Trivial findings
Post by: Dozebôm Lolumzalěs on September 30, 2015, 04:40:18 pm
Does that show as an accessible depot?  Do they also path when the spikes are... spiking?
Title: Re: Trivial findings
Post by: miauw62 on September 30, 2015, 05:38:06 pm
If you add [INDIV_CONTROLLABLE] to [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES] you can play as several different animal people in adventure mode.

If you choose a serpent man you will lisp when you talk to people.
Quote
You: Come, join me on my adventuressss!
Human Bowyer: I would ...rather not.

Pretty neat. I wonder what tags determine this....
Title: Re: Trivial findings
Post by: TheFlame52 on September 30, 2015, 05:43:55 pm
Literally just [LISP]. Not complicated.

No shroom trees will grow in hell, even if the ground is muddied.
Title: Re: Trivial findings
Post by: Atarlost on October 01, 2015, 01:26:41 am
Does that show as an accessible depot?  Do they also path when the spikes are... spiking?

Yes, and I assume so but I haven't murdered any caravans with wagons.  The resting state is up and they path over that.
Title: Re: Trivial findings
Post by: Bumber on October 01, 2015, 01:27:57 am
Literally just [LISP]. Not complicated.
<Insert reference to LISP programming language here>
Title: Re: Trivial findings
Post by: pisskop on October 01, 2015, 07:49:11 am
lisp literally just prolongs 's' sounds like a cartoon snake.

waiting for other fun sounds, like dislexic, stutter, engrish, or lazytounge
Title: Re: Trivial findings
Post by: NJW2000 on October 01, 2015, 02:18:20 pm
The best music for high-FPS chases in DF is yackety sax. This is non-negotiable.
Title: Re: Trivial findings
Post by: Urist McVoyager on October 01, 2015, 08:49:51 pm
That's not a Trivial Finding, just a law of freakin' nature.
Title: Re: Trivial findings
Post by: §k on October 02, 2015, 08:52:36 am
A plant gatherer just picked up a plump helmet from "Dead Plump helmets".
Title: Re: Trivial findings
Post by: Urlance Woolsbane on October 06, 2015, 02:14:54 pm
Creating a caste with POP_RATIO:0 prevents any deities from having the appearance of that caste.
Title: Re: Trivial findings
Post by: pisskop on October 06, 2015, 03:08:18 pm
Can you make the caste fanciful?


[CREATURE:HUMAN]
    [CASTE:MALE]
        [NADS]
    [CASTE:FEMALE]
        [OTHER_NADS]
    [CASTE:SUPERMAN]
        [NADS][FANCIFUL]

my bad.  [DOES_NOT_EXIST] is what I mean.
Title: Re: Trivial findings
Post by: taptap on October 06, 2015, 03:34:35 pm
fire clay in the embark is not necessarily shown by the CLAY indicator in the embark screen. don't understand why.
Title: Re: Trivial findings
Post by: Urlance Woolsbane on October 06, 2015, 05:23:21 pm
Can you make the caste fanciful?


[CREATURE:HUMAN]
    [CASTE:MALE]
        [NADS]
    [CASTE:FEMALE]
        [OTHER_NADS]
    [CASTE:SUPERMAN]
        [NADS][FANCIFUL]

my bad.  [DOES_NOT_EXIST] is what I mean.
Not by adding the DOES_NOT_EXIST tag. Whether or not creatures with POP_RATIO:0 can be depicted generically in art, I do not know.
Title: Re: Trivial findings
Post by: cochramd on October 07, 2015, 01:01:42 pm
The wiki wasn't kidding: given sufficient booze and food as well as insufficient stress, dwarven heterosexual married couples will actually produce offspring every 9 or so months. It seems that dwarves do not have any postpartum infertility. Also, I've had pregnancies occur long before I've even built any beds.
Title: Re: Trivial findings
Post by: Skullsploder on October 08, 2015, 03:27:53 am
The wiki wasn't kidding: given sufficient booze and food as well as insufficient stress, dwarven heterosexual married couples will actually produce offspring every 9 or so months. It seems that dwarves do not have any postpartum infertility. Also, I've had pregnancies occur long before I've even built any beds.

Where those pregnancies among migrants or among the starting seven?
Title: Re: Trivial findings
Post by: cochramd on October 08, 2015, 08:01:37 am
Usually migrants, but I've seen couples pump out multiple kids before any beds are built.
Title: Re: Trivial findings
Post by: Abaddon on October 08, 2015, 08:43:10 am
You can get the 'doesn't really care about anything anymore' trait by simply experiencing a lot of trauma, without ever seeing any real combat.

Also it seems that smashed open toes and fingers still lower blood count despite not bleeding?  I've been refilling my pincushions blood for a few months now and she still goes pale/faint.
Title: Re: Trivial findings
Post by: pisskop on October 08, 2015, 08:52:58 am
just man up and give nails a healrate of 5k
Title: Re: Trivial findings
Post by: Abaddon on October 08, 2015, 09:43:06 am
just man up and give nails a healrate of 5k

Thanks for the advice, I didn't know it was caused by nails.  Also lower is better for heal rate (I set it to 1, fully healed in about 5 seconds.)
Title: Re: Trivial findings
Post by: pisskop on October 08, 2015, 10:07:52 am
#DwarvenHydraNails
Title: Re: Trivial findings
Post by: Button on October 08, 2015, 12:45:56 pm
just man up and give nails a healrate of 5k
Also lower is better for heal rate (I set it to 1, fully healed in about 5 seconds.)

Yeah, lower is better but that's also OP. The bug is related to tissues which lack any heal rate. :)
Title: Re: Trivial findings
Post by: Dirst on October 08, 2015, 12:48:19 pm
just man up and give nails a healrate of 5k
Also lower is better for heal rate (I set it to 1, fully healed in about 5 seconds.)

Yeah, lower is better but that's also OP. The bug is related to tissues which lack any heal rate. :)
"Ow!  I broke a nail!  Ow!  Oh, wait, nevermind."
Title: Re: Trivial findings
Post by: Foxite on October 10, 2015, 12:27:11 pm
(Never mind)
Title: Re: Trivial findings
Post by: cochramd on October 11, 2015, 06:24:27 am
Taming already trained infants contributes very little to the training level of a species. Perhaps if training levels did anything this wouldn't be so trivial.
Title: Re: Trivial findings
Post by: TheFlame52 on October 11, 2015, 08:22:35 am
Taming already trained infants contributes very little to the training level of a species. Perhaps if training levels did anything this wouldn't be so trivial.
Training levels help your animal trainers train creatures to higher levels. Even a legendary animal trainer can only get an animal to about superior if your civ hasn't encountered that animal before.


When a tantruming dwarf hits someone with a thrown object, it counts as a full-fledged attack, not a tantrum attack. This can cause a loyalty cascade.

The last survivor was Axe Lord Bomrek.

EDIT: Oh! Another thing: If non-historical figures stand around and talk long enough, they can become historical. I don't know why, though.
Title: Re: Trivial findings
Post by: Bouchart on October 12, 2015, 07:53:13 pm
EDIT: Oh! Another thing: If non-historical figures stand around and talk long enough, they can become historical. I don't know why, though.

Legendary filibusterer? (https://en.wikipedia.org/wiki/Filibuster_in_the_United_States_Senate#20th_century_and_the_emergence_of_cloture)
Title: Re: Trivial findings
Post by: pisskop on October 12, 2015, 09:43:24 pm
Well I imagine that they affect the world, if only through rumors and being important to the player (presumably)
Title: Re: Trivial findings
Post by: cochramd on October 14, 2015, 12:22:28 pm
Taming already trained infants contributes very little to the training level of a species. Perhaps if training levels did anything this wouldn't be so trivial.
Training levels help your animal trainers train creatures to higher levels. Even a legendary animal trainer can only get an animal to about superior if your civ hasn't encountered that animal before.
Oh, I see. Well, upkeep training contributes less to training level than training straight from the wild (it's possible that the amount contributed to training level is dependent on the difference between the training levels of the animal before and after training), and pet value seems to have an effect as well (the higher an animal's pet value is, the less of them you have to train to advance through the training levels).
Title: Re: Trivial findings
Post by: TheBiggerFish on November 16, 2015, 04:41:24 pm
PTW.
Title: Re: Trivial findings
Post by: taptap on November 22, 2015, 05:32:10 am
Minecarts can do flat jumps (horizontal jump from flat untracked surface next to dip) over upramps behind the dip. Not really surprising, but counterintuitive enough for me to only notice now.
Title: Re: Trivial findings
Post by: taptap on December 16, 2015, 08:10:49 am
Obsidian casting below a constructed floor leaves an "open space" after removal of the floor while obsidian casting in truly "open space" would leave a walkable floor (on the z level above as long as the obsidian wall is in place). If you designate this open space above the newly cast wall as pond you can fill the WALL with water. Already known are water-filled doors (doors always leave an open space above, when the floor there was removed). This only works with water put directly into it - normal water flow above is unobstructed and does not enter doors (or walls) below regardless of floor situation.

Subtlehammers, Hydraulic Engineering Department
Title: Re: Trivial findings
Post by: Detros on December 16, 2015, 08:16:37 am
Obsidian casting below a constructed floor leaves an "open space" after removal of the floor while obsidian casting in truly "open space" would leave a walkable floor (on the z level above as long as the obsidian wall is in place). If you designate this open space above the newly cast wall as pond you can fill the WALL with water. Already known are water-filled doors (doors always leave an open space above, when the floor there was removed). This only works with water put directly into it - normal water flow above is unobstructed and does not enter doors (or walls) below regardless of floor situation.

Subtlehammers, Hydraulic Engineering Department
So you can put water in walls without floor above them or into doors with buckets? What happens when you then deconstruct the wall/door, will it spill given water around? Can it serve as a little well, aka do dwarves drink from such thing?
Title: Re: Trivial findings, DF2015 Edition!
Post by: Dozebôm Lolumzalěs on January 12, 2016, 04:31:19 pm
Elves... use parchment.

If you didn't know, parchment is ANIMAL SKIN.

"The Art Of Animal Diseases was a legendary parakeet parchment scroll. Written on the item is a manual entitled The Art of Animal Diseases, authored by Imimi Motherbear. It concerns the diseases of creatures. [Duh.] The writing gives a feeling of compassion here and there. Overall, the prose is passable."

Now, the elves aren't quite as crazy about animals as they are about trees, but I could have sworn that they didn't use any animal products. I suppose the new "random material" system for books (the one that allows for forgotten beast parchment, ogre parchment, etc.) doesn't take the material usage of the civilization into account. Or perhaps, in-game, the elf had no idea it was parchment. She bought it from some humans who chuckled as they insisted it came from hemp.

Hmm, why don't elves freak out at being sold cloth/drink/plants?
Title: Re: Trivial findings, DF2015 Edition!
Post by: Button on January 12, 2016, 04:43:05 pm
Elves... use parchment.

If you didn't know, parchment is ANIMAL SKIN.

"The Art Of Animal Diseases was a legendary parakeet parchment scroll. Written on the item is a manual entitled The Art of Animal Diseases, authored by Imimi Motherbear. It concerns the diseases of creatures. [Duh.] The writing gives a feeling of compassion here and there. Overall, the prose is passable."

Writing mostly happens at libraries, and libraries are usually at dwarven and human sites. It's likely the elf was a scholar at a non-elven site, and used whatever material was available.

Elves don't mind using animal products, they just don't create them.
Title: Re: Trivial findings
Post by: TheFlame52 on March 22, 2016, 06:15:01 pm
If you sell books on a topic to your caravan, your whole civ will learn what's in them. This has the local effect of causing all your scholars to all write books about those topics, which are hopefully better than the books you just sold. So reclaim a fort with a library in it, build a huge paper industry, copy every single book, sell the copies, retire, embark somewhere else, and enjoy your productive scholars!
Title: Re: Trivial findings
Post by: Bumber on April 19, 2016, 11:40:02 am
Criminals that transform (werebeasts) will be pardoned of their crimes. Take that, nobles!
Title: Re: Trivial findings
Post by: TheFlame52 on April 19, 2016, 02:02:46 pm
I just discovered something and I was going to search for this thread, but here it is already!

Werebeasts cursed by gods are immortal, but bitten werebeasts are not.

Also, there is a set list of 63 divine materials associated with 40 spheres. 20 are placed in each game, though there can be repeats.
Title: Re: Trivial findings
Post by: Larix on April 19, 2016, 02:29:49 pm
Minecarts dropped from a hatch (or floor grates/bars) are re-set to the middle of the tile when falling: a cart can be pushed into a limiting wall behind a grate, but when dropped, it'll land in the middle of the ramp, not at its far end.

This does not hold for carts that smack into a wall over a hole. It appears that the game determines how many distance units the cart had left in its turn when hitting the wall and places it the equivalent number of units into the tile in which it lands. However, the tile it lands in will be exactly below the hole, while the distance acknowledged is distance into the tile behind the hole:
the test rig used a push with adjacent impulse ramp (gives 30 000 speed):

#    #    #
.    .    .   
║    ║    ║
▲    ║    ║
M    ▲    ║   
     M    ▲   
          M
1.   2.   3.


The cart is pushed north, jumps over the hole, collides with the wall with varying remaining distance, then falls down the hole and lands a few levels below, on a NS ramp with exit to the south.

1. Speed is properly calculated only over the hole, the cart hits the wall on the fifth step after leaving the impulse ramp, with ~ 19500 leftover distance. It rolls off the landing ramp with 9800 speed.

2. Speed is properly calculated on the tile before the hole and over the hole itself. Remaining distance at collision (8th step) is ~9200. The cart rolls off the landing ramp with 4900 speed.

3. Speed is properly calculated on the two tiles before the hole and over the hole itself. The cart hits the wall on the eleventh step, with ~29400 distance to go. It rolls off the landing ramp with 14700 speed.

I.e., in all three cases, the cart ends up close to the southern end of the landing tile. When remaining distance at point of collisions is bigger than 1/2 tile (cart has to go at beyond-derail speeds to achieve that), the cart will touch ground in the northern half of the landing tile. If remaining distance is more than a full tile (speeds beyond 100 000 and proper setup required), the cart seems to always end up at the very northern edge of the landing tile.

This may be why some folks reported difficulties getting a cart moved by ramp after dropping it down a hole.
Title: Re: Trivial findings
Post by: Saiko Kila on April 19, 2016, 04:19:32 pm
Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.

The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.

The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
Title: Re: Trivial findings
Post by: TheFlame52 on April 22, 2016, 04:51:28 pm
Nations will try not to found settlements in areas inhabited by titans. This can sometimes cause nations to get bottled up if a titan inhabits a large biome.
Title: Re: Trivial findings
Post by: Dozebôm Lolumzalěs on April 22, 2016, 09:04:39 pm
Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.

The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.

The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
Not trivial but a bug.
Title: Re: Trivial findings
Post by: Saiko Kila on April 23, 2016, 06:55:22 am
Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.

The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.

The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
Not trivial but a bug.

I've found this:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=9579
The reported problem is with multiple barons, though comments indicate the bigger problem, the same I've encountered.
Title: Re: Trivial findings
Post by: Bumber on April 27, 2016, 10:53:15 pm
I had an invading weretortoise increase in skill while fighting one of my dwarves. Gamelog.txt says he found it very satisfying.

Apparently transformed werebeasts are still sane enough to talk. I guess the curse just makes them really bloodthirsty.
Title: Re: Trivial findings
Post by: Bumber on April 28, 2016, 05:02:56 pm
If water loses flow it can lose pressure:
Code: [Select]
7OOOOO
7OO#X_
7777OO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate

The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)
Title: Re: Trivial findings
Post by: Corona688 on May 01, 2016, 04:15:06 pm
As some of us are discovering, volcanoes slowly overtop these days.  If you catch it early, it's not hard to solve that:

Spoiler (click to show/hide)

The magma sea also has the same problem, now -- but without any lower place to drain it, you're kind of screwed.  Build pumps to raise magma so you don't have to stay on the dangerous part, and wait until it fills enough to start diverting it.
Title: Re: Trivial findings
Post by: TheFlame52 on May 02, 2016, 08:14:50 pm
Forgotten beasts that settle in fortresses can raid the surface.
Title: Re: Trivial findings
Post by: Dozebôm Lolumzalěs on May 02, 2016, 08:17:31 pm
As some of us are discovering, volcanoes slowly overtop these days.  If you catch it early, it's not hard to solve that:

Spoiler (click to show/hide)

The magma sea also has the same problem, now -- but without any lower place to drain it, you're kind of screwed.  Build pumps to raise magma so you don't have to stay on the dangerous part, and wait until it fills enough to start diverting it.

NOT. TRIVIAL.

SHIT WHAT HOW THE HELL DID THAT HAPPEN RED ALERT MAGMA OVERFLOW

Is this verifiable and reproducible in every embark? DOES IT EVER END??
Title: Re: Trivial findings
Post by: Corona688 on May 03, 2016, 10:41:50 am
NOT. TRIVIAL.

SHIT WHAT HOW THE HELL DID THAT HAPPEN RED ALERT MAGMA OVERFLOW

Is this verifiable and reproducible in every embark? DOES IT EVER END??

It's less alarming than it looks.  Magma will evaporate like 1/7 water if you give it room to overflow.  The big "pit" turned out to be unnecessary, the six tiles leading to it were plenty to sop up and dissipate the overflow.  Handling the magma sea would be a lot harder of course, there's nowhere to put it but up...  Build your forges one level higher and pump, I guess.

Toady has hinted that eruption rates may not be constant, but this was before eruptions ever happened at all, so that may not be a feature yet.

It happens on the magma sea in my last pregenned fort reclaim.  It's happened in the last 3 volcanoes I embarked at.  I only have speculation, but I think it's a property of the magma sea any vents connecting to it.  The little magma pools you find in caves, I don't think overtop, but I haven't seen one lately so that's just a guess.

I have been informed that this does NOT happen to the magma sea, not unless you have a magma pipe, too.  My experience there was atypical, as the fort generated right INSIDE a magma pipe.
Title: Re: Trivial findings
Post by: Corona688 on May 05, 2016, 08:45:02 pm
Noticed something mildly weird when hollowing out more rooms in a reclaimed fort;  walls seem to come out smoothed when you dig in a fortress area.  The floors don't, but the walls do.
Title: Re: Trivial findings
Post by: Saiko Kila on May 10, 2016, 11:00:12 am
If water loses flow it can lose pressure:
Code: [Select]
7OOOOO
7OO#X_
7777OO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate

The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)

This is causing me constant headache, because depending on flow (or lack of it) my wells either overflow when filling or are filled safely. Thus I need to save before each filling, since changes of flow in my setup are semi-random.
Title: Re: Trivial findings
Post by: Bumber on May 10, 2016, 11:19:44 am
If water loses flow it can lose pressure:
Code: [Select]
7OOOOO
7OO#X_
7777OO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate

The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)
This is causing me constant headache, because depending on flow (or lack of it) my wells either overflow when filling or are filled safely. Thus I need to save before each filling, since changes of flow in my setup are semi-random.
Reset the pressure with a diagonal. That way it won't overflow.

My issue could've been avoided by putting the drawbridge in the area underneath, so that the flow has an opportunity to start by pouring sideways. Unfortunately, I had no way of draining it, so I had to extend the lower area a bit.
Title: Re: Trivial findings
Post by: Kogan Onulsodel on May 10, 2016, 01:12:58 pm
If water loses flow it can lose pressure:
Code: [Select]
7OOOOO
7OO#X_
7777OO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate

The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)

This is causing me constant headache, because depending on flow (or lack of it) my wells either overflow when filling or are filled safely. Thus I need to save before each filling, since changes of flow in my setup are semi-random.

Generally speaking, I avoid these problems using feedback: Put a pressure plate triggered by water in your cistern and have your floodgate open or close based on the water level. I'm not sure how big a cistern you need for this problem to simply become ignorable (because of the time delay... also, it depends on how long an aqueduct downstream of the floodgate you have, because a longer aqueduct means that you need a larger cistern to accommodate the additional water in the aqueduct), but it's certainly doable.

Actually, I use this kind of simple feedback for most things involving fluid in my fort. I'm a very firm believer in feedback.
Title: Re: Trivial findings
Post by: Melting Sky on May 11, 2016, 05:44:09 am
I just got a titan that lives in an evil biome.  It has a few differences from regular titans.  For one, instead of describing its demeanor, it says it "undulates rhythmically" the way it would for a forgotten beast or demon.  Second, it's associated with treachery, the way good-biome titans are identified with stuff like peace or charity (speak of the devil, I've got a hill titan in the Joyous Wilds biome I'm eyeing.  Hopefully I'll be able to not bother it.)  In a sense, it's presented almost like a FB that walks the surface.

Titans are just surface-dwelling forgotten beasts. Associations don't really mean anything here--it's basically just local superstition.

Actually there are some minor differences between Titans and FBs. It was ages ago when I discovered this so the details are hazy but there are certain nasty special attacks that FBs can have but Titans can't. I think the infamous deadly dust is one of them if I remember properly but it was years ago now that I looked into it. I think some of the others included noxious vapors, deadly blood and some of the other more nasty and eldritch abilities you see on FBs sometimes. Titans are restricted to a smaller repertoire of possible special attacks.
Title: Re: Trivial findings
Post by: Melting Sky on May 11, 2016, 05:44:32 am
Sorry, that last post timed out and ended up duplicated.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on May 11, 2016, 07:37:09 am
When a ghost is put to rest, its corpse becomes normal(☺) if it was a zombie corpse(@).
Title: Re: Trivial findings
Post by: Larix on May 14, 2016, 06:41:27 pm
A bit of research in "numbers behind the scene" for minecarts:

the speed required for "derailing" (ignoring an unforced corner and continuing in a straight line) really is >50k, i.e. anything over 50.000, no matter how little. There'd been a recent edit on the wiki page that claimed it was an unknown number. Not so: a cart going at precisely 50.000 speed takes an unforced corner, a cart going at 50.020 ignores the corner. Anyone who needs any higher degree of precision than that can do the research themselves :P

The shotgun effect (cart expels its cargo/occupant, which keeps going at the speed and in the direction of the pre-shot cart) requires a speed of >55k. To the best of my tallying ability, that's a similarly sharp cutoff - no shot at precisely 55.000, jettisoned cargo at 55.020.

Since carts also loose their cargo when a standing cart is collision-accelerated to >55k (cargo "flies out" at zero speed plus the shotgun-typical random element), the effect is not really tied to a speed but to a speed change of the mentioned magnitude. Point in case: i fabricated frontal collisions between a willow cart containing a kaolinite (275 urists weight) and a date palm wood cart with a hematite boulder (550 urists weight), so that the heavier pushed the lighter cart, resulting in an elastic collision conserving momentum, i.e. the willow-with-kaolinite cart moved off at twice the date-with-hematite (and also its own) pre-collision speed. At a pre-collision speed of a mere 18.340, the kaolinite boulder was expelled:
18.340 pre-collision speed
36.680 post-collision speed in the opposite direction
----------
55020 speed change, enough for the shotgun effect.

The speed was achieved by simultaneously dropping the carts off hatch covers onto track ramps and then guiding each over one medium and two low-friction track stops, and four tiles of normal track. Since they started accelerating in the middle of the ramp, they only received five steps of ramp acceleration, of which one was neutralised by the checkpoint effect, giving them a speed of 19550 before going over enough track stops and normal track to eat away 1210 speed.

As far as i can tell, hatches (and presumably grates and floor bars) opening under a cart directly force the cart into the centre of the tile before dropping it and "softly" set its speed to zero. Regardless of pre-drop subtile position and movement vector, carts always dropped onto the middle of the ramp tile underneath a hatch. Carts going at shotgun-able speed over an opening hatch dropped into the hole without letting go of their cargo. Carts behave differently if "dropped" by letting them fly over a hole and bump into a wall.

PS: speed cutoffs added to "numbers behind the scene"; i also fiddled with the sub-tile explanations some more, cf here (http://www.bay12forums.com/smf/index.php?topic=157904.0).
BTWPS: it's theoretically possible to build a minecart shotgun using no source of acceleration other than dwarven pushes. Shots would travel between both push stations, at under 20.000 speed, and on almost all attempts there wouldn't be a shot at all - carts would need to be pushed almost simultaneously _and_ about 50% of all collisions would auto-fail because the lighter cart would push the heavier one. But dwarven pushes give 20000 speed and - see above - 18340 are enough!
Title: Re: Trivial findings
Post by: Kogan Onulsodel on May 14, 2016, 08:58:39 pm
Very nice. I do like precision. Wiki updated, I assume.
Title: Re: Trivial findings
Post by: nogoodnames on May 15, 2016, 05:30:39 pm
If you drop a book off at a site, that civilization's caravans will be able to sell copies of it. My fort is now mostly necromancers after buying a copy of a book with the secrets of life and death.
Title: Re: Trivial findings
Post by: omada on May 16, 2016, 06:56:13 am
PTW
Title: Re: Trivial findings
Post by: TheFlame52 on May 16, 2016, 03:32:18 pm
Sometimes, in the beginning of worldgen, a poet or other artist will take on an apprentice. That apprentice will move to the town of the master. Eventually, that apprentice will take their own apprentice, sometimes many. The cycle continues. Eventually you have a hamlet that consists of 2/3 poets.
Title: Re: Trivial findings
Post by: MoonyTheHuman on May 16, 2016, 04:29:54 pm
This thread is very trival --My finding

Anyways PTW
Title: Re: Trivial findings
Post by: Fleeting Frames on May 17, 2016, 11:57:29 am
Finding 1: current residents buildingdestroyers, e.g. Forgotten Beasts, can lie invisibly in ambush instead of destroying the home.

(and here I thought it wandered off the edge of the map...)

Finding 2: a fleshy FB with non-'deadly' spittle can be very much less deadly than kea pack who you accidentally gave tactical advantage.

Finding 3: Reclaim fort equipment sometimes needs to be moved before dwarves will start using it - merely mass claiming is not enough.

PS: I guess this makes taming resident dragons on reclaim even more difficult.
Title: Re: Trivial findings
Post by: noirscape on May 17, 2016, 12:51:25 pm
If you check a newborn baby dwarf as soon as they're born, the message about their age will read:

(S)he was born today, which makes her/him very young indeed.
Title: Re: Trivial findings
Post by: Sanctume on May 17, 2016, 01:54:25 pm
Findings: Use grates to drain magma so no more waiting for that 1/7 magma to evaporate.

Findings: I can't place stockpile over grates, nor bridges.

Findings: Minecarts dump down into a tile, will have 1 minecart in the bottom, and the others seems to be stacked either 1z or 2z above the lowest single minecart.

The extra open space on z-2 seems to handle the issue to ensure all minecarts are filled with [833] magma.

Everything magma-safe.

z+0: 1x1 open space, garbage dump, minecart stockpile.
z-1: 1x1 retracting bridge linked to lever, screw pump into 1x1 bridge, door; grate over magma-source.
z-2: open space, door. magma-source.
z-3: grate, door; (lowest point)
z-4: hatch cover, linked to a lever, door or wall. (probably not needed)
z-5: magma portable drain: track stop, minecart.

So I dump minecarts, then pile up starting from grate level. 
Deactivate minecart stockpile.
I then forbid doors. 
Start pump. Every minecart is filled with magma.
Stop pump. Open hatch.
Un-forbid doors, and haul to minecart stockpile closer to surface.
Title: Re: Trivial findings
Post by: Jako98145 on May 18, 2016, 09:31:41 pm
Well, I found out that some necromancers are cowards.
I just embarked, and after one season, a necromancer, along with his undead ward, and...a cougar woman (I have no idea why) invaded.  Well, he started rushing up to my fort, alone, and disturbed my poor, hard-working dorfs.  However, he was gripped with fear upon the sight of...I don't even know, and ran away.  I mean, I had no defenses at that point, only 2 axes, which were used for cutting trees.  Well, the undead human and the cougar woman are just standing around the fringes of my fort, doing nothing, and now I have a permanent siege warning, until I dispatch them, of course.  However, I like to believe that they found love together.
Title: Re: Trivial findings
Post by: Fleeting Frames on May 18, 2016, 11:52:43 pm
So, apparently on above-ground tiles the -6°C granted by cold weather overrules the normal 21°C granted by magma-filled steel minecarts (I have no iron) to rocks on same tile. I guess steel bridges will similarly not carry enough heat to melt tiles other than ones above magma....


Getting less FPS drain than an entire flowing river of magma from flat volcano would have been nice, though - especially given it occasionally freezes anyway. Hm, what next....carving map edge ice wall into fortifications and dumping a captured magma man into the hole?

Might kill the tasty fishies before they can escape through a grate, though :p so limited to vermin fish like now :/

For water generation, I guess a small minecart magma gun, or trench of 223 magma (might not work) would be simplest.
Title: Re: Trivial findings
Post by: TheFlame52 on May 19, 2016, 05:21:46 pm
In worldgen, an item being lost in a location counts the same as it being stored there. Scholars at a library read random books stored or lost at their site. So in the incredibly rare occasion a necromancer is killed and loses their slab somewhere there is a library, your world will be flooded with necromancers.
Title: Re: Trivial findings
Post by: Aslandus on May 25, 2016, 04:52:43 pm
It seems like a lot of the bards who visit taverns have combat skills (not sure whether this is specific to my world or if it's accurate in general). Two years of freeloading in the fort and you can put them in your military, allowing you to make and entire army of human/goblin/elf soldiers with a lone dwarf leader.
Title: Re: Trivial findings
Post by: TheFlame52 on June 01, 2016, 04:32:07 pm
In worldgen, nations won't build within a tile of another nation.
Title: Re: Trivial findings
Post by: Sanctume on June 01, 2016, 05:00:02 pm
I figured out how to avoid mist generator splashing 1/7 water that messes up smooth/engraved floors (z-4).

Mist generator via aquifer. 
z+0: d   - aquifer layer, down stairs pierce
z-1: x   - dirt layer, up/down stairs
z-2: ulbplg  - up stairs, flood gate, raising bridge, pressure plate, flood gate, grate drain below.
z-3: g - grate drains below, enjoys mists
z-4 g - grate drains d below, extra layer to hold excess water so z-3 do not get splashes of 1/7 water and muddy the smooth/engraved floors.
z-5 ^ - up ramp and to drain.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 02, 2016, 10:50:09 am
Uh, how does that let water through, given that [OPEN] Floodgate passes water while [OPEN] bridge blocks it and vice-versa on [CLOSE], 1 step window between two by build order?

Drain = Portable hole? Can dwarves get flooded onto the up ramp?
Title: Re: Trivial findings
Post by: Sanctume on June 02, 2016, 11:29:39 am
The repeater works fine, and releases 4/7 water each time water on pressure plate gets to 7/7 water. 

so it's like this:  ulbplg

u = upstairs that breaches the aquifer (dig last).
l = the first floodgate, linked to external lever to shut off water source. 
b = 1x1 raising bridge atom smasher, initially built as unraised and walkable (linked to pressure plate) 
p = pressure plate, set to water 7/7, linked to bridge, and 2nd floodgate.  There is a door access adjacent this pressure plate (forbid when in use)
l = the second flood gate, initially built as unpassable (linked to pressure plate).

Ok, so when the shutoff floodgate is opened, water fills over the bridge (not yet raised) , then fills the pressure plate tile, but is blocked by the 2nd floodgate. 
7/7 in pressure plate triggers the bridge, raising it and atom smashing 7/7 water; and opens 2nd flood gate spilling 7/7 water.
Some tick later, pressure plate triggers, closing the 2nd flood gate (smashing some water in the process) and bridge is lowered refilling.  Repeats. 

My theory that the Portable Drain (PD) below receiving pressurized water should be able to handle water falling it. 
But it does not, so I have to add the old drain to edge or drain to cavern solution. 

But my setup is 5z tall, so maybe each of those 5z from water repeater down to PD contains more water than a single PD can dispose off.

I'll have to experiment with a 4z tall.  Or maybe a separate longer delay repeater to toggle the 1st flood gate.
Title: Re: Trivial findings
Post by: Sanctume on June 02, 2016, 11:38:01 am
Findings: I can't stun cage capture an "FB made of steam that flies and a webber" 

Setup: [Raising Bridge] [cage trap] [cave-in spot] [cage trap] [statue with 2 adjacent doors] ... [upstairs]

Above cave-in spot, [floor], and above this, natural floor held by support and linked to lever.

Above upstairs, [hatch] toggled to forbid.

FB got in, and stands on cage trap.  Bridge is raised so it's trapped while busy destroying statue and doors.

Hatch is set to forbid, and pull the lever to support.

Cave-in happens, dusts happens, FB is unaffected. Not stunned, Not even propelled away but dust. 

It can't be right, so I tried again. 

DFhacked obsidian wall on hole of cave-in floor, and 2 more tiles above that, so I am able to dig floor, and set support to lever again. 

Next chance, FB standing on 2nd cage trap, trying to kill the hatch from below. 

Another cave-in, dusts, etc, and FB is not affected.  Of well.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 02, 2016, 12:51:54 pm
@Sanctume: Ah, I see - I assume both floodgates and bridge were all linked to plate.

I've previously toyed with mostly-vertical designs(to avoid 1/7 water evaporation problems) to release 7/7 water per various delay - for perhaps a long-term clock timer (a large, emptyable basin is easy to dig out).

Doing a design with bridge is quite a bit easier, but after testing it out I went "fuck nope I'm never using a bridge repeater" at the constant stuttering caused by bridge opening and closing.

With at least 4 pressure plates set to 7/7 and 3 floodgates + 1 hatch, it is possible to do design like
H
^
F
^
F
^
F
^

Alternatively, if willing to use minecart inverter for a bit of delay|randomness, a plate set to 0-6 water linked to floodgate and inverter working door can be more compact:
^F
D

Of course, you might prefer them to be more horizontal, to minimize falling water. Btw, single mist generator falling through every major room? I'm pleased at your efficiency. (I'd probably cram them all in a single room and have minecart mister underneath or something).
Title: Re: Trivial findings
Post by: Sanctume on June 02, 2016, 01:15:38 pm
Since I have some humans and elves captive, I think I will use one for some sort of goblin repeater with a long path ~20 tiles.

I got to remember that they can now climb, but not sure about jumping over, so I will make sure I dig in stone layer and smooth naturally to make it climb proof.

Then possibly use this creature repeater to toggle my water source?

Heh, sounds !fun! can happen.
Title: Re: Trivial findings
Post by: Lozzymandias on June 02, 2016, 02:27:53 pm
If a magma-proof door in built where magma may safely flow, and said door is rigged up to a lever with a non-magma-proof mechanism, the door will be deconstructed and dragged away in the flow, but not destroyed.
Title: Re: Trivial findings
Post by: Lozzymandias on June 03, 2016, 08:20:41 am
Findings: I can't stun cage capture an "FB made of steam that flies and a webber" 

Setup: [Raising Bridge] [cage trap] [cave-in spot] [cage trap] [statue with 2 adjacent doors] ... [upstairs]

Above cave-in spot, [floor], and above this, natural floor held by support and linked to lever.

Above upstairs, [hatch] toggled to forbid.

FB got in, and stands on cage trap.  Bridge is raised so it's trapped while busy destroying statue and doors.

Hatch is set to forbid, and pull the lever to support.

Cave-in happens, dusts happens, FB is unaffected. Not stunned, Not even propelled away but dust. 

It can't be right, so I tried again. 

DFhacked obsidian wall on hole of cave-in floor, and 2 more tiles above that, so I am able to dig floor, and set support to lever again. 

Next chance, FB standing on 2nd cage trap, trying to kill the hatch from below. 

Another cave-in, dusts, etc, and FB is not affected.  Of well.

FB's are [NO_STUN] which includes cave-in's i'm afraid. Webber FB are completely un-cageable. But then, you already knew that.
Title: Re: Trivial findings
Post by: Sanctume on June 03, 2016, 09:37:27 am

Findings: FB are NO Stun.

Findings: Webbers are No Cage.  ;D

Findings: Flying Webbers FB are my bane for science.

Findings: I did not find gm-editor in v0.42 dfhack that came with LNP. (edit: I did not find the hack :()
Title: Re: Trivial findings
Post by: Fleeting Frames on June 03, 2016, 10:08:00 am
*wonders about the possibility of organic bioweapon on organic webber FBs*

Harder than just directing them to a location, granted. But this way, you can pit them!
Title: Re: Trivial findings
Post by: Vikram on June 03, 2016, 01:53:20 pm
Apparently beating people to death with a minecart trains the mining skill. Who knew?
Title: Re: Trivial findings
Post by: Dirst on June 03, 2016, 04:13:44 pm
Apparently beating people to death with a minecart trains the mining skill. Who knew?
This sounds like a much dwarfier training method than hollowing out soil layers.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 03, 2016, 05:15:09 pm
Can a miner mine with equipped minecart or do they still need a pick?

Though I guess it is not likely to happen in fort mode normally unless they adopt one in 42.04 or something.
Title: Re: Trivial findings
Post by: Sanctume on June 07, 2016, 10:06:21 am
The "lip" wall still lets flyers path inside my bunker. 


z-2     z-1     z+0     z+1     z+2
v^^^^^^ ^vvvvvv v...... ....... .......
^^^^^^^ vvvvvvv ....... ######. ______.
#####^^ #####vv #####.. _____#. ______.
#####^^ #####vv ____B.. _____#. ______.
#####^^ #####vv A___B.. ____k#. ______.
#####^^ #####vv ____B.. _____#. ______.
#####^^ #####vv #####.. ######. ______.

v=down ramp, ^=up ramp, #=constructed wall, .=open space, A=armor stand, _=constructed floor, B=raised bridge, k=kea


The bridge is raised up.  There is still a path into the fortress from the south portion, about 20+ tiles away. 
This portion of the fortress is above ground, and bunker sealed, so I thought.
Just constructed floors and walls, no fortification; 2-wide dry moat.
So the only path from this portion would be the 3-wide raising bridge. 

Findings:  The flock of keas flying from the north seems to pass through on the tile above the raising bridge, and onto the room with constructed floors and "lip" walls.  At least 6 keas flies outside the bridge and teleports inside onto that same spot.

Title: Re: Trivial findings
Post by: Fleeting Frames on June 07, 2016, 10:44:11 am
Might be that constructed walls create floors above them, but not below them, so there is 1 floor missing between the raised-bridge's wall and above-bridge wall, where they can path to but must leave as creatures are unhappy to sit in walls.


Title: Re: Trivial findings
Post by: Sanctume on June 07, 2016, 10:56:37 am
I'm going to try to add an extra wall tile extending out before the bridges.

z+0     
v......
######.
____B..
A___B..
____B..
######.

v=down ramp, ^=up ramp, #=constructed wall, .=open space, A=armor stand, _=constructed floor, B=raised bridge, k=kea


Or maybe just put a wall above the bridges instead of constructed floors.
Title: Re: Trivial findings
Post by: Kumquat on June 07, 2016, 04:25:19 pm

You can hit enter on the left column of "bring to depot" menu to select the whole right column.

Very trivial, but it was a new finding to me...
Title: Re: Trivial findings
Post by: Fleeting Frames on June 07, 2016, 05:21:11 pm
Roads will go around brook/stream/river sources.....But they'll happily jump them downriver while providing you with pre-built bridge/raw building materials even if minor (or everywhere if major).
Spoiler: Thanks, humans (click to show/hide)

Will you get bypassing travellers over them? No idea, but at least you should get visitors from both elves and humans this way.

(They seem unwilling to build roads to goblins in this worldgen, though.)
Title: Re: Trivial findings
Post by: TheFlame52 on June 07, 2016, 07:34:56 pm
Only humans and dwarves build roads. If humans build roads to a forest retreat, it's probably a conquered one.

This is a pretty trivial finding if it gets found. What personality trait determines whether a creature gets a good or bad thought from being confined?
Title: Re: Trivial findings
Post by: MrWiggles on June 07, 2016, 09:41:52 pm
Kink.
Title: Re: Trivial findings
Post by: Lozzymandias on June 08, 2016, 06:21:36 am
If a goblin survives getting a limb rotted in a fight with a necrotising creature (helmet snake in this case) if it survives infection then there will be no subsequent ill effects to walking around with a rotten limb. Tests are ongoing though.
Title: Re: Trivial findings
Post by: Bumber on June 08, 2016, 08:09:49 am
If a goblin survives getting a limb rotted in a fight with a necrotising creature (helmet snake in this case) if it survives infection then there will be no subsequent ill effects to walking around with a rotten limb. Tests are ongoing though.
Don't infections decrease blood? They might slowly bleed to death if they can't recover fast enough.
Title: Re: Trivial findings
Post by: Prop42 on June 09, 2016, 03:55:59 pm
Apparently, its possible to have negative "items".
(http://i.imgur.com/v9uKgTM.png)
I have no idea what the hell this is, and if it actually exists, it'll probably cause the poor sod assigned to hauling it to spontaneously vanish in a puff of logic.

EDIT: Nevermind, it's gone.
(http://i.imgur.com/owx82cy.png)
Title: Re: Trivial findings
Post by: Bumber on June 10, 2016, 01:52:14 am
Apparently, its possible to have negative "items".
(http://i.imgur.com/v9uKgTM.png)
I have no idea what the hell this is, and if it actually exists, it'll probably cause the poor sod assigned to hauling it to spontaneously vanish in a puff of logic.

EDIT: Nevermind, it's gone.
(http://i.imgur.com/owx82cy.png)
It's a bug caused by adv mode "branch" items, fixed for the next version. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9801)

Careful, it's been said to cause crashes.
Title: Re: Trivial findings
Post by: Lozzymandias on June 10, 2016, 12:30:54 pm
If a goblin survives getting a limb rotted in a fight with a necrotising creature (helmet snake in this case) if it survives infection then there will be no subsequent ill effects to walking around with a rotten limb. Tests are ongoing though.
Don't infections decrease blood? They might slowly bleed to death if they can't recover fast enough.

I've locked the goblin in question up for about a year. If infection were to kill it, by blood loss or otherwise, it would have done so by now. His limb has recovered (and i doubt it will)
Title: Re: Trivial findings
Post by: Fleeting Frames on June 10, 2016, 02:22:19 pm
Biome shearing can quite strikingly (with snowy trees) cover several embark tiles per z-level. It can also start on levels above the ground. (All this time, I thought biomes would be almost entirely vertical.)

Bit hard to determine the sheared biome outside of controlling it not being savage/evil with probe, though :P


It is beautiful.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on June 11, 2016, 06:13:21 am
Caged wild animal husks can be trained. But they will still be husks after that so you will not be able to butcher them.
Title: Re: Trivial findings
Post by: TheFlame52 on June 11, 2016, 03:24:27 pm
If you're wearing armor on only part of your body, enemies will go for the unarmored parts.
Title: Re: Trivial findings
Post by: NCommander on June 12, 2016, 12:28:38 am
Dragonfire can start fires on the other side of a constructed wall from the heat.
Title: Re: Trivial findings
Post by: TheFlame52 on June 12, 2016, 12:55:20 pm
Bards in a tavern (not in your fortress) double as tavern keepers.
Title: Re: Trivial findings
Post by: Prop42 on June 13, 2016, 06:09:40 pm
You cannot construct minecarts from pig iron.
Title: Re: Trivial findings
Post by: TheFlame52 on June 13, 2016, 09:14:28 pm
Smoothing walls and floors cleans them. Not sure about engravings.
Title: Re: Trivial findings
Post by: TheBiggerFish on June 13, 2016, 11:15:47 pm
If you're wearing armor on only part of your body, enemies will go for the unarmored parts.
Not trivial.
Title: Re: Trivial findings
Post by: Dame de la Licorne on June 14, 2016, 10:25:49 am
Hi!

If you assigned animals to a different zone and there are no dwarfs to haul them, they will (slowly) make their way to their new zone. :o Maybe that was already known...but it's new to me.   :P

-Dame de la Licorne
Title: Re: Trivial findings
Post by: Prop42 on June 14, 2016, 06:52:11 pm
You can plant both aboveground and underground crops in a farm plot that covers both subterranean and outside areas, IE, the result of an overhang.
Title: Re: Trivial findings
Post by: TheFlame52 on June 14, 2016, 07:13:37 pm
No, it messes up when it gets to the first tile that is the wrong kind for the crop you're planting. Or has that been fixed?
Title: Re: Trivial findings
Post by: Fleeting Frames on June 15, 2016, 06:07:32 am
If you put a guy in bronze armor up against opposing ramp-bouncing featherwood minecart, he'll very quickly (much faster than wooden spears) gain dodger, armor user (initially bit more than half as fast, but as dodger improves drops off), brown wounds, then yellow wounds (featherwood minecart is heavy enough to bruise through bronze armor), then starts to have the wounds heal..... (I picked someone who was very flimsy, quite suspectible to disease and very slow to heal).

Clothed dwarves will quickly get yellow and red wounds, of course. Still, almost 1 armor user and 5 dodger in under an in-game week. (Maybe 2 opposing minimum-speed rollers would be less deadly enough? The cart does go up to 35k on the ramp, iirc)

Also, apparently, dwarves can maintain "sleep" job while dodging a minecart, though they don't actually get the Z status that indicates sleep.

Still, an interesting 10 minutes, though the setup to avoid braining children,babies and miners while braining everyone armored else may be somewhat micromanagey. And for shield training, spears are still necessary I guess (Dude did have shield in inventory when I stationed him, but no exp.)

Edit: Apparently the world gen was long enough that the armored test subject is also legendary in 9 different kinds of music, poetry and dance.
Title: Re: Trivial findings
Post by: leafbarrett on June 15, 2016, 01:21:02 pm
In adventure mode, if your adventurer's species (and that of all your companions) has [CANNOT_UNDEAD], zombies will not aggro towards you. I learned that by complete mistake.
Adding this token after they are hostile does not make them stop being hostile. That one was a little less accidental.
Slightly related: Having an intelligent creature with innate reading skill makes them very prone to taking up necromancy, it seems like.
Title: Re: Trivial findings
Post by: Prop42 on June 16, 2016, 04:35:00 pm
If a minecart is immersed in magma, and contains magma, you can dump water on it to form obsidian, dig out the minecart, and have the magma in the cart perfectly intact.
Title: Re: Trivial findings
Post by: Sanctume on June 16, 2016, 04:39:34 pm
If a minecart is immersed in magma, and contains magma, you can dump water on it to form obsidian, dig out the minecart, and have the magma in the cart perfectly intact.

But does the minecart have [833] magma, [833] water, or obsidian inside?
Title: Re: Trivial findings
Post by: Prop42 on June 16, 2016, 06:02:27 pm
(knowledge)

But does the minecart have [833] magma, [833] water, or obsidian inside?

[833] magma. The liquids in the carts are apparently unaffected if the cart is full.

I wonder if putting a magma-filled cart in a pool of water would make it generate steam from the heat, if it exists.
Title: Re: Trivial findings
Post by: NCommander on June 16, 2016, 08:25:32 pm
If a minecart is immersed in magma, and contains magma, you can dump water on it to form obsidian, dig out the minecart, and have the magma in the cart perfectly intact.

But does the minecart have [833] magma, [833] water, or obsidian inside?

I once did this, and ended up with obsidian [833].
Title: Re: Trivial findings
Post by: Fleeting Frames on June 16, 2016, 09:43:23 pm
(knowledge)

But does the minecart have [833] magma, [833] water, or obsidian inside?

[833] magma. The liquids in the carts are apparently unaffected if the cart is full.

I wonder if putting a magma-filled cart in a pool of water would make it generate steam from the heat, if it exists.
I once had the idea of trying to melt a river by magmacart stationing.

It didn't melt the ice next to it, not even the water-to-ice-wall I dumped on it by bucket. Needs either something burning, or more simply 2-high pumpstack on the map edge if lava river is undesirable.

Though theoretically, it should heat up the other items on tile to 21°C according to dfhack.
Title: Re: Trivial findings
Post by: Prop42 on June 17, 2016, 09:05:34 am
A dwarf who is praying when they have a strange mood will stay in a temple and not move at all until they go insane. I'm assuming this is a bug.

Also, if a migrant wave consists of only a single migrant, the text will say "A migrant has arrived" instead of "Some migrants have arrived".
Title: Re: Trivial findings
Post by: NJW2000 on June 17, 2016, 09:09:49 am
Some civilisations have a habit of constructing temples, letting a night creature take them over and rule from them, then razing the temple after the night creature leaves the next year.

Sometimes it's not even night creatures: they do it after humans rule from a temple as well, though don't wait for the human to leave.

Weird.

EDIT: a few years later, a few decades into worldgen, and they don't even wait to have their temples occupied or occasionally profaned by evil creatures before razing them to the ground. Seriously, wtf? Is the AI evolving? :P

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Prop42 on June 17, 2016, 09:54:55 am
If you assign a corpse to be dumped before it is actually found by a dwarf, dwarves can still dump it.
Title: Re: Trivial findings
Post by: TheFlame52 on June 17, 2016, 07:16:23 pm
E2: And why are humans exhibiting wilderness creature behaviour by going round and devouring their pets and livestock?
Those are werebeasts. Look closely.
Title: Re: Trivial findings
Post by: Gwolfski on June 18, 2016, 03:13:09 am
SMR floats
Title: Re: Trivial findings
Post by: YetAnotherLurker on June 18, 2016, 09:31:36 am
You can assign Honey Bees [12345] to a constructed cage/terrarium. Unfortunately, it doesn't seem to actually let the bees be moved from their hive to the cage. I guess I'll have to find something else to do with these elves...
Title: Re: Trivial findings
Post by: Prop42 on June 18, 2016, 11:15:37 am
SMR floats
The fact that this is trivial is genuinely hilarious to me.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 18, 2016, 12:44:02 pm
Elvises...I mean, elves and maybe humans(unsure, they may have just killed themselves) don't like to expand to cold temperatures (4°C), even into their respective biomes(taiga/plains), but unlike humans and dwarves can and will spawn in untamed wilds.
Spoiler: World painter fun (click to show/hide)

Edit: After raising the temperatures, it seems humans find savage areas good for tombs only, I guess?

Despite the ocean, the humans and elves do meet at times, though.

Spoiler: "Ocean" test embark (click to show/hide)
Title: Re: Trivial findings
Post by: Gwolfski on June 18, 2016, 04:24:52 pm
Boogey men climb trees

edit: You can't eat boogeymen
Title: Re: Trivial findings
Post by: taptap on June 21, 2016, 08:23:20 am
Engraving frozen lakes is fun.
Title: Re: Trivial findings
Post by: Prop42 on June 21, 2016, 01:43:53 pm
Items can block the construction of floors.
Title: Re: Trivial findings
Post by: TheFlame52 on June 21, 2016, 03:48:12 pm
Items can block the construction of floors.
I thought everyone knew that.
Title: Re: Trivial findings
Post by: jaked122 on June 21, 2016, 10:17:25 pm
Items that block the construction of things are generally considered to have been a bad move as they made a lot of people very angry.
Title: Re: Trivial findings
Post by: Urist McVoyager on June 21, 2016, 10:26:37 pm
Aren't the only items that block other constructions ones that have been flagged for other tasks? I've been watching my people build stone walls on the surface, and since the logs up there haven't been marked for use, people just move them and finish building after.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 22, 2016, 03:44:06 am
Indeed, dwarves can't move tasked items. This shows up most frequently when building a wall on top of a rock pile - easy, 0-1 distances....third of the wall/floor gets suspended because somebody else is building a wall 1 tile to the right.

Of course, the fact that this blocking is possible pretty much shows that quantum stockpiling, beyond being the native and only way to use either track stops or dump designations, could also be trivially blocked. This helped me realize that lot of stuff listed as exploit on wiki is just unintuitive to our earth physics, or just better than .40d era stuff.

(But as counterexample, contrast repeating spears and making stone blocks for skilling up an ability to legendary with repetitive tasks - then contrast infrastructure in making 5 tile irrigated farm plot and designating whole map for plant gathering.)

EDIT:
Apparently, a ruler doesn't get restored to their rightful position when returning to home from captivity.

Title: Re: Trivial findings
Post by: taptap on June 25, 2016, 06:22:39 am
Engraving frozen lakes is fun.

Smoothed ice melts into more water than non smoothed ice.
Title: Re: Trivial findings
Post by: Gwolfski on June 25, 2016, 02:25:54 pm
Bridges do not support walls
Title: Re: Trivial findings
Post by: TheFlame52 on June 25, 2016, 07:53:57 pm
What personality trait determines whether a creature gets a good or bad thought from being confined?
Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
 - low violence
 - high perseverance (value)
 - high perseverance (trait)
Or maybe even all of those.
Title: Re: Trivial findings
Post by: Dirst on June 26, 2016, 11:21:29 am
What personality trait determines whether a creature gets a good or bad thought from being confined?
Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
 - low violence
 - high perseverance (value)
 - high perseverance (trait)
Or maybe even all of those.
They don't have a preference for the chain material, do they?
Title: Re: Trivial findings
Post by: TheFlame52 on June 26, 2016, 11:39:55 am
The thought is "he felt [emotion] after being confined", with [emotion] being something like patience, repentance, etc.
Title: Re: Trivial findings
Post by: Bumber on June 26, 2016, 03:57:21 pm
The thought is "he felt [emotion] after being confined", with [emotion] being something like patience, repentance, etc.
I've seen repentance near the end of one's sentence.
Title: Re: Trivial findings
Post by: TheFlame52 on June 26, 2016, 06:12:32 pm
I'm doing this study on caged animal men via gm-editor, so I don't think that's a factor. I have seen many dwarves happy to be free after being released, though.
Title: Re: Trivial findings
Post by: omada on June 27, 2016, 05:27:52 pm
What personality trait determines whether a creature gets a good or bad thought from being confined?
Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
 - low violence
 - high perseverance (value)
 - high perseverance (trait)
Or maybe even all of those.

I don't know why, but my first bet would be high lust.

But i don't think the game has come this far, yet.

Now i need to brainwash myself.

Sorry for the distraction.
Title: Re: Trivial findings
Post by: freeze on June 27, 2016, 06:54:03 pm
Pretty sure it's high orderliness, possibly law. In 43.03 I had a stressed tantruming dwarf who would start fistfights with the tavern guests and then get good thoughts from receiving beatings and jail time

e: In other news, wait for your tavern to fill up with guests, then set it to locals only. Watch for the  "xxx, dancer, has become enraged!" "xxx is no longer enraged" spam as the entertainers are forced to gravitate to your library and your scholars start arguing with them.
Title: Re: Trivial findings
Post by: TheFlame52 on June 27, 2016, 07:50:29 pm
I'll have to look.
Title: Re: Trivial findings
Post by: Bumber on June 28, 2016, 05:01:03 am
Breached the circus. Flying clowns are actively avoiding my legendary squads by a ~20 tile radius. They won't attack unless they have sufficient numbers.

It seems demon fire got buffed along with dragonfire, so all my ☼iron menacing spike traps☼ melted. Mechanisms were orthoclase and obsidian.

Completing the stairwell to the circus floor leads to FPS murder. Going to need an airlock.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 29, 2016, 12:06:28 am
Finding 1: Unpastured poultry will claim nest boxes on their own.
Finding 2: I now have 172 turkey poults (took 16 turkey hens on embark, some were infertile tho)
Finding 3: Herbalist skills up quite fast. I noticed I have legendary +1 herbalist after he went over d-p'd 7 embark tiles. Also 310 plants (some withered because of my fault)

Ahahahaha this went way better than expected. I know I will not be ordering leather this time.

After tossing puppy-birthing dogs into a room with locked door and throwing away the key, I'm running at 97 FPS with 282 units on the map. Much better than 25 with 600 elves on library embark, though it is only first summer!
Title: Re: Trivial findings
Post by: Grax on June 29, 2016, 12:13:40 am
with 600 elves on library embark,
What a heap of leather!
How do you embarked on the library?
Title: Re: Trivial findings
Post by: YetAnotherLurker on June 29, 2016, 03:44:08 am
Pumping water into the top of a volcano can cause occasional cave-ins from formation of unsupported obsidian. Said cave-ins can then cause a magma piston effect, causing stray bits of magma to appear on the level above the original surface.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 29, 2016, 04:03:04 am
with 600 elves on library embark,
What a heap of leather!
How do you embarked on the library?
DFHack plugin: embark-tools ; enable embark anywhere. There were about 10000? books according to my bookkeeper, and despite being marked as hostile, no conflicts with either civilians or stationed military. They didn't visit my new library either though, sadly.

Incidentally, said dwarven civ has no dwarves.

Which brings me to another discovery:
Spoiler: Former Queen (click to show/hide)
Queen position isn't necessarily for life. This one was Queen for a day, then became expedition leader again.

Still, motivation to give everyone royal furnishing :p

E: Good motivation. It yoyod daily till someone else became expedition leader.


Wow, I had just two tree-loving beards climb several zs up and then down a tree. Oddly, this didn't give them any climbing experience, but I didn't know they could do that.

They then proceed to go back in the next step of the cycle of "climb in submerged meeting area, realize it is submerged, get out, climb trees, get down, proceed to climb in said meeting area again". Same steps every time.

Idling dwarfs are weird. Kinda reminds me of how animals path though, same counter-clockwise cycle, albeit returning to origin. And it is only those dwarfs who got submerged in meeting area - only they return into water and then climb again.

E: interestingly, dwarves can hold onto things in their sleep if forced by (say minecarts).
Title: Re: Trivial findings
Post by: Gwolfski on June 30, 2016, 07:46:22 am
it is possible to make engravings that crash the game when viewed.
Title: Re: Trivial findings
Post by: Derro on June 30, 2016, 08:42:38 am
it is possible to make engravings that crash the game when viewed.

Such as?
Title: Re: Trivial findings
Post by: snow dwarf on June 30, 2016, 09:05:51 am
it is possible to make engravings that crash the game when viewed.

Such as?
It is an engraving of Toadyone creating an artifact doom toy - dwarf fortress.
Title: Re: Trivial findings
Post by: Gwolfski on June 30, 2016, 01:50:51 pm
it is possible to make engravings that crash the game when viewed.

Such as?
It is an engraving of Toadyone creating an artifact doom toy - dwarf fortress.

DFhack allows you to engrave wierd stuff
Title: Re: Trivial findings
Post by: YetAnotherLurker on July 02, 2016, 05:06:22 am
In 1, midsummer, (12th of Malachite)  The Somber Arena held a crossbow throwing competition in Matchedfountains as part of The Festival of Ships.

That is not how you use a crossbow  ::)
Title: Re: Trivial findings
Post by: Fleeting Frames on July 04, 2016, 02:54:19 am
Dumat Idenoslan, Mason cancels Push Track Vehicle: Interrupted by a eyeless monster.

Apparently, just because I can't see into hell through constructed downward stairway doesn't prevent my dwarves from seeing it.

It also seems that hens won't dodge minecarts down into unrevealed air.

...I wonder if you pre-obsidianize hell, will the clown car spawn pre-encased?
revel, obsidian walls with liquids, unreveal, dig suggests yes. I now have clown car unmoving in a single tile of wall.


Collisions between cats and carts can only be somewhat elastic, with cart losing some but not all speed. Had some interesting diagonal movement towards both southeast and southwest as a result.

Thanks, cat, you gave me a new idea!
Title: Re: Trivial findings
Post by: Sanctume on July 13, 2016, 09:21:29 am
I retire a fortress with 100 pop that is equipped with steel armor and weapons except the miners who just use steel pick.
Then I embark a new fortress to an adjacent region.  Sure enough,
Title: Re: Trivial findings
Post by: Repseki on July 13, 2016, 10:07:33 am
I retire a fortress with 100 pop that is equipped with steel armor and weapons except the miners who just use steel pick.
Then I embark a new fortress to an adjacent region.  Sure enough,
  • I got migrants from the first fortress with nicknames intact.
  • Migrant that came from the first fortress are wearing civilian clothes.
  • Miner migrants from the first fortress bring their steel pick, and some have decorations like turkey bones even though I did not decorate them in the first fort.
  • Military Migrant that came from the first fortress did not bring their steel equipment, or foreign weapons like whips and large knives.
  • Axedwarfs Migrants that came from the first fortress did not bring their steel axes equipment, perhaps I should have set them as wood cutters before retiring.
  • Markdwarfs Migrants that came from the first fortress did not bring their steel crossbow equipment, perhaps I should have set them as hunters before retiring.


If you had reclaimed the fort all of their steel armor would have decorations as well (and possibly be changed to base quality). Everyone must get a sudden urge to bedazzle their stuff when a fort gets retired.
Title: Re: Trivial findings
Post by: Sanctume on July 13, 2016, 10:30:06 am
I retire a fortress with 100 pop that is equipped with steel armor and weapons except the miners who just use steel pick.
Then I embark a new fortress to an adjacent region.  Sure enough,
  • Miner migrants from the first fortress bring their steel pick, and some have decorations like turkey bones even though I did not decorate them in the first fort.


If you had reclaimed the fort all of their steel armor would have decorations as well (and possibly be changed to base quality). Everyone must get a sudden urge to bedazzle their stuff when a fort gets retired.

Interesting.  I will work on destroying bones and excess stone, but leave plenty of small gems next time I retire this.  Hopefully, they are bedeazzled by gems next time instead of crappy turkey bones.
Title: Re: Trivial findings
Post by: Dirst on July 13, 2016, 02:12:26 pm
You can now actually see a ROCK item in fort mode, previously in fort mode a ROCK would be described as pebbles on a tile's floor.  Haven't figured out how to stockpile it yet, though.
Title: Re: Trivial findings
Post by: PTDfun on July 13, 2016, 05:48:16 pm
If I have a three tile stockpile with Max Wheelbarrow set to 3, and the wheelbarrows are parked, then dwarves will not haul to that stockpile.
Title: Re: Trivial findings
Post by: Derro on July 14, 2016, 03:53:25 am
If you explore something in adventurer mode, it remains visible in fortress mode. Also, labyrinths remain viable embark locations, even after they've been marked on the world map. Also, four minotaurs can easily kill a fledgeling fortress.
Title: Re: Trivial findings
Post by: Derro on July 15, 2016, 04:22:32 am
Another one: an island embark with water on all map edges can still receive migrants. They just appear somewhere on your island's shore, rather than the map edge.

No idea if the same goes for caravans, but I'm pretty sure they wouldn't be able to leave.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 15, 2016, 04:41:01 am
Okay, that is cool. Dwarves, created from nothingness, rising from the primordial sea!

And yeah I think the same may for caravans whenever they're entering from between biome shear points. Well, a month or 2 is enough to get to caverns...Digging 3-wide rampway time might be a little tight if is is deep underneath.
Title: Re: Trivial findings
Post by: Hetairos on July 15, 2016, 01:41:52 pm
Semi-molten rock doesn't count as a valid wall for an adjacent track ramp. Sending minecarts below the magma sea requires constructing walls.
Title: Re: Trivial findings
Post by: Zammer990 on July 15, 2016, 02:44:12 pm
(http://i.imgur.com/lQelqoG.png)
This happens if you only get 1 migrant (population cap)
Title: Re: Trivial findings
Post by: Repseki on July 16, 2016, 08:52:08 am
I really hope this isn't true and I'm just missing something, but...

If you set your designations to show priorities, you can't go back to not showing them without manually turning them off every time you open the designate panel...

Edit: Ignore this, you can get it to go back to default if you don't have any designations set somewhere. Not sure if it's just designations with priorities that need to be removed or all of them though.
Title: Re: Trivial findings
Post by: DeKaFu on July 16, 2016, 11:26:27 am
I really hope this isn't true and I'm just missing something, but...

If you set your designations to show priorities, you can't go back to not showing them without manually turning them off every time you open the designate panel...

Edit: Ignore this, you can get it to go back to default if you don't have any designations set somewhere. Not sure if it's just designations with priorities that need to be removed or all of them though.
...Thanks for this. I asked how to turn priorities back off way back when they were first introduced and nobody had an answer, so I've avoided using them ever since because it was too annoying. Now I can finally actually use them.
Title: Re: Trivial findings
Post by: NJW2000 on July 16, 2016, 11:57:13 am
Pointless post, but fucking ditto. It really got on my nerves.
Title: Re: Trivial findings
Post by: DeKaFu on July 17, 2016, 02:57:21 pm
Apparently werebeasts of the same species and description are not, in fact, always neutral to each other.

Poor guy. I thought I was doing him a favor, giving him some friends to talk to. :(
Title: Re: Trivial findings
Post by: TheFlame52 on July 24, 2016, 06:25:20 pm
The dark fortress capital of a goblin nation is purple. If the site is destroyed it's still purple. If the site is conquered it's still purple. But if the site is destroyed and then reclaimed by another goblin nation, it turns grey.
Title: Re: Trivial findings
Post by: TheFlame52 on August 13, 2016, 04:35:41 pm
Olms are real animals. They look like axolotls without the gill things.
Title: Re: Trivial findings
Post by: Fleeting Frames on September 04, 2016, 04:38:44 am
So, I genned a world, and was wondering why human town dropped back down in levels without there being any towers or goblin hamlets - thought it'd be stalemating war between goblin soldiers and goblin scholars, but not so!

(https://i.imgur.com/UalMVV9.png)
You're why we can't have sustained invasions, Vispol



I guess I'll be limiting vampire types to 1 from now on. Should be enough so cursing can happen in fort mode, but hopefully not enough to eat one person for every goblin in the world why are you so hungry
Title: Re: Trivial findings
Post by: TheFlame52 on September 04, 2016, 08:33:07 pm
If you noticed, she was law-giver for another 120 years. Not very immediately.
Title: Re: Trivial findings
Post by: Haymaker on September 05, 2016, 03:54:29 am
Dunno if it it's me...

But if you designate a goods/armor stockpile on upstairs and there's (naturally downstairs or X-stairs) hatch cover above it. Somehow, if loose items end up in same tile with a pin in that very exact spot of stockpile, it begins to infrequently generate combat logs messages of

It strikes Urist McHatchopener in X part, but it is deflected by clothing.

I believe that is the reason every dwarf I have has atleast dabbling in dodging xD
Title: Re: Trivial findings
Post by: Fleeting Frames on September 05, 2016, 04:24:42 am
Well, I had something similar happen, though with different setup:

Hospitalizing: On 27th Malachite, mysterious injury on Asmel, yet again.
(https://i.imgur.com/GTz7y4J.png)
Was she standing on a hatch while Thob went through it?
(https://i.imgur.com/JmGxyVw.png)
It's that giant coati again!
(https://i.imgur.com/LXf2rXd.png)
Striking against her once more from beyond the grave!
Though, that is interesting way to satisfy the need for martial arts in every dwarf. Is it bin or loose item striking them?

Wonder if that works with just dumping both in same tile, without stockpiles. Then could have both them and hatch cover on every stair z-level.
Title: Re: Trivial findings
Post by: MrWiggles on September 06, 2016, 11:50:46 pm
Dunno if it it's me...

But if you designate a goods/armor stockpile on upstairs and there's (naturally downstairs or X-stairs) hatch cover above it. Somehow, if loose items end up in same tile with a pin in that very exact spot of stockpile, it begins to infrequently generate combat logs messages of

It strikes Urist McHatchopener in X part, but it is deflected by clothing.

I believe that is the reason every dwarf I have has atleast dabbling in dodging xD
Wait wait that means that the volume  of the object and motion of the hatch opening are actually model?
Title: Re: Trivial findings
Post by: Fleeting Frames on September 09, 2016, 04:12:55 am
Yeah, I think so.

Here's an unfortunate finding:

(https://i.imgur.com/QoZ83pZ.png)

Fire doesn't burn fallen fruit.
Title: Re: Trivial findings
Post by: Bumber on September 14, 2016, 02:02:09 pm
Using the listed volume for a wagon (12000 cm^3), and the assumed size of a tile (2x2x3 meters), it works out that a 3x3 tile wagon is just a fragile sheet of wood 1/3 millimeter thick.

Urist McEngineer looks at the wagon funny. The wagon has scuttled.
Title: Re: Trivial findings
Post by: ☼Another☼ on September 14, 2016, 05:04:27 pm
If your fortress has a high enough death rate (I believe that's what's causing this) when migrants arrive, you get this message:
(https://lh3.googleusercontent.com/-IK2ODjVnD0s/V9nJNHDwOII/AAAAAAAAAEQ/QiEFpZHLkJso3mdrYJteZUbKZVFq93-GQCL0B/w530-d-h22-p-rw/2016-09-14%2B%25288%2529.png)
Title: Re: Trivial findings
Post by: Bumber on September 14, 2016, 07:24:54 pm
If your fortress has a high enough death rate (I believe that's what's causing this) when migrants arrive, you get this message:
(https://lh3.googleusercontent.com/-IK2ODjVnD0s/V9nJNHDwOII/AAAAAAAAAEQ/QiEFpZHLkJso3mdrYJteZUbKZVFq93-GQCL0B/w530-d-h22-p-rw/2016-09-14%2B%25288%2529.png)
Image doesn't show for me. At first I thought you meant it gave a completely blank message. (Or possibly "« Last Edit: Today at 02:06:11 pm by ☼Another☼ »".)
Title: Re: Trivial findings
Post by: ☼Another☼ on September 15, 2016, 08:22:09 am
That's strange, but it says "Some migrants have decided to brave this terrifying place, knowing it may be their tomb."
Title: Re: Trivial findings
Post by: Henry47 on September 15, 2016, 08:39:05 am
That's strange, but it says "Some migrants have decided to brave this terrifying place, knowing it may be their tomb."
I've never seen that before, but then my fortresses have never been especially fun, except at their end.
Title: Re: Trivial findings
Post by: TheBiggerFish on September 15, 2016, 08:41:00 am
That's strange, I thought there was only despite the danger etc. etc. etc..
Title: Re: Trivial findings
Post by: Bumber on September 15, 2016, 02:27:46 pm
That's strange, but it says "Some migrants have decided to brave this terrifying place, knowing it may be their tomb."
Trying to visit the link attempts to download a .webp file.
Title: Re: Trivial findings
Post by: wierd on September 15, 2016, 02:54:29 pm
It says exactly what others have said.

I've had the "deathtrap" themed immigration message before, but never that one.
Title: Re: Trivial findings
Post by: ☼Another☼ on September 15, 2016, 06:37:24 pm
This was in a fortress with a evil rain that caused blistering, and eventually death by suffocation. I had one living dwarf, and ~224 dead, but it wasn't reanimating. (sadly)

The link problem is because I shared it on google plus privately: I have a gmail account, so I'm forced to have google plus account, so I shared it there.
Title: Re: Trivial findings
Post by: Noventrice on September 17, 2016, 11:17:31 pm
Apparently werebeasts of the same species and description are not, in fact, always neutral to each other.

Poor guy. I thought I was doing him a favor, giving him some friends to talk to. :(
I've noticed that werebeasts don't necessarily change on the same frame. So a werebeast would try to attack a dwarf that hasn't turned. The attacks would continue until even if the dwarf turns.
To be fair, I'm not sure what would happen if they all turned at the same time.
Title: Re: Trivial findings
Post by: Fleeting Frames on September 23, 2016, 04:22:16 am
Yet another moment of "biomes don't work that way (expect they do!)":

Revealing, probing and farm plotting my way towards tiny multi-biome embark, found an interesting situation:

Reveal shows different soil layers on tropical grassland and temperate grassland. Expected.

Probe shows that some of the same-looking areas have different biomes. Not unusual, but has potential.

Farm plots painting shows just different tropical grasslands next to each other. Disappointing, but understandable.

I guess that means 2x2 is sm-...

*triple-checks probe biome and region ids, directly on top of temperate grassland and tropical grassland farm plots*

So.

Apparently, you can have different biomes (temperate and tropical grassland, in this case) under same biome and region ids.

I mean, evilness, layer materials, temperature still shows them to be different.

But I thought at least one of those ids were unique.
Title: Re: Trivial findings
Post by: Evans on September 23, 2016, 01:31:57 pm
werecursed invaders will not attack other invaders from their siege after transformation.

I hoped to spread the curse to my enemies but it appears it won't be that easy.

Edit:
Just learned that if I paint the floor with stone material in the area where trees grow, the bottom part of the trunks vanishes.

Upon saving and reloading all canopies that were hovering in the air collapse on the ground.

Easy tree cutting and no regrowth after all, but they seem to change ground from stone back to soil in the immediate collapse area.
Title: Re: Trivial findings
Post by: Fleeting Frames on September 25, 2016, 12:51:59 pm
Adding even a single cave to even a PSV world with same seeds slightly changes river boundaries and majorly changes biome boundaries.

No kobolds for me, then.
Title: Re: Trivial findings
Post by: Larix on September 25, 2016, 02:22:02 pm
I think i've found a close (or maybe even the exact) ratio the game uses to convert distances covered by minecarts on ramps: standard distance travelled *0,70707.

I worked out the baffling "lost" tiles when minecarts move on long ramped slopes (they sometimes move fewer ramp tiles than their speed suggests, e.g. spend two steps on a tile when going at 200 000+ speed, i.e. much faster than one tile/step, even on ramps): there's a "secondary checkpoint" effect where carts moving on ramps run a check every 100.000 normal distance and stop if they haven't moved to a new tile since the last check: long explanation here (http://www.bay12forums.com/smf/index.php?topic=144328.msg7057722#msg7057722) ; i had seen the effect earlier but hadn't understood it, so with some retroactive help from user fricy, who posted several data dumps, i could look up such an event in detail: open spoiler at own risk (http://www.bay12forums.com/smf/index.php?topic=129042.msg4433914#msg4433914). Extracting the few ramp-check-braked shortened moves, we get these data:

Coordinate  speed    accel.      z    z-movement
26,72592   1,0816   0,0489   144   -1
27,43299   1,1305   0,0489   144   0
...
38,50771   1,6684   0,0489   132   -2
39,21478   1,7173   0,0489   132   0
......
55,78747   2,353   0,0489   115   -2
56,49454   2,4019   0,0489   115   0
...
59,99488   2,4997   0,0489   111   -2
61,40902   2,5486   0,0489   110   -1

(not quoting all of them, just three of the moves that went zero z-levels due to the effect, and one that only made one z-level)

Unfortunately, the dump doesn't explicitly contain the "distance travelled" field, so you'll have to subtract the co-ordinates to get the values. You'll see that the zero-z moves (stopped after 100.000 conventional distance) all have a distance travelled of 0,70707, and the one-z move (after 200.000 distance conventional) a distance travelled of 1,41414. I went and tested the value a bit on the high-speed turns in the dump that went the full distance and am reasonably sure that

on ramps, distance travelled is calculated normally, then multiplied by 0,70707.

(it could also be done by division, presumably by 1,41429, but that may be more effort for the CPU for pretty much the same result. Incidentally, a very human-friendly rendition of that divisor is 99/70, which at ~1,4143 is a reasonably good approximation of sqrt2.)
Title: Re: Trivial findings
Post by: Libash_Thunderhead on September 29, 2016, 09:34:53 am
Pets still follow the ghost of their owner.
Title: Re: Trivial findings
Post by: StruckDown on October 04, 2016, 04:02:27 am
Browsing legends and just found the most-pillaged site in my world:

In 497, early spring, The 639th Pillaging of Wavedent occurred as a result of The Assaults of Lancing in The Violent War waged by  The Kingdom of Eagles(Humans) on  The Superior Roar(Goblins).

The Violent War started in 200 and is still ongoing. It's 500.

Although the Goblins have killed nearly 3 times as many humans, they haven't won a single battle yet:

 The Kingdom of Eagles (Attacker)
◾Kills: 2416
◾Battle Victories: 2918
◾Conquerings: 2871 (2871 Pillagings, 0 Destructions, 0 Conquests)

 The Superior Roar (Defender)
◾Kills: 6796
◾Battle Victories: 0
◾Conquerings: 0 (0 Pillagings, 0 Destructions, 0 Conquests)

*upon further inspection, it seems that about 95% of wars, the defender will never win a battle. Even with the few that do win, they're never more than 2. How odd. Might be a bug with legends viewer
Title: Re: Trivial findings
Post by: mikekchar on October 04, 2016, 06:08:24 am
It might be.  Someone mentioned this a while ago in the adventurer section, so I've been scouring legends mode and I find that defenders in my worlds are edging out attackers, but still pretty even.  I run the latest vanilla, so either it is something to do with that, or potentially a bug in legends viewer as you say.
Title: Re: Trivial findings
Post by: TheFlame52 on October 04, 2016, 06:31:18 pm
I found a world where one goblin nation has been holding out against two human nations and an elven nation for over 200 years. The site where most of the battles take place has just over 60,000 deaths. More people have died in that one dark fortress than everywhere in the entire world combined.

There are still about a hundred goblins left. The only reason they survived so long is because they have ogres.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 04, 2016, 10:33:47 pm
You don't need a whole lot of herbalist skills to get mega-stacks out of trees.

(https://i.imgur.com/Nfx235h.png)

All my herbalists are currently middling or so, no legendaries or masters -highest is adept, adequate or talented (not sure which of these is highest, wiki haz it tho :P)

Anyway.

"What if I brew that, will it split up the stack"

(https://i.imgur.com/qNNNYVf.png)

I guess no. Now, applications...

*considers doing a minecart system to automatically sort the biggest stacks into still*

*looks at weights*

Sadly, it appears all? fruits/spice are reeaaally light. None of the big stacks cross 1 urist - something that is accomplished by even a single sun berry, though the whole barrel (with many hundreds of spices/fruits) seems to clock out at around 30 urists (12 native weight).

Upon further looking into plant barrel, it seems at least those have wildly varying densities as well.

But if spice/fruit doesn't...Then assuming the weight of a single plant is around 0,036 urists, you could perhaps reasonably measure the weight of large stacks via featherwood minecart collisions (weight 4 urists, iirc) without overly large systems (a 10% increase in weight ~ stack[11] ~ requiring mere 10 or 11 tiles to tell the difference of falling behind at glance).

Perhaps this has also implications for coinstar training, though I'm sceptical.
Title: Re: Trivial findings
Post by: wierd on October 04, 2016, 10:38:06 pm
Are fruits lighter than coins?

Unstacked ginko seeds might be useful coinstar fodder if they are.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 04, 2016, 10:52:08 pm
Hm, don't think so. Looking at stack of 500 gold coins, game claims it has 5 urists weight, which is way less than what that barrel had in plants (18 urists) (though I think it had more plants than 500, tbh). And adamantine coins are going to weight one hundredth of that.

Though, I suppose you could perhaps use split coins to ultra-precisely measure the weight of things being an exact match (with 0,0001 urist accuracy) pretty trivially with repeated (non-)frontal collisions. For non-practical applications, could be amusing if very finicky way to check the corpse being who they're identified to be, for instance :P
Title: Re: Trivial findings
Post by: TheFlame52 on October 05, 2016, 10:43:37 am
Fruits are veeery light. I like elves in adventure mode because you can buy a hundred apples or something and they weigh 2U and last you for months.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 06, 2016, 02:02:43 am
Was looking upon different ways to minimize injuries in most compact way in minecart stone quarry systems and came upon this:

Default display state when building Vertical Bars/Wall grate: X

Ok, but they're impassable after building....

For orthogonal walking/pushing.

A vertical bars/wall grate on downward ramp can be gone up and down freely for dwarves.

Neither is it an obstruction to minecart going up.

A minecart going down, if it would normally descend the hole, will.

But, if there's a untracked floor before the grate-hole, the minecart might decide to jump against the grate instead of descending, and thus come to a complete stop. A mono-directional railway

"Ok, F^2, but it is already mono-directional without the wall grate on hole, and without sufficient speed you could also use track turn - and both of those systems could easily use floodgates to block falling into hole as well. Does this do anything new?"

I guess two things that springs to mind:
When a minecart comes to a stop against the wall grate, it is in an ideal position to take PUSH signal from below, without being able to give one to it or ignore a track corner. This can be used for 1-wide monodirectional signal propagation, and of course retracting any of them could be used to mess up the system.

(I suppose push signals could also be given from the other side of the grate on same z-level with a little flight and then letting the cart fall down and ascend 1z back up.)

If you had something like a door beneath the wall grate with both having adjacant track/ramps/minecart rest places, then with opening 1 door you could get a cart signal from any of 8 possible carts (up from 4 with just a door). Not very useful, but could save mechanisms.
Title: Re: Trivial findings
Post by: taptap on October 06, 2016, 04:39:38 am
Was looking upon different ways to minimize injuries in most compact way in minecart stone quarry systems

Statues are your friend. Build on track, carts pass, dwarves don't. In dwarf-exposed minecart operations this is a good way to isolate the larger part of the operation.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 06, 2016, 06:37:35 am
Yeah, and I do use statues and flying through the air where appropriate.

But sometimes, I desire something different than what I have already done. Also, statues block cart traversal to z beneath when hanging in mid-air iirc and are somewhat troublesome to get on up-ramps (need obsidian casting)

Title: Re: Trivial findings
Post by: StarWars1981 on October 07, 2016, 04:37:46 pm
Mass-pitting has not worked for me ... unless the object being pitted has NOT been fully disarmed. If I dump their equipment (goblins right now, about 13 total), as in 10 of them, they escape and run for their lives. They don't make it far, I'm not stupid, the militia stands by. HOWEVER, those that I've FORGOTTEN to disarm (3, the ONLY 3 who made it in the pit) have NEVER failed to drop in the pit.
The hatches are not forbidden; they are set to disallow Pets; pitting zone covers all of them; spacing is correct; stockpile settings are correct. Any troubleshooting? - In case I've got it wrong, and it's not a bug, but my screwup with the hatches, plus a bit of random luck to get the three dangerous ones in and the harmless (poor war dog, but those 4 strays got'em in the end) out ... but I don't think so. I might have undumped the goblins themselves; I'd have to check next time I do it. I DID undump the cages after mass-dumping the tiles.

Goblins, goblins everywhere ... except their pit, where they are supposed to be very common, and yet are not so common at all.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 07, 2016, 05:28:22 pm
Just FYI: You can dump, at least, trolls through a closed retracting bridge too.
Title: Re: Trivial findings
Post by: armok of blood on October 07, 2016, 10:49:43 pm
Trivial thing.
You know how you always start with 7 dwarves?
I recently figured out it's probably a reference to Snow White and the SEVEN DWARVES.
Probably.
Title: Re: Trivial findings
Post by: Dirst on October 07, 2016, 11:12:31 pm
Trivial thing.
You know how you always start with 7 dwarves?
I recently figured out it's probably a reference to Snow White and the SEVEN DWARVES.
Probably.
To get even more trivial, Snow White is older than Tolkien, so it's actually Snow White and the Seven Dwarfs.  But I think your reasoning is correct about the reference.
Title: Re: Trivial findings
Post by: NJW2000 on October 08, 2016, 06:08:11 am
Holy fu--

*Fragments of skull slop onto ceiling*
Title: Re: Trivial findings
Post by: §k on October 08, 2016, 09:13:50 am
The player is Snow White.
Title: Re: Trivial findings
Post by: StarWars1981 on October 08, 2016, 12:14:12 pm
So what's that make the goblins? Flying monkey- oh, sorry, wrong one.
Soldiers, clearly, sent to kill the dwarves and Snow White. However, Snow White has had excellent ninja training in escape and evasion, so they can't catch her unless she's adventuring and is taken by surprise. However, given her ability to shapeshift and cast illusions about herself, she probably never gets killed, just feigns it and runs again.
The dwarves, unfortunately, have fallen under Idiot's influence (is that the name? or was it something else? I can't remember, lol), and now require direction to continue operating their mines. And the occasional Grumpy descendant does indeed cause massive devastation following failed mandates or severe casualties in the fort's population. Similar events happen for other descendants, who begin muttering or sit in a corner and thirst to death. The most tragic ones seek to actively kill themselves - perhaps they believe the world will improve in their next life as a stone ... or something like that.
Title: Re: Trivial findings
Post by: Dirst on October 08, 2016, 12:19:39 pm
Dopey.  Who was an idiot.
Title: Re: Trivial findings
Post by: Lozzymandias on October 11, 2016, 06:06:30 am
Trogledyte dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...

Troll shot with bolts, reanimated, captured and dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...

Research on using reanimation to turn bits into bones without butchery is ongoing...
Title: Re: Trivial findings
Post by: TheFlame52 on October 11, 2016, 01:49:57 pm
Trogledyte dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...

Troll shot with bolts, reanimated, captured and dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...

Research on using reanimation to turn bits into bones without butchery is ongoing...
You need to remove the hands/feet first. The nails make it so the limbs don't decay into bones. Or you could cheat and mod the nails away.
Title: Re: Trivial findings
Post by: Lozzymandias on October 12, 2016, 04:53:16 pm
Trogledyte dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...

Troll shot with bolts, reanimated, captured and dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...

Research on using reanimation to turn bits into bones without butchery is ongoing...
You need to remove the hands/feet first. The nails make it so the limbs don't decay into bones. Or you could cheat and mod the nails away.

What about the neck (presumably neck and head) whats keeping that together?
Title: Re: Trivial findings
Post by: Libash_Thunderhead on October 13, 2016, 08:36:55 pm
1. Dwarves in hospital can have strange mood. And they will go to the workshop immediately without waiting for the doctor to heal htem.
2. Artifacts do not count if a noble mandate something of the same type.
Title: Re: Trivial findings
Post by: Dunamisdeos on October 14, 2016, 07:50:54 pm
It turns out that a naked elf will take up to three years to freeze to death when chained in a cell with a ceiling made of ice.
Title: Re: Trivial findings
Post by: Proteus on October 15, 2016, 12:24:29 am
The mayor in my last fortress turned out to be a bloody vampire.

I found out that he did it before even one witness turned up.

How?
After the discovery of the body, devoid of blood, I went through all of my suspects for vampirism
(all dorfs who have strangely high social skills) and found out that my mayor was horrified to see the victim die.
Absolutely no other dwarf, not even the ones who later turned up as witnesses to incriminate said mayor, actually saw the victim die (guess the witnesses just saw him running out of the sleeping room, covered in the victims blood)

Afterwards, everything was crystal clear :D
Title: Re: Trivial findings
Post by: Derro on October 15, 2016, 03:18:15 am
Mud titans are apparently made out of dried mud: they can suffer fractured or chipped body parts.
Title: Re: Trivial findings
Post by: Dirst on October 15, 2016, 07:46:24 pm
Mud titans are apparently made out of dried mud: they can suffer fractured or chipped body parts.
The game considers mud to be a solid.  If you contrive some situation where it ought to be a liquid, it is called "n/a" like any other material with an undefined state.

On a related note, creatures modded to have solid mud as their blood function just fine (http://www.bay12forums.com/smf/index.php?topic=140015.msg5581083#msg5581083).  They even muddy bare stone floors when they bleed.
Title: Re: Trivial findings
Post by: rhavviepoodle on October 17, 2016, 12:02:22 pm
In 0.43.05, I've been trying to figure out which social skills are contingent on specific personality traits. First, I've been making the racial trait static in the raw (ie [PERSONALITY:HUMOR:24:24:24]), generating a world, and checking which skills dwarves [don't] learn in fortress mode. Mostly I find using a 4x4 room as a tavern helps force dwarves into chatting with each other and [not] developing the social skills available to them. So far these are my impressions:
While I've been trying to isolate each of the facets responsible, it's becoming fairly tricky, especially if (as I suspect, at least with intimidator) social skills may be contingent on more than one personality facet. As of right now, I haven't been able to find facets responsible for negotiator or judge of intent.
Title: Re: Trivial findings
Post by: TheFlame52 on October 17, 2016, 07:39:53 pm
Keep up the good work!
Title: Re: Trivial findings
Post by: Spriggans on October 18, 2016, 06:08:18 am
A dwarf who gets old enough will suffer a slight vision loss.
Title: Re: Trivial findings
Post by: Pvt. Pirate on October 18, 2016, 06:47:07 am
migrants are definitely generated randomly, except for those fleeing from sites when those get abandoned.
i had a big migrant wave with many skilled dorfs, then the game crashed and i didn't save, so around the same time again, i had a migrant wave with farmers and fishermen and 10 children instead :(
Title: Re: Trivial findings
Post by: Spriggans on October 21, 2016, 08:51:20 am
You can rename a dead dwarf using the 'relationship' screen of another dwarf still alive.
From this screen, press 'v' while hovering the dead to access the dead dwarf's 'Status' screen.

From there you can rename him post mortem.

- You can also access the 'thoughts' screen and see that, most of the time, his upper body is gone
From this screen, you can get an idea of what your dwarf was feeling when he died.

There is btw a bug in this screen. The age displayed is the age as if they where not dead.
Eg : "He is 101yo, born on the first of granite 99", although my dwarf died in 180, and was 81.

- In the 'health' screen, the dwarf will have Cannot breathe, Vision lost, Ability to stand lost and Ability to grasp lost

Title: Re: Trivial findings
Post by: Pvt. Pirate on October 21, 2016, 04:33:03 pm
You can rename a dead dwarf using the 'relationship' screen of another dwarf still alive.
From this screen, press 'v' while hovering the dead to access the dead dwarf's 'Status' screen.

From there you can rename him post mortem.

- You can also access the 'thoughts' screen and see that, most of the time, his upper body is gone
From this screen, you can get an idea of what your dwarf was feeling when he died.

There is btw a bug in this screen. The age displayed is the age as if they where not dead.
Eg : "He is 101yo, born on the first of granite 99", although my dwarf died in 180, and was 81.

- In the 'health' screen, the dwarf will have Cannot breathe, Vision lost, Ability to stand lost and Ability to grasp lost
stop your dark arts, heretic necromancer!
Title: Re: Trivial findings
Post by: NonconsensualSurgery on October 21, 2016, 11:39:57 pm
"Cracks easily under pressure" seems to be a very dangerous personality trait. Some dwarves also suffer negative thoughts when they tantrum. When combined, you have an extremely unstable dwarf who will throw things at the slightest inconvenience and then feel even worse because they threw things leading to a downwards spiral.

Luxury apartments and fulfilling their life-wishes did nothing. Taking them out of the military caused them to freak out about not practicing a martial skill for too long. Taverns, libraries, temples - nothing. Tossing all subjects with those traits into a volcano did solve the problem.

Title: Re: Trivial findings
Post by: wierd on October 22, 2016, 01:44:13 am
Neurotic dwarves!

Stay tuned for these, and other !FUN! features from Bay12 Games!

(Bay12 games is not responsible for injury or death resulting from the use of its products.)
Title: Re: Trivial findings
Post by: FantasticDorf on October 22, 2016, 01:18:08 pm
If you offer goblins a pantheon, they will have a cheery range of animal and goblin based gods relevant to their evil desires. (gods of rumours, gambling trickery and deaaath), animal gods are common and nearly consistently fire imps are really common themes (i gave them intelligence and pet exotic in the hopes of one day catching some and enrolling them into my civ), though sometimes you will get overlapping gods with values of other cultures into new gods.

Upcoming part VERY BUGGY

In my vanilla but modded world, a animal man goblin citizen (Nubpo BreachedBolts the wolf woman mathmatician, and one hit technology wonder turning evil presumably due to her advanced knowledge of how to mathmatically draw a ritual circle,  i still have the save) was chosen after committing to 'worship' my almighty death god and was summarily granted a slab of necromancy (the phantom of burying) to go practice necromancy (this was a legends recorded event between the both of them)

(http://puu.sh/rRRCH/eec98f30ff.png)

Ngbo then went foward and started setting up goblin groups during her residency becoming the cheifteness, before using those groups to build factionally aligned towers (im literally not kidding, there were 2 'goblin' towers and 1 dwarven group tower because Nubpo was moving around) leaving behind bandit camps full of animated zombies actually living on site. No idea if the towers contribute in wars, but they are always well staffed.
Spoiler: "legends images" (click to show/hide)

Lessons learnt.

> Travelling scholar necromancers with banditry enabled can make undead bandit camps if they are goblins/have banditry enabled, because of conflicting travelling/settling arrangements
> Travelling scholar necromancers can also build additional towers (manned by corpses) by exploiting bandit camp group positions
> 3 towers got built within 60 years which is terrifying.
> "'Arch Deacon' Nubpo" since she's practically the most evil and smartest entity on my world literally blessed by unholy gods only ever had 1 personal apprentice, a human, who she soon kicked out of the nest and inhibits a tower to himself going along the typical path of writing necromantic books and training MANY apprentices under him, she has 1 spare tower to herself and currently is leading a bandit gang probably prospecting or raising funds/corpses to go build another tower.

Title: Re: Trivial findings
Post by: TheFlame52 on October 22, 2016, 01:24:41 pm
Believe it or not, most of that is vanilla behavior. Animal man necromancers do that a lot.
Title: Re: Trivial findings
Post by: FantasticDorf on October 22, 2016, 01:30:03 pm
Believe it or not, most of that is vanilla behavior. Animal man necromancers do that a lot.

True but the gods literally delivered a slab to them (commandments if you will) without them ever having to pick up a quill to write anything, it is a sacred object. Which means in future magic updates, the god of (whatever) could literally bequeath magic tomes upon mortals who commit to them dearly, if you interpret secret sharing to be the same. Goblin gods are definitely the cool kids on the block, though i've never actually seen my own demon master be a object of worship, i guess endorsing the goblin god that helped them rise the spire is probably the best second alternative with a lavish shrine.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 22, 2016, 02:17:48 pm
Gods delivering slabs is always how anybody first learns the secrets of life and death. It can be later taught, but it is kind of like first anvil.
Title: Re: Trivial findings
Post by: Heretic on October 23, 2016, 03:00:33 pm
If you offer goblins a pantheon, they will have a cheery range of animal and goblin based gods relevant to their evil desires. (gods of rumours, gambling trickery and deaaath), animal gods are common and nearly consistently fire imps are really common themes (i gave them intelligence and pet exotic in the hopes of one day catching some and enrolling them into my civ), though sometimes you will get overlapping gods with values of other cultures into new gods.

Upcoming part VERY BUGGY

In my vanilla but modded world, a animal man goblin citizen (Nubpo BreachedBolts the wolf woman mathmatician, and one hit technology wonder turning evil presumably due to her advanced knowledge of how to mathmatically draw a ritual circle,  i still have the save) was chosen after committing to 'worship' my almighty death god and was summarily granted a slab of necromancy (the phantom of burying) to go practice necromancy (this was a legends recorded event between the both of them)

(http://puu.sh/rRRCH/eec98f30ff.png)

Ngbo then went foward and started setting up goblin groups during her residency becoming the cheifteness, before using those groups to build factionally aligned towers (im literally not kidding, there were 2 'goblin' towers and 1 dwarven group tower because Nubpo was moving around) leaving behind bandit camps full of animated zombies actually living on site. No idea if the towers contribute in wars, but they are always well staffed.
Spoiler: "legends images" (click to show/hide)

Lessons learnt.

> Travelling scholar necromancers with banditry enabled can make undead bandit camps if they are goblins/have banditry enabled, because of conflicting travelling/settling arrangements
> Travelling scholar necromancers can also build additional towers (manned by corpses) by exploiting bandit camp group positions
> 3 towers got built within 60 years which is terrifying.
> "'Arch Deacon' Nubpo" since she's practically the most evil and smartest entity on my world literally blessed by unholy gods only ever had 1 personal apprentice, a human, who she soon kicked out of the nest and inhibits a tower to himself going along the typical path of writing necromantic books and training MANY apprentices under him, she has 1 spare tower to herself and currently is leading a bandit gang probably prospecting or raising funds/corpses to go build another tower.

PTW. It's needed some sciense!
Title: Re: Trivial findings
Post by: Fleeting Frames on October 23, 2016, 03:56:31 pm
Trivial finding: For stuff like gneiss pebbles on the surface, they can be covered up by saplings on embark (layer material is stone when probed):

(https://i.imgur.com/pU8nQ0f.png)

You can't build dirt roads on them

(https://i.imgur.com/x5AOIvH.png)

But if you build paved road on them, you can get the soil type otherwise found in caverns (black sand, in this case, despite no black sand walls on embark).

(https://i.imgur.com/ROG4HcZ.png)

Sadly, for a gneiss pebble that doesn't start covered obsidianizing + mining and water-dropping have seemed to be uneffective for getting access to that on surface, so this is pretty trivial. Maybe useful if you're playing kobold camp or something?
Title: Re: Trivial findings
Post by: God in the Details on October 25, 2016, 01:58:23 am
PTW.
Title: Re: Trivial findings
Post by: Dadamh on October 25, 2016, 02:11:16 pm
PTW.

This is probably a stupid question but I'm outdated on my forum lingo.  What does PTW mean?  I've seen it all over the place.
Title: Re: Trivial findings
Post by: FantasticDorf on October 25, 2016, 02:13:47 pm
PTW.

This is probably a stupid question but I'm outdated on my forum lingo.  What does PTW mean?  I've seen it all over the place.

Posting to watch. Took me ages to find out too, means other stuff elsewhere but natively here it means that.
Title: Re: Trivial findings
Post by: Gwolfski on October 25, 2016, 02:27:35 pm
PTW.

This is probably a stupid question but I'm outdated on my forum lingo.  What does PTW mean?  I've seen it all over the place.

Posting to watch. Took me ages to find out too, means other stuff elsewhere but natively here it means that.

Cos ounce you post in a thread, it shows up in a thing.
Title: Re: Trivial findings
Post by: Dunamisdeos on October 25, 2016, 02:29:06 pm
I am positive that it means poke the wombat.
Title: Re: Trivial findings
Post by: Dadamh on October 25, 2016, 02:54:36 pm
PTW.

This is probably a stupid question but I'm outdated on my forum lingo.  What does PTW mean?  I've seen it all over the place.

Posting to watch. Took me ages to find out too, means other stuff elsewhere but natively here it means that.

Ah, thanks.  I don't know where that shows up, but at least that makes sense of the acronym.
Title: Re: Trivial findings
Post by: Bumber on October 25, 2016, 06:41:45 pm
I am positive that it means poke the wombat.
Pass the weed.
Title: Re: Trivial findings
Post by: FantasticDorf on October 26, 2016, 05:09:18 am
I am positive that it means poke the wombat.
Pass the weed.

Yeeeaaah man, like uh my dwarves are like the biggest producers of hemp man. Fields of the stuff kept under strict climate conditions.

Just uh, burn some stockpiles of the plants  we dont use for masterwork clothing maaan, embroided with our hemp symbols, the timber industry is a lie run by rogue elf tycoooons.


talking of annoying habits, though dwarves typically wont strike out at each other, if any of them harbour a grudge they will be listed as 'enemies' to their targeting when in combat with brawling entry level. When anger is involved and creatures like goblins 'are lost to rage' temporarily they will strike out at the nearest person they dislike, hold a grude or have had a arguement with, friends are usually safe with each other in public places but with or without drink (which has a mixed effect of giving goblins more confidence to fight but also keeping them cheery) they'll often lethally beat the snot out of each other with weapons drawn (One of my miners got cleaved in two by the second month in a dispute).


Goblins have lots of children and familiarial relations (nieces/nephews) because they marry and never stop producing kids across the whole of world generation after getting married, when they migrate (with modifications) to your fortress often they will come in family groups, and all goblins share the same bedroom bed (because toady patchfixed that in 43.05 if my memory is correct, its intended behaviour but the scale is strange as most dwarves only have 2 children, while on average goblins have 6)

Goblins can also send migrants/caravans (caravans enabled by modding as initially goblins can't trade) at whatever distance across ocean/whatever because as soon as they put up a settlement (in my case a player fortress with my modifications) they will build a tunnel to that far away location (lets say a island) and start building dark pits, at about 5 average and perhaps a dark tower within the first three months or by at-least the winter of the second year, effectively colonising wherever you go.
Title: Re: Trivial findings
Post by: steel jackal on October 30, 2016, 03:59:33 pm
so i was trying to be a bit cheap with my steel (as i have to get all of it from imports) so i ordered a steel chestplate to be made, then saved after my smith was about to finish it and i kept closing the game (via end process in task manager since this game dosnt allow save scumming) and then reloaded the game to try and get a diffrent quality level. i noticed that every time the quality was the same, so i then tried saving before i ordered the armor to be made, and then i was able to get different quality modifiers.
so apparently the quality is decided when a dwarf accepts the job and the green A shows up next to the job in the workshop, rather than when the task is complete.

yes, kinda cheaty, but when you got necromancers AND goblins, as well as having only copper, one needs all the help they can get



Title: Re: Trivial findings
Post by: wierd on October 30, 2016, 04:16:41 pm
Interesting.

Sorry about the lack of iron on the site I made for you. I tried really hard for it to have everything, but until DFHack gets updated for the current version in a proper way, I cant use prospect to better narrow it down.  I got nearly everything else though.
Title: Re: Trivial findings
Post by: steel jackal on October 30, 2016, 04:52:16 pm
Interesting.

Sorry about the lack of iron on the site I made for you. I tried really hard for it to have everything, but until DFHack gets updated for the current version in a proper way, I cant use prospect to better narrow it down.  I got nearly everything else though.

yeah i think it was just because i embarked in the wrong site, mine dosnt at all match the description you gave me.
ill try some of the other magma tubes when this fort gets boring
Title: Re: Trivial findings
Post by: Fleeting Frames on October 30, 2016, 10:59:03 pm
Just FYI: I've had 42.06 worldgens gen same geography(but different history) in 43.05 at least once before, so there's that for looking for better sites.

100% Tallow roasts can rot, at least when stored in extremely cold kitchen:
(https://i.imgur.com/X9zvZ2m.png)

Though, kinda weirdly the tallow roast (partially fish) produced before it and the cave fish roasts produced after it are both fine so far. (they'll rot eventually since not in food stockpile, though)

Also, on that note: it seems deadly cold item cleanup depends on how cold it is, actually. Barely deadly -120 is something like third as fast as proper -300 (world gen paint values near tropical line). Frankly, I'd suspect the cold caused the rot, given the meals don't take on x,X or XX values, expect some meals also remained when beer barrels broke - heck, one of the meals remained whole the whole winter in deadly cold, so it clearly isn't something that freely cuts them down.
Title: Re: Trivial findings
Post by: FantasticDorf on October 31, 2016, 09:10:52 am
Insulation actually means something now, yeti-fur clothes will stop you freezing to death around Ice while being in a cold biome, which normally destroys civilian clothes and eventually kills you.

Pit naked/civilian clothed (/armoured?) people into a 5x5 exposed ice pit on a glacier or a tundra with a aquifer (with careful construction), units trapped will have their clothes turn to tatters and eventually die. For extra points chain a yeti or more in the pit too if you have one spare, they're good as immortal with a 1000 year lifespan, dont worry about it.

Recommended method is to smoothen the bottom walls out without completing the 5x5 floor for about 2 or 3 z levels, using non natural stairs made of ice to descend, then to channel and hurry your miners out. Then construct a Scaffolding platform over with a hatch to drop pitting creatures, it will still be outside without a surrounding wall. Remove stairs and it should be deathly cold in there.

Enjoy your death-yeti ice dungeon.
Title: Re: Trivial findings
Post by: NJW2000 on October 31, 2016, 12:23:01 pm
Dead dwarves viewed from the relationships screen of another dwarf have no injuries except: "Her upper body is gone", which they all have.
Title: Re: Trivial findings
Post by: Dirst on October 31, 2016, 12:40:26 pm
Dead dwarves viewed from the relationships screen of another dwarf have no injuries except: "Her upper body is gone", which they all have.
This is because the upper body is the "root" to which all other bodyparts attach.  DF is smart enough to know that anything attached to a missing part is also missing (when the right arm is missing, you don't see reports of the right hand or right thumb).

What you are looking at indirectly is the unit associated with the dead dwarf, which is where the ghost would appear if needed.  The corpse is generated upon death as a separate object, and moving the corpse does not move the unit.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 31, 2016, 12:44:26 pm
I hoped to have tundra creatures show with winter deadcold, but although yeti was listed in region-pops list-all, it didn't show it's face (then again, so was kea which definitely didn't have a biome to spring from). Maybe I was simply unlucky, then? It is not like it's a given. Though it'd make for a neat garbage disposal.


Was wondering about dwarf-made pools and wet plants (Muck Root, Kobold Bulb, Rat Weed, Fisher Berry, Rope Reed, Sun Berry and Willow tree).

Dug channels on poolless grassland and filled them with river sources from liquids plugin.

(https://i.imgur.com/9JcB3CO.png)

At first glance, it seems to still leave the ground dry....

(https://i.imgur.com/WxutQ2M.png)

But near river sources, the wet plants can spring forth (I then replaced the river sources with obsidian floors and the rat weed died a month or so later - though cats keep running across the map.).

Then on a different map (had a segfault when investigating dead almond sapling that shouldn't have possibly existed), did it properly with just planting 7/7 water after channel and got no wet plants.

I guess only thing that remains to test is retire and unretire....And this world is expendable.

*does just that*

Nooope, after 5 seasons total. At least both tests got pond turtles, which is kinda weird mismatch.
Title: Re: Trivial findings
Post by: Werdna on October 31, 2016, 01:19:42 pm
Teeth can start fires.

In 129 the swamp titan Ino Inoganuk, a flying fire-breathing ceratops visited my fort.  Thankfully, he spent the first half of his assault in the yak pasture within my above-ground fort.  As the fields burned around him, my marksdwarves rained steel bolts down upon him.  He shrugged them off until all the Yaks lay mangled and burning, then he turned his attention upon the crossbow pillbox.  Sadly it was only partially complete.  Ten brave Marksdwarves looked on in horror as the ceratops flew up and squeezed in with them, through a poorly conceived hatch upon the roof.

The resulting battle within the pillbox was difficult to follow, hidden in great gouts of flame and billowing smoke.  Somehow, only three dwarves fell, one of which was incinerated so badly he left no corpse.  Before this happened, however, he was bit in the mouth by Ino and left behind 4 of his teeth as a result.  Ino himself was in bad shape when he entered the pillbox, and the hail of steel from the marksdwarves somehow managed to open his belly and spill his guts, bleeding him out.

Weeks after, as the dwarves mopped up, the fires finally dwindled out in the pastures topside, and a butcher took on the monumental task of carving up Ino, I was shocked to find my entire underground fort on fire.  I had spent so much time building above-ground that my dwarves were still living in a temporary level within the soil, the grand fortress in the granite far beneath still in the planning stages.  They had opened the 1st cavern, so this soil was covered in moss and what not.  I was at a complete loss as to how the fire got started.  Thankfully, the season had just turned, so I had a save file - and on loading it the fire literally broke out from some coffins the moment I unpaused.  The contents of the coffin:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

336°C is about the melting point of lead.  :D
Title: Re: Trivial findings
Post by: FantasticDorf on October 31, 2016, 02:04:15 pm
Dead dwarves viewed from the relationships screen of another dwarf have no injuries except: "Her upper body is gone", which they all have.
This is because the upper body is the "root" to which all other bodyparts attach.  DF is smart enough to know that anything attached to a missing part is also missing (when the right arm is missing, you don't see reports of the right hand or right thumb).

What you are looking at indirectly is the unit associated with the dead dwarf, which is where the ghost would appear if needed.  The corpse is generated upon death as a separate object, and moving the corpse does not move the unit.

A code regression to do with that is linked to this bug report because nothing is dying properly before turning into a item corpse is suggested here http://www.bay12games.com/dwarves/mantisbt/view.php?id=10057

Each individual game unit has a health screen (in our dwarves with a diagnostian its on the Z menu) but curiously there isn't a death state so combat is bugged with no more ('Struck Down') messages registering death before units slump down on the floor dead.

Quote from:  summary of trivial findings with the bugreport
> Using exploits you can look at a 'alive itemcorpse' through the relationship screen of people who knew the person who died, the thoughts will be stopped because they are no longer a unit, but the interface will continue to update. You can even assign a tomb post-death and watch your worker's holdings update and their health while they rot
 
> Ethics are tied to itemcorpses, if its alive and part of your faction it will be checked, non-intelligent wild animal corpses are never checked (because they are counted as huntable and need to be butchered once shot and hauled) except for circumstances (see below point)

> As long as the item corpse is alive, it will retain ownership over all of its bp anatomy (hair and skin (and edibles) dont count because of [ANIMAL_PRODUCTS])) after death, so zombies can rise from being entombed/ghosts manifest if there is a loose tooth representing that unit still on the map. This is why ivory and horn crafting is bugged because it still belongs to their itemcorpse unit state. Turning into a zombie resets it state to huntable & wild and it can be butchered, but the ethics will still be broken from the 'zombie' or the original creature's ID still existing (not sure which), which in theory fixes pet butchering. (I've heard of it being done, can't recall if i've seen it myself)

> A technicality with slaughtering means that you can't use living corpses, (slaughtering living pets works fine because of ethics running checks) but even slaughtering intelligent pets is forbidden, as the slaughter will execute, but the still living 'id' of the destroyed sentient creature's products will be unusable (not forbidden - unusable, both inedible and unworkable, immediately shifted to the refuse pile that will take it) because it is a illegitimate ethical kill, even if all your ethics are correctly aligned. There's no way around it even if you mod in sentients to slaughter.

> Theoretically a were-'s limb or BP part that is cut off then grows back is seperate ID or all the same associated with the were-'s identity state despite growing back to replace it, claiming ownership of a uh, additional arm.

> When you die, you sit inside your owned holdings of a tomb and slowly feel your eyesight and ability to stand and grasp release from you as you rot, all the while you never have the necessity to breathe. You are alive in one sense of the word, the entire time as you turn into a skeleton and you can keep monitoring it from there on forever.

Night of the living dead, Spooky
Title: Re: Trivial findings
Post by: Sanctume on October 31, 2016, 02:27:25 pm
I got all excited when a hamsterman necromancer dropped a scroll related to the secret. 
Well, it's not the book, so no necro fort.

However, I am trying to figure out how to retrieve said scroll as it will not allow dump, but can be forbid. 

I have a library, a book case, but it is not being hauled in.

I will try to make the tile it dropped on (outside) part of the library. 

So it should be possible for a book binder to grab the scroll?
But it's a scroll, so it cannot be made into a book?
Title: Re: Trivial findings
Post by: FantasticDorf on October 31, 2016, 02:33:17 pm
I got all excited when a hamsterman necromancer dropped a scroll related to the secret. 
Well, it's not the book, so no necro fort.

However, I am trying to figure out how to retrieve said scroll as it will not allow dump, but can be forbid. 

I have a library, a book case, but it is not being hauled in.

I will try to make the tile it dropped on (outside) part of the library. 

So it should be possible for a book binder to grab the scroll?
But it's a scroll, so it cannot be made into a book?

I guess checking your (R) refuse and (F) forbid on the (O) order screen for dwarves is relevant if its aboveground, items dropped by invaders might be restricted or just generally you've forgotten to set collection for aboveground things.

Codices in the finished goods menu handles books and such so make a codice pile near or inside your library to get it in if you have a spare bin.
Title: Re: Trivial findings
Post by: Sanctume on October 31, 2016, 06:05:40 pm
I got all excited when a hamsterman necromancer dropped a scroll related to the secret. 
Well, it's not the book, so no necro fort.

However, I am trying to figure out how to retrieve said scroll as it will not allow dump, but can be forbid. 

I have a library, a book case, but it is not being hauled in.

I will try to make the tile it dropped on (outside) part of the library. 

So it should be possible for a book binder to grab the scroll?
But it's a scroll, so it cannot be made into a book?

I guess checking your (R) refuse and (F) forbid on the (O) order screen for dwarves is relevant if its aboveground, items dropped by invaders might be restricted or just generally you've forgotten to set collection for aboveground things.

Codices in the finished goods menu handles books and such so make a codice pile near or inside your library to get it in if you have a spare bin.

All other items (weapons, clothes) were claimed and put to stockpiles, corpses and remains went to gabage zone. 

The scroll, cannot be dumped.  Using (k) over it does not have (d)dump option, only (f)orbid.

I wonder if it acts the same as the trader item lock.
Title: Re: Trivial findings
Post by: wierd on October 31, 2016, 06:18:15 pm
Exactly the same.

I did a necromancer fort some time back. Used dfhack to embark on top of the necro tower, which I imploded. Books with the secret sauce were in the rubble, but I could do nothing with them.

I poked at one of the default lua scripts in dfhack to make it list all an items flags. Merchant was set on the books. I had to poke the flag by further meddling with that script to force clear the merchant flag.  Could read and copy after that.

Without dfhack, selling and buying back from the merchant caravan might work. Don't know.
Title: Re: Trivial findings
Post by: rhavviepoodle on November 01, 2016, 07:25:05 pm
Although Ettins start out being able to see all around them, disabling both of one head's eyes gives them regular conical vision. Injuring all four of their eyes makes them effectively blind, much like any other creature suffering two eye injuries.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 03, 2016, 12:51:32 am
Partially deconstructed screw pump leaks.
Learned that while deconstructing a magma pump.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 03, 2016, 11:51:07 am
(Obsidian is igneous extrusive)

(Diorite is igneous intrusive)

Incidentally, there's rhyolite (igneous extrusive) 3z above that diorite.

E: Just found an embark that starts as igneous intrusive and goes to metamorphic. I didn't expect to be thwarted so thoroughly.
Title: Re: Trivial findings
Post by: Immortal-D on November 03, 2016, 09:58:22 pm
Teeth can start fires.

In 129 the swamp titan Ino Inoganuk, a flying fire-breathing ceratops visited my fort.  Thankfully, he spent the first half of his assault in the yak pasture within my above-ground fort.  As the fields burned around him, my marksdwarves rained steel bolts down upon him.  He shrugged them off until all the Yaks lay mangled and burning, then he turned his attention upon the crossbow pillbox.  Sadly it was only partially complete.  Ten brave Marksdwarves looked on in horror as the ceratops flew up and squeezed in with them, through a poorly conceived hatch upon the roof.

The resulting battle within the pillbox was difficult to follow, hidden in great gouts of flame and billowing smoke.  Somehow, only three dwarves fell, one of which was incinerated so badly he left no corpse.  Before this happened, however, he was bit in the mouth by Ino and left behind 4 of his teeth as a result.  Ino himself was in bad shape when he entered the pillbox, and the hail of steel from the marksdwarves somehow managed to open his belly and spill his guts, bleeding him out.

Weeks after, as the dwarves mopped up, the fires finally dwindled out in the pastures topside, and a butcher took on the monumental task of carving up Ino, I was shocked to find my entire underground fort on fire.  I had spent so much time building above-ground that my dwarves were still living in a temporary level within the soil, the grand fortress in the granite far beneath still in the planning stages.  They had opened the 1st cavern, so this soil was covered in moss and what not.  I was at a complete loss as to how the fire got started.  Thankfully, the season had just turned, so I had a save file - and on loading it the fire literally broke out from some coffins the moment I unpaused.  The contents of the coffin:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

336°C is about the melting point of lead.  :D
This seems incredibly non-trivial.  If you build an entirely fire-safe room, trap Elves within in, then drop these super teeth from above, will said teeth ignite the Elves?  We know about weaponizing breath and syndromes, but not such specific body parts.  This could be a whole new field of !SCIENCE!.

On an unrelated note, I have just discovered that reanimation is not necessarily confined to evil-aligned biomes.  I embarked in a Joyous Prairie with a Haunted Ocean.  I've been getting the occasional zombie here and there, but didn't think much of it.  Until that is, somebody's pet Silk Worm died fighting a wolf, then rose to attack its' former owner.  This occurred very far away from the ocean, above ground (no chance of overlap).

And just now, multiple hairs have risen from the refuse pile I placed outside, kindof near the ocean, but still well within the confines of the good side of the map.  I may have to use DFHack exterminate, b/c the hairs are missing their bodies and skulls now, making them effectively invincible.  I also must attempt to figure out where the good/evil border actually exists, since clearly it is not defined as I saw in the world map.
Title: Re: Trivial findings
Post by: Grax on November 04, 2016, 12:55:38 am
I also must attempt to figure out where the good/evil border actually exists, since clearly it is not defined as I saw in the world map.
DFhack's probe?
Also, revealed map often shows regions with different layer minerals.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 04, 2016, 08:41:26 am
Immortal-D, it's pretty trivial when lignite is easier to obtain, ignite and hits harder :P

As for your reanimation, it is always evil in my experience. However ocean biome extends beyond just where the water is, and can also be in air even if ground is good, bringing reanimation with it.
Title: Re: Trivial findings
Post by: feelotraveller on November 04, 2016, 12:22:42 pm
I also must attempt to figure out where the good/evil border actually exists, since clearly it is not defined as I saw in the world map.
DFhack's probe?
Also, revealed map often shows regions with different layer minerals.
Might be quicker using Showbiomes.  http://www.bay12forums.com/smf/index.php?topic=160856.0 (http://www.bay12forums.com/smf/index.php?topic=160856.0)
Title: Re: Trivial findings
Post by: Immortal-D on November 04, 2016, 05:13:42 pm
Immortal-D, it's pretty trivial when lignite is easier to obtain, ignite and hits harder :P

As for your reanimation, it is always evil in my experience. However ocean biome extends beyond just where the water is, and can also be in air even if ground is good, bringing reanimation with it.
Fair point, lol.  And yeah, I just realized the biome difference this morning on the train.  The ocean biome includes the shoreline, which extends a good 20 tiles or so inland.  At least now I have a clearly defined zone of reanimation.  The question then becomes not so much 'how do I weaponize this?' as 'where do I start?'.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 04, 2016, 08:29:08 pm
Trivial findings on bouncing minecarts, thanks to watch-minecarts.

A typical wood minecart (weight 24 urists) coming off a bouncer pit (falling in design from the side - interesting, it seems simple double ew has much greater impulse) hitting equal one filled with water on low friction track stop moves it 464 sub-tiles per bounce, for a repeat cycle of 108 hits/movement.

If the one being hit is suddenly platinum, it moves only 38 sub-tile positions per step, for repeat cycle of 1316 hits/movement.

If it's hit by, say adamantine minecart carrying iron nestbox, it'll only move 5 sub-tile positions, for 10k repeat cycle.

Replace iron nestbox with cobaltite one, and you have it moving only 1 sub-tile position per cycle, for 50k repeat.

(All assuming sideways return, of course.)

Of course, this last bit can probably be obtained cheaper by using two slightly different weight carts hitting from opposite directions.

Still, perhaps another use for platinum if you want to use platinum for something.

But I wonder....As you can nest carts infinitely and fruits are really light (plus you can use two opposite slightly-different weight pushes for further accuracy), a hypothesis: it is possible to build any arbitrary repeat cycle that can be expressed as ceiling(100000/n) by just selecting cart weights and track stop friction correctly.

But would it be possible to boil that down to a rule so simple you could easily calculate it in your head for setting up timers quickly?

EDIT: I have learned that minecart collisions only use whole urist weights by cart. A cart with 1 or 0 wood nestboxes inside gets same push, and cart with 2 acts as if it's weight was exactly 1 urist larger. If they also floor sub-tile positions, the above cobaltite nestbox in adamantine cart pushing on platnium-water cart checks out.

Disappointing, though.
Title: Re: Trivial findings
Post by: taptap on November 06, 2016, 04:04:54 am
Good thinking.

You may be interested in the "weight-difference-detector" / adjustable length repeater cycle I made with similar weight minecarts and Larix' more general scale. (Both in the dwarfputing experiments thread in my signature.) But I certainly did not consider using very light vs. very heavy collisions with multiple attemps. Please make something workable out of it.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 06, 2016, 06:01:06 am
Making something workable out of it isn't hard. I have created a flawed worksheet to quickly calculate min and max weights for all the interesting cycle delays, impulses and possible frictions (really just 4/5 of track stops and a floor tile), but...

Lets take a really simple cycle:
buildings over tracks and ramps:
╔^
▲S˘▼

track
╔ ╗
||+==

Carts on Track stop and hatch, walls as necessary. Cart paths should be obvious.

When hatch is opened, the cart takes 26 steps to deliver the first push and then delivers one every 18 steps thereafter.
With this design, the input for equal weight is 29310 - just have to do floor(29310×weight of light cart/weight of heavy cart) for the speed of heavy cart. Then heavy cart moves as it's speed dictates, first losing friction and then taking the move if there's anything left over for each turn.

Technically an arithmetic sum, but for low cycle lengths(<33) you can use high friction track stop and higher cycles generally work best with medium track stops as far as minimizing weight required goes, which conveniently makes the arithmetic sum 1 deep, meaning just heavy cart speed - friction.

Ok, so, lets say I want to use it for waving a bridge. 200/18=11,11....So 12 pushes per cycle. 50000 length, so the cart must traverse between ceil(50000/12) and floor(50000/11) tiles each time - that is, between 4167 and 4545 tiles. All friction options below highest can work (if it was elastic, highest would work too for heavy cart pushing on light one), but a high friction track stop will work for just a single push with the lightest cart - required speed being 10000 greater, so for standard 24 urist wooden minecart the respective max and min weights are 49,6364...(floored to 49. You cannot use minecart collisions to measure the weight of single ultra-light thing) and 48,3465...(ceil'd to 49).


Tested this with loading the heavy cart with a bucket and second minecart. Cart moves 4355 sub-tiles per push, the heavy cart moves onto ramp 211 steps after hatch opens, and takes 11 steps to hit the plate....Excellent for a timer originally conceived for locking dwarves in rooms for long periods, but if you realized that it will vary due north-south sub-tile positions and fail to accumulate enough acceleration to complete cycle in less than 18 steps on 3rd bridge wave, give yourself a cookie :P


Of course, you can also take given convenient heavy cart you have and alter how often or how big you deliver an impulse, or alternatively use the heavy cart to propagate another signal. If I had used platinum cart for the above, I'd have gotten 321 sub-tiles per move with medium friction stop, for 156 cycle length - ok so that'd need a roller to deliver signals at reasonable bridge-wave pace, which would alter push impulse due the tiers not fitting, and...

It might be easier to mess with weight, though - more compact, and can just look up wiki's weight (http://dwarffortresswiki.org/index.php/DF2014:Weight) and density (http://dwarffortresswiki.org/index.php/DF2014:Density) for most things, instead of fiddling to get a push with correct impulse and delay.

EDIT:29310, not 29300. Forgot to account for floor friction with younger cart pushing on older ^^;
Title: Re: Trivial findings
Post by: taptap on November 06, 2016, 07:47:52 am
Most untrivial things on trivial findings today.

Not sure I can follow all the numbers, never used that script and mainly playing 43.05 currently. When talking about light weight and being unable to measure, you mean sub-1 Urist differences, right? Well, I can live with that, a single metal bolt is heavier after all. (One application I dream of would be small footprint, minecart repeaters tuned by adding weight, i.e. I could look in the minecart and see: 4 copper bolts = 120 steps. Or we should just make a table of different measured minecart repeaters of definite length.)

You can use an element that overrides North-South position, e.g. a roller pushing west on a N-E-track-corner (in track corners the WE position overwrites the NS position when leaving the tile or vice versa, if I understand correctly).
Title: Re: Trivial findings
Post by: Fleeting Frames on November 06, 2016, 07:51:10 am
The script was mostly useful for double-checking my guesses/math and finding the things being floored. Don't really need it if you're sure of how things work, but it'd be a pain to double-check a cycle that takes 50076 steps (156*321) to go through it. Ask about anything in particular that you don't understand, I'm not the most clear person :V

Could also alter it to have the acceleration ramp push sideways or onto another ramp or what have you. My initial design was ^S˘▼ for the whole thing and I guess it shows :P

I consider it pretty trivial, though - For the locking in room application, can just lock and unlock the door through overseer interface or use a guided cart, and it can't produce optimal hatch open delay, repeating spikes with minimal items of what have you for typical useful repeaters. Neat for dwarfputing but not much else.
Title: Re: Trivial findings
Post by: taptap on November 06, 2016, 08:49:28 am
I don't think custom length delays/repeaters are trivial. I more often than not end up carving tracks, refitting multiple times and still not getting the precise delays I hoped for, but something that is close enough to work with. Yes, it is all deterministic and less lazy people could figure out the exact results for a specific track before the test, but even then fitting a track suitable for the specifications isn't trivial. This whole multi-collision setup is certainly an innovation.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 06, 2016, 09:02:25 am
Eh, I just have limited use for timers/repeaters tbh, hence a novelty :P They're essentially oscillator circuits adapted to work with sub-tile scale.

As an aside, diagram of my first and probably favourite impulse setup:
╔ ╗
▼ ╝
˘

Toss cart in, when hatch is released provides 4860 impulse if dry or 4460 if filled with 2/7 water (other water levels provide too much friction, or dry out). First, low speeds are very useful for low weight ratios (though don't really work for low repeat delays), and second..

(https://i.imgur.com/G75Bwv1.png)

Push delay is easy to add, while the above cycle still has the 4460 input.

(The track stop on corner is just another way to stop cart / test wall-hitting input speed)

EDIT: The previous numbers were wrong for empty cart on empty cart as they were done with 49 urist minecart (forgot to empty it after testing ^^;;). The proper numbers have now been added.

Also, it seems this setup is useful for providing 29300* pushes on longer cycles for those push numbers where high friction track stop is useful.
=?╗
╔║╗

All track ramps expect upper right corner. ? is either NS (299 repeat) or NE (301 repeat) [almost useful for a clock...].

Note that if you enter on hatch it will stop the cart on S-SW tile, thus requiring ~2 cycles to go through (something like 586? steps from open to first signal?), suggesting a NSW in upper left corner might be useful for roughly doubling the delay.

* Yeah, this means the dual EW pit is 29310. Measured after a single movement earlier, due move order, oops.



Now, for something completely different: For the first time, I see a native platinum vein in olivine. This one in particular stretches "inside" (https://i.imgur.com/lMJftIE.png).

So that's what Toady meant by "Stopped veins in large mineral clusters from being improperly restricted" in 43.03 half a year ago.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 08, 2016, 12:43:41 am
All the dorfs who lost their feet were using silver crutches in my fort.
I noticed recently they could hit enemies with their crutch.
Title: Re: Trivial findings
Post by: rhavviepoodle on November 08, 2016, 03:52:16 pm
I switched galena ore to be usable when my stonecrafter procced a strange mood. He proceeded to bring one galena and one copper bar to the craftshop he'd claimed, and the end result was... an iron crown? This has to be a bug, right? Mostly I'm double checking because I haven't seen this posted in the bug tracker yet and it's so absurd that I'm kind of confused right now.
Title: Re: Trivial findings
Post by: Bumber on November 08, 2016, 04:02:55 pm
I switched galena ore to be usable when my stonecrafter procced a strange mood. He proceeded to bring one galena and one copper bar to the craftshop he'd claimed, and the end result was... an iron crown? This has to be a bug, right? Mostly I'm double checking because I haven't seen this posted in the bug tracker yet and it's so absurd that I'm kind of confused right now.
Sounds like: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5625
Title: Re: Trivial findings
Post by: Fleeting Frames on November 08, 2016, 08:04:14 pm
I love that bug. Gives crap materiel moods a chance to be elevated to military-worthy gear.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 08, 2016, 08:54:53 pm
Dwarven alchemy, of course!
Title: Re: Trivial findings
Post by: carnivorn on November 08, 2016, 10:55:35 pm
Cave adaptation also affects the outpost liaison. Not sure how long it generally takes but I'm on my eleventh year in this fort and he's been doing nothing but loiter in my tavern during his stays. I just noticed him leaving a vomit trail down my stairs by chance.
Title: Re: Trivial findings
Post by: FantasticDorf on November 09, 2016, 03:44:57 am
Because immigrants are sourced from population, they have a chance to appear with BP parts missing if they engage in wars a lot.

This means that if you play with a alternative race, who are very active militarily, they will sometimes already have non-fatal injuries from a long career as ex-soldiers on the frontlines. Dwarves never fight wars proactively (in this version might change for artifact) so are beside from a small range of accidents, always BP anatomically whole and un-scarred.

I once had a goblin spearman (i think it was) with only 1 eye, i've had one or two also turn up without a arm (never seen both missing though its possible).
Title: Re: Trivial findings
Post by: mikekchar on November 09, 2016, 08:48:52 am
I've actually had a dwarf show up with a missing nose.  I checked legends mode and it was taken off by a roc when she was a child!  Somehow she escaped and eventually made her way to my fortress.
Title: Re: Trivial findings
Post by: Bignate3002 on November 12, 2016, 11:21:35 am
I once noticed a emu corpse in the fort church the second I noticed it a dwarven child in the same room became possessed *?!)ing emu ghosts man
Title: Re: Trivial findings
Post by: Dunamisdeos on November 12, 2016, 12:00:47 pm
There are stories of dwarves arriving with no leg(s) and no crutch, who simply fall over upon reaching the map.
Title: Re: Trivial findings
Post by: ProtoZoa on November 12, 2016, 12:27:01 pm
Something that happened to me a long time ago (i dont have exact words)

npc animal guy talking to other animal guy:
In a time before time i fought myself.
Title: Re: Trivial findings
Post by: Dirst on November 12, 2016, 01:05:55 pm
Something that happened to me a long time ago (i dont have exact words)

npc animal guy talking to other animal guy:
In a time before time i fought myself.
I think this bug has since been fixed.  It came up when an NPC tried to refer to a non-historical (or culled historical) figure.  So read it as "[Sometime before year 1] I fought [some unimportant dude]."
Title: Re: Trivial findings
Post by: BlackBronze on November 12, 2016, 01:39:56 pm
I was playing adventure mode when I got a mission to head to a fortress to kill a roc, only to find that this particular fortress had spawned deep in the center of a mountain range, far from any non-mountain square of land. I decided to retire and switch modes to reclaim it.
I don't even know how it spawned. It's the first time I've ever played in a fortress that is solely in a mountain biome. just to experiment, I tried embarking right next to it, but like expected the game deemed it illegal because it needed a non-mountain square. The funny part is that I still have access to every other civ still.
Title: Re: Trivial findings
Post by: Gwolfski on November 12, 2016, 02:30:03 pm
tunnels?
Title: Re: Trivial findings
Post by: Fleeting Frames on November 13, 2016, 03:21:52 am
Even without a meeting area or any zones designated, a dwarf can fulfil arguing, troublemaking and spending time with people needs.

However, in a tavern zone they can further fulfil merry-making, excitement, skill-using, excitement, business, art-admiring and even learning needs.

Staying in a tavern, they may keep practising green jobs in it rather than go for the purple jobs they need in temple, though.

Also, easily stressed dwarves can actually become stressed when drinking water, eating fish, and staying under the open sky around wagon for 5 years. But not so much other dwarves.


I have accomplished a hithertho-unseen (for me) level of unsafe in public transport
(https://i.imgur.com/HDmW60Y.png)

Multi-hit, though surprisingly rather "eh" blow.
(https://i.imgur.com/trCoe5s.png)

Still had another lung, so walked it off.

Personality didn't mention being especially scaredy-cat, though.
Title: Re: Trivial findings
Post by: TheFlame52 on November 13, 2016, 01:36:00 pm
I've never seen ribs jammed through ribs before, and I've certainly never seen it chained like that.
Title: Re: Trivial findings
Post by: ProtoZoa on November 13, 2016, 03:49:45 pm
A long time ago i was playin a fort and 2 guys were sparring:

Urist stabbed Urist in th left eye, tapping lightly
Title: Re: Trivial findings
Post by: Fleeting Frames on November 13, 2016, 03:53:21 pm
@TheFlame52: And it was even 43.03! Imagine if it was 43.05, every one of those would cascade into 1-3 more hits.
Title: Re: Trivial findings
Post by: Bignate3002 on November 13, 2016, 05:29:47 pm
A werelizard showed up turned into a elf the moment I get the alert (things have a tend to do that in Frostyclasped) then a miner farmer and fisherdwarf chased him down until he left the map presumably screaming "ACH YA BLOODY ELF GET THE HELL OUTTA ME LANDS"
Title: Re: Trivial findings
Post by: NonconsensualSurgery on November 14, 2016, 03:44:31 pm
My elf carpenter is content to have finished up some work lately. Apparently once they gain citizenship they don't mind harming trees anymore.

It is possible to produce a legendary thrower in fort mode by locking them on top of a 1x1 pile of coins until they tantrum. The dwarf will probably collapse unconscious from exhaustion several times, and will gain happy thoughts from improving throwing and archery skill.

Cave-in dust is a surprisingly safe way to capture your own dwarves. It causes brief unconsciousness, which makes them vulnerable to cage traps. A dwarf tossed several blocks into the air while inside a cage trap doesn't seem to suffer any harm. This also separates mothers and children, allowing dwarven CPS to do its job if mom is an addict or a werebeast.

Caged dwarves are now brought water and food unlike past versions, and seem to have very few bad thoughts. Unstable or homicidal dwarves can be kept alive and mostly happy indefinitely in a cage.
Title: Re: Trivial findings
Post by: rhavviepoodle on November 14, 2016, 10:56:19 pm
As long as you have -any- cotton candy wafers, weaponsmiths that proc a strange mood -require- said wafers. That means you can't coerce them into making platinum war hammers or maces, even if you forbid all the wafers in your fort.

I just got an adamantine mace worth one million dwarf bucks... but I already know it'll be worthless in combat :<. Even better, it's called "The Calamitous Warrior," which is fitting because of how terrible it would be. I just feel so disappointed.

This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.
Title: Re: Trivial findings
Post by: Bumber on November 15, 2016, 01:11:26 am
This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.
You can keep it forbidden after you smelt it.
Title: Re: Trivial findings
Post by: TheFlame52 on November 15, 2016, 08:46:48 pm
This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.
You can keep it forbidden after you smelt it.
They'll still want it, though. Forbidding just keeps them from claiming it.
Title: Re: Trivial findings
Post by: Bumber on November 16, 2016, 02:57:08 am
This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.
You can keep it forbidden after you smelt it.
They'll still want it, though. Forbidding just keeps them from claiming it.
Even if it's forbidden before the mood starts?
Title: Re: Trivial findings
Post by: TheFlame52 on November 16, 2016, 06:20:20 pm
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.
Title: Re: Trivial findings
Post by: steel jackal on November 16, 2016, 07:09:20 pm
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.

no, i had a dwarf mood and i forbid all the adamantine in the fort (since he had a prefrence for low boots and mooded dwarves only make 1 boot so its next to useless) and he took some gold and made a golden low boot that menaced with spikes of lead and was studded with silver
Title: Re: Trivial findings
Post by: wierd on November 16, 2016, 08:02:28 pm
Metal crafter moods can come in several types.

1) any metal bar.  They will pick whatever is closest.
2) specific metal preferred, but limited to what has been made available.
3)gimmie my damned favorite material, or I will go berzerk on you all!

Toady has implemented safety checks to enable #3 only when it is theoretically satisfiable.  If that preference cannot be met, it defaults to type #2.  If at any point that material is available, they go #3 when they have mat prefs.

Means don't mine candy unless you are good and ready for it.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 17, 2016, 12:50:11 am
The human diplomat and the outpost liaison arrived at the same time.
They met the mayor at the same time.
They spoke at the same time.

(The elven diplomat  was in the church because I removed the tavern.)
Title: Re: Trivial findings
Post by: Staalo on November 19, 2016, 05:44:40 pm
When two civilizations are in war with each other, the tension shows even in visiting diplomats. A human law-giver and an elven diplomat have been locked in a messy spitting match for several weeks now, right in the middle of my tavern. Neither seems interested in doing any actual diplomacy while the other is in the fortress.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 19, 2016, 07:47:56 pm
When two civilizations are in war with each other, the tension shows even in visiting diplomats. A human law-giver and an elven diplomat have been locked in a messy spitting match for several weeks now, right in the middle of my tavern. Neither seems interested in doing any actual diplomacy while the other is in the fortress.
Ha, I don't think this is trivial. It is a good feature. :P
Title: Re: Trivial findings
Post by: Immortal-D on November 19, 2016, 08:55:34 pm
I discovered that copper blunt vs. zombies is worse than useless, despite the recent nerf to the latter.  Copper warhammers work decently enough against living targets, since the pain is enough to incapacitate.  However, because zombies feel no pain, you need near-constant headshots to detroy it.  So if you find yourself with only copper vs. undead, either hope for a stabbing attack with swords, or turtle up.  8 aspiring hammerdwarves perished to bring us this information :(
Title: Re: Trivial findings
Post by: steel jackal on November 19, 2016, 10:36:37 pm
I discovered that copper blunt vs. zombies is worse than useless, despite the recent nerf to the latter.  Copper warhammers work decently enough against living targets, since the pain is enough to incapacitate.  However, because zombies feel no pain, you need near-constant headshots to detroy it.  So if you find yourself with only copper vs. undead, either hope for a stabbing attack with swords, or turtle up.  8 aspiring hammerdwarves perished to bring us this information :(

maces work better against zombies, they have a higher chance to pulp than warhammers. and a pulped corpse is one that will stay dead.
Title: Re: Trivial findings
Post by: Immortal-D on November 19, 2016, 10:59:22 pm
Oh I'm well aware, just that I made a Hammerdwarf squad before realizing my site had zombies.  The new recruits are sparring with ☼Silver Mace☼ :D
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 19, 2016, 11:05:16 pm
Actually axe and sword kill zombies faster, that if they are not being reanimated.
Perhaps a squad mix with limb hackers and pulpers?
Title: Re: Trivial findings
Post by: Fleeting Frames on November 19, 2016, 11:07:02 pm
A dwarf can go from dabbling to Competent in biting in a single week-long prolonged demonstration taught by great teacher/adept biter, while being skilled student at the end of it.

That's surprisingly fast. I'd guess (from balance perspective) training trains attributes faster, but still.
Title: Re: Trivial findings
Post by: Staalo on November 20, 2016, 02:25:09 pm
Ha, I don't think this is trivial. It is a good feature. :P

Yes... actually it is. Since the hippie was too busy spitting at the long pork to nag me about their precious trees, I took the opportunity to let my woodcutters freely express themselves. Now I have enough lumber to last me for the next few decades.
Title: Re: Trivial findings
Post by: pikachu17 on November 22, 2016, 10:44:14 am
2 giant zombie kangaroos are stronger against 5 hammerdwarves wielding copper warhammers than 9 giant badger zombies.
I found this out after the 5 dwarves took out all 9 badgers with no causalities. I thought they could probably handle the 2 kangaroos. I was wrong. only one dwarf escaped with his life. and it was my last dwarf.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 22, 2016, 11:15:56 am
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.
Nah.

This
(https://i.imgur.com/YmIF581.png)
Was created before this
(https://i.imgur.com/gmCgJbA.png)
Title: Re: Trivial findings
Post by: Immortal-D on November 22, 2016, 09:52:04 pm
Dorfs who are assigned the 'Wood Cutting' labor will carry a battle axe at all times, not just when slaying trees, and will actually use it to fight as part of their civilian equipment.  Assigning every peasant to this labor allows you to quickly create an armed (though unarmored) population.
Title: .
Post by: fucduck on November 23, 2016, 10:36:09 am
.
Title: Re: Trivial findings
Post by: Immortal-D on November 23, 2016, 06:29:20 pm
This is true, although when I begin a large mining project, I typically want it done quickly.  Short of having 50+ Dorfs as Miners, I found the plebs simply get in the way of my professional miners.  That said... can a civy dual-wield axe & pick?
Title: Re: Trivial findings
Post by: Bumber on November 23, 2016, 09:42:32 pm
That said... can a civy dual-wield axe & pick?
No, you can't have more than one of mining/woodcutter/hunter enabled on the same dwarf.
Title: Re: Trivial findings
Post by: ☼Another☼ on November 25, 2016, 09:23:55 pm
Dogs appears to be very effective at killing undead hair.
(https://lh3.googleusercontent.com/-bM__dnsii4g/WDjxDZ3fn9I/AAAAAAAAAFs/NXdLAngqhO0ktLuMA2Dz-IDCe9hftaMQwCL0B/w530-d-h153-p-rw/DogMurder.png)

The stray dog bites water buffalo cow hair in the lower body and the severed part sails off in an arc!

Water buffalo cow hair pushes the stray dog in the right front leg, bruising the fat!

The stray dog bites water buffalo cow hair in the left front leg and the severed part sails off in an arc!
The stray dog scratches water buffalo cow hair in the lower body!

Water buffalo cow hair pushes the stray dog in the lower body, bruising the fat!

The stray dog bites water buffalo cow hair in the upper body, but the attack passes right through!
The stray dog bites water buffalo cow hair in the head and the severed parts sails off in an arc!
Title: Re: Trivial findings
Post by: Fleeting Frames on November 25, 2016, 09:37:33 pm
Trivial findings:

You can order rose gold mechanisms to be made through manager at mechanics workshop.
(https://i.imgur.com/QwSwrUJ.png)

This will cost you fuel
(https://i.imgur.com/eLI3NX7.png)

But you will get access to magenta and teal lever colours

(https://i.imgur.com/XnJ8swg.png)

Or perhaps stretch gold/platinum/aluminium into 4x as many super-valuable mechanisms. Or perhaps get more weight than normal out of gold, by making rose gold mechanisms - using 75% of gold to produce 20% of the weight per gold bar, for 6,6% improvement.



Cramming 4 kids into 1x2 minecart dodge training in 43.05 can result in 1 of them dodging once and then nothing, at least for a bit. Boring.
 


As I thought, it is indeed possible to exploit diagonal movement for endpoint automatic return to sender (i.e. with track stop, without danger of hitting dwarf nor requiring their labour).

(https://i.imgur.com/jHVmSqm.png)

(https://i.imgur.com/BnCwL7q.png)

Course, with the sideways velocity of just a diagonal upramp the return speed is rather small. Rather than crossing over, it couldn't muster the velocity to pass into hole

(https://i.imgur.com/dYLr3A4.png)

Though it would, if you used track/floor...Or alternate velocity boosting arrangement for different input/output.

(https://i.imgur.com/0Nq45uH.png)

(opposing NSE and NSW for boost)

'course, this used dwarven push. Different input speed, different offload point.
Watch as some dwarves fulfill their dreams of creating great works of art and mastering a skill while pretty much working as slaves. lol
After drowning in artifact furniture in a generational fortress, I've discovered YMMV on this.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on November 27, 2016, 02:33:58 am
I noticed my cook cooked rendered fat with mountain goat fat laced with water [9].
How did that happen? I don't know.
Title: Re: Trivial findings
Post by: anewaname on November 27, 2016, 02:03:20 pm
Rain over the butcher's shop? I've had rendered fats laced with goblin blood. Tangy!
Title: Re: Trivial findings
Post by: NJW2000 on November 27, 2016, 03:00:37 pm
Black pudding.
Title: Re: Trivial findings
Post by: Larix on November 28, 2016, 05:19:12 pm
Impulse ramps for propelling minecarts are often built as angled ramps

##
╝╚

but those tend to be one-direction when working with carts going slower than derail speed. However, since the only strict condition for accelerating ramps is that they must have exactly one link to "floor" while the number of links to "wall" doesn't matter - as long as at least one link is present - it's also trivially easy to build impulse ramps that don't put up a significant obstacle against cart movement:

##
╠╣
##

the two ramps accelerate towards each other, and if there's floor to the right and left of the ramps, carts can pass through unhindered. This exact setup can be used as a dual-direction linear accelerator; carts coming from either direction will pass through and leave on the other side with a modest speed gain (unless moving at 70k+ speed to begin with). A "triple-branch" accelerating ramp can be combined with an angled one to "capture" carts and force them to leave in one direction only.

Picking up on Fleeting Frame's work building long-period repeaters based on moving a cart off a track stop by (many) repeated pushes from a lighter cart, i built a powered long-period delay/repeater using the same basic concept, with a ramp instead of a trackstop:

^▲R#

Basic setup: a lighter cart sits on top of the roller pushing west, a heavier cart on the ramp accelerating east (preferably a NSE ramp like indicated above - this way we can keep everything on the same z-level). When the pushed cart is twice as heavy as the pushing cart and we use a lowest-speed roller, the cart on the ramp is pushed "up" a bit less than 100 distance every step. Using a silver cart (419 weight) to push and a gold cart with a few stone blocks (839, just over double) on the ramp, the gold cart took ~1800 steps to get off the ramp, one and a half dwarven days. If power is cut before the gold cart has left the ramp, both carts will settle on the eastmost sub-coordinates of their tiles and need to start all over again once power returns.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 28, 2016, 09:44:00 pm
I usually try to avoid using power where possible, but it does give a neat way to turn it off on same z-level -
other ways that spring to mind are by having the pressure plate have upper weight and using a cart heavier than that as blocker, or for the two-ramp 18-step bouncer version using a door on the opposite end.

And hm. ~1800 suggests around 55 steps/push, bit less than expected 79 but it's annoying to measure this without pre-built clock....Wait, it's on ramp >_>. 79*0,70707=55,85. Impressive measuring accuracy, then.



Could apply same principle in a couple ways for two same-speed opposing pushes.
Bit of a mess to setup, though could potentially yield even longer maximum cycle lengths with superheavy carts resulting in +1 or -1 trades so that a heavier cart (lets say 3472 urist cart) must first travel across 100000 subtile positions of their own ramp 1 at time before starting to push the lighter (lets say 3471 urist cart) cart 1 sub-tile at time across another 100k.
Title: Re: Trivial findings
Post by: taptap on November 29, 2016, 07:26:23 am
will settle on the eastmost sub-coordinates of their tiles and need to start all over again once power returns

Eastmost makes sense to me. But will it be the same coordinates each time (regardless of history)? My understanding was (never watched with a script) that when a movement to the outside is impossible the non-leaving cart remains in the place it had before the turn. Also, does the cart on the ramp not accelerate downwards or is that velocity never acted on, because it is cancelled by getting a push each turn?
Title: Re: Trivial findings
Post by: Fleeting Frames on November 29, 2016, 03:55:37 pm
I believe so, but quicker to test it than speculate!

Setup:

(https://i.imgur.com/d4s0AH9.png)

(https://i.imgur.com/AQKRvVn.png)

If doing without script, could test by sending minecart off to the side afterwards (perhaps with another collision) and then giving it most minimal southward push (maybe with really light cart) to see if it crosses over tile border.

Result:
Northern cart stops on the tile border (moving from 90 to 90,5) exactly, no matter the position of southern cart.

The hitting makes southern cart scrape right on top of wall. Per each settling, it sends a push impact to the wall (relevant if you used not a wall but another minecart).

As for the velocity, it does accelerate "downwards" - it's what causes the settling to the tile border when turned off, after all - though whether it is acted on probably depends on build order. It will also get massratio*10k push each turn...Build order doesn't matter much, though. I think it goes like this:

Older on younger: the cart gets massratio*10k speed, which is then mostly - but not completely - nullified by opposite direction ramp acceleration and floor friction.

Younger on older: The cart gets the ramp movement once, after which it is almost entirely nullified by massratio*10k speed.
If it had settled against the border of tile previously, it doesn't get even that.

Then, continue as in previous case (there's no lingering speed as collisions overwrite speed).
Title: Re: Trivial findings
Post by: NonconsensualSurgery on December 01, 2016, 01:54:12 pm
Vampires do not suffer bad thoughts from breathing miasma.

Magma can only fall into a tile occupied by a door from above when the door is opened. This is a pretty good trap for whoever opens the door.
Title: Re: Trivial findings
Post by: mikekchar on December 02, 2016, 07:26:37 am
Wow @NonconsensualSurgery those are super non-trivial!  Cool  :o  I wonder if you could use routes to discourage dwarfs from using the trapped door.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 02, 2016, 08:15:31 am
Yep. I do that regularly, though my doors are trapped with minecarts and not magma on cave moss action.
Title: Re: Trivial findings
Post by: Immortal-D on December 02, 2016, 08:39:01 am
Wow @NonconsensualSurgery those are super non-trivial!  Cool  :o  I wonder if you could use routes to discourage dwarfs from using the trapped door.
The safer less !FUN! option would be to simply lock the door until such time as baddies are in the vicinity.  Assuming your Dwarves are burrowed properly, you can then unlock the door for your guests.
Title: Re: Trivial findings
Post by: ImagoDeo on December 03, 2016, 01:02:29 am
In order to be 'laced with blood,' a tile of water must have a 'pool of blood.' Spatterings and smears are not enough. From one z-level above, the tile will appear as a red ≈.

This is important for vampirizing your entire fort with a contaminated well.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on December 03, 2016, 08:51:20 pm
A Bowdwarf can't use his bow if you put him in a marksdwarf squad, because the ammo of the squad is bolt type.
He will pick up bolts and never be able to shoot. Instead he just bashes the enemies with the bow.
 :P

Title: Re: Trivial findings
Post by: NonconsensualSurgery on December 03, 2016, 10:53:29 pm
Wow @NonconsensualSurgery those are super non-trivial!  Cool  :o  I wonder if you could use routes to discourage dwarfs from using the trapped door.
The safer less !FUN! option would be to simply lock the door until such time as baddies are in the vicinity.  Assuming your Dwarves are burrowed properly, you can then unlock the door for your guests.

I tried restricted pathing on some of the other traps and it did not go well. Dwarves would avoid the fun tiles when alone, but would step on them to avoid sharing space with another dwarf.

My current defense is flamethrower FBs to keep trolls away from the doors and the drainage grates, then magma doors. The flamethrowers alone didn't work well on enemies with shields. If it works properly (still waiting for another big siege) then the pressurized magma will push goblinite out of the door and onto the drainage grates, then the door will close and atom-smash the magma for a clean reset. Wash, rinse, repeat.

In order to be 'laced with blood,' a tile of water must have a 'pool of blood.' Spatterings and smears are not enough. From one z-level above, the tile will appear as a red ≈.

This is important for vampirizing your entire fort with a contaminated well.

Aha! So that's why that wasn't working.
Title: Re: Trivial findings
Post by: taptap on December 04, 2016, 03:00:01 am
Magma can only fall into a tile occupied by a door from above when the door is opened. This is a pretty good trap for whoever opens the door.

If you trigger the door by pressure plate and ride a minecart through it you can make it past the magma before it falls down :) Now, if you add some water to the floor the tunnel seals itself with obsidian.
Title: Re: Trivial findings
Post by: imperium3 on December 05, 2016, 05:29:52 am
Magma can only fall into a tile occupied by a door from above when the door is opened. This is a pretty good trap for whoever opens the door.

If you trigger the door by pressure plate and ride a minecart through it you can make it past the magma before it falls down :) Now, if you add some water to the floor the tunnel seals itself with obsidian.

Sounds like a pretty awesome design for an escape tunnel.
Title: Re: Trivial findings
Post by: utunnels on December 05, 2016, 07:46:54 am
The fort can become mountainhome without becoming a barony.
My current fort has a king, a count and two barons, and it became the mountainhome without a problem.
Although they are not MY barons, they still prevent the fort from becoming a barony.

Title: Re: Trivial findings
Post by: imperium3 on December 05, 2016, 08:43:08 am


The fort can become a barony even if you already have other barons there.

One of my dwarves inherited a barony. A few years later the outpost liaison elevated me to a barony, giving me two barons in the fort (I was tempted to try giving the title to the same guy, but didn't).

Title: Re: Trivial findings
Post by: Pvt. Pirate on December 05, 2016, 09:58:03 am
The fort can become mountainhome without becoming a barony.
My current fort has a king, a count and two barons, and it became the mountainhome without a problem.
Although they are not MY barons, they still prevent the fort from becoming a barony.
In my latest Fort, i had a mayor, then suddenly i had a King and we became mountainhome without ever having any barons. even one year later there were no barons at the Fort.
Title: Re: Trivial findings
Post by: utunnels on December 05, 2016, 08:22:41 pm
Rocs don't target doors, it will attack livestocks though.
And the dorfs don't mind seeing one, because it is just a peaceful wild bird.

Urist: Hey, there's a roc in the garden.
Kogan: Oh, so what?
Title: Re: Trivial findings
Post by: Fleeting Frames on December 06, 2016, 03:09:32 am
Had a thought. Earrings are the lightest thing, and featherwood is the lightest material. Why not test coinstar in 43.03?

Setup, after month inside:

(https://i.imgur.com/RIb1MeS.png)

The earring squares are also 1 tile retracting bridge/ramps, per the old coinstar setups. Dumped in 32 earrings, and set 3x3 meeting zone on lever with do it now/repeat. Not perfect, but...

Before and after the month in it:

(https://i.imgur.com/3S37bnr.png)    (https://i.imgur.com/ZR2czca.png)

That is 193 attribute points, spread primarily over Agility, Endurance, Kinesthetic Sense, Spatial Sense, Strength, Toughness and Willpower with less in Focus, Intuition

They also gained exactly 750 experience in armor user, over 21,8 pages, with something like 1 to 3 ratio for slamming into an obstacle versus taking a hit from earring - suggesting 187,5+17,58*#Earrings exp per month.

The dwarf got no injuries, but satisfied needs of skill practice, martial art and learning.

Doing similar test in 43.05, I get a segmentation fault without getting to see even a single combat report.
Now, we know about wear-related crashes in trap components, but...Still. Not sure if the cause is earrings hitting the dwarf or dwarf hitting the bridge (building damage). Suspecting that Toady didn't handle combat wear for anything not weapon or armor for this minor tweak.

Edit: It seems that getting the expedition team to loop minecart dump 5 earrings onto themselves (via ramp/stockpile/non-location meeting area in the hole(probably decreased effectiveness due 4 animals and 2 visitors in hole)) is far more effective, producing following experience increases over a month (start is not 0 due not starting to record at 0)

237->2043
60->285
0->9
102-> 534
21->738
0->9
117->3069

Though obviously this uses up more dwarf labor (but on the bright side, no danger of dropped sock jamming skulls through brains). I suspect the uneven gains are due 5 earrings and 7 dwarves leading to two dwarves getting the bulk of total 6150‼ experience points.
Title: Re: Trivial findings
Post by: carnivorn on December 06, 2016, 08:50:42 pm
Dwarves can claim figurines and will carry them around. This doesn't appear to affect their ability to work, despite taking up a hand - in this case, the same hand as his (woodcutting) axe

Spoiler (click to show/hide)

I thought they only did this with jewelry. He doesn't even worship Avuz, I don't know why he claimed it.
Title: Re: Trivial findings
Post by: ☼Another☼ on December 06, 2016, 09:29:48 pm
You can reclaim fortresses annexed in Worldgen by other civilization, with the citizens in the still. They are revealed whenever you see their location with the message you get when you are ambushed on reclaim.
Title: Re: Trivial findings
Post by: YetAnotherLurker on December 06, 2016, 11:23:47 pm
Insect colonies appear to have no restrictions on location for spawning. I have a colony of termites on the top rim of my volcano, on bare obsidian, some 10 tiles away from the nearest plant life of any kind in all directions including vertically.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 07, 2016, 02:50:45 am
Despite having no quality (I think) and built from mere log, a dwarf can still
(https://i.imgur.com/I52LA7K.png)
near a track stop (the only other buildings I have built are carpentry and craftsdwarf workshop).

In other news, tested avocado wood 6 earring loop + station order in hole. 175 exp per day without meeting area, 183 with, both inferior to 219 from earlier with 5 earrings and no station, and most experience tending to go towards the haulers with the meeting area in the hole...But still, somewhat useful way to occupy idlers (albeit it'll eat into FPS, brought it down from 1000 (capped) to around 700ish? on 3x3 shrubland) and train armor user in kids - though it'll make them grow attached to their clothes.

Also, was troubled with finding a way to build 5x5+ toggleable area for tavern (bridges would likely cause injuries, grates/hatches fall into holes when not supported - and upstairs or supports on level below do not work. ).

Hm, flooding it would work, expect guests would remain inside (expect maybe in case of 7/7, and not sure if they'd climb out or drown)....Which is fine, actually, if I don't want guests anywhere else - they do so love the pools. Would muddy the floors, though.

E: It appears dumping the earrings down a longer staircase (7z) with meeting area/stockpile at bottom has been most effective/fps-heavy so far. ~234,5 exp per day per dwarf, and divided far more evenly (432 low, 1,3k high over month).

I wonder if longer staircases would be most effective....*tests* 22z staircase/10 earrings/7 dwarves/meeting area in bottom/pastured animals gives me 10821 exp, spread into 1-3 armor user among the 7, which is 386 experience per day - with eating/drinking trip included. Looks like the earrings are multi-hit?

This is actually at the point where I consider it militarily useful. Neat!

(also produced 12-54 dodging experience per dwarf, likely due the last ascension level giving a spot to step aside on)

All 43.03, btw. This crashes in 43.05.
Title: Re: Trivial findings
Post by: oldmansutton on December 07, 2016, 11:54:44 am
Insect colonies appear to have no restrictions on location for spawning. I have a colony of termites on the top rim of my volcano, on bare obsidian, some 10 tiles away from the nearest plant life of any kind in all directions including vertically.

It seems also, that colonies don't obey the laws of gravity.  I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.
Title: Re: Trivial findings
Post by: anewaname on December 07, 2016, 12:15:54 pm
@oldmansutton
It seems also, that colonies don't obey the laws of gravity.  I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.
Build a bridge that ends adjacent to the colony, build a floor over the colony, then deconstruct the floor and then the bridge.

@Fleeting Frames
Had a thought. Earrings are the lightest thing, and featherwood is the lightest material. Why not test coinstar in 43.03?
In another thread, you mentioned segfaults with earring/coinstar testing in 43.05. Do heavier items also cause the segfaults? I'm wondering if this is the inverse of the issue causing the unkillable wool. Rather than (0 divided by some number), you are getting (some number divided by 0), which would crash a program. There may be one "applied force verse volume/mass" formula used for both.
Title: Re: Trivial findings
Post by: oldmansutton on December 07, 2016, 02:06:25 pm
@oldmansutton
It seems also, that colonies don't obey the laws of gravity.  I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.
Build a bridge that ends adjacent to the colony, build a floor over the colony, then deconstruct the floor and then the bridge.

*facepalms*  So obvious in retrospect, especially considering all the other bridge/scaffolding I had up to build up the tower around the pit... I'll give it a try when I get home, thanks!
Title: Re: Trivial findings
Post by: Werdna on December 07, 2016, 02:09:56 pm
@oldmansutton
It seems also, that colonies don't obey the laws of gravity.  I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.
Build a bridge that ends adjacent to the colony, build a floor over the colony, then deconstruct the floor and then the bridge.

Won't this cause a cave-in (bridges can't support constructions), or is that the intent?
Title: Re: Trivial findings
Post by: Fleeting Frames on December 07, 2016, 02:43:26 pm
Yeah, it'd cause a cave-in. Just flooring over and deconstructing is enough.

@anewaname: This same thread too, last page. Though I'd call this one with trackstop more QSP drop training.

And quick to test idea too, dropping 5 diorite boulders onto hapless expedition on team...

And no crash, just bunch of injuries and deaths. Though, given that the contact area of an earring should still be 1 (and whips work in 43.05), I'd be more likely to suspect weight (being below 1 urist).

Though, given normal weapons work, featherwood training sword might be best bet, still having <1 Urist weight. *tests* Two dwarves started to bleed in a single day with 9 swords - mostly on the lower z-levels. Toes and finger...*Tests* But single z is dangerous too.

Testing with bracelets. Since avocado earrings worked in 43.03, bracelets should be fine-ish...but over 6 times as big as earring.

And, well...These injuries keep occurring to primarily two dwarves:
(https://i.imgur.com/3t793K0.png)

Suggesting that what had no force before when hitting is now more damaging. Though I didn't look what happens when one breaks, because either way they're already not workable for training unarmored dwarves.

Between earrings and bracelets remains just rings (and various coin stack sizes and seeds). With size 5, I expect they'll cause a crash, though.

*tests*

Yep, segfault. Not quite instant segfault like with earrings, though (I got to see dwarves reload minecart once), so...

Anyway, I'm thinking the twisting forces are perhaps also at play here - with items that have no force causing the faults.
Title: Re: Trivial findings
Post by: anewaname on December 07, 2016, 04:41:19 pm
Yeah, it'd cause a cave-in. Just flooring over and deconstructing is enough.
The idea of using the bridge was for ease of deconstruction, since you don't want to deconstruct a 1-wide floor with one order (dwarf deconstructs floor that other dwarf is standing on). Ah well.
Anyway, I'm thinking the twisting forces are perhaps also at play here - with items that have no force causing the faults.
Did those two dwarfs have a different type of head cover? If the items causing the segfault are all light items and you can estimate what items will cause a segfault and what will not, then it should narrow it down enough for a bug report. The "force applied" formula's result was probably so low compared to "struck location's mass/volume" that it falls below significant digits and is effectively rounded to zero, triggering the segfault somehow. It may be that the bracelet hitting ears didn't trigger a segfault because the ear is a small mass/volume area, while the "bend to the head" did.
Title: Re: Trivial findings
Post by: Werdna on December 07, 2016, 04:48:03 pm
Yeah, it'd cause a cave-in. Just flooring over and deconstructing is enough.
The idea of using the bridge was for ease of deconstruction, since you don't want to deconstruct a 1-wide floor with one order (dwarf deconstructs floor that other dwarf is standing on). Ah well.

For that situation I'd suggest a ramp next to a 1x1 wall located beneath the anthill.  Build floor over anthill, remove floor (top of wall remains to stand on), remove wall + ramp.
Title: Re: Trivial findings
Post by: oldmansutton on December 07, 2016, 04:53:02 pm
Hmmm, here's the situation:  This colony is about 5 z-levels above solid ground, and about 6 x/y tiles from the nearest floor.

Do you mean designate a floor to be built over a colony, then remove the unstarted building via the Q-menu?  Actually.... I wouldn't have access, so... ah, hence the bridge.  To provide the access to the tile to designate the building.  Or if I actually have to build the floor, it won't be too hard to 5 floors out to the colony.  I've done more insane things with the building of this fort already.

T-Minus 9 minutes until the work day ends, and I can test this out!  Although, the third goblin siege is waiting for me when I get back first :D
Title: Re: Trivial findings
Post by: NonconsensualSurgery on December 07, 2016, 09:51:48 pm
I tried dumping vampire-split single adamantine coins one at a time from an initial height of 1 z-level.

The coins break noses through steel armor and wear our clothing super-fast. Nobody in leather armor died to single coins but they were incredibly beat-up and bruised.

I also tried letting a few hundred split coins accumulate on a hatch cover, then dropped them all at once with a lever. Many coins at once has an additive training effect and caused test subjects to go from novice (rusty) to competent armor user instantly, but also might have an additive force effect because this mangled a marksdwarf's throat through leather armor.

Dwarves can be stacked vertically on a staircase so falling coins have multiple targets on the way down. I have access to zombie skins which are easier and safer. This might sort of work as a way to train diagnosers. Hospital is near max capacity so I'm stopping the test.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 08, 2016, 02:58:35 am
Didn't check head cover.

Though in test forts, looking at....gamelog.txt, whoa 203 MB?! I only ran 1 fort in 43.05!
For earrings, seems there were some lines:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Hm, this suggests that small items are more vulnerable, but it is the breaking segfaulting.

Testing again, with 1 bracelet (and new, empty gamelog.txt)

....Whoops, with forgetting the walls it trains dodger instead.

...And then it suddenly crashes after nearly a month, with me never seeing C.
(Granted, running at 600 FPS)

Spoiler (click to show/hide)

Yeah, it sure looks like item wear segfaulting, with smaller items taking more wear.
Though, I'll note all quotes end in twisting, so perhaps it is twisting by nonexistent item?

@NonconsensualSurgery: Coins should be modelled as blunt weapons, which should leave adamantine coins as lightest, most harmless thing. However...if they're modelled as sharp, this doesn't hold true.

Or if they need at least hit area 1 for this to apply (I suspect the hit area is floored), then single coins might be more dangerous than 6-stack coins (which would bump the volume of the stack up to 18/16), possibly having 0 hit area.

Even without that, what doesn't kill you makes you stronger and possibly gives fatal infection.

And yeah, even without access to zombie skins attacking wildlife with dual shields is enough if all you want to do is raise the armour user of military adults.
(might want to let them have some shield/dodge training first in case of hoofed/tusked creatures, saved the life of my queen this way)

This seems like reasonable alternative to training spears in 43.03 for training kids (more of a FPS hit, but I think you're less likely to kill unclothed kids this way).
Title: Re: Trivial findings
Post by: NonconsensualSurgery on December 09, 2016, 03:10:50 pm
Depressed vampires can be cheered up by socializing through glass windows.

The crystal glass vampire observation booth and adjacent necro-numismatics chamber have been designated a tavern. She is somewhat less depressed to have socialized, performed, and told stories. Come one, come all, see the amazing vampire story-teller!

Title: Re: Trivial findings
Post by: steel jackal on December 09, 2016, 03:14:47 pm
Depressed vampires can be cheered up by socializing through glass windows.

The crystal glass vampire observation booth and adjacent necro-numismatics chamber have been designated a tavern. She is somewhat less depressed to have socialized, performed, and told stories. Come one, come all, see the amazing vampire story-teller!

add a curtain to his box/booth and charge 25c for his performance XD
Title: Re: Trivial findings
Post by: Staalo on December 15, 2016, 05:19:21 am
Mere magma isn't enough to deter those builders of ancient underground roads: I just found a bridge spanning a magma pipe in the first cavern layer. Very scenic and charming.
Title: Re: Trivial findings
Post by: Werdna on December 15, 2016, 01:09:00 pm
Goblins will be motivated to jump a 2-tile airgap to attack livestock bait (or any friendly, visible unit) but then will not jump back across unless they directly sight new hostiles.  For anyone looking for a simple one-way passage effect, or to 'isolate' potentially large numbers of invaders without mass cage-traps or bridges.
Title: Re: Trivial findings
Post by: FakerFangirl on December 15, 2016, 03:20:31 pm
You could designate the are under the floating ant colony as a temple?
Title: Re: Trivial findings
Post by: oldmansutton on December 15, 2016, 03:46:34 pm
You could designate the are under the floating ant colony as a temple?

Funny enough, the area below it is a meeting area / wells / with a chunk of soil that I'm hoping a single tree will grow in, ŕ la Gondor.  Not quite a temple, but close.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 15, 2016, 06:47:41 pm
Wild animals don't fight each other in crammed rooms. Dug rampway from river into aquifer to flood 4 Tigerfish in (because once they leave the map, can't get them again), and they bred peacefully

(https://i.imgur.com/7YsoowA.png)

(https://i.imgur.com/EqkGVdA.png)

(The blood was washed down from elsewhere.)

On triplet of test embarks, seemed tavern to be better for reducing distraction while temple better for reducing stress, and only getting strongly stressed with neither and no friends (oddly, it seems even after years, one won't necessarily make friends - unless a tavern is added, when they will). Not rigorous, since different dwarves.

Also, seems you can experience wonder learning the values of commerce without a location zone or book.
Title: Re: Trivial findings
Post by: taptap on December 16, 2016, 05:44:07 am
Mist in itself does not do anything. No happy thoughts, no cleaning, no nothing.
Title: Re: Trivial findings
Post by: Staalo on December 16, 2016, 06:27:50 am
This must be rare...

When a married couple gets into an argument and beat each other unconscious, they'll share the same hospital bed, just like in their sleeping quarters.

Sort of endearing and disturbing at the same time.
Title: Re: Trivial findings
Post by: Staalo on December 16, 2016, 07:18:50 pm
This fort seems to be very good for trivial findings.

Wandering animal men can name their weapons. I just witnessed an extremely badass but nameless cave swallow man Spearmaster give the name Vanishedlobster the Bronze Growls to his trusty spore tree spear with 82 kills on it.
Title: Re: Trivial findings
Post by: utunnels on December 17, 2016, 08:22:25 pm
A dabbling armor smith can forge master piece armor.
 8)
Title: Re: Trivial findings
Post by: FantasticDorf on December 18, 2016, 06:55:47 am
Wild animals don't fight each other in crammed rooms. Dug rampway from river into aquifer to flood 4 Tigerfish in (because once they leave the map, can't get them again), and they bred peacefully

(https://i.imgur.com/7YsoowA.png)

(https://i.imgur.com/EqkGVdA.png)

(The blood was washed down from elsewhere.)

On triplet of test embarks, seemed tavern to be better for reducing distraction while temple better for reducing stress, and only getting strongly stressed with neither and no friends (oddly, it seems even after years, one won't necessarily make friends - unless a tavern is added, when they will). Not rigorous, since different dwarves.

Also, seems you can experience wonder learning the values of commerce without a location zone or book.

Theoretically you could farm fish this way if you dropped them into a cage trap via pitting them to breed on-top of a 1x1 hatch and expulsed the active water by letting it flow out when your dwarves come to collect the now full trap (if all the fish fall in one instance, if its even possible to adequately engineer such a thing).

> My own finding is that you can trail river flows via a specially constructed vertical aquaduct down double stairs (when the desired circuit is complete, send a miner to destroy stairs and pop out at the 'pumphouse' for very easy access to water, set up floodgates as you go to manage the controls.
Title: Re: Trivial findings
Post by: Quietust on December 18, 2016, 01:42:18 pm
Mist in itself does not do anything. No happy thoughts, no cleaning, no nothing.
Er, yes it does - "He is content being near to a waterfall" (or "He was comforted by a lovely waterfall lately." if you're playing 0.34 or earlier).
Title: Re: Trivial findings
Post by: ☼Another☼ on December 18, 2016, 01:45:12 pm
Fighting with a gold nugget trains macedwarf skill.
Title: Re: Trivial findings
Post by: Quietust on December 18, 2016, 01:49:25 pm
Fighting with a gold nugget trains macedwarf skill.
You should probably report that on the bug tracker if you're certain it's really happening - that's supposed to train "Misc. Object User" and "Fighter", nothing else.
Title: Re: Trivial findings
Post by: ☼Another☼ on December 18, 2016, 01:55:15 pm
I'm pretty sure that was what was happening. One of my recruits became a macedwarf, and the only non-clothing item on him was a gold nugget listed as hauled. He was carrying that away from the stockpile, towards the training area.
Title: Re: Trivial findings
Post by: SkeleBret on December 18, 2016, 02:28:12 pm
Spoiler: Beware of spoilers! (click to show/hide)
Title: Re: Trivial findings
Post by: ☼Another☼ on December 18, 2016, 02:44:30 pm
Please do upload the file.

The topic you were stating:
http://www.bay12forums.com/smf/index.php?topic=161053.0
Title: Re: Trivial findings
Post by: SkeleBret on December 18, 2016, 05:08:13 pm
Here you go, enjoy!

http://dffd.bay12games.com/file.php?id=12620

For anyone that wants to try this but doesn't know how, that's a region folder, so you can just copy and paste it into your save folder and rename it if you want.
Title: Re: Trivial findings
Post by: SkeleBret on December 18, 2016, 06:48:11 pm
Disregard the armor posts, it's just hot when it comes off the angels' flames and that's what causes melting. Nothing special. =(
Title: Re: Trivial findings
Post by: Libash_Thunderhead on December 19, 2016, 01:22:44 am
Sazir Ingizilon, Ghostly Goblin Bard has risen and is haunting the fortress!
Title: Re: Trivial findings
Post by: Libash_Thunderhead on December 19, 2016, 01:49:48 am
Oh, and temporary residents can trade at depot, although you can't assign them other jobs.
Title: Re: Trivial findings
Post by: pikachu17 on December 20, 2016, 10:18:18 am
      Religious crusades are in. Although at the moment, as far as I know, they're only waged by godded civs against non-godded ones. In my mod, every once in a while capitalists will wage war against Vulcans, and sight 'their godlessness' as the reason.
      Also, I once had a megabeast appear in world-gen, and it attacked during a festival. the running competition actually showed the megabeast attacking at the end of it. The megabeast also killed some of the competitors.
Title: Re: Trivial findings
Post by: ☼Another☼ on December 20, 2016, 12:19:01 pm
You cannot jump outside of your vision range. Being blind in adventure mode makes it so you cannot jump.
Title: Re: Trivial findings
Post by: TheBiggerFish on December 20, 2016, 04:03:24 pm
Huh.  That doesn't sound particularly intentional.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 21, 2016, 01:05:40 am
Fishing doesn't count as practising a craft. I have a fisherdwarf badly distracted due fishing exclusively.

A dwarf can survive 19z fall onto slade floor (as a result of cave-in). Also, just like in 31.25 days, sand wall caved in thus can support surface biome on it (checked with farm plot) if above ground.

Slade dustings are bright red - water can carry this into walls to give them unusual colour (till dwarf or rain cleans it, anyway).
Title: Re: Trivial findings
Post by: Libash_Thunderhead on December 24, 2016, 11:05:29 pm
I don't know if it was coincidence, but my goblin duke was horrified after seeing some goblin invaders die, while the dwarves just shrugged and felt nothing.
Title: Re: Trivial findings
Post by: King Kitteh on December 25, 2016, 02:43:33 am
Pigs aren't grazers.
Title: Re: Trivial findings
Post by: FantasticDorf on December 26, 2016, 04:59:45 am
Pigs aren't grazers.

Pig milk is more valuable as cheese foodwise or alternatively, you can freeze milk in cold temperature to turn it into frozen milk, which is directly edible if kept at a low temperature as per a natural ice storeroom.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 26, 2016, 03:19:09 pm
Bunch of worldgen stuff:

Werebeast number affects what you find in evil biomes.

Secret number affects the placement of civs.

If you have 0 passage Density and any openness at all your caverns will always have some open spaces.

Disturbance interaction count doesn't seem to affect history.

But lots of factors that affect something only do it occasionally, i.e. cavern water and available plants.

Cavern and magma sea layouts are affected by same parameters, though sadly magma sea can remain wide open even at minimal openness.

If you had more than minimum zs between layers, you can sometimes move the entire cavern up or town a bit without changing mineral layouts, up to a variable limit.

What clouds or reanimation you get on evil embark is affected by either number.

Though a clown car spawns limited type of demons, you can get more types as "wild animal packs" by increasing demon number - to a slow and nonlinear extent (8 in region-pops with 11 → 12 with 50).

If cavern parameter minimum values are greater than max values, it defaults to max.

E: giant alligators drown in lava.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on December 27, 2016, 02:18:34 am
Weapon traps with silver weapons can be destroyed by a hot target.
And silver weapons become silvers (weight 6, basic value 10).

Title: Re: Trivial findings
Post by: YetAnotherLurker on December 27, 2016, 04:46:24 am
Weapon traps with silver weapons can be destroyed by a hot target.
And silver weapons become silvers (weight 6, basic value 10).
They can be melted down for 1/10 of a bar of silver, I believe. Unfortunately, they are also considered contaminants and as such, your dwarves will eagerly clean them up, while leaving your grand dining hall coated in blood and vomit.

Blind (Vision Lost in red on Health screen) dwarves can still use archery ranges to train their crossbow skills.
Title: Re: Trivial findings
Post by: someone12345 on December 27, 2016, 09:27:33 am
Bunch of worldgen stuff:

Werebeast number affects what you find in evil biomes.

Secret number affects the placement of civs.

If you have 0 passage Density and any openness at all your caverns will always have some open spaces.

Disturbance interaction count doesn't seem to affect history.

But lots of factors that affect something only do it occasionally, i.e. cavern water and available plants.

Cavern and magma sea layouts are affected by same parameters, though sadly magma sea can remain wide open even at minimal openness.

If you had more than minimum zs between layers, you can sometimes move the entire cavern up or town a bit without changing mineral layouts, up to a variable limit.

What clouds or reanimation you get on evil embark is affected by either number.

Though a clown car spawns limited type of demons, you can get more types as "wild animal packs" by increasing demon number - to a slow and nonlinear extent (8 in region-pops with 11 → 12 with 50).

If cavern parameter minimum values are greater than max values, it defaults to max.

E: giant alligators drown in lava.
How does werebeast number affect evil biomes? How does number of secrets affect placement of civs? Why do these things happen?
Title: Re: Trivial findings
Post by: Fleeting Frames on December 27, 2016, 09:48:30 am
Picking a rng number for them displaces the next rng number in line? Syndromes are generated sequentially with night ones before evil ones? I dunno. I do know that bumping werebeast number by 1 got me on same embark blood rain when previously there wasn't any, and bumping secrets from 100 to 1000 displaced the initial sites.

I come upon these things as I divide generating desired embark into parts, so variables that don't affect what I've done before are useful.
Title: Re: Trivial findings
Post by: FantasticDorf on December 28, 2016, 01:24:10 pm
~snip~
How does werebeast number affect evil biomes? How does number of secrets affect placement of civs? Why do these things happen?

This is a speculative stone throw of a a idea but maybe all the "Patient Zero" original were-creatures originate in evil biomes locally then spread out to nearby settlements (infecting people as the go) given that were-people turn up at places like your fortress because they are programmed to roam until they find a settlement. That's my theory atleast.

Its definitely a question to pose to Toady.


> Trivial fact - All troll clothes are non defined as being able to fit trolls, but are listed as "Large" ("This is a large breastplate", rather than a "breastplate made to fit trolls") & based off player height perspective (tall adventurer vs small adventurer) the size definition varies. Trolls tailor fittings for custom made troll clothes are as big as a polar bear man.

Title: Re: Trivial findings
Post by: ☼Another☼ on December 28, 2016, 01:25:38 pm
Werebeast happen when people profane temples, so that's not the thing that's going on.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on December 28, 2016, 10:55:19 pm
You can fish pond turtles in a digged well in the cavern, for some reason.
Title: Re: Trivial findings
Post by: Fleeting Frames on December 29, 2016, 04:31:30 am
You can fish pond turtles at any dwarf-made pool, if there's any to fish.

But you know, if you make embark cavern floor a pond, you can fish cave fish from it, even if your embark cavern had no water in it.

In other news, one can get bad thoughts from bad performances (here performed by visitor with no general performance skills at all)
(https://i.imgur.com/4LPPSmp.png)
(Most of that gal's thoughts are about being interested in a performance, though there is one other boredom as well.)
Title: Re: Trivial findings
Post by: anewaname on December 29, 2016, 01:22:21 pm
You can fish pond turtles in a digged well in the cavern, for some reason.
In an ocean biome, you can fish ocean-y fish from a freshwater aquifer layer.
Title: Re: Trivial findings
Post by: FantasticDorf on December 29, 2016, 06:59:50 pm
You can fish pond turtles in a digged well in the cavern, for some reason.
In an ocean biome, you can fish ocean-y fish from a freshwater aquifer layer.

Each site population on a sitemap is relevant to (hence why you get overlaps, and evil rains & zombies come from the neighbour terrain) the terrain around it in the immediate radius of where the city is. Because worldmap cities are often the full size of a 'map tile' they will use this perimiter rule to collect materials & animals (hence why elves who settle between land borders sometimes have alternative variety of creatures)

So technically you're fishing all the fish being repopulated from your & the surrounding tiles, same for pond turtles since its discriminating by height outside of the range of the caverns. If its within the biome & also appropriate for light conditions it'll act the same.
Title: Re: Trivial findings
Post by: YetAnotherLurker on December 31, 2016, 02:49:05 am
So, artifact instruments created by moody dwarves can also be made out of unusual materials that wouldn't normally be used. However, artifact instruments apparently lack the usual part descriptions, e.g. "The strings are made out of steel."

This absurdly valuable instrument is worth 2,918,400☼:
Spoiler (click to show/hide)

I also have this, worth 2,193,600☼:
Spoiler (click to show/hide)

They're the two most valuable objects in my fort. I don't think I've ever seen them actually get played though.
Title: Re: Trivial findings
Post by: FantasticDorf on December 31, 2016, 01:50:39 pm
Both those instruments require to be placed in a room or meeting area (with bards assigned to somewhere or nowhere imparticular) to be played (hence they are stationary placeable objects)
Title: Re: Trivial findings
Post by: YetAnotherLurker on December 31, 2016, 03:31:29 pm
Both those instruments require to be placed in a room or meeting area (with bards assigned to somewhere or nowhere imparticular) to be played (hence they are stationary placeable objects)
They've both been constructed in my tavern for years.
Title: Re: Trivial findings
Post by: Bumber on January 01, 2017, 04:57:04 am
You need a bard with skill in the relevant instrument, I think.
Title: Re: Trivial findings
Post by: Fleeting Frames on January 01, 2017, 06:49:48 am
You need somebody to play a music/dance piece that requires that instrument.

If they can, dabbling skill is enough to play on the instrument.

Now, can't really choose the music available to you, so just have to pay attention what instruments they simulate in your tavern with at least 5x5 floor space (though I've seen dancers take nearly twice as much in both directions sometimes).
Title: Re: Trivial findings
Post by: YetAnotherLurker on January 01, 2017, 10:25:12 am
Yeah, lack of performers with the appropriate instrument skills or musical forms probably explains it. Honestly, I don't even know if I've got a single capable instrumentalist in my fort, almost all of my resident and visiting performers are poets, and most of them are goblins or elves besides. I'll have to check through my dwarves to see if any of them have the necessary skills.
Title: Re: Trivial findings
Post by: FantasticDorf on January 02, 2017, 01:35:25 pm
Yeah, lack of performers with the appropriate instrument skills or musical forms probably explains it. Honestly, I don't even know if I've got a single capable instrumentalist in my fort, almost all of my resident and visiting performers are poets, and most of them are goblins or elves besides. I'll have to check through my dwarves to see if any of them have the necessary skills.

> Relevant trivial finding - Even if musicians are trained in one particular thing, they will always have a overriding musical preference so equally try every spare person/people with non-important and non intensive jobs to work part time until you find someone who prefers pianos.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on January 02, 2017, 07:02:51 pm
Human children wear large clothes as well.
Title: Re: Trivial findings
Post by: pikachu17 on January 03, 2017, 10:47:05 am
My population just went from 4. to 134. How? Well. I reclaimed a fort that had greater fire imps(those things in Fortress Defense, might be wrong name), who were apparently already reclaiming it. After reclaiming it, and killing some of the imps, I retired it. I unretired it, went to others in the unit list to see if there were any imps. weren't any, so I went to citizen, and discovered 130 fire imps on my side. Now I have a mayor. Considering that I had 4 dwarves, and dwarvish civs were dead, this is good. Haven't tested to make sure they'll do jobs.
Title: Re: Trivial findings
Post by: mikekchar on January 03, 2017, 11:04:32 pm
can't really choose the music available to you

I think the easiest (only) way to influence it is to have adventurers visit your fortress.  If you perform, then people will generally join in and they will get skill in that song.  One thing I want to try (but haven't had a chance yet) is to have an adventurer write a whack of songs for certain instruments and then retire in the fortress.  If they hang around in the tavern enough, it *should* influence what is being played.

One thing I've definitely noticed, though, is that travelling bards perform *far* more often than in house performers.  So to make it work, you might have to make it a citizen/resident only tavern.
Title: Re: Trivial findings
Post by: Fleeting Frames on January 04, 2017, 08:41:22 pm
My population just went from 4. to 134. How? Well. I reclaimed a fort that had greater fire imps(those things in Fortress Defense, might be wrong name), who were apparently already reclaiming it. After reclaiming it, and killing some of the imps, I retired it. I unretired it, went to others in the unit list to see if there were any imps. weren't any, so I went to citizen, and discovered 130 fire imps on my side. Now I have a mayor. Considering that I had 4 dwarves, and dwarvish civs were dead, this is good. Haven't tested to make sure they'll do jobs.
Hm. Interesting - Did you succumb to invasion when greater fire imps were sieging it?

Could be interesting way to get troll or ogre citizens - get them to siege you, succumb, reclaim, retire, unretire. Ogres may be short-lived (20-30 old age) slow learners, but they're over twice as large as elephant man.

Did your civilization remain the same? Do imps and dwarves have different groups of allegiance?
Title: Re: Trivial findings
Post by: ☼Another☼ on January 04, 2017, 11:39:58 pm
Necro Towers can be made in evil biomes, but presumably as a last result.
Title: Re: Trivial findings
Post by: TheFlame52 on January 05, 2017, 08:23:17 pm
I'm imagining necromancers fighting the biome for control over their zombies.
Title: Re: Trivial findings
Post by: Splint on January 05, 2017, 08:38:41 pm
Dunno if anyone else said it, but you can actually see the bucket for a well lowering into the water source if there's a few Z's between it and the water.

For some reason, I felt like I was totally mindblown by this.
Title: Re: Trivial findings
Post by: Fleeting Frames on January 05, 2017, 08:45:01 pm
Oh yeah. If you have multiple stacked wells, then when bucket and chain/rope overlap the bucket will be displayed.
Title: Re: Trivial findings
Post by: pikachu17 on January 06, 2017, 04:03:29 pm
My population just went from 4. to 134. How? Well. I reclaimed a fort that had greater fire imps(those things in Fortress Defense, might be wrong name), who were apparently already reclaiming it. After reclaiming it, and killing some of the imps, I retired it. I unretired it, went to others in the unit list to see if there were any imps. weren't any, so I went to citizen, and discovered 130 fire imps on my side. Now I have a mayor. Considering that I had 4 dwarves, and dwarvish civs were dead, this is good. Haven't tested to make sure they'll do jobs.
Hm. Interesting - Did you succumb to invasion when greater fire imps were sieging it?

Could be interesting way to get troll or ogre citizens - get them to siege you, succumb, reclaim, retire, unretire. Ogres may be short-lived (20-30 old age) slow learners, but they're over twice as large as elephant man.

Did your civilization remain the same? Do imps and dwarves have different groups of allegiance?
They didn't siege my fort. It wasn't my fort. I retired a different fort, went to legends, noticed that fire imps had recently reclaimed a fort, went to fort mode, noticed I could reclaim the same fort, Fought some of the imps, retired, unretired, and suddenly I had a lot of fire imps.
I didn't check the civ, but I'm fairly certain all of us are in the dwarven civ, which by the way, was dead. I haven't checked the imps, but I'm fairly certain they have allegiance with us. Guess I should check their info to see what it says. Interesting though, huh?
Title: Re: Trivial findings
Post by: TheFlame52 on January 06, 2017, 05:30:36 pm
If a non-leader is in a battle, but has journey pets, those journey pets will take part in the battle.

Possibly better phrasing: If a historical figure is in a battle, their journey pets take part regardless of whether the historical figure is leading or not.
Title: Re: Trivial findings
Post by: ☼Another☼ on January 06, 2017, 11:28:49 pm
Places with 100 or close to 100 drainage will be practically guaranteed to have glaciers, if they are cold enough.
Title: Re: Trivial findings
Post by: FantasticDorf on January 07, 2017, 09:45:23 am
As revealed by GM editor, trolls literally have so much fat that they will never typically starve.

Trolls also store fat on their skulls separately.
Title: Re: Trivial findings
Post by: anewaname on January 07, 2017, 10:51:11 am
Trolls also store fat on their skulls separately.
I recall a group of dwarfs passing out from exhaustion while trying to kill a troll with fists.
Title: Re: Trivial findings
Post by: Strato1 on January 07, 2017, 05:17:17 pm
I just discovered something small...but amazingly useful (for me, at least).

When forging an adamantine breastplate, I pressed the "d"etails screen, and discovered that it allows me to change what creature it is sized for!  I could make adamantine/steel armor for my human adventurers.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on January 07, 2017, 07:32:25 pm
Melee dwarves can kill pond grabbers from above.
Though retrieving the corpses is still a problem.



Oh, and some details in some report:

The cave crocodile vomits.
The vomit disappears into the water.
Title: Re: Trivial findings
Post by: FantasticDorf on January 08, 2017, 07:37:29 am
Trolls also store fat on their skulls separately.
I recall a group of dwarfs passing out from exhaustion while trying to kill a troll with fists.

1000 degree artifact knife vs troll skull - how much fat would sizzle off?

Mmm, (blue) troll lard butter
Title: Re: Trivial findings
Post by: Libash_Thunderhead on January 08, 2017, 07:53:22 pm
Cave-in also destroys smoothed stone floors.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on January 10, 2017, 01:55:44 am
A human who had a dozen of cats died this year.

And for some reason, at first I could only butcher 2 of the cats. Then more and more cats lost their owner property, until all of them were butcherable.

The message showed: <cat name here> has become a Stray Cat.
Title: Re: Trivial findings
Post by: Staalo on January 11, 2017, 03:20:31 am
Foreign made items can have images of artifacts made in your fortress in them.

If a dwarf goes to sleep while hungry/thirsty, their bedroom can be invaded by burly dwarves with Give Food and Give Water jobs who will then force feed the sleeper without even waking them up.
Title: Re: Trivial findings
Post by: Heretic on January 13, 2017, 06:21:02 am
A human who had a dozen of cats died this year.

And for some reason, at first I could only butcher 2 of the cats. Then more and more cats lost their owner property, until all of them were butcherable.

The message showed: <cat name here> has become a Stray Cat.
Did they really loose their names? or it just meant that they "became" butcherable?
Title: Re: Trivial findings
Post by: ☼Another☼ on January 13, 2017, 09:40:31 am
The message is: Likod Delerkogan has become a Stray Cat. Likod Delerkogan of course being a pet cat.
Title: Re: Trivial findings
Post by: NJW2000 on January 13, 2017, 01:10:38 pm
Foreign made items can have images of artifacts made in your fortress in them.

One time I built an incredibly opulent artifact coffin in the King's tomb. Several years later when the Dwarven carvan came, they tried to sell me tunics with pictures of it on them.
Title: Re: Trivial findings
Post by: Fleeting Frames on January 13, 2017, 01:20:45 pm
I'd buy those tunics.
Title: Re: Trivial findings
Post by: YetAnotherLurker on January 13, 2017, 02:01:07 pm
Did they really loose their names? or it just meant that they "became" butcherable?
They keep their names, but become cageable/butcherable once again.

I actually think I figured out why none of my instruments were ever played over the course of 15 years. Somehow, a large number of my instruments managed to get "locked" somehow, yet were still tasked for playing. I was renovating my tavern (deconstructing everything, including the flooring, to get rid of blood and vomit), and there were some instruments that outright could not be moved in any way short of DFHack. The moment I used autodump to destroy them, I started seeing the remaining instruments get played or simulated.

I'm also getting all kinds of strange bugs now in pathing and occupancy, including such things as constructions randomly forgetting what material they were made of (Stoneware Block Pillar becomes _Pillar and turns the color of a soil tile) and spawning a sand floor up in the air on deconstruction, completely empty tiles becoming unpathable and unbuildable, dwarves becoming stuck and dehydrating to death in the middle of completely open ground, fluids refusing to flow, and all sorts of other craziness.

Oh, and as for an actual trivial finding, visitors seeking to petition will cheerfully path to your mayor... even if said mayor happens to be riding a minecart through 7/7 water at the time. End result: one half-drowned mayor, one derailed minecart, one badger man corpse, and assorted bits of clothing floating in my automated swimming pool. Draining and refilling it to retrieve the bodies is going to be such a pain...
Title: Re: Trivial findings
Post by: Libash_Thunderhead on January 14, 2017, 07:32:10 pm
Butchering bought animals in front of the merchants may scare them off and destroy wagons.

 :-\
Title: Re: Trivial findings
Post by: taptap on February 19, 2017, 04:01:26 pm
Mist and magma mist can coexist in the same tile - as unintuitive as that sounds. No steam, no steam engine, no industrial revolution.  :(
Title: Re: Trivial findings
Post by: StagnantSoul on February 19, 2017, 04:42:26 pm
Flying civilians are more hassle than they're worth. They also path like walkers half the time, flyers the other. The 1 wide pit is impassable, but I can fly down the hole you dug to give sunlight to the deep mines to pick up a sock.
Title: Re: Trivial findings
Post by: Inconspicuous on February 20, 2017, 01:18:36 pm
(In adventure mode) I accidentally hit the "Claim this site for yourself" option, instead of asking someone to join my group. Every time the lord of the castle left/entered my line of site, I'd get spammed with this announcement:

"You now rule from XX town, as the leader of group XX"

And would have to hit enter rapidly until it disappeared. I retired the adventurer, and came as another bard (This time with 12 companions) and both my old adventurer and the original ruler were both called the lord. I thought that was rather odd.

Shortly after, everyone in the acting troupe was melted by a skinny dragon.
Title: Re: Trivial findings
Post by: Dunamisdeos on February 22, 2017, 04:25:59 pm
I recommend stabbing the alternate Lord. Title paradox must not be tolerated.
Title: Re: Trivial findings
Post by: Inconspicuous on February 23, 2017, 11:15:27 am
More science!

Science test 1: Odd history.

I'll have to look in legends to find more about this, but all of humanity on my current saved is ruled by bandit gangs of bird people. All shops have been abandoned, save for a few markets (Owned by birdmen) and a few taverns, one of which has a hole in the wall. Also, a plump helmet man recently took over a nearby hamlet in an insurrection.

Science test 2: Animal conversations???

I was wandering around an old world, when I came to a temple:
The Puzzling Secret-Church
Nearby was a human priest and a cat. The priest was having a very involved conversation with the cat, saying things like "So true, so true" or "It was inevitable". He told the cat various other things, including how he disliked being caught in the rain. Odd.
Title: Re: Trivial findings
Post by: BlackBronze on February 23, 2017, 11:43:22 am
The other day, I was moving around some "thoughtfully placed" statues in my temple, when a new ghost popped into existence. I got excited for a moment because to my delight, the ghost rose from the void directly above the toppled statue of the Necromancers' Deity Kesting, as if she had willed them into existence herself. My fort as of now has four ghosts wandering around. As long as they're friendly, I have no plans on giving them a proper burial. I plan on seeing how many I can accumulate by the time my fortress topples.
Title: Re: Trivial findings
Post by: MehMuffin on February 23, 2017, 01:11:07 pm
Automine will not designate tiles that already have markers on them. So, if you're digging next to a cliff face/cavern face that you don't want your dwarves to break through, you can just mark the whole edge (ore/gem only) and then automine nearby to your heart's content.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on February 23, 2017, 07:38:43 pm
Dwarves will try to clean magma (not magma 1/7, just magma), even if they are in a magma flood, making it extremely dangerousfun sometimes.
Title: Re: Trivial findings
Post by: FantasticDorf on March 05, 2017, 08:25:03 am
River fish are terrified of 'dangerous terrain' water and will not leave for the opposite end of a river (which is the defined migration exit point) without it first being drained to 3/7'ths (which is of course dangerous to fish and they lose the capacity to swim meaning they never make it)
Title: Re: Trivial findings
Post by: TheBiggerFish on March 05, 2017, 02:48:51 pm
River fish are terrified of 'dangerous terrain' water and will not leave for the opposite end of a river (which is the defined migration exit point) without it first being drained to 3/7'ths (which is of course dangerous to fish and they lose the capacity to swim meaning they never make it)
That sounds like a bug.
Title: Re: Trivial findings
Post by: Pvt. Pirate on March 06, 2017, 07:53:59 pm
River fish are terrified of 'dangerous terrain' water and will not leave for the opposite end of a river (which is the defined migration exit point) without it first being drained to 3/7'ths (which is of course dangerous to fish and they lose the capacity to swim meaning they never make it)
That sounds like a bug.
tha sounds like an unintentional misfortune in defining a certain behaviour...
Title: Re: Trivial findings
Post by: Nobak on March 11, 2017, 02:19:08 am
A dwarf whose mood will fail while you're abandoning a fort will hold on to their last shred of sanity until the second they step on the map of your next fort as a migrant. Only then will they snap.
Title: Re: Trivial findings
Post by: Staalo on March 11, 2017, 05:46:56 pm
Underwater volcanos can remain open to air for centuries until a hapless dwarven embark party wanders in. Only then the water will rush to fill the crater and to form a nice layer of obsidian on top of the magma tube. Very useful for future forges and noble bedrooms.
Title: Re: Trivial findings
Post by: OluapPlayer on March 12, 2017, 07:51:27 am
Figurines can be used as improvised weapons. I watched as a planter fought a giant rat for about 5 real-life minutes, beating it into submission with his bone figurine of dwarves until it bled to death. The planter himself kept going unconscious from over-exertion.
Title: Re: Trivial findings
Post by: Derro on March 12, 2017, 08:08:53 am
Members of goblin civilizations can and will murder their spouses.
Title: Re: Trivial findings
Post by: TheFlame52 on March 12, 2017, 08:50:53 am
Members of goblin civilizations can and will murder their spouses.
Did not know that.
Title: Re: Trivial findings
Post by: muldrake on March 12, 2017, 11:25:25 pm
Sometimes, a visitor to your fort is in the line of succession to some noble position elsewhere, and will suddenly become a Lord or some other noble while in your fort, possibly because their predecessor somewhere out there in the world just died.  This actually gets a popup message which is scary if you've never seen it, until you actually read the text.
Title: Re: Trivial findings
Post by: TheBiggerFish on March 12, 2017, 11:28:20 pm
Didn't we find that out before?
Title: Re: Trivial findings
Post by: Squirrelloid on March 14, 2017, 08:49:30 pm
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.
Nah.

This
(https://i.imgur.com/YmIF581.png)
Was created before this
(https://i.imgur.com/gmCgJbA.png)

It's worth noting that only dwarfs with metal-working professions demand adamantine.

Dwarves with non-metal-working professions, no other moodable skills, and dabbling metal-working will not demand adamantine.  (Or at least they haven't been demanding it from me at least some of the time).
Title: Re: Trivial findings
Post by: muldrake on March 15, 2017, 02:00:07 pm
I'm probably at risk of repeating something, but my expedition leader in a terrifying biome was just attacked by undead wagon wood that was reanimated by the biome.  The round lime wood logs that attacked him weren't listed in the Units menu.

Also, a prepared slug eye attacked a miner.  I thought prepared meat wasn't supposed to attack.
Title: Re: Trivial findings
Post by: They Got Leader on March 15, 2017, 02:23:11 pm
I'm probably at risk of repeating something, but my expedition leader in a terrifying biome was just attacked by undead wagon wood that was reanimated by the biome.  The round lime wood logs that attacked him weren't listed in the Units menu.

Also, a prepared slug eye attacked a miner.  I thought prepared meat wasn't supposed to attack.

(http://vignette3.wikia.nocookie.net/muppet/images/8/8b/312-12.jpg/revision/latest/scale-to-width-down/250?cb=20110314133424)
I spent way to long on a tangent watching Swedish Chef videos

I have this great image of the Urist McSwedishChef attacking the corpse, singing a jolly tune as the meat reanimates while he is cooking it (https://youtu.be/ZTHiPs4Hms8?t=46s).
Title: Re: Trivial findings
Post by: Squirrelloid on March 16, 2017, 01:10:35 am
Elephants happily move around in tree branches. 

(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).
Title: Re: Trivial findings
Post by: Derro on March 16, 2017, 02:09:54 am
Elephants happily move around in tree branches. 

(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).

Climbing is a strength-based skill. Elephants are very strong. Why are you surprised? :p
Title: Re: Trivial findings
Post by: Pvt. Pirate on March 16, 2017, 06:39:04 am
so climbing could be fixed by dividing the weight of a creature by its strength to see if it is strong enough to pull its own weight up?
Title: Re: Trivial findings
Post by: Squirrelloid on March 16, 2017, 12:46:58 pm
Elephants happily move around in tree branches. 

(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).

Climbing is a strength-based skill. Elephants are very strong. Why are you surprised? :p

I'm surprised the tree doesn't break xP. I know, trees are probably like constructions, and impervious to anything, but elephants out on tree limbs, really?
Title: Re: Trivial findings
Post by: Demicus on March 17, 2017, 11:17:45 am
Elephants happily move around in tree branches. 

(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).
I've heard of trees being destroyed by balista bolts and fire. It's just likely that DF doesn't check that a surface can support the weight sitting upon it. Larger caverns might collapse if it did

Climbing is a strength-based skill. Elephants are very strong. Why are you surprised? :p

I'm surprised the tree doesn't break xP. I know, trees are probably like constructions, and impervious to anything, but elephants out on tree limbs, really?
Title: Re: Trivial findings
Post by: taptap on March 17, 2017, 12:19:50 pm
El(e)fants in the trees? Not a surprise.
Title: Re: Trivial findings
Post by: mikekchar on March 19, 2017, 10:04:32 pm
I forget who mentioned it originally, but I have verified that grazers in cages will be fed by dwarfs with the "Animal Care" skill.  I have also verified that grazers on restraints are *also* fed by dwarfs with the "Animal Care" skill.  This means that theoretically they can breed.  I've put 2 sheep and 2 water buffaloes on restraints next to each other and am hoping they will breed.  Both pairs have bred before, so I know they are suitable pairs.

Both animals in cages and animals on restraints can be milked and sheared as well.

All cheer modern factory farming ;-)

The only downside is that I couldn't find a way to put pets in cages or on restraints.  However, I *think* grazer pets will be fed by their owners if pastured (will try that...)

Edit: They will not feed their grazer pets.  Watched the owner of a lamb sit "no job" in the same room as his pet lamb that was starving to death... :-P  That kind of sucks because there seems to be no way to feed them without pasturing them.
Title: Re: Trivial findings
Post by: Ziusudra on March 19, 2017, 10:23:49 pm
All cheer modern factory farming ;-)
Meh, it's just not the same without the ponds full of excrement.
Title: Re: Trivial findings
Post by: Staalo on March 20, 2017, 03:14:06 am
Elephants happily move around in tree branches. 

(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).

They could have just happened to stand on a sapling when it grew into a full tree. That can happen in heavily forested biomes.
Title: Re: Trivial findings
Post by: Larix on March 21, 2017, 06:46:24 pm
Dwarfs riding a minecart will not trigger creature pressure plates on the track.
Title: Re: Trivial findings
Post by: FantasticDorf on March 28, 2017, 06:52:45 am
*snip*
The only downside is that I couldn't find a way to put pets in cages or on restraints.  However, I *think* grazer pets will be fed by their owners if pastured (will try that...)

Edit: They will not feed their grazer pets.  Watched the owner of a lamb sit "no job" in the same room as his pet lamb that was starving to death... :-P  That kind of sucks because there seems to be no way to feed them without pasturing them.

Might have been me mentioning that. Yes pets can't be chained because they belong to a dwarf.

Have you tried simultaneously activating the pet owners (it might apply to war/work animals only, as the panda example of feeding prepared meals to pandas in place of bamboo worked) animal care role?

Fun fact, you can breed animals from chains as long as they are near each other that are not tame, and also by using walls you can restrict the space in which the animal can move so they are always pressed close to one another. The animals from breeding will run off the map if their season they are meant to be there has passed and new animals have walked onto the map (since only 1 animal type at a time unless its two biomes at once)

You can breed ultrarare and untamable yeti's on chains as to raise their natural numbers (though it takes 10 years for yeti's to mature into adults) for immortal decorations or food/fur. Just beware because yeti's are building destroyers and if the baby isn't pre-occupied with leaving the map they might destroy the chains their parents are on.
Title: Re: Trivial findings
Post by: vanatteveldt on March 29, 2017, 01:21:03 am

(http://vignette3.wikia.nocookie.net/muppet/images/8/8b/312-12.jpg/revision/latest/scale-to-width-down/250?cb=20110314133424)
I spent way to long on a tangent watching Swedish Chef videos

I have this great image of the Urist McSwedishChef attacking the corpse, singing a jolly tune as the meat reanimates while he is cooking it (https://youtu.be/ZTHiPs4Hms8?t=46s).

I'm sure you mean this one? https://www.youtube.com/watch?v=L-dzu7-YHLo :)
Title: Re: Trivial findings
Post by: vanatteveldt on March 29, 2017, 01:22:08 am

(http://vignette3.wikia.nocookie.net/muppet/images/8/8b/312-12.jpg/revision/latest/scale-to-width-down/250?cb=20110314133424)
I spent way to long on a tangent watching Swedish Chef videos

I have this great image of the Urist McSwedishChef attacking the corpse, singing a jolly tune as the meat reanimates while he is cooking it (https://youtu.be/ZTHiPs4Hms8?t=46s).

I'm sure you mean this one? https://www.youtube.com/watch?v=L-dzu7-YHLo :) (edit, or this one: https://www.youtube.com/watch?v=Lfafno4HND4)
Title: Re: Trivial findings
Post by: Maul_Junior on March 29, 2017, 07:03:02 pm
Today I learned:

You can deconstruct coffins and nothing bad happens.

Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.

Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
Title: Re: Trivial findings
Post by: Immortal-D on March 29, 2017, 07:46:16 pm
Today I learned:

You can deconstruct coffins and nothing bad happens.

Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.

Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
But is the corpse still inside the coffin?  I ask b/c I'm wondering if you could move a coffin outside without building it, and somehow encourage a kobold or gobbo thief to steal it.
Title: Re: Trivial findings
Post by: King Kitteh on March 29, 2017, 08:00:33 pm
Today I learned:

You can deconstruct coffins and nothing bad happens.

Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.

Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
But is the corpse still inside the coffin?  I ask b/c I'm wondering if you could move a coffin outside without building it, and somehow encourage a kobold or gobbo thief to steal it.
Nah, the body gets dumped on the ground.
Title: Re: Trivial findings
Post by: Maul_Junior on March 29, 2017, 09:02:10 pm
Today I learned:

You can deconstruct coffins and nothing bad happens.

Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.

Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
But is the corpse still inside the coffin?  I ask b/c I'm wondering if you could move a coffin outside without building it, and somehow encourage a kobold or gobbo thief to steal it.
Nah, the body gets dumped on the ground.


Which is useful, because you can take a dwarf buried hurriedly in a wooden coffin and then later on give them the Platinum Tomb they deserve.
Title: Re: Trivial findings
Post by: Larix on April 01, 2017, 03:57:37 am
I had observed that minecarts with a "ride" command sometimes end up heavier after a ride, as though the rider was still inside. But curiously, this doesn't always happen. So i fiddled with it in .43.05 and it appears that
whether or not a cart retains its rider's weight after a ride depends on whether or not the cart's weight was observed during the ride.

I knew minecarts are at least partially quantum-mechanical entities, but i hadn't expected them to go all Heisenberg on me.

If i let the rider just do their thing, the cart would revert to its normal empty weight once the rider dismounted (24 kg). But if i viewed the cart during the ride via "k" (view tile) or if a weight measurement was taken by a cart-sensing pressure plate, the cart would display the altered weight (103-153 kg, depending on bulk of the rider) after the dwarf had dismounted, and would also trigger pressure plates responding to 100+ weight.

It looks like you can generate carts of unusual "empty" weights this way, which may prove useful in dwarven computing and in achieving transterminal speeds. These weights appear fairly persistent (survive carrying, guiding and pushing the cart) but are reliably re-set by saving/restoring the game, or of course by an "unobserved" ride.

And before you ask - i haven't found a way to add the weight of cargo to an empty cart, the bug seems to only work for riders.

Demo save: http://dffd.bay12games.com/file.php?id=12802
In the track rectangle, carts are alternately ridden over a pressure plate or over plain track before being pushed over a 100+ pressure plate. If you don't "view" the cart during the non-plate ride, the cart will re-set to standard empty weight (24kg) once the rider dismounts and doesn't trigger the southern plate. After the ride over the plate, the (dwarfless) cart will still weigh over 100kg and triggers the northern plate when pushed over it.
Title: Re: Trivial findings
Post by: Staalo on April 02, 2017, 02:47:38 am
Ok, so dwarven sexual preferences aren't exactly new stuff, but this is the first time I've witnessed an immigrant same-sex married couple. Both female, both listed as "Wife" to each other.
Title: Re: Trivial findings
Post by: taptap on April 02, 2017, 02:56:09 am
I had observed that minecarts with a "ride" command sometimes end up heavier after a ride, as though the rider was still inside. But curiously, this doesn't always happen. So i fiddled with it in .43.05 and it appears that
whether or not a cart retains its rider's weight after a ride depends on whether or not the cart's weight was observed during the ride.

This is cool. What happens when you put new riders on the "ghost-ridden" carts and repeat the process?
Title: Re: Trivial findings
Post by: Larix on April 02, 2017, 06:58:39 am
I had observed that minecarts with a "ride" command sometimes end up heavier after a ride, as though the rider was still inside. But curiously, this doesn't always happen. So i fiddled with it in .43.05 and it appears that
whether or not a cart retains its rider's weight after a ride depends on whether or not the cart's weight was observed during the ride.

This is cool. What happens when you put new riders on the "ghost-ridden" carts and repeat the process?

Nothing of interest, alas. Any further events that affect the cart's weight are calculated correctly. It looks like the game basically just calculates cart weight once when it's supposed to change and then keeps that value in memory without re-checking it until another weight-changing event comes up. It's just the "rider dismounts from cart" event that can fail to trigger the readjustment, and only if the weight-with-rider has been checked while underway.

The game doesn't pretend the dwarf's still in the cart: collisions of the "ghost-ridden" cart don't "shotgun" the erstwhile rider or anything like that. In elastic collisions the fake extra weight is taken into account. Empty vs. "ghosted" iron cart, 314 vs. 426 kg according to display, both propelled by highest-speed rollers result in a ~65k cart that can ignore corner track.

It's still an option to bridge the weight gaps between bloodthorn (50), aluminium (108) and zinc (~285) when trying to make carts supersonic via chained elastic collisions - in such a collision, the heavier ("pushing") cart may only be twice as heavy as the pushed cart, no more, and the shotgun effect makes chaining via cargo-carrying carts impossible.

You could also make a bit of memory by letting a dwarf ride a cart over a track with a pressure plate to "set" or over a track without one to "clear". The information would be stored in the weight of the empty cart.
Title: Re: Trivial findings
Post by: Detros on April 02, 2017, 12:10:49 pm
Elephants happily move around in tree branches. 
They are swinging around with their trunks :D
Title: Re: Trivial findings
Post by: Maul_Junior on April 02, 2017, 12:50:02 pm
Elephants happily move around in tree branches. 
They are swinging around with their trunks :D

I can hear the screams of the folks from Boatmurdered now if they ever saw such a thing.
Title: Re: Trivial findings
Post by: Eric Blank on April 02, 2017, 05:37:19 pm
Should still be screaming at elephants too
Title: Re: Trivial findings
Post by: Detros on April 02, 2017, 06:54:40 pm
Elephants happily move around in tree branches. 
They are swinging around with their trunks :D
After browsing the DeviantArt and other tubes I have not managed to find any usable depiction of this situation.
That meant I had to do it myself:
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Pvt. Pirate on April 03, 2017, 07:06:59 am
Elephants happily move around in tree branches. 
They are swinging around with their trunks :D
After browsing the DeviantArt and other tubes I have not managed to find any usable depiction of this situation.
That meant I had to do it myself:
Spoiler (click to show/hide)
immediately had this in mind:
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Maul_Junior on April 03, 2017, 12:35:41 pm
I can hear the dwarves from Boatmurdered screaming from across time.
Title: Re: Trivial findings
Post by: armok of blood on April 10, 2017, 10:51:37 pm
In case you haven't figured it out yet, digging under a cut tree or cutting a tree above a mined-out area will result in an open space where the tree was. If you don't build floors over these holes, they may compromise your defenses (e.g. a werebeast jumping into your stockpiles like in Joel's Vinefort streams).

An easy workaround is to dig out your fort at least 2 z-levels below the surface instead of 1, so as to not even have to bother with roots.
Also, roots do not count as walls for doors.
Title: Re: Trivial findings
Post by: Nobak on April 10, 2017, 11:10:14 pm
In case you haven't figured it out yet, digging under a cut tree or cutting a tree above a mined-out area will result in an open space where the tree was. If you don't build floors over these holes, they may compromise your defenses (e.g. a werebeast jumping into your stockpiles like in Joel's Vinefort streams).

An easy workaround is to dig out your fort at least 2 z-levels below the surface instead of 1, so as to not even have to bother with roots.
Also, roots do not count as walls for doors.

My last fort had a 5-year-old dwarf who wished I'd known this before the Roc came in and tore off her foot.
Title: Re: Trivial findings
Post by: Staalo on April 11, 2017, 01:40:01 am
Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?

So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.
Title: Re: Trivial findings
Post by: Staalo on April 11, 2017, 12:23:35 pm
Oh, and quite specific: When a Dwarven diplomat from an Elven civilization gets his scandalous Elven cultural garb (socks with sandals, loincloth, cape and headscarf) forcibly stripped off him and magmaed, he will appear next year in Dwarven gear (shoes, cloak, cap and hood). They can learn!
Title: Re: Trivial findings
Post by: oldmansutton on April 12, 2017, 12:13:14 pm
Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?

So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.

The good news is it only seems to be through 1-thick walls.  I had a fort where the barracks was 1-wall thickness away from the volcano.  My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad.  The good news is I found the magma sea fairly quickly after that.  This is why now my barracks have at least a 2-thickness wall.
Title: Re: Trivial findings
Post by: Staalo on April 12, 2017, 01:29:56 pm
The good news is it only seems to be through 1-thick walls.  I had a fort where the barracks was 1-wall thickness away from the volcano.  My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad.  The good news is I found the magma sea fairly quickly after that.  This is why now my barracks have at least a 2-thickness wall.

I think I now remember seeing it before; that time I just wondered how a militia member had managed to get into a locked room.
In earlier versions a high skill Dodge could flick a dwarf up to three squares away; if the same still applies two square walls might not be enough.
Title: Re: Trivial findings
Post by: azrael4h on April 12, 2017, 02:46:55 pm
Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?

So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.

The good news is it only seems to be through 1-thick walls.  I had a fort where the barracks was 1-wall thickness away from the volcano.  My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad.  The good news is I found the magma sea fairly quickly after that.  This is why now my barracks have at least a 2-thickness wall.

I found this out the hard way as well. I think I lost a half-dozen to drowning before finding out what was happening. Now I'm the same way, 2 tile thick walls except to the weapon/ammo/armor stockpiles I keep attached to my barracks.
Title: Re: Trivial findings
Post by: Detros on April 12, 2017, 09:06:33 pm
Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?

So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.

The good news is it only seems to be through 1-thick walls.  I had a fort where the barracks was 1-wall thickness away from the volcano.  My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad.  The good news is I found the magma sea fairly quickly after that.  This is why now my barracks have at least a 2-thickness wall.

I found this out the hard way as well. I think I lost a half-dozen to drowning before finding out what was happening. Now I'm the same way, 2 tile thick walls except to the weapon/ammo/armor stockpiles I keep attached to my barracks.
It is caused by charge attacks, apparently. It is one of the more reported issues: see all those duplicate posts (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444).
Title: Re: Trivial findings
Post by: Ziusudra on April 12, 2017, 09:21:44 pm
TIL that, contrary to the wiki, dwarves can indeed remarry if their spouse is abducted and transformed by a night troll:

(http://i.imgur.com/b8qOObN.png)
Was Ilral still alive when the second marriage happened?
Title: Re: Trivial findings
Post by: Bumber on April 12, 2017, 11:22:08 pm
I assume it happened in world gen and not a fort?
Title: Re: Trivial findings
Post by: Caz on April 13, 2017, 11:18:38 am
Finally figured out why my dwarves were constantly going berserk and killing all the animals and each other.

Mossrova meat. It's giving them acid trips or something.
Title: Re: Trivial findings
Post by: Bumber on April 13, 2017, 06:40:47 pm
Mossrovas are Masterwork.

Are we counting modded content in our 'findings'? OP didn't specify, and the thread has trended towards vanilla DF and modding capabilities.
Title: Re: Trivial findings
Post by: TheFlame52 on April 13, 2017, 08:49:31 pm
Try to stay vanilla.
Title: Re: Trivial findings
Post by: Nobak on April 15, 2017, 01:37:40 pm
If you don't have crutches available for a patient who needs one, it looks like you don't get just cancellation spam. You also get a diagnostician training school, as they seem to check up on the patient everyday to confirm that they, indeed, need a crutch.
Title: Re: Trivial findings
Post by: Foxite on April 15, 2017, 02:18:57 pm
Apparently, ants can start colonies on ice.

Wouldn't surprise me if the game crashed when the ice thaws.
Title: Re: Trivial findings
Post by: TheFlame52 on April 15, 2017, 10:53:58 pm
Apparently, ants can start colonies on ice.

Wouldn't surprise me if the game crashed when the ice thaws.
No, but the colonies turn red and float in midair.
Title: Re: Trivial findings
Post by: Foxite on April 16, 2017, 07:24:38 am
No, but the colonies turn red and float in midair.
Do you know if this happened to a honeybee colony, would it still be usable provided it's on the edge of the river? This happens to be the case with my ant colony.
Title: Re: Trivial findings
Post by: TheFlame52 on April 16, 2017, 07:18:08 pm
No, but the colonies turn red and float in midair.
Do you know if this happened to a honeybee colony, would it still be usable provided it's on the edge of the river? This happens to be the case with my ant colony.
No. Beekeepers have to be on the same tile as the colony in order to harvest it.
Title: Re: Trivial findings
Post by: oldmansutton on April 18, 2017, 07:32:49 am
I made a dwarven shower (controlled waterfall spilling over grates) at the entrance to my fort, in an effort to keep everybody clean.  It seems to work well, for the most part.  It's also great for free trade goods.  Wagons path through, drops all their stuff, and then leave.  Mass claim, and tada, free goods!  I'm guessing it's wagons, as it's only happened with human/dwarves, but not with the elves.

It does seem odd though that it can disrupt traders like that, while citizens can haul stuff through it with impunity.   Unless they're carrying an infant, that is.  Apparently babies are slippery when wet.
Title: Re: Trivial findings
Post by: Eric Blank on April 23, 2017, 02:59:48 pm
If a dwarf gives birth to a child while climbing a stepladder to get fruit out of a tree, they will not pick up the baby because of dangerous terrain. The baby will be left in the tree.
Title: Re: Trivial findings
Post by: Spriggans on April 23, 2017, 03:38:46 pm
If a dwarf gives birth to a child while climbing a stepladder to get fruit out of a tree, they will not pick up the baby because of dangerous terrain. The baby will be left in the tree.

Amazing. Does the baby die or does he get picked up ?
Title: Re: Trivial findings
Post by: Pseudo on April 23, 2017, 06:15:17 pm
It's currently possible to build ice structures completely in midair.

Looks like freezing isn't triggering a cavein check, would be my guess.

Unfortunately, this means operation icicle-to-the-head is a no-go  :'(
Title: Re: Trivial findings
Post by: oldmansutton on April 24, 2017, 08:07:44 am
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: The Big D on April 28, 2017, 12:33:40 am
Horse was caught in bushfire. All fat was burned off, but horse was uninjured aside from 'Pale' debuff.
Horse subsequently found to be fireproof. Not tested with magma or dragonfire, and subsequent dragon escape from the fortress arena led to tantrum spiral and subsequent death of the fortress.
Title: Re: Trivial findings
Post by: Ziusudra on April 28, 2017, 01:02:34 am
Fireproofing children is considered a must for the more dwarvenly Dwarven Day Cares (http://dwarffortresswiki.org/index.php/v0.34:Stupid_dwarf_trick#Day_Care).
Title: Re: Trivial findings
Post by: Staalo on April 28, 2017, 02:48:35 pm
Dwarves aren't horrified of corpses that are already there when the expedition arrives.

A macedwarf can hit an Elf scholar so hard he becomes an Elf weaver. Don't know how that works but it keeps happening. They lose their scholar status mid-combat.
Title: Re: Trivial findings
Post by: Staalo on April 28, 2017, 02:55:31 pm
Fireproofing children is considered a must for the more dwarvenly Dwarven Day Cares (http://dwarffortresswiki.org/index.php/v0.34:Stupid_dwarf_trick#Day_Care).

Sadly, based on experimental evidence, fireproofing children by fat removal appears to not work anymore. Larger creatures can withstand fire for a while, but eventually all that are left are a puff of smoke and some XXclothesXX.
Title: Re: Trivial findings
Post by: Staalo on April 29, 2017, 04:16:27 pm
Anyone your adventurer speaks with becomes a historical person. These persons can then migrate to your fortress, with annoyingly thing background stories and memories of their meeting with a hero.
Title: Re: Trivial findings
Post by: TheCoolSideofthePIllow on April 30, 2017, 07:46:46 pm
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.
Title: Re: Trivial findings
Post by: FortunaDraken on May 01, 2017, 12:21:43 am
Trolls will indeed bust through a wooden wall Kool Aid Man style if they spawn at the exact same moment the wall finishes building.

Also a dwarf stuck in a tree above water will decide to dive on into said water if a cave crocodile happens to be two Z-levels lower than it in order to do epic combat (and subsequently die).
Title: Re: Trivial findings
Post by: Eric Blank on May 01, 2017, 12:37:20 am
If a dwarf gives birth to a child while climbing a stepladder to get fruit out of a tree, they will not pick up the baby because of dangerous terrain. The baby will be left in the tree.

Amazing. Does the baby die or does he get picked up ?

Looks like theyll just leave the kid there. I cut down the tree though and mom came to get it once it was on the ground
Title: Re: Trivial findings
Post by: Snafu on May 01, 2017, 06:34:28 pm
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.
Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!
Title: Re: Trivial findings
Post by: FortunaDraken on May 02, 2017, 05:37:13 am
...I am disappointed. I had a whole bunch of worn clothing underneath a bridge, for the purpose of atom smashing. Turns out, a soap bridge with no walls to either side will no longer atom smash, it just FLINGS clothing everywhere.

Now I have to make a new one in a tunnel somewhere...
Title: Re: Trivial findings
Post by: Staalo on May 02, 2017, 06:11:46 am
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.
Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!

I have seen weres walled in their hospital rooms to destroy everything in the room, including the door. It usually takes them several transformation cycles but eventually there's only a naked and confused were-infected dwarf in an otherwise empty room.

Maybe it takes longer than those few full moon days to destroy a quality door? Even FB:s and clowns seem to take a while at it.
Title: Re: Trivial findings
Post by: Lozzymandias on May 02, 2017, 06:17:31 am
Forgotten beasts that become undead are no longer counted as guests, uninvited or caged, and frankly I think thats just plain rude.
Title: Re: Trivial findings
Post by: Monk321654 on May 02, 2017, 10:34:01 pm
...I am disappointed. I had a whole bunch of worn clothing underneath a bridge, for the purpose of atom smashing. Turns out, a soap bridge with no walls to either side will no longer atom smash, it just FLINGS clothing everywhere.

Now I have to make a new one in a tunnel somewhere...
Does this work with other things under a soap bridge? Or any bridge with no walls?
Can we throw axes in random directions with this?
Title: Re: Trivial findings
Post by: Ziusudra on May 02, 2017, 11:04:48 pm
...I am disappointed. I had a whole bunch of worn clothing underneath a bridge, for the purpose of atom smashing. Turns out, a soap bridge with no walls to either side will no longer atom smash, it just FLINGS clothing everywhere.

Now I have to make a new one in a tunnel somewhere...
Are you sure it was a raising bridge and not a retracting one? It sounds like a coinstar room (http://dwarffortresswiki.org/index.php/DF2014:Danger_room#Coinstar_room).
Title: Re: Trivial findings
Post by: Eric Blank on May 03, 2017, 01:37:13 am
Yeah i would suspect you didnt have the bridge raised first. If a bridge is raised with stuff on it the stuff will be sent flying, but if its lowered with stuff underneath it that stuff will be destroyed.
Title: Re: Trivial findings
Post by: FortunaDraken on May 03, 2017, 03:53:40 am
It was definitely not in the flat position, so it might've been me not noticing I built it as a retracting instead of raising one. Pretty sure it was though...

Regardless, I made one in a tunnel that does work, so it wasn't a case of "well that no longer works" either way. Plus this way my dwarves stop going upstairs into my undercover fort entrance and start puking all over shit from the light coming in the trade route entrance.
Title: Re: Trivial findings
Post by: neotemplar on May 03, 2017, 06:46:48 am
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.
Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!

I have seen weres walled in their hospital rooms to destroy everything in the room, including the door. It usually takes them several transformation cycles but eventually there's only a naked and confused were-infected dwarf in an otherwise empty room.

Maybe it takes longer than those few full moon days to destroy a quality door? Even FB:s and clowns seem to take a while at it.

Based on a bunch of accidental testing with werepandas it appears that they destroy exactly 1 furniture item per transformation. Maybe there is a coded limit so the spend some of the time mauling people or maybe it is cause building destruction is no longer instant and it just takes them too long to break more than one.
Title: Re: Trivial findings
Post by: anewaname on May 03, 2017, 12:59:34 pm
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.
Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!

I have seen weres walled in their hospital rooms to destroy everything in the room, including the door. It usually takes them several transformation cycles but eventually there's only a naked and confused were-infected dwarf in an otherwise empty room.

Maybe it takes longer than those few full moon days to destroy a quality door? Even FB:s and clowns seem to take a while at it.

Based on a bunch of accidental testing with werepandas it appears that they destroy exactly 1 furniture item per transformation. Maybe there is a coded limit so the spend some of the time mauling people or maybe it is cause building destruction is no longer instant and it just takes them too long to break more than one.
I think there is some buggy thing with building destroyers, where they target something that is they are already adjacent to, they will not start the demolition process. Evil biome embark, three wandering ogres in the first month or two, one leg-broken dwarf was left outside outside, the other dwarfs died inside, then the ogres flipped some beds and got stuck. They were there until migrants arrived, at least a month or two. Occasionally trolls would do the same thing. I don't know about were's and doors because I wall them in without doors.
Title: Re: Trivial findings
Post by: Vorox on May 08, 2017, 04:19:59 pm
This is probably known already and won't be useful to anyone, but I discovered that if someone is currently a baron/count/duke, they can't become a king/queen. I tested this using DFHack. I made my fort's duke the king through a command, then reitred that fort and started a new one. Checked legends, and there was a new, completely different king and  there was no mention of my duke ever becoming one.

On my second try, I transfered the duke position to a different dwarf, and made the same guy as before into a king. Retired, started new fort, checked the civilization screen as well as legends and he was king now.
Title: Re: Trivial findings
Post by: Alyfox on May 11, 2017, 03:34:12 am
Best use I've found for lead is for floor bars.  It's too heavy and low-value to be practical for anything else.

Toys for the elven children, and mugs for the elven nobles
Title: Re: Trivial findings
Post by: Detros on May 11, 2017, 04:35:25 am
Best use I've found for lead is for floor bars.  It's too heavy and low-value to be practical for anything else.

Toys for the elven children, and mugs for the elven nobles
Oh no, such precious warminecart material and shotgun ammo getting wasted on toys and trade items...
Title: Re: Trivial findings
Post by: Staalo on May 11, 2017, 04:39:09 am
Best use I've found for lead is for floor bars.  It's too heavy and low-value to be practical for anything else.

Toys for the elven children, and mugs for the elven nobles

Or lead figurines, sceptres and other handheld trinkets for improvised civilian weapon use.

Lead flooring has proven very useful as a landing zone material in various Goblin Terminal Velocity Testing Facilities. As ordinary flooring it sounds a bit risky since just a random stumble-and-skip-across-the-floor would equal being hit several times with a very large cube of lead.
Title: Re: Trivial findings
Post by: carnivorn on May 14, 2017, 05:02:56 pm
"Void" migrants can appear in married couples despite incompatible orientations. Currently I have a husband+wife couple who both exclusively like men. At least they have something in common?
Title: Re: Trivial findings
Post by: muldrake on May 14, 2017, 06:17:36 pm
Apparently, werecreatures can die of thirst.  Because I just had it happen.
Title: Re: Trivial findings
Post by: Bumber on May 15, 2017, 09:55:00 pm
Apparently, werecreatures can die of thirst.  Because I just had it happen.
Usually there's not enough time before transformation. What were the circumstances? Was it a hot embark?
Title: Re: Trivial findings
Post by: Cathar on May 16, 2017, 03:16:25 am
When looking for vampires, screen out population for unusual skin color (which usually means they come from a different civilization), but more especially for gray or white hairs. Vampires don't grow older, but like human their hair lose their coloration with time, which gives their real age away
Title: Re: Trivial findings
Post by: muldrake on May 16, 2017, 12:06:25 pm
Apparently, werecreatures can die of thirst.  Because I just had it happen.
Usually there's not enough time before transformation. What were the circumstances? Was it a hot embark?

It was hot, and he was very severely injured before his first transformation and dead before his second.  I was actually somewhat surprised he lived long enough to die of something other than his injuries.
Title: Re: Trivial findings
Post by: Wahll on May 29, 2017, 04:04:09 pm
It turns out that fire breathing forgotten beasts are not immune to heat: a fire breathing beettle came to my fort through the cavern, I proceed to lock everyone in the fort while the beetle exterminates the cavern wild life and kills my fps with the fire spreading. Then I go look to see if it took any injuries during it's slaughter and I notice it's leaving a trail of extract on the ground: the forgotten beast's fat had melted and was spouting out of it's exosqueleton.
That alone was not enough to kill it, but I also learned that gorlak corpes can be tough opponent. (I'm almost prospering in a reanimating biome, the said gorlak, that was originally killed by the beetle, murdered it back, gained a name in the process and it took more than one page combat log for my legendary+5 hammerdwarf squad to get rid of it)
Title: Re: Trivial findings
Post by: anewaname on May 29, 2017, 04:15:14 pm
That alone was not enough to kill it, but I also learned that gorlak corpes can be tough opponent. (I'm almost prospering in a reanimating biome, the said gorlak, that was originally killed by the beetle, murdered it back, gained a name in the process and it took more than one page combat log for my legendary+5 hammerdwarf squad to get rid of it)
Beware the reanimated dralthas.
Title: Re: Trivial findings
Post by: TheFlame52 on June 02, 2017, 02:12:40 pm
If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages.
Title: Re: Trivial findings
Post by: Colonel Sanders Lite on June 02, 2017, 04:57:49 pm
If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages.

Oh man...

That alligator became a stripper to put itself through medical school.  After finding out that the school wouldn't admit a giant alligator, it went on a rampage.
Title: Re: Trivial findings
Post by: TheFlame52 on June 02, 2017, 06:03:19 pm
It was actually a female giant alligator, so that makes it even better.
Title: Re: Trivial findings
Post by: anewaname on June 03, 2017, 12:01:16 pm
A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink,  and some armor stands.  His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.
Title: Re: Trivial findings
Post by: Fleeting Frames on June 18, 2017, 03:50:24 pm
Known: The generation of adamantine tubes and caverns is preseeded-rngdetermined at embark.

Found: If the embark square world tile savagery lowers a level during world gen due nearby sites, the above change. Adjacent tile savagery changes are ignored. Results in different underground geographies in year 1000 and 1500, for instance.
---------
Towers never attack generated sites during worldgen. However, post-worldgen they'll happily do it - usually ineffectually, but they can sometimes conquer a site. Oddly, they don't seem to suffer counterattacks for this, and can do it even if tower has only zombies in it. [insufficient testing of only 1 map, 2 years here]
---------
There's been a few mentions of nomadic necromancers. It's not been mentioned, so: a potentially nomadic necromancer can be pre-detected by them creating groups and then returning to a normal site, like so (https://i.imgur.com/zJiDBrv.png), and during worldgen they're noticeable by typically popping 5-13 towers at once right after a war leaves some bodies lying in an open field. This can get pretty ridiculous, should they swim over an ocean (https://i.imgur.com/wSnewH6.png). Obviously, their upper cap is the number of groups they've created, so unlike normal necros century+ wait time between the provoking war and them becoming a necromancer is necessary.

They don't spam in response to direct attacks on sites, and usually (but not always) eventually settle down in their last tower, though there's low chance they may regress into visit site-create group-visit site pattern again, potentially caused by upgrading of a town.

Also, I'm speculating that they dislike other sources of reanimation for travelling (unproven, could very well be rng).
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It's rare, but caravans can bring masterwork goods (https://i.imgur.com/tEnY9sW.png).
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Even if your cavern has no water, you may be able to still pour water in it and fish anyway.
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(Just like?) there can be dying dwarven civs with no real units but phantom ones in ćther, there can be major sites with phantom creature cap. Instead of shooting to 10k sentient population like expected, they shoot to somewhere like 5k or 7k or 3k, etc. and then stop and only slowly decrease from that number if not disturbed, never going above. Checked that they're not present in a camp somewhere else, either.

I believe these phantom units can be present from both before the town is even founded or after the dark fortress is created.
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Even if a tower has only zombies, it can still generate someone living to lead the assault on you. If you only get the living, this can give "a vile force of darkness has arrived" message, even if it is still tower sieging you right then and there.
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Towns won't experience population explosion until someone builds a sewer. Even if this population explosion looks like 80% goblins moving in from nearby dark fortress, none of them are moving into sewers, just appreciating the hygiene despite not eating or drinking.

Fortresses, oddly, seem to not apply immigration limits to animal people, even if they do the breeding limits:
Quote
1: Lolokral, "Granitesilvers", fortress
   Owner: The Nets of Heaviness, dwarves
   Parent Civ: The Immortal Helm, dwarves
   1353 plump helmet men
   1393 gorlaks
   9 dwarves
   39 humans
   40 white stork men
   1 goblin
   111 magpie men
   199 snail men
The biggest in numbers that I've seen, though hardly the most ridiculous in population/time.

Very rarely, something similar-looking, but different in that it always uses civilized races, can happen to forest retreats and hamlets as well:
Quote
22: Thiwacovema, "Bowedjungles", forest retreat
   Owner: The Deer of Infamy, elves
   Parent Civ: The Sun of Ransacking, elves
   3973 goblins
   1 dwarf
   88 elves
   673 goblin outcasts
   5 elf outcasts
Both of those are in same 4200 year world gen, along with another less-ridiculous retreat and and hamlet (for hamlets and fortresses, seen them in other worlgens as well). I'm unsure what's the cause.
---------
E: Oh yeah, another one I forgot:

To solve the issue of "I want every z of my aboveground fortress have engraved obsidian floors, but when I dig cast obsidian it replaces that z with natural floor", you can cast above, dig away and then cave-in on top of a constructed floor resting on top of a support, replacing the constructed floor. Then you can deconstruct the support, keeping the obsidian floor on z-level right below.
Title: Re: Trivial findings
Post by: Spriggans on June 20, 2017, 04:27:19 am
"4200 year world gen".

Damn !
Title: Re: Trivial findings
Post by: Fleeting Frames on June 20, 2017, 09:47:17 am
Heh. Did that because I extrapolated from 1000-2999 year repeated gens of almost the same world that the forest retreat mentioned would have 10k pop by then (due 400-2500 goblin population at those times), and I've never seen forest retreat with that much population.

In retrospect, I was wrong, but 4740 is still the most people I've seen in one. The other sites boosted later, probably in 3000s, but I don't know why - the hamlet has single-tile cursor, but just 2 pages of text till 3055, when people suddenly start moving in to study and writing en masse, despite no structures being founded at the time or no wars giving a shake-up in world either. Heck, it was even routed by a bronze colossus in 319 and never reclaimed, though this boom behaviour occurs in said forest retreat whenever or not it gets routed.

There's the hypothesis that it is beyond-bounds visitor breeding/performance troupe absorption, but the historical visitors before the population boom wouldn't enable the first, at least, and as for the second, the first ones in boom stay in same site for century+ before joining one. Whatever the singular cause is, I don't know it, but wish I could summon it at will.

.............

E: Outpost liaisons can enter your fort through tree holes, even if the fort is otherwise sealed.
Title: Re: Trivial findings
Post by: Dunamisdeos on June 22, 2017, 05:02:32 pm
A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink,  and some armor stands.  His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.

They actually do not need food and drink. They change form faster than they starve or dehydrate.
Title: Re: Trivial findings
Post by: Bumber on June 28, 2017, 12:24:28 am
A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink,  and some armor stands.  His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.

They actually do not need food and drink. They change form faster than they starve or dehydrate.
Someone reported death by thirst in a hot climate.
Title: Re: Trivial findings
Post by: Detros on June 29, 2017, 06:50:07 am
A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink,  and some armor stands.  His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.

They actually do not need food and drink. They change form faster than they starve or dehydrate.
Someone reported death by thirst in a hot climate.
Just a month ago (http://www.bay12forums.com/smf/index.php?topic=145317.msg7455797#msg7455797).
Title: Re: Trivial findings
Post by: Staalo on July 03, 2017, 05:21:24 am
Although this has been known for a long time (http://www.bay12forums.com/smf/index.php?topic=64665.msg1540322#msg1540322), it was news to me: undead megabeasts get their [BUILDINGDESTROYER] bumped down to level 1. Kind of anticlimax in my current fort where I planned all sorts of schemes to contain a horde of undead Giants, Ettins and Cyclops and in the end a simple stone door was enough.
Title: Re: Trivial findings
Post by: Sanctume on July 03, 2017, 08:58:28 am
E: Oh yeah, another one I forgot:

To solve the issue of "I want every z of my aboveground fortress have engraved obsidian floors, but when I dig cast obsidian it replaces that z with natural floor", you can cast above, dig away and then cave-in on top of a constructed floor resting on top of a support, replacing the constructed floor. Then you can deconstruct the support, keeping the obsidian floor on z-level right below.

So, it has to be a floor that is collapsed and not another casted obsidian? 

Code: [Select]
    before  after  final
z+1 ###     x,,    x,,    #=obsidian using dfhack liquids
z+0 ###     x,,    x,,    x=stairs  ,=dirt floor when casted obsidian is dug
z-1 ###     xh,    x..    h = channel, .=open space
z-2 ###     xS,    x,+    S=support  +=obsidian floor
 


Title: Re: Trivial findings
Post by: Fleeting Frames on July 03, 2017, 10:49:25 am
You have to collapse the cast obsidian floor on top of floor held aloft by support (haven't tested if you could skip the held-aloft floor when caving from greater height).

i.e. First obsidian floor on surface (# cast with 7+7):
    1  2 3 Profit
z1 + + + .
z0 # ,  S +

Second obsidian floor above first one (where f is constructed floor)
    1 2  3  4 5 6 Deconstruct now unneeded Support
z2 .  .  + + + .  .
z1 .  f  #  , S + +
z0 + S S  S S S +

It is just like lowering cast obsidian floor down a z-level on top of a wall or staircase (expect those would return the obsidian floor to dirt one), it won't be transmuted into being from dirt floor (I say as I see your code has + only in final screenshot, and for some reason not on support??)

I also noted that I've mentioned this before, but I forgot.
Title: Re: Trivial findings
Post by: Staalo on July 19, 2017, 05:17:09 pm
Subterranean trees can grow from one cavern level to another, if positioned luckily under a deep pit between levels.

If a cavern level is muddy, deep pits on that level are also muddy. There will be tiles of "Muddy Open Space" containing invisible piles of mud hanging in the air.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 20, 2017, 07:31:42 am
On that note, deep pits don't seem to override or abnormally boost admantine tubes; saw one c2->c3 pit that had 1z of adamantine spire in third cavern poking out right underneath yesterday.

EDIT:

Using automaterial and burrows, you can cut ice.
(https://i.imgur.com/GG0JHZ4.png)

Resultant gem will have no material name.
(https://i.imgur.com/YYxKmf0.png)

You can, however, encrust things with it.
(https://i.imgur.com/zMLkfIO.png)

The resultant bucket keeps the decoration, even in warmer area:
(https://i.imgur.com/nshtQCS.png)

However, if you use it to decorate an image, ice is mentioned:

(https://i.imgur.com/hxxWy79.png)

Perhaps you could also have 5% to produce crafts that will give dwarves happy thought to put on and then evaporate to reduce clutter.

Oh, and ice caveins? Cause snow, despite the word not existing in dwarven tongue:
(https://i.imgur.com/KucJ8dq.png)

Furthermore, and somewhat usefully: You can air-drop ice-floors into floors above natural walls, and when they melt the floor will be replaced with open space. Beware of causing an infinite cavein chaingun with this, however, as ice wall cavein may bring water up to it's z-level, causing it to freeze and then drop, bringing water up, etc. ad infinitum.



EDIT EDIT:

Mid-air hanging bookcases (and nest boxes and hives) provide implied floor that dwarves can traverse and that blocks ramps, but this doesn't cause a cave-in when unsupported. Doesn't also support constructions, but does block water. Main use over retracting bridges would be not polluting lever/plate bridge linking space, I suppose.
Title: Re: Trivial findings
Post by: Larix on September 02, 2017, 02:37:48 pm
There was a thread about tree growth (http://www.bay12forums.com/smf/index.php?topic=165259.0) that made me curious, so i made a very small test fort, in a 2x1 embark, clear-cutting one of the embark squares every year and deliberately harvesting trees in the other one for seven years or so.

Too short to be conclusive, but
a) harvesting large trees and leaving a few solitary ones to grow tends to give more wood per year than regular clearcutting, although the first clear-cut upon arrival gives a lot of wood upfront.
b) the number of saplings that show up appears to ramp up massively after embark, so my grasslands/woodlands embark started to get filled up with young trees by year 4+, making careful selection rather irrelevant: since 15-30 young trees would mature per year and embark square, that meant 50-100 logs per year from the clear-cut square vs. 80-150 from the "select harvesting" one (which included a lot of weeding out spindly young trees to make room for new large ones).

Other observations: getting saddled with a king when only using the starting seven (no migration allowed) is sure interesting, esp. when it's a king with four item preferences - rings, spears, windows and gauntlets. Took a fair bit of attention to manage all those production orders, waiting for the yellow marker before fulfillment to postpone further mandates.

Dropping contents on a trackstop is the minecart's action, which means that if the content dumped was another minecart, that one can also act in the turn it was dropped, e.g. dump items if it was in turn dumped onto another track stop.
Thus, a chain of trackstops allows "unfolding" a matryoshka-style stack of minecart in a minecart in a minecart etc., and if the minecarts are folded into the stack following build order - oldest cart outside, youngest deepest-nested inside - they can all unfold in the same game step. I tried it with twelve trackstops and thirteen minecarts, and while it took several in-game weeks of route and stockpile fiddling, it was quite satisfying to see a single minecart instantly transform into a queue of thirteen. Of course, this would be much more interesting if we could automatically load goods into carts (apart from fluids).

BTW: trackstops work the same on track and on ordinary floor; they seem to not work when "hanging" (built on constructed floor which is afterwards deconstructed; can be done with most buildings). They also appear to set a cart's "on track" rule when next to a downwards ramp - i.e. a cart coming from a tile with a track stop on non-track floor will still go down a ramp if not too fast, instead of jumping when coming off such floor otherwise. This applies both with operative and deactivated (invisible) track stop.

Switchback cart lift: carts coming from ordinary floor will jump over downward ramps, which allows a "switchback" direction change:
Code: [Select]
z0       z+1

═▲0   ═▼+▲0
visible

══0   ═.+═0
Track

A fast enough cart comes from the west on z0, goes up the ramp from z0 to z1, bumps against the wall or at least goes far enough into the ramp on the upper level, accelerates back west, crosses the flat floor tile and jumps over the ramp hole (since it comes from a non-track tile), then lands west of the hole and leaves west on z+1. Of course you can stack such direction-change arrays to make a one-line cart lift:
Code: [Select]
z(2k+1)      z(2k)

0▲+▼▲▲0     0▲▲▼+▲0
visible
    0          0
0═+▼╚═0→    ←0═╝▼+═0
track

Carts enter levels from the down ramp, leave to the next higher level in the direction of the arrow.

Most of the ramps need to be built, not carved, since cutting them from the stone would break the floors in many places.
The double ramps on each level are needed, since otherwise you'd either end up with carts losing speed and failing to clear the hole or going too fast and jumping into a bracing wall. And the whole thing is of no use anyway, since it's one-way, much slower than other cart lift designs, harder to build and not even particularly space-economic.
Title: Re: Trivial findings
Post by: Wahll on September 04, 2017, 04:46:55 pm
While it has certainly been known for a while, I just found out that an item cannot be designated to be dumped and melted at the same time. Goblinnite 'mining' is now significantly less tedious with bulk reclaim d-b-c, dump d-b-d, and then melt d-b-m.
Title: Re: Trivial findings
Post by: Larix on September 05, 2017, 03:07:06 pm
So it seems that residents count for enabling the sheriff, but not for moods and the mayor: with seven dwarfs and one naturalised citizen but 43 accepted residents, i was getting no moods in a whole year and no mayor was appointed/elected.
A stork man resident got stuck in a tree and died of dehydration, likely a flying citizen issue.
Title: Re: Trivial findings
Post by: Staalo on September 09, 2017, 07:33:44 am
Looks like there's a triangle drama happening in one of my old fortresses. Ral Coalrider was romantically involved with Ďteb Traderiddled when I retired the fortress and embarked for a new one in the same world. While I was building the second fortress, Ral married another dwarf, Kogan Gatesaviors. Seeing this in the Legends I had to reclaim to see what's happening and yes, Kogan is listed as Ral's husband and Ďteb as her lover, at the same time.
Title: Re: Trivial findings
Post by: Fleeting Frames on September 09, 2017, 09:53:28 am
Heh. Succession world had that happen. With the warrior-queen of dwarven civilization, her swordwielding long-term buddy and a lowly mason.
Title: Re: Trivial findings
Post by: MiauTxT on September 12, 2017, 02:10:02 pm
a slug composed of salt with wings
(http://i65.tinypic.com/jicinn.jpg)
Title: Re: Trivial findings
Post by: bloop_bleep on September 12, 2017, 08:58:10 pm
That spews webs. The salt part is very ironic...
Title: Re: Trivial findings
Post by: Bumber on September 14, 2017, 12:54:33 am
"Mayor, we're under attack by a monstrous slug!"
"No need to start a panic, just drop a pile of rock salt on it!"
"It's made out of salt!"
"Shit."
Title: Re: Trivial findings
Post by: Larix on September 23, 2017, 06:10:52 pm
You can ride a multi-embark/multi-world-tile minecart track in adventure mode, provided you properly constructed it in fort.

Issues:
a) proper linking up: there are no indications where the track connects in the neighbouring embark, so you have to remember the exact co-ordinates (distance from embark edge, z-level). It's easiest to just make 1-wide embarks while building; the starting crew can run a track through a 6x1 embark in a single season (retire the fort after that's done, make a new embark to continue building).
b) bridging elevations: your track will probably have to go up/down z-levels. Pick whichever method you like. I used chained checkpoint slopes, since they have no speed requirements and can be used in both directions.
c) maintaining speed: either fiddle with rollers or use impulse ramps. Easy both-way accelerator:
Code: [Select]
.WW.
═╠╣═
.WW.
No matter whether a cart comes from east or west, it will at least maintain its speed; if it enters at less than ~70k, it'll accelerate a bit.

... you can also gain/maintain speed by simply "pushing off" while riding a cart.

d) Some idiot(s) will always decide to stand on the track.
e) Some idiot will always have left carts standing on the track (that was you!).
f) you can always avoid a collision with a cart or creature by jumping out of the cart. This will not hurt you.
g) carts that run free (e.g. pushed by you, left going after you jumped out...) will only travel a certain distance (~200 tiles or so?). Apparently the game won't track their travel beyond a certain distance from you, at which point they'll simply stop moving.
Title: Re: Trivial findings
Post by: Detros on September 24, 2017, 03:45:20 am
You can ride a multi-embark/multi-world-tile minecart track in adventure mode, provided you properly constructed it in fort.
There was a project to combine this with a succession fort but with other things that got included (pick a dead dwarf civilization) the final pie was just too big to chew and the project soon died:
* Around the world in One Hundred and Twenty Nine tiles (http://www.bay12forums.com/smf/index.php?topic=147853.0)
For next try we should try much smaller world first.
Title: Re: Trivial findings
Post by: Immortal-D on September 24, 2017, 07:38:12 pm
As we all know, Bins are broken for most things.  I did not realize this was true for cloth until very recently.  Once I disabled bins in the stockpile, the Dwarves were able to take cloth from said bins, directly to the workshop, without first putting it back in the stockpile.  So I have the storage benefit of bins without the bugs.  Admittedly this is minor victory, as the storage only lasts until the cloth has been removed from the bins and placed in the stockpile directly.
Title: Re: Trivial findings
Post by: Larix on September 25, 2017, 01:27:36 am
You can get sufficient storage for the cloth industry by simply not using stockpiles - just stick the clothiery right next to the loom next to the farmer's workshop and keep thread and cloth in the shops until needed. Both thread and cloth are very light and won't easily clutter a shop, you can have a few hundred sitting in a shop without operations slowing down.

And if for whichever reason you need stockpiles for your clothing industry, you can use the quantum ones.

Re: multi-embark railways - the best place to look at a practical example is probably the Dwarven Express (http://www.bay12forums.com/smf/index.php?topic=163771.0). Other cases often started nicely and ambitiously, but e.g. the "Minecart Barons" game never made it to a second embark. I think if you really want a multi-embark rail, you'll have to make this your focus and shoot for something moderate in size, like twenty world tiles (not 120+, especially not when combined with such restrictive rules for advancement that each embark will take ten or more years to finish building its track).
As TimelessBob mentioned in the Dwarven Express thread, a great railway could also be built underground, through the caverns. I think it might also be possible to go from one embark to the next by making a cart jump through fortifications, and you can carve fortifications into border wall tiles...
Title: Re: Trivial findings
Post by: Larix on October 01, 2017, 03:42:23 pm
Went and worked at it some more and indeed, an adventurer can ride a cart from one fort to the other underground, passing between locations by jumping through fortifications carved into the border tiles. This requires going to the stone layers; fortunately i didn't have encompassing aquifers on the sites i went through.

The interesting thing is that you're not dependent on pre-existing passages (caverns or aboveground floor) and can thus isolate the cart track from the fort and any other outside influence. Chances are pretty good that some creature or other will still manage to spawn onto the track, so it's probably best to use a heavy cart, allowing you to just plow over them. Thanks to the magic of impulse ramps, all elevation changes are done on a single line of track, rideable in both directions. There's a track separation for the acceleration arrays, though.

If you make fort-mode test runs, better block off the ends of a fortification-connected track, or you'll end up with a cart stuck in a map-border fortification. Had to send my adventurer to get it back out, and jumping into a cart causes you to collide with it, which hurts. Fortunately, heal through fast travel still works, so i got use of my leg back.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 01, 2017, 04:39:23 pm
Noticed that animal men can join big sites even over ocean. Generated a 257x257 PSV world of large biomes, and confirmed that animalmen can into ages too:

|(https://i.imgur.com/uyGROFZ.png)|
Title: Re: Trivial findings
Post by: Staalo on October 02, 2017, 10:38:41 am
It may be that further injuring a limb with nerve damage can restore its function when the latter wound heals.

I had a dwarf with a severed leg nerve and status "Ability to stand lost" who managed to break a bone in the same leg. He was patched up in the hospital and issued a new crutch even when he was already using one, and away he went. I didn't give more thought on the matter, until I saw the same dwarf returning his crutch to a stockpile few weeks later. He still has nerve damage but his ability to stand was restored when the broken bone healed.
Title: Re: Trivial findings
Post by: EldritchVoid on October 06, 2017, 07:25:44 am
It may be that further injuring a limb with nerve damage can restore its function when the latter wound heals.

I had a dwarf with a severed leg nerve and status "Ability to stand lost" who managed to break a bone in the same leg. He was patched up in the hospital and issued a new crutch even when he was already using one, and away he went. I didn't give more thought on the matter, until I saw the same dwarf returning his crutch to a stockpile few weeks later. He still has nerve damage but his ability to stand was restored when the broken bone healed.
Motor nerves and sensory nerves are different, is it the sensory nerve? Severed motor nerves are what result in a useless limb, but severed sensory nerves only mean that the dwarf can't feel anything with that limb.
Title: Re: Trivial findings
Post by: Staalo on October 07, 2017, 02:46:37 am
Motor nerves and sensory nerves are different, is it the sensory nerve? Severed motor nerves are what result in a useless limb, but severed sensory nerves only mean that the dwarf can't feel anything with that limb.

Ah yes, I now checked and it's the sensory nerve. I assumed it was motor nerve damage since he had been walking with a crutch for a long time before his second "accident." But then what was preventing him from standing up all that time?
Title: Re: Trivial findings
Post by: ☼Another☼ on November 11, 2017, 09:42:46 pm
If you memorialize somebody who died from insanity after they failed to make an artifact, their slab will say "Creator of [Artifact]", even though they never made the artifact.
Title: Re: Trivial findings
Post by: bloop_bleep on December 08, 2017, 11:21:36 pm
Dwarves who link up levers will get the thought "felt satisfied upon improving machinery."
Title: Re: Trivial findings
Post by: Somebodyelse on December 09, 2017, 09:26:20 am
Quester visitors can receive information about the location of artifacts from your animals.

One of my war dogs both somehow knew the location of an artifact in another site and was able to convey it to a random quester at my fort.
Title: Re: Trivial findings
Post by: Detros on December 09, 2017, 08:02:49 pm
Quester visitors can receive information about the location of artifacts from your animals.

One of my war dogs both somehow knew the location of an artifact in another site and was able to convey it to a random quester at my fort.
Known issue. If you have any more details to add to this please do so in 0010356, "Animals reveal presence of artifacts to outsiders" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10356).
There are several other reports of non-sentient units showing sentient behavior, so it seems there may be some common cause behind most of them.

Title: Re: Trivial findings
Post by: mross on December 12, 2017, 02:57:58 am
Yams can only be eaten when cooked, and they can't be brewed or processed; as far as I can tell there's no way to get seeds from them, so they can't be farmed. Is this intended?
Title: Re: Trivial findings
Post by: clinodev on December 25, 2017, 09:06:11 pm
Yams can only be eaten when cooked, and they can't be brewed or processed; as far as I can tell there's no way to get seeds from them, so they can't be farmed. Is this intended?

Root crops across the board seem hard. It's tempting to add yam beer, potato vodka, and onion wine (a real thing, btw, a nice sweet dessert wine, in fact. The onion sharpness evaporates before the yeast even gets going.)
Title: Re: Trivial findings
Post by: ☼Another☼ on December 26, 2017, 12:46:24 am
There already is potato wine, also, what yam are you referring to? Yams on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Yam) the dfwiki doesn't seem to say anything about this, but I know that it can be wrong.
Title: Re: Trivial findings
Post by: Saiko Kila on December 27, 2017, 04:36:30 pm
Root crops across the board seem hard. It's tempting to add yam beer, potato vodka, and onion wine (a real thing, btw, a nice sweet dessert wine, in fact. The onion sharpness evaporates before the yeast even gets going.)

I always rename "potato wine" to "vodka" in RAWs. Real potato wine doesn't exist, and there is apparently no distinction in DF between making distilled liquor and simply fermented beverages.
Title: Re: Trivial findings
Post by: MrWiggles on December 28, 2017, 12:36:20 am
No distinction yet
Title: Re: Trivial findings
Post by: mikekchar on December 28, 2017, 02:36:02 am
Kind of OT: I've grown potatoes for years but have never seen seed pods.  Apparently modern hybrids don't often set seeds.  Some interesting information here: http://www.curzio.com/N/Potato_starting_from_seed.htm
Title: Re: Trivial findings
Post by: TD1 on December 28, 2017, 02:44:59 am
Huh, that's fascinating. My Uncle grew potatoes; didn't even know there was seed.
Title: Re: Trivial findings
Post by: Stormfeather on December 29, 2017, 12:31:37 am
Apparently SOMEONE in my masonry industry really carried a grudge about a kobold thief earlier in my fort.
(https://i.imgur.com/Sheq1w8.png)
Title: Re: Trivial findings
Post by: Shonai_Dweller on December 29, 2017, 02:08:43 am
Ooh. Monster slayers come with reputation. "She is a noted treasure hunter for the Cloudy Band. She is a noted preserver of the knowledge of the Cloudy Band".

21 years old, married with 3 kids, laughs in the face of death.
Title: Re: Trivial findings
Post by: Kat on December 29, 2017, 11:47:16 am
A visiting bard came by my fortress.

Now, every so often, the tavern looks like this:

(https://i.imgur.com/jVrbdEm.png)

A line of anywhere between 5 and 7 citizens, playing musical instruments, reciting poetry, or chanting.

Pretty neat.
Title: Re: Trivial findings
Post by: Stormfeather on December 29, 2017, 04:44:30 pm
I don't think I took any pictures, but in my last fort of 44.02 (where there were waaaaay too many visitors), the large numbers + a large dance floor ended up with some truly impressive displays of singing and dancing, like in large circles circling around.
Title: Re: Trivial findings
Post by: Kat on December 30, 2017, 02:26:10 pm
A werebeast fell from a great height into some water.

The splash made some mist. I don't remember seeing that happen before. Was pretty neat.
Title: Re: Trivial findings
Post by: TheFlame52 on December 30, 2017, 03:57:27 pm
I don't think I took any pictures, but in my last fort of 44.02 (where there were waaaaay too many visitors), the large numbers + a large dance floor ended up with some truly impressive displays of singing and dancing, like in large circles circling around.
When I decide to dance in Adventure Mode, I always do it in a crowded market. Everyone joins in. I like it.
Title: Re: Trivial findings
Post by: 4powerd on December 30, 2017, 06:05:42 pm
just found out that dwarves in a tavern will gather around someone telling and story or performing music
Title: Re: Trivial findings
Post by: Eschar on December 30, 2017, 06:37:27 pm
I don't think I took any pictures, but in my last fort of 44.02 (where there were waaaaay too many visitors), the large numbers + a large dance floor ended up with some truly impressive displays of singing and dancing, like in large circles circling around.
When I decide to dance in Adventure Mode, I always do it in a crowded market. Everyone joins in. I like it.

I want to try this now.
Title: Re: Trivial findings
Post by: ☼Another☼ on December 30, 2017, 08:16:10 pm
(https://i.imgur.com/40Aklxd.png)
Title: Re: Trivial findings
Post by: Detros on December 31, 2017, 05:42:20 am
(https://i.imgur.com/40Aklxd.png)
See report 9768, "Name does not appear during performance" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9768).
Title: Re: Trivial findings
Post by: martinuzz on January 01, 2018, 08:39:23 am
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"

The command will still kill the creature though
Title: Re: Trivial findings
Post by: TD1 on January 01, 2018, 08:41:21 am
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"

The command will still kill the creature though

I read over this a few times in an attempt to parse it. In all readings, I somehow thought it applied specifically to female ducks.

Where the hell did I get 'duck' from?
Title: Re: Trivial findings
Post by: martinuzz on January 01, 2018, 09:37:17 am
Probably because when skimming your brain can mistake DFHack for both duck and quack.

Did you konw tath yuor bairn's frist atetpmt at miakng snese of wrtiten lagnuage invloves only looikng at the fsirt and lsat letter, word lnghet, and which chrarectas are in bewteen, but not at all at the spcecfiic odrer of those crharactes in bteween the fitrs and last letetr?

If you try hard to read that sentence, you will pain your brain, but if you just skim over it you will notice you can in fact read it at first glance just fine.

EDIT: on an intersting side note, people with specific type of dyslexia can skim-read a garbled sentence like that just as fast and as well as the population average.
They just have trouble with putting the in between letters in the right order when writing.

EDIT2: nice excercise to get a feel for what dyslectic people have to go through when trying to write is to try and construct a garbled sentence like I did here. Make sure the first and last letter are not garbled, and make sure to use the exact same characters as the orginal word.
This puzzling is what dyslectic people have to go through when trying to write normally. I completely agree with allowing them extra time on tests and exams, like they get here in the Dutch school systems.
Title: Re: Trivial findings
Post by: Pvt. Pirate on January 02, 2018, 01:14:26 am
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"

The command will still kill the creature though

I read over this a few times in an attempt to parse it. In all readings, I somehow thought it applied specifically to female ducks.

Where the hell did I get 'duck' from?

because you read 5 lines a bout a stray fat guineahen just before and imagined it?
Title: Re: Trivial findings
Post by: martinuzz on January 02, 2018, 08:56:50 pm
I just noticed that humans set to work as armorsmiths automatically produce human sized armor. It doesn't say 'large' though in the workshop's q screen.
Title: Re: Trivial findings
Post by: Shonai_Dweller on January 03, 2018, 06:41:58 am
Dwarves happily flop onto the floor of the hospital to rest even if there's no beds free. That's nice to know. Not sure if they're being diagnosed properly though, place is full of minor injuries due to a bar fight right now. Only one fatality, not bad. Poor guy was beaten to the floor, had his bronze mask ripped off and his face kicked in. Must have argued the nuances of family with the wrong crowd...
Title: Re: Trivial findings
Post by: Stormfeather on January 04, 2018, 08:00:48 pm
I've had dwarfs treated just fine flopped down on the floor, had that earlier after a goblin siege, when I realized I hadn't yet built more beds for the hospital.

Also, the largest song-and-dance I've gotten a pic of thus far:

(https://i.imgur.com/0xhsOi7.png)
Title: Re: Trivial findings
Post by: Shonai_Dweller on January 04, 2018, 10:13:50 pm
My speardwarf is leading a sword demonstration. With only his spear as a prop...
Title: Re: Trivial findings
Post by: Detros on January 05, 2018, 05:47:16 pm
My speardwarf is leading a sword demonstration. With only his spear as a prop...
Did somebody bring the book "Teaching by Negative Example" to your fort? :D
Title: Re: Trivial findings
Post by: Grand Sage on January 05, 2018, 07:31:40 pm
Heres one: Did anyone else notice that caged domestic animals brought by the caravan is listed as "caged merchants" in the "u" screen?
Title: Re: Trivial findings
Post by: FantasticDorf on January 06, 2018, 07:53:32 am
@Grand sage until bought by the player, animals for sale are still part of the merchant faction which may be where odd phrasing comes from. Unless i've recently been reading it wrong or something has changed.

Merchant (faction) - Caged (status)

Ill take a look at it later and make a Mantis issue report perhaps.
Title: Re: Trivial findings
Post by: Staalo on January 06, 2018, 08:59:52 am
Penned some assorted poultry to an undersea tunnel far below the sea floor. As always, they immediately started scratching up vermin... which turned out to be live mussels and oysters. I'm going to set up some animal traps next; maybe I could use this as a method of fishing?
Title: Re: Trivial findings
Post by: Shonai_Dweller on January 06, 2018, 09:22:18 am
My speardwarf is leading a sword demonstration. With only his spear as a prop...
Did somebody bring the book "Teaching by Negative Example" to your fort? :D
Lesson 1. How to recognise your sword.
This is not a sword. Repeat after me 'this is not my weapon...'
Title: Re: Trivial findings
Post by: Pvt. Pirate on January 06, 2018, 11:25:52 am
My speardwarf is leading a sword demonstration. With only his spear as a prop...
Did somebody bring the book "Teaching by Negative Example" to your fort? :D
Lesson 1. How to recognise your sword.
This is not a sword. Repeat after me 'this is not my weapon...'
... there are many weapons that are my weapon, but this is not. with this weapon i'm nothing and this weapon is nothing with me.
Title: Re: Trivial findings
Post by: pikachu17 on January 08, 2018, 03:40:34 pm
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"

The command will still kill the creature though
Try "exterminate her", instead. For gender-less creatures, "exterminate it".
Title: Re: Trivial findings
Post by: Magistrum on January 08, 2018, 04:29:19 pm
Try "exterminate her", instead. For gender-less creatures, "exterminate it".
My mother language has no gender-less pronouns or forms, so masculine is the default for gender-less.
That might explain why it simply does not cross my and other's mind that there could be other alias for the command.
Title: Re: Trivial findings
Post by: mross on January 09, 2018, 09:55:15 am
There already is potato wine, also, what yam are you referring to? Yams on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Yam) the dfwiki doesn't seem to say anything about this, but I know that it can be wrong.

I know it only applies to certain types of yams, but I can't remember which ones. I'm farming long yams in my current fort, so it's not those (gathering only, no trading). Might build a depot and start requesting all the yam types but not seeds.
Title: Re: Trivial findings
Post by: Qrox on January 10, 2018, 04:05:21 am
Not sure if it has been observed before, but I just found out that you can carve upward stairways out of nothing in an unrevealed magma sea by first constructing a downward staircase on a natural floor tile directly above the unrevealed magma sea, and then designate the tile below for mining into an upward staircase. After that the magma sea will be revealed.
Title: Re: Trivial findings
Post by: Bumber on January 11, 2018, 05:14:08 am
Not sure if it has been observed before, but I just found out that you can carve upward stairways out of nothing in an unrevealed magma sea by first constructing a downward staircase on a natural floor tile directly above the unrevealed magma sea, and then designate the tile below for mining into an upward staircase. After that the magma sea will be revealed.
Sounds like the "mine through slade" exploit. You can mine straight through unrevealed slade that way.
Title: Re: Trivial findings
Post by: hertggf on January 12, 2018, 09:27:25 pm
If you make a civilization of creatures that have the LARGE_PREDATOR tag, then in adventure mode you'll get quests from that civ to murder other mayors of their own civ.
Title: Re: Trivial findings
Post by: Splint on January 12, 2018, 11:41:06 pm
Alright, so according to Legends Viewer, there is only 3 dwarven civs. But I have 4 playable.

You can play as dwarves of a civ that has been fully conquered and considered part of another civ, presumably assuming there  are still dwarves of the generation that lost the war. In this case, i have a civ that was conquered by the elves so utterly they have zero sites to their name and are not considered a dwarven civ by Legends Viewer.

Thought that was interesting, dunno if anyone else ever noted it.
Title: Re: Trivial findings
Post by: Stormfeather on January 13, 2018, 09:02:40 pm
Welp, this is a  new one:

(https://i.imgur.com/6FKHVmW.png)

Edit: And she is now a mercenary in my fort. Man, I put her in a squad, but I'm tempted to take her back out. I don't want her to die! If I had a male gorlak she might eventually have baby gorlaks with, or if she could eventually petition to become a full citizen, I'd pull her out and let her cool her heels for the next two years. Hmm.
Title: Re: Trivial findings
Post by: TheFlame52 on January 21, 2018, 02:44:19 pm
If a historical figure has an artifact totem made of their skull and is also entombed, their mummy will be headless. Toady thinks of everything.
Title: Re: Trivial findings
Post by: Cathar on March 12, 2018, 01:06:11 pm
Found out today :

• A group of kobolds settling in a tomb will become part of the civ that built it
• If that civ has been destroyed and is headless, those kobolds will proclaim themselves kings
• The appearance of a new king can inspire groups of that civ to reactivate and reclaim destroyed hamlets
• A kobold looter and his family can resurrect a civilization.
• Yes.

Now I wonder, can those kobolds talk now? Because now I have a human civ under a kobold king, with a kobold general and all.
Title: Re: Trivial findings
Post by: Dunamisdeos on March 12, 2018, 01:22:29 pm
That's awesome and also very awesome.

Now we just need the Kobold overlords to take over the world.
Title: Re: Trivial findings
Post by: Cathar on March 12, 2018, 01:40:36 pm
I'm almost tempted to create a fort for that new civ. Maybe I'll do it as my next big project. But before that, I want to meet those strange individuals. It's still a very small civ, just four bold kobolds and 50 humans in their new hamlet

Welp, this is a  new one:

(https://i.imgur.com/6FKHVmW.png)

Edit: And she is now a mercenary in my fort. Man, I put her in a squad, but I'm tempted to take her back out. I don't want her to die! If I had a male gorlak she might eventually have baby gorlaks with, or if she could eventually petition to become a full citizen, I'd pull her out and let her cool her heels for the next two years. Hmm.

I wish I could send you Waka Waka, my goldenrod hammer gorlak. Poor dude needs a gorlakette and he's the only civilized gorlak in the whole world as it stands :( (and he'll probably die soon for...reasons)
Title: Re: Trivial findings
Post by: Spriggans on March 13, 2018, 05:38:16 am
Hail the Kobold King !

Embark. Then find the Koblod king and his familly.
Turn them vampire somehow.

Build them a fancy vault with random crap loot in.

Lastly, lock them inside the vault and watch them sneak to steal whatever's in the vault... For eternity !


EDIT : Do you have a worlgen of your world ? I'd like to "play" with a Kobold king :)
Title: Re: Trivial findings
Post by: Cathar on March 13, 2018, 06:58:07 am
It's still my old world, but the thing is, it didn't happened in worldgen, it happened during gameplay. Civ was wiped out during worldgen, and regenerated as I was doing a sweet and eventless adventurer travel. But I can give you the current save if you want
Title: Re: Trivial findings
Post by: Spriggans on March 14, 2018, 09:34:59 am
It's still my old world, but the thing is, it didn't happened in worldgen, it happened during gameplay. Civ was wiped out during worldgen, and regenerated as I was doing a sweet and eventless adventurer travel. But I can give you the current save if you want

Thanks. But unless I can play as humans, there is no point :'(
Right ?
Title: Re: Trivial findings
Post by: Cathar on March 14, 2018, 10:01:59 am
Well... all race playables mod is installed on the save, so technically you can.
Since I'm writing the story of this world, I'd just ask you not to report stuff on this save :3
Title: Re: Trivial findings
Post by: Spriggans on March 14, 2018, 10:06:40 am
 ;D

I'd like the save please ! (And big THANKS)
(don't worry about your story, I'll keep my silence ;)  )

Kobold King... Brace yourself !!  ;D ;D
Title: Re: Trivial findings
Post by: TD1 on March 14, 2018, 10:07:47 am
Oh, a story?

Link me to it when it's done!
Title: Re: Trivial findings
Post by: Cathar on March 14, 2018, 11:30:11 am
Oh, a story?

Link me to it when it's done!
Thisis my pet project, it will probably never be finished. So far I recorded the period between the end of worldgen (125) to 142.
The last relevant part (130-142) is available on forum (http://www.bay12forums.com/smf/index.php?topic=163908.990). When I'm ready to continue, I'll unlock the thread but right now it needs to rest
Title: Re: Trivial findings
Post by: Urist McVoyager on March 14, 2018, 12:40:30 pm
I figured out that you could use stockpiles as survey markers when doing large projects. Just pick a stockpile type you aren't likely to use, and you can lay them down 31 tiles at a time. I did that to mark out the moat on my current project, a hillfort-style above ground human settlement designed to raise and equip an army for raiding the local elves. It doesn't have a high wall, just a wide moat with a covered gallery overhanging the inside edge by two tiles to prevent climbers while giving me a chance to shoot back. Three drawbridges provide access, with the fourth wall holding my keep. The whole thing is 100x100 in area, providing ten thousand tiles to play with on each level.
Title: Re: Trivial findings
Post by: bloop_bleep on March 14, 2018, 01:09:24 pm
I figured out that you could use stockpiles as survey markers when doing large projects. Just pick a stockpile type you aren't likely to use, and you can lay them down 31 tiles at a time. I did that to mark out the moat on my current project, a hillfort-style above ground human settlement designed to raise and equip an army for raiding the local elves. It doesn't have a high wall, just a wide moat with a covered gallery overhanging the inside edge by two tiles to prevent climbers while giving me a chance to shoot back. Three drawbridges provide access, with the fourth wall holding my keep. The whole thing is 100x100 in area, providing ten thousand tiles to play with on each level.

Press 'm' when designating things to activate marker mode.  ;D

You can then switch it to normal designations with... Alt-M, I think?
Title: Re: Trivial findings
Post by: FantasticDorf on March 14, 2018, 01:57:01 pm
Its m again to switch back to standard mode, its a good method for marking out tree root squares without losing the shape of your construction by removing a tile of designation.
Title: Re: Trivial findings
Post by: Dunamisdeos on March 14, 2018, 01:57:55 pm
Forgotten beasts can be made into husks.

I'm probably way more excited about this than the situation warrants.
Title: Re: Trivial findings
Post by: Pvt. Pirate on March 14, 2018, 02:11:28 pm
I figured out that you could use stockpiles as survey markers when doing large projects. Just pick a stockpile type you aren't likely to use, and you can lay them down 31 tiles at a time. I did that to mark out the moat on my current project, a hillfort-style above ground human settlement designed to raise and equip an army for raiding the local elves. It doesn't have a high wall, just a wide moat with a covered gallery overhanging the inside edge by two tiles to prevent climbers while giving me a chance to shoot back. Three drawbridges provide access, with the fourth wall holding my keep. The whole thing is 100x100 in area, providing ten thousand tiles to play with on each level.

Press 'm' when designating things to activate marker mode.  ;D

You can then switch it to normal designations with... Alt-M, I think?
damn, i always used p-c for that purpose... at least when aboveground.
Title: Re: Trivial findings
Post by: DoktaYut on March 16, 2018, 03:59:58 pm
You can actually raze necromancer towers to the ground, complete with the supposed government being driven out. Haven't checked if the structure itself is affected in any way, yet to see if anyone can come and reclaim it somehow.
Title: Re: Trivial findings
Post by: Pvt. Pirate on March 18, 2018, 06:30:23 pm
appearently an egg laying entity can lay eggs telepathically.
once you designate it to a zone with nestboxes in the zone, it can lay the eggs - it doesn't matter if it already is in the zone - the eggs will just appear in the nestbox.
Title: Re: Trivial findings
Post by: FantasticDorf on March 18, 2018, 07:07:46 pm
Im quite definitely sure that they need to make contact first, then brood over it.

Is this in regards to egg laying sentients?
Title: Re: Trivial findings
Post by: Leonidas on March 19, 2018, 12:53:48 am
I discovered that dwarves can sleep underwater.

They won't initiate activities like sleep while in swimmable water. But if you dump water on them, then they'll keep doing whatever they were doing. Including sleeping. And they'll get swimming XP while asleep.
Title: Re: Trivial findings
Post by: Pvt. Pirate on March 19, 2018, 06:19:49 am
Im quite definitely sure that they need to make contact first, then brood over it.

Is this in regards to egg laying sentients?
this is what i did: create room with a few nestboxes, create zone n N assign all feathery stuff there - and before even one animal was within the room, a dwarf brought 5 guineafowl eggs from the nestbox to the food stockpile.
Title: Re: Trivial findings
Post by: Cathar on March 20, 2018, 07:37:15 am
Player made fort will send out small patrols in the area during adventure mode, and those patrols will camp inside big tents at night.
Title: Re: Trivial findings
Post by: thvaz on March 20, 2018, 05:46:20 pm
A metalsmith working around a magmaforge was bitten by a fire snake. He is fine, though.
Title: Re: Trivial findings
Post by: GenericUser on March 20, 2018, 09:24:04 pm
Apparently, dwarves can give water to thirsty dwarves working.
Title: Re: Trivial findings
Post by: thvaz on March 20, 2018, 10:36:35 pm
Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I  hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.
Title: Re: Trivial findings
Post by: FantasticDorf on March 21, 2018, 02:55:17 am
Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I  hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.

All dwarves have healthcare labours enabled automatically i think, just disable it. Ill probably make a bug report.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 21, 2018, 04:06:10 am
Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I  hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.

All dwarves have healthcare labours enabled automatically i think, just disable it. Ill probably make a bug report.
Vanilla DF dwarves only have Feed Patients/Prisoners and Recovering Wounded enabled by default.
Title: Re: Trivial findings
Post by: thvaz on March 21, 2018, 04:58:24 am
Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I  hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.

All dwarves have healthcare labours enabled automatically i think, just disable it. Ill probably make a bug report.
Vanilla DF dwarves only have Feed Patients/Prisoners and Recovering Wounded enabled by default.

They had diagnosing/surgery/etc activated but were only dabbling at it. All of them were assigned scholars that would be discussing things at the library.
Title: Re: Trivial findings
Post by: FantasticDorf on March 21, 2018, 05:11:12 am
Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.

Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.
Title: Re: Trivial findings
Post by: thvaz on March 21, 2018, 06:33:35 am
Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.

Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.

I didnt assigned job roles for them. I only assigned them as scholars, but somehow the healthcare jobs got assigned automatically when they start learning from other scholars. This is the issue.
There are workarounds, sure.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 21, 2018, 09:04:53 am
Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.

Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.

I didnt assigned job roles for them. I only assigned them as scholars, but somehow the healthcare jobs got assigned automatically when they start learning from other scholars. This is the issue.
There are workarounds, sure.
Are you using dfhack? It has various auto-labour things that will mess stuff up if you enable them by mistake.

If not, then definitely one for the bug tracker. You don't want automatic skill enablement. Especially if you don't play with something like Therapist where you can quickly spot it.
Title: Re: Trivial findings
Post by: §k on March 21, 2018, 09:05:45 am
How does unskilled doctor kill the patient?
Title: Re: Trivial findings
Post by: Pvt. Pirate on March 21, 2018, 09:16:04 am
How does unskilled doctor kill the patient?
just like in Reallife.
Title: Re: Trivial findings
Post by: §k on March 21, 2018, 10:19:33 am
Like amputating head for scratched ear? That must be fun...
Title: Re: Trivial findings
Post by: thvaz on March 21, 2018, 11:35:42 am
Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.

Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.

I didnt assigned job roles for them. I only assigned them as scholars, but somehow the healthcare jobs got assigned automatically when they start learning from other scholars. This is the issue.
There are workarounds, sure.
Are you using dfhack? It has various auto-labour things that will mess stuff up if you enable them by mistake.

If not, then definitely one for the bug tracker. You don't want automatic skill enablement. Especially if you don't play with something like Therapist where you can quickly spot it.

No dfhack, total vanilla. I will try to confirm it before posting a report, thanks.


Title: Re: Trivial findings
Post by: bloop_bleep on March 21, 2018, 12:27:00 pm
Like amputating head for scratched ear? That must be fun...
Actually, I think it's more like taking a very long time to complete the operation, allowing the patient to bleed out, even though there's a much more skilled surgeon idling nearby.
Title: Re: Trivial findings
Post by: trib on March 25, 2018, 07:35:29 pm
Posted this a while back on the DF subreddit, but thought I'd share it here too.

So I noticed something interesting today as I accidentally flooded my fortress in an artificial lake I built. Long story short, floor collapsed during building and punched a hole into a section under the artificial lake, lake empties, fortress becomes an aquarium.

Anyways, down below in the sleeping quarters I noticed that a few dwarves were trapped in their rooms. I decided to observe them out of macabre intrest to see if they did anything interesting.

Apparently, when dwarves get hungry and thirsty enough they will try to brave the waters. One by one the dwarves tried their luck in getting out of their individual bedrooms, but the pressurized water was too much for anyone and nobody made it further than a couple of tiles. Interestingly there is quite a lot of variation in the time it took for each dwarf to try it, some of it probably comes from when they last ate and drank, but few of them took a lot longer to build up the courage to try to leave. A couple went within a week, most in a couple of months and a few waited until practically dead from thirst already. Hunters and military members seemed to be the first ones to try. Some also tried to hunt small animals in their rooms, but not all. Few opened the door and managed to close it before the room flooded completely, they waited quite a long time until trying again. Children waited until the last possible moments to try to escape and one at least tried to hunt small animals in their rooms prior. That one was abnormal from others who played makebelieve by themselves until finally trying to leave, still playing as they drown, or starving in their room.

My mayor survived quite long and was one of the last stragglers and resisted opening his front door. He eventually did though but managed to close it before his first room flooded completely and then retreated to his bedroom. After that he started frantically running around his bedroom in a panic trying to hunt small creatures, he did not do this prior to first opening the front door. Curiously his thoughts didn't change after starting to panic leading me to believe there is more going on under the hood. Finally, after a while longer he tried to escape again and drowned in his front room.
Title: Re: Trivial findings
Post by: anewaname on March 25, 2018, 07:53:39 pm
@trib
Excellent!
Title: Re: Trivial findings
Post by: Xyon on March 26, 2018, 06:43:54 am
Hmmm, hearing about a fortress being flooded like that makes me wonder if stockpiling a single pick in, say.. every 5th or 10th dwarfs bedroom would be a good last-minute safety measure.
Title: Re: Trivial findings
Post by: Dunamisdeos on March 26, 2018, 07:29:36 pm
Or a central pick stockpile area for every section of housing with a few.
Title: Re: Trivial findings
Post by: trib on March 26, 2018, 09:35:27 pm
If I really wanted to, I could have mined down between the walls and opened the walls between the bedrooms to get them out, that wasn't really a problem so individual picks wouldn't really be necessary unless the miners were drowned somewhere, though it could be a nice backup. I just couldn't be arsed with dealing with 5 levels of water plus trying to block the holes in the artifical lake.
Title: Re: Trivial findings
Post by: Quicunque on March 26, 2018, 09:39:54 pm
Dwarf babies can read as soon as they're born. Mom was in the library; gave birth. Baby began to read. I do not know if reading increases any skills, but the thought of little dwarf babies reading at their mother's teat breaks the stereotype of dwarves not caring for intellectual pursuits. Nevermind. When I looked more closely at the screenshot, it turns out the baby wasn't reading; the peasant above him was. My mistake.

If I knew how to include a screenshot, I would.
          Thanks, Trib, for the instructions. Since the screenshot proved that I made a mistake, I have chosen not to post it. But now I know how.

Title: Re: Trivial findings
Post by: trib on March 26, 2018, 09:49:02 pm
Dwarf babies can read as soon as they're born. Mom was in the library; gave birth. Baby began to read. I do not know if reading increases any skills, but the thought of little dwarf babies reading at their mother's teat breaks the stereotype of dwarves not caring for intellectual pursuits.

If I knew how to include a screenshot, I would.

A scholar from birth! He will bring great knowledge to the dwarven kind.

To include a photo upload it to an image hosting site like imgur.com and then left click on image and select show image and copy the image adress then just use [.IMG]<url here>[./IMG] without the periods. It also has to be a direct adress to the image, url should end in .jpg or other image file format.
Title: Re: Trivial findings
Post by: Dunamisdeos on March 27, 2018, 02:14:38 pm
Post it note art is most educated art

Title: Re: Trivial findings
Post by: Pvt. Pirate on March 28, 2018, 03:04:47 am
@trib, this could be influenced by their discipline skill.
Title: Re: Trivial findings
Post by: Insert_Gnome_Here on March 28, 2018, 09:19:06 am
I wonder whether the threat of starvation could... gently persuade... dwarves to learn to swim
Title: Re: Trivial findings
Post by: TD1 on March 28, 2018, 09:29:19 am
Huh, not a bad idea. Still, it's probably easier on happiness levels just to make a pit filled with water in the main hallways, with some tiles being 4/7 and the rest 3/7.

Granted, I've never tried it, but I assume that would work.
Title: Re: Trivial findings
Post by: trib on March 28, 2018, 09:45:54 am
@trib, this could be influenced by their discipline skill.

That and many other factors I think. Somebody on the subreddit had a theory that it's happiness based, but that doesn't explain why some of them stayed a long while after partially flooding their rooms, but it does explain why the mayor, with his pimped out bedroom, was one the last to try.

Further goes to show just how complex creatures our dwarves truly are.
Title: Re: Trivial findings
Post by: Sanctume on March 28, 2018, 11:50:02 am
I wonder whether the threat of starvation could... gently persuade... dwarves to learn to swim

I did a science on this.  Babies do not gain swimming skill until they turn into a child. 

Setup, works great with aquifers. 
7x7 room.
1 with screw pump to flood it. 
1 door, lockable on demand, with grated-channel into aquifer outside for extra drain. 
1 lever-linked flood gate into a grated-channel for draining. 

Simply get dwarfs in there (military moms) or just burrow alert. 

Just need a dwarf to be outside to do the pump water into.  6/7 works great with 1 7/7 moving about. 

The swimming skill gains around 3 levels from 0 within a season, approximately 3,000 swim exp.

Edit: yeah, mother with baby results in baby with no swim skill.  Child or adult gain swim skill. 

Child also starts gaining some endurance, (maybe str and agi) stats.

Edit 2: Found my notes.
Swim Chamber.
Start.
(Child) Ioni Swim Level 0: 80/500. 6th Sandsone, 237, Mid-autumn.
Stats: 555/1811 Str. 989/1992 Agi. 958/2205 Tou. 1963/3908 End. 545/1545 Rec. 1034/2068 Dis.

End.
(Child) Ioni Swim Level 3: 1.9k/2.6k. 19th Sandsone, 237, Mid-autumn.
Stats: 559/1811 Str. 993/1992 Agi. 958/2205 Tou. 1967/3908 End. 545/1545 Rec. 1034/2068 Dis.

Result. 11 days of swimming in 6/7 water. 
Strength+4 gain towards max Str stat.
Agility+4 gain towards max Agi stat.
Toughness+4 gain towards max Tou stat.
Endurance+4 gain towrads max End stat.
Recuperation+0, no gain.
Disease Resistance +0, no gain.

Title: Re: Trivial findings
Post by: Bumber on March 28, 2018, 07:05:21 pm
Another method is to have them ride a minecart through water.
Title: Re: Trivial findings
Post by: FantasticDorf on March 29, 2018, 04:13:50 am
Doesnt the water pressure push them through the grates? Im not quite brave enough to attempt this without putting some fail-safes around.

A picture of it in action would be mighty instructive since it sounds very good for weeding out inadequate haulers with poor stats.
Title: Re: Trivial findings
Post by: Sanctume on March 29, 2018, 11:13:57 am
water pressure does not seem to push dwarfs down below a floor grate. 

Kinda funny though that they treat the grated aquifer drain as water source because they are thirsty being locked in the 6/7 flooded room.  But after unlocking the the door, they beeline to the booze pile.
Title: Re: Trivial findings
Post by: gentgeen on March 30, 2018, 07:03:53 pm
This matches my experience in a real-life pool party. Get out of the pool, go get an adult beverage.
Title: Re: Trivial findings
Post by: Pesi on April 03, 2018, 11:51:03 pm
According to my seed-stockpile, any number of seeds can fit in a single bag, and any number of bags can fit in a single barrel.
I mention this because years ago this was not so, and the wiki still says there's a limit on the most recent seed page.
Title: Re: Trivial findings
Post by: snow dwarf on April 04, 2018, 07:52:29 am
According to my seed-stockpile, any number of seeds can fit in a single bag, and any number of bags can fit in a single barrel.
I mention this because years ago this was not so, and the wiki still says there's a limit on the most recent seed page.
Huh this requires !!science!!
Title: Re: Trivial findings
Post by: Pvt. Pirate on April 04, 2018, 08:16:34 am
Huh this requires !!science!!
this always make me shudder and i think of suffering dorfs...
Title: Re: Trivial findings
Post by: Lenny Zicree on April 07, 2018, 06:42:41 pm
built a floor to the edge of the map, one above ground level -- and that wound up splitting invaders from wildlife. animals would only appear 'upstairs'.   didn't run that fort too long, but hey.
Title: Re: Trivial findings
Post by: Magistrum on April 07, 2018, 10:03:28 pm
Just noticed that dwarves can spar in trios.
I don't know why I thought they couldn't it makes all the sense.
It looks like they are all attacking each other.
Title: Re: Trivial findings
Post by: Pesi on April 08, 2018, 01:33:25 am
A bin in a cloth stockpile can hold exactly 300 pieces of cloth.
Title: Re: Trivial findings
Post by: TheFlame52 on April 08, 2018, 08:34:29 am
built a floor to the edge of the map, one above ground level -- and that wound up splitting invaders from wildlife. animals would only appear 'upstairs'.   didn't run that fort too long, but hey.
neat
Title: Re: Trivial findings
Post by: TheFlame52 on April 28, 2018, 12:38:02 pm
Non-domesticated animals will lose one training level every three months. Also, eggs take exactly three months to hatch.
Title: Re: Trivial findings
Post by: scourge728 on May 03, 2018, 12:52:39 pm
PTW
Title: Re: Trivial findings
Post by: TD1 on May 03, 2018, 02:59:04 pm
Non-domesticated animals will lose one training level every three months. Also, eggs take exactly three months to hatch.
If they revert to wild-form while incubating the eggs, do the eggs not hatch?
Title: Re: Trivial findings
Post by: Insert_Gnome_Here on May 03, 2018, 03:31:36 pm
Are you sure it's a true trio of sparring, not a pair bumping hitting someone else by mistake, as is quite common?
Title: Re: Trivial findings
Post by: TheFlame52 on May 03, 2018, 05:43:55 pm
Non-domesticated animals will lose one training level every three months. Also, eggs take exactly three months to hatch.
If they revert to wild-form while incubating the eggs, do the eggs not hatch?
They do hatch. I've had elk birds starve to death and their eggs still hatch. The only thing that eggs need is to be in a nest box.

Are you sure it's a true trio of sparring, not a pair bumping hitting someone else by mistake, as is quite common?
I've seen it myself. Definitely three people sparring, though I'm not sure if was a melee or 2-vs-1.
Title: Re: Trivial findings
Post by: anewaname on May 03, 2018, 06:33:27 pm
Just noticed that dwarves can spar in trios.
I don't know why I thought they couldn't it makes all the sense.
It looks like they are all attacking each other.
This might be something new. It was not the result of one missing a charge and hitting a bystander, right?
Title: Re: Trivial findings
Post by: Staalo on May 04, 2018, 06:30:04 am
Just noticed that dwarves can spar in trios.
I don't know why I thought they couldn't it makes all the sense.
It looks like they are all attacking each other.
This might be something new. It was not the result of one missing a charge and hitting a bystander, right?
No, I believe that has been a thing for some time, at least since .40.something. I have seen it sometimes with large squads, all three participants trading blows equally.

This reminds me of the time when one of a sparring trio decided to leave for a nap; two other participants immediately stopped fighting each other, followed the first one to bed and started hammering on his helmet with their weapons. That was in early .40 version if I remember correctly.
Title: Re: Trivial findings
Post by: TheFlame52 on May 06, 2018, 04:15:27 pm
Child animals can't go wild. Their timer just counts down to zero and doesn't do anything. When they grow up they are given two months before they go wild.
Title: Re: Trivial findings
Post by: Magistrum on May 12, 2018, 07:04:55 pm
This might be something new. It was not the result of one missing a charge and hitting a bystander, right?
Oh, sorry for the long delay.

Yes, they were all attacking each other, without any observable preference, they just attacked whoever was closest (and usually over exerted one guy that got between both others until he rolled away.)

It was a squad with just three axedwarves of adequate skill and training axes.
Title: Re: Trivial findings
Post by: Foxite on July 15, 2018, 10:01:16 am
Apparently, dwarves can get alcohol tolerance.

(https://i.imgur.com/TF5dof0.png)

He is properly drunk, as indicated by his temporary personality changes.

He had the same thought for eating a "pretty decent" meal.
Title: Re: Trivial findings
Post by: Immortal-D on July 15, 2018, 10:26:54 am
Apparently, dwarves can get alcohol tolerance.

(https://i.imgur.com/TF5dof0.png)

He is properly drunk, as indicated by his temporary personality changes.

He had the same thought for eating a "pretty decent" meal.
That is one of the most terrifying things I have ever seen in this game.
Title: Re: Trivial findings
Post by: anewaname on July 15, 2018, 12:20:39 pm
Apparently, dwarves can get alcohol tolerance.

(https://i.imgur.com/TF5dof0.png)

He is properly drunk, as indicated by his temporary personality changes.

He had the same thought for eating a "pretty decent" meal.
Maybe he is thinking "nothing in life is important anymore" because his kid or lover died or something. What are the rest of his thoughts?
Title: Re: Trivial findings
Post by: Foxite on July 15, 2018, 12:45:59 pm
Maybe he is thinking "nothing in life is important anymore" because his kid or lover died or something. What are the rest of his thoughts?
Her husband and only son are still alive. Within the last season, she has dwelled upon three memories which have caused anger, exasperation, and annoyance. So maybe she doesn't remember anything good.
Title: Re: Trivial findings
Post by: Pvt. Pirate on July 16, 2018, 09:03:31 am
Apparently, dwarves can get alcohol tolerance.

(https://i.imgur.com/TF5dof0.png)

He is properly drunk, as indicated by his temporary personality changes.

He had the same thought for eating a "pretty decent" meal.
That is one of the most terrifying things I have ever seen in this game.
So actual Depression and PTBS coming to the game? Are they planning to add results to trauma like drug abuse (alcoholism), SelfInjury etc.? Having Dorfs going through puberty falling in love and being committed to that person for a year and trying to impress them and going through pain when being ignored? i can almost see the tantrum spirals coming. "i just embarked and luckily i had no minors on site, so finally no tantrum spiral within the first 3 days."
Title: Re: Trivial findings
Post by: Dunamisdeos on July 17, 2018, 03:03:03 pm
THEY'RE

ADAPTING
Title: Re: Trivial findings
Post by: Fleeting Frames on July 20, 2018, 03:25:19 pm
Was bouncing minecarts again, 5 on a S-shaped six tile track with two ramps and came across something quite thoroughly odd that I'm complaining about:

╔▲
╚╗
▲╝
|(https://i.imgur.com/PiKKpCM.png)|

Tower cap and willow minecarts rotate alternatively back and forth, pink tiles are low (50) friction track stops.

First finding was that unlike with ramps, a cart hitting another after a corner still pays 1000 to cross over; unintuitively like with ramps a cart with less than 1000 speed can still move over a corner (and then stop).

The third cart - second tower-cap cart - The first hit it took from the first willow (weight 15) cart, as it tried to go over tile edge and take a turn gave it 2390, when it was moving westward at 1275 (subtiles/step) from retained velocity from coming back up. Being southward only, this didn't impact the westward velocity.

Every subsequent gave it 3830, which is exactly ramp impulse - all frictions - turn cost of 1k. Which means the collision changed from inelastic to elastic.

This means that cart direction on crossing a corner is to the side only if the cart is already at tile edge.

Next one after that, similar issue with the 4th minecart (willow) having remaining 2680 velocity north: First hit when moving over was unelastic 2780 (=3830-1000 turn-50 low stop) which also stopped its westward momentum, then...nothing, no resetting the northeast moving cart to 1340 east each step. Larix showed that a light high-speed cart hitting medium-speed heavy cart from behind gives it low speed, but here it is heavy low-speed cart not overwriting light high-speed cart.

Of course, once the 2nd willow cart going northeast tried to cross over north, it gave unelastic push of 831(=[2380-1050]*15/24) to the second tower-cap cart supposedly pushing on it, which zeroed out its speed (though it didn't recenter it either direction).

Afterwards, it started taking 1340 hits as predicted.

The third tower-cap cart, having stood completely still, took exactly predicted 202 (202,5=(1340-1000)*15/24-10 on first step.
Every subsequent one, it took 330, indicative of an elastic collision (330=(10 friction+202,5)*24/15-10 friction) or cart weight difference not being accounted for (1340-1000-10). Mind, it's willow(15) striking tower-cap (24).


So, I assume it is a case where southward heading light cart striking a heavier cart with heading?? with same or lesser speed results in cart weight difference not being taken into account despite being light on heavy.

(It being nonelastic would indicate ~1544 2. willow speed, which ...does not work with the rest of the numbers at all.)

...

Well, it moved over 22 st positions into ramp in 152 steps with zero speed (due crossing corner), and the whole dance started the other way around; elastically giving the willow moving southward with 340 4890 from tower-cap.



Overall: I shouldn't have calced out month long repeaters without doing simple tests of design first. Stupid diagonal elastic collisions ruining my precious predictions >_>
Title: Re: Trivial findings
Post by: Rafatio on July 23, 2018, 10:55:03 am
I don't know why I thought new arrivals were exemt from moods, they're not. A migrant just went fey before the person behind him even entered the map, blinking X and all.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 24, 2018, 10:25:18 pm
You don't need to have "No Job" to get married.

|(https://i.imgur.com/VFOcIld.png)|

Though without an impulse, the two dwarves took 11 years to get married, when there's only 7 around and their jobs are limited to occassional plant gathering and brewing.

(Not the goal, was testing minecart counters. Seems they can be quite sensitive to build order.)
Title: Re: Trivial findings
Post by: Immortal-D on July 26, 2018, 09:29:27 am
Semi-megabeasts can be cursed with Lycanthropy.  Whereas normal creatures gain size while transformed, SMB's actually shrink to accommodate the curse.
Title: Re: Trivial findings
Post by: pikachu17 on July 26, 2018, 05:48:45 pm
Can a wolf get a werewolf curse?
Title: Re: Trivial findings
Post by: Shonai_Dweller on July 26, 2018, 05:55:15 pm
Can a wolf get a werewolf curse?
I don't think animals can get cursed, can they?
A wolf-man probably can though.
Half-wolfman, half werewolf. Scary. I think...
Title: Re: Trivial findings
Post by: Immortal-D on July 26, 2018, 07:19:57 pm
Can a wolf get a werewolf curse?
I don't think animals can get cursed, can they?
A wolf-man probably can though.
Half-wolfman, half werewolf. Scary. I think...
I'm fairly certain that lycanthropy requires [CAN_LEARN], so critters are a no-go.  Same reason why it works on certain SMBs but not MBs.
Title: Re: Trivial findings
Post by: Bumber on July 26, 2018, 10:12:37 pm
Half-wolfman, half werewolf. Scary. I think...
And werewolf literally means "manwolf".
Title: Re: Trivial findings
Post by: Shonai_Dweller on July 27, 2018, 12:46:18 am
Half-wolfman, half werewolf. Scary. I think...
And werewolf literally means "manwolf".
Half wolf-woman, half manwolf.
Um...
Title: Re: Trivial findings
Post by: Staalo on July 27, 2018, 02:51:30 am
Playing again after some pause and I'm constantly finding funny little WTFs I didn't see in the earlier versions.

A dwarf gets hauled into the hospital and is "diagnosed with inebriation." No treatment is prescribed and the dwarf immediately gets up and goes to work further on his inebriation. Yes, that sounds realistic, but why bother with dwarves?

Chief medical dwarf has a night troll uncle and cousin in his relationship screen. They're both pure night trolls, not abducted spouses, and have no real relation to him in the Legends mode. He also feels lonely from time to time because he'd like to spend time with his family. Trust me, you don't.

In the barracks area, bolts missing archery targets somehow also manage to miss the floor below and end up in the Duke's dining room two levels down. They simply teleport through solid stone flashing briefly on the level I was planning to use as the collecting area; I wonder if this could be exploited as a safe way to recover bolts during sieges.
Title: Re: Trivial findings
Post by: Saiko Kila on July 27, 2018, 03:30:26 am
A dwarf gets hauled into the hospital and is "diagnosed with inebriation." No treatment is prescribed and the dwarf immediately gets up and goes to work further on his inebriation. Yes, that sounds realistic, but why bother with dwarves?

In vanilla game inebriation has [SYN_NO_HOSPITAL] flag, which should prevent it from being treated. Maybe the dwarf had other problem, and was dragged to the hospital because of that other problem, and then diagnosed with inebriation just because he happen to have it too.
Title: Re: Trivial findings
Post by: Staalo on July 27, 2018, 09:47:37 am
In vanilla game inebriation has [SYN_NO_HOSPITAL] flag, which should prevent it from being treated. Maybe the dwarf had other problem, and was dragged to the hospital because of that other problem, and then diagnosed with inebriation just because he happen to have it too.

That's very likely, since dwarves can sometimes heal mangled limbs and ruptured organs in less time than it takes them to get to a hospital. A funny coincidence anyway.
Title: Re: Trivial findings
Post by: Shonai_Dweller on July 27, 2018, 08:17:20 pm
A dwarf gets hauled into the hospital and is "diagnosed with inebriation." No treatment is prescribed and the dwarf immediately gets up and goes to work further on his inebriation. Yes, that sounds realistic, but why bother with dwarves?

In vanilla game inebriation has [SYN_NO_HOSPITAL] flag, which should prevent it from being treated. Maybe the dwarf had other problem, and was dragged to the hospital because of that other problem, and then diagnosed with inebriation just because he happen to have it too.
That's strange, I've observed dwarves being hauled off to hospital after too much to drink fairly often. Maybe being unconscious triggers rescue attempts overriding the syndrome settings. Seems to keep dorfs alive having a hospital near the tavern. Shame about the visitors...
Title: Re: Trivial findings
Post by: Magistrum on July 28, 2018, 10:53:00 am
It just hit me that dwarves have universal healthcare.

Well, dwarfcare. A few less remedies and few more amputations.
Title: Re: Trivial findings
Post by: TheFlame52 on July 28, 2018, 11:11:18 am
Dwarves eating choose tables based on linear distance rather than actual distance. A dwarf will travel a whole maze to get a table nearer the stockpile rather than one that's a little further away but has a direct route.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 29, 2018, 03:12:17 am
Exporting local image will also export worldgen parameters, allowing access to them without having to retire the fort or use quicksave, open-legends, die.

How could I only now discover this, when I've uploaded many maps to dfma?

Easy: My folders are full of parameters so I never noticed. This time, I had it near empty so I noticed the extra text file.
Title: Re: Trivial findings
Post by: Rafatio on July 29, 2018, 03:22:48 am
Trivial annoyance of the day: playing children are "creature blocking site" and will not move just because I want to rebuild that workshop there. And playing is one of the longest tasks. When finally done they move a tile and start another game there, still blocking construction! Or this particular one was a bit of a jerk.
Title: Re: Trivial findings
Post by: Larix on July 29, 2018, 04:13:19 am
Three findings:
1. Dwarfs "guiding" a minecart ignore traffic designations on the guidable path. I put a bridge with "high" traffic designation between track paths with "low" and "restricted" (crossroads track all over, to give full guide connectivity). While dwarfs walking through followed the bridge, those guiding a cart just crossed over it, following the geometrically shortest path.

2. "Inside the tick": roller acceleration happens before ramp acceleration; most notably, a cart dragged up a ramp by a roller will cross the ramp at slightly reduced speed (25-28 ticks on a slowest roller) because within the tick, the roller first accelerates the cart to its standard speed, *then* the cart accelerates via ramp and incurs friction, *then* actually moves. A cart emerging from such a ramp will also be checkpoint-compensated back to the roller's operational speed after leaving it. If the roller was taken into account after the ramp, the up-going cart would leave the ramp/roller at roller speed and would be compensated to roller speed + ~5000.

3. There's some strange interaction between insanity and custody: a dwarf with a severe weather allergy was incarcerated for a (fatal) tantrum and went melancholic while tied up. She was not released. She has no pending sentences on the justice tab, the captain of the guard is alive and well and she's "chained" for well over a year now.

That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
Title: Re: Trivial findings
Post by: TheFlame52 on July 29, 2018, 11:03:27 am
Exporting local image will also export worldgen parameters, allowing access to them without having to retire the fort or use quicksave, open-legends, die.
If you're in open-legends you can just hit ESC to get back out of it. No need to kill the game.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 29, 2018, 12:25:21 pm
Um, no. No you can't (well you can, but if you save...), unless you want to chance ruining your save with terrain regeneration, spontaneous caveins, hfs self-uncorking or dozens of merchant wagons spontaneously appearing.

No, it isn't fixed (http://www.bay12forums.com/smf/index.php?topic=164123.msg7812136#msg7812136).
Title: Re: Trivial findings
Post by: scourge728 on July 29, 2018, 01:03:07 pm
Ghosts can go insane
Title: Re: Trivial findings
Post by: TheFlame52 on July 29, 2018, 01:07:04 pm
Um, no. No you can't (well you can, but if you save...), unless you want to chance ruining your save with terrain regeneration, spontaneous caveins, hfs self-uncorking or dozens of merchant wagons spontaneously appearing.

No, it isn't fixed (http://www.bay12forums.com/smf/index.php?topic=164123.msg7812136#msg7812136).
I've never had that happen, so I didn't know about it.
Title: Re: Trivial findings
Post by: Bumber on July 29, 2018, 05:48:08 pm
That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
Can you convict a dwarf who's already insane?
Title: Re: Trivial findings
Post by: TheFlame52 on July 29, 2018, 06:40:30 pm
That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
Can you convict a dwarf who's already insane?
You can convict dead dwarves, animals, invaders, or anything else that has died at your site, so I would expect that you could. I wonder if you could convict a scuttled wagon?
Title: Re: Trivial findings
Post by: Bumber on July 29, 2018, 07:15:37 pm
I wonder if you could convict a scuttled wagon?
That's how you get a revolution on your hands. He's a hero to his people.
Title: Re: Trivial findings
Post by: TheFlame52 on July 30, 2018, 06:57:19 pm
Some testing reveals that you can indeed accuse insane dwarves of crimes. I've got a chained crazy dwarf and another throwing tantrums.
Title: Re: Trivial findings
Post by: Shonai_Dweller on July 31, 2018, 08:14:01 am
Visitors can die of old age at times other than the 1st of granite.
Looks like long term residents follow the regular timing of citizens though ('fortuitous' occurances of two elderly fortress dwellers dying within a couple of months of each other to notice that).
Title: Re: Trivial findings
Post by: Foxite on August 02, 2018, 01:34:00 pm
Dwarf Fortress seems to generate a migrant wave for the winter, which never arrives, but can still be seen in Dwarf Therapist.

Spoiler (click to show/hide)

Quite large. Just what I needed, unfortunately migrants don't arrive in the winter. Maybe I'll get the same wave in the spring - that would explain why I never saw this before.

However, this seems to be a bug in an older DT version I was using, after an update the wave dissapeared.
Title: Re: Trivial findings
Post by: anewaname on August 02, 2018, 05:41:03 pm
I've seen merchants and migrants appear in red like that, when I commit changes while the migrants are not in DT yet (example: you have some changes ready to commit, then migrants arrive and you think, "I will commit these changes so I can process migrants!", and as you click commit, the migrants appear in red, and if you click Read, it will show them properly).
Title: Re: Trivial findings
Post by: carewolf on August 03, 2018, 09:43:10 am
That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
Can you convict a dwarf who's already insane?

Keep some "unsolved" crimes around for arising need for convicting people.
Title: Re: Trivial findings
Post by: Bumber on August 03, 2018, 09:17:05 pm
Can you convict a dwarf who's already insane?
Keep some "unsolved" crimes around for arising need for convicting people.
Obviously that's simple, but I'm wondering if they'll still keep them in prison after the sentence is up. They'll die of thirst if they're free, so if they're released afterwards it would make any sizable sanitarium unfeasible.

I mean, you could always use cage traps to get them in cages, but that's not as interesting as building them a cell.
Title: Re: Trivial findings
Post by: Rafatio on August 04, 2018, 03:22:19 am
I tried it with one melancoly dwarf the last days, he wasn't released. That shouldn't say much as releases are often slow here, but it seemed quite a long time overdue, a season at least. He was never thirsty or hungry for long, but extremely drowsy as they can't force him to sleep. Is death of sleep deprivation a thing in df? He died quietly after some months and I have no clue why. Sample size of one, so don't read too much into it.

I started to doubt the usefulness of this anyway, it won't keep an overrun fort going since you need nurses, no hope he'll get better... sentimental value only I guess.
Title: Re: Trivial findings
Post by: Splint on August 04, 2018, 03:28:44 am
sentimental value only I guess.

Not true, if feasible, staving off thier deaths prevents friends and family from getting upset (potentially causing issues for a year or more until they finally accept the death,) and unrelated dwarves from being horrified because they need to handle thier corpse.
Title: Re: Trivial findings
Post by: Rafatio on August 04, 2018, 03:31:08 am
Oh of course, did't think of loved ones as this one didn't have any.
Title: Re: Trivial findings
Post by: Splint on August 04, 2018, 03:35:14 am
Oh of course, did't think of loved ones as this one didn't have any.

I only thought of it because I had an engraver who took over a year to destress from his nephew dying.

Granted, my militia is who killed his nephew, but still.
Title: Re: Trivial findings
Post by: Bumber on August 04, 2018, 05:39:42 pm
Is death of sleep deprivation a thing in df?
Pretty sure it just drives them insane; which is, of course, a moot point.
Title: Re: Trivial findings
Post by: voliol on August 04, 2018, 06:28:44 pm
Not really sure if it's a "finding", but some grass and trees on my map were saved by the forest fire raging the forest because they were stuck between the river, my above-ground tunnel/walk-pipe to the fishing area, and the old path my dwarves had taken before I built that tunnel. So the fire didn't spread because the grass had been trampled to smithereens by my fisherdwarves in the early days of my fort.
Title: Re: Trivial findings
Post by: Pvt. Pirate on August 11, 2018, 08:33:18 am
I've seen merchants and migrants appear in red like that, when I commit changes while the migrants are not in DT yet (example: you have some changes ready to commit, then migrants arrive and you think, "I will commit these changes so I can process migrants!", and as you click commit, the migrants appear in red, and if you click Read, it will show them properly).
i never do any changes in DT without pausing the game first, then reading, then making changes, applying them, and the last step is unpausing.
Title: Re: Trivial findings
Post by: Staalo on August 12, 2018, 02:54:11 am
A dwarf with profession Monster Slayer came in with the latest wave of migrants. Actually he is a Legendary Stone Crafter and appears among the craftsdwarves in the unit list, but apparently Monster Slayer overrides any ordinary title. His character color is also yellow, despite any changes to his status.
Title: Re: Trivial findings
Post by: Shonai_Dweller on August 12, 2018, 05:12:57 pm
A dwarf with profession Monster Slayer came in with the latest wave of migrants. Actually he is a Legendary Stone Crafter and appears among the craftsdwarves in the unit list, but apparently Monster Slayer overrides any ordinary title. His character color is also yellow, despite any changes to his status.
It's a bug. He was a spying (for your civ), then when the game (incorrectly) picked him to migrate to your fortress, he retained his fake name and profession. If he has a spouse, she'll most likely note his real name in her thoughts (and the fake name in her relationships list).

So, although he says he's a monster slayer, please keep him away from the caverns...
Title: Re: Trivial findings
Post by: Staalo on August 13, 2018, 02:01:53 am

It's a bug. He was a spying (for your civ), then when the game (incorrectly) picked him to migrate to your fortress, he retained his fake name and profession. If he has a spouse, she'll most likely note his real name in her thoughts (and the fake name in her relationships list).

So, although he says he's a monster slayer, please keep him away from the caverns...

Yes, I noticed that when I played some more after posting. According to Legends he's been a busy little spy in a nearby Human civilization.

It wouldn't be useful using him in anything fighting related anyway: he's so weak he can barely carry his own clothes without slowing down.
Title: Re: Trivial findings
Post by: Shonai_Dweller on August 14, 2018, 09:09:04 pm
(On my PC at least)
Pushing PrtSc fails to take a screenshot of Dwarf Fortress when playing Fullscreen in Standard Printmode. It takes a picture of whatever is behind dwarf fortress (desktop, other apps, etc) instead.
Switching to 2D Printmode enables PrtSc to see my Dwarf Fortress screen.

Playing in windowed modes Just Works.
Title: Re: Trivial findings
Post by: Pvt. Pirate on August 16, 2018, 09:09:05 am
[snip]
It wouldn't be useful using him in anything fighting related anyway: he's so weak he can barely carry his own clothes without slowing down.
made me laugh more than it should :D
Title: Re: Trivial findings
Post by: Bumber on August 22, 2018, 07:08:06 pm
(On my PC at least)
Pushing PrtSc fails to take a screenshot of Dwarf Fortress when playing Fullscreen in Standard Printmode. It takes a picture of whatever is behind dwarf fortress (desktop, other apps, etc) instead.
Switching to 2D Printmode enables PrtSc to see my Dwarf Fortress screen.

Playing in windowed modes Just Works.
What does Alt+PrtScr (screenshot active window) do? (Not sure what OS you're using. Might be Windows only.)
Title: Re: Trivial findings
Post by: Shonai_Dweller on August 22, 2018, 08:40:29 pm
(On my PC at least)
Pushing PrtSc fails to take a screenshot of Dwarf Fortress when playing Fullscreen in Standard Printmode. It takes a picture of whatever is behind dwarf fortress (desktop, other apps, etc) instead.
Switching to 2D Printmode enables PrtSc to see my Dwarf Fortress screen.

Playing in windowed modes Just Works.
What does Alt+PrtScr (screenshot active window) do? (Not sure what OS you're using. Might be Windows only.)
Windows 10.
Alt+PrtScr does the same thing. Windows button+PrtScr saves a picture of my desktop to a file.
Both of the above work just fine for DF screenshots since I changed to Print_Mode:2D.
Title: Re: Trivial findings
Post by: Kat on August 23, 2018, 02:30:22 pm
Enemy soldiers will often have the symbol of their civilisation on some part of their armour.

Some will have it on their helmet, others on their breastplate. Not sure if it's a civilisation-level thing, like, every soldier from X civilisation will have their helmet decorated, while every soldier from Y civ has their breastplate decorated.

Pretty neat, I thought.
Title: Re: Trivial findings
Post by: Fleeting Frames on August 24, 2018, 12:49:43 am
Seems like bumping a platinum minecart into falling 6 or 7 magma can sometimes generate magma mist in the tile it just left. I'm not clear on the specific requirements; just moving a cart around undermagma isn't enough. Might be linked to being placed hanging above a cart that has magma in same tile for fraction of a step.

Also, rather less trivially, when a cart attempts to descend an upramp to (both valid and invalid) downramp and there is a minecart there, it doesn't descend(as expected). Unlike with ascending, this doesn't transfer the impulse to the lower cart (not expected), so the lower cart obtains some functionality of movable fps-friendly closed door.




Title: Re: Trivial findings
Post by: Pvt. Pirate on August 24, 2018, 02:55:20 pm
Enemy soldiers will often have the symbol of their civilisation on some part of their armour.

Some will have it on their helmet, others on their breastplate. Not sure if it's a civilisation-level thing, like, every soldier from X civilisation will have their helmet decorated, while every soldier from Y civ has their breastplate decorated.

Pretty neat, I thought.
i hope that doesnt lead to confusion on the battlefield when you equip your dorfs with the armour of a previous defeated attacking party.
Title: Re: Trivial findings
Post by: Superdorf on August 25, 2018, 12:18:22 am
Moody dwarves will reshape already-cut gems when setting them into their artifacts.

I had a mason begin acting unusually secretively; he holed up in a shop down in the quarries and began scrawling pictures of gemstones on the floor. So I told the manager to shape a couple emeralds; he chose to do so with a radiant-style cut. The mason grabbed them--

"This is a native gold armor stand. All craftsdwarfship is of the highest quality. It is encircled with... emerald cut emeralds."

Makes you wonder why they insist so vehemently on the gemstones being pre-cut, eh?
Title: Re: Trivial findings
Post by: Kat on August 25, 2018, 03:49:59 am
Enemy soldiers will often have the symbol of their civilisation on some part of their armour.

Some will have it on their helmet, others on their breastplate. Not sure if it's a civilisation-level thing, like, every soldier from X civilisation will have their helmet decorated, while every soldier from Y civ has their breastplate decorated.

Pretty neat, I thought.
i hope that doesnt lead to confusion on the battlefield when you equip your dorfs with the armour of a previous defeated attacking party.

But it would be interesting if it meant that you can...... dress your soldiers up in armour with the symbol of the goblins on it, and send them to burn a nearby elf settlement, starting a war between the goblins and elves.
Title: Re: Trivial findings
Post by: NJW2000 on August 25, 2018, 04:12:20 am
You could probably do that by assuming a false identity now.
Title: Re: Trivial findings
Post by: Pvt. Pirate on August 25, 2018, 04:44:53 am
Moody dwarves will reshape already-cut gems when setting them into their artifacts.

I had a mason begin acting unusually secretively; he holed up in a shop down in the quarries and began scrawling pictures of gemstones on the floor. So I told the manager to shape a couple emeralds; he chose to do so with a radiant-style cut. The mason grabbed them--

"This is a native gold armor stand. All craftsdwarfship is of the highest quality. It is encircled with... emerald cut emeralds."

Makes you wonder why they insist so vehemently on the gemstones being pre-cut, eh?
as far as i know, the symbols on an artifact or the picture chiseled into a wall are chosen at random when you first look at them instead of in the moment they are made.
Title: Re: Trivial findings
Post by: Dozebôm Lolumzalěs on August 25, 2018, 05:07:53 am
Don't engravings show their subject matter on the tile they're displayed on?
Title: Re: Trivial findings
Post by: Pvt. Pirate on August 25, 2018, 06:43:39 am
Don't engravings show their subject matter on the tile they're displayed on?
then it was only the artifacts and other items. the description of the item is first created when the item is inspected. that way dorfs can even have made pictures of events even before those events happened.
Title: Re: Trivial findings
Post by: Kat on August 26, 2018, 04:17:16 am
Was looking up some of the deities my civilisation worships.

Turns out one of them once cursed someone to assume the form of a chinchilla-like monster every full moon.

Yep. That's certainly a curse, being a were-chinchilla.
Title: Re: Trivial findings
Post by: Adequate Swimmer on August 26, 2018, 05:30:09 am
I've kind of had a mouse brute (beware its dust) take over the world and destroy all civilization apart from my own. It was a tiny island, but it counts.
Title: Re: Trivial findings
Post by: Mort Stroodle on August 27, 2018, 01:22:16 am
I've kind of had a mouse brute (beware its dust) take over the world and destroy all civilization apart from my own. It was a tiny island, but it counts.

Is this a metaphor for the monopolization of the entertainment industry by disney corp?
Title: Re: Trivial findings
Post by: Adequate Swimmer on August 27, 2018, 04:48:01 am
I've kind of had a mouse brute (beware its dust) take over the world and destroy all civilization apart from my own. It was a tiny island, but it counts.

Is this a metaphor for the monopolization of the entertainment industry by disney corp?

Given how dark fortresses steal and indoctrinate children it's oddly appropriate.
Title: Re: Trivial findings
Post by: RWARO_GNARL on August 28, 2018, 08:32:56 am
Just looked up a legend on 140 years old game. An entity with highest kill is a saltwater crocodile, whom died of old age.

And my Giant War Mandrill has more kill than my best dwarf
Title: Re: Trivial findings
Post by: Staalo on September 08, 2018, 04:52:10 pm
Dropping dwarves few Z-levels seems to cure tantruming. I don't know why that works, but so far three out of three tantrumers have snapped out of it after falling on their heads from a retracting bridge. I have to try if it cures depression and obliviousness as well.
Title: Re: Trivial findings
Post by: Kat on September 08, 2018, 06:01:55 pm
Dropping dwarves few Z-levels seems to cure tantruming. I don't know why that works, but so far three out of three tantrumers have snapped out of it after falling on their heads from a retracting bridge. I have to try if it cures depression and obliviousness as well.

Dwarf reverse phrenology !

Normal phrenology assumes that personality affects the shape of the skull.

Therefore... reverse phrenology works by...

Reshaping the skull by being dropped from a height, changing the personality !
Title: Re: Trivial findings
Post by: mikekchar on September 09, 2018, 01:39:28 am
When dwarfs turn 1 year old, they jump out of their mother's arms and get a "pickup equipment" task.  Then they wander all over the fortress looking for clothes :-)
Title: Re: Trivial findings
Post by: Ziusudra on September 09, 2018, 06:39:37 am
The weight of containers appears to be using the solid density of their contents even when they hold liquids. This means an adventurer's starting waterskin weighs 0.144Γ less than it should. A full barrel of water is 4.8Γ lighter.
Title: Re: Trivial findings
Post by: Fleeting Frames on September 09, 2018, 07:33:48 am
You can't get barrels of water in fort mode, but you can get minecarts full of water. A highwood minecart(20U) filled with water weights 479 U.

The water inside has 7-8°U lag in my 9992°U tundra (meaning it is possible to have ice-cast water-filled cart), and it indeed still weights 479 U once the water inside is frozen.

(I think I noted in my head the same weight before, but I definitely didn't note the existence of [LIQUID_DENSITY:] or exact value for temp lag.)
Title: Re: Trivial findings
Post by: Ziusudra on September 09, 2018, 08:12:57 am
The wiki says a minecart holds 5 stones or 10 logs which means a capacity of 50,000ml. A unit of misc. liquid has volume of 60ml. So a minecart should hold 833 units of water. 920 * 60 * (10 / 1000000) * 833 = 459.816Γ. (Formula (http://dwarffortresswiki.org/index.php/DF2014:Weight) and density (http://dwarffortresswiki.org/index.php/DF2014:Water) from wiki.) That much liquid water should weigh 499.8Γ. So the cart should have been 519Γ before it froze. I've observed truncation of fractions, rather than rounding, in Adventurer mode before.

I see in the raws that many liquids don't have a liquid density.

(Real water varies in density with temperature and pressure but not this much.)
Title: Re: Trivial findings
Post by: Fleeting Frames on September 09, 2018, 01:54:55 pm
So, a trivial finding (in 43.03):

If you place digging designations on tree ramps, they're converted to "remove ramp/stairs" jobs by df.
You can't normally do that, expect unless you place them on unrevealed trees in caverns.
And on reveal, such designations won't be removed, and will be picked for jobs.


|(https://i.imgur.com/Ja2cTSx.png)|

This erases the tree (almost as if cut by a ballista), leaving only the one-directional downramps behind.
These downramps are brown, because there is still digging designation on them (and in the center of former tree).

The tree I cut down was goblin-cap, but second set of left-over downramps are blue,

|(https://i.imgur.com/6e4VUQo.png)|

taking their colour from water 3z below.

The ramp tile my miner removed became the shale cavern floor.

Miner stood on the tree, though, so fell down into water. Luckily, that water has standing 0/7 water tile left behind by the tree disappearing.

|(https://i.imgur.com/rYI7tEC.png)|

Unluckily, the miner decided to pass the ramps in water, climb up, climb on a tunnel tube, and jump on a black-cap cap where they can't dig their way out of.

(Also, hm, seems imgur is downsampling the pngs. Quite visible in miner's eyes being off.)
Title: Re: Trivial findings
Post by: Deus Machina on September 09, 2018, 04:18:53 pm
A recent one: A mayor was voted out in favor of a dwarf that came in an immigrant wave, who kept the position until he was finally killed by a werebeast. Another immigrant got it, and died in an invasion. Another got it, and was killed by a roc.
Original mayor was voted back in, and I finally got around to completely engraving his bedroom.
A vast majority of the engravings depicted him loosing his position as mayor the first time around.
Dwarven spite.
Title: Re: Trivial findings
Post by: Deus Machina on September 09, 2018, 04:27:12 pm
An old one, I think from early v34.x:
First siege in a new fortress. Quickly conscript a militia, one dwarf sprints out notably faster than the others, meets the leading goblin, immediately falls unconscious from blood loss.
Though the other militiadwarves eventually ran them off, he spent the next season in the hospital. Once he finally get up, he heads back to the barracks and refuses to do anything but train.
The next siege, he again sprints out far ahead of the others, meets a whole squad of gobbos, and swiftly reduces them to red smears and showers of teeth. They turn right back around and flee.
So I honor him by issuing him the best armor in the fortress and an artifact weapon, which he cancels picking up. 'Not enough hands'.
Turns out that in the first siege his blood loss was caused by getting both arms neatly lopped off at the shoulder. And his training had made him a legendary kicker.
So siege #2 had been routed by a single dwarf literally kicking so much goblin ass.
Title: Re: Trivial findings
Post by: Pvt. Pirate on September 10, 2018, 08:38:19 am
An old one, I think from early v34.x:
First siege in a new fortress. Quickly conscript a militia, one dwarf sprints out notably faster than the others, meets the leading goblin, immediately falls unconscious from blood loss.
Though the other militiadwarves eventually ran them off, he spent the next season in the hospital. Once he finally get up, he heads back to the barracks and refuses to do anything but train.
The next siege, he again sprints out far ahead of the others, meets a whole squad of gobbos, and swiftly reduces them to red smears and showers of teeth. They turn right back around and flee.
So I honor him by issuing him the best armor in the fortress and an artifact weapon, which he cancels picking up. 'Not enough hands'.
Turns out that in the first siege his blood loss was caused by getting both arms neatly lopped off at the shoulder. And his training had made him a legendary kicker.
So siege #2 had been routed by a single dwarf literally kicking so much goblin ass.
heavy metal boots might pump him up though :D
*all the other kids with their pumped up kicks...*
Title: Re: Trivial findings
Post by: PseudoLoneWolf on September 10, 2018, 11:06:36 am
Those boots damn well better menace with spikes of goblin bone.
Title: Re: Trivial findings
Post by: Adequate Swimmer on September 10, 2018, 01:47:19 pm
I've caught four badgers using a kitten surrounded by cage traps. The fifth badger ... started considering her options. It's just standing next to the kitten and the traps, sometimes making like a slow circle around them.
Is this just a coincidence or is it intended behavior when an animal sees another of its kind getting caught?
Title: Re: Trivial findings
Post by: Fleeting Frames on September 10, 2018, 01:50:02 pm
Hm. Well, when I caught a bugbat in a cage earlier, the rest of them went back in the cavern - but didn't leave the map, and instead got pregnant and had children.

They wouldn't leave until I slaughtered the 'bat.
Title: Re: Trivial findings
Post by: Adequate Swimmer on September 10, 2018, 04:02:03 pm
Had it happen 2 more times, with 2 different packs of badgers. When one pack member gets caught, the others stop whatever they are doing and start loitering/observing, one or two tiles away from the traps. The badgers will never willingly step into a tile they suspect is trapped.

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Splint on September 10, 2018, 04:28:26 pm
I think that stems from the leader being trapped first usually, and since the leader isn't dead, they just hang around the cage instead of running along on their merry way; if someone else in that isn't the leader gets caught, they usually continue on like there's nothing wrong. Least that's my observation.

Needs further testing, but it seems like blunt weapon fighters are more likely to knock the teeth out of enemies' heads, thus ensuring teeth will traumatize the general population for weeks to come after a siege; it's almost as if they're jealous of blade users' capacity to send limbs flying. I could just be imagining it.
Title: Re: Trivial findings
Post by: Deus Machina on September 11, 2018, 02:03:55 am
heavy metal boots might pump him up though :D
*all the other kids with their pumped up kicks...*
If this happens again, you better believe they will.
Better run, better run, outrun Sigun...
Title: Re: Trivial findings
Post by: Adequate Swimmer on September 14, 2018, 12:24:08 pm
Loot counts as imported wealth, regardless of whether you're the raider or the raidee.
Title: Re: Trivial findings
Post by: Senator Jim Death on September 14, 2018, 01:27:33 pm
Loot counts as imported wealth, regardless of whether you're the raider or the raidee.

Dwarf Fortress: euphemism simulator

I picture Urist McRaider, sheathed in blood and tears and steel, striding into the tavern and slamming a bag full of goblin innards and other spoils right in the middle of the +prickle berry seed roast+. His mien is terrible and also covered with prickle berry seeds. The Kat shaker drops his block, the dancing lurches to a halt, and every bleary bloodshot eye in the room is on him.

"Imported weath!" is what he bellows, leering through his beard at every staring face.

And the room's timbers shake with the fell dwarven laughter from every dwarven throat. Someone throws him a kaolinite mug of carrot wine, and he downs it in a gulp. Then the announcer comes on and it turns out to be ANOTHER stupid carrot wine commercial. Quaff Carrotwine to slake your bloodiest after-raid thirst! Christ, I hope the dwarven economy never comes back.
Title: Re: Trivial findings
Post by: Adequate Swimmer on September 14, 2018, 01:42:54 pm
Loot counts as imported wealth, regardless of whether you're the raider or the raidee.

Dwarf Fortress: euphemism simulator

I picture Urist McRaider, sheathed in blood and tears and steel, striding into the tavern and slamming a bag full of goblin innards and other spoils right in the middle of the +prickle berry seed roast+. His mien is terrible and also covered with prickle berry seeds. The Kat shaker drops his block, the dancing lurches to a halt, and every bleary bloodshot eye in the room is on him.

"Imported weath!" is what he bellows, leering through his beard at every staring face.

And the room's timbers shake with the fell dwarven laughter from every dwarven throat. Someone throws him a kaolinite mug of carrot wine, and he downs it in a gulp. Then the announcer comes on and it turns out to be ANOTHER stupid carrot wine commercial. Quaff Carrotwine to slake your bloodiest after-raid thirst! Christ, I hope the dwarven economy never comes back.

I was about to type something about a nazi securing a bottle of cognac for future generations, but your example works just as well.

And it's not that you really need to simulate a lot of economy, as long as there is distinction between nobles, soldiers and commoners. In a traditional society, everyone just trades favors or uses their status to get things done. You only need currency when you're trading with an outsider, and a lot of the time that currency is called "sheep".
Title: Re: Trivial findings
Post by: sketchesofpayne on October 09, 2018, 06:14:58 pm
(I couldn't find if this has been observed/mentioned before)

I had a dragon attack my fortress (regular dragon, not a cave dragon).  The were ten monster slayers who had petitioned to be part of the fort.  If they died due to melting they reverted profession.  So a spearman would get vaporized and it would say (name), human jeweler has been found melted.

If the dragon struck them down or they died to bleeding their profession would be unchanged.
Title: Re: Trivial findings
Post by: Kat on October 13, 2018, 12:46:00 pm
Found something that I didn't know before.

If you build a bunch of cages for use as jails, and designate a room from one of them, and set it to be used for justice, it will allocate all the cages covered by the room for justice, rather than you having to designate each cage individually for use for justice.
Title: Re: Trivial findings
Post by: Mort Stroodle on October 14, 2018, 12:52:22 am
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.

If you can embark on hidden sites, does that mean you could embark on a vault?
Title: Re: Trivial findings
Post by: Urlance Woolsbane on October 14, 2018, 01:25:10 am
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.

If you can embark on hidden sites, does that mean you could embark on a vault?
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
Title: Re: Trivial findings
Post by: Pvt. Pirate on October 14, 2018, 02:30:44 am
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.

If you can embark on hidden sites, does that mean you could embark on a vault?
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
i mostly cannot embark if all embark squares are on high mountains.
Title: Re: Trivial findings
Post by: Urlance Woolsbane on October 14, 2018, 04:03:43 am
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.

If you can embark on hidden sites, does that mean you could embark on a vault?
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
i mostly cannot embark if all embark squares are on high mountains.
Right, but I'm talking about squares you could otherwise embark on.
Title: Re: Trivial findings
Post by: Staalo on October 14, 2018, 04:41:12 am
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.

...and once the location has been found, use DFHack's embark-anywhere for some high quality but short lived !!FUN!!
Title: Re: Trivial findings
Post by: Dozebôm Lolumzalěs on October 15, 2018, 01:07:45 am
The dwarven checkerboard might work on them. On the other hand, they might not be as actively malevolent as clowns, and fail to strive ever upward. This calls for some !!SCIENCE!!.
Title: Re: Trivial findings
Post by: Shazial on October 17, 2018, 12:19:41 pm
Today one of my Goblin citizens gave birth to a Goblin baby! First time in the history of me playing DF has a non-Dwarven citizen given birth in my Fortress. I didn't actually even know it was possible. I will be keeping a close eye on her development as she integrates into the Dwarven society.
Title: Re: Trivial findings
Post by: Dunamisdeos on October 17, 2018, 12:29:54 pm
I always want to get populations of other races in a fort, build like a human or goblin quarter.
Title: Re: Trivial findings
Post by: Saiko Kila on October 17, 2018, 01:39:16 pm
Today one of my Goblin citizens gave birth to a Goblin baby! First time in the history of me playing DF has a non-Dwarven citizen given birth in my Fortress. I didn't actually even know it was possible. I will be keeping a close eye on her development as she integrates into the Dwarven society.

Such integration is usually much easier than it would be in real life, because the parent doesn't impose its values on the child (important if the parent is from other civ, i.e. visitor). Only factors are biological ones.
Title: Re: Trivial findings
Post by: andrei901 on October 18, 2018, 01:09:21 am
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.

If you can embark on hidden sites, does that mean you could embark on a vault?
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.

Wait, you can't embark on angel vaults anymore? I remember pitting my military against the vault once so that I could use the ☼candy short sword☼ in the middle. This was several major versions ago, though...(back when taking the weapon just opened the circus)
Title: Re: Trivial findings
Post by: Bumber on October 18, 2018, 02:37:02 am
A recent post reminded me of a discussion of insane prisoners in this thread. Looking back at it, somebody mentioned that ghosts can go insane (http://www.bay12forums.com/smf/index.php?topic=145317.msg7818875#msg7818875).

It was also mentioned that "you can convict dead dwarves, animals, invaders, or anything else that has died at your site (http://www.bay12forums.com/smf/index.php?topic=145317.msg7819104#msg7819104)".

Does this mean you can convict and imprison ghosts? In a cage? Is Urist afraid of any ghost?
Title: Re: Trivial findings
Post by: Staalo on October 18, 2018, 03:43:44 am
The dwarven checkerboard might work on them. On the other hand, they might not be as actively malevolent as clowns, and fail to strive ever upward. This calls for some !!SCIENCE!!.
That one time I tried a vault embark, they did seem to behave exactly like clowns, or maybe like invading megabeasts. All of them seemed to supernaturally home in towards the wagon immediately after embark. Very high quality fun, 5/5 would get horribly eviscerated again.
Title: Re: Trivial findings
Post by: Dozebôm Lolumzalěs on October 25, 2018, 08:41:09 pm
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.

If you can embark on hidden sites, does that mean you could embark on a vault?
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.

Wait, you can't embark on angel vaults anymore? I remember pitting my military against the vault once so that I could use the ☼candy short sword☼ in the middle. This was several major versions ago, though...(back when taking the weapon just opened the circus)
Are you sure that wasn't a demonic fortress instead?
Title: Re: Trivial findings
Post by: The Dorfmeister on October 26, 2018, 04:48:42 pm
Today I found out two things : My computer, capable of running Fallout 4 on lowest settings at least, crashes with a BSOD if I try to embark a fortress at a large world after playing 3-4 ingame months as an adventurer... And... now with a medium world... Embarking on a tomb with DFhack Embark Everywhere and trying to claim the skeletons and things inside the tomb will still wake up the mummy. Undead apocalypse wiped out my fort just after starting.
Title: Re: Trivial findings
Post by: Staalo on October 29, 2018, 03:35:38 am
A visiting speardwarf whacked a giant olm with an anatomy book so long that he turned into a macedwarf.

Apparently fighting with a book now trains Mace instead of Misc. object like in earlier versions.
Title: Re: Trivial findings
Post by: Magistrum on October 30, 2018, 04:03:32 pm
Today one of my Goblin citizens gave birth to a Goblin baby! First time in the history of me playing DF has a non-Dwarven citizen given birth in my Fortress. I didn't actually even know it was possible. I will be keeping a close eye on her development as she integrates into the Dwarven society.

Over at Simple Fort we have had some demons giving birth (http://www.bay12forums.com/smf/index.php?topic=169807.msg7878822#msg7878822) to beautiful hellspawn.
Title: Re: Trivial findings
Post by: Cathar on December 03, 2018, 06:45:39 pm
• You can't craft clothes for troll, but Moose men cloths will fit them like a charm
• The mongols are best known for periodically going north and south the great wall of china. This is why, in DF, "Monggol" means "Nation of the wall"
Title: Re: Trivial findings
Post by: TD1 on December 03, 2018, 06:49:33 pm
What does Mong Kima mean, then?
Title: Re: Trivial findings
Post by: Cathar on December 03, 2018, 06:52:54 pm
Nation of Pearls :U
I'm a bit sad pearls only exist in name tho
Title: Re: Trivial findings
Post by: TD1 on December 03, 2018, 06:58:12 pm
Ahh, so that's why they're "Pearlites."

It all makes sense.
Title: Re: Trivial findings
Post by: Cathar on December 03, 2018, 07:17:28 pm
It all makes sense.

This is exactly what I think every time I research my little kingdom's history. "Oh shit, this explains that, it all makes sense"

I feel like a fantasy historian and anthropologist

(Edit : From now on I'll refer to mongols as "wallites")
Title: Re: Trivial findings
Post by: Immortal-D on December 06, 2018, 08:36:08 pm
Tavern brawls can generate Curses if the Tavern & Temple share a tile.  You can also get Cursed by knocking over a bookcase in a Library-Temple combo.
Title: Re: Trivial findings
Post by: sketchesofpayne on December 07, 2018, 01:43:12 am
Tavern brawls can generate Curses if the Tavern & Temple share a tile.  You can also get Cursed by knocking over a bookcase in a Library-Temple combo.

So like a brawl spilling out of the tavern into a temple zone?  You can't assign one tile two zones/locations.  Or am I misunderstanding?
Title: Re: Trivial findings
Post by: Grand Sage on December 07, 2018, 06:15:48 am
I think you can. You jut have to define one of them as a room. Say for instance, that in your tavern zone, you define one room from a table and assign that to your temple.
Title: Re: Trivial findings
Post by: Saiko Kila on December 07, 2018, 08:18:15 am
You can stack zones one upon other as much as you want, I do it all the times. You can also combine it with rooms, sure, and assign multiple zones and rooms to a single location. When your cursor is over a tile with multiple zones, you use "v" to switch displayed zone to the next one. You must be directly on a shared tile for this option to be available.

If you have dfhack, you may also use my script for gods listing, when cursor is over a zone and you run the script, it will list all zones which are under this cursor, and what locations they are assigned to, if any. When used on location in a "l" screen it will list all zones and rooms assigned to this location: http://www.bay12forums.com/smf/index.php?topic=172496.0
You can use "-noroom" option to disable listing rooms (so only zones will be listed), because taverns can have hundreds of rooms. I use it to help manage these locations with multiple zones.
Title: Re: Trivial findings
Post by: Immortal-D on December 08, 2018, 07:41:51 pm
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it.  This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.
Title: Re: Trivial findings
Post by: Bumber on December 08, 2018, 09:37:50 pm
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it.  This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.
Self-operated danger room?
Title: Re: Trivial findings
Post by: sketchesofpayne on December 10, 2018, 12:38:52 am
In adventure mode I killed a forgotten beast that had wiped out a fortress.  I claimed the site, but never got a message confirming it.  I retired my adventurer in another fortress.

In dwarf fortress mode I decided to reclaim that fortress.  When my expedition arrived there my adventurer was spotted and I got a warning of an ambush.  My adventurer was hostile and showed up in the units screen as an enemy.  I paused the game.  I didn't want to kill my character.

I used DFhack gui/gm-editor on my adventurer and set the 'visitor' flag to true.  When I unpaused the game my adventurer was not hostile and functioned like a normal visitor.
Title: Re: Trivial findings
Post by: FantasticDorf on December 12, 2018, 03:32:27 am
Add this as a attached note-comment or a bug report on Mantis please for the relevant bug reports.

That's really really odd and im sure could invoke a crash if it didn't recognise between killing them and retiring that fortress that the adventurer you might be trying to use is dead (or maybe oddly just create a duplicate of your character, wherin you go back and loot their corpse)

That is unless it just prompts you to create a new adventurer.
Title: Re: Trivial findings
Post by: Urist McScoopbeard on December 12, 2018, 11:23:40 am
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it.  This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.
Self-operated danger room?

Yea, is it possible to do a little more !!SCIENCE!! ?, does this traumatic event train any skills or attributes?
Title: Re: Trivial findings
Post by: Immortal-D on December 12, 2018, 09:38:16 pm
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it.  This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.
Self-operated danger room?

Yea, is it possible to do a little more !!SCIENCE!! ?, does this traumatic event train any skills or attributes?
The Fort in which I made this discovery is semi-serious, but I will definitely create a test Fort to get more data.
Title: Re: Trivial findings
Post by: Deus Machina on December 12, 2018, 11:55:15 pm
Keep us posted on that.
Would a loaded iron minecart cause damage through armor? An empty wood one train dodging and armor use?
I miss how I remember danger rooms working.
Title: Re: Trivial findings
Post by: FantasticDorf on December 13, 2018, 04:21:55 am
Keep us posted on that.
Would a loaded iron minecart cause damage through armor? An empty wood one train dodging and armor use?
I miss how I remember danger rooms working.

Platinum minecarts destroy creatures of virtually any size by crushing if they are able to with a intense force for a brief reminder of the most extreme effects you can harness with minecarts then applying it to lighter examples, considering weight x velocity the same way in-game weapons are slightly capped but can be still used by the minor statistical advantage of the users strength, agility and whether they are one or two handed gripping the weapon sized right for them.

Armor colliding and shaking would have made this significantly more deadly though even on featherwood minecarts.
Title: Re: Trivial findings
Post by: pamelrabo on December 15, 2018, 05:58:38 am
I just found a 4 deep water pond freezes in a block of ice that melts in a 7 deep pond of water.

I'm channeling new sections of dirt next to the pond every winter and now it's grown into a small lake.
Title: Re: Trivial findings
Post by: FantasticDorf on December 15, 2018, 10:40:06 am
I just found a 4 deep water pond freezes in a block of ice that melts in a 7 deep pond of water.

I'm channeling new sections of dirt next to the pond every winter and now it's grown into a small lake.

Not suprised, ponds become virtual aquifers when it rains, id like to know your method though as im told that caving in the ice (but it needs the pond-floors in order to be refilled so cheating to make a obsidianiser esque contraption is harder) creates water.

My last successful fortress i used rain ponds to irrigate my below ground sunlight exposed farm by putting a floodgate infront of a channel leading from it, and let the water spread out after bricking the roof back in for safety as the rain pushed water pressure forward even though there wasn't that much water inside the pond over my spread out area.

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: pamelrabo on December 15, 2018, 06:03:39 pm
Oh wow, that's super way over the thing I do with water. Maybe I confused things using the word "pond", meaning "a few tiles with natural stagnant water", not an activity  area assigned as Pit / Pond.

If you have a natural puddle with depth 7, say

  777
77777
  777

You channel around and water distributes itself in

4444444
4444444
4444444

But in winter it becomes solid ice.

Then, in spring the blocks melt as 7 water and you get


7777777
7777777
7777777

And then you can make it a bit bigger again every year.

żHope I managed to explain it well? Also, I've tried to carry ice indoors to get water and pastures when it melts but agh, my citizens keep cleaning the stone floor.

I know I'm doing something wrong but I still struggle with pits and ponds and minecarts and hidraulics. I want to experiment with pressure levels and pumps but I always get carried by roleplaying and don't want to kill my citizens with ˇScience!

(ˇThe bridge and ice idea is neat, though!)
Title: Re: Trivial findings
Post by: bloop_bleep on December 15, 2018, 06:18:31 pm
When ice items melt they make contaminant water on the floor, which is not the kind that exists in ponds and rivers and can flow and whatnot. That’s why your dwarves are constantly cleaning it up.
Title: Re: Trivial findings
Post by: anewaname on December 15, 2018, 07:05:30 pm
@pamelrabo
You could exploit your puddle further by splitting the puddle similar to how you have been doing it, but allow the water to flow into underground tiles where it will not freeze. Then convert the stagnant water to fresh water using a screwpump, and pump it into a 2-z pit and build a well over it. Careful with the screwpump... it causes pressure and can flood parts of a fort if it has access to too much water.

Title: Re: Trivial findings
Post by: Gigaz on December 23, 2018, 07:29:43 am
I just found a 4 deep water pond freezes in a block of ice that melts in a 7 deep pond of water.

I'm channeling new sections of dirt next to the pond every winter and now it's grown into a small lake.

That works with any depth, but of corse 1/7  might evaporate so usually 2/7 is the way to go.
Title: Re: Trivial findings
Post by: Superdorf on December 24, 2018, 08:37:30 pm
So we all know the horror dwarves experience nowadays upon seeing the teeth of dead gobbos lying around...

...but what about teeth from someone who isn't dead yet?

Spoiler (click to show/hide)

These teeth got knocked loose when my manager threw a tantrum and punched a gem cutter in the face. They've been sitting there awhile now, and the furnace operators don't seem to care.
Title: Re: Trivial findings
Post by: Mort Stroodle on December 25, 2018, 03:05:57 am
Were gila monster bites apply necrosis. The wiki says gila monster bites just causes swelling and pain. Either the wiki info on gila monsters is incomplete, or lycanthropy seems to be able to somehow exacerbate syndrome effects in some cases.
Title: Re: Trivial findings
Post by: SQman on December 25, 2018, 01:34:41 pm
Severe swelling can lead to necrosis. I had a FB with swelling-inducing blood, and some of my warriors' faces started melting, even though DFHack said there was no necrosis syndrome in work.
Of course if you get bitten by a were gila monster you have more serious problems than your body rotting.
Title: Re: Trivial findings
Post by: Splint on December 25, 2018, 01:59:43 pm
Severe swelling can lead to necrosis. I had a FB with swelling-inducing blood, and some of my warriors' faces started melting.

I learned this the hard way a while back. Full body swelling to the point of necrosis - the afflicted would bloat and die on the way to the hospital, even though the FB itself had been a joke int erms of strength, a simple water blob. Wiped out an entire squad of marksdwarves with one big-ass dust burst that way.
Title: Re: Trivial findings
Post by: Iduno on December 26, 2018, 01:20:15 pm
Of course if you get bitten by a were gila monster you have more serious problems than your body rotting.

Agreed. Corpse rotting is very nearly the same, but it's a pretty important difference.
Title: Re: Trivial findings
Post by: TheFlame52 on December 26, 2018, 04:59:54 pm
Were gila monster bites apply necrosis. The wiki says gila monster bites just causes swelling and pain. Either the wiki info on gila monsters is incomplete, or lycanthropy seems to be able to somehow exacerbate syndrome effects in some cases.
Actually, the truth is even stranger! Each time a weregila monster is generated, it gets a random FB-like syndrome applied to its bite. It's not the same every time.
Title: Re: Trivial findings
Post by: Quixotic on December 28, 2018, 05:26:26 pm
Sometimes dwarves will cry after finishing an artifact.
Title: Re: Trivial findings
Post by: FantasticDorf on December 31, 2018, 06:40:19 am
[ANIMAL] entity linked creatures, particularly ones that are [ALWAYS_AVAILIBLE] in the RAW arguements are more (not totally) likely to be the favourite animals of citizens of that civ, if the pool of animals to use is quite small this makes it easy to decorate and design images for decoration and symbol pictures to be repeated which will please a lot of citizens at once.

If your civ has a animal tag allowing dogs, dogs will turn up in preferences, maybe you can make a picture of your dwarves admiring the loyalty of them, or ripping a goblin's throat out while dwarves applaud and laugh then detail it around the fortress. Simple stylistic decorations of things dwarves like in the color & texturing material that they like significantly increase room value.
Title: Re: Trivial findings
Post by: bloop_bleep on December 31, 2018, 06:28:09 pm
Engravings don’t get admired. They simply increase the value of rooms. The contents of engravings are thus presumably immaterial, except for role playing purposes.
Title: Re: Trivial findings
Post by: FantasticDorf on December 31, 2018, 07:57:25 pm
Engravings don’t get admired. They simply increase the value of rooms. The contents of engravings are thus presumably immaterial, except for role playing purposes.

This wasn't always the case, a rollback to 30.whenever can confirm, as with other things like parties and game breaking bugs as standard.
Title: Re: Trivial findings
Post by: Shazial on January 01, 2019, 11:07:16 pm
TIL that sports events are a thing. There are multiple books in my possession about foot races and wrestling matches between dwarves or different settlements.
Title: Re: Trivial findings
Post by: Grand Sage on January 02, 2019, 11:41:18 am
Not to degrade your findings, but a quick walk to legends mode would have revealed a lot of "competitions" like that, together with ceremonies and festivities. I am more supprised that there are books about it, but I don't often have a library.
Title: Re: Trivial findings
Post by: kekkres on January 02, 2019, 06:30:38 pm
• You can't craft clothes for troll, but Moose men cloths will fit them like a charm
• The mongols are best known for periodically going north and south the great wall of china. This is why, in DF, "Monggol" means "Nation of the wall"

You actualy can, if you restrict a clothiers shop or blacksmiths forge (for armor) to beings of a spacific race and order clothes from it without specifying the size those creatures will always make clothing of their own size. Its most apparent if you get a human tailor or armorer who occasionaly helps out on work orders producing items your dwarves cant use but using dfhack for testing ive been able to have everything from trolls to giants and ettins make properly fitted gear for themselves
Title: Re: Trivial findings
Post by: FantasticDorf on January 03, 2019, 09:39:11 am
Anecdotally polar bear-man armor fits trolls just fine too, but the above method especially via DFtherapist or DFhack's native 'manipulator' plugin can do just as well, they can do other jobs too this way.

Gremlins dont usually have the labours but most certainly should be able to create their own clothes/armor this method to prevent nakedness bad thoughts when caught as a tamable intelligent in vanilla.
Title: Re: Trivial findings
Post by: pamelrabo on January 03, 2019, 05:23:39 pm
I found a dead werebeast cursed dwarf doesn't turn into a ghost until it's back into dwarven form.
I got something like

"ghostly fish dissector turned into a dwarf!"
"ghostly fish dissector is haunting the fortress!"

Apparently they keep turning into beasts and back even dead, until someone memorializes them. The guy died in his flooded quarantine cell the moment he turned into a beast again, and I didn't recover the body.
Title: Re: Trivial findings
Post by: Silverlock on February 20, 2019, 10:16:53 pm
I found a dead werebeast cursed dwarf doesn't turn into a ghost until it's back into dwarven form.
I got something like

"ghostly fish dissector turned into a dwarf!"
"ghostly fish dissector is haunting the fortress!"

Apparently they keep turning into beasts and back even dead, until someone memorializes them. The guy died in his flooded quarantine cell the moment he turned into a beast again, and I didn't recover the body.

I find this fascinating.  A ghostly werebeast.
Title: Re: Trivial findings
Post by: Urist McUristUrist on February 21, 2019, 05:23:53 pm
I found a dwarf with a prefference for "citron wood wood" in my fortress today.

Edit:
Found another one with prefference for "coffee wood wood". Is my game corrupted or is this normal?
(https://cdn.discordapp.com/attachments/526157403339882499/548915201274019926/Zrzut_ekranu_2019-02-23_18.05.37.png)
Title: Re: Trivial findings
Post by: Silverlock on February 23, 2019, 04:29:56 pm
I am enjoying the fact that "Urist McUristUrist" is the one asking about this.
Title: Re: Trivial findings
Post by: anewaname on February 23, 2019, 08:11:36 pm
I found a dwarf with a prefference for "citron wood wood" in my fortress today.

Edit:
Found another one with prefference for "coffee wood wood". Is my game corrupted or is this normal?
This is normal. When fruit-bearing trees were added, their descriptions had "wood" added to them, probably to differentiate from their fruits (because "peach wood barrel" is clear but "peach barrel" could be confusing).
Title: Re: Trivial findings
Post by: Grand Sage on February 25, 2019, 07:54:40 am
yeah, that system probably needs a re-write were all wooden objects are described as "X-wood object". So a  oak wood barrel for instance.
Title: Re: Trivial findings
Post by: nezclaw on February 27, 2019, 02:42:19 pm
if you force-age a child by using the "Rejuvenate" command in DFHack, you can't add them as the commander of a squad.
Title: Re: Trivial findings
Post by: Dunamisdeos on February 27, 2019, 03:50:16 pm
I wonder what causes a megabeast in captivity to go insane, exactly?

So far I've got 2 Minotaur, 1 Cyclops, and a Roc. The Minotaurs and cyclops are in identical enclosures, chained to prevent escape. The roc is in a multi-story aviary enclosure. The Minotaurs went insane with 3 years, at different times. The Cyclops has been here for going on 10 years, and is sane.

The Roc likely has not had time enough to produce results, being caged for 4 years (I had to reconstruct the aviary, mistakes were made) and inside the enclosure for 2. It is unchained.

We've also got a number of goblins enclosed, and unchained. None of them have gone insane. However, if the chain was the catalyst, one would think the cyclops would have lost it long ago.
Title: Re: Trivial findings
Post by: Silverlock on February 28, 2019, 08:58:49 pm
I wonder what causes a megabeast in captivity to go insane, exactly?

Probably just the sheer shame of it all.
Title: Re: Trivial findings
Post by: Magistrum on March 16, 2019, 02:15:42 pm
Definitely not the years of captivity without so much as water.
Title: Re: Trivial findings
Post by: snow dwarf on March 16, 2019, 10:49:32 pm
Heh, Kruggsmash throwback.
Title: Re: Trivial findings
Post by: methylatedspirit on March 20, 2019, 01:33:22 am
It turns out that cage traps do not work on merchants. Dammit.
Title: Re: Trivial findings
Post by: Bumber on March 20, 2019, 03:09:19 am
It turns out that cage traps do not work on merchants. Dammit.
They should if you use cave-in dust to stun.
Title: Re: Trivial findings
Post by: methylatedspirit on March 20, 2019, 03:27:05 am
I was looking for ways to take an elven caravan's stuff under two conditions:
1. Don't let them leave. (pisses off the elven civ, don't really want war yet)
2. Don't kill them. (corpses are traumatizing to dwarves, pain in the ass to deal with)
Title: Re: Trivial findings
Post by: Bumber on March 20, 2019, 03:52:27 am
Why not atomsmash them? Your dwarves never need to see a corpse.
Title: Re: Trivial findings
Post by: nuget102 on March 20, 2019, 04:06:58 am
I was looking for ways to take an elven caravan's stuff under two conditions:
1. Don't let them leave. (pisses off the elven civ, don't really want war yet)
2. Don't kill them. (corpses are traumatizing to dwarves, pain in the ass to deal with)

There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.
Title: Re: Trivial findings
Post by: methylatedspirit on March 20, 2019, 04:08:49 am
There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.
Will that method piss off the elves if the merchants leave?
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 20, 2019, 04:29:35 am
There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.
Will that method piss off the elves if the merchants leave?
For some reason Elves don't seem to care about having their stuff stolen. Or indeed about being slaughtered.
But touch their sacred trees...

Title: Re: Trivial findings
Post by: snow dwarf on March 20, 2019, 04:49:21 am
There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.
Will that method piss off the elves if the merchants leave?
For some reason Elves don't seem to care about having their stuff stolen. Or indeed about being slaughtered.
But touch their sacred trees...
It will piss them off, because the game calculates loss based on how much more money they make when leaving.
Title: Re: Trivial findings
Post by: methylatedspirit on March 20, 2019, 04:50:47 am
Atom smasher it is, then. Or does that also piss them off?
Title: Re: Trivial findings
Post by: snow dwarf on March 20, 2019, 07:45:46 am
Atom smasher it is, then. Or does that also piss them off?
Unfortunately it does. As long as they are leaving with less money than they had, (or if they never leave ;) ) they get a bit pissed. But elves are resistant anyway and it's hard to get them to attack you anyway, so don't worry.
Title: Re: Trivial findings
Post by: wierd on March 20, 2019, 07:50:04 am
Just use dfhack to turn the diplomat back on, then insult him repeatedly, before killing him. :P
Title: Re: Trivial findings
Post by: methylatedspirit on March 20, 2019, 07:59:12 am
Just use dfhack to turn the diplomat back on, then insult him repeatedly, before killing him. :P
When the elven armies come, just tell them that it was just a prank.
Title: Re: Trivial findings
Post by: pamelrabo on March 21, 2019, 12:41:18 pm
Today I found I had native platinum cut gems. But my embark has no metals, totally not valuable metals and absolutely not platinum at all. So what's happening here?

Turns out they're gizzard stones, and they came inside random hens and turkeys. Along with bauxite, saltpeter and some other rare minerals.
Talk about Golden Eggs Hen... ˇI've got Platinum ones!

żDoes this mean I can have a source of platinum gems if I import enough chickens? ( that's a question I've never thought I'd ask).
Title: Re: Trivial findings
Post by: spazyak on March 21, 2019, 12:48:19 pm
See if you can set it to melt. Then setting a forge to melt objects.
Title: Re: Trivial findings
Post by: pamelrabo on March 21, 2019, 03:47:22 pm
See if you can set it to melt. Then setting a forge to melt objects.

No, cut stones can't be melted. ˇBut they can be used for decorating stuff! (btw, 20 fresh chickens arrived but no precious metals inside them. Guess I had a lucky gizzard-roll)
Title: Re: Trivial findings
Post by: Grand Sage on March 21, 2019, 05:46:18 pm
Oddly enough, The wiki doesn't list Chickens as a source of gizzard stones. Although it does mention that butchering things like elk-birds can yield a renewable source of them.

I guess that means that even animals who were born on your map can have stones in them that dont exist on your map?

Also, Gizzard stones, How the hell did anyone come up with adding them into the game? :P
Title: Re: Trivial findings
Post by: anewaname on March 21, 2019, 07:38:14 pm
I like when moody dwarfs use gizzard stones. Thief-birds like vultures or buzzards are a good source of them, since they come in close enough for the military dwarfs to smack them down.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on March 22, 2019, 08:10:25 pm
It is possible to build a door when there are walls on all 4 sides. But if there is an item on the ground, the dwarf will suspend the job claiming there's no path.
Title: Re: Trivial findings
Post by: Superdorf on March 23, 2019, 08:13:00 pm
It is possible to build a door when there are walls on all 4 sides. But if there is an item on the ground, the dwarf will suspend the job claiming there's no path.
And thus was the dwarven revolving door invented.

Although it does mention that butchering things like elk-birds can yield a renewable source of them.
Notably, it lists crocs and gators as yielding gizzard stones. Engineer a crocsplosion, and you could have a very nice source of decorating supplies... and think of the training bolts!
Title: Re: Trivial findings
Post by: methylatedspirit on March 23, 2019, 08:25:39 pm
It is possible to build a door when there are walls on all 4 sides. But if there is an item on the ground, the dwarf will suspend the job claiming there's no path.
I have a bunch of Quickfort blueprints on my computer that I made myself, and they all rely on diagonal doorways. It's something to do with minimizing the distance that my dwarves have to walk, but I don't know if that actually works.
Title: Re: Trivial findings
Post by: pamelrabo on March 25, 2019, 04:43:16 am
Oh, wow, you people are right, maybe they came inside other animals, not birds. That would explain why no more chickens or turkeys gave me platinum.

Or maybe the whole platinum stones thing it's just a bug, and [pun] that's why the birds ate it [/pun] bdm - tsssss.

Hope I can edit this pist later when I regret the terrible joke.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on March 25, 2019, 11:50:53 pm
Strange I just found a fungiwood tree inside the stone.  There is no opening into the small space, before the miner uncovered it while following a gold vein.
Title: Re: Trivial findings
Post by: AngryAboutElves on March 26, 2019, 11:20:00 am
I went through the list of goblin(/HFS) literature in a world I generated some time ago and I found out that some goblin literature can be really depressing.

I wish I made a screenshot of it, but there was a particular masterwork produced in a dark pit called After the Trenches, written in a rather sad tone, which was probably written by the Goblin counterpart of John McCrae or Erich Maria Remarque.
Title: Re: Trivial findings
Post by: methylatedspirit on March 26, 2019, 10:00:51 pm
While assigning a weapon to one of my dwarves, I saw this:
(https://i.imgur.com/vbTjWvF.png)
What do they mean by foreign?
Title: Re: Trivial findings
Post by: bloop_bleep on March 26, 2019, 10:13:40 pm
While assigning a weapon to one of my dwarves, I saw this:
(https://i.imgur.com/vbTjWvF.png)
What do they mean by foreign?

I think because picks are not listed somewhere in the dwarf civ entity raws as permitted weapons, picks are considered foreign, meaning that no auto-generated military dwarves from that civ type (such as merchant guards) can spawn wielding picks. This also means that your fortress mode game will treat picks as weapons from another civilization, same as whips that you loot off goblin invaders, despite you being able to craft them yourself.

This is largely a guess, though, so take this with a grain of salt.
Title: Re: Trivial findings
Post by: Bumber on March 27, 2019, 05:38:08 am
This also means that your fortress mode game will treat picks as weapons from another civilization, same as whips that you loot off goblin invaders, despite you being able to craft them yourself.
I'm not sure if that actually amounts to anything. Maybe that they don't appear as weapon categories for squad equipment? (I don't have DF installed to double check if whips show up there. I know picks don't.)
Title: Re: Trivial findings
Post by: anewaname on March 27, 2019, 03:53:30 pm
Regarding picks, note the Skills wiki page (http://dwarffortresswiki.org/index.php/DF2014:Skill#Skills). Mining is a non-military skill, but it does govern how well a pick is used as a weapon (wood cutters unfortunately use their Axeman skill if they need to attack or defend with their axe). So, a legendary miner will block or attack excellently with their mining pick, and an ex-miner can start their military career with legendary skill with their weapon.
Title: Re: Trivial findings
Post by: Dunamisdeos on March 27, 2019, 07:24:26 pm
I found a quarter on the floor today. It's trivial, but also, I found it.
Title: Re: Trivial findings
Post by: Bumber on March 28, 2019, 08:16:50 am
I found a quarter on the floor today. It's trivial, but also, I found it.
Do we need a "Trivial things you found today" thread for General Discussion now, too? :P
Title: Re: Trivial findings
Post by: pikachu17 on March 28, 2019, 06:00:05 pm
I found a quarter on the floor today. It's trivial, but also, I found it.
Do we need a "Trivial things you found today" thread for General Discussion now, too? :P
Why not? "Small, yet interesting things I found out today" sounds like an interesting thread.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on March 28, 2019, 10:05:39 pm
Cannot expel:
Child is
not present


Can't expel a dwarf striken by melancholy, because his children are not here.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 28, 2019, 10:20:04 pm
Cannot expel:
Child is
not present


Can't expel a dwarf striken by melancholy, because his children are not here.
Yup. An unfortunate bug caused by the game checking to see if a baby is being carried by a parent on a mission. Bug causes it to check the whole world for existing spouse/children.

This is really annoying when a guy turns up who is stressing about his kidnapped children. Stress from being away from family combined with inability to expel. Not good. Toady's acknowledged the bug though, should be blasted when the bug fixing starts up again.

Most annoying was trying to banish a stressed Monster Hunter visitor. Cannot expel, spouse not present. Well, yeah. Urgh.
Title: Re: Trivial findings
Post by: methylatedspirit on March 31, 2019, 12:45:12 am
I've never really tried to work with magma before, so I was fascinated when I saw this:
(https://i.imgur.com/RaaB3O6.png)
while filling my magma pool to power my magma workshops.

In more !!FUN!! news, bridges used to contain magma will deconstruct if the mechanism attached to it melts.
Title: Re: Trivial findings
Post by: Areyar on March 31, 2019, 11:16:03 am
I wonder what happens when you drain the magma... never tried it before oddly enough.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on March 31, 2019, 09:28:15 pm
Goblins don't attack visitors, for some reason.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 31, 2019, 10:04:53 pm
Goblins don't attack visitors, for some reason.
They usually do. The mass of visitor bodies to deal with after turtling for a season against goblins is often enough to break a fort.

The last stand of the visitors in the tavern is something I most enjoy shortly before game over.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on March 31, 2019, 10:31:36 pm
Yeah, that puzzled me.
Visitors walked alone side goblins and they don't attack each other.

Edit*

OK, when the goblin retreated, they did kill guests.
I guess they were too focus on their tasks before.
Title: Re: Trivial findings
Post by: TD1 on April 03, 2019, 03:15:12 am
Nah this just happened for me. Neither attacked the other, even though they were retreating. A group of trolls was even hanging in my library with a dozen or so scholars.
Title: Re: Trivial findings
Post by: TubaDragoness on April 03, 2019, 09:51:17 am
For me, they seek out all dwarves, kill soldier types they make eye contact with (probably because those soldiers attack them), and ignore civilian humans and elves. Might have something to do with the war status of the respective civilizations.
Title: Re: Trivial findings
Post by: methylatedspirit on April 04, 2019, 09:35:15 am
I was checking the wounds of random dwarves, and this caught my eye...
(https://i.imgur.com/0IEkCoD.png)
...so I decided to take a closer look.
(https://i.imgur.com/2vcloXc.png)
Even after a decade and a half, his finger is still smashed. Absolute legend.

That's interesting. Does this guy have anything of note in the Health menu?
(https://i.imgur.com/HGmJsnc.png?1)
One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.
Title: Re: Trivial findings
Post by: Pvt. Pirate on April 04, 2019, 11:28:21 am
does a statue depicting this specificdwarf also have the correct amounts of limbs missing etc?
Title: Re: Trivial findings
Post by: methylatedspirit on April 04, 2019, 11:52:49 am
I mean, that specific dwarf has no missing limbs or major injuries, so I don't think there would be much of a difference. I'll see if I can cut off the limbs of a dwarf, though preferably not that one.
Title: Re: Trivial findings
Post by: Spriggans on April 05, 2019, 04:10:16 am
Today, I have reached page 100 of a Thread ::)
Title: Re: Trivial findings
Post by: TD1 on April 05, 2019, 06:54:19 am
My friend, you have reached for Elysium ... and you have achieved it.
Title: Re: Trivial findings
Post by: feelotraveller on April 05, 2019, 09:16:30 am
Today, I have reached page 100 of a Thread ::)

Next level - set your forum profile to 25 messages per page and do it again.  :P
Title: Re: Trivial findings
Post by: TheFlame52 on April 05, 2019, 03:12:46 pm
One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.
No doctor listed on the history, though. Odd.
Title: Re: Trivial findings
Post by: Pvt. Pirate on April 06, 2019, 05:17:33 pm
One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.
No doctor listed on the history, though. Odd.
maybe he treated those wounds himself, lying in bed, licking his wounds.
Title: Re: Trivial findings
Post by: methylatedspirit on April 06, 2019, 07:19:10 pm
One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.
No doctor listed on the history, though. Odd.
maybe he treated those wounds himself, lying in bed, licking his wounds.
There was a doctor listed when he was in the old fort. I guess the doctor listed is stored on the doctor, rather than the patient.
Title: Re: Trivial findings
Post by: neutrino431 on April 08, 2019, 10:36:54 am
If a squad successfully demands the surrender of a site and then occupies it, the former leader will be beheaded, sliced into bits, or other various forms of execution.
Title: Re: Trivial findings
Post by: pikachu17 on April 08, 2019, 12:30:05 pm
If a squad successfully demands the surrender of a site and then occupies it, the former leader will be beheaded, sliced into bits, or other various forms of execution.
Usually, but occasionally not. Not sure what causes that, don't remember the circumstances.
Title: Re: Trivial findings
Post by: NordicNooob on April 08, 2019, 12:47:38 pm
Blood is stored on a tile even if that tile is currently open space.

As an example, I had one of my miners injured in a mining accident, and a smear of her blood was on a platform. I removed the platform, which removed the blood, because the platform was now an open space tile. Just now, I built a bridge over the same place, and lo and behold, that smear of blood re-appeared.

If it means anything, the bridge has been designated but not built, yet the blood is still right there.
Title: Re: Trivial findings
Post by: vp on April 08, 2019, 01:12:11 pm
As an example, I had one of my miners injured in a mining accident, and a smear of her blood was on a platform. I removed the platform, which removed the blood, because the platform was now an open space tile. Just now, I built a bridge over the same place, and lo and behold, that smear of blood re-appeared.

The blood in open space was not removed, it existed all the time, the game just didn't show it. Stone Sense shows hanging pools of blood and vomit pretty good, here is an example, see near upper left corner:

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: JAK on April 09, 2019, 10:01:17 pm
3 dudes with all-steel gear is enough to make ~75 pop elf site surrender.
Title: Re: Trivial findings
Post by: TD1 on April 10, 2019, 05:06:43 am
Dude they fight with wood.
Title: Re: Trivial findings
Post by: NordicNooob on April 10, 2019, 06:54:50 pm
While very niche, I found something mildly not trivial!

After a little !!SCIENCE!!, I have discovered a cool bug with artifacts. If you forbid the main ingredient of the artifact while your moody dwarf is working on it, the artifact will be made from iron.

If you forbid all ingredients, then the moody dwarf will "work" for the entirety of their mood timer and then go insane.

There are practical applications for this, like if your moody weaponsmith who likes warhammers goes off and grabs some candy, you can forbid the candy to not only save the wafer but also to produce a not useless artifact. It can also be used on moody children to create useless iron artifacts rather than useless bone or wood artifacts, which can help your wealth or at least make the artifact feel a little less useless. Note that they will still train the original skill and not metalcrafting, unfortunately.

This needs more !!SCIENCE!! of course, since I have a sample size of one, which was a moody child destined to make a wooden cup. I'm still curious about several things, like how a clothesmaker's mood might be influenced by this. If anybody gets a moody clothesmaker, I'd be very interested to hear what happens if you forbid all the cloth they gather.
Title: Re: Trivial findings
Post by: Superdorf on April 10, 2019, 07:06:09 pm
Delightful. I'm gonna have to !!science!! that.
Title: Re: Trivial findings
Post by: Pvt. Pirate on April 11, 2019, 09:57:28 am
While very niche, I found something mildly not trivial!

After a little !!SCIENCE!!, I have discovered a cool bug with artifacts. If you forbid the main ingredient of the artifact while your moody dwarf is working on it, the artifact will be made from iron.

If you forbid all ingredients, then the moody dwarf will "work" for the entirety of their mood timer and then go insane.

There are practical applications for this, like if your moody weaponsmith who likes warhammers goes off and grabs some candy, you can forbid the candy to not only save the wafer but also to produce a not useless artifact. It can also be used on moody children to create useless iron artifacts rather than useless bone or wood artifacts, which can help your wealth or at least make the artifact feel a little less useless. Note that they will still train the original skill and not metalcrafting, unfortunately.

This needs more !!SCIENCE!! of course, since I have a sample size of one, which was a moody child destined to make a wooden cup. I'm still curious about several things, like how a clothesmaker's mood might be influenced by this. If anybody gets a moody clothesmaker, I'd be very interested to hear what happens if you forbid all the cloth they gather.
i can confirm that they go insane if you don't own any cloth.
poor little Urist McChild who wanted to become a legendary tailor and had to starve in her workshop instead :(
Title: Re: Trivial findings
Post by: JAK on April 11, 2019, 03:30:06 pm
Squads on missions that are across a body of water (though not totally cut off by it such as with an isthmus) will sometimes route THROUGH THE WATER.

How they do this I do not know. In one specific case my world has a thumb-shaped ocean jutting into the map from the northeast. My fort is on this ocean's west coast. A raze mission going across the ocean pathed right through it on the way over then skirted the coast to get home.
Title: Re: Trivial findings
Post by: Magistrum on April 11, 2019, 03:47:36 pm
Sweet, can ya get a save for us to send Toady? Does it happen every time?
Title: Re: Trivial findings
Post by: TheFlame52 on April 11, 2019, 05:06:29 pm
While very niche, I found something mildly not trivial!

After a little !!SCIENCE!!, I have discovered a cool bug with artifacts. If you forbid the main ingredient of the artifact while your moody dwarf is working on it, the artifact will be made from iron.

If you forbid all ingredients, then the moody dwarf will "work" for the entirety of their mood timer and then go insane.

There are practical applications for this, like if your moody weaponsmith who likes warhammers goes off and grabs some candy, you can forbid the candy to not only save the wafer but also to produce a not useless artifact. It can also be used on moody children to create useless iron artifacts rather than useless bone or wood artifacts, which can help your wealth or at least make the artifact feel a little less useless. Note that they will still train the original skill and not metalcrafting, unfortunately.

This needs more !!SCIENCE!! of course, since I have a sample size of one, which was a moody child destined to make a wooden cup. I'm still curious about several things, like how a clothesmaker's mood might be influenced by this. If anybody gets a moody clothesmaker, I'd be very interested to hear what happens if you forbid all the cloth they gather.
This is because iron is the first material defined in the raws. If you go into inorganic_metal and swap the positions of iron and adamantine, this trick will yield adamantine artifacts instead. I have no idea what will happen if you do the swap in an established fort.
Title: Re: Trivial findings
Post by: JAK on April 11, 2019, 06:52:56 pm
Sweet, can ya get a save for us to send Toady? Does it happen every time?

No, but below I've attached an image of the mission report.
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Magistrum on April 11, 2019, 09:08:00 pm
Nice, they finally get around to those swimming lessons!
I'll see if I can reproduce that.
Check if you can make that happen reliably, that would be pretty helpful.
Title: Re: Trivial findings
Post by: anewaname on April 14, 2019, 02:06:37 pm
Had an odd situation where a legendary armorsmith mooded and walked between two of the three magma forges but didn't claim either. He would walk to one, stay there a moment, then walk to the other, etc. He did that for several dwarf days. I 'd' 'b' 'f' both forges, then he walked to the third forge and claimed it. Not sure what to think of this since searching the forums about this issue is difficult.
Title: Re: Trivial findings
Post by: 《monty》 on April 15, 2019, 08:06:03 pm
If you discover the underground caves in Adventurer mode, then retire and start a fortress, the fortress will grow subterranean plants as if a passage to the underground had already been opened on that map.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on April 18, 2019, 12:46:28 am
Either it is a bug or thieves steal goblin body parts.
Maybe I expelled some dwarves while they were dumping goblin parts when I saw the messages.
Title: Re: Trivial findings
Post by: Splint on April 18, 2019, 01:17:17 am
I have discovered, or rather confirmed a suspicion I had, dunno if it was before, that the negative vengeful thought, stacks per ally involved in a given fight - be it against enemies or wildlife. If you have 10 dwarves and three dogs in a fight against an enemy, they get hit with 12 strength 4 (fairly strong, but not "horrified" level strong) negative thoughts that can send someone from perfectly content to tantrumming in an instant, made worse if it keeps happening (such as by buzzards making repeated attempts on a trade depot, causing everyone in view of the birds when they interrupt someone to get hammered per other dwarf or livestock nearby that can also see the birds.)

I found this out when a bunch of buzzards attacked my depot and I suddenly had three haggard dwarves despite them not being the ones attacked (the one who got attacked was a kid who proceeded to break one's neck and slam another into a roof so hard by its wing that it's lower body split in half,) and them floating at 0 + or - 1-200 stress for several years.

I can also confirm dwarf children are bloodthirsty psychos who will relentlessly try to kill anything and everything not belonging to thier home that shows even the slightest ill intent - from werebeasts that tower over adult dwarves, to harmless buzzards, to giant badgers that rage and go for them, to invaders.
Title: Re: Trivial findings
Post by: pikachu17 on April 18, 2019, 04:35:56 pm
I have discovered, or rather confirmed a suspicion I had, dunno if it was before, that the negative vengeful thought, stacks per ally involved in a given fight - be it against enemies or wildlife. If you have 10 dwarves and three dogs in a fight against an enemy, they get hit with 12 strength 4 (fairly strong, but not "horrified" level strong) negative thoughts that can send someone from perfectly content to tantrumming in an instant, made worse if it keeps happening (such as by buzzards making repeated attempts on a trade depot, causing everyone in view of the birds when they interrupt someone to get hammered per other dwarf or livestock nearby that can also see the birds.)

I found this out when a bunch of buzzards attacked my depot and I suddenly had three haggard dwarves despite them not being the ones attacked (the one who got attacked was a kid who proceeded to break one's neck and slam another into a roof so hard by its wing that it's lower body split in half,) and them floating at 0 + or - 1-200 stress for several years.

I can also confirm dwarf children are bloodthirsty psychos who will relentlessly try to kill anything and everything not belonging to thier home that shows even the slightest ill intent - from werebeasts that tower over adult dwarves, to harmless buzzards, to giant badgers that rage and go for them, to invaders.
I've had babies killing cave crocodiles like it ain't no thing.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on April 18, 2019, 07:33:44 pm
Spoiler (click to show/hide)
It's a goblin siege.
Title: Re: Trivial findings
Post by: 《monty》 on April 19, 2019, 01:49:28 am
Spoiler (click to show/hide)
It's a goblin siege.

Horrible! You won't get any goblinite at all!
Title: Re: Trivial findings
Post by: pikachu17 on April 19, 2019, 03:09:28 pm
Spoiler (click to show/hide)
It's a goblin siege.

Horrible! You won't get any goblinite at all!
Actually, if it is a gobin siege, you don't need literal goblins to get goblinite. But, elves in iron, oh, that's a scary thought. Hope none of them have decent skills.
Title: Re: Trivial findings
Post by: Magistrum on April 19, 2019, 06:56:13 pm
I had a vile force of darkness with only dwarves now too. Maybe it has something to do with the goblins hilllocks to the east.
Title: Re: Trivial findings
Post by: TD1 on April 20, 2019, 09:01:54 am
The site I occupied? I looked at it recently.
More than 3000 gobbos?!?
Apparently I did a Moria.
Title: Re: Trivial findings
Post by: Magistrum on April 22, 2019, 09:15:07 pm
Severed parts can go in any direction. Alright. They can also go straight up!
And then get stuck there giving your dwarves horrifying thoughts for over two years while you look puzzled for things on the ground, give up on it, find the problem again, get mad and go check the stocks page for corpses, find nothing, get madder, search more, give up again, find another dwarf with the same thought, finally think of going through the body parts locker, spend twenty minutes going trough all the dismembered bodies in the bottom of the refuse pit, all the creepy crawler nails a forgotten beast left behind, finally find a right paw from a werepanther that came back in 126 and ended up in the branches of a tree two z-levels above.

So many therapy sessions...
Title: Re: Trivial findings
Post by: blokmuscle on April 23, 2019, 08:11:56 am
(http://i67.tinypic.com/fu6u0g.png)
Title: Re: Trivial findings
Post by: Silverlock on April 24, 2019, 09:12:11 pm
(http://i67.tinypic.com/fu6u0g.png)

<sniff>That's poetry, man.
Title: Re: Trivial findings
Post by: blokmuscle on April 27, 2019, 02:24:59 am

<sniff>That's poetry, man.

The more I read it, the more I laughed and started reading it like serious poetry.  Good fun my man!
Title: Re: Trivial findings
Post by: Libash_Thunderhead on April 27, 2019, 07:12:03 pm
Expelling a dwarf when they are hauling something may cause the message "a thief has stolen a xxx" to appear.
Title: Re: Trivial findings
Post by: Bumber on April 27, 2019, 08:10:39 pm
Expelling a dwarf when they are hauling something may cause the message "a thief has stolen a xxx" to appear.
I wonder what happens if we steal an artifact, then have it sent to another site.
Title: Re: Trivial findings
Post by: pikachu17 on April 29, 2019, 02:53:07 pm
If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. No idea if the baby increases combat strength or carries loot, though
Title: Re: Trivial findings
Post by: Libash_Thunderhead on April 29, 2019, 08:33:49 pm
deleted
Title: Re: Trivial findings
Post by: Pvt. Pirate on April 30, 2019, 02:07:35 am
If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. No idea if the baby increases combat strength or carries loot, though
the baby learns quickly to not cry and give a away their position.
Title: Re: Trivial findings
Post by: TD1 on April 30, 2019, 05:52:53 pm
The baby stealthily sneak-crawls up behind sentries and hamstrings them from behind, using nothing but their sharpest - and only - tooth.
Title: Re: Trivial findings
Post by: Shonai_Dweller on May 01, 2019, 01:27:47 am
Cave sites can have dungeons. Never spotted one of those before. In fact this one, The Gutters of Slinking, has a market and a keep too apparently.

I note that of the 24 kobold civs in my world, only 3 ever thought to construct a market. Is it coincidence that they all came to a sticky end by Roc, colossus and swamp titan?

The keep and dungeon in the Gutters and Slinking were constructed by a later civ who moved in after the kobolds were all dead.
Title: Re: Trivial findings
Post by: pikachu17 on May 01, 2019, 01:30:25 pm
Please, go there and see what it looks like.
Title: Re: Trivial findings
Post by: TheFlame52 on May 01, 2019, 02:19:07 pm
I'm very interested as well.
Title: Re: Trivial findings
Post by: Shonai_Dweller on May 02, 2019, 01:47:10 am
I'm very interested as well.
Yes, I may venture out there to see what there is to see.
I imagine it's much like the goblin taverns in that you can't actually find them with an adventurer, but we'll see.

There's actually two caves with dungeons in this world, the other is in the quaint sounding Delightshafts. There we can search for the dungeon "The Cloudy Murder Night". Sounds fun.
Title: Re: Trivial findings
Post by: Imic on May 02, 2019, 03:17:30 pm
I was looking at the world in the Civ screen. My world has been a haze of constant war between the Dwarves in their tiny mountain range they call home, which is surrounded on two sides by Goblin lands, one Dark fortress even has a population of 7500, which’ll cause plenty of fun later on. Hpwever, I found out two things: The Swamp which surrpunds the mountain on all sides, seperating the Dwraves and the Gpblins, is called the Murk of Blockading, and the range itself is called the Mountain of combating. As a last little detail, the hilly region seperating Dwarven and Human land is called The Hills of Trading.
The Elves are long dead and gone, but as a last little detail, one of their three solitary ruined Forest retreats is called Punchnut.
There’s also the Beak of Volcanoes, which is slightly east of the only Volcano in the world, the Teeth of Prison, home to the two ruins of the other Dwarven Civ, the Flrtress of Auraship and the Hillocks of Weavermine.
There’s an artefact book called The Farm, My Life, but the toast has to go to the Hillocks of Merchantsingle, where someone has written the Books Understanding shapes, The Wizard’s guide to the Shape, The Line My Love, and the Book Of The Shape.

There’s also one in a Goblin pit called Choose The Pits.

There’s Tundra called The Blizzard of Tweeting, a Good swamp called The Murk of Style, another place called The Prarie of Style, and finally, the Sensual Lakes.
Title: Re: Trivial findings
Post by: Schmaven on May 02, 2019, 08:24:09 pm
I was looking at the world in the Civ screen. My world has been a haze of constant war between the Dwarves in their tiny mountain range they call home, which is surrounded on two sides by Goblin lands, one Dark fortress even has a population of 7500, which’ll cause plenty of fun later on. Hpwever, I found out two things: The Swamp which surrpunds the mountain on all sides, seperating the Dwraves and the Gpblins, is called the Murk of Blockading, and the range itself is called the Mountain of combating. As a last little detail, the hilly region seperating Dwarven and Human land is called The Hills of Trading.
The Elves are long dead and gone, but as a last little detail, one of their three solitary ruined Forest retreats is called Punchnut.
There’s also the Beak of Volcanoes, which is slightly east of the only Volcano in the world, the Teeth of Prison, home to the two ruins of the other Dwarven Civ, the Flrtress of Auraship and the Hillocks of Weavermine.
There’s an artefact book called The Farm, My Life, but the toast has to go to the Hillocks of Merchantsingle, where someone has written the Books Understanding shapes, The Wizard’s guide to the Shape, The Line My Love, and the Book Of The Shape.

There’s also one in a Goblin pit called Choose The Pits.

There’s Tundra called The Blizzard of Tweeting, a Good swamp called The Murk of Style, another place called The Prarie of Style, and finally, the Sensual Lakes.

So many good names.  Did you time travel to version 72.56r2 and increase the cool name slider to the max for this world?
Title: Re: Trivial findings
Post by: Shonai_Dweller on May 02, 2019, 08:47:33 pm
I have a site government which has named themselves "Paris".

They're an Utterances civ, so it's just a randomly assorted jumble of letters following basic rules, but kind of cool anyhow.
Title: Re: Trivial findings
Post by: Shockwave07 on May 04, 2019, 09:57:05 pm
Figure this is one for here...

Found an artifact called can the Elves save the world? It's location? In a goblin controlled forest retreat! XD
Title: Re: Trivial findings
Post by: Imic on May 05, 2019, 02:00:05 am
I wrote that last post in the middle of the night, and the spelling shows. But no. Just a normie DF2019 world.
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 05, 2019, 01:42:14 pm
Figure this is one for here...

Found an artifact called can the Elves save the world? It's location? In a goblin controlled forest retreat! XD
it could aswell fit the facepalm thread :D
Title: Re: Trivial findings
Post by: TheFlame52 on May 05, 2019, 02:16:22 pm
Figure this is one for here...

Found an artifact called can the Elves save the world? It's location? In a goblin controlled forest retreat! XD
The answer was no.
Title: Re: Trivial findings
Post by: Naturegirl1999 on May 06, 2019, 09:56:54 am
My first and current fort is called Practicebanners. I find it interesting because this fort is how I'm learning/practicing the game. Apparently if the lliason stays for many years, you can retire, play a few adventures, then unretire, and your fort will still be inhabited and the lliason will leave and come back normally.
Title: Re: Trivial findings
Post by: 《monty》 on May 07, 2019, 08:20:40 pm
Ghosts retain certain physical traits.
(https://i.imgur.com/732AObo.png)
Title: Re: Trivial findings
Post by: Dunamisdeos on May 07, 2019, 08:24:30 pm
Oh my.
Title: Re: Trivial findings
Post by: Superdorf on May 07, 2019, 11:16:25 pm
All male ghosts are like that. Strictly speaking they don't have any body parts, so they don't have that body part either. DF logic.
Title: Re: Trivial findings
Post by: Magistrum on May 07, 2019, 11:32:56 pm
We seem to forget the most important lesson again and again.

It's not a bug, it's a feature.
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 08, 2019, 02:09:52 am
We seem to forget the most important lesson again and again.

It's not a bug, it's a feature.
and it keeps them from making children - for the sake of sanity.
Title: Re: Trivial findings
Post by: Libash_Thunderhead on May 08, 2019, 03:58:37 am
Spoiler (click to show/hide)
Dwarves split food before they eat.
This is what happens when a bunch of hungery dwarves raid a kitchen.
Title: Re: Trivial findings
Post by: pamelrabo on May 09, 2019, 04:30:59 am
I ordered a marble statue for a fallen warrior, looking for him as historical fig. The statue was named after another person, and I was puzzled for a while, until I read the description. Turns out it was about the wife of the warrior AND the warrior, embracing, relating to their marriage day. So touching.


So, sculptors sometimes use the historical figs as secondary characters for their works, ˇkeep an eye on that!
Title: Re: Trivial findings
Post by: Shonai_Dweller on May 09, 2019, 04:34:23 am
I ordered a marble statue for a fallen warrior, looking for him as historical fig. The statue was named after another person, and I was puzzled for a while, until I read the description. Turns out it was about the wife of the warrior AND the warrior, embracing, relating to their marriage day. So touching.


So, sculptors sometimes use the historical figs as secondary characters for their works, ˇkeep an eye on that!
Yes, it gets very confusing when you're trying to make a statue of a god and all you end up with is statues of dwarves writing rude poems (in order to worship said god).
Title: Re: Trivial findings
Post by: pamelrabo on May 09, 2019, 05:18:58 am

Yes, it gets very confusing when you're trying to make a statue of a god and all you end up with is statues of dwarves writing rude poems (in order to worship said god).

That said, it makes sense, historical and religious art makes that a lot (saints visiting another people, or receiving divine presences, or nobles paying homage to a liege...). But the name changing of the statue makes it confusing.

Also, I recommend making a statue of every weremonster you slain, sometimes you learn really interesting stories about them because for some reason your sculptor knows everything about that entity.
Title: Re: Trivial findings
Post by: 《monty》 on May 10, 2019, 10:48:12 am
All male ghosts are like that. Strictly speaking they don't have any body parts, so they don't have that body part either. DF logic.

That explains it! I couldn't find the gelding strike on him in the combat logs.

and it keeps them from making children - for the sake of sanity.

*cursor drifts toward raws*
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 10, 2019, 12:58:08 pm
All male ghosts are like that. Strictly speaking they don't have any body parts, so they don't have that body part either. DF logic.

That explains it! I couldn't find the gelding strike on him in the combat logs.

and it keeps them from making children - for the sake of sanity.

*cursor drifts toward raws*

"for the sake of sanity"
the dwarves sanity and maybe even more important your very own.
if you're making deals with the devil, you don't change the devil - the devil changes you.
Title: Re: Trivial findings
Post by: Schmaven on May 10, 2019, 05:02:28 pm
The first fractal creation I've seen from a dwarf so far:

Shukarthun, "The Tall Dominion", a silver war hammer.
This is a silver war hammer.  All craftsdwarfship is of the highest quality.  It is decorated with pig tail and encircled with bands of almond wood.  This object menaces with spikes of chalk.  On the item is an image of The Tall Dominion, the silver war hammer in silver.

Surprisingly practical as well! 
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 11, 2019, 02:16:11 am
The first fractal creation I've seen from a dwarf so far:

Shukarthun, "The Tall Dominion", a silver war hammer.
This is a silver war hammer.  All craftsdwarfship is of the highest quality.  It is decorated with pig tail and encircled with bands of almond wood.  This object menaces with spikes of chalk.  On the item is an image of The Tall Dominion, the silver war hammer in silver.

Surprisingly practical as well!
the exact description of an item such as this is created the very moment it is first looked at in detail. This means the pool of images etc. now includes the item or can even include events that happened after its creation, making it look like the creator had some creepy insight.
Title: Re: Trivial findings
Post by: Dunamisdeos on May 11, 2019, 05:02:03 pm
The first fractal creation I've seen from a dwarf so far:

Shukarthun, "The Tall Dominion", a silver war hammer.
This is a silver war hammer.  All craftsdwarfship is of the highest quality.  It is decorated with pig tail and encircled with bands of almond wood.  This object menaces with spikes of chalk.  On the item is an image of The Tall Dominion, the silver war hammer in silver.

Surprisingly practical as well!
the exact description of an item such as this is created the very moment it is first looked at in detail. This means the pool of images etc. now includes the item or can even include events that happened after its creation, making it look like the creator had some creepy insight.

Obviously this means it is of infinite weight. Go Shao Kahn on some poor gobbo.
Title: Re: Trivial findings
Post by: Naturegirl1999 on May 12, 2019, 03:03:26 pm
I have an artifact with wool spikes that has an image of the artifact created before it.
Title: Re: Trivial findings
Post by: TheFlame52 on May 12, 2019, 03:36:13 pm
I once had two artifacts with pictures of each other on them. The save's been gone for years, though.
Title: Re: Trivial findings
Post by: Naturegirl1999 on May 12, 2019, 04:01:41 pm
I wonder if there will be an artifact of someone crafting a different artifact of someone crafting a different artifact of...


going on until all artifacts created by the fortress are in one. It would probably be very unlikely though
Title: Re: Trivial findings
Post by: Libash_Thunderhead on May 13, 2019, 07:51:22 pm
Merchants can path through 6/7 water areas.
Title: Re: Trivial findings
Post by: 《monty》 on May 14, 2019, 10:49:14 am
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 14, 2019, 11:24:23 am
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?
if he ever had that job active and one of your miners dropped their pick and he took it to start mining, that could be the reason.
Title: Re: Trivial findings
Post by: 《monty》 on May 14, 2019, 02:06:41 pm
The "gather refuse from outside" option also enabled cleaning labors outside. The legendary gelder is lucky I noticed in time.

if he ever had that job active and one of your miners dropped their pick and he took it to start mining, that could be the reason.

It's a recent embark so I'm sure I didn't intentionally - thought I am using Dwarf Therapist for the first time so I could have accidentally toggled it on and off while futzing around.
Title: Re: Trivial findings
Post by: pamelrabo on May 15, 2019, 01:47:39 am
I sent a raid with a lot of war hounds. Their puppies follow them to the edge of the map, but come back (I guess yelping and moaning) to the fortress when their mothers goes away to war.

kind of touching.
Title: Re: Trivial findings
Post by: FantasticDorf on May 15, 2019, 02:57:14 am
Merchants can path through 6/7 water areas.

Fording that dam am i right?

(https://thumbs.gfycat.com/WindySlightFlea-size_restricted.gif)
Title: Re: Trivial findings
Post by: Loci on May 15, 2019, 05:39:37 pm
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?

Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.
Title: Re: Trivial findings
Post by: 《monty》 on May 15, 2019, 06:42:12 pm
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?

Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.

That would explain it! Plenty of large pots around, he was probably trying to beat a kea to death with it.
Title: Re: Trivial findings
Post by: FantasticDorf on May 16, 2019, 10:39:07 am
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?

Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.
That would explain it! Plenty of large pots around, he was probably trying to beat a kea to death with it.

Urist McCarpenter & Urist McMason confirmed for Wrestdorfmania Year 54?

Quote
Urist McCarpenter hits Urist McMason with a xxFinely made chairxx
The xxwooden chairxx breaks!
Urist McCarpenter: "I have improved my woodcutting, that was satisfying"
Urist McCarpenter: "I attacked my Urist McMason my grudge, that was grimly satisfying"



Title: Re: Trivial findings
Post by: 《monty》 on May 21, 2019, 01:55:20 pm
While digging a staircase in ground with a 1/7 covering of water, it lags behind the newly dug out Z level, resulting in it falling as a mist and giving my miner a nice perpetual waterfall as she descends.
Title: Re: Trivial findings
Post by: Splint on May 21, 2019, 03:19:23 pm
Apparently dorfs can feel gratitude of all things from sparring. An emotion normally caused by gifts of food, water, or rescue after injury.
Title: Re: Trivial findings
Post by: Imic on May 21, 2019, 05:25:01 pm
One of my starting Dwarves has a grudge with two of the other starting Dwarves. One of them also has a grudge, but the other is friends with Dwarf A. He’s the person who hangs around someone else and considers them a friend, even though the object of friendship hates him. I sympathise.
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 21, 2019, 05:51:29 pm
One of my starting Dwarves has a grudge with two of the other starting Dwarves. One of them also has a grudge, but the other is friends with Dwarf A. He’s the person who hangs around someone else and considers them a friend, even though the object of friendship hates him. I sympathise.
reminds me of the four kids of southpark and their "friend" Eric Cartman
Title: Re: Trivial findings
Post by: Libash_Thunderhead on May 21, 2019, 07:21:13 pm
I constructed some walls on the bottom of a frozen lake.
For some reason, when I removed the walls, some of the ice remain frozen whe the lake melted in the summer.
Title: Re: Trivial findings
Post by: wierd on May 25, 2019, 02:09:32 am
Minecarts not assigned to a trackstop will still be pushed by rollers on tracks.

This has implications because:

Carts not assigned to trackstops dont get held for TSK if something happens to them, and will instead be propelled by the rollers.

Why is this neat?

Automated death machines.
Title: Re: Trivial findings
Post by: Bumber on May 25, 2019, 03:36:55 pm
It seems the embark wagon is placed in the biome that's in focus when the embark order is given. This means that in an embark with multiple biomes you can have some control over which part the wagon starts in. To clarify: I'm talking about the F1, F2, ... selection of biomes in the embark area.
Title: Re: Trivial findings
Post by: Pvt. Pirate on May 26, 2019, 06:32:24 am
It seems the embark wagon is placed in the biome that's in focus when the embark order is given. This means that in an embark with multiple biomes you can have some control over which part the wagon starts in. To clarify: I'm talking about the F1, F2, ... selection of biomes in the embark area.
i always wondered, why it sometimes isn't in the center. nice :)
Title: Re: Trivial findings
Post by: Schmaven on May 26, 2019, 09:17:28 am
Whereas you get 4 stone blocks for every 1 stone, you only get 1 wood block for every wood.  Considering the time it takes to haul wood to the carpenter's shop, and then to turn it into a block, there is not only no material advantage to building with wood blocks, but I would argue that there is also not even a hauling time advantage. 

This is mostly with regard to surface construction projects.  Like a Marksdwarf Tower on the other side of a river from a goblin siege.  Setting my wood stockpiles to take from links only, then cutting down all the trees near the tower leaves all the logs where they fall.  This seems to be the quickest method.  Hopefully quick enough to be ready for the next siege!
Title: Re: Trivial findings
Post by: FantasticDorf on May 26, 2019, 09:35:09 am
Whereas you get 4 stone blocks for every 1 stone, you only get 1 wood block for every wood.  Considering the time it takes to haul wood to the carpenter's shop, and then to turn it into a block, there is not only no material advantage to building with wood blocks, but I would argue that there is also not even a hauling time advantage. 

This is mostly with regard to surface construction projects.  Like a Marksdwarf Tower on the other side of a river from a goblin siege.  Setting my wood stockpiles to take from links only, then cutting down all the trees near the tower leaves all the logs where they fall.  This seems to be the quickest method.  Hopefully quick enough to be ready for the next siege!

Many modifications address this already with reactions attached to buildings that more efficiently split blocks like wood into guranteed threes or some variable amount. Raw wood can also be climbed easily compared to stone and metal blocks so isn't really suitable unless that archery tower has a overhang to prevent soldiers getting inside.

Pretty sure it was three blocks per stone but that might be my faulty memory, 1 metal block per bar is also what i remember i think being the case but there's rarely much reason to potentially waste fuel or time & metal resources over a magma furnace making them, metal ores can be chopped up into high value blocks for raising room value instead at a mason when economic rocks are overrided.


Handy actual trivia, you can train dwarves to climb by marooning them at the bottom of pits with wooden log walls and forbidding doors behind them when they make their way to that burrow and unset when they get there. Just dont forget about them to starve or dehydrate if they can't figure it out. Similar for swimming but obviously its a investment wasted if they drown and the water pressure is too high for them to escape.
Title: Re: Trivial findings
Post by: Schmaven on May 26, 2019, 10:46:57 am
Many modifications address this already with reactions attached to buildings that more efficiently split blocks like wood into guranteed threes or some variable amount. Raw wood can also be climbed easily compared to stone and metal blocks so isn't really suitable unless that archery tower has a overhang to prevent soldiers getting inside.

No overhang, but it has a roof, so it should be safe.  I'll find out soon enough.  Also, this particular setup has an impassable river between the tower and the sieges.  I just retract the bridge and the goblins mill around there until it freezes in the winter. 
Title: Re: Trivial findings
Post by: Bumber on May 26, 2019, 04:25:07 pm
Regarding blocks, you get 4 blocks per stone boulder because you get an average of 1 boulder per 4 tiles mined.

Also, this particular setup has an impassable river
Don't count on that. Goblins are capable of swimming, and may do so if they see a target on the other side of the river.
Title: Re: Trivial findings
Post by: Naturegirl1999 on May 26, 2019, 04:47:34 pm
I crime group called Glowrhythms is in the Glowing Hills. Must be bright there
Title: Re: Trivial findings
Post by: feelotraveller on May 27, 2019, 12:22:40 pm
Purple Haze?   ;D
Title: Re: Trivial findings
Post by: pikachu17 on May 27, 2019, 03:40:22 pm
There are threads for Funny Names. Please don't post Funny Names in this thread.
Title: Re: Trivial findings
Post by: FantasticDorf on May 28, 2019, 08:53:11 am
If a dwarf hears of the death of a megabeast they aren't a enemy of (a forest titan in my case) they will feel 'sad' about it.

News got through the tavern about it to land upon sympathetic ears.
Title: Re: Trivial findings
Post by: Pvt. Pirate on June 01, 2019, 06:15:53 am
if using a minecart to make an automatic quantum stockpile and forget to forbid the minecart, it may get hauled to the trade depot because of its contents, just like a bin, but doesnt list its contents, only an intense value (my wooden minecart 15% full of bone crafts had a value of ~1400)
Title: Re: Trivial findings
Post by: pamelrabo on June 01, 2019, 09:00:07 am
Hunters will shoot bolts at carps in a river. They won't recover the dead fish, though.
Title: Re: Trivial findings
Post by: Naturegirl1999 on June 01, 2019, 09:43:32 am
Hunters will shoot bolts at carps in a river. They won't recover the dead fish, though.
[/quotwhat if you dig a hole near the water and have it run into the hole? draining it so they can recover the fish and bolts?
Title: Re: Trivial findings
Post by: Schmaven on June 01, 2019, 07:49:38 pm
In the bottom right of the screen is a counter that shows how many happy, neutral and unhappy dwarves are in your fort.

Also, doors do not have to be constructed out of magma-safe stone to hold back magma.  I suppose this is a good thing.  I was really planning on them melting for my current fort though...

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Superdorf on June 01, 2019, 09:09:10 pm
Oh oh, I was fooling around with doors awhile back!

So I was noodling around with a DF-hacked dragon in Adventure Mode, and I noticed-- no matter what I did, I couldn't burn down closed wooden doors. If some unsuspecting peasant held the door open for me, I could incinerate door and peasant alike, but close that door and all my firepower wouldn't so much as put a singe on it.

Near as I can make out, closed doors for whatever reason don't pick up the temperature of the tile next to them, however incandescent that tile might be. Once the door's open, the fire or magma or whatever can spread to it and the temperature'll register, but otherwise the door just retains whatever temperature it already had.
Title: Re: Trivial findings
Post by: Schmaven on June 01, 2019, 09:14:14 pm
I did notice a temperature rise from 35° to 41° but all the doors stopped there.  It seems that magma has to occupy the same tile as something to melt it.  I'm curious now if I were to channel the floor tile above the door, if magma there would melt it.

New Finding: Migrant waves can indirectly decrease your fortress population if the right amount of danger is present.

I just had a migrant wave of 22 arrive - only 5 survived the undead boar herd, while I lost a legendary mace fighter and had to forbid all his gear to prevent losing more dwarves as they try to retrieve it.  Several other dwarves had limbs severed, and more than 5 are now traumatized by the event.  Some of them dodge the undead herds well.  But without any new migrants in a few years, population growth is a real concern.  Perhaps one of the factors in the game sending large migrant waves is to make challenging embarks more feasable.
Title: Re: Trivial findings
Post by: Bumber on June 02, 2019, 10:45:56 am
In the bottom right of the screen is a counter that shows how many happy, neutral and unhappy dwarves are in your fort.
That one's a DFHack feature.
Title: Re: Trivial findings
Post by: Schmaven on June 02, 2019, 11:02:19 am
In the bottom right of the screen is a counter that shows how many happy, neutral and unhappy dwarves are in your fort.
That one's a DFHack feature.

That is a really nice feature :D 

I've mainly played with the Lazy Newb Pack.  I played pure vanilla at first, but the learning curve was so such that I missed a lot of little details, and once I got the LNP, I haven't looked back.
Title: Re: Trivial findings
Post by: Staalo on June 07, 2019, 05:37:43 pm
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?

Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.
That was in .40.something though; I don't know if it still applies. I think the theory at the time was that using anything from "Tool" category as a weapon trains Mining skill. Pots and picks do it, wheelbarrows, nest boxes and bookcases for instance should qualify as well.

To keep it on topic, I today learned that during prolonged sieges even invaders can go mad from stress.
I also learned that babies can have repeated PTSD attacks from remembering seeing corpses, and that their mothers will drop them when that happens.

Yes, the fort has been going through a rough patch lately.
Title: Re: Trivial findings
Post by: Schmaven on June 13, 2019, 07:43:12 pm
Most visiting scholars tend to leave my fort hauling away the precious texts from our library.  Has anyone else noticed this?  I suppose they might just be borrowing it and will bring it back later.  It is a library after all...
Title: Re: Trivial findings
Post by: scourge728 on June 13, 2019, 08:11:24 pm
It's a well known glitch iirc
Title: Re: Trivial findings
Post by: TD1 on June 14, 2019, 05:23:53 am
Solved by making a writing library for visitors and then a reading library for citizens. I think.
Title: Re: Trivial findings
Post by: Pvt. Pirate on June 14, 2019, 01:10:49 pm
Solved by making a writing library for visitors and then a reading library for citizens. I think.
it's a little bit more complicated, but that's the plan.
Title: Re: Trivial findings
Post by: Schmaven on June 14, 2019, 06:38:23 pm
Legendary +5 farmers love farming so much, that even with all labors but mining disabled, they will occasionally still harvest plants between digging tile jobs.  Being recently disabled, maybe he's just harvesting the plants he planted?  To a legendary farmer, that would be like taking care of his little plant children after all.

In other findings, cave-ins can destroy raised draw bridges.
Title: Re: Trivial findings
Post by: feelotraveller on June 15, 2019, 12:50:03 am
Harvesting plants is a very high priority task and dwarfs commonly interrupt other jobs to carry it out.

Do you have the orders set to all dwarfs harvest?  If so explained and expected behaviour and nothing to do with being a legendary farmer at all.  ;)
Title: Re: Trivial findings
Post by: Vilkku92 on June 16, 2019, 06:56:20 am
Sites don't need to be of your civilization to become economically linked to you.

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Fleeting Frames on June 16, 2019, 11:55:32 pm
Probably mentioned elsewhere, but noticed minecarts' shotgunning is checked before too high velocity penalty is applied (in-water collisions with crossed distance above 0,45 but below 0,55 tiles/step).
Title: Re: Trivial findings
Post by: Schmaven on June 17, 2019, 05:50:55 am
Forgotten beasts will fight one another in the caverns.  I just had a winged forgotten beast made of vomit kick the head off of a forgotten beast made of ash.  But not before getting its left wing cut open and fractured.

Probably mentioned elsewhere, but noticed minecarts' shotgunning is checked before too high velocity penalty is applied (in-water collisions with crossed distance above 0,45 but below 0,55 tiles/step).
Do you mean that stuff traveled further underwater than above water?

Title: Re: Trivial findings
Post by: Fleeting Frames on June 18, 2019, 09:46:53 am
No, I mean that when I collide a water shotgun cart with water-filled zinc cart (expelling the contents of both) that then turns around and hits now-again water-filled shotgun cart, the shotgun cart expelled its contents (above water) when it was made of gold but not when it was made of platinum.

Got the idea for recycling expelling impulse energy when reading Yet Another Minecart Hydro Cannon (http://www.bay12forums.com/smf/index.php?topic=172998.0) from January.

(Sadly, even with zinc and platinum, the shotgun cart takes 7 steps to move off the tile it stopped and filled in provided it sits in 7/7, so these steps are still less jam-prone when separated.)

E: Though on a second thought, maybe submerged wrong build order newton cradle could work better.

E2: Yeah, can easily get 3 step 180°+simultaneous water loading with 4 platinum minecarts (moves out of water at 0,54106 t/s without 7/7 friction i.e. stays loaded with water. 0,33296 with always-refilling 7/7, so 4 steps in that case unless one preemptively displaces it sideways).
Title: Re: Trivial findings
Post by: Schmaven on June 26, 2019, 06:13:38 pm
In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2.  I didn't let it play out to see how far it would repeat.  I bet eventually one of the zombies would kill the fell dwarf and break the cycle.
Title: Re: Trivial findings
Post by: Naturegirl1999 on June 26, 2019, 06:38:04 pm
In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2.  I didn't let it play out to see how far it would repeat.  I bet eventually one of the zombies would kill the fell dwarf and break the cycle.
Sounds like a good way to train a bone carver
Title: Re: Trivial findings
Post by: pikachu17 on June 26, 2019, 06:48:04 pm
In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2.  I didn't let it play out to see how far it would repeat.  I bet eventually one of the zombies would kill the fell dwarf and break the cycle.
Sounds like a good way to train a bone carver
How? The fell mood dwarf never gets trained, and I don't know for sure, but I would assume none of the killed dwarves are good for regular bone carving.
Title: Re: Trivial findings
Post by: Naturegirl1999 on June 26, 2019, 08:14:53 pm
In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2.  I didn't let it play out to see how far it would repeat.  I bet eventually one of the zombies would kill the fell dwarf and break the cycle.
Sounds like a good way to train a bone carver
How? The fell mood dwarf never gets trained, and I don't know for sure, but I would assume none of the killed dwarves are good for regular bone carving.
When a fell dwarf makes an artifact, they either become a legendary bone carver or legendary butcher and you can keep selling the artifacts that the fell dwarf creates
Title: Re: Trivial findings
Post by: Schmaven on June 27, 2019, 07:01:13 am
He never did finish any creation as they reanimated in the middle of his work.  It is however a great way to turn the fort into undead very quickly.
Title: Re: Trivial findings
Post by: anewaname on June 29, 2019, 02:59:20 am
A group of dwarfs were fighting a forgotten beast and they spotted a gremlin attempting to sneak past. The gremlin did not flee, he ran over to a dwarf and bravely attacked him. So, the gremlin must have noted the fight and chosen to side with the FB.
Title: Re: Trivial findings
Post by: TD1 on June 29, 2019, 09:08:36 am
Ah! An eldritch horror bearing death and destruction to my people! I must slay it!

Ahhh! A DWARF!
Title: Re: Trivial findings
Post by: Fleeting Frames on June 29, 2019, 09:43:54 am
(https://i.imgur.com/cDOoiXy.png)

(Oops.)

Discovery: When you kill your best armorer by ice-casting, their corpse and clothes will be invisible inside the wall...but after they die as the tile turns into a wall, they drop the threads sewn into them separately into the tile, keeping those visible.
Title: Re: Trivial findings
Post by: Large Wereroach on June 30, 2019, 04:15:17 pm
Designating "Smooth Stone" over an area only marked for another designation will automatically toggle that one from marker to standard.
Like, say, you once wanted to channel out something (or just paint some measurements and use "marker channel" for that) and marked it, but then found you'd rather keep the floor and just smoothen it. Designating a large area for smoothing is done quickly, hardly worth a look at the keyboard let alone the screen... d-s-enter-shift_right*2-shift_down-enter-esc. Maybe, say, an area above your livingroom area that, maybe, has a basin somewhere. While they're smoothening the floor (yawn, you wouldn't wanna observe *that* closely, would you?) check some progress in another section of the fortress. Come back some time later and watch how the effect of your trivial finding has unraveled.
Title: Re: Trivial findings
Post by: Pvt. Pirate on July 01, 2019, 03:02:57 am
Designating "Smooth Stone" over an area only marked for another designation will automatically toggle that one from marker to standard.
Like, say, you once wanted to channel out something (or just paint some measurements and use "marker channel" for that) and marked it, but then found you'd rather keep the floor and just smoothen it. Designating a large area for smoothing is done quickly, hardly worth a look at the keyboard let alone the screen... d-s-enter-shift_right*2-shift_down-enter-esc. Maybe, say, an area above your livingroom area that, maybe, has a basin somewhere. While they're smoothening the floor (yawn, you wouldn't wanna observe *that* closely, would you?) check some progress in another section of the fortress. Come back some time later and watch how the effect of your trivial finding has unraveled.
the same happens with digging markers when your dorfs start channeling above: the marker gets turned on with a higher priority than the channeling - which caused my two initial miners to die from the cavein.
Title: Re: Trivial findings
Post by: Large Wereroach on July 01, 2019, 03:53:58 am
Well, I guess some initial casualties can't be avoided, hope they got a nice memorial statue in the dining room or on the roof ;).
Another trivial finding, kind of a follow-up: no matter what material one supplies as a substrate, those cobaltite floor blocks won't ever have the same in-game appearance as the ones that have been laid on top of the natural layer floor. I walled the unfortunate channeling accident with rough walls of the same material that the floor is, but the newly laid floor on top of a wall looks different... there goes the symmetrical legendary dining hall...
Title: Re: Trivial findings
Post by: Schmaven on July 01, 2019, 04:05:43 am
You could still have some symmetry if you channeled and walled other areas of the dining hall.  Or even the entire dining hall if you have the workforce capacity.
Title: Re: Trivial findings
Post by: Large Wereroach on July 01, 2019, 07:15:52 am
Yes, but I'd have to move half of my living-room section to someplace else. For the time being, it's ok to have found out that *not everything can be reversed 100%* in the game ;)
Title: Re: Trivial findings
Post by: Pvt. Pirate on July 01, 2019, 08:54:01 am
same goes for walls and floors with bloodsplatter or vomit on them.
even worse are smoothed floors for seasonal waterbearing ducts, which will always be covered in fresh soil no matter how often you clean them - also you'll always have to keep them either dry and cleaned or filled with water to prevent tree growth.
Title: Re: Trivial findings
Post by: Schmaven on July 01, 2019, 03:56:03 pm
I haven't tested it yet, but a way to restore some symmetry to the legendary dining hall might be to obsidianize the whole space and dig it out again.  Though it is certainly an elaborate undertaking, you might find some other good uses for magma once you've gotten it to that area.  So it could piggy back on another project. 

I make too many mistakes to achieve symmetry on a reliable basis, so I just sigh when stuff like that happens and make a mental note for the next time.  But magma solves pretty much everything.
Title: Re: Trivial findings
Post by: Large Wereroach on July 01, 2019, 05:31:01 pm
Skimming through various DF-related resources over the last few weeks, I somehow had the feeling that magma would be a, if not the preferred, solution to the problem (any problem).
Title: Re: Trivial findings
Post by: qualiyah on July 28, 2019, 10:00:18 am
Dwarves apparently prefer magma-chute dump zones to atom-smasher dump zones. Indeed, they prefer them so wholeheartedly that if you have a single magma-chute dump zone in your fortress, they will never again use any other dump zone, even if it means hauling that soon-to-reanimate corpse a several-days journey down to the magma sea, rather than hauling it 5 steps to the atom-smasher.
Title: Re: Trivial findings
Post by: Magistrum on July 29, 2019, 06:25:50 pm
Tip if it's becoming annoying, it's the fall. Setting it up besides a pit makes it more attractive for some reason.
Title: Re: Trivial findings
Post by: TD1 on July 30, 2019, 10:12:32 am
They like seeing their foes' corpses decomposing in midair; and who can fault them?
Title: Re: Trivial findings
Post by: lazygun on July 30, 2019, 12:45:28 pm
Soldiers with equipment set to 'replace uniform' will drop all their civilian gear when they go on duty. This includes jewelry. This is good because after the ownership decays they can get a good thought by re-acquiring it. This is bad if they drop stuff outside the fort and then a troupe of rhesus macaques steals half a dozen masterwork earrings.
Title: Re: Trivial findings
Post by: Superdorf on July 31, 2019, 07:19:03 pm
Leopard people will wear little leopard-size socks and shoes... on their hands.

Spoiler (click to show/hide)

Tiny little kitty booties
On their hands
This is just the most adorable thing
I am so happy right now
Title: Re: Trivial findings
Post by: PlumpHelmetMan on July 31, 2019, 07:22:14 pm
Their "paws" are their feet, I think. If you look closely, you'll see that their actual hands have regular gloves and mittens.
Title: Re: Trivial findings
Post by: Superdorf on July 31, 2019, 07:30:28 pm
Oh. ...Oh.
That's... disappointing.  :-\

But tiny little leopard mittens are still adorable
That is a legitimate finding
Title: Re: Trivial findings
Post by: PlumpHelmetMan on August 01, 2019, 07:43:38 pm
On a separate note, while exploring a dark fortress I noticed that trolls aren't deterred from wearing troll-fur clothing. Goblin civilization truly is depraved.
Title: Re: Trivial findings
Post by: pikachu17 on August 02, 2019, 08:35:41 am
On a separate note, while exploring a dark fortress I noticed that trolls aren't deterred from wearing troll-fur clothing. Goblin civilization truly is depraved.
I don't think the definition of 'depraved' is 'wearing clothes'.
Title: Re: Trivial findings
Post by: Naturegirl1999 on August 02, 2019, 08:59:53 am
On a separate note, while exploring a dark fortress I noticed that trolls aren't deterred from wearing troll-fur clothing. Goblin civilization truly is depraved.
I don't think the definition of 'depraved' is 'wearing clothes'.
Depraved being wearing the skin of your kind as clothing
Title: Re: Trivial findings
Post by: pikachu17 on August 02, 2019, 10:37:53 am
They shave the trolls like sheep to get their fur, its not a pelt.
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
Title: Re: Trivial findings
Post by: Naturegirl1999 on August 02, 2019, 10:48:22 am
They shave the trolls like sheep to get their fur, its not a pelt.
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
Ah, I don’t know how trolls work. Thank you
Title: Re: Trivial findings
Post by: pikachu17 on August 02, 2019, 12:29:58 pm
They shave the trolls like sheep to get their fur, its not a pelt.
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
Ah, I don’t know how trolls work. Thank you
No Problemo.
Title: Re: Trivial findings
Post by: uncool on August 02, 2019, 02:38:33 pm
When properly constructed, interior obsidian farms also act as waterfall rooms.

Basically, make sure to fill with magma, then water, not the other way around, and make sure there's some water left over on top. Then when the dwarves carve their ramps, all leftover water will give mist, even though all it's doing is following the digging of the ramp.
Title: Re: Trivial findings
Post by: PlumpHelmetMan on August 02, 2019, 04:20:36 pm
They shave the trolls like sheep to get their fur, its not a pelt.
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
Ah, I don’t know how trolls work. Thank you
No Problemo.

Depraved was kind of a deliberate exaggeration for comedic effect. It just seems weird, is all (much like giving a sheep a wool sweater, as you mentioned).
Title: Re: Trivial findings
Post by: Fleeting Frames on August 03, 2019, 12:15:50 am
@uncool: You can get similar effect if you pond a bucketful of water into the 1x1 exploratory stairway your miner digs.

Leopard people will wear little leopard-size socks and shoes... on their hands.

Spoiler (click to show/hide)

Tiny little kitty booties
On their hands
This is just the most adorable thing
I am so happy right now

Oh. ...Oh.
That's... disappointing.  :-\

But tiny little leopard mittens are still adorable
That is a legitimate finding

Thank you for posting that, this was nice to see.
Title: Re: Trivial findings
Post by: Staalo on August 04, 2019, 05:22:08 am
They shave the trolls like sheep to get their fur, its not a pelt.
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.

I think I have seen troll leather equipment on some invaders, as well as leatherware made from various animal people.

That should be perfectly fine according to goblin ethics, of course, so why not?
Title: Re: Trivial findings
Post by: Zarathustra30 on August 08, 2019, 03:15:02 pm
(https://i.imgur.com/uT6lUQb.png)

Multiple dwarves can work in the same building at the same time. I think one paused their job to harvest plants while the other grabbed the next job.
Title: Re: Trivial findings
Post by: Malmensa on August 09, 2019, 03:18:18 am
Smoke inhalation is a thing.

Must. Weaponize. Just think: A whole new type of trap is within our grasp.
How about if you can burn some hemp, and have dorfs inhale that? Or maybe it would only work on humans?

You might end up with dorfs that get happy thoughts looking at random objects, suddenly get hungry, sleep a lot, and develop strange moods.

Title: Re: Trivial findings
Post by: Malmensa on August 09, 2019, 03:44:17 am
I've seen two miles in a row that were asexual (the two mules I've seen at all since I figured out the gaydar) and both were asexual.  Since asexuality is so rare, I have hypothesized that all mules are asexual.  Not that it really matters, since they're all male anyway...

Mules in real life are sterile. They can have sex, but cannot breed. I guess asexual is sorta close. 
Title: Re: Trivial findings
Post by: Vilkku92 on August 10, 2019, 12:11:04 pm
Dwarves can apparently cancel sleep due to being miserable.
Title: Re: Trivial findings
Post by: Pvt. Pirate on August 10, 2019, 05:51:01 pm
Dwarves can apparently cancel sleep due to being miserable.
just like me.
Title: Re: Trivial findings
Post by: Naturegirl1999 on August 10, 2019, 09:38:31 pm
Dwarves can apparently cancel sleep due to being miserable.
just like me.
My brain cancels sleep due to thirst, do dwarves cancel sleep due to thirst?
Title: Re: Trivial findings
Post by: Staalo on August 11, 2019, 04:53:44 am
Dwarves can apparently cancel sleep due to being miserable.
just like me.
My brain cancels sleep due to thirst, do dwarves cancel sleep due to thirst?
I think not. I have seen dwarves to force feed a sleeping dwarf. They'll just burst in, stuff water of food down the sleeper's gullet and leave, while the sleeping dwarf never even wakes up.
Title: Re: Trivial findings
Post by: Naturegirl1999 on August 11, 2019, 08:28:56 am
Dwarves can apparently cancel sleep due to being miserable.
just like me.
My brain cancels sleep due to thirst, do dwarves cancel sleep due to thirst?
I think not. I have seen dwarves to force feed a sleeping dwarf. They'll just burst in, stuff water of food down the sleeper's gullet and leave, while the sleeping dwarf never even wakes up.
Dwarves must be heavy sleepers. Imagine if you had food or water shoved down your throat while asleep, you’d probably wake up in the process
Title: Re: Trivial findings
Post by: Staalo on August 11, 2019, 10:13:19 am
Dwarves must be heavy sleepers. Imagine if you had food or water shoved down your throat while asleep, you’d probably wake up in the process
Yes, there aren't really many things to wake them up once they decide it's time for their monthly(ish) few days of sleep:

Axe Lord Dastot Lanternpassed and Swordmaster Sazir Boundrelic, two of my most elite warriors, were sparring in the barracks, striking, dodging parrying... the usual. At one point Dastot decided to have a nap and went to sleep in a nearby bed. Sazir obviously wasn't done with sparring and followed Dastot to the bed and started bashing sleeping Axe Lord's helmet with his adamantine short sword. He has been at it for a whole day now; at what point I can expect hearing loss or brain damage?

EDIT: I didn't notice it earlier but Monom Bowflags the militia commander is also participating in the steel helmet stress testing, banging at it with his artifact electrum war hammer. They've been at it for two days in a row now. I'm starting to feel sorry for poor Dastot.

EDIT 2: When Dastot finally woke up after sleeping for two full days she had a thought: "I had a sparring session. How exhilarating!"
Title: Re: Trivial findings
Post by: xZippy on August 11, 2019, 10:32:28 pm
I found a "hard-to-go-to-school-and-make-eye-contact-with-others" kind of name.

(https://dwarffortresswiki.org/images/1/1e/Rakust_badname.png)
Title: Re: Trivial findings
Post by: da_nang on August 13, 2019, 10:59:53 am
I've finally figured out a use for the R menu.

It makes it really easy to track down the rooms of dead dwarves that need reassigning. I've got a "luxurious" living arrangement for my dwarves that gives them their own personal "large" bedroom and dining room. The problem is when they die, the bedroom eventually gets reassigned but not the dining room.

Enter R.

No longer do I have to go through each and every table in the living quarters. Just need to look for No Owner on a dining room, barring taverns and such, and zoom to building items. Works well with DFHack search functionality.
Title: Re: Trivial findings
Post by: Laterigrade on August 15, 2019, 05:05:29 am
Swinging bags (definitely with, but maybe without coins) as weapons seems to increase Macedwarf skill. No idea how to do research that might confirm that, but I might look around.
Title: Re: Trivial findings
Post by: Eschar on August 15, 2019, 08:41:17 pm
Swinging bags (definitely with, but maybe without coins) as weapons seems to increase Macedwarf skill. No idea how to do research that might confirm that, but I might look around.

You could arm a bunch of dwarves in arena mode with bags and let them whale on some unarmored unarmed goblins. After a bit, check their macedwarf skill.
Title: Re: Trivial findings
Post by: Laterigrade on August 18, 2019, 05:22:26 am
Swinging bags (definitely with, but maybe without coins) as weapons seems to increase Macedwarf skill. No idea how to do research that might confirm that, but I might look around.

You could arm a bunch of dwarves in arena mode with bags and let them whale on some unarmored unarmed goblins. After a bit, check their macedwarf skill.
Can't arm creatures with objects that aren't technically weapons in arena mode.
Title: Re: Trivial findings
Post by: pikachu17 on August 19, 2019, 01:52:31 pm
I used DFHack to do that, and it did not seem to raise Macedwarf skill. No idea what you did to raise it.
Title: Re: Trivial findings
Post by: Staalo on August 20, 2019, 05:00:36 am
Some non-weapon objects do increase Macedwarf skill:

A visiting speardwarf whacked a giant olm with an anatomy book so long that he turned into a macedwarf.

Apparently fighting with a book now trains Mace instead of Misc. object like in earlier versions.

Other objects, like pots for instance, train Mining instead. Highly logical.
Title: Re: Trivial findings
Post by: Schmaven on August 20, 2019, 04:38:10 pm
I don't think the pot is that much of a stretch.  It's more like a shovel than anything - good for removing loose debris.  The book training mace skill though...  I suppose it sort of depends on how you hold it.

. . .

It turns out that with certain pump stack designs, trees can grow, blocking them, even while they are actively pumping water.  In the Wiki it is mentioned how the build order affects how water moves, and I went with the method that 'teleports it' in 1 tic to the top (or something along those lines).  I don't believe trees will grow on submerged tiles.  It was a cavern tree, which might.  But if they don't, this does indicate water is in fact teleporting past certain Z-levels in my pump stack.
Title: Re: Trivial findings
Post by: Spriggans on August 26, 2019, 10:53:57 am
When dwarves grow old enough, their hairs turn gray and their vision is lowered slightly.
Title: Re: Trivial findings
Post by: Vercingetorix on August 29, 2019, 04:06:18 pm
I recently wanted to clean up a cold case of vandalism in the justice system and convicted a dead forgotten beast of the crime.  Apparently a significant number of dwarves get unhappy thoughts from convicting an animal of a crime.
Title: Re: Trivial findings
Post by: TD1 on August 29, 2019, 04:19:17 pm
Oh, yea. Boy yea. Don't do that.
Title: Re: Trivial findings
Post by: Vercingetorix on August 29, 2019, 07:37:36 pm
Oh, yea. Boy yea. Don't do that.

Admittedly pretty much everyone shrugged it off as NBD in Mortalcrafts, but one dwarf took it hard and I had her imprisoned in the jail for disorderly conduct and then closed the door to the jail so she died naked due to dehydration.  Kogan was a troublemaker anyways...she was the former captain of the guard and caused a lot of trouble due to her stress-related tantrums that killed one of my best cooks and a brewer but got away with it due to the crime being merely "disorderly conduct" and I felt it wisest to cashier her because a dwarf in steel armor throwing a tantrum is not good for anyone.

I also resolved another case that was catatonic and endlessly chained in the jail.
Title: Re: Trivial findings
Post by: Aslandus on September 02, 2019, 09:07:41 pm
Apparently if a dwarf becomes stark raving mad while chained up in jail, they will be kept in confinement indefinitely and the dwarves will keep them fed and watered long after they would normally die, allowing for a long term source of helping jobs. Not sure if it works the same with Melancholy and Catatonic insanity types as well (haven't had any of them pop up while they're under arrest), but I've had to put down two jailed berserk dwarves so that's a pretty solid no on them.
Title: Re: Trivial findings
Post by: TheFlame52 on September 03, 2019, 03:34:06 pm
Caged berserk dwarves work just fine. They get fed and watered as long as the cage stays built, and can't attack anyone from inside the cage. Bonus points if you set up a berserk axelord with a release lever.
Title: Re: Trivial findings
Post by: Staalo on September 03, 2019, 04:34:54 pm
That reminds me... also, when dwarves go insane during worldgen, they won't starve like they would in fortress mode. This one dwarf went berserk and then ran amok for SIX YEARS before someone put him down.

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Atarlost on September 10, 2019, 12:44:23 pm
Maybe this is already known, but not by me.  Animals can reproduce through cages. 

I had my war animal pasture over my depot including a giant lioness and I bought a male giant lion with no stockpile set up for animals and forgot about it until I found a trio of giant lion cubs in my pet list. 
Title: Re: Trivial findings
Post by: Crabs on September 12, 2019, 07:19:18 am
Also probably a well known thing but one of my dwarves is wearing like 4 crowns at once.
I'm making shell crafts from all the mussle shells I have laying around and the dorfs are clad from head to toe with shell rings, earrings and apparently also love to stack crowns on their heads...
Title: Re: Trivial findings
Post by: Urist McUristUrist on September 17, 2019, 03:49:18 pm
The embark screen allows all existing skills to be improved. ALL. This means you can train your starting dwarves in crutch walking, misc. object using or alchemy.
Title: Re: Trivial findings
Post by: pikachu17 on September 17, 2019, 03:51:35 pm
The embark screen allows all existing skills to be improved. ALL. This means you can train your starting dwarves in crutch walking, misc. object using or alchemy.
Actually I think there's some skills like Druid that can't be raised at embark. But then again you aren't supposed to raise them anywhere, they're unused.
Title: Re: Trivial findings
Post by: pamelrabo on September 18, 2019, 08:24:25 am
Also probably a well known thing but one of my dwarves is wearing like 4 crowns at once.

Kruggsmash had a dwarf wearing five at some point. I don't know if that's the official record or someone has a 10 crown circus artist around
Title: Re: Trivial findings
Post by: Naturegirl1999 on September 18, 2019, 08:35:34 am
I’d imagine if crown are staked they’d be right side up with an upside down one on top with the serrated top part matching


/\/\/\/\/
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Title: Re: Trivial findings
Post by: DG on September 18, 2019, 09:03:52 am
How to wear five crowns.

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Staalo on September 22, 2019, 11:30:55 am
I retired a fort and founded a new one in the same world. The first migrant wave brought one of my former founding seven, happily married to a mercenary residing in the same fort. Apparently romances can progress very fast outside of fortress mode.
Title: Re: Trivial findings
Post by: FantasticDorf on September 22, 2019, 12:01:20 pm
I retired a fort and founded a new one in the same world. The first migrant wave brought one of my former founding seven, happily married to a mercenary residing in the same fort. Apparently romances can progress very fast outside of fortress mode.

I wonder if friends will get married if they are offsite guarding your holdings? (not that there'd be any way to know). But this generally matches up to the experience that you will recieve nearly all of your married (though i did rarely have one when i burrowed two dwarves together for their safety) citizens in a pre-existing arrangement from immigrants.
Title: Re: Trivial findings
Post by: Staalo on September 22, 2019, 02:39:26 pm
I wonder if friends will get married if they are offsite guarding your holdings? (not that there'd be any way to know). But this generally matches up to the experience that you will recieve nearly all of your married (though i did rarely have one when i burrowed two dwarves together for their safety) citizens in a pre-existing arrangement from immigrants.
It seems to me that the game will just randomly marry two dwarves together if the algorithm comes up with suitable numbers, disregarding preferences or any pre-existing relationship statuses.

In an even earlier fort in this same world (this is the third in row) a pair of dwarves were in a romantic relationship but they wouldn't marry since the female didn't have the preference for marriage. After I retired the fort the female married some other dwarf instead, while still dating her original partner. A funny little triangle drama happening there in the data, completely unseen.

I've been able to marry dwarves in fortress mode pretty reliably by burrowing a suitable pair into a tiny room together. They do have to have all the requirements (age +/-10 years, preference for marriage with the opposite sex etc.) but over time all compatible pairs should end up happily married.
Title: Re: Trivial findings
Post by: Staalo on September 22, 2019, 04:12:07 pm
Just noticed another mildly interesting thing about the founder-mercenary immigrant couple: the mercenary wife has apparently given up military pursuits after settling down to family life since she can't be assigned to a squad. She can be given normal jobs, though, so it's going to be strictly civilian life for her now.
Title: Re: Trivial findings
Post by: Fleeting Frames on September 22, 2019, 09:12:43 pm
Huh. Wonder if that's because she still has her old squad assignment set in a different part of the world? Does she have .military.squad_id set?
Title: Re: Trivial findings
Post by: Staalo on September 23, 2019, 10:35:11 am
Huh. Wonder if that's because she still has her old squad assignment set in a different part of the world? Does she have .military.squad_id set?
As it happens, she has. So it looks like a special case bug where it doesn't reset when non-citizen mercenaries marry and migrate.
Title: Re: Trivial findings
Post by: Urist McUristUrist on September 26, 2019, 05:03:12 pm
Wound infections that do not end up being fatal can disappear if given enough time.
Title: Re: Trivial findings
Post by: Foxite on September 27, 2019, 01:48:04 pm
Apparently (http://www.bay12forums.com/smf/index.php?topic=15096.msg8030807#msg8030807), the game decides in advance when a megabeast shows up, but it only decides what shows up when it actually shows up.
Title: Re: Trivial findings
Post by: Larix on September 27, 2019, 01:59:04 pm
Magma blobs hurled by minecarts don't act as lava until they come to rest on floor.

Notably, creatures hit by a flying glob of magma are propelled across the landscape, but not covered in magma or set on fire. A wombat was hit by flying magma three times and got thrown considerable distances, but was apparently never actually exposed to magmatic contact.

Furthermore, projectile magma falling into water that's several z-levels deep doesn't turn into obsidian upon diving under the surface, but rather when hitting the floor, typically after falling through two z worth of water.

(I've been trying to buiild an obsidian bridge by bombarding the sea with magma.)
Title: Re: Trivial findings
Post by: Atarlost on October 01, 2019, 03:23:14 am
A locked door that cannot be destroyed from below can protect an unlocked hatch cover over the opening to it.  This configuration attracts building destroyers like an artifact building would and the attraction can be stopped by locking the hatch. 
Title: Re: Trivial findings
Post by: Fleeting Frames on October 01, 2019, 10:21:38 am
Huh. How long did you test whether the two stayed undamaged? It takes a full day to destroy a building iirc.

If proven to work against the deeps, this is probably more useful than an artifact building itself would be.
Title: Re: Trivial findings
Post by: Atarlost on October 01, 2019, 02:31:53 pm
It wasn't a deliberate test; I'd placed the door behind the hatch way back because I'd accidentally unlocked the hatch once.  I think it must have been sitting unlocked for years, maybe decades.  When I found it had been unlocked there was a FB under the hatch.  However long that particular FB had been there there either it or its predecessors had been there a long time. 

I've since lured the FB off elsewhere and killed it, but I used the unlocked hatch and locked door to keep it in place while I set up the archery gallery and new entrance to lure it. 
Title: Re: Trivial findings
Post by: Staalo on October 02, 2019, 02:59:30 am
A wombat was hit by flying magma three times and got thrown considerable distances, but was apparently never actually exposed to magmatic contact.
Not that I doubt your findings but that might just be a very accurate simulation of real life wombats. AFAIK they can just shrug off things like collisions with pickup trucks and simply walk away from the smoking wreckage.
Title: Re: Trivial findings
Post by: snow dwarf on October 03, 2019, 10:36:55 pm
Blind cave ogres enjoy biting off dwarven heads.
Title: Re: Trivial findings
Post by: Urist McUristUrist on October 07, 2019, 07:02:17 am
Invading goblins can detect elven ambushers for you.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 09, 2019, 07:04:13 am
Rivers can spawn below lakes. This can result in completely walled off river sources, and potentially waterfalls when the lake drops into river. And also river that both flows in from off-map and has sources, in this case.

Spoiler (click to show/hide)

In my case it stabilized at a point where the spillover dried up as fast as it filled in.
Title: Re: Trivial findings
Post by: fortunawhisk on October 10, 2019, 10:39:37 pm
The combine-plants script also works on meats, organs, and fats with a minor change. This allows you to consolidate those stacks of kidneys[2] for cooking and storage. 
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: some_stranger on October 12, 2019, 06:52:06 pm
Fruit tree seeds.  They can not be cooked, and Dwarves love filling random bags up with them.  If only there was a way to easily get rid of all of them at once...
Title: Re: Trivial findings
Post by: Urist McUristUrist on October 12, 2019, 07:04:48 pm
Fruit tree seeds.  They can not be cooked, and Dwarves love filling random bags up with them.  If only there was a way to easily get rid of all of them at once...
Disallow all of them on your food stockpile and any new fruit tree seeds will be left on the ground and eaten by vermin.
Title: Re: Trivial findings
Post by: Schmaven on October 12, 2019, 10:47:44 pm
Fruit tree seeds.  They can not be cooked, and Dwarves love filling random bags up with them.  If only there was a way to easily get rid of all of them at once...

With stockpile settings, it's not that bad of a process to trade them away.
Title: Re: Trivial findings
Post by: Sver on October 19, 2019, 04:21:58 am
More of an observation than a finding, but it seems that, for all intents and purposes, the high ground in DF is a disadvantage, and an "inverted hill" is a better defensive design overall. Jumping down is more punishing than climbing up (falling damage and stun, no coverage from missiles), line of sight and ranged combat work the same in both directions, and building a defensive structure from the low ground up allows it to have fortifications on the base ground level (thus, allowing for siege engines and maximum range on marksdwarves).
Title: Re: Trivial findings
Post by: Pvt. Pirate on October 19, 2019, 05:34:17 am
More of an observation than a finding, but it seems that, for all intents and purposes, the high ground in DF is a disadvantage, and an "inverted hill" is a better defensive design overall. Jumping down is more punishing than climbing up (no coverage from missiles, falling damage and stun), line of sight and ranged combat work the same in both directions, and building a defensive structure from the low ground up allows it to have fortifications on the base ground level (thus, allowing for siege engines and maximum range on marksdwarves).
:( so my forts have always been a huge failure when built like medieval cities, castles, forts?
Title: Re: Trivial findings
Post by: Sver on October 19, 2019, 06:03:37 am
Well, it's not all bad - tall walls still prevent invaders from waltzing into your living grounds, especially if they are made unclimbable. It's just that marksdwaves cover less ground when positioned up high (because max shooting angle is 45 degrees), siege engines are hard to place, and invaders don't suffer as much as they could. Building up is not optimal, but neither it is useless - imo, it's definitely more aesthetic.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 19, 2019, 08:11:16 am
Hm, I'm now imaging a defensive hallway where the sides are covered by bridges - when the invaders come, the bridges retreact, and they get attacked by dwarves, crocodiles, etc.
Title: Re: Trivial findings
Post by: Eschar on October 19, 2019, 09:31:40 am
Hm, I'm now imaging a defensive hallway where the sides are covered by bridges - when the invaders come, the bridges retreact, and they get attacked by dwarves, crocodiles, etc.

Reminds me of that Phobos Anomaly level from the Doom Roguelike.
Title: Re: Trivial findings
Post by: Atarlost on October 19, 2019, 02:52:53 pm
Well, it's not all bad - tall walls still prevent invaders from waltzing into your living grounds, especially if they are made unclimbable. It's just that marksdwaves cover less ground when positioned up high (because max shooting angle is 45 degrees), siege engines are hard to place, and invaders don't suffer as much as they could. Building up is not optimal, but neither it is useless - imo, it's definitely more aesthetic.

Dry moats work quite well at least in stone.  Enemies won't climb into the moat if they don't think they can get anywhere useful, which keeps them away from the foot of the tower and out of the blind spot while still providing an aesthetically pleasing and historical look.  You may need to make the moat quite deep to get two Z levels of smoothable stone at the bottom to make climbing next to the fortifications impossible. 
Title: Re: Trivial findings
Post by: Sver on October 19, 2019, 05:01:41 pm
Yeah, the blind-spot-preventing moat works quite well. As I said, it's not that high ground is all bad - it's that the low ground is more effective defense overall. Particularly when you don't want any straggling invaders at the bottom of a moat they can't get out of, or are worried of your military charging into directions not intended for them (still risky, but not as risky).
Title: Re: Trivial findings
Post by: Dunamisdeos on October 19, 2019, 05:58:18 pm
Apparently Night Creatures can be scholarly visitors?

I had a "Bridegroom of Bellowing Hag Chemist" visit. Everyone was perfectly fine with them hanging about in the library until they decided to violently dismember the neighboring mathematician.
Title: Re: Trivial findings
Post by: Magistrum on October 19, 2019, 10:15:36 pm
Bridegroom? Was it an abducted mate?
Title: Re: Trivial findings
Post by: Fleeting Frames on October 19, 2019, 10:55:03 pm
What does their legends history say?
Title: Re: Trivial findings
Post by: Dunamisdeos on October 21, 2019, 12:55:21 pm
Bridegroom would be an abducted mate, yes.

I don't have the info anymore to look into their history, not sure why I didn't do that immediately. Let me see if I can find it.

EDIT: Can't find it. I had already save scummed since I'm trying to do something specific with this fort rather than just play it, so I can't just check my fort page in legends viewer since the event technically never happened. No chemists show as historical figures either.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 21, 2019, 01:47:53 pm
Did you check all Bridgegrooms? Could be that they're already traveling the world and just haven't become Chemist in current timeline.
Title: Re: Trivial findings
Post by: Dunamisdeos on October 21, 2019, 07:53:16 pm
I looked for a while and then gave up ;-;

BUT THEN I GOT ANOTHER.

(https://i.postimg.cc/yYRx8Dqh/NIGHT-CREATURE-SCHOLAR.png)

This time I took pictures and have the name handy. Gonna do some lookin' into it presently.

UPDATES:

Holy geez, this is the former ruler of the human civilization.

He appears to have only ruled for a year before his now-wife abducted him during a rampage. He's been writing technical manuals ever since. His only human daughter became an adventurer and was killed by a troll.

While I would have preferred to capture him, the visiting dwarf caravan tore him apart with little trouble on-sight. None of this tolerance bullshit from the mountainhome, it seems. The merchants themselves helpfully dropped troves of leather and parchment sheets that I had asked for before booking it.
Title: Re: Trivial findings
Post by: Magistrum on October 22, 2019, 12:08:34 am
I would say report bug, but I'm not exactly sure it is a bug.

I mean, makes sense that the abductee would sneak out to do this or that while the night creature is away. Makes sense that upon discovering that the dwarf is birthing night creatures other dwarves turn on them.

Title: Re: Trivial findings
Post by: ZM5 on October 22, 2019, 12:52:18 am
Well, thing is, the species name indicates he's been converted, ergo he's a night troll himself now too. Given the night troll descriptions and their size, I wouldn't be surprised that the caravan guards would go "holy shit, what the fuck is that, kill it", even if the guy actually wasn't hostile.

But yeah I'd say its a bug, converted spouses are as hostile as the "base" night trolls, so I'm guessing story-wise their minds are gone as well and they shouldn't be writing stuff, much less visiting civilized sites. Maybe with future updates it could change (would be neat to see a converted night troll trying to recover their normal body) but for now definitely a bug.
Title: Re: Trivial findings
Post by: Fleeting Frames on October 22, 2019, 02:33:56 am
Maybe it is a bug of Toady, but it is a feature to me, and I'm curious how to make it happen (and make a script that makes it happen in worldgen if need be; ditto for ...Oh I just got an idea of manually adding groups to necromancers as well as looking at the one lone case where a necromancer did leave their tower, over 1900 years in.). It's probably not something to do with the kidnapper's values (due different one being here), and I haven't seen it before (though have seen rulers be kidnapped before fairly often - I'd guess because they're always historical and night troll wants someone like that.).

Any mods; game version?
Title: Re: Trivial findings
Post by: Staalo on October 22, 2019, 05:46:04 pm
I just found out that the bug causing a loyalty cascade when having the militia put down a berzerk citizen is still not completely fixed.

It also looks like I just managed to stop the loyalty cascade by isolating the combatants from each other until their "battle mode" (feeling X while in conflict etc.) subsided. As far as I can tell there are no permanent changes in allegiance, and the former enemies are now happily sparring together. There were no casualties, although one marksdwarf lost a foot.

EDIT: Scratch that, after few days the dwarves involved suddenly renewed their hostilities, resulting in the death of the original separatist. Ah well.
Title: Re: Trivial findings
Post by: Kyubee on October 22, 2019, 10:03:12 pm
Hm, I'm now imaging a defensive hallway where the sides are covered by bridges - when the invaders come, the bridges retreact, and they get attacked by dwarves, crocodiles, etc.

Reminds me of that Phobos Anomaly level from the Doom Roguelike.

I've always wanted to make a fort with that as a defense mechanism. Specifically using GCS, or, if i felt truly cruel, megas and semimegas that get trapped in cages after the fights said and done.
Title: Re: Trivial findings
Post by: Dunamisdeos on October 23, 2019, 12:56:09 pm
Maybe it is a bug of Toady, but it is a feature to me, and I'm curious how to make it happen (and make a script that makes it happen in worldgen if need be; ditto for ...Oh I just got an idea of manually adding groups to necromancers as well as looking at the one lone case where a necromancer did leave their tower, over 1900 years in.). It's probably not something to do with the kidnapper's values (due different one being here), and I haven't seen it before (though have seen rulers be kidnapped before fairly often - I'd guess because they're always historical and night troll wants someone like that.).

Any mods; game version?

No mods, version 44.12.

Yeah I mean it feels like a feature and a bug, in that they could totally write books, being sentient, but also shouldn't be peacefully visiting before the AI realizes they are utterly hostile and making them attack.

Anyway this is a 600 year old small world with increased volcanic activity and some other terrain modifiers changed to make for more high cliffs. It has way, way more cursed/night creatures than any other world I've played. I've had 4 were-beast attacks and two visiting night trolls in a 2 year period. I've been supremely lucky that the caravans were here for all but the first one. A few nearby miners happened to be close enough to dispatch that one.
Title: Re: Trivial findings
Post by: TeaAndRum on November 03, 2019, 08:05:35 pm
I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.
Title: Re: Trivial findings
Post by: Superdorf on November 04, 2019, 11:16:18 am
Cave blobs can be butchered.

Spoiler: This yields a skin (click to show/hide)
Spoiler: into leather. (click to show/hide)



When a militia-dwarf is told to "station" itself somewhere, it will pick a random location within a 7-by-7 square centered around the chosen station spot.
When enough militia-dwarves are told to station themselves around the same point... a formation emerges.

(https://imgur.com/xFSPJla.png)

Order from chaos.
Title: Re: Trivial findings
Post by: vjek on November 04, 2019, 06:25:36 pm
It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\
Title: Re: Trivial findings
Post by: Pvt. Pirate on November 05, 2019, 08:28:11 am
It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\

it's rather rare in our world too to have them in mountain regions.
Title: Re: Trivial findings
Post by: Naturegirl1999 on November 05, 2019, 11:50:03 am
It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\

it's rather rare in our world too to have them in mountain regions.
It might have something to do with mountains being where plates collide
Title: Re: Trivial findings
Post by: qualiyah on November 07, 2019, 11:20:49 am
In a reanimating biome, stationing a hunting dog (or in my case, a hunting giant cave bat) in the butchery is a low-cost way to deal with the constant stream of reanimating skins and wool that freak out the farmers.
Title: Re: Trivial findings
Post by: Iduno on November 07, 2019, 12:14:29 pm
I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.

Picking up a cage causes it to open. Dig a room below the prison, wall it up, then collapse the floor around the werecreature so he drops down into the walled-in room.


Cave blobs can be butchered.

Spoiler: This yields a skin (click to show/hide)
Spoiler: into leather. (click to show/hide)



When a militia-dwarf is told to "station" itself somewhere, it will pick a random location within a 7-by-7 square centered around the chosen station spot.
When enough militia-dwarves are told to station themselves around the same point... a formation emerges.

(https://imgur.com/xFSPJla.png)

Order from chaos.

I don't know that ones is trivial. It lets us know exactly how large to make archery towers to force archers to man dwarf the fortifications. Just need to put a wall just outside and another just inside that radius so they stand where they're needed.
Title: Re: Trivial findings
Post by: TeaAndRum on November 08, 2019, 09:28:38 am
I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.

Picking up a cage causes it to open. Dig a room below the prison, wall it up, then collapse the floor around the werecreature so he drops down into the walled-in room.


Thanks! I'll keep that in mind next time that happens. You see, this time the dwarves didn't release him (even after his screen showed "No sentence pending"). Not sure if it is a bug? He's still being brought water and such, so the good thoughts from that keep him (barely) from going nuts. I think I'll just let him stay.
Title: Re: Trivial findings
Post by: Superdorf on November 08, 2019, 10:02:46 pm
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Title: Re: Trivial findings
Post by: Naturegirl1999 on November 08, 2019, 10:12:02 pm
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Urist McPrisoner hears a voice from the walls
Worship Cagor, god of cages, statues, and screams, and worship Regalia, goddess of gems, blood and futility
Title: Re: Trivial findings
Post by: TeaAndRum on November 11, 2019, 06:55:10 pm
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Good idea, actually! That way his sanity would be more secured. If not and he loses his mind, I'll arrange an arena for him to "entertain" the invaders.
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Urist McPrisoner hears a voice from the walls
Worship Cagor, god of cages, statues, and screams, and worship Regalia, goddess of gems, blood and futility
I'd imagine his jailmates will get pretty annoyed, as he has nothing to do but pray! Guess that's a way to keep dwarves in line. 
Title: Re: Trivial findings
Post by: Staalo on November 17, 2019, 04:06:37 pm
Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.
Title: Re: Trivial findings
Post by: Bumber on November 17, 2019, 04:58:37 pm
Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.
That should proooobably be reported as a bug. Maybe. ;)
Title: Re: Trivial findings
Post by: Superdorf on November 25, 2019, 09:20:50 am
Due to how easy it is to hit any given body part on a zombie, and due to how how long it takes to kill a zombie with any given strike, undead sieges result in, far, far more tooth cleanup than usual.

However... for whatever reason, the sight of dead necro-zombies don't seem to cause dwarves any emotional trauma. So it all kind of balances out.  ???
Title: Re: Trivial findings
Post by: Urist McUristUrist on November 25, 2019, 06:26:38 pm
Due to how easy it is to hit any given body part on a zombie, and due to how how long it takes to kill a zombie with any given strike, undead sieges result in, far, far more tooth cleanup than usual.

However... for whatever reason, the sight of dead necro-zombies don't seem to cause dwarves any emotional trauma. So it all kind of balances out.  ???
Just use magma
Title: Re: Trivial findings
Post by: Splint on November 25, 2019, 08:27:41 pm
Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.
That should proooobably be reported as a bug. Maybe. ;)

Honestly given the high chance of death, getting lost, or being captured by enemy forces, it sounds more like an actual valid "punishment" of sorts.

EDIT: So apparently material emission attacks can be fired through vertical bars. I learned something new today.
Title: Re: Trivial findings
Post by: Staalo on November 26, 2019, 06:16:15 pm
Honestly given the high chance of death, getting lost, or being captured by enemy forces, it sounds more like an actual valid "punishment" of sorts.
I'm just exploiting the hell out of it by sending all production order violators on exploration missions to a completely harmless cave nearby. Take that, queen Onol "I like amulets, flasks and low boots" Strokemined!
Title: Re: Trivial findings
Post by: da_nang on November 26, 2019, 07:35:10 pm
Apparently, if you have sand in your biome, you can create sand areas on any floor tile underground by dropping water on a floor tile so it gets mud, building a farm plot, then deconstructing the farm plot. Will probably work with clay as well.

Very useful when you're setting up magma glass smelters or magma kilns down by the magma sea. Just have sand or clay collected on site.
Title: Re: Trivial findings
Post by: Fleeting Frames on November 27, 2019, 03:36:32 pm
The soil generated depends on bottommost soil in the given biome, so it's somewhat situational.

Edit: Seems mud man mud isn't entirely useless after all:

|(https://i.imgur.com/2kkoH3e.png)|
Title: Re: Trivial findings
Post by: therahedwig on December 19, 2019, 11:13:13 am
It's a bit of a pity that unretiring is so buggy, because there's a bunch of cool things that can be done through hybrid play. I've for example noticed that when I got an assignment from the sheriff as member of the fortress guard, and then later unretired the fort, the mission she assigned in adv-mode was in the mission screen...
Title: Re: Trivial findings
Post by: FantasticDorf on December 19, 2019, 12:41:25 pm
It's a bit of a pity that unretiring is so buggy, because there's a bunch of cool things that can be done through hybrid play. I've for example noticed that when I got an assignment from the sheriff as member of the fortress guard, and then later unretired the fort, the mission she assigned in adv-mode was in the mission screen...

That's amazing, screenies?
Title: Re: Trivial findings
Post by: therahedwig on December 19, 2019, 12:51:55 pm
Nope, sorry, didn't think of it at the time. (I was too busy with rep-research)

But the steps to get it are...


I am somewhat curious as well whether creating an mission but not sending out a squad will make it possible for adventurers to receive that mission, but I am already spread a little thin with reputation and the remainder of the books science.
Title: Re: Trivial findings
Post by: Schmaven on December 22, 2019, 01:26:40 pm
Looking around with 'k' I see "Fire" but no smoke or anything.  It turns out "Fire" is a peregrine falcon man parchment scroll.  A manual concerning the classification of combustible materials. 
Title: Re: Trivial findings
Post by: doublestrafe on December 24, 2019, 08:48:48 am
This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact. 
Title: Re: Trivial findings
Post by: Fleeting Frames on January 03, 2020, 06:31:43 am
Windmills have implied floor on center tile:

|(https://i.imgur.com/haN8jaL.png)|

The goblin hammerman corpse left foot is stuck on top of it and won't fall down.

Means they're impassable to non-building destroyers, now, when combined with 44.05 downward stairway change.
Title: Re: Trivial findings
Post by: anewaname on January 06, 2020, 11:01:33 pm
Kids may store their toys.
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Bralbaard on January 07, 2020, 02:11:58 am
If only kids did that in real LIFE...
Title: Re: Trivial findings
Post by: TD1 on January 08, 2020, 07:45:54 am
Those are some expensive toys
Title: Re: Trivial findings
Post by: Urist McUristUrist on January 08, 2020, 06:23:33 pm
This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact.
If you somehow manage to get a carved stair tile designated for smoothing (the only way to do that that I know of is designating smoothing before designating stair carving and managing to create a situations that causes the stairs to be finished before the floor is smoothed), pretty much the same thing happens.
Title: Re: Trivial findings
Post by: Pvt. Pirate on January 08, 2020, 09:08:56 pm
This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact.
If you somehow manage to get a carved stair tile designated for smoothing (the only way to do that that I know of is designating smoothing before designating stair carving and managing to create a situations that causes the stairs to be finished before the floor is smoothed), pretty much the same thing happens.
currently on 44.09, it doesnt work anymore, but on 44.06 or something, i accidently removed already carved stairs by smoothing the area.
Title: Re: Trivial findings
Post by: Atomic Chicken on January 22, 2020, 08:40:47 am
If a hidden ambusher happens to be unconscious when discovered, the announcement reads "There is a [creature] hidden away here." instead of the usual "A [creature] has sprung from ambush!"
Title: Re: Trivial findings
Post by: Naturegirl1999 on January 22, 2020, 08:45:27 am
If a hidden ambusher happens to be unconscious when discovered, the announcement reads "There is a [creature] hidden away here." instead of the usual "A [creature] has sprung from ambush!"
That makes sense since unconscious entities can’t really s[ring from ambush
Title: Re: Trivial findings
Post by: wierd on January 22, 2020, 10:24:30 am
This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact.
If you somehow manage to get a carved stair tile designated for smoothing (the only way to do that that I know of is designating smoothing before designating stair carving and managing to create a situations that causes the stairs to be finished before the floor is smoothed), pretty much the same thing happens.
currently on 44.09, it doesnt work anymore, but on 44.06 or something, i accidently removed already carved stairs by smoothing the area.

At least underground, if you pour magma on top of a "wall underneath" floor, then obsidian cast, then dig-- it will resurface the area.
You can then use the "Mud + cave fungus + road" trick to transform the cast obsidian cavern floor into cavern soil floor.
Title: Re: Trivial findings
Post by: Superdorf on February 09, 2020, 02:06:56 am
So uh

(https://imgur.com/lx3eDql.png)

apparently dwarves can worship a lot of stuff at once now.
Title: Re: Trivial findings
Post by: Sver on February 09, 2020, 03:53:03 am
He really doesn't want to risk with that Pascal's wager.
Title: Re: Trivial findings
Post by: FantasticDorf on February 09, 2020, 06:09:42 am
So uh

(https://imgur.com/lx3eDql.png)

apparently dwarves can worship a lot of stuff at once now.

I have a issue report up for this here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11345) prophets like to walk around even when they're not supposed to as atheists and make up crackpot religions on the spot which catch on quick.
Title: Re: Trivial findings
Post by: Bumber on February 09, 2020, 06:19:29 am
I have a issue report up for this here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11345) prophets like to walk around even when they're not supposed to as atheists and make up crackpot religions on the spot which catch on quick.

Bless His noodly appendages!
Title: Re: Trivial findings
Post by: Stench Guzman on February 10, 2020, 12:31:23 pm
deleted
Title: Re: Trivial findings
Post by: Quarque on February 10, 2020, 03:30:18 pm
So I had an injured dwarf recover in a hospital. Weird finding: the moment he recovered, he instantly got married and was adopted by a cat.

Is this a known feature?
Title: Re: Trivial findings
Post by: Stormfeather on February 10, 2020, 08:48:29 pm
"Urist darling, thinking I was losing you made you realize just how very much you meant to me. Let's get married!"

"Great! Let's get a cat!"
Title: Re: Trivial findings
Post by: Imic on February 11, 2020, 10:01:33 am
Don’t know where else to stick this, but I found a God with the spheres Cnildren, birth, pregnancy, creation, rebirth, and death. Her name is Ibruk the funeral of passions; a name of many possible interpretations courtesy of the Randon Number God.
Title: Re: Trivial findings
Post by: pikachu17 on February 11, 2020, 11:55:37 am
Don’t know where else to stick this, but I found a God with the spheres Cnildren, birth, pregnancy, creation, rebirth, and death. Her name is Ibruk the funeral of passions; a name of many possible interpretations courtesy of the Randon Number God.
Huh, sounds like a norse god. They often had spheres close to death and life like that.
Title: Re: Trivial findings
Post by: doublestrafe on February 11, 2020, 06:06:33 pm
I found a deity that had two separate entries with slightly different spheres, depending on which dwarven civilization was worshiping it. I seem to recall that it appeared to one as a male dwarf, and as a female to the other.
Title: Re: Trivial findings
Post by: pikachu17 on February 13, 2020, 10:55:12 am
I found a deity that had two separate entries with slightly different spheres, depending on which dwarven civilization was worshiping it. I seem to recall that it appeared to one as a male dwarf, and as a female to the other.
Are you sure it wasn't just a coincidence with two deities of the same name?
Title: Re: Trivial findings
Post by: RipOffProductions on February 14, 2020, 10:40:38 am
on the subject of interesting gods, looking at legends I've fond that the humans of my world have a Goddess of Love, a Goddess of Lust, and a God of Romance, Family, and Speech... I know love is complicated, but holy hell I don't think it needs to be that complicated.

also the Goddess of Festivals is also the Goddess of Deceit, Lies, and Trickery... so she's a carnie?

and in another world I generated I found "Nish eritharros(Laborthrows)", who was among the first dwarfs, and became necromancer in the year 16.
among her many authored works(her entire history between the 40s and late 500s is nothing but "authored/created/stored [title here]", broken up by the occasional failed attempt to threaten law enforcement to ignore her activities) the most frequent topic seems to be her own necromancy tower, though books about her hometown/base of operations of Bendgirders and untitled works are also pretty common:
a complete list, with years of creation:
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: Fleeting Frames on February 15, 2020, 08:51:18 pm
Found an interesting POI while looking at Silentthunders: https://mkv25.net/dfma/viewmap.php?view_mapid=12467 ("Of slight note is that dwarves managed to somehow engrave one of the brass walls.")

Now, I didn't manage to replicate that.

But I managed to replicate something that may be better, sometimes:

|(https://i.imgur.com/0RYtdQD.png)|

So, turns out, if you build a constructed wall, and then mark it for fortification carving and removal, the fortification carving is kept on hold even after the wall is removed.

If you then fulfil that designation on sand - it remains sand floor.

But fulfil that on conglomerate - and it becomes conglomerate fortification.

Dig that out, and you can get a conglomerate boulder.

This means a source of flux on embarks where there's just flux boulders on surface, and an alternative to obsidian for mass stone duplication.

Unfortunately, only works for layer stone. No ady duping or natural soil clay fortifications for trees.
Title: Re: Trivial findings
Post by: Bumber on February 15, 2020, 11:52:14 pm
I suppose it doesn't work on ores, since they just leave layer floors behind now. Does it work on raw candy, though? What about slade or SMR floors?
Title: Re: Trivial findings
Post by: Fleeting Frames on February 16, 2020, 12:05:35 am
It doesn't work on raw candy, first thing I tested.

Also doesn't work on branches.

Slade I would guess to work, but probe reveals that the layer material there is diorite, not slade. Testing confirms that diorite fortification is carved indeed, as diorite cavern floor is left behind after deconstructing the wall on slade floor.

SMR ditto diorite, but results in furrowed peat, which behaves like other soils (no fortification).

However, I discovered something it does work on:

|(https://i.imgur.com/fUrZOsj.png)|

Implied walltops. This results in implied fortification (with no floor above it).

E: Oh yeah, this means you can convert dug stone downstairs to updown stairs or floors without spending a resource for it.
Title: Re: Trivial findings
Post by: Naryar on February 16, 2020, 09:58:55 am
Apparently human caravans send trade representatives now. I've got a "high treasurer" that came with the human caravan.
Title: Re: Trivial findings
Post by: UselessMcMiner on February 16, 2020, 11:17:42 am
Turns out your starting dwarves and other npcs dont have to worship only dwarven gods. My miners worship human gods. And a goblin monster slayer worships the Dwarven God of Crafts
Title: Re: Trivial findings
Post by: TheFlame52 on February 16, 2020, 11:40:32 am
After much experimentation and many worlds generated, I have observed that the amount of "evil" (i.e. necromancers, goblins) in a world is directly inverse to the number of elves remaining. Elves don't die of old age. They don't scheme. They don't become necromancers. They always join alliances against goblins and necromancers. And they never break open the HFS and release new monsters into the world.

Worldgen doesn't take wooden weapons into account. Elves always have big, powerful war beasts to bring along. I never thought I would see elves become the good guys.

Furthermore, humans, dwarves, and elves are always at peace. With the new alliance mechanic, I've yet to see a war between any of three good races that was more than a spat between two site governments. There's simply too much evil in the world for the good guys to be wasting time fighting each other.
Title: Re: Trivial findings
Post by: doublestrafe on February 18, 2020, 04:04:59 pm
Dunno if this is known--it wasn't in the wiki--but in two forts now, one, but not all, of my animal trainers named and adopted every dog he trained for war, even though they were not available for adoption. Turns out he likes "dogs for their loyalty." Jerk ruined my entire dog farm, and it won't get better until the next generation is born and grows up.
Title: Re: Trivial findings
Post by: IncompetentFortressMaker on February 18, 2020, 07:40:17 pm
I have no idea why that would be. On the other hand, it does sound like something someone would do if they get the chance.
Title: Re: Trivial findings
Post by: Stench Guzman on February 18, 2020, 07:51:34 pm
A human citizen of mine worships 23 different gods.
Title: Re: Trivial findings
Post by: Eschar on February 20, 2020, 10:31:33 pm
A human citizen of mine worships 23 different gods.

I guess he's hedging his bets.
Pascal's Wager strikes again.
Title: Re: Trivial findings
Post by: Zarathustra30 on February 21, 2020, 01:37:58 am
An interrogator can interview somebody that corrupted them. However, no crime report is generated, nor is the organization added to the counterintelligence screen.

(https://i.imgur.com/0oVrBSo.png)
Title: Re: Trivial findings
Post by: doublestrafe on February 21, 2020, 09:41:59 pm
Trees are really shady. I dug a large channel and built a bridge over it to grow aboveground crops safely. One of the farm plots I built was reporting that I could plant both underground and aboveground crops, which meant that part of it was underground. I checked, afraid I had missed a spot, but I hadn't. But one of the tiles was under a plum tree branch, and was still marked Inside - Dark - Subterranean, despite the tile above being Outside - Light - Above Ground. I cut down the tree and it became enlightened.
Title: Re: Trivial findings
Post by: Fleeting Frames on February 22, 2020, 11:20:25 pm
When you have dump zone and floating door adjacent next to each other, there's two different possible behaviours.

|(https://i.imgur.com/gT0W1ei.png)|

When the door is locked, or closed and operated by mechanisms, they place the dumped item on floor.

When the door is open or passable, they dump the item in the door tile. The door is not marked as Open, and pressurized water will not escape the door.

(Bit of (magma) mist can escape from the door, however)

When what you dumped was bituminous coal, it can catch the door above it on fire, as it heats it up to 11296°U (720°C):

|(https://i.imgur.com/UZcBDZK.png)|

(Making the dump inaccesible until door has burned away)

Allso, I found that retracting bridges can't fling items upwards through floating but unopened doors (so if you want to use one to retrive items, link the door to a lever before you deconstruct the floor under it).

I guess this is useful to know if you have 1z of air between magma and dump, but can't use a diagonal to prevent magma mist from escaping (or just want the dumper to have a chance to admire the door). Pretty trivial compared to previous finding.
Title: Re: Trivial findings
Post by: muldrake on February 23, 2020, 11:28:47 pm
Someone must have discovered this already, but if a dwarf falls in an open caldera that goes down to the magma sea, even if he's already dead, you may discover the magma sea at some point afterwards, apparently even if the body no longer exists.  I also found the adamantine this way.  I'm not sure if actually catapulting the dwarf in there on purpose is the reason or why that would make a difference (I was increasing the net happiness of the fort by removing a member with negative happiness who refused to be expelled because of the family bug).
Title: Re: Trivial findings
Post by: FantasticDorf on February 24, 2020, 05:04:40 am
Someone must have discovered this already, but if a dwarf falls in an open caldera that goes down to the magma sea, even if he's already dead, you may discover the magma sea at some point afterwards, apparently even if the body no longer exists.  I also found the adamantine this way.  I'm not sure if actually catapulting the dwarf in there on purpose is the reason or why that would make a difference (I was increasing the net happiness of the fort by removing a member with negative happiness who refused to be expelled because of the family bug).

Pitting a animal like a cat would also work, if not just to possibly get rid of excess population, if it survives you wont be able to pasture it up again.
Title: Re: Trivial findings
Post by: Stench Guzman on February 25, 2020, 12:03:12 pm
You can buy parchment made out of a zombie.  Scaledflowers was a dog, as I also bought Dog of Scaleflowers Leather from a caravan.

(https://i.imgur.com/AYqIcqG.png)
Title: Re: Trivial findings
Post by: Naturegirl1999 on February 25, 2020, 12:04:18 pm
How do you even make parchment out of a creature?
Title: Re: Trivial findings
Post by: FantasticDorf on February 25, 2020, 12:25:29 pm
You can buy parchment made out of a zombie.  Scaledflowers was a dog, as I also bought Dog of Scaleflowers Leather from a caravan.

They aren't zombies, they're a unintelligent experiment caste which are opposed to life usually denoted out of the creature they're made out of, dogs tend to be common examples because they fit some boxes but they'll use anything. So technically its all valid, since you can obtain dog leather etc yourself.

If some of these Scaledflower experiments drop dead in a fort siege providing they aren't actually ressurected again, you'll be able to butcher them. So yeah, Necromancers do have a little bit of a barely living population just hanging around besides all the animated zombies at their disposal to dispel the misconception with the new versions of the game.

How do you even make parchment out of a creature?

Milk of lime (made out of flux stones) (http://dwarffortresswiki.org/index.php/DF2014:Milk_of_lime) & fresh raw skins. You might want to turn off auto-tanning so you can get some more direct access to queuing up the parchment creation job at the tannery faster, the lyme also i forget but i think needs to be in buckets.
Paper is usually milling a plant (using a quern or powered millstone) into slurry to press, and much less fuss is required but its cheaper.
Title: Re: Trivial findings
Post by: Stench Guzman on February 26, 2020, 09:20:54 am
Trying to interrogate a merchant can cause a wagon to fall apart.
Title: Re: Trivial findings
Post by: vp on February 26, 2020, 03:13:52 pm
(https://sun9-67.userapi.com/c855120/v855120869/1f868b/16Xjh7qY3cs.jpg)

Dwarf dancer necromancer, oho-oho
Dwarf dancer necromancer, oho-oho
You are a sailor, a tailor, a jailer
You are from Ghana, Gagnana, Montana

Found this gem in Russian social media group https://vk.com/dwarf.fortress
Title: Re: Trivial findings
Post by: Bumber on February 27, 2020, 04:40:24 am
Trying to interrogate a merchant can cause a wagon to fall apart.

That's a nice wagon you got there. Sure would be a shame if something were to happen to it...
Title: Re: Trivial findings
Post by: IonMatrix on February 27, 2020, 08:16:07 am
Where is that quote from again? I keep forgetting...
Title: Re: Trivial findings
Post by: IncompetentFortressMaker on February 27, 2020, 03:30:31 pm
I'm not wholly sure, but I've seen quotes along similar lines appear in reference to Minecraft.
Title: Re: Trivial findings
Post by: Naturegirl1999 on February 27, 2020, 03:33:18 pm
I saw quotes like that in Futurama/Simpsons, in relation to the Mafia
Title: Re: Trivial findings
Post by: Bumber on February 27, 2020, 04:42:19 pm
Internet says it's at least as old as the 1920's, origin unknown. (https://english.stackexchange.com/questions/368383/origin-of-youve-got-nice-here-it-would-be-a-shame-if-something-happened-t)
Title: Re: Trivial findings
Post by: feelotraveller on March 01, 2020, 01:40:07 pm
Plump helmets (+ spawn + dwarven wine) may not be available when embarking.

[No doubt it was already known, but not by me...  :D]
Title: Re: Trivial findings
Post by: Dragonborn on March 11, 2020, 08:00:45 pm
Dwarves can cook using liquids stored in leather waterskins
Title: Re: Trivial findings
Post by: FantasticDorf on March 12, 2020, 01:44:27 pm
Unintelligent smaller experiments without [TRAP_AVOID] you can probably breed on a chain once captured sell for 2000 dwarf bucks each (according to the wiki-at least)
Title: Re: Trivial findings
Post by: pikachu17 on March 12, 2020, 02:10:20 pm
Unintelligent smaller experiments without [TRAP_AVOID] you can probably breed on a chain once captured sell for 2000 dwarf bucks each (according to the wiki-at least)
Can you actually sell creatures though? I don't think I've been successful with tries.
Title: Re: Trivial findings
Post by: TheFlame52 on March 12, 2020, 04:43:13 pm
Some science on necromancers and the like.
 - It is very possible to become more than one kind of necromancer. This is an advantage, since each of your interactions cool down independently.
 - Being a necromancer lieutenant forbids you from becoming a werebeast, ghoul, or vampire. However, if you become one of those three things before being raised, you can become a vampire lieutenant.
 - Becoming a mist husk/thrall is compatible with all of these.

So, theoretically, one could become a necromancer necromancer necromancer infected ghoul gaunt zombie foul mist husk or the like. A truly terrifying thought.
Title: Re: Trivial findings
Post by: Naryar on March 12, 2020, 05:07:59 pm
Today I found that you could use flood-type selection (like rooms) for meeting areas instead of just making a rectangle and cutting up corners.

Also I figured there was something like that, but I never used the restriction on what type of orders workshops accept. It's kind of bothersome when you order some stone crafts made and the craftsdwarf worskhops that are linked to your bone/skull/ivory/etc. stockpile try to do those.
Title: Re: Trivial findings
Post by: TheFlame52 on March 15, 2020, 05:28:56 pm
When a squad leader completes a demonstration, it fulfills the "help somebody" need. Someone might want to add that one to the wiki.
Title: Re: Trivial findings
Post by: Huntthetroll on March 15, 2020, 07:45:24 pm
If a little red "C" appears near the upper left hand corner of the map border, it means that combat is ongoing somewhere on the map.

Edit: and a blue "S" indicates sparring somewhere on the map.
Title: Re: Trivial findings
Post by: Uthimienure on March 15, 2020, 08:18:35 pm
If a little red "C" appears near the upper left hand corner of the map border, it means that combat is ongoing somewhere on the map.

Edit: and a blue "S" indicates sparring somewhere on the map.
An "H" indicates hunting action.

Hit "r" to see the reports. Hit enter on a given report to see more details.
Title: Re: Trivial findings
Post by: delphonso on March 15, 2020, 08:36:21 pm
S and M are spoils and missions from raids. I think a lot of new players misunderstand that, since 'r' is the button to press, but C is usually the first to appear.
Title: Re: Trivial findings
Post by: Bumber on March 15, 2020, 10:43:08 pm
I think there's one for interrogations, too. Probably "I" or something.
Title: Re: Trivial findings
Post by: Lorn Asbord Schutta on March 17, 2020, 02:44:05 pm
By raiding tower I turned some of my dwarves into necromancers via slab. When fights had broke, they raised bodies, mostly into inteligent undead.
First: Dorfs don't care who they raise and since inteligent undead keep their sides, it leads to killing and raising same entity over and over. For instance cyclop who attacked my fort is listed across five dorfs over twenty times total.
Second:As long as they don't raise anyone as vanilla zombie, there is no loyalty cascade. It didn't last long though.
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military.
Fourth: If IntDead is killed with decapitation his head will be raised as undead, but the body might be raised as IntDead once again. If so however, they will lose their identities and be consider as friendly "others".
Title: Re: Trivial findings
Post by: basedbeans on March 17, 2020, 03:33:04 pm
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military

My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.

To add my own trivial finding, my intelligent undead militia commander shot up (literally) 15 levels in wrestling and fighting in the space of a minute. She was alone and got webbed by a giant cave spider who proceeded to gnaw on her head until reinforcements arrived. IntDead are fucking TOUGH, but full iron armor probably didn't hurt. She survived and got sewed up, and her most recent thoughts are "Didn't feel anything after improving/mastering wrestling/fighting." I guess fending off a GCS with headbutts is good exercise.
Title: Re: Trivial findings
Post by: Lorn Asbord Schutta on March 17, 2020, 04:28:13 pm
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military

My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.

To add my own trivial finding, my intelligent undead militia commander shot up (literally) 15 levels in wrestling and fighting in the space of a minute. She was alone and got webbed by a giant cave spider who proceeded to gnaw on her head until reinforcements arrived. IntDead are fucking TOUGH, but full iron armor probably didn't hurt. She survived and got sewed up, and her most recent thoughts are "Didn't feel anything after improving/mastering wrestling/fighting." I guess fending off a GCS with headbutts is good exercise.

I have read your post. Entertaining, to say at least.
Mine didn't petitioned after year or so and I have no idea why.
To add yet another thing - throats cannot be mended. The last IntDead in my fort got strike into throat and he started bleeding. He cannot die, but surgeries don't help. From 1st Malachite to 14th Galena he has about 40 "Bleeding stopped" in his medical history for each day.
He doesn't seem to bleed anything though. There is some spattering on him, but you would think that bed and surgeons should be covered in his blood. Not sure if this bug.
Title: Re: Trivial findings
Post by: basedbeans on March 17, 2020, 04:43:48 pm
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military

My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.

To add my own trivial finding, my intelligent undead militia commander shot up (literally) 15 levels in wrestling and fighting in the space of a minute. She was alone and got webbed by a giant cave spider who proceeded to gnaw on her head until reinforcements arrived. IntDead are fucking TOUGH, but full iron armor probably didn't hurt. She survived and got sewed up, and her most recent thoughts are "Didn't feel anything after improving/mastering wrestling/fighting." I guess fending off a GCS with headbutts is good exercise.

I have read your post. Entertaining, to say at least.
Mine didn't petitioned after year or so and I have no idea why.
To add yet another thing - throats cannot be mended. The last IntDead in my fort got strike into throat and he started bleeding. He cannot die, but surgeries don't help. From 1st Malachite to 14th Galena he has about 40 "Bleeding stopped" in his medical history for each day.
He doesn't seem to bleed anything though. There is some spattering on him, but you would think that bed and surgeons should be covered in his blood. Not sure if this bug.

I'm not sure what determines time to petition. After a drown/rez batch I'll have some petition within RT minutes and others a year later. Might require some science.

Now the part about bleeding is very interesting. My CMD has gone through a mountain of thread stitching up IntDead, I'll have to check on their necks. Otherwise, I don't think I've noticed them bleeding at all, so I wonder if your IntDead has a severed, empty jugular. Otherwise we'd have limitless vamp food!
Title: Re: Trivial findings
Post by: TheFlame52 on March 17, 2020, 06:33:05 pm
My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.
Please do tell.

EDIT: I found it, how interesting
Title: Re: Trivial findings
Post by: basedbeans on March 19, 2020, 05:11:14 pm
Not to flood this thread with intelligent undead minutiae, but this is a weird one.

Intelligent undead adults are totally unable to gain Focus (that is, reverse being Badly Distracted) because they can never fulfill needs, despite being able to meet them. The absolute best need-thought they can have is "Urist McDwarf was not distracted after..."

eg they can (and have) pray for a month straight but they'll always be "Badly distracted after being unable to pray..."

Intelligent undead children, on the other hand, seem totally unable to lose Focus. The worst need-thought they can have is "Urist McDwarf Jr. was not distracted after..."

I am shamelessly using Therapist to enable labors on my undead children (they'll never age into adults) so one day I'll have a immortal, 30 year old, legendary weaponsmith who is also a child. Well, I assume he'll stay a child.
Title: Re: Trivial findings
Post by: lazygun on March 20, 2020, 06:00:48 pm

I found a way to get specific seeds out of bags. without dumping them. In my current fort I tried using a pedestal and putting the seeds "on display". It works quite nicely and my dwarfs get good thoughts from completing the job. However unlike a dump order it only generates haul orders one at a time. Still that could be a plus.
Title: Re: Trivial findings
Post by: Lorn Asbord Schutta on March 22, 2020, 02:45:44 pm
EDIT2:Never mind
Title: Re: Trivial findings
Post by: Huntthetroll on March 26, 2020, 01:58:25 pm
This one has shades of both "Wow, I'm stupid" and "I wish this was easier to figure out." Creating a meeting area and assigning it a guildhall location is not enough to satisfy a guildhall petition. The area must have a total value of at least 2000☼ to be considered a proper guildhall (although this threshold can be changed by altering one of DF's configuration files). It took me two abandoned petitions and almost four in-game years to figure this out.
Title: Re: Trivial findings
Post by: Strangething on March 27, 2020, 01:50:10 pm
Two thousand dorfbucks is a lot of money, too. It usually takes an artifact on a pedestal.

I noticed you get a little more value if you designate a meeting hall through the zones mode, rather than building from a piece of furniture. I tried making a guild hall from a statue garden built from a masterwork marble statue, and the statue's value wasn't added to the guild hall.


Title: Re: Trivial findings
Post by: delphonso on March 27, 2020, 08:05:15 pm
Build a 3x3 room and place a statue in it. Use the statue to designate a temple - the location's value will be 1 dorfbuck.

Zones are a better choice if you want to be efficient. Pedestals with some junk on them work too. Most of my guildhalls end up with human armor in them...
Title: Re: Trivial findings
Post by: therahedwig on March 28, 2020, 04:24:18 am
Yeah, that's actually a bug, a set of bugs (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11279), even...

I've been decorating my furniture to get it to fill the requirements. Artifacts feel so hacky.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 28, 2020, 04:43:45 am
My neighbours the human civ have two people appointed as master of the beasts. One is a ranger (as you might expect) the other is apparently a "goblin hunter". Cool, never seen that profession before.
Title: Re: Trivial findings
Post by: Staalo on March 28, 2020, 08:41:23 am
Dwarves going stark raving mad will rip off their sutures as well as their clothes while running around babbling. I did wonder about those sudden spatters of blood on the floor when this happened earlier...
Title: Re: Trivial findings
Post by: bloop_bleep on March 28, 2020, 04:42:44 pm
My neighbours the human civ have two people appointed as master of the beasts. One is a ranger (as you might expect) the other is apparently a "goblin hunter". Cool, never seen that profession before.

Could it have been a hunter that was a goblin?
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 28, 2020, 04:53:47 pm
My neighbours the human civ have two people appointed as master of the beasts. One is a ranger (as you might expect) the other is apparently a "goblin hunter". Cool, never seen that profession before.

Could it have been a hunter that was a goblin?
Damn, that would be disappointing. :)
There are a lot of goblins in that civ, so that's probably it.

-
Yeah, that was it. Rather boringly not a "goblin hunter". Just your average master of the beasts, baron goblin. Morning-star throwing champion, ex-high doctor (convicted of embezzlment), currently corrupting his ex-wife (resident of a goblin dark fortress) to infiltrate the kingdom and prepare a coup.
Title: Re: Trivial findings
Post by: Huntthetroll on March 29, 2020, 01:13:46 pm
Putting a rotten object in a display case does not prevent it from spreading miasma.
Title: Re: Trivial findings
Post by: basedbeans on March 29, 2020, 07:30:49 pm
Despite being immortal, turns out intelligent undead can read slabs and become necromancers. I did it in adventure mode and was able to raise zombies and use my intdead powers. Retired him in my fort and am going to try it out in fort mode.
Title: Re: Trivial findings
Post by: Lozzymandias on April 02, 2020, 04:11:40 am
At my boyfriends insistence, instead of just executing the plump helmet men by firing squad like normal, i modded the raws to make them trainable, to try and (briefly) integrate them into the population. Some fighting when they reverted back to wild dissuaded me that this was wise.

Trivial finding: Intelligent, trainable creatures can nonetheless be slaughtered.
Title: Re: Trivial findings
Post by: pikachu17 on April 02, 2020, 08:20:46 am
Despite being immortal, turns out intelligent undead can read slabs and become necromancers. I did it in adventure mode and was able to raise zombies and use my intdead powers. Retired him in my fort and am going to try it out in fort mode.
I mean, vampires can so this isn't that surprising. Still good to know.
Title: Re: Trivial findings
Post by: Sver on April 02, 2020, 08:40:23 am
As opposed to my previous assumption, shield (and buckler) weight do scale with creatures size, meaning a troll's shield is nigh-unwieldable for a dwarf. That said, trolls do not make shields themselves, and goblin-sized shields don't seem any less effective when used by a troll.
Title: Re: Trivial findings
Post by: Bumber on April 02, 2020, 09:31:06 am
As opposed to my previous assumption, shield (and buckler) weight do scale with creatures size, meaning a troll's shield is nigh-unwieldable for a dwarf. That said, trolls do not make shields themselves, and goblin-sized shields don't seem any less effective when used by a troll.

Time to make ant man shields?
Title: Re: Trivial findings
Post by: bloop_bleep on April 02, 2020, 12:27:10 pm
Perhaps some !!SCIENCE!! is in order.
Title: Re: Trivial findings
Post by: Shonai_Dweller on April 02, 2020, 09:15:20 pm
When a dwarf is throwing a tantrum, they have no needs in the thoughts screen. Never noticed that before. My haggard Captain of the Guard is due for retirement soon which is where I spotted it. Her tantrum is over and the needs have returned (she's quite focussed).

Her thoughts conclude "She is getting used to tragedy". Don't think I've noticed that before either.
Title: Re: Trivial findings
Post by: basedbeans on April 03, 2020, 12:05:20 pm
Her thoughts conclude "She is getting used to tragedy". Don't think I've noticed that before either.

I noticed that for the first time in one of my dwarves recently. I wonder if it's new.
Title: Re: Trivial findings
Post by: pikachu17 on April 03, 2020, 03:52:09 pm
Her thoughts conclude "She is getting used to tragedy". Don't think I've noticed that before either.

I noticed that for the first time in one of my dwarves recently. I wonder if it's new.
Pretty sure it's at least been since the tavern release.
If she has enough trauma, it will instead say that she doesn't care about anything anymore.
Title: Re: Trivial findings
Post by: HungThir on April 03, 2020, 07:40:32 pm
i still haven't played fortress mode in 0.47, but i've definitely seen that before, so it's been around since at least 0.44.12.  and i'm pretty sure i saw it a lot during the earlier 0.44 releases when stress management was really bad
Title: Re: Trivial findings
Post by: Libash_Thunderhead on April 14, 2020, 03:03:06 am
If you dig under a tree, the tile becomes above ground. Then a sapling may grow there.
But wait, if you cut down the tree, the sapling suddenly turns into a mushroom tree sapling.
Title: Re: Trivial findings
Post by: Tinnucorch on April 14, 2020, 05:10:59 am
Kobolds can become kings of dwarven civs, and, apparently, also necromancers.

Trying to generate a world with a long history and kobolds still around I made their civs much more prevalent than others. So after 1050 there was about 3000 kobolds alive. Checking legends I saw that one dwarf civ got two kobold kings, one after the other, and that the second one, after ten years of ruling became a necromancer, leaving his position as king. But that is no the end of the story, because after dying he was raised again (or maybe was victim to a experiment, i'm not sure) as a "Doren's eye".

And I was doubting they could even became members of other civs.
Title: Re: Trivial findings
Post by: therahedwig on April 14, 2020, 06:23:19 am
I've found a kobold who is part of a merchant company in one of the human towns and made themselves a profit with trading... I think it was beds. But yeah, kobolds can become part of civs, that's how you occasionally end up with the kobold option in adventurer mode. (Though, a part of me suspects that there aren't enough checks for whether they can speak during worldgen).
Title: Re: Trivial findings
Post by: 0x517A5D on April 25, 2020, 12:57:13 pm
A new mother who gives birth while collecting materials for a strange mood will not pick up her newborn child.

Now I have a baby crawling around on the surface, near a stream.  What should I do?

Edit: things worked out.  I tried to build a wall around the baby, but she was moving too fast.  Then I tried to wall off the stream, but again, she moved too fast.

She somehow managed to crawl across a bridge without falling off, visited the upper dining room, and then crawled back out onto the surface toward the stream.

She almost managed to drown herself, but the mother completed her artifact and retrieved her infant.  Close call, but all is well.
Title: Re: Trivial findings
Post by: HungThir on April 25, 2020, 07:02:45 pm
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?
Title: Re: Trivial findings
Post by: Naturegirl1999 on April 25, 2020, 07:13:20 pm
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?
I’m thinking she might use the baby, but maybe babies are smaller and she would need more material and look for a larger dwarf for the required materials
Title: Re: Trivial findings
Post by: TheFlame52 on April 25, 2020, 07:34:53 pm
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?
I'm not sure whether fell moods choose their victim as soon as they claim a workshop, or if the victim can change while the fell mood dwarf is moving. I DO remember an old quote in which a mother made a pickaxe out of her one month old baby, so it can happen.
Title: Re: Trivial findings
Post by: muldrake on April 26, 2020, 01:33:33 am
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?
I'm not sure whether fell moods choose their victim as soon as they claim a workshop, or if the victim can change while the fell mood dwarf is moving. I DO remember an old quote in which a mother made a pickaxe out of her one month old baby, so it can happen.

The wiki says they take over a butcher's or tanner's workshop and then immediately murder the nearest dwarf (including ghosts).  Whether that is true, or includes babies, including the dwarf's own babies, I do not know.
Title: Re: Trivial findings
Post by: Schmaven on April 26, 2020, 07:32:27 am
I'm not sure whether fell moods choose their victim as soon as they claim a workshop, or if the victim can change while the fell mood dwarf is moving. I DO remember an old quote in which a mother made a pickaxe out of her one month old baby, so it can happen.

When that happens, you pretty much have to use that pickaxe to dig too deep.
Title: Re: Trivial findings
Post by: muldrake on May 05, 2020, 09:03:35 pm
You know how fluid pressure doesn't get transmitted through a diagonal opening?

It doesn't work if the diagonal opening is at the top.  Whoops.  Sorry Urist McDrowningdwarf.
Title: Re: Trivial findings
Post by: Bumber on May 06, 2020, 02:49:46 pm
You know how fluid pressure doesn't get transmitted through a diagonal opening?

It doesn't work if the diagonal opening is at the top.  Whoops.  Sorry Urist McDrowningdwarf.

Well it actually does, but the drop afterwards re-pressurizes the water.
Title: Re: Trivial findings
Post by: Staalo on May 06, 2020, 03:20:05 pm
I already wrote about this in another thread, but I am currently following the tale of a necromancer citizen who reanimated her wife after seeing her killed in front of him.

The wife is now one of the intelligent undead, unable to feel but apparently able to form relationships. Their marriage ended when the wife died and their mutual relationship was reset to "Friend" status, and I'm now trying to see if they remarry after some quality time in a honeymoon suite. At the moment both seem to hover in a weird inbetween state where they have thoughts about talking with their spouse and their friend, at the same time.

After a month their status has advanced from "Friend" to "Kindred spirit" but they haven't become lovers yet. I'll wait for a while to see if they manage to have any children despite their understandably very confusing relationship situation.
Title: Re: Trivial findings
Post by: pikachu17 on May 06, 2020, 04:12:10 pm
Have you made a bug report?
Title: Re: Trivial findings
Post by: Libash_Thunderhead on May 08, 2020, 03:38:35 am
You can't brew watermelon wine.  :o
Title: Re: Trivial findings
Post by: Fleeting Frames on June 14, 2020, 04:34:56 pm
Apparently frozen milk is valid solid food option for taming vermin:

|(https://i.imgur.com/fwn0Tlr.png)|
Title: Re: Trivial findings
Post by: martinuzz on June 15, 2020, 10:10:46 am
Animal don't like their gelders. They will kick and scratch at them when they get the chance.
Title: Re: Trivial findings
Post by: Quarque on June 16, 2020, 01:51:49 am
Animal don't like their gelders. They will kick and scratch at them when they get the chance.

I wonder if a high gelder skill helps to prevent that?

edit: Just had an idea what the gelder skill could possibly be good for.

Quote
This is a stray war elephant. He is muscular and fat. He has a grey skin and brown eyes. He has been masterfully gelded by Urist McNutjob.
Title: Re: Trivial findings
Post by: Staalo on June 16, 2020, 02:26:42 am
I want Gelding to be a moodable skill.

To keep it on topic, visitors with "...to enjoy themselves" in their description text seem to be villains with nearly 100% accuracy. Real visitors have something concrete listed there, like "...to perform" or "...to seek work." Might be just a coincidence in my current fort, though.
Title: Re: Trivial findings
Post by: Superdorf on June 16, 2020, 03:07:36 pm
Hmm, that makes sense. I never really saw "...to enjoy themselves" before the Villains Arc came out, to be sure.
Title: Re: Trivial findings
Post by: Leonidas on June 17, 2020, 11:10:09 pm
The rules for training swimming depend on body size. I've got a dwarf and grizzly bear man side by side in the same swimming pool. The dwarf is learning swimming at the normal rate. The grizzly bear man isn't learning at all.

Edit: Or maybe it's because he's a grizzly bear man. I've got the water up to fives and sixes, and he's still not learning.
Title: Re: Trivial findings
Post by: Ziusudra on June 17, 2020, 11:46:02 pm
Yeah, animal people bug (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9853).
Title: Re: Trivial findings
Post by: Leonidas on June 18, 2020, 12:36:30 am
If you drop a lead cage into magma, it doesn't disintegrate. It turns into a blob of molten lead, which is apparently magma-safe.
Title: Re: Trivial findings
Post by: Bumber on June 18, 2020, 01:12:30 am
If you drop a lead cage into magma, it doesn't disintegrate. It turns into a blob of molten lead, which is apparently magma-safe.

It's not really magma-safe if it's already melted. I think the blob might disappear after a while, even though it's below boiling point. Seen it happen with copper, which has a higher boiling point than lead.
Title: Re: Trivial findings
Post by: Leonidas on June 19, 2020, 12:41:25 pm
In adventure mode, your mount can give birth during a battle.
Title: Re: Trivial findings
Post by: NordicNooob on June 19, 2020, 01:41:52 pm
Weapon skill negates the weight of weapons in the same way that armor user negates the weight of armor.
Title: Re: Trivial findings
Post by: NordicNooob on June 21, 2020, 06:55:56 pm
Another trivial finding: invaders that are melancholy will still take defensive action to protect themselves. This has compounded itself in a particularly !!FUN!! way in my current fort. A necromancer experiment that went melancholy was converted to a thrall zombie via cloud. Anything that engages it is both perpetually stuck in combat (it still gains skill from all that defensive action!) and is also turned into a thrall via combat with a thrall. It's currently sparring with a goblin (who was also thralled, and won't tire), both of which are quite skilled.

The perpetual combat seems to be enabled by the thralling feature. While technically the two thralls should be on the same side, for some reason they will finish up their current enemy before moving on to their duty as thralls. Plus it makes both sides untiring.
Title: Re: Trivial findings
Post by: IncompetentFortressMaker on June 21, 2020, 07:35:19 pm
Thralls will indeed attack each other - they're still counted as alive. I had two muskoxen? I think it was? get thralled by the same cloud once, and they promptly began trying to kill each other. Note that this happened some time ago, in 0.44.12, so in my case this is no new thing.
Title: Re: Trivial findings
Post by: Eschar on June 22, 2020, 09:33:13 am
It's an enthralling finding.
Title: Re: Trivial findings
Post by: pisskop on June 24, 2020, 03:22:54 pm
A light aquifer makes a great waterfall for your central staircase, so long as you dont fall into the trap of building so shallowly on the ground floor to cause it to flood.
Title: Re: Trivial findings
Post by: Leonidas on June 26, 2020, 10:53:14 am
It takes a long, long time for untrained unarmed dwarves to punch a draltha to death.
Title: Re: Trivial findings
Post by: Leonidas on June 26, 2020, 12:24:45 pm
Merchants, their guards, and their animals are all very good at dodging falling rocks.
Edit: But it is possible to corral them into a limited space and carpet bomb them with rocks.
Title: Re: Trivial findings
Post by: Schmaven on June 27, 2020, 01:13:01 pm
Just about to embark in a 75 year old world and looking at the starting 7, a number of them are 85 years old.  Rather than a year of birth, they are described as being "one of the first of his(her) kind".  The primordial dwarves, descended from Armok I assume. 

Here's hoping for some cool artifacts!
Title: Re: Trivial findings
Post by: martinuzz on June 27, 2020, 03:02:33 pm
Your starting 7 are not drawn from historical figures, they are randomly generated.  So yeah, with short history worlds, you will see dwarves born before the beginning of time.
Title: Re: Trivial findings
Post by: Shonai_Dweller on June 27, 2020, 07:51:20 pm
Your starting 7 are not drawn from historical figures, they are randomly generated.  So yeah, with short history worlds, you will see dwarves born before the beginning of time.
But, also, in general, historical figures existing in year 1 are not all babies. Many are born in a Time before Time.
Title: Re: Trivial findings
Post by: Moeteru on July 03, 2020, 05:53:53 pm
Minecarts record kills in their descriptions!
I guess it's not that surprising given that the same is true of hand-held weapons, but it still makes me extremely happy.
Title: Re: Trivial findings
Post by: Naturegirl1999 on July 03, 2020, 06:43:02 pm
Minecarts record kills in their descriptions!
I guess it's not that surprising given that the same is true of hand-held weapons, but it still makes me extremely happy.
Question, how would a Minecraft kill someone?
Title: Re: Trivial findings
Post by: Leonidas on July 03, 2020, 07:15:42 pm
Question, how would a Minecraft kill someone?
Minecraft? They get obsessed with the game. They neglect relationships and personal hygiene. They lose their job, turn to drugs. Oh, wait.

Minecart? With pure kinetic energy.
Title: Re: Trivial findings
Post by: Bumber on July 03, 2020, 07:16:49 pm
Question, how would a Minecraft kill someone?

By giving them a rage-induced heart attack after a creeper blows up their house.
Title: Re: Trivial findings
Post by: Naturegirl1999 on July 03, 2020, 08:52:17 pm
Question, how would a Minecraft kill someone?

By giving them a rage-induced heart attack after a creeper blows up their house.
Question, how would a Minecraft kill someone?
Minecraft? They get obsessed with the game. They neglect relationships and personal hygiene. They lose their job, turn to drugs. Oh, wait.

Minecart? With pure kinetic energy.
Yes, minecart. It seems my IPad thinks minecart isn’t a valid word
Title: Re: Trivial findings
Post by: Leonidas on July 04, 2020, 01:40:00 am
Yes, minecart. It seems my IPad thinks minecart isn’t a valid word
Even guided minecarts can kill if a dwarf is standing underneath them when they roll down a ramp. And free-rolling minecarts make excellent weapons. Load them up with something heavy, like water, and smash them into the enemy. Then there are the more elaborate setups that involve hurling things out of minecarts, but I've never tried them.
Title: Re: Trivial findings
Post by: muldrake on July 04, 2020, 02:11:23 am
Minecarts record kills in their descriptions!
I guess it's not that surprising given that the same is true of hand-held weapons, but it still makes me extremely happy.

I refuse to use minecarts because they so gratuitously kill kitties.  The kitty kill count is not something I can excuse, no matter how useful these devices might otherwise be.
Title: Re: Trivial findings
Post by: Moeteru on July 04, 2020, 03:40:48 am
I refuse to use minecarts because they so gratuitously kill kitties.  The kitty kill count is not something I can excuse, no matter how useful these devices might otherwise be.
Surprisingly I haven't had a single minecart-related cat death yet, despite being overrun by the things. It probably helps that I keep them in a pen/pasture zone quite far away from danger, and that I only turn on the minecart grinder when I've got the "Stay Inside!" civilian alert active.
A couple of diplomats and visitors have been accidentally splattered, but that isn't really a problem. The main problem is all the negative thoughts (and traumatic memories!) from cleaning up chunks of disintegrated goblins. I think next time I'll just go back to good old fashioned magma as my first line of defence.
Title: Re: Trivial findings
Post by: anewaname on July 25, 2020, 04:06:40 pm
On an ocean embark, if your fisherdwarfs are fishing in the caverns, and fishing from a water area that is connected to the side of the map the ocean is on, your dwarfs will catch ocean fish, including shell-bearing nautilus. In this case, the dwarf was fishing directly below the ocean, 100z down. I'm not sure if what he might catch from the same body of water if he were moved to fish from a location directly below the land mass.
Title: Re: Trivial findings
Post by: CaptainMuscles on July 25, 2020, 09:40:03 pm
The vampire ability to sense living creatures will satisfy your need to "See Animal" through walls.
Title: Re: Trivial findings
Post by: knutor on July 26, 2020, 05:48:04 pm
Visitors can be given a "flock" of lag producing, beak dog pets.
Title: Re: Trivial findings
Post by: Jundavr on July 28, 2020, 07:36:17 am
Animal Care labor will feed grazers who are chained/caged, and may feed them some very odd stuff, like captured live vermin.

My dorfs just gave all my cave spiders to the sheeps :(
Title: Re: Trivial findings
Post by: Fleeting Frames on July 28, 2020, 12:43:39 pm
Hah! I've had dwarves trying to tame live vermin with even weirder; frozen mlk and frozen lye!

- - -

Edit: If you cast ice floor, build a building, cast ice wall, and then dig stairs, you'll get the expected building on stairs. But if you construct floor first instead, the tile reverts to floor after digging.
Title: Re: Trivial findings
Post by: mightymushroom on July 29, 2020, 08:13:58 pm
It appears that windmills produce power while submerged in (unfrozen) water.
I didn't have appropriate materials on hand to test any warmer fluid.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 30, 2020, 06:03:27 pm
It appears that (in 44.09, without the latest destruction bugs) Trolls don't destroy windmills in 4/7 or deeper water.
Title: Re: Trivial findings
Post by: axemangeorge on August 13, 2020, 06:48:35 am
Unexpected side effect of using slashing/chopping weapons (especially battleaxes) to dispatch enemies aboveground: hands, noses, ears, necks, second toes left foot, etc. will lodge themselves in the branches of trees up to 6 Z levels above the scene of battle. Like Armok's own Christmas tree.

So even after you think you've tidied up after the latest greenskin raid, your foragers and battlefield-gleaners will tell you they're Horrified after seeing a goblin's dead body. Vastly nightmarishly worse if a necromancer invasion manages to reanimate the scattered detritus in the trees -- imagine a zombie turkey neck lurking out of reach, frightening away woodcutters and terrifying every single hauler who tries to bring a schist mug to the trade depot.

Best way to deal with this is to have your lumberjacks chop those trees down. Don't be surprised when, along with a scatter of logs, rotten greenskin bits rain down on the workers, leading to PTSD-raddled axe-armed tantrums.

After several unpleasant experiences, I've become a big fan of bludgeoning weapons and/or clearcutting.
Title: Re: Trivial findings
Post by: IonMatrix on August 13, 2020, 06:54:02 am
Who still keeps trees on the map?
Title: Re: Trivial findings
Post by: axemangeorge on August 13, 2020, 09:31:36 am
Sand pear cider enthusiasts?
Title: Re: Trivial findings
Post by: Grax on August 13, 2020, 04:56:17 pm
Sand pear cider enthusiasts?
Im, already enthusiasted to the limit
whadda you want? ;-)
Title: Re: Trivial findings
Post by: Bumber on August 13, 2020, 05:52:04 pm
Above ground magma is called "lava" on the 'k' screen.
Title: Re: Trivial findings
Post by: Immortal-D on August 13, 2020, 08:20:55 pm
On an ocean embark, if your fisherdwarfs are fishing in the caverns, and fishing from a water area that is connected to the side of the map the ocean is on, your dwarfs will catch ocean fish, including shell-bearing nautilus. In this case, the dwarf was fishing directly below the ocean, 100z down. I'm not sure if what he might catch from the same body of water if he were moved to fish from a location directly below the land mass.
This is incredible.  I'd go so far as to say it qualifies beyond 'trivial'.  I'm curious if setting an Animal Trap within the cavern water would allow you to catch larger fauna (sharks) from the relative safety of underground.
Title: Re: Trivial findings
Post by: FantasticDorf on August 13, 2020, 08:38:58 pm
On an ocean embark, if your fisherdwarfs are fishing in the caverns, and fishing from a water area that is connected to the side of the map the ocean is on, your dwarfs will catch ocean fish, including shell-bearing nautilus. In this case, the dwarf was fishing directly below the ocean, 100z down. I'm not sure if what he might catch from the same body of water if he were moved to fish from a location directly below the land mass.
This is incredible.  I'd go so far as to say it qualifies beyond 'trivial'.  I'm curious if setting an Animal Trap within the cavern water would allow you to catch larger fauna (sharks) from the relative safety of underground.

This might be relevant to a bug where caverns connected to oceans reputedly (and from my save, seem to confirm) don't have moss or any features besides creatures (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10281), if the ocean over-literally crosses into the subterreanean realm.

Title: Re: Trivial findings
Post by: muldrake on August 14, 2020, 12:51:25 am
This is incredible.  I'd go so far as to say it qualifies beyond 'trivial'.  I'm curious if setting an Animal Trap within the cavern water would allow you to catch larger fauna (sharks) from the relative safety of underground.

I wonder if really impressive things like undead giant sperm whales can show up in caverns this way.
Title: Re: Trivial findings
Post by: delphonso on August 14, 2020, 03:46:36 am
As far as I understand it - fish are "vermin" meaning they aren't bound by continual existence. As such, a fish that could be on any square can be fished from any other square. An indoor pond on an embark with a river should provide some river fish.

Large stuff like whales are animals, not vermin, so they can't be fished from indoor ponds.
Title: Re: Trivial findings
Post by: anewaname on August 14, 2020, 08:58:05 am
@muldrake and @Immortal-D

Someone would have noticed sharks fighting cave crocs by now if this was the case :p

Sea-vermin have access, probably because that cave lake was linked to the edge of the map and was below the ocean biome. It appears that fish-vermin cannot be caught unless the tile you are fishing from is connected to a "water source" tile on the edge of the map.

@FantasticDorf

Yes, I think some of the surface biome features are applied to the below that are not intentional. I find those dead areas in the caverns also, where there are some initial plants, but no further moss or plantlife grows. But I also find plenty of normal cavern areas under the ocean. You can also cause ocean water to enter the map at any depth, by setting up a "fortification-water-drain" followed by a fort abandon/reclaim. When you reclaim, the fortification will now be a source of non-pressurized ocean water, even if the fortification is just above the SMR.
Title: Re: Trivial findings
Post by: Immortal-D on August 14, 2020, 07:43:34 pm
Ah, more's the pity.  Guess I'll need to continue catching my sharks the old fashioned way.
Title: Re: Trivial findings
Post by: lukerules117 on August 15, 2020, 12:07:57 am
After a year with only my seven starting dwarves and no migrants I decided to take a long hard look at the map and realized I chose a civilization without any holdings on that continent. It seems that intercontinental swimming is infact not a skill dwarves possess.
Title: Re: Trivial findings
Post by: muldrake on August 15, 2020, 01:19:05 am
@muldrake and @Immortal-D

Someone would have noticed sharks fighting cave crocs by now if this was the case :p

So much for my idea of a pit dug below the caverns full of zombie giant sperm whales to drop forgotten beasts into.
Title: Re: Trivial findings
Post by: Immortal-D on August 15, 2020, 06:08:19 pm
@muldrake and @Immortal-D

Someone would have noticed sharks fighting cave crocs by now if this was the case :p

So much for my idea of a pit dug below the caverns full of zombie giant sperm whales to drop forgotten beasts into.
You can still do that, it will just take a bit more effort.
Title: Re: Trivial findings
Post by: FantasticDorf on August 17, 2020, 02:41:13 pm
Zombies husked by clouds will infact just leave whilst on a death biome at their alloted time like nothing changed.

Though to be honest, im quite sure that peregrine falcon husk had already been mangled to death once. Ill have to experiment to see if the biome reanimated them or specifically the evil weather can also affect corpses.
Title: Re: Trivial findings
Post by: spazyak on August 17, 2020, 08:16:27 pm
Apparently you can sell and trade berserk and insane dwarves and visitors that have been captured or arrested and kept in a cage. I haven't been able to successfully haul a berserk dwarf to the trade depot but I have been able to haul a melancholic one. I need to try and see if banishing a captured dwarf will also make them able to be brought to the trade depot
Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: muldrake on August 17, 2020, 11:06:40 pm
Apparently you can sell and trade berserk and insane dwarves and visitors that have been captured or arrested and kept in a cage. I haven't been able to successfully haul a berserk dwarf to the trade depot but I have been able to haul a melancholic one. I need to try and see if banishing a captured dwarf will also make them able to be brought to the trade depot
Spoiler (click to show/hide)

I'd call that a bug, because supposedly, the "SLAVERY" ethic (https://dwarffortresswiki.org/index.php/DF2014:Ethic#SLAVERY) should prevent you from being able to sell caged sapient beings.  And the punishment for slavery under dwarven ethics is "Capital punishment."  Strong disapproval of this among other practices is why dwarves are usually at war with goblins.
Title: Re: Trivial findings
Post by: spazyak on August 18, 2020, 12:16:11 am
I wonder how the ethic got disabled for my fort then or if something else is at play.
Title: Re: Trivial findings
Post by: muldrake on August 18, 2020, 12:56:33 am
I wonder how the ethic got disabled for my fort then or if something else is at play.

If it's vanilla, it's likely it's just a bug.  Ethics also aren't just for the fort, they're for the entirety of dwarfdom.
Title: Re: Trivial findings
Post by: Grax on August 18, 2020, 08:57:12 am
BTW, how do you guys deal with unfulfilled dwarven needs and distraction?
Title: Re: Trivial findings
Post by: Shonai_Dweller on August 18, 2020, 09:19:24 am
BTW, how do you guys deal with unfulfilled dwarven needs and distraction?
Meet a couple of their needs. They're soon not distracted.
Very occasionally you find someone whose needs are all impossible to meet (wants friends and family, prefers to stay alone). Just send these guys off to your off-map holdings if they're slowing you down too much.

Stress is harder, and suffers from a fair amount of balance issues right now. Just deal with it until game gets another stress system update (theoretically there's one coming before Steam).
Title: Re: Trivial findings
Post by: FantasticDorf on August 18, 2020, 10:45:21 am
Stress is harder, and suffers from a fair amount of balance issues right now. Just deal with it until game gets another stress system update (theoretically there's one coming before Steam).

Setting up honeymoon suites will dump such a lot of familly or friend needs at once when they make a connection or get married for the first time, usually by bunking members of the same sex together who are aquainted in 1x1 bedrooms if they aren't socialising very well in the tavern (assuming its set up efficiently) or have busy lives doing essential fortress tasks (early masonry etc).

Its more the imperfections of the system like locations being very aggressive mixed with burrows requiring fortress wide `coupling time`shutoffs of locations, and that needs are often opaque to the requirements or steps verging on unnatural exploit behaviour. Dipping booze in every finished meal seems to be a strategy that's seen me through with quarrybushes.
Title: Re: Trivial findings
Post by: Grax on August 19, 2020, 02:28:55 pm
And what you'll do with [nosleep] [nothought] ? ;-)
Title: Re: Trivial findings
Post by: TheFlame52 on September 05, 2020, 11:34:26 am
Elves and goblins won't suspect immortal undead of being immortal.
Title: Re: Trivial findings
Post by: Bumber on September 05, 2020, 10:01:55 pm
Elves and goblins won't suspect immortal undead of being immortal.

What if the undead is of a race that shouldn't be immortal?
Title: Re: Trivial findings
Post by: TheFlame52 on September 06, 2020, 09:10:12 am
Yup, they won't suspect. I saw a dwarven necromancer live peacefully in a goblin dark tower for 400 years.
Title: Re: Trivial findings
Post by: Superdorf on September 07, 2020, 11:18:32 pm
(https://imgur.com/DEv7A59.png)

(https://imgur.com/AUXpPIL.png)

Apparently molten metal tainted by evil-weather goo registers as "slimy"... I wonder, would other liquids register similarly?
Title: Re: Trivial findings
Post by: Schmaven on October 30, 2020, 08:43:15 pm
After invaders take one of your doors, one of your dwarves' pets can take it back for you.
Title: Re: Trivial findings
Post by: Urist McUristUrist on November 02, 2020, 04:06:49 am
Hostile undead that aren't a part of a siege will register as "outcasts" upon retiring a fort.
Title: Re: Trivial findings
Post by: MC on November 05, 2020, 08:15:40 am
Dwarves greet each other in fortress mode just like in adventure mode, though since it doesn't give a notification it's normally invisible and doesn't seem to do anything.

You can acquire tame sentients (including things that should just flat out not be tamable at all like goblins) from raids and demanding one time tribute.

The game is perfectly happy to give a creature a bad thought from not eating a favored food even when said creature doesn't actually like anything.

Necromancer hunters will sometimes raise the corpses of their prey, only to get attacked by it.

Necromancers who show up as part of an experiment raid will show up as a separate group of ambushers on a different part of the map, and if you get unlucky the first notification you'll get about this is the dead coming back to life. They also seem to be "locked in" for a little bit? My dwarves chased the guy around a lot and he didn't fight back at all, just fled (he was really damn fast too) and screamed in terror running back and forth along the edge of the map before he was finally able to leave.

Also in the same raid I had an experiment with an earring equipped on its wing? I don't know if it was just holding it with the wing or wearing it though. Either way that was strange. It was the only earring any of the experiments had and I know it wasn't from my fortress.
 
dwarves who lose their limbs offsite won't actually realize they don't have their limb anymore until they get home, at which point everything they were wearing or holding on it will fall to the ground.

Also in the same raid I had an experiment with an earring equipped on its wing? I don't know if
Title: Re: Trivial findings
Post by: Fleeting Frames on November 06, 2020, 10:05:42 am
Could have been artifact earring? Then it'd be wielded as a weapon.
Title: Re: Trivial findings
Post by: MC on November 06, 2020, 12:32:00 pm
nope. Just a random troll bone earring (also how I know it wasn't from my fort because I didn't even have any troll bone, let alone made it into earrings). My guess is a trophy and maybe the experiments didn't generate with ears, so it got ""held"" in a free grasp limb without the game bothering to check if it was a wing or a hand? Either that or the experiment had ears on its wings that didn't show up in any description.
Title: Re: Trivial findings
Post by: HungThir on November 07, 2020, 06:13:05 pm
it's been a couple of years since the undead siege in which the necromancer experiments bred and then left their offspring behind as "friendly" non-citizens, and there hasn't been another siege since.  just checked the civilisations screen and my fortress is now at peace with the local tower.  for what it's worth, my fortress pop is capped at 49 and there's now about ~90 friendly experiments, so they're actually the larger part of my local population.

i dunno, it's inclusive, but it looks like maybe you can foster peace with a tower by letting their kids crash on your lawn
Title: Re: Trivial findings
Post by: Schmaven on November 14, 2020, 01:45:53 pm
If you embark with enough things, you will arrive with 2 wagons and 4 animals to pull them. 
Title: Re: Trivial findings
Post by: axemangeorge on November 14, 2020, 05:04:40 pm
(Note: this occurred in the Old Genesis mod -- I suspect it's relevant to vanilla as well.)

tl;dr: *ANY* caravan unit left on map might block all future caravans from its home civ.

New fort, second home civ caravan visit coincided with a greenskin raid sent the merchants and guards into a panic. After we dealt with the raid, the merchants were stuck -- some at the depot, some just standing out in the countryside beside paralyzed beasts of burden, slowly going insane. They wouldn't leave.

Eventually I gave up and used dfhack fix/stuck-merchants and they left. For 6 years, they never came back. Home civ still existed, could see them on world map. I used the "one unarmed squad diplomat + raid + demand one time tribute" trick to get all surrounding civs to start sending me trade caravans, so I wasn't completely cut off.

Those 6 years? No migrants either! I'm like 8 years into a fort with a population less than 30 and a handful of kids. I used dfhack fix/population-cap -- nothing.

I used dfhack force caravan http://www.bay12forums.com/smf/index.php?topic=171488.0 (http://www.bay12forums.com/smf/index.php?topic=171488.0) -- didn't work.

Finally, after about 10 in-game years where my SOLE source of citizens was itinerant bards, I realized there was a pack animal still stuck on the map. I thought about dispatching it with squads but feared that might turn us hostile to my home civ, so dfhack exterminate killed it.

Few months later? Dwarf caravan, and the single biggest migrant wave I've ever seen.
Title: Re: Trivial findings
Post by: Pillbo on November 15, 2020, 12:27:11 am
You can interrogate criminals after killing them, at least intelligent undead.
Title: Re: Trivial findings
Post by: Naturegirl1999 on November 15, 2020, 01:29:53 am
You can interrogate criminals after killing them, at least intelligent undead.
Maybe their soul lingers a bit as a side effect of the spell that made them undead?
Title: Re: Trivial findings
Post by: MC on November 17, 2020, 10:47:53 am
I think this is actually a bug and works with anyone, at least if you set them to be interrogated before they die. I don't know if convicting someone who dies before they get sentenced causes dwarves to get disillusioned tho.
Title: Re: Trivial findings
Post by: Quantum Drop on November 18, 2020, 06:28:02 pm
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.
Title: Re: Trivial findings
Post by: Urist McUristUrist on November 20, 2020, 03:28:55 pm
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.
You should probably report the first one to the bug tracker
Title: Re: Trivial findings
Post by: Pillbo on November 20, 2020, 05:09:03 pm
I think this is actually a bug and works with anyone, at least if you set them to be interrogated before they die. I don't know if convicting someone who dies before they get sentenced causes dwarves to get disillusioned tho.

I'm pretty sure it worked when I set someone to be interrogated right after they were killed. I convicted her, then she was escaping so I sent the army to kill her, then I figured I'd try interrogating her.

First time I know for sure I set the interrogation before they were killed.
Title: Re: Trivial findings
Post by: voliol on November 20, 2020, 06:16:23 pm
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.
You should probably report the first one to the bug tracker
It’s not a bug per-se; iirc the heart is just a really vascular body part, meaning it bleeds a lot but holds no further function. Could probably still report it in good faith though.
Title: Re: Trivial findings
Post by: A_Curious_Cat on November 22, 2020, 08:56:16 pm
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.

I seem to remember a post from an earlier version in which a dwarf had their brain surgically removed and not only survived but showed no difference in ability compared to the way they were before the surgery.
Title: Re: Trivial findings
Post by: bloop_bleep on November 22, 2020, 09:18:04 pm
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.

I seem to remember a post from an earlier version in which a dwarf had their brain surgically removed and not only survived but showed no difference in ability compared to the way they were before the surgery.

Of course he didn't. They don't use their brains even when they do have them.
Title: Re: Trivial findings
Post by: Naturegirl1999 on November 22, 2020, 09:27:33 pm
So that means they have decentralized nervous systems
Title: Re: Trivial findings
Post by: TubaDragoness on November 22, 2020, 09:40:27 pm
That's what the beard is for.
Title: Re: Trivial findings
Post by: Eric Blank on November 23, 2020, 02:30:27 am
And yet skewering their brain will kill them instantly.

Surgeries are weird though, they dont count as causing injuries it seems
Title: Re: Trivial findings
Post by: Quantum Drop on November 24, 2020, 07:47:28 pm
That's what the beard is for.
The beard actually is the Dwarf; the rest of the body is just a decoy [/absurdtheorising]

Thread Tax: reanimating a hostile foe in adventure mode as a regular zombie, letting your enemies kill them, then resurrecting them as an Intelligent Undead will cause them to attack their former allies while completely ignoring you (unless attacked, of course).
Title: Re: Trivial findings
Post by: Urist McUristUrist on November 25, 2020, 11:05:57 am
And yet skewering their brain will kill them instantly.

Surgeries are weird though, they dont count as causing injuries it seems
They have the time to transfer their conciousness to the beard during a surgery. During combat they don't.
Title: Re: Trivial findings
Post by: dudhhr on November 29, 2020, 12:43:25 am
1. I have had the humans send a liaison to my fort every year with the caravan, and they sold me a tame elephant for 500 urists  :P
Not the tree huggers though.

2. have a bone industry so dorfs without mood skills can make useful stuff, because all bone stuff is made at a craftsdwarf shop (default for no moodable skill, like children), unlike most other materials where they have their own shop, and moods can make useful stuff out of bone (chairs, coffins, other stuff to appease nobles). I have two barons in my fort, one of whom is also the mayor and his first mandate was for anvils when I don’t have any iron.

3. Were beasts (my first one was so scary, it was an Iguana that killed one dorf and a dog that lost a leg when I tried to sell some ogres) can trigger traps when they revert. They get caged then die a horrible death in an atom smaser
Title: Re: Trivial findings
Post by: Urist McUristUrist on November 30, 2020, 04:17:31 am
Human grand treasurers may arrive at your fort and negotiate trade agreements. Sometimes.
Title: Re: Trivial findings
Post by: Bralbaard on December 01, 2020, 12:04:37 pm
Some worlds can have demons as a playable adventure race. This is not necessarily the case right after worldgen and can develop at a later date. (It happened in the museum III game after 50 years of playing)
Title: Re: Trivial findings
Post by: muldrake on December 01, 2020, 01:47:34 pm
Human grand treasurers may arrive at your fort and negotiate trade agreements. Sometimes.
Trufax.  I have had it happen.  I don't know if this is mod-related because I had never had humans negotiate a trade agreement before.
Title: Re: Trivial findings
Post by: Urist McUristUrist on December 02, 2020, 02:40:22 am
Human grand treasurers may arrive at your fort and negotiate trade agreements. Sometimes.
Trufax.  I have had it happen.  I don't know if this is mod-related because I had never had humans negotiate a trade agreement before.
I got it in an unmodded but bugged world. Seemingly random layer distribution (sedimentaries below gabbro), random crashes, unloadable save after something happened.
Title: Re: Trivial findings
Post by: Thisfox on December 03, 2020, 01:32:05 am
Humans have been sending intermittant trade negotiators since the update last february, in my experience.
Title: Re: Trivial findings
Post by: Gigaz on December 03, 2020, 11:17:19 am
I found a surprisingly useful feature.

Roots of a tree can spawn twigs and fruits of the tree around them if there's space. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.
Title: Re: Trivial findings
Post by: Urist McUristUrist on December 04, 2020, 08:27:58 am
I found a surprisingly useful feature.

Roots of a tree can spawn twigs and fruits of the tree around them if there's space. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.
So can you like dig a massive pit just under the tree (while sparing the roots) that goes to your food stockpile to automate fruit picking for, say, cherries?
Title: Re: Trivial findings
Post by: Gigaz on December 04, 2020, 08:46:01 am
I found a surprisingly useful feature.

Roots of a tree can spawn twigs and fruits of the tree around them if there's space. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.
So can you like dig a massive pit just under the tree (while sparing the roots) that goes to your food stockpile to automate fruit picking for, say, cherries?

I think so, but the twigs with the cherries have to grow first and picking fruit from a tree seems to be a bit buggy if no step ladder is involved. I'll test a bit more.
Title: Re: Trivial findings
Post by: anewaname on December 04, 2020, 02:47:44 pm
So, if z = 0 is the surface, and z = -1 is where the roots are, you may want to channel a couple of tiles adjacent to the roots so any fruit growing at z = -1 can fall to z = -2, where it can be gathered (because if there is still a floor tile at z = -1, then dwarfs may not be able to collect them from the branch or from the ground due to pathing).
Title: Re: Trivial findings
Post by: NordicNooob on December 04, 2020, 03:04:44 pm
Children won't gain cave adaptation. Found this out because a kid who was born underground and lived underground for their entire 12 years of life finally grew up and got sent out to do construction on the surface, and unlike the other dwarf, did not vomit upon seeing the sun.
Nevermind, poor lass started vomiting a few weeks after the fact.
Title: Re: Trivial findings
Post by: qualiyah on December 05, 2020, 11:01:12 am
The wiki says that they only get sun sickness if the sun is out, so maybe she just got lucky and it was cloudy where she was? But if she was really taking the exact same path as the other dwarf, that wouldn't explain it. Sun sickness definitely does seem to be unpredictable--sometimes it sets in immediately, and sometimes a dwarf can meander around the surface for a good while before getting it.

Title: Re: Trivial findings
Post by: Iä! RIAKTOR! on December 27, 2020, 04:34:24 pm
(http://apachan.us/img/10_2020/1609104671214_big.png)
In fortmode, night trolls can give birth not only of main gender, but gender of converted spouse too. I tested with catsplosion script, so result may be different, if they will breed natural way.
Title: Re: Trivial findings
Post by: TheFlame52 on December 27, 2020, 05:45:41 pm
Sounds like something that needs testing. Maybe if someone embarked on one of those lairs with like six night creatures?
Title: Re: Trivial findings
Post by: Iä! RIAKTOR! on December 28, 2020, 10:58:51 am
Sounds like something that needs testing. Maybe if someone embarked on one of those lairs with like six night creatures?
Good suggestion.
Title: Re: Trivial findings
Post by: Uthimienure on December 29, 2020, 06:32:48 pm
Gelding adult black bears is dangerous.
Title: Re: Trivial findings
Post by: bloop_bleep on December 29, 2020, 06:48:35 pm
Gelding adult black bears is dangerous.

"I would like to keep those thank youuu"
Title: Re: Trivial findings
Post by: Uthimienure on December 29, 2020, 07:08:27 pm
Gelding adult black bears is dangerous.

"I would like to keep those thank youuu"

But... but... you're breeding like rabbits!!
Title: Re: Trivial findings
Post by: Schmaven on December 30, 2020, 05:21:32 am
I just found out that butchered war dogs yield war dog bones.  And from them you can make war dog bone crossbow bolts.  Also, every artifact looks better adorned with spikes of war dog bone.  War bear bones would definitely be a step up from here.
Title: Re: Trivial findings
Post by: Iä! RIAKTOR! on December 30, 2020, 02:49:38 pm
I just found out that butchered war dogs yield war dog bones.  And from them you can make war dog bone crossbow bolts.  Also, every artifact looks better adorned with spikes of war dog bone.  War bear bones would definitely be a step up from here.
I tested trolls and shearing. Fur of named (or even with profession) troll is named too, but spinned thread isn't named.
Title: Re: Trivial findings
Post by: Fleeting Frames on January 02, 2021, 06:50:14 am
H Prepared meal heated state is dependent on random material in the list. Heated up some radish wine roast made with some camel cheese (as first ingredient, but this doesn't always hold - roasts of tallows picked third ingredient), and

|(https://i.imgur.com/FYJdlAV.png)|

Quickly removing it from magma and cooling it down returned it to non-melted cheese - however, as a cleanable glob item, not edible raw item. Still cookable, though, so using this exploit repeatedly could multiply some rare ingredients or just let you make more valuable meals via increasing stack size.

Keeping cheese in magma for longer made it catch fire around 10350°U.

Other roasts can behave differently - seems roasts containing seeds or milling products always catch fire instead; probably based on weakest ingredient.

Probably not really new to anyone who made ice cream, but cool nonetheless.



I also believe these might be the first fondue meals made, through I cheated with autodump :P

|(https://i.imgur.com/nGOUbHo.png)

|(https://i.imgur.com/I7ISL25.png)|

I also found melted meal cheese isn't cookable - needs to cool down to solid first.
Title: Re: Trivial findings
Post by: Iä! RIAKTOR! on January 02, 2021, 08:29:59 pm
H Prepared meal heated state is dependent on random material in the list. Heated up some radish wine roast made with some camel cheese (as first ingredient, but this doesn't always hold - roasts of tallows picked third ingredient), and

|(https://i.imgur.com/FYJdlAV.png)|

Quickly removing it from magma and cooling it down returned it to non-melted cheese - however, as a cleanable glob item, not edible raw item. Still cookable, though, so using this exploit repeatedly could multiply some rare ingredients or just let you make more valuable meals via increasing stack size.

Keeping cheese in magma for longer made it catch fire around 10350°U.

Other roasts can behave differently - seems roasts containing seeds or milling products always catch fire instead; probably based on weakest ingredient.

Probably not really new to anyone who made ice cream, but cool nonetheless.



I also believe these might be the first fondue meals made, through I cheated with autodump :P

|(https://i.imgur.com/nGOUbHo.png)

|(https://i.imgur.com/I7ISL25.png)|

I also found melted meal cheese isn't cookable - needs to cool down to solid first.
And if dfhack (or made by custom reaction) meal without solid ingredient (I tested meal made out of only powders), it cause crash.
Title: Re: Trivial findings
Post by: Iä! RIAKTOR! on January 02, 2021, 08:41:38 pm
If night troll give birth in fortress mode, children will be friendly (also night troll will not haul her babies, except if dfhack her to be citizen of your fort). Also nightmares and bogeymans summoned in fortmode counts as friendly.
Title: Re: Trivial findings
Post by: MoonstoneFace on January 03, 2021, 08:50:45 am
I had a stressed necromancer who started stumbling obliviously while dragging a fully armed goblin somewhere. He just dragged it along on his stumblings.
Title: Re: Trivial findings
Post by: Uthimienure on January 03, 2021, 02:26:54 pm
Black Bears seem to be helpless against Parrots.
Title: Re: Trivial findings
Post by: Naturegirl1999 on January 04, 2021, 12:46:15 am
Black Bears seem to be helpless against Parrots.
Do you have the log? Could you please show us this bloodthirsty parrot?
[spoiler=Parrot](https://i.imgur.com/z2CNlHU.jpg)
Title: Re: Trivial findings
Post by: Uthimienure on January 04, 2021, 08:06:33 am
No, the logs have been purged already.  It was basically like this:

Kea snatches at black bear, bruising the {body location}
repeat x10
Black bear makes no response
Title: Re: Trivial findings
Post by: King Zultan on January 04, 2021, 08:09:46 am
Black bear makes no response
Because it was petrified with fear!
Title: Re: Trivial findings
Post by: Cathar on January 04, 2021, 08:28:02 am
They did like the cockroach wasp, they surgically sectionned his fight or flight nerve so they can lay their eggs inside him
Title: Re: Trivial findings
Post by: Uthimienure on January 07, 2021, 03:34:31 pm
I guess Toady wasn't joking when he said, what was it... bears are no different from cows... or something like that.
Black bears should be renamed Teddy Bears.
Title: Re: Trivial findings
Post by: GOTOTOTOE on January 08, 2021, 09:54:55 am
okay, it probably sounds like him bullshitting here but one of my first forts (about my 6th) was nestled in a mountain range made of a material called liquid cloth. it functioned the same as any other mountain and the map was completely normal aside from that. all my previous embarks were in warm to hot places, this one being temperate, so when winter came around i was completely unprepared for the river freezing and my dwarves ironically going down from thirst. it mustve been a very bizarre bug. idk if this qualifies for this thread though
Title: Re: Trivial findings
Post by: Urlance Woolsbane on January 08, 2021, 10:10:48 am
okay, it probably sounds like him bullshitting here but one of my first forts (about my 6th) was nestled in a mountain range made of a material called liquid cloth. it functioned the same as any other mountain and the map was completely normal aside from that. all my previous embarks were in warm to hot places, this one being temperate, so when winter came around i was completely unprepared for the river freezing and my dwarves ironically going down from thirst. it mustve been a very bizarre bug. idk if this qualifies for this thread though
Sounds like a case of raw duplication, or something of that ilk. "Liquid cloth" is a procedurally generated material, used for spoilery purposes.
Title: Re: Trivial findings
Post by: Thisfox on January 08, 2021, 02:22:41 pm
I've bought liquid-cloth bagpipes from the elves. Similar to any other set of bagpipes, but very much more expensive. I can only assume the Elves have been having a very !Fun! time playing bagpipes at the Circus, least I could do was give them some volcano-metal equipment to continue their tasks. Better them than me.
Title: Re: Trivial findings
Post by: GOTOTOTOE on January 08, 2021, 04:55:37 pm
I've bought liquid-cloth bagpipes from the elves. Similar to any other set of bagpipes, but very much more expensive. I can only assume the Elves have been having a very !Fun! time playing bagpipes at the Circus, least I could do was give them some volcano-metal equipment to continue their tasks. Better them than me.
liquid cloth is a spoiler material you get from surface HFS. angels wear it sometimes, depending on their sphere
Title: Re: Trivial findings
Post by: LilyInTheWater on January 09, 2021, 02:34:10 am
Not quite sure how trivial it is but it turns out the game actually checks to see if a creature is amphibious or not when placing a creature's civ in an ocean biome--I discovered this when I made a generic animal people civ and added axolotl people to the list of possible creatures (along with adder men, hamster men, kea men, olm men, kakapo men, loon men, hare men, and jumping spider men because I like those animals) and set the biomes to these parameters.

   [SETTLEMENT_BIOME:ALL_MAIN:1]
   [SETTLEMENT_BIOME:NOT_FREEZING:2]
   [SETTLEMENT_BIOME:ANY_FOREST:3]
   [BIOME_SUPPORT:ALL_MAIN:2]

Ran a worldgen test and found something very interesting.
I found Axolotl tree cities popping up all over the ocean. (I've seen olm men civs pop up too in the ocean, but less so than axolotl men) I like to picture them having kelp forest cities in these case. No other animals had cities in ocean biomes, only on land biomes.

Fleeting Frames suggested to me that I test this by setting only ocean biomes to human civs. I did this. The game kept rejecting worlds at the civ placement stage over and over because it couldn't place humans in a suitable area. The game just up and told me it couldn't make worlds.

Though, bizarrely, I've seen Kea people with cities in the ocean in one worldgen instance. I assume this is a worldgen bug that happens when two civs go to war and the kea people happened to take over this specific city, but I'll have to do some more investigating in this matter.
Title: Re: Trivial findings
Post by: Staalo on January 27, 2021, 03:33:55 pm
Just one raiding mission revealed a whole bunch of new (to me at least) stuff:

1. Important religious figures from the player civilization can migrate to other civilizations, presumably to do some kind of missionary work.
2. During wartime, these holy people will not only coexist peacefully with hostile civilization members but will also take part in defence when the site is attacked.
3. When these people are killed during a raid, the notification is colored the same as when a squad member is killed, probably because they are still members of the player civilization.
4. There are no ill effects from killing members or your own civilization during raiding missions.
5. A position in church hierarchy in these cases is hereditary; it can pass to a descendant in a player fortress.
6. This heredity is instantaneous and will ignore any religious affiliations; for instance a total atheist who doesn't belong to any church can inherit the position of "the abbot of The Bronze Communion" the exact moment her mother dies during a raid in a faraway forest retreat.
Title: Re: Trivial findings
Post by: anewaname on February 09, 2021, 06:18:00 am
In 47.05dry, there was a change to stockpile logic... Dwarfs will now take items out of stockpile containers to place them on a stockpile. This means that a binned/barrelled stockpile can feed a non-container stockpile.
Title: Re: Trivial findings
Post by: FantasticDorf on February 13, 2021, 07:19:30 pm
In 47.05dry, there was a change to stockpile logic... Dwarfs will now take items out of stockpile containers to place them on a stockpile. This means that a binned/barrelled stockpile can feed a non-container stockpile.

Been unable to clarify this, i've set up a single bin over a non-bin goblet finished good stockpile, and they wont transfer the mugs out of the bin they were put in but perpetually set the bin to being in the process of a job. All Dwarves on no-job, peeps can access the bin and retrieve the mugs when they want to drink.

I guess it must be so low on the priority list, dwarves wont actually stop talking in the meeting zone to go do it between having their nice intellectual discussions with each other like big-brained folks. (saying that i wonder what unintellectual goblins speak about)
Title: Re: Trivial findings
Post by: anewaname on February 18, 2021, 06:16:08 pm
I was wrong about it. I had watched about 6 dwarfs haul about 30 individual plants from the barrelled stockpile to the non-barrelled stockpile, and didn't test it further before posting. I tested since then and it did not change. Probably they were grabbing individual plants from a herbalist's dump.
Title: Re: Trivial findings
Post by: Fleeting Frames on February 21, 2021, 05:10:04 pm
Seems knocked-away hfs shell isn't valid option for decorate with shell job :<
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 01, 2021, 08:11:13 am
Crossbow squads really do go reload their crossbows when they run out of bolts.

I've long been a supporter of the opinion that crossbow dorfs aren't quite as broken as their reputation. Lock them in a bunker and they do their job well of softening up the enemy horde as it approaches. However I've doubted their ability to actually reload mid-battle. No longer. As hundreds of steel clad dorfs rush slowly towards my gates, my crossbow guys have used up all their bolts on them and wandered off to get more. Now they're back and ready for more pew pew. (Dwarf horde has run away already, having met my militia on the other side of Weapon-Trap Gully).
Title: Re: Trivial findings
Post by: Dragonborn on March 01, 2021, 10:23:38 am
Do you have to lock them in their bunker?  Or is a "defend burrows" order required to make marksdwarves stay put?
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 01, 2021, 04:42:13 pm
Do you have to lock them in their bunker?  Or is a "defend burrows" order required to make marksdwarves stay put?
They're not locked in, there's a ladder down and passage to their barracks and the bolt pile. If they were determined they could work out a path to the fortress entrance where the bad guys are, but they don't. They reload, then come on back to the bunker.

If there's a hole in the bunker wall, they'll still charge the enemy and try to batter it with their crossbows though, yes. That still happens as far as I know.

Funny, because hunters are able to hang back, shoot, run away to reload and even go butcher their kills. Much nicer AI.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 02, 2021, 07:26:03 am
Oh, two in a row sorry.

Bards can become attached to their instruments. Scholars can become attached to their scrolls. Happened one after the other and the first time I ever noticed either!
Title: Re: Trivial findings
Post by: TubaDragoness on March 02, 2021, 12:51:38 pm
Seems knocked-away hfs shell isn't valid option for decorate with shell job :<

Would this be because it's technically a corpse fragment instead of a butchered, prepared material, or because it came from a sapient being? Sounds like experiments are required.
Title: Re: Trivial findings
Post by: Bumber on March 03, 2021, 07:00:23 am
Got a shell from a water blob FB. Was storing it near my craftdwarf's workshop in case of strange mood, but at some point it seems it remembered it was composed out of water and turned into a puddle. Now I'm wondering what would've happened if I'd made it into an item.

I'll take a look through my backups later to see if there's one where the shell still existed.
Title: Re: Trivial findings
Post by: Tsov on March 03, 2021, 07:23:43 am
Been going through a number of pages on this thread and added what I could find to the wiki when relevant. It would be nice if everyone who posted in this thread did the same and posted whatever they found to the wiki in addition to posting it here.
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 03, 2021, 09:28:13 am
Been going through a number of pages on this thread and added what I could find to the wiki when relevant. It would be nice if everyone who posted in this thread did the same and posted whatever they found to the wiki in addition to posting it here.
It would be, but you won't get many more posts here if that becomes a requirement. Right now this is a fun thread where anyone can just type out a quick Oh wow, that's a thing! message as they play (regardless of how many times it's been posted before). As opposed to stopping play to search the wiki to see if the information is there already, and then adding a new entry, which is considerably more time consuming.
Title: Re: Trivial findings
Post by: Tsov on March 03, 2021, 09:36:13 am
It's not a requirement, it's just something nice to do. It's basically taking the effort to make your findings known so new people don't rediscover the same thing over and over again. It doesn't take much time to edit the wiki, either. In fact, I bet that the time spent to post on the forum and reply to posts is equivalent to the time needed to edit the wiki.
Title: Re: Trivial findings
Post by: TheFlame52 on March 03, 2021, 01:09:31 pm
I've added a few things I discovered on here to the wiki, like how divine metals are associated with an element, and that weregila monsters have randomly generated venom, but that's about it. I fully support you or anyone who adds anything in this thread to the wiki.
Title: Re: Trivial findings
Post by: Fleeting Frames on March 04, 2021, 01:10:10 am
Seems knocked-away hfs shell isn't valid option for decorate with shell job :<

Would this be because it's technically a corpse fragment instead of a butchered, prepared material, or because it came from a sapient being? Sounds like experiments are required.

Not sapient, but might also be due NOT_BUTCHERABLE tag or inorganic nature. The second hypothesis, hm, I don't recall anyone who withdraws into a shell having it knocked away? Should be able to test though....But I know knocked away titan shells can be usable for strange moods (worked to save a dwarf with otherwise shelless embark).

...Hm. First, a successful amputation with no harm done to other parts:

|(https://i.imgur.com/Vb9QDVh.png)|

Sequester it away, and....

|(https://i.imgur.com/vlweNtZ.png)|

It's usable

|(https://i.imgur.com/1KJij7y.png)|

So yeah, must be something to do with their tags.
Title: Re: Trivial findings
Post by: Schmaven on March 06, 2021, 08:15:11 pm
I was worried at first having messed up picking embark critters, but war dogs will in fact breed with hunting dogs.
Title: Re: Trivial findings
Post by: Thisfox on March 07, 2021, 02:07:22 am
I was worried at first having messed up picking embark critters, but war dogs will in fact breed with hunting dogs.

That's because it's training, not breeding, which makes a dogs occupation. The puppies will be perfectly normal dogs, which you can get a trainer to train into whatever you need, or a butcher to turn into roasts for you.
Title: Re: Trivial findings
Post by: okelly4408 on March 11, 2021, 08:24:48 am
I found out that a dwarf can be thrown, by a combat opponent, through fortifications that they otherwise wouldn't be able to breach. Kind of interesting.
Title: Re: Trivial findings
Post by: HungThir on March 11, 2021, 10:38:36 pm
I found out that a dwarf can be thrown, by a combat opponent, through fortifications that they otherwise wouldn't be able to breach. Kind of interesting.

i once had a lot of problems with my military dwarves drowning in the moat when they were supposed to be training in the tower, until i realised this was what has happening and moved the barracks zone away from the fortifications
Title: Re: Trivial findings
Post by: Bumber on March 17, 2021, 09:18:37 am
SMR doesn't seem to cave in, if I'm understanding tile support correctly. I dug out the candy below and surrounding a SMR tile. Then I channeled out the candy floor directly above it, and nothing happened.

Edit: Actually, the SMR's implicit floor above probably kept it supported. I'll have to check further.
Edit 2: Confirmed using tiletypes that it doesn't cave in.
Title: Re: Trivial findings
Post by: Moeteru on March 18, 2021, 04:09:59 pm
The girl in the iron mask
Spoiler (click to show/hide)
Your image embed was broken so I took the liberty of fixing it.
This could be a very useful trick to protect civilians if only there was some way to acquire large numbers of metal masks. The AI will always aim for the head if the target is unconscious so head protection is extremely useful.
Title: Re: Trivial findings
Post by: Dunamisdeos on March 19, 2021, 03:38:09 pm
In LOTR the dwarf masks were special and rad.

http://tolkiengateway.net/wiki/Dwarf-mask (http://tolkiengateway.net/wiki/Dwarf-mask)
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 20, 2021, 06:45:04 am
Animal people can be trained as "war" animal people.

Not sure if any vanilla civs utilize wild animal people in their armies or if wild animal people can actually be war trained by players in fortress mode (wiki says no), but currently I'm under attack by a tribe of snowmen (civilized yetis), and they've brought war polar bear people with them.

And some walrus people who are hanging out in the murky pool...
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 20, 2021, 07:09:02 am
Did the grasshopper raw changes in 47.05 do that?
("Grasshoppers get [Vermin_Grounder]")
Title: Re: Trivial findings
Post by: Staalo on March 22, 2021, 06:55:17 pm
In hindsight it's obvious, but I had no idea experiments could be raised as intelligent undead, gaining the special powers of both classes. Yes, they're exactly as much trouble in combat as they sound like.
Title: Re: Trivial findings
Post by: HMD Majesty on March 22, 2021, 09:01:36 pm
Dwarfs from Our old Fortresses sometimes immigrate with their Squad Assignment still listed.  The Squad will not be added to the List of Squads, but the Dwarf is still considered Part of the old Squad.

We play 47.04 with DFhack and no other mods.
Title: Re: Trivial findings
Post by: Bogotyr on March 22, 2021, 11:28:50 pm
When dwarfs from old fortresses immigrate, they will also frequently bring some of their armor from the old fort (and also their emotional baggage).
Title: Re: Trivial findings
Post by: Shonai_Dweller on March 22, 2021, 11:43:39 pm
When dwarfs from old fortresses immigrate, they will also frequently bring some of their armor from the old fort (and also their emotional baggage).
Not in 47.05. Unless the fix to remove their emotional baggage didn't work.
Title: Re: Trivial findings
Post by: Moeteru on March 26, 2021, 11:22:56 am
I just released a yeti from a restraint using a lever and the masterwork chain was left attached to the yeti's neck.
What's interesting is that when I inspected the yeti's thoughts using dfhack I found the following: PLEASURE due to WearItem(truly splendid)
Apparently animals can get happy thoughts from "wearing" expensive chains.
Title: Re: Trivial findings
Post by: Moeteru on March 26, 2021, 09:15:24 pm
Yeti seem to be pretty much the same as sheep or any other common animals. They don't have the necessary data structures to store memories but receive all the normal thoughts for things like being attacked, being jailed/released, or giving birth. The thoughts have no in game effect though, since animals can't accumulate stress.
Title: Re: Trivial findings
Post by: Qwernty on March 28, 2021, 08:00:19 pm
It turns out you can build a wall directly on the edge of the map. The trick appears to be to use the 'b' (box select) option and do a number of wall pieces which include areas not on the edge and areas that are on the edge.
Title: Re: Trivial findings
Post by: Bumber on March 29, 2021, 05:28:29 am
The trick appears to be to use the 'b' (box select) option

Looks like that's a dfhack feature. Seems to have a bug. Not sure what the "Ignore Building Restrictions" indicator does, since I can't seem to change it.
Title: Re: Trivial findings
Post by: Qwernty on March 29, 2021, 01:00:25 pm
Ah, makes sense. Thanks Bumber
Title: Re: Trivial findings
Post by: Bogotyr on March 30, 2021, 11:49:24 am
Polar bears have obscene alcohol tolerance.  A polar bear just guzzled 100 units of alcohol and is still walking. 
Title: Re: Trivial findings
Post by: Bogotyr on April 08, 2021, 07:29:31 pm
Children like to play in their parents' bedroom.  I found this out in a fort where I lock my married couples in a bedroom together for a couple weeks every year to make sure I can grow my population.  Although adults never get involved, I find that children frequently end up idling in the room with their parents.  And it is always an older child of that specific couple.  I don't know if this is because the child spent time in this room as a baby when his mother was sleeping or from some other mechanic. 
Title: Re: Trivial findings
Post by: Thisfox on April 10, 2021, 04:20:42 am
Children like to play in their parents' bedroom.  I found this out in a fort where I lock my married couples in a bedroom together for a couple weeks every year to make sure I can grow my population.  Although adults never get involved, I find that children frequently end up idling in the room with their parents.  And it is always an older child of that specific couple.  I don't know if this is because the child spent time in this room as a baby when his mother was sleeping or from some other mechanic.
The children in my fortress make a point of playing in places where a battle has taken place or in the caves, their sense of self preservation is amazing, despite this none of them have died.
I'm not convinced its always their parents bedrooms, but any unoccupied space with a few beds and a chest tends to get overrun by my forts kids. I tend to make a nice wellroom away from danger with its own beds and chests and the kids just gravitate towards it. I've also repeatedly seen kids in bedrooms that do not belong to a member of their family, so perhaps your forts children are more obedient than mine.
Title: Re: Trivial findings
Post by: Moeteru on April 14, 2021, 08:41:29 pm
I usually find a large cluster of kids around the clothing stockpile, but I also see them hanging out in bedrooms. I've never thought to check whether the right kids are in the right bedrooms though.
Title: Re: Trivial findings
Post by: Uthimienure on April 15, 2021, 11:07:38 am
I had an example in a dormitory where the kids found their parents and shared beds.

http://www.bay12forums.com/smf/index.php?topic=15096.msg8127615#msg8127615
Title: Re: Trivial findings
Post by: Uthimienure on April 18, 2021, 10:34:32 pm
In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.
They promptly drowned in the drain tunnel.  Time for a design tweak  :)
Title: Re: Trivial findings
Post by: Shonai_Dweller on April 19, 2021, 01:53:38 am
In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.
They promptly drowned in the drain tunnel.  Time for a design tweak  :)
Were they children? I recall a thread quite a while back on how to remove children from their parents using a similar method.  :)
Title: Re: Trivial findings
Post by: HMD Majesty on April 19, 2021, 10:29:03 am
Posted to wrong Thread.  We apologize for any Confusion We may have caused.
Title: Re: Trivial findings
Post by: Uthimienure on April 19, 2021, 10:41:34 am
In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.
They promptly drowned in the drain tunnel.  Time for a design tweak  :)
Were they children? I recall a thread quite a while back on how to remove children from their parents using a similar method.  :)
No, they were members of my best melee squad.
Title: Re: Trivial findings
Post by: Thisfox on April 20, 2021, 06:04:20 am
In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.
They promptly drowned in the drain tunnel.  Time for a design tweak  :)
Were they children? I recall a thread quite a while back on how to remove children from their parents using a similar method.  :)
No, they were members of my best melee squad.
So... does this count as calling these specific dwarves... short?

Also, on the vertical metal bars issue: Grates seem to be far more effective than vertical bars, but that might just be my luck rather than any other reason.
Title: Re: Trivial findings
Post by: Uthimienure on April 20, 2021, 11:07:12 am
Rather, those dwarves may have been "thin".  Right, grates are most likely better... I was tinkering around to see how the vertical bars would work.  Next I replaced the bars with a carved fortification wall tile. It worked just like the vertical bars, BUT I was prepared for that expected outcome by having the drain go to into a large enough chamber so the water level is 1 or 2 instead of 7.  Thus, the dwarfs get a fun waterslide experience instead of drowning.  :)  Maybe I'll put the bars back in.
Title: Re: Trivial findings
Post by: anewaname on April 20, 2021, 01:53:15 pm
Consider if the military dwarfs were wearing armor. That probably increases the odds of being knocked over by water flow and being moved from tile to tile with the flow of the water.
Title: Re: Trivial findings
Post by: bool1989 on May 13, 2021, 01:03:03 pm
An endless supply of glass pots was an easy thing to set up on a volcano and sand embark.

Now I don't have to make so many stone pots, and can save the stone for more useful items.
Title: Re: Trivial findings
Post by: DwarfStar on May 13, 2021, 02:19:56 pm
An endless supply of glass pots was an easy thing to set up on a volcano and sand embark.

Now I don't have to make so many stone pots, and can save the stone for more useful items.

Also: tables, chairs, doors, chests, weapon and armor racks and bookcases. And it replaces metal for magma safe screw pump parts. My own most recent fort has fire clay and it actually makes pottery worthwhile, but glass is much more versatile.

Here’s a related Trivial Finding I’ve been meaning to post: if you dig your underground farm plots in a clay layer, you can use your farm plot as an indoor clay gathering zone.
Title: Re: Trivial findings
Post by: Bumber on May 14, 2021, 02:17:02 am
Here’s a related Trivial Finding I’ve been meaning to post: if you dig your underground farm plots in a clay layer, you can use your farm plot as an indoor clay gathering zone.

I wonder if that also works with the kiln itself.
Title: Re: Trivial findings
Post by: DwarfStar on May 15, 2021, 12:40:59 pm
I wish there was a way to keep the upper non-stone levels of the fortress clear of underground plants without constantly having it be furrowed, the ugly cave moss and dead spore trees are ugly and are one of the petty reasons I don't like exposing the cavern layers.

You could build stone floors or paved roads over them.
Title: Re: Trivial findings
Post by: Thisfox on May 15, 2021, 03:40:08 pm
Here’s a related Trivial Finding I’ve been meaning to post: if you dig your underground farm plots in a clay layer, you can use your farm plot as an indoor clay gathering zone.
I wonder if that also works with the kiln itself.

It does. But I find I have to put the zone first, the kiln second.

I often find my clay layer (or sand layer) is aquifer, so I have staircase gathering zones. But I find it more efficient, if it's possible, to have the clay gathering zone in a stone storage area, as the clay ends up in the storage area and there's less problematic hauling jobs, or in the case of the sand, in a bag storage area, for hauling reasons.
Title: Re: Trivial findings
Post by: DwarfStar on May 16, 2021, 01:53:21 am
I wish there was a way to keep the upper non-stone levels of the fortress clear of underground plants without constantly having it be furrowed, the ugly cave moss and dead spore trees are ugly and are one of the petty reasons I don't like exposing the cavern layers.

You could build stone floors or paved roads over them.

One thing about those mossy areas though: they’ve saved me a couple of times when I somehow cooked all my plump helmets and ran out of spawn. When that happens, if you’re lucky, there might be a plump helmet randomly generated in a mossy have that can restart your farms. So me, I have a soft spot in my heart for them.
Title: Re: Trivial findings
Post by: Quantum Drop on June 04, 2021, 03:59:34 pm
TIF there's a death message stating that a Dwarf has been 'Found dead, badly crushed'. I'm not a hundred percent sure what the exact conditions for it to occur are, though, since I didn't see the dwarf die and only found his corpse when I zoomed to it.
Title: Re: Trivial findings
Post by: Bumber on June 04, 2021, 05:38:50 pm
TIF there's a death message stating that a Dwarf has been 'Found dead, badly crushed'. I'm not a hundred percent sure what the exact conditions for it to occur are, though, since I didn't see the dwarf die and only found his corpse when I zoomed to it.

Maybe being propelled by a blow (or intelligent undead power?)
Title: Re: Trivial findings
Post by: TheFlame52 on June 05, 2021, 01:51:25 pm
I think that happens when they're caught in a cave-in.
Title: Re: Trivial findings
Post by: Bumber on June 06, 2021, 12:17:05 am
Trees never cross mid-level tiles (embark squares; 48x48 tile areas.) If one grows near the border, it will be cut off at the border and horizontally stunted overall.

Discovered this after reverse engineering some code used in tree chopping, and realized it would fall apart if the checked tile crossed the boundary.
Title: Re: Trivial findings
Post by: hedgerow on June 06, 2021, 01:42:53 pm
Trees never cross mid-level tiles (embark squares; 48x48 tile areas.) If one grows near the border, it will be cut off at the border and horizontally stunted overall.

Discovered this after reverse engineering some code used in tree chopping, and realized it would fall apart if the checked tile crossed the boundary.

That would be something to notice, really, unless it wasn't immediately apparent.

Ah, the military would have to acknowledge that the Carp God hates tower defense games.
Title: Re: Trivial findings
Post by: Mobbstar on June 06, 2021, 04:21:13 pm
Trees never cross mid-level tiles (embark squares; 48x48 tile areas.) If one grows near the border, it will be cut off at the border and horizontally stunted overall.

Now that it's been mentioned, I can see it crystal clear, especially at 2 z-level above ground. It even seems to limit how wide towercap caps can grow: they often reach a radius of three or four tiles within the embark squares, but never more than two near the square border, with some caps only spanning the trunk tile.
Title: Re: Trivial findings
Post by: Schmaven on June 13, 2021, 05:40:28 am
I had always assumed that bucklers and shields were interchangeable with no functional difference.  But as I was going through the raws just now, I noticed shields have a block chance of 20 whereas bucklers only have a block chance of 10. 
Title: Re: Trivial findings
Post by: Schmaven on June 13, 2021, 07:28:48 am
...
In real life bucklers are basically small shields, that allow for higher mobility, in real life they would be terrible against arrows and such, but very good to defend yourself against a sword attack or something like that, basically better in one-on-one combat. (I don't know much about this, somebody else who understands more about medieval weaponry can probably explain their purpose better).

One on one combat with bucklers reminds me of that scene in the 13th warrior where he's fighting a very large, borderline giant guy - and he's definitely very mobile jumping and dodging a lot, and when he did use the buckler (small round wooden shield), it was more of a striking block than the more stationary style of blocking I imagine when I think of someone holding a kite shield or something like that.  I've always just made shields because shield sounds cooler to me than buckler, and to hell with the weight of metal ones, it'll make the dwarves stronger.  But more seriously, shield bashing seems very common in DF combat, so if you're lucky enough to get a platinum shield and a dwarf beastly enough to wield it, you're in for a treat.
Title: Re: Trivial findings
Post by: klefenz on June 23, 2021, 09:33:55 am
Here's an explaination on bucklers

https://youtu.be/WGbrNpuxHL0 (https://youtu.be/WGbrNpuxHL0)
Title: Re: Trivial findings
Post by: muldrake on June 25, 2021, 12:11:25 am
If a dwarf is not caught in a cave-in but is nearby, they can get caught in the dust explosion and knocked unconscious, into walls, and off heights.  However, they can also fall downstairs and when they do, especially if enclosed, they can continue to fall to the bottom.  I had a central staircase down all the way to the semi-molten rock at the bottom and he fell down the entire way, about 100 z-layers, leaving a trail of blood all the way from the top to the bottom.  I never found an actual body, but there were scattered bits and pieces of him every few layers.

Anyway it would make a pretty spectacular execution method.
Title: Re: Trivial findings
Post by: klefenz on June 25, 2021, 05:06:05 pm
Not so much a finding. But I have been out of the loop for a few years. I made a world and saw two necro towers going white, which means they were conquered and the necromancers possibly killed.
So I opened legends and found one of the necromancers was drowned by a dwarf. She was quite a badass, drowning multiple people. But how do you even drown people? Did she toss them into a river?

(https://i.postimg.cc/Zn09VDQy/kdkfhgiutgh.png)
Title: Re: Trivial findings
Post by: Mobbstar on June 26, 2021, 01:28:50 am
But how do you even drown people? Did she toss them into a river?

I've never seen this. Maybe there's a river or coast at the site?
Title: Re: Trivial findings
Post by: brewer bob on June 26, 2021, 09:14:42 am
But how do you even drown people? Did she toss them into a river?

Looks like they were executed by drowning after the conquering. I guess it's up to the player to interpret how they were drowned?
Title: Re: Trivial findings
Post by: FantasticDorf on June 26, 2021, 09:30:36 am
Not so much a finding. But I have been out of the loop for a few years. I made a world and saw two necro towers going white, which means they were conquered and the necromancers possibly killed.
So I opened legends and found one of the necromancers was drowned by a dwarf. She was quite a badass, drowning multiple people. But how do you even drown people? Did she toss them into a river?

(https://i.postimg.cc/Zn09VDQy/kdkfhgiutgh.png)

When a site is conquered, all necromancers must be regarded as leaders so they deal with them in kind just as they'd execute clowns/goblin-master when a dark fortress falls or a more mundane leader who happens to remain on site when it is conquered, or maybe this is just a necromancer night-creature specific thing. I honestly had a elven warrior decapitate a clown in worldgen logs after the fact with a apple wood axe.

On the other foot Necromancers don't leave survivors to upkeep their zombie populations at that site, its more a systematic execution than anything so leaning in on the "necromancers are hated, any ones you find that arent imprisoned or hiding must be killed" is plausible. We can only hope that Toady in the future might give us a ETHICS type response to necromantic magic to determine how Civs respond and deal with it.
Title: Re: Trivial findings
Post by: Fleeting Frames on July 13, 2021, 05:46:59 pm
Broker will cancer "Trade at Depot" to diagnose patients.

A dwarf will dehydrate when the creature they're trying to pasture is in impassable tile of workshop.

And...

While it seems ice cast and regular constructions accept a fountain of blood just fine....

|(https://i.imgur.com/4k39zVw.png)|

...It seems like ice boulder constructions wont stick blood to it?

|(https://i.imgur.com/c0qqfa7.gif)|

..Or no. Some of those are dug, not constructed ice stairs. Same biome too. Not sure what to make of this, but seems like there ought to be a way to build hemophobic fortressi.
Title: Re: Trivial findings
Post by: Maloy on July 13, 2021, 05:58:00 pm
Certain intelligent undead are naturally set as "Opposed to all life" when visiting forts

unlike other intelligent undead they're immediately perceived as hostile by your fort

I had two come to visit my tavern and run in fear, and soon die, as they ran from my dwarves

Other types of intelligent undead have had no issues
Title: Re: Trivial findings
Post by: DwarfStar on July 14, 2021, 12:29:19 am
I recently learned that even retracted bridges get deconstructed when hit by a cave-in.
Title: Re: Trivial findings
Post by: TubaDragoness on July 14, 2021, 01:09:07 pm
Children like to play in their parents' bedroom.  I found this out in a fort where I lock my married couples in a bedroom together for a couple weeks every year to make sure I can grow my population.  Although adults never get involved, I find that children frequently end up idling in the room with their parents.  And it is always an older child of that specific couple.  I don't know if this is because the child spent time in this room as a baby when his mother was sleeping or from some other mechanic.
The children in my fortress make a point of playing in places where a battle has taken place or in the caves, their sense of self preservation is amazing, despite this none of them have died.
I'm not convinced its always their parents bedrooms, but any unoccupied space with a few beds and a chest tends to get overrun by my forts kids. I tend to make a nice wellroom away from danger with its own beds and chests and the kids just gravitate towards it. I've also repeatedly seen kids in bedrooms that do not belong to a member of their family, so perhaps your forts children are more obedient than mine.

I know I'm a few months late on this, but I think I understand why this happens! Children do not have jobs to pull them around the fortress - the few that do have a specific location are socializing/performing in a meeting hall, praying, and claiming clothing or food. Once they finish those designated tasks, they generally end up "playing", whether that's with a toy in their inventory or make-believe.

Children in bedrooms that do not belong to their family were probably picking up an item of clothing that is no longer claimed. Children in meeting halls/dining rooms/taverns were drawn in by the socialize/perform needs or food needs. Ones in the stockpiles or out in the middle of a battlefield were drawn by clothing. The ones in their own/their parents' rooms and honeymoon suites can be drawn in by any of the above, in addition to the coding where dwarves may choose their room as a place to hang out when idle.

I have noticed them returning to some of the same locations later, having taken a break to go eat, and I'm not sure why that is. Perhaps their playing is considered a suspended task that they resume at the location?
Title: Re: Trivial findings
Post by: Justin on July 14, 2021, 11:41:14 pm
Has anyone else noticed dragons reproduce during world gen?

I thought it was pretty neat.
Title: Re: Trivial findings
Post by: FantasticDorf on July 15, 2021, 03:09:50 am
Has anyone else noticed dragons reproduce during world gen?

I thought it was pretty neat.

There's a cap, so you need to be thorough about slaying aboveground megabeasts in order to make room for them to reproduce if you had any designs on breeding two captive dragons or any other kind of megabeast (rocs, captured giants on chains etc.)
Title: Re: Trivial findings
Post by: Laterigrade on July 15, 2021, 05:19:07 am
On the other foot crawling head
FTFY
Title: Re: Trivial findings
Post by: Immortal-D on July 17, 2021, 10:49:31 am
I just learned the melted cheese is still viable for cooking.

(https://i.redd.it/mhieoozzfob71.jpg)
Title: Re: Trivial findings
Post by: Immortal-D on July 17, 2021, 01:23:41 pm
I just learned the melted cheese is still viable for cooking.

(https://i.redd.it/mhieoozzfob71.jpg)
How did you get that?
Embarked in a Scorching biome and was left in the sun for like a week.  I imagine my Dwarves had to scrape it out of the gravel at that point ::)
Title: Re: Trivial findings
Post by: Naturegirl1999 on July 17, 2021, 01:27:24 pm
I just learned the melted cheese is still viable for cooking.

(https://i.redd.it/mhieoozzfob71.jpg)
How did you get that?
Embarked in a Scorching biome and was left in the sun for like a week.  I imagine my Dwarves had to scrape it out of the gravel at that point ::)
Mmm Cheese flavored rock, My FaVoRiTe! ((Sarcasm, do not ingest rocks, probably known that it’s sarcasm, but just to be sure there is no confusion, I’m leaving the motif here. Side note, O turned off autocorrupt after finally learning how to do so, so any errors in posts I make are going to be completely my fault. This also means I’m hopefully not confusing it for if AI ever turn it back on…it doesn’t still watch even when off, right? Am not quite sure how thst works))
Title: Re: Trivial findings
Post by: Laterigrade on July 17, 2021, 11:08:29 pm
I just learned the melted cheese is still viable for cooking.

(https://i.redd.it/mhieoozzfob71.jpg)
How did you get that?
Embarked in a Scorching biome and was left in the sun for like a week.  I imagine my Dwarves had to scrape it out of the gravel at that point ::)
Mmm Cheese flavored rock, My FaVoRiTe! ((Sarcasm, do not ingest rocks, probably known that it’s sarcasm, but just to be sure there is no confusion, I’m leaving the motif here. Side note, O turned off autocorrupt after finally learning how to do so, so any errors in posts I make are going to be completely my fault. This also means I’m hopefully not confusing it for if AI ever turn it back on…it doesn’t still watch even when off, right? Am not quite sure how thst works))
looks like autocorrupt was keeping your posts uncorrupted, up til now
Title: Re: Trivial findings
Post by: Naturegirl1999 on July 18, 2021, 03:23:42 am
Well..shit, I have noticed it still attempting to correct things, so maybe it isn’t off like I thought?  In another post, it thought I was typing it’s instead of its so that had to be fixed
Title: Re: Trivial findings
Post by: Kat on August 13, 2021, 12:55:04 pm
if a prison is marked as a hospital zone, any injured prisoners will lie on the floor, and be treated by the medical staff of the fort.
Title: Re: Trivial findings
Post by: Mobbstar on August 14, 2021, 10:23:34 am
Talking to anybody in adventure mode causes them to become Historical Figures. This even applies to animals, and in my case, lead to Unnamed Female Raven - the only one of her kind. This implies the game only checks site populations (and registered nomads?) but not wild populations when doing legends stuff.
Title: Re: Trivial findings
Post by: Staalo on August 15, 2021, 07:24:25 am
Talking to anybody in adventure mode causes them to become Historical Figures.
I have noticed the same; immigrating dwarves even have memories of your adventurers in their thoughts & relations screens after they've met them.

Speaking of immigration, authoring dwarves often somehow manage to destroy their works when they migrate to a player fortress:
Spoiler (click to show/hide)

This has happened three times during this current fortress alone. Although it's probably a bug instead of a "trivial finding."
Title: Re: Trivial findings
Post by: Kat on August 15, 2021, 07:59:10 am
authoring dwarves often somehow manage to destroy their works when they migrate to a player fortress:

Interesting. When making statues and specifying art related to the fortress, I sometimes got statues depicting the destruction of written works. I guess that's connected to that phenomenon.


Talking of written works, was generating a new world to try a mod, reading legends and...

(https://cdn.discordapp.com/attachments/534671875671064596/876800567580717086/unknown.png)

Fortunately, dragons can't read. A necromancer dragon would be... interesting...
Title: Re: Trivial findings
Post by: muldrake on August 16, 2021, 11:56:31 am
How hard would it be to make dragons literate?  Why can't dragons read anyway?  They're sapient creatures, aren't they?
Title: Re: Trivial findings
Post by: FantasticDorf on August 16, 2021, 12:16:50 pm
How hard would it be to make dragons literate?  Why can't dragons read anyway?  They're sapient creatures, aren't they?

They wouldnt use it without being necromancers of some sort, some natural skill towards reading technically makes them literate but being part of a civ in fortress mode makes them interested at all in reading books.
Title: Re: Trivial findings
Post by: Bumber on August 17, 2021, 04:46:42 am
How hard would it be to make dragons literate?  Why can't dragons read anyway?  They're sapient creatures, aren't they?

No, they're not sapient.
Title: Re: Trivial findings
Post by: Staalo on August 28, 2021, 02:02:01 pm
In my current world there is a goblin named Klaplorbin. Yes, that's a kobold name. He is a member of  Stleelgus, a kobold religious cult centered in human town of Whiskerbottled and worshipping Idgag the Ace Father, the dwarven god of thralldom.
Apparently when RNG rolls things just right, the game just happily mixes and matches races like that.
Title: Re: Trivial findings
Post by: Naturegirl1999 on August 28, 2021, 02:15:47 pm
In my current world there is a goblin named Klaplorbin. Yes, that's a kobold name. He is a member of  Stleelgus, a kobold religious cult centered in human town of Whiskerbottled and worshipping Idgag the Ace Father, the dwarven god of thralldom.
Apparently when RNG rolls things just right, the game just happily mixes and matches races like that.
interesting
Title: Re: Trivial findings
Post by: Eric Blank on August 31, 2021, 01:55:06 pm
I've never seen kobold cults before. I didn't know kobolds could become religious, even if they migrated to human cities.
Title: Re: Trivial findings
Post by: Staalo on August 31, 2021, 04:02:30 pm
I've never seen kobold cults before. I didn't know kobolds could become religious, even if they migrated to human cities.
It may be rare but it does seem to happen. In this world there are 54 kobold cults (out of 1260 total) all formed by migrant kobolds in some town, dark fortress or hillock somewhere. Curiously they all worship dwarven gods.
Title: Re: Trivial findings
Post by: Kat on September 05, 2021, 04:15:22 am
(https://cdn.discordapp.com/attachments/534671875671064596/884002811803762698/unknown.png)

Citizens address their artifact as "you", when creating them.

I did not know this.

(goblin leather quiver, decorated with goblin leather images, and menacing with spikes of goblin bone)
Title: Re: Trivial findings
Post by: SamJF on September 05, 2021, 07:37:02 pm
I knew dwarf kids play with the fort's toys, but I didn't know they also get thoughts for it.
(https://i.imgur.com/Dw5jFMZ.png)
Title: Re: Trivial findings
Post by: voliol on September 06, 2021, 03:48:49 pm
I knew dwarf kids play with the fort's toys, but I didn't know they also get thoughts for it.
(https://i.imgur.com/Dw5jFMZ.png)
Wait, if these memories are stored in long-term memory (I am not sure they do, iirc it’s restricted to certain types of memories), then Dwarf Fortress simulates childhood nostalgia.
Title: Re: Trivial findings
Post by: SamJF on September 07, 2021, 09:40:37 am
Wait, if these memories are stored in long-term memory (I am not sure they do, iirc it’s restricted to certain types of memories), then Dwarf Fortress simulates childhood nostalgia.

I think they're just short term, but I'll keep an eye out, heh.

Update: I found this on my tavern performer's seasonal log!

Spoiler: Screenshot (click to show/hide)

How endearing.
Title: Re: Trivial findings
Post by: muldrake on September 10, 2021, 11:16:51 pm
How hard would it be to make dragons literate?  Why can't dragons read anyway?  They're sapient creatures, aren't they?

They wouldnt use it without being necromancers of some sort, some natural skill towards reading technically makes them literate but being part of a civ in fortress mode makes them interested at all in reading books.
Tell me dragon necromancers wouldn't be awesome.
Title: Re: Trivial findings
Post by: Bumber on September 11, 2021, 01:53:18 am
I was reverse engineering DF code and found a function that takes a longitude and returns a time. Looks like time zones exist in DF.
Title: Re: Trivial findings
Post by: TheFlame52 on September 11, 2021, 08:11:01 am
I was reverse engineering DF code and found a function that takes a longitude and returns a time. Looks like time zones exist in DF.
How much difference is there from one side of the world to the other? Does it vary with different world sizes?
Title: Re: Trivial findings
Post by: Bumber on September 11, 2021, 09:14:23 pm
How much difference is there from one side of the world to the other? Does it vary with different world sizes?

Code looks something like this:
Code: [Select]
int32_t getLocalTime(int16_t region_x)
{
int32_t world_width = world->world_data->world_width;

if (gametype == DWARF_ARENA || gametype == ADVENTURER_ARENA)
return world->arena_settings->time;
else
return ( (region_x - world_width/2 + cur_year_tick%10 + cur_season_tick*10 + 1200) % 1200 )*2
}

So it looks like it differs by (world_width - 1)*2 (in whatever unit it's returning) from one side of the world to the other (if my math is correct.)

Since the value ranges from 0 to 2398, I suspect each value is 1/100th of an hour. Therefore, for the available world widths:
Code: [Select]
Pocket (17): 0.32 hours
Smaller (33): 0.64 hours
Small (65): 1.28 hours
Medium (129): 2.56 hours
Large (257): 5.12 hours
The earth would be width 1200, or 4.67 times a large world width. I'll have to see if that lines up with what's known about DF world sizes.
(Edit: That's nearly 18 times larger than a large world is estimated by DF physics to be. I guess DF days might be 18 times shorter than ours.)

I know this is used in temperature calculations, at least. Someone will have to test in adventure mode if it affects the position of the sun.
Edit: Looks like it's checked in "Sleep until dawn", so the sun is definitely affected.
Title: Re: Trivial findings
Post by: Naturegirl1999 on September 12, 2021, 12:04:26 pm
If it does, then the DF world is at a much closer orbit than Earth would be
Title: Re: Trivial findings
Post by: DwarfStar on September 12, 2021, 02:10:17 pm
After years of playing DF, I finally figured out that the dwarves will put away their owned items if you build them cabinets. I had always just built chests in every bedroom, and cursed the dwarves for their slovenly housekeeping practices. But in recent games I have discovered that building a cabinet in each bedroom is actually necessary for the dwarves to put away their owned items. The wiki does not make this very clear, FWIW.
Title: Re: Trivial findings
Post by: Schmaven on September 12, 2021, 03:03:22 pm
After years of playing DF, I finally figured out that the dwarves will put away their owned items if you build them cabinets. I had always just built chests in every bedroom, and cursed the dwarves for their slovenly housekeeping practices. But in recent games I have discovered that building a cabinet in each bedroom is actually necessary for the dwarves to put away their owned items. The wiki does not make this very clear, FWIW.

That got me too for a while.  I've never seen dwarves use chests at all other than for the hospital and tavern storage items.  Strange how nobles still want them in their rooms.
Title: Re: Trivial findings
Post by: Staalo on September 12, 2021, 03:35:32 pm
Occasionally dwarves use chests to store their jewelry or claimed items of preferred material. I found out about this when I tried to find out why those last remaining few (bronze arrows) weren't being melted: a farmer had hoarded them.
Title: Re: Trivial findings
Post by: Detoxicated on September 13, 2021, 10:12:06 am
After years of playing DF, I finally figured out that the dwarves will put away their owned items if you build them cabinets. I had always just built chests in every bedroom, and cursed the dwarves for their slovenly housekeeping practices. But in recent games I have discovered that building a cabinet in each bedroom is actually necessary for the dwarves to put away their owned items. The wiki does not make this very clear, FWIW.
huh i Always build both. But for what ist the chest?
Title: Re: Trivial findings
Post by: Bumber on September 13, 2021, 07:13:56 pm
If it does, then the DF world is at a much closer orbit than Earth would be

No, just spinning on its axis faster. Jupiter has the shortest in our solar system, with a 10 earth-hour day. DF planet has a 1⅓ earth-hour day.
Title: Re: Trivial findings
Post by: Ziusudra on September 13, 2021, 07:59:17 pm
If it does, then the DF world is at a much closer orbit than Earth would be

No, just spinning on its axis faster. Jupiter has the shortest in our solar system, with a 10 earth-hour day. DF planet has a 1⅓ earth-hour day.
Actually she's right, if the day is 1/18th the length of Earth's and there are 336 days in a DF year, then the DF year is about 5.1% as long as Earth's. Which is a much shorter and thus closer orbit.
Title: Re: Trivial findings
Post by: Uthimienure on September 15, 2021, 11:43:10 am
If you don't have enough beds in your hospital, patients can share a bed.
(I have 11 resting in one bed, and they stay there even after other beds become available.)
Title: Re: Trivial findings
Post by: Eric Blank on September 15, 2021, 06:28:57 pm
If they have a blood borne syndrome any bleeding on each other will result in the syndrome spreading amongst everyone sharing the bed. It would also depend on the syndrome being contact spread
Title: Re: Trivial findings
Post by: Thisfox on September 15, 2021, 08:03:30 pm
If you don't have enough beds in your hospital, patients can share a bed.
(I have 11 resting in one bed, and they stay there even after other beds become available.)
I wonder if there's any consequence for patients sharing beds, this could be a new breakthrough that helps on saving wood and space, two very important resources in this game.

I think they all appear to get to drink out of the same bucket when it comes around and they're in the same hospital bed (it doesn't appear to return to the well between patients taking a drink like it has when they are all in seperate beds). So faster and more efficient room service. But slower medical help, as every time it's happened to me, they have recovered more slowly than the dorfs in a seperate bed. More experimentation needed, that said, as all too often I'm in a situation where I need to quarantine my hospitalisations due to werebeast infections.
Title: Re: Trivial findings
Post by: delphonso on September 15, 2021, 09:38:40 pm
Suddenly an express way to vampirize people from a well emerges...
Title: Re: Trivial findings
Post by: anewaname on September 16, 2021, 04:04:37 am
What I noticed with hospitals when there is not enough beds, dwarfs were brought to the closest tile of the hospital zone and left there in a pile of dwarf. If there was a bed in that tile, it might appear that they were all put in the same bed.
Title: Re: Trivial findings
Post by: Uthimienure on September 16, 2021, 04:24:39 am
In my case, the hospital has 10 beds in private rooms. All beds became full, then the next time I checked the hospital, 9 beds were empty (patients recovered, I assume) but the furthest bed from the hospital door still had 11 patients in it with "rest" jobs.
Title: Re: Trivial findings
Post by: Stench Guzman on September 17, 2021, 01:51:53 pm
Elves get mad and leave if you try to sell them a papyrus quire.
Title: Re: Trivial findings
Post by: Bralbaard on September 17, 2021, 03:50:21 pm
If a tile is heated from below and wet because there is water nearby the tile will be described as "warm damp" when you hover over it. However when just looking at the graphics while doing the digging designation (in ASCII) it only shows up as warm.

I found out because I just managed to dig straight into pressurised water (dug into a cavern that was previously unknown to me)

Always double check, I guess.
Title: Re: Trivial findings
Post by: Laterigrade on September 17, 2021, 06:26:48 pm
Elves get mad and leave if you try to sell them a papyrus quire.
Yes, since it was made with plants or plant products, which they don’t like.
Title: Re: Trivial findings
Post by: bool1989 on September 18, 2021, 01:02:57 am
Trivial finding: Dwarves spend too much time in temples.

Irl people only go to church once a week.

Half my fort is idleing in my temples at any given time, and it's slowing down jobs.

Also, Anyone else noticed the lack of moss spred lately?
Title: Re: Trivial findings
Post by: Mobbstar on September 18, 2021, 02:12:17 am
Yes, since it was made with plants or plant products, which they don’t like.

They seem to take no issue with harvested plants (i.e. plant corpses) or cloth made of plants.  On a more technical level, papyrus sheets directly use the papyrus sedge structural material and as such shouldn't have any additional tokens that upset the elves.

My guess is it may have been decorated with wood, or used a wooden roller.  Perhaps the random roller (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9249) can be made of wood?
Title: Re: Trivial findings
Post by: Kat on September 18, 2021, 03:11:31 am
Yes, since it was made with plants or plant products, which they don’t like.

They seem to take no issue with harvested plants (i.e. plant corpses) or cloth made of plants.  On a more technical level, papyrus sheets directly use the papyrus sedge structural material and as such shouldn't have any additional tokens that upset the elves.

My guess is it may have been decorated with wood, or used a wooden roller.  Perhaps the random roller (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9249) can be made of wood?

If it's a quire, then it's just a sheet of paper, and can't be improved, so there shouldn't be anything in it except the papyrus.


and I thought the elves only got upset with wooden products, not plant products in general ?
Title: Re: Trivial findings
Post by: Thisfox on September 18, 2021, 04:50:38 am
.....and I thought the elves only got upset with wooden products, not plant products in general ?
Yep, I've sold them apples, cherries, hemp bags full of apricot pits, strawberry wine and vegetable roasts (in elf-friendly stone containers) so yeah, they don't usually care about plant products, just care about wood products, as far as I know.
Title: Re: Trivial findings
Post by: Mobbstar on September 18, 2021, 07:15:52 am
Maybe the quire was a manual on carpentry.  ;)
Title: Re: Trivial findings
Post by: bool1989 on September 18, 2021, 04:43:03 pm
Somehow, I have 9 [water] stored somewhere.
Title: Re: Trivial findings
Post by: Thisfox on September 18, 2021, 06:04:21 pm
Somehow, I have 9 [water] stored somewhere.

If Urist McHelpful dips a bucket of water from the well to give to a sick friend, and then that friend turns into a werebeast, then Urist will generally cancel the task, drop the bucket, and run for his life (or repeatedly hit the friend over the head with a gold crutch, whatever works) but yeah, check your buckets. They might be still holding water.
Title: Re: Trivial findings
Post by: A_Curious_Cat on September 19, 2021, 01:23:23 pm
I like to set up a standing order in the manager screen to make 5 new buckets whenever the number of empty buckets falls below 10 (note to self:  when setting up the next fort, make sure to exclude barrels from the soap workshop’s input stockpile…)
Title: Re: Trivial findings
Post by: Stench Guzman on September 25, 2021, 01:01:36 pm
If you establish contact with a few dozen civilizations you might want to make your depot inaccessible to wagons.  You don't want six different human civs sending 20 wagons all at once, getting into a massive traffic jam and causing all these wagons to scuttle.
Title: Re: Trivial findings
Post by: Thisfox on September 26, 2021, 03:09:14 am
If you want your artifacts to remain unstolen, and don't want to wall them in to a room, then chain any animal next to the artifact. War dogs, a spider monkey, a rooster.... All seem to be totally capable of preventing the artifact from being stolen, for the price of a chain and a pedestal and a good animal husbandry programme.
Title: Re: Trivial findings
Post by: delphonso on September 26, 2021, 04:06:39 am
If you establish contact with a few dozen civilizations you might want to make your depot inaccessible to wagons.  You don't want six different human civs sending 20 wagons all at once, getting into a massive traffic jam and causing all these wagons to scuttle.

A long time ago...I think it was in Masterwork, but could have just been a heavily modded game - but about 12 races had their visiting season set to winter, and I had generated a high-civ world. When winter came, it was like 30 merchants all rushing to get to the Depot first. What an absolute nightmare...

If you want your artifacts to remain unstolen, and don't want to wall them in to a room, then chain any animal next to the artifact. War dogs, a spider monkey, a rooster.... All seem to be totally capable of preventing the artifact from being stolen, for the price of a chain and a pedestal and a good animal husbandry programme.

That poor monkey must be constantly wishing they could steal that artifact.
Title: Re: Trivial findings
Post by: Uthimienure on September 26, 2021, 07:59:27 am
Babies born to Human parents that are citizens of your fort can have dwarven first names.
Title: Re: Trivial findings
Post by: TheFlame52 on September 26, 2021, 09:53:24 am
Babies born to Human parents that are citizens of your fort can have dwarven first names.
Now that's interesting. I've always wanted to try breeding citizens of other races, but I've never managed to make it work.
Title: Re: Trivial findings
Post by: Uthimienure on September 26, 2021, 11:15:08 am
Babies born to Human parents that are citizens of your fort can have dwarven first names.
Now that's interesting. I've always wanted to try breeding citizens of other races, but I've never managed to make it work.
It was a complete surprise, they did it all on their own!  Baby boy born with 1st name Sakzul to human bard (father, employed as a woodcutter for 9 years) and human bard (mother, employed as our tavern performer for 12 years).

All 10 humans have shared a common room with individual beds & cabinets assigned to each for the entire time.
Title: Re: Trivial findings
Post by: qualiyah on September 26, 2021, 11:51:37 am
The ones with dwarven names will also have dwarven values rather than human values!
What's really odd, though is that only some human babies born in a dwarven fortress will have dwarven names and values, while others will have human names and values, and I was completely unable to pinpoint any factor that was correlated with or otherwise seemed to explain which direction it went.
Title: Re: Trivial findings
Post by: Mobbstar on September 26, 2021, 03:19:25 pm
The ones with dwarven names will also have dwarven values rather than human values!
What's really odd, though is that only some human babies born in a dwarven fortress will have dwarven names and values, while others will have human names and values, and I was completely unable to pinpoint any factor that was correlated with or otherwise seemed to explain which direction it went.

Did you check whether their parents were still members of the human civs?  I do not know how exactly petitions for citizenship work, but I would assume it sets the deciding factor.
Title: Re: Trivial findings
Post by: qualiyah on September 26, 2021, 05:18:48 pm
Did you check whether their parents were still members of the human civs?  I do not know how exactly petitions for citizenship work, but I would assume it sets the deciding factor.
All the human parents in questions had joined my dwarven civ but remained members of their human civ also. So it's not that simple.
It has something to do with the parents, though, because each set of parents had either children with human values, or children with dwarven values, but never a mix--at least not among the children they had while in my fortress.
When I went back to look, the one unique factor that might be at work is that in both human couples who had dwarven-valued children, the two parents came from different human civilizations? Whereas I think most of the human couples both came from the same human civilization. That would be a rather quirky thing to be determining the matter, if that was the deciding factor. I didn't check all my human-valued children's parents though.
Title: Re: Trivial findings
Post by: Metruption on September 28, 2021, 12:03:23 am
If you create a military uniform that specifies exact match helm/greaves/gauntlets of color white without specifying a material the dwarves will equip bone armor in those slots because that is the only white armor that can be normally made (assuming no weird artifacts) This is a lot better than the white metal armor partial matches uniform I've read of elsewhere because those dorfs will put on metal armor instead of bone if it is available.
Title: Re: Trivial findings
Post by: JBlak on September 29, 2021, 08:16:13 am
Only one dwarf at a time can work on filling a 1-tile activity zone designated as a pond.

So I dug out and built 8 dwarven reactors, and I decided to fill the ponds one at a time, thinking that this would result in one pond being filled quickly through the combined efforts of all my dwarves, thereby mitigating evaporation. Turns out only one dwarf at any given time is assigned to that task. I even checked the job list. Once I realised that, I designated all the remaining reactors as ponds and now there are more than one dwarf at any given time working on filling their own respective ponds.
Title: Re: Trivial findings
Post by: Bumber on October 05, 2021, 03:15:26 am
I'd like to introduce you to my friend Kubuk `U&rr&ri&rs&rt&r&rM&rc&rS&rp&ra&rm&rs&r&' Rimtaristrath:

(http://i.postimg.cc/nhGHLCKV/Urist-Mc-Spams.png)

Can someone check if this happens without dfhack? It might just be a result of dfhack's expanded nicknames not being sanitized.
Title: Re: Trivial findings
Post by: Mobbstar on October 05, 2021, 07:07:15 am
Can someone check if this happens without dfhack? It might just be a result of dfhack's expanded nicknames not being sanitized.

Yes, it works in the basegame!  The announcement system doesn't seem to sanitise its inputs.  U&rist shows up as such in the all unit lists (e.g. [ u ]nits, personal relationships), workshop, manager, etc;  but the announcement banners and log say U
ist
Title: Re: Trivial findings
Post by: Bumber on October 05, 2021, 08:06:51 am
Guess I'll report it on the bug tracker.
Title: Re: Trivial findings
Post by: Saiko Kila on October 05, 2021, 02:45:15 pm
I've learned that some of necromancers (or their soldiers, can't really differentiate them) can die of old age, despite having immortality (NO_AGING token). I also learned that some experiments do feel pain, and can lose consciousness due to it, when fighting wild animals for example and having their bones broken.
Title: Re: Trivial findings
Post by: Staalo on October 05, 2021, 02:48:16 pm
Dwarves whose highest weapon skill is Marksdwarf will have their opponents listed as "shot and killed" during a raid, despite belonging to a melee squad and having only melee equipment.

EDIT: ...and when their melee weapon skill after some training surpasses their Marksdwarf skill, that kill notification changes into "struck down" on subsequent raids.
Title: Re: Trivial findings
Post by: Mobbstar on October 05, 2021, 04:22:54 pm
Dwarves whose highest weapon skill is Marksdwarf will have their opponents listed as "shot and killed" during a raid, despite belonging to a melee squad and having only melee equipment.

One would fancy to imagine they threw their melee weapons, like the spear Gungnir and the hammer Mjölnir.
Title: Re: Trivial findings
Post by: delphonso on October 05, 2021, 10:27:25 pm
Deler, take the shot!

What? I have a sword...

I said...Take. The. Shot.
Title: Re: Trivial findings
Post by: Staalo on October 08, 2021, 02:45:14 am
Unhappy dwarves can also relieve their stress by "discussing their problems with a friend." This appears to work exactly like yelling at a noble; the stressed dwarf gets a satisfied thought, while the friend feels empathy.

EDIT: Decided to do an experiment.

After locking the stressed dwarf into a small room together with her friend, this discussion happened about once every two days. The friend gained related social skills each time, mainly Pacifier. Unfortunately these discussions weren't enough to relieve stress faster than it was gained.

EDIT2: Of course, after some time the stressed dwarf and her friend became lovers, and these discussions were then labeled as "discussing their problems with a lover." Being lovers did not change the frequency or effectiveness of the discussions.
Title: Re: Trivial findings
Post by: gchristopher on October 08, 2021, 03:05:41 am
Watched a necromancer siege get partially covered with a thralling dust. There were regular undead, necromancer experiments "sunless butcher", but the necro was still sneaking. What I saw was the sunless butchers were turned into thralls with "Opposed to Life" allegiance, previously "Invader", but all immediately fled the map. The undead became husks, e.g. Human Lasher Corpse -> Human Lasher heinous ash husk Corpse, but still with Undead as their allegiance. Don't know if the necro was caught.
Title: Re: Trivial findings
Post by: muldrake on October 08, 2021, 08:28:29 am
If you have no iron on your map, and your civilization apparently has no access to iron ores, steel anvils may be your only source of steel and are, so far as I can tell, the cheapest thing to purchase made of steel.  I suppose there's goblinite, but the only "vile force of darkness" I've had are those "invasions" where a couple of the horde show up on the very edge of the map and immediately disappear again, presumably because they're actually on their way somewhere else.
Title: Re: Trivial findings
Post by: Schmaven on October 08, 2021, 10:06:52 am
If you have no iron on your map, and your civilization apparently has no access to iron ores, steel anvils may be your only source of steel and are, so far as I can tell, the cheapest thing to purchase made of steel.  I suppose there's goblinite, but the only "vile force of darkness" I've had are those "invasions" where a couple of the horde show up on the very edge of the map and immediately disappear again, presumably because they're actually on their way somewhere else.

I wonder if you had some nobles stationed right at that same map edge when they arrived, if they would be enticed to deliver their goblinite rather than wander off?
Title: Re: Trivial findings
Post by: Saiko Kila on October 08, 2021, 01:08:28 pm
EDIT: Decided to do an experiment.

After locking the stressed dwarf into a small room together with her friend, this discussion happened about once every two days. The friend gained related social skills each time, mainly Pacifier. Unfortunately these discussions weren't enough to relieve stress faster than it was gained.

EDIT2: Of course, after some time the stressed dwarf and her friend became lovers, and these discussions were then labeled as "discussing their problems with a lover." Being lovers did not change the frequency or effectiveness of the discussions.

Maybe they were platonic lovers... Or sex is not implemented yet. You would think that it should relieve stress more than just some babbling.
Title: Re: Trivial findings
Post by: Staalo on October 08, 2021, 03:45:44 pm
Maybe they were platonic lovers... Or sex is not implemented yet. You would think that it should relieve stress more than just some babbling.
If they did something more than discussing, DF didn't log it.

Of course, it still hasn't been proven that dwarves actually have sex, despite the existence of [UNKNOWN_SUBSTANCE] (http://dwarffortresswiki.org/index.php/DF2014:Unknown_substance) in the game. Dwarves might as well conceive via spouses highfiving each other as they pass in a crowded corridor.

That being said, the couple in question did end up marrying each other soon after (changing the line to "discussing her problems with a spouse"), so I hope we'll know for certain in about nine months.
Title: Re: Trivial findings
Post by: Eric Blank on October 08, 2021, 04:40:05 pm
If they've married, they're almost certainly going to have kids. But yeah, getting pregnant amounts to standing adjacent to a compatible non-gelded male if they're unintelligent or standing adjacent to and being married to a compatible non-gelded male if they're intelligent.

Interestingly in weird results I've had with turning animals intelligent: an intelligent female can become pregnant with the child of an unintelligent male, and an intelligent male can impregnate unintelligent females. But two compatible mates that have both become intelligent must marry before having children, and I have never witnessed any TAME creatures marry, despite being intelligent, no matter how long they're locked up together (like pastured by a door and forgotten for years.) However, dwarves can and do form relationships with pets-made-intelligent, so presumably the pets also form relationships with dwarves, and each other. There's so.ething in there about being flagged as [TAME] that's preventing them from forming romantic relationships, or at least preventing them from getting married.
Title: Re: Trivial findings
Post by: FantasticDorf on October 08, 2021, 05:20:41 pm
Interestingly in weird results I've had with turning animals intelligent: an intelligent female can become pregnant with the child of an unintelligent male, and an intelligent male can impregnate unintelligent females. But two compatible mates that have both become intelligent must marry before having children, and I have never witnessed any TAME creatures marry, despite being intelligent, no matter how long they're locked up together (like pastured by a door and forgotten for years.) However, dwarves can and do form relationships with pets-made-intelligent, so presumably the pets also form relationships with dwarves, and each other. There's so.ething in there about being flagged as [TAME] that's preventing them from forming romantic relationships, or at least preventing them from getting married.

Oh very interesting, this is helpful to my modding as i've been relying on [ORIENTATION:] and semi-intelligent - unintelligent animal propogators, but knowing it wont affect their ability to make relationships and instead they'll just "spore" surrounding members of their race simplifies it considerably.

Pets forming sentient relationships is part of a continual tirade of bug squashing however being made by Toady, as parts of the tavern arc were blighted by ducks shouting fortress secrets out loud, grudging dogs and gregarious peacocks. All animals are capable of having a compatability score with their masters theoretically because essentially they overlay the civilized ideals of the people who "own" them and have manipulatable personalities. (if you dive into GUI editor particularly)
Title: Re: Trivial findings
Post by: Metruption on October 08, 2021, 09:33:04 pm
If they've married, they're almost certainly going to have kids. But yeah, getting pregnant amounts to standing adjacent to a compatible non-gelded male if they're unintelligent or standing adjacent to and being married to a compatible non-gelded male if they're intelligent.

Interestingly in weird results I've had with turning animals intelligent: an intelligent female can become pregnant with the child of an unintelligent male, and an intelligent male can impregnate unintelligent females. But two compatible mates that have both become intelligent must marry before having children, and I have never witnessed any TAME creatures marry, despite being intelligent, no matter how long they're locked up together (like pastured by a door and forgotten for years.) However, dwarves can and do form relationships with pets-made-intelligent, so presumably the pets also form relationships with dwarves, and each other. There's so.ething in there about being flagged as [TAME] that's preventing them from forming romantic relationships, or at least preventing them from getting married.
Have you tried adding [CAN_SPEAK] to your intelligent tame animals? Talking is probably required to form a relationship.
Title: Re: Trivial findings
Post by: Kat on October 09, 2021, 05:01:34 am
ducks shouting fortress secrets out loud

Always wondered how all these visitors had heard about the library I built, since I only started building it after the last caravan of autumn left, and the visitors started arriving before the spring caravans...

It was the ducks. I should have known.
Title: Re: Trivial findings
Post by: Eric Blank on October 09, 2021, 05:24:04 pm

Have you tried adding [CAN_SPEAK] to your intelligent tame animals? Talking is probably required to form a relationship.

Yes, both can speak and can learn simultaneously, from the same syndrome.
Title: Re: Trivial findings
Post by: Saiko Kila on October 10, 2021, 06:40:11 am
There are sieges when invaders show up and then leave immediately. But recently I noticed sieges, where they don't even show up, nor the SIEGE markes shows - and I noticed them only thanks to dfhack and soundsense. I paused and used a script to check what kind of invaders they were and what number. I have six towers nearby, and in four years had only one goblin siege, all other were tower sieges. This time there were about eight experiments, who were off-map, and before entering the map they decided to leave the siege. My dwarves would never know about this "siege".

Sometimes there are two sieges per season - one is this pseudo siege, where invaders flee immediately, the other, a couple of days later, is the actual siege (from different tower), which stays. Except necromancers, they usually flee immediately, leaving behind only experiments (even unsuccessful experiments can be commanders of the squads) and zombies.



Title: Re: Trivial findings
Post by: qualiyah on October 10, 2021, 07:03:45 am
There are sieges when invaders show up and then leave immediately. But recently I noticed sieges, where they don't even show up, nor the SIEGE markes shows - and I noticed them only thanks to dfhack and soundsense. I paused and used a script to check what kind of invaders they were and what number. I have six towers nearby, and in four years had only one goblin siege, all other were tower sieges. This time there were about eight experiments, who were off-map, and before entering the map they decided to leave the siege. My dwarves would never know about this "siege".

Huh. I recently was browsing through my civilization's recent history in Legends Mode (trying to find out what had been happening in my civilization during the time my fortress had been running), and it said my fortress had gotten two goblin sieges, when I was quite sure I hadn't gotten any goblin sieges--just a bunch of necromancer ones. If some of the fake sieges aren't even announced as such, that might explain it.
Title: Re: Trivial findings
Post by: Thisfox on October 10, 2021, 07:02:56 pm
I've had sieges where I didn't know it was a siege, but eventually two fruit pickers got injured and I found the attackers had them (literally) treed. I would have thought a pause and an announcement like I usually get would happen, even if it was when they ambushed the tree climbers.

I have been doing a lot of long narrow forts in order to do a wall-defence type of thing (The Garrison of Hadrians Wall, etc). I'm wondering if they were on their way somewhere else, and ambushed and sieged us by accident whilst travelling from point B to point A through our point C.
Title: Re: Trivial findings
Post by: pamelrabo on October 11, 2021, 05:42:31 am
Watching a stream I just found you can create supersonic masses of water with enough layers of water pressure.

In this case it was a drowning chamber 120+ tiles long, that filled in one second or so. Did some math and assuming one tile is 1m2, then the water travelled at more than 400 km/h (speed of sound is 343km/h).

This is the moment it happened, in case someone is interested:
https://youtu.be/PR9JRTQovWs?t=10662 (https://youtu.be/PR9JRTQovWs?t=10662)
Title: Re: Trivial findings
Post by: delphonso on October 11, 2021, 06:47:00 am
Man, I gotta start watching Blind's stuff. That's awesome and terrifying. Impressive the goblins are still drowning and weren't blown to pieces.
Title: Re: Trivial findings
Post by: Moeteru on October 11, 2021, 10:58:02 am
In this case it was a drowning chamber 120+ tiles long, that filled in one second or so. Did some math and assuming one tile is 1m2, then the water travelled at more than 400 km/h (speed of sound is 343km/h).
The speed of sound is actually about 343 m/s which equals 1235 km/h.
Anyway, that's still pretty damned fast. Interestingly the water doesn't seem to impart any momentum to the creatures it hits. I guess the game engine doesn't treat it as proper flow since the tiles of 7/7 water are effectively being teleported from the top of the reservoir all the way down.
Title: Re: Trivial findings
Post by: Staalo on October 15, 2021, 04:45:38 am
One of the militiadwarves' babies grew into a child and I noticed she was already an Average Ambusher. Apparently babies can learn Ambusher skill when their mothers take them along on raiding missions.
Title: Re: Trivial findings
Post by: delphonso on October 15, 2021, 05:07:47 am
All time fortress Hide·and-Seek champion.
Title: Re: Trivial findings
Post by: Staalo on October 15, 2021, 01:44:01 pm
While on topic of babies going a-raiding with their mothers, babies will skip growing into a child if they happen to be out of the fort on their first birthday. If this happens, they will remain babies for another full year until their next birthday.
Title: Re: Trivial findings
Post by: chaotic skies on October 15, 2021, 02:22:41 pm
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?
Title: Re: Trivial findings
Post by: FantasticDorf on October 15, 2021, 03:01:42 pm
Its all fun and games until the battle-baby suplexes the snatcher to death.
Title: Re: Trivial findings
Post by: Staalo on October 15, 2021, 04:20:52 pm
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?
Yes, I suppose you'd end up with an adult-sized baby since growth is calculated constantly but these stage-of-life changes are apparently handled only on birthdays.

I also suspect the baby would grow straight into an adult if their growing up could be suppressed until their twelfth birthday.
Title: Re: Trivial findings
Post by: FantasticDorf on October 15, 2021, 06:27:24 pm
Unicode 6.0 emojis are compatible with notepad .txt files, so you can use a bunch of additional emoji lettering for DF and commented out notes theoretically.

🔎 for example could be very useful for visually enhancing descriptions.
Title: Re: Trivial findings
Post by: TheFlame52 on October 15, 2021, 07:15:28 pm
But will they render in game?
Title: Re: Trivial findings
Post by: Lemunde on October 15, 2021, 08:25:39 pm
Unicode 6.0 emojis are compatible with notepad .txt files, so you can use a bunch of additional emoji lettering for DF and commented out notes theoretically.

🔎 for example could be very useful for visually enhancing descriptions.

😱
Title: Re: Trivial findings
Post by: King Zultan on October 16, 2021, 02:56:08 am
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?
I'd be just like the movie The Baby (https://en.wikipedia.org/wiki/The_Baby_(film)).
Title: Re: Trivial findings
Post by: Saiko Kila on October 16, 2021, 01:56:37 pm
The hamlet north of my fortress has decided to link economically just after being conquered, first one (and I already have a City size fortress, with more than 140 citizens, so about time). What I find strange is that the hamlet was conquered by the same goblin civ which is at war with me, previously it was owned by the allied humans.

So although linked, the hamlet is also at war. Maybe I shouldn't be too surprised, after finding that two of the towers regularly sending besiegers to me are also formally at "peace" (and to other towers "at war" do not send anyone). Peace and war doesn't seem to mean much in DF, business is business.
Title: Re: Trivial findings
Post by: Thisfox on October 16, 2021, 04:51:51 pm
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?
I'd be just like the movie The Baby (https://en.wikipedia.org/wiki/The_Baby_(film)).

I was thinking more like Boh (https://ghibli.fandom.com/wiki/Boh) the baby, in Spirited Away.
Title: Re: Trivial findings
Post by: delphonso on October 16, 2021, 06:01:15 pm
I made a little fort immediately next to a necro tower. No undead sent in two years. So I made a peasant adventurer, found a book, became a necromancer. Interestingly, all of the forts residents were walking around the necro tower too.

If you go into a tomb and raise the skeletons, they will no follow you. If you disturb the mummy and 20 undead are raised and start attacking you, you can retire in that location and avoid the danger.

This will not, however, prevent a single goblin from breaking your legs and murdering you in the street later...
Title: Re: Trivial findings
Post by: A_Curious_Cat on October 23, 2021, 07:39:00 pm
Don’t know where to put this, but…

Assuming my calculations are correct, the total area of the largest possible DF world (including both land and water) is slightly larger than the State of Georgia in the United States of America.
Title: Re: Trivial findings
Post by: Schmaven on October 24, 2021, 05:25:48 pm
Don’t know where to put this, but…

Assuming my calculations are correct, the total area of the largest possible DF world (including both land and water) is slightly larger than the State of Georgia in the United States of America.

Interesting... I count 129 x 129 world tiles on the largest map, each of which has a 16 x 16 grid to choose from.  I did a 16 x 1 embark, and counted it to be 768 tiles wide.  Which (assuming no buffer zones between world tiles) gives an approximate world measurement of 99,072 tiles.  If 1 tile = 3 feet, that is 297,216 ft, or 56 miles.  So a square with 56 mile wide edges, giving a total area of about 3,169 square miles.  That's about 20 times smaller than GA, so my assumptions are probably inaccurate.  I chose 1 tile equal to 3 ft because that's about the standard width of a door, and doors take up an entire tile. 

I suppose 1 tile could be 10 ft rather than 3, since a lot can fit in there.  That would produce an edge length of 187 miles, and an area of 35,207 sq miles.  A buffer zone between each of the 129 world tiles of 2,360 ft (or 236 regular tiles) would make up for the 20,000 sq mile shortage in area.  Assuming no buffer zone, a 13 foot wide tile (as the Dwarf stands on it) would give a total large map area of 59,500 sq miles.

Are you using the 1-tile is approximately x size method, or some kind of astronomical method?  I'd be curious to see how the results compare between the 2.  Also, my tile count is based on fortress mode, perhaps adventure mode could produce a more accurate count and eliminate the buffer zone uncertainty.
Title: Re: Trivial findings
Post by: A_Curious_Cat on October 24, 2021, 08:08:34 pm
Don’t know where to put this, but…

Assuming my calculations are correct, the total area of the largest possible DF world (including both land and water) is slightly larger than the State of Georgia in the United States of America.

Interesting... I count 129 x 129 world tiles on the largest map, each of which has a 16 x 16 grid to choose from.  I did a 16 x 1 embark, and counted it to be 768 tiles wide.  Which (assuming no buffer zones between world tiles) gives an approximate world measurement of 99,072 tiles.  If 1 tile = 3 feet, that is 297,216 ft, or 56 miles.  So a square with 56 mile wide edges, giving a total area of about 3,169 square miles.  That's about 20 times smaller than GA, so my assumptions are probably inaccurate.  I chose 1 tile equal to 3 ft because that's about the standard width of a door, and doors take up an entire tile. 

I suppose 1 tile could be 10 ft rather than 3, since a lot can fit in there.  That would produce an edge length of 187 miles, and an area of 35,207 sq miles.  A buffer zone between each of the 129 world tiles of 2,360 ft (or 236 regular tiles) would make up for the 20,000 sq mile shortage in area.  Assuming no buffer zone, a 13 foot wide tile (as the Dwarf stands on it) would give a total large map area of 59,500 sq miles.

Are you using the 1-tile is approximately x size method, or some kind of astronomical method?  I'd be curious to see how the results compare between the 2.  Also, my tile count is based on fortress mode, perhaps adventure mode could produce a more accurate count and eliminate the buffer zone uncertainty.

I’m using information from the wiki (https://dwarffortresswiki.org/index.php/DF2014:World_generation#World_size) that states that a large region is 257x257.  129x129 would be a medium region.

I’m using the “1-tile is approximately x size” method, and assuming that 1 tile is 2m x 2m, each embark tile is 48 x 48, and each region tile is 16 x 16, and a large region is 257 x 257.  I then compared it to Wikipedia’s lists of countries and dependencies by area.

Edit: Clarification.
Title: Re: Trivial findings
Post by: Staalo on October 25, 2021, 01:51:02 am
Wiki also claims (http://dwarffortresswiki.org/index.php/DF2014:Tile) that one tile is about 2,4m x 2,4m (8ft x 8ft), so the maximum area would be about the size of the United Kingdom.
Title: Re: Trivial findings
Post by: delphonso on October 25, 2021, 02:32:15 am
If you were a necromancer, died, were resurrected as an intelligent undead (pale zombie), then read a different slab from the first one you read, You'll retain the powers of all 3 steps. (First slab's raise undead and intelligent undead, pale zombie's power [dizziness in this case], and the second slab's raise undead and intelligent undead.)

You'll also be considered a necromancer in Legends mode (rather than pale zombie) but this is reasonable as it is just reading the most recent change.

Now...to kill this guy and raise him as a Death One from the second slab... There's a third slab out there somewhere...
Title: Re: Trivial findings
Post by: A_Curious_Cat on October 26, 2021, 04:22:36 pm
Wiki also claims (http://dwarffortresswiki.org/index.php/DF2014:Tile) that one tile is about 2,4m x 2,4m (8ft x 8ft), so the maximum area would be about the size of the United Kingdom.

Toady claims that tiles are 2m x 2m.  It all depends on who want to believe.


Now to figure out what tile size would be required so as that a DF large region would have the same surface area as the earth…
Title: Re: Trivial findings
Post by: Schmaven on October 26, 2021, 04:53:23 pm
I’m using information from the wiki (https://dwarffortresswiki.org/index.php/DF2014:World_generation#World_size) that states that a large region is 257x257.  129x129 would be a medium region.

I’m using the “1-tile is approximately x size” method, and assuming that 1 tile is 2m x 2m, each embark tile is 48 x 48, and each region tile is 16 x 16, and a large region is 257 x 257.  I

That makes sense, I was using the wrong world size.  Given 1 tile is 2m x 2m, the large 257 x 257 region would be about 300 miles on each side.  That's about 1.5 times the state of Georgia!  I suppose I should be more patient with how long world generation takes for large regions.
Title: Re: Trivial findings
Post by: A_Curious_Cat on October 26, 2021, 05:56:56 pm
I’m using information from the wiki (https://dwarffortresswiki.org/index.php/DF2014:World_generation#World_size) that states that a large region is 257x257.  129x129 would be a medium region.

I’m using the “1-tile is approximately x size” method, and assuming that 1 tile is 2m x 2m, each embark tile is 48 x 48, and each region tile is 16 x 16, and a large region is 257 x 257.  I

That makes sense, I was using the wrong world size.  Given 1 tile is 2m x 2m, the large 257 x 257 region would be about 300 miles on each side.  That's about 1.5 times the state of Georgia!  I suppose I should be more patient with how long world generation takes for large regions.

It doesn’t take that long.  I generate large regions all the time.  I haven’t timed one, but it feels like they only take about five minutes.  In contrast, the first search using Embark Assistant seems to take four times as long…
Title: Re: Trivial findings
Post by: Schmaven on November 06, 2021, 06:52:40 pm
A tanner with a strange mood can make an artifact leather shield. 

In 1 of my forts, Dosmčrith 'Wisdomlabor', one of the new cooks, had a strange mood and created Tostostath ísterzan, "Visesteems the Undignified Artifact", a hair leather kite shield {I added a new type of shield to the raws}.  All craftsdwarfship is of the highest quality.  It is encrusted with round mica cabochons and encircled with bands of oval citrine cabochons, pig iron and persimmon wood.  This object is adorned with hanging rings of hare leather and cave spider silk and menaces with spikes of bituminous coal and cobaltite.  On the item is an image of The Faint Clearings the sand Bag (alpaca leather) in goat leather.


Makes me wonder if a jeweler can wind up having a strange mood and make a lapis lazuli shield.  Or even a gem sword, that would be really cool too.
Title: Re: Trivial findings
Post by: Eric Blank on November 06, 2021, 11:50:39 pm
its possible, i guess. I got an artifact gemstone barrel out of a jeweler once. Among other things like buckets and querns.
Title: Re: Trivial findings
Post by: Mobbstar on November 07, 2021, 03:33:32 am
Makes me wonder if a jeweler can wind up having a strange mood and make a lapis lazuli shield.  Or even a gem sword, that would be really cool too.

Yes, if the jeweler has a preference for an item type, they will always make (either a large gem, or) that kind of item in their strange mood.  I recently got a gem flask in Friendlytreason (http://www.bay12forums.com/smf/index.php?topic=178865.msg8306235#msg8306235).
Title: Re: Trivial findings
Post by: Fleeting Frames on November 09, 2021, 09:33:42 am
Nope (https://dwarffortresswiki.org/index.php/DF2014:Strange_mood). The list of things a Jeweler can make is limited - only raw-definable options being toys and instruments.
Title: Re: Trivial findings
Post by: Thisfox on November 09, 2021, 07:34:35 pm
Toys, instruments and large gems. My favourite large gem so far being "the failed cat", a large yellow gem which evidently was intended to be a figurine or a toy, and then didn't work out....
Title: Re: Trivial findings
Post by: Schmaven on November 10, 2021, 04:50:36 pm
Nope (https://dwarffortresswiki.org/index.php/DF2014:Strange_mood). The list of things a Jeweler can make is limited - only raw-definable options being toys and instruments.

Outside of artifact creation, they're definitely quite restricted in what jewelers can make.  The wiki lists quite a few more things that jewelers can make as artifacts (https://dwarffortresswiki.org/index.php/DF2014:Strange_mood#Artifacts_created), but unfortunately it does not include weapons or armor.  A bummer, but at least half of the options are actually useful.
Quote from: wiki
Perfect gem‡, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy

On a related note, it turns out leather shields are regularly available from the leather works, regardless of artifacts or not...
Title: Re: Trivial findings
Post by: feelotraveller on November 10, 2021, 09:02:40 pm
You missed this bit
Quote
only raw-definable options
which corresponds to
Quote
{I added a new type of shield to the raws}
Title: Re: Trivial findings
Post by: Schmaven on November 10, 2021, 09:31:54 pm
You missed this bit
Quote
only raw-definable options
which corresponds to
Quote
{I added a new type of shield to the raws}

I'm not sure I understand, do you mean that it's possible to add shields / other items to the raws in such a way that artifact gem shields could be created from a strange mood?
Title: Re: Trivial findings
Post by: feelotraveller on November 10, 2021, 10:01:43 pm
Nope (unless you count toys and instruments   :P).  The point being that the artifact list on the wiki does not provide information about raw-definable possibilities which was the additional and conclusive thing fleeting frames had to say.
Title: Re: Trivial findings
Post by: Schmaven on November 13, 2021, 11:39:59 pm
Nope (unless you count toys and instruments   :P).  The point being that the artifact list on the wiki does not provide information about raw-definable possibilities which was the additional and conclusive thing fleeting frames had to say.
Oh, that makes sense then.

In other discoveries, assigning trolls to a pit that is not directly adjacent to their cage in the stockpile appears to be impossible.  I'm currently at 10 out of 10 escaping and having to be put down by the guards...  A few more to go on this test, maybe 1 will make it to the pit?

edit: I saw a couple trolls get dragged to the pit, but I think they're climbing back out.  I'm not sure yet what's going on tbh.  I saw the last of the trolls get sent into the pit, and then disappear.  Either it climbed out, or the guards stabbed it from the z-level above.  Well, either way, the animal cage stockpile is empty now, so I suppose it doesn't matter too much (there were no casualties).
Title: Re: Trivial findings
Post by: Thisfox on November 14, 2021, 02:05:59 am
In other discoveries, assigning trolls to a pit that is not directly adjacent to their cage in the stockpile appears to be impossible.  I'm currently at 10 out of 10 escaping and having to be put down by the guards...  A few more to go on this test, maybe 1 will make it to the pit?

edit: I saw a couple trolls get dragged to the pit, but I think they're climbing back out.  I'm not sure yet what's going on tbh.  I saw the last of the trolls get sent into the pit, and then disappear.  Either it climbed out, or the guards stabbed it from the z-level above.  Well, either way, the animal cage stockpile is empty now, so I suppose it doesn't matter too much (there were no casualties).

The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.
Title: Re: Trivial findings
Post by: FantasticDorf on November 17, 2021, 04:36:54 am
The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.

Trolls ARE strong enough to hang off the cavern ceiling to move around as the most absolutely difficult climbing position in the game, for as long as their endurance and exhaustion can hold out. I've even had them path into a unforbidden cavern ceiling hatch this way now in order to topple a statue.

Just do a krugg and imagine them as big apes, and it makes the habit somehow form more sense to their capabilities.
Title: Re: Trivial findings
Post by: Schmaven on December 18, 2021, 02:55:16 pm
If you have DFHack, while selecting goods to trade, you can search "x" to filter by worn items.  It picks up both x and X, though also anything made of ibex leather, so you still have to be cautious.  But it's certainly much less scrolling than I was doing before!
Title: Re: Trivial findings
Post by: coalboat on December 19, 2021, 09:16:04 pm
Excellent story. Troll, the poem critic with integrity!
Title: Re: Trivial findings
Post by: muldrake on December 29, 2021, 04:37:19 am
The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.
I once had a drain to get rid of the water from a waterfall (fed by a brook on the surface) going all the way down to the first cavern layer.  It had a grate on top of it.  So there was a constant waterfall down about 50 z layers.  I had a troll swim up the entire thing and smash open the grate.  I didn't know they can do that if they could access the top.  The troll was in pretty bad shape with a page long list of minor injuries when he got to the top but it was impressive.
Title: Re: Trivial findings
Post by: Salmeuk on January 02, 2022, 02:13:29 pm
The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.
I once had a drain to get rid of the water from a waterfall (fed by a brook on the surface) going all the way down to the first cavern layer.  It had a grate on top of it.  So there was a constant waterfall down about 50 z layers.  I had a troll swim up the entire thing and smash open the grate.  I didn't know they can do that if they could access the top.  The troll was in pretty bad shape with a page long list of minor injuries when he got to the top but it was impressive.

Dwarven engineering? In MY neck of the woods?! Not if I can help it!!

*queue shrek music*
Title: Re: Trivial findings
Post by: Garfunkel on January 10, 2022, 08:37:31 am
Never seen this sort of message at embark:
(https://i.imgur.com/I2Danzl.png)

I guess it's because I'm really close to a Necro tower?
Title: Re: Trivial findings
Post by: Splint on January 10, 2022, 09:25:19 am
Never seen this sort of message at embark:
(https://i.imgur.com/I2Danzl.png)

I guess it's because I'm really close to a Necro tower?

Almost certainly. I had this happen once and experiments would crop up from time to time as single units and break things if they were left unattended topside.
Title: Re: Trivial findings
Post by: Wilfred of Ivanhoe on January 17, 2022, 06:54:50 pm
Today i figured out I can make a "party time" burrow on my taverns and food stockpile to ease my dwarves' thoughts of being away from friends. A lot of dwarves, especially my military dwarves, had only one relationship to their deity even after years of being at my fort, and that made me a little sad that they don't get to talk to anyone. After 1 month of revelry, even my most anti-social dwarves have several new "passing acquaintances." It also takes care of the need to make merry, the need to admire art (since the taverns are decked out with engravings), and the need to take it easy. It's official: Every Felsite is now party time all month!
Title: Re: Trivial findings
Post by: Sternenklaren Ritter on January 17, 2022, 11:45:57 pm
My fort is only about 2 years old but the only mayor it has ever had almost constantly has the thought "He is astonished remembering being re-elected." Meanwhile, my paraplegic legendary engraver is getting used to tragedy every time he drinks; "He feels hopeless after a major injury" because the alcohol slightly injures his lungs (they turn yellow in the body parts list when I check his wounds, which seems to trigger a health check that turns up can't stand=badly injured). His best engravings are masterworks of himself engraving masterworks about chinchillas being butchered.
Title: Re: Trivial findings
Post by: Uthimienure on January 18, 2022, 07:23:31 am
Meanwhile, my paraplegic legendary engraver is getting used to tragedy every time he drinks; ...snip...because the alcohol slightly injures his lungs...snip... His best engravings are masterworks of himself engraving masterworks about chinchillas being butchered.
Love it.
Title: Re: Trivial findings
Post by: amade on January 19, 2022, 10:29:30 am
I...didn't even know this was possible in combat.

Spoiler (click to show/hide)

The million dollar question now is, can this happen to dorfs (and other sentient creatures) as well?
Title: Re: Trivial findings
Post by: SQman on January 19, 2022, 03:15:25 pm
Gelding can happen to any mammal other than monotremes (echidna, platypus) and cetaceans (sperm whale, orca, narwhal). The only "civilized" race that cannot be gelded are kobolds because they aren't mammals.
I once managed to geld someone with a bite in adventure mode
Title: Re: Trivial findings
Post by: Mobbstar on January 19, 2022, 04:52:48 pm
One odd exception to the afforementioned rule regarding mammals are batmen.  Regular and giant bats have geldables, but batfolk do not.

I once managed to geld someone with a bite in adventure mode

You wanna bite me, mate?  How bout you bite deez n-
Title: Re: Trivial findings
Post by: Thisfox on January 19, 2022, 10:47:55 pm
It still annoys me that you can't geld roosters/cockerels. Capons (gelded roosters) were a popular food in medieval europe, and even in Roman times.
Title: Re: Trivial findings
Post by: carnivorn on January 28, 2022, 12:32:10 am
TIL: if you have an artifact cage, any other art (including other artifacts) that references that cage will mention what animals are currently in it, if any. dwarves are capable of creating magically self-updating art!

had mine show up as "Defectshoot the giant tortoise cage (tea wood)" on another artifact, took the tortoises out to check and it was just "Defectshoot the tea wood cage". maybe i should find something more interesting to shove in it? :-\
Title: Re: Trivial findings
Post by: TheFlame52 on January 28, 2022, 03:33:17 pm
TIL: if you have an artifact cage, any other art (including other artifacts) that references that cage will mention what animals are currently in it, if any. dwarves are capable of creating magically self-updating art!

had mine show up as "Defectshoot the giant tortoise cage (tea wood)" on another artifact, took the tortoises out to check and it was just "Defectshoot the tea wood cage". maybe i should find something more interesting to shove in it? :-\
That's very interesting.
Title: Re: Trivial findings
Post by: coalboat on January 28, 2022, 10:50:15 pm
Very interesting. It's like the chocolate frog cards from Harry Potter.
Title: Re: Trivial findings
Post by: Eric Blank on January 29, 2022, 02:48:09 am
Gelding can happen to any mammal other than monotremes (echidna, platypus) and cetaceans (sperm whale, orca, narwhal). The only "civilized" race that cannot be gelded are kobolds because they aren't mammals.
I once managed to geld someone with a bite in adventure mode

I think kobolds are actually mammals. They have no scales, can sweat, and have long external ears, which are all usually mammalian traits, and have hair tissue and materials and a "hair" mannerism token, even though the hair isnt actually called upon for any tissue layers or shapes/colors, so I imagine DF kobolds must have very fine, sparse full-body fuzz but no thick hair on the scalp or face like the other humanoids, or maybe only nasal/ear hairs.

Kobolds might be related to monotremes. The game doesnt mention breasts or lactation at all for civilized races, only a few domestic animals have milk, so theres no telling if kobold women have nipples/teats like placental mammals and marsupials or sweat milk from pores like monotremes. Im going with platypus lactation though, if they are a monotreme.

Echidnas, the other extant monotremes besides platypi, have a "pouch" though. apparently not a permanent pouch like marsupials, but they can carry an egg around on their belly by contacting their abdominal muscles. Both males and females. Amazing abs apparently. Could kobolds have a pouch?
Title: Re: Trivial findings
Post by: Mobbstar on January 29, 2022, 03:02:13 am
Echidnas, the other extant monotremes besides platypi, have a "pouch" though. apparently not a permanent pouch like marsupials, but they can carry an egg around on their belly by contacting their abdominal muscles. Both males and females. Amazing abs apparently. Could kobolds have a pouch?

This would cause the myth of male kobolds getting pregnant too.  Oddly in-line with medieval mythology afaik.
Title: Don't Assume
Post by: Sarvok on January 30, 2022, 10:57:59 am
I have a goblin citizen in my settlement.  Assigned him to armor making.  Took me a while to notice that all the armor he's produced is sized for goblins.
Title: Re: Trivial findings
Post by: Eric Blank on January 30, 2022, 05:30:19 pm
Anyone making clothing or armor will make them appropriately sized for their own species, unless you specify the size you want them to make.
Title: Re: Trivial findings
Post by: Splint on January 30, 2022, 06:03:03 pm
I have a goblin citizen in my settlement.  Assigned him to armor making.  Took me a while to notice that all the armor he's produced is sized for goblins.

I was actually super impressed when I found that out. Happened when I'd gotten a legendary human armorer by chance among the bards I'd allowed in. Set him to work making some armor since he was the best for the task at the time surprisingly enough, and out popped a human-sized steel breastplate.

Decided to give him a private workshop after that to make gear for the humans in my militia.
Title: Re: Trivial findings
Post by: coalboat on January 31, 2022, 12:01:39 am
Don't goblins use the same size as dwarfs do?
Title: Re: Trivial findings
Post by: Magmacube_tr on January 31, 2022, 09:46:24 am
Don't goblins use the same size as dwarfs do?

No, they use ''narrow'' stuff as armor and clothing, as DF calls them.
Title: Re: Trivial findings
Post by: Mobbstar on January 31, 2022, 04:47:59 pm
No, they use ''narrow'' stuff as armor and clothing, as DF calls them.

Could not reproduce in adventure mode.  The dwarf could wear armours spawned on goblin and elf.  The armor was named identically but described as "sized for [creature]".
Title: Re: Trivial findings
Post by: TheFlame52 on January 31, 2022, 08:21:05 pm
Don't goblins use the same size as dwarfs do?

No, they use ''narrow'' stuff as armor and clothing, as DF calls them.
Damn, they haven't worn narrow clothing for over 10 years :P
Title: Re: Trivial findings
Post by: Sarvok on February 02, 2022, 05:39:16 pm
I made a dozen standard water reactors and I found that a) they leak, and b) they glitch, momentarily losing one of their waterwheels output, about once a month per reactor.  I've seen posts about leaking but not about glitching.  I think I've figured it out, but why nothing about the glitching?  Do people not notice, or care?  Or am I seeing things?
Title: Re: Trivial findings
Post by: coalboat on February 02, 2022, 10:13:22 pm
https://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Micro_Water_Reactor

Check out this micro water reactor. I made one the same as the one in the first graph. It's been working for years. I haven't tried multiple reactors linked together yet.
Title: Re: Trivial findings
Post by: Sarvok on February 03, 2022, 12:55:34 am
https://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Micro_Water_Reactor

Check out this micro water reactor. I made one the same as the one in the first graph. It's been working for years. I haven't tried multiple reactors linked together yet.

Gah, I'm not a fan of minecarts.  But if this works, maybe I will be.  It sounds doable, I'll give it a try.  Thanks for the help.

EDIT:  It worked.  Practically solid state.  Thanks again.
Title: Re: Trivial findings
Post by: coalboat on February 03, 2022, 11:01:29 pm
Indeed. It's solid and compact! I don't worry about the FPS drain mentioned on the wiki at all. I cap my FPS at 5 already.
Title: Re: Trivial findings
Post by: doublestrafe on March 01, 2022, 06:44:48 pm
Forbidding a cage trap's mechanism will not stop dwarves from reloading it. It will, however, stop dwarves from deconstructing the trap if you order it removed. This becomes important when you've accidentally captured a forgotten beast in a cage trap and it's sitting there spewing syndrome gas all over.

Additional note: Minecarts don't stop syndrome gas any better than cages, if anybody was wondering. (Annoying that glass terrariums don't stop it, too.)
Title: Re: Trivial findings
Post by: coalboat on March 03, 2022, 09:34:51 am
Forbidding a cage trap's mechanism will not stop dwarves from reloading it. It will, however, stop dwarves from deconstructing the trap if you order it removed.

It used to be that forbbiden mechanism stops dwarves reloading cage traps and cleaning jammed weapon traps. Now this doesn't work. This makes using traps very inconvenient.
Title: Re: Trivial findings
Post by: doublestrafe on March 03, 2022, 11:15:00 am
This is, I think, all known behavior, but it's not in the wiki. I wrote this up to add to the wiki but apparently nothing I do, up to and including downloading a new browser, will allow me to see the captcha and therefore be able to post this on the wiki. Would somebody mind adding this section to Milk (https://dwarffortresswiki.org/index.php?title=DF2014:Milk)?

Code: [Select]
==Dwarven ice cream==

Milk has a [[temperature|freezing point]] of 10000 °U, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become "frozen ''{animal}'''s milk". Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Attempting to dump the barrel to a [[garbage dump]] indoors carelessly may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended.

To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping.
Title: Re: Trivial findings
Post by: Thisfox on March 03, 2022, 06:23:02 pm
....So, if the milk that is thawed before it is hauled, can it then be used for cheese?
Title: Re: Trivial findings
Post by: doublestrafe on March 03, 2022, 06:49:56 pm
....So, if the milk that is thawed before it is hauled, can it then be used for cheese?
Sure, if summer rolls around, or, let's say, you pump flowing magma on the tile underneath for long enough...
Title: Re: Trivial findings
Post by: Magmacube_tr on March 07, 2022, 01:47:25 pm
Today, I found out making instruments is very tedious.

I'd rather spend a fortune and a half on whatever the caravans bring to me or whatever, than to grapple with that byzantine nightmare.
Title: Re: Trivial findings
Post by: Silverwing235 on March 07, 2022, 04:51:38 pm
This is, I think, all known behavior, but it's not in the wiki. I wrote this up to add to the wiki but apparently nothing I do, up to and including downloading a new browser, will allow me to see the captcha and therefore be able to post this on the wiki. Would somebody mind adding this section to Milk (https://dwarffortresswiki.org/index.php?title=DF2014:Milk)?

Code: [Select]
==Dwarven ice cream==

Milk has a [[temperature|freezing point]] of 10000 °U, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become "frozen ''{animal}'''s milk". Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Attempting to dump the barrel to a [[garbage dump]] indoors carelessly may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended.

To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping.
...Verbatim,you mean? cause this does seem to need some finessing as is.
Title: Re: Trivial findings
Post by: doublestrafe on March 07, 2022, 07:59:53 pm

...Verbatim,you mean? cause this does seem to need some finessing as is.
It's a wiki, edit it if you want. It's not like I can do anything about it, is it?
Title: Re: Trivial findings
Post by: Silverwing235 on March 08, 2022, 04:10:32 am

...Verbatim,you mean? cause this does seem to need some finessing as is.
It's a wiki, edit it if you want. It's not like I can do anything about it, is it?

Nonetheless, it is done.
Title: Re: Trivial findings
Post by: MasterOfLazdumat on March 26, 2022, 04:57:47 pm
Observations from a long-term (56 year) fort:

The fort in question, Ringlabor, is in 44.12, so some of these may no longer apply, but I wouldn't be surprised if most of them do as they are things that only come up after long-term play.

*Encumbrance: With most dwarves in a militia and uniforms set to replace clothes, most individuals are carrying few things. The exceptions are miners, woodcutters, and a few others that I've kept out of service due to their skills. After nearly 60 years they are loaded down with page upon page of crowns, bracelets, amulets, earrings, rings, etc., and take forever to get anywhere.

*Historical figures: Historical figures of mortal races are dying out. All of the visitors are old; new performers, scholars and hunters are not being generated, so if I keep this up eventually I'll have no visitors except for the occasional troupe that includes elves and goblins. (This may also be reflected in the lack of offensive action elsewhere in the world: the leaders have died off. I'm puzzled by the occasional attacks I see on the map on sites I know are empty; why haven't they been taken over?)

*Geriatric human mercenaries: I wish there was some way to gracefully release mercenaries from service, or that human aging was a bit more realistic. Currently there are 13 humans at Ringlabor, all between the ages of 75 and 114 (every new year I expect half of them to die, but they're still kicking). It'd be kind of nice to let them go home to their families, or at least recognize that 114-year-old archers are probably going to be more of a problem than a solution no matter how awesome their stats are (and with decades of doing nothing but training, these are some killer centenarians). (Or maybe these guys think of Ringlabor as an awesome retirement community.)

*Professions liable to anger and frustration: I take an "activist god" role with things like remove-stress, and have been recording who needs it for 15 years. The individuals with the greatest propensity to get red arrows are scholars and marksdwarves. In the former case, it's because they refuse to do anything else but scholarly work (one of the favorite topics is the retort, which I know is a vessel for distillation, but it's funnier to imagine them working on snappy comebacks instead). In the latter, I think it might have to do with marksdwarves being confined to sealed bunkers during combat, so they don't get any benefits of physical combat.

*The curse of the traveling scholar: The propensity for anger also extends to visiting scholars. After decades of wandering from place to place, they've gotten cranky. Several have gotten into fights over the years, resulting in visits from the friendly guard squad. These visits are brief and emphatic.

*The curse of the traveling scholar, part II: Apparently visiting scholars and performers are recruited to serve when a site is under attack. With the dwindling number of historical figures, a site's defense may be nothing but scholars and performers. I have discovered that in several cases squads from Ringlabor, tasked to raze a forest retreat or dark pit, have killed a string of historical figures that turned out to be visiting troupes and scholars (sometimes scholars who have visited Ringlabor numerous times). Oops.

*Putting on different hats: Conquest of other sites has led the Duke to decide he's duke of these other places, not Ringlabor. (He still demands production of battle axes every so often, so his head's in the right place.) Meanwhile, a couple of times a human performer has been elevated to a lord of somewhere else, but functions more or less the same except for apparently being treated as a squad in their own right if a militia member. I've had to manually add them back when this happens. There probably should be a function such that individuals who become nobles while at a site are recalled to wherever they're supposed to be ruling (or maybe for RP purposes they were named nobles because the people who elevated them knew they weren't coming back).

*Rules for raids:
1) Copy save before beginning a raid, just in case
2) No production of weapons or armor occurs while squads are offsite, to avoid equipment issues
3) Squads are stationed and then unstationed before they are sent so they aren't carrying anything
4) Squads that go offsite always have armor set to replace clothing
5) Never save a game and quit while a squad is offsite
I don't know if any of these help, but I've never had a crash. The tedious bit after a raid is reassigning cemetery space (I just let them pick their own bedrooms again).

*How to make monster hunters apply for citizenship: I have tried this twice successfully:
1) Accept petition from monster hunter
2) Send monster hunter to another holding
3) Eventually monster hunter returns, under a different profession
4) Monster hunter will now apply for citizenship two years after return
Title: Re: Trivial findings
Post by: TheFlame52 on March 26, 2022, 05:37:31 pm
Good to know about how to conduct raids safely.
Title: Re: Trivial findings
Post by: MasterOfLazdumat on March 26, 2022, 08:40:51 pm
Well, and a caveat: not only is there no production of weapons and armor while a raid is going on (bolts excepted; they haven't seemed to cause problems), I stop production a few weeks in advance so there's time to settle any equipment cascades. There aren't many at this point, since after all this time we've got enough masterwork equipment that theoretically everyone should be happy, but we may run into issues when the leather backpacks and waterskins finally fail. The basic point is to prevent any equipment issues: everyone goes out happy with what they have and comes back the same way. (Honestly, I'm wondering if saving is the issue; I've made sure to schedule raids so that the participants will be back before seasonal autosaves, on top of not manually saving during a raid.)
Title: Re: Trivial findings
Post by: tonnot98 on April 01, 2022, 05:49:03 pm
I think I've found my favorite unmodded deity so far.

(https://imgur.com/wwJzpdG.png)
Title: Re: Trivial findings
Post by: towerator on April 03, 2022, 04:36:02 am
If you make a soil floor cave in, the floor that's created at the bottom does not depend on the nature of the caved-in soil, but on the landing layer. It means that it is impossible to have more than one soil floor in the cavern layer, as they all get converted to fire clay. Could be an useful exploit if all caverns are dry and you have no fire clay, however...
Title: Re: Trivial findings
Post by: Ziusudra on April 03, 2022, 05:24:40 am
If you make a soil floor cave in, the floor that's created at the bottom does not depend on the nature of the caved-in soil, but on the landing layer. It means that it is impossible to have more than one soil floor in the cavern layer, as they all get converted to fire clay. Could be an useful exploit if all caverns are dry and you have no fire clay, however...
It gets converted to whatever the natural bottom layer of soil (or whatever the natural soil type is on the layer it lands on) is in that biome, it won't always be fire clay everywhere. The same thing happens when creating soil in caverns with tiletypes in DFHack.
Title: Re: Trivial findings
Post by: voliol on April 03, 2022, 05:32:09 am
I think I've found my favorite unmodded deity so far.

(https://imgur.com/wwJzpdG.png)

That is amazing! Mind if I put it on the wiki?
Title: Re: Trivial findings
Post by: tonnot98 on April 05, 2022, 10:26:21 am
go ahead, it's all yours
Title: Re: Trivial findings
Post by: voliol on April 05, 2022, 12:54:31 pm
go ahead, it's all yours
Thank you, it can now be shown (occasionally) on the main page. :)
Title: Re: Trivial findings
Post by: tonnot98 on April 05, 2022, 03:13:11 pm
oh cool!
Title: Re: Trivial findings
Post by: FantasticDorf on April 21, 2022, 12:34:40 pm

*How to make monster hunters apply for citizenship: I have tried this twice successfully:
1) Accept petition from monster hunter
2) Send monster hunter to another holding
3) Eventually monster hunter returns, under a different profession
4) Monster hunter will now apply for citizenship two years after return

This sounds familiar to something that happened when i ran a vanilla game fort a few versions back, a foriegn mercenary was sent off but boomeranged on the return at a variable date after multiple save startups for their own reasons (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10966), but for me they broke down consistently even though they had a thresher profession to lean on, thing being that I sent them to a economic site (i can't remember if i owned/didn't own it)

If its not too much, i might apply this as evidence to my report, but it is interesting that this occurs exclusively between combat roles.

Edit: It seems previously, Toady had made a fix in 44.04 explicitly to avoid blank peoples from re-entering the fortress (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10517) by presumably having them assign a job from the place they came from, so with how early it is in versions to the introduction of sending people, it might be a unintentional code interaction.
Title: Re: Trivial findings
Post by: Magmacube_tr on May 03, 2022, 03:15:36 pm
I just recently realised that there is a very large leap in abundance between tree availability degrees.
Title: Re: Trivial findings
Post by: DwarfStar on May 04, 2022, 10:49:12 am
I noticed that when siege engine missiles fall down z levels, not only do they survive, but they can fall through a floor into an open space beneath. The wiki says this should cause the missile to disappear but it is wrong. You can take advantage of this behavior to make your arrows fall into a secure area for retrieval, even while mobs are still in the target hallway. You could even have two parallel hallways with ballistae shooting both directions, where the arrows fall into the stockpile for the ballistae at the other end.
Title: Re: Trivial findings
Post by: Magmacube_tr on May 15, 2022, 11:37:12 am
(https://imgur.com/1jTCXKV.png)

Funniest I encountered so far. It's a dwarven deity too.
Title: Re: Trivial findings
Post by: Magmacube_tr on May 16, 2022, 01:07:55 pm
(https://imgur.com/84fzUeX.png)

Forget about the lungfish, check this out.
Title: Re: Trivial findings
Post by: Splint on May 16, 2022, 01:10:39 pm
(https://imgur.com/1jTCXKV.png)

Funniest I encountered so far. It's a dwarven deity too.

(https://imgur.com/84fzUeX.png)

Forget about the lungfish, check this out.

Man, this game spits out strange deities sometimes.
Title: Re: Trivial findings
Post by: voliol on May 17, 2022, 05:43:17 pm
(https://imgur.com/1jTCXKV.png)

Funniest I encountered so far. It's a dwarven deity too.
(https://imgur.com/84fzUeX.png)

Forget about the lungfish, check this out.
Now, is there some hidden connection between amphibious beings (like the lungfish) and spheres of the watery kind, and flying creatures and the wind?
Title: Re: Trivial findings
Post by: Magmacube_tr on May 18, 2022, 02:51:53 am
(https://imgur.com/1jTCXKV.png)

Funniest I encountered so far. It's a dwarven deity too.
(https://imgur.com/84fzUeX.png)

Forget about the lungfish, check this out.
Now, is there some hidden connection between amphibious beings (like the lungfish) and spheres of the watery kind, and flying creatures and the wind?

I dunno, maybe? It woud make sense, and I definitely wouldn't put it past Toady to concieve of.
Title: Re: Trivial findings
Post by: Uthimienure on May 18, 2022, 05:16:15 am
Draft your migrants into a squad with a "replace clothing" uniform as soon as they appear on map.  I know this is OLD NEWS, but I still find it hilarious that they drop all their clothes and walk to the fort through the rain with their inventory listing "rain covering (all body parts)".  Just picturing the other dwarfs greeting them at the entrance cracks me up: "Oh, we see you already got the message... report to the barracks at the 3rd door on the left... welcome!"
Title: Re: Trivial findings
Post by: TheFlame52 on May 18, 2022, 02:40:55 pm
Any flying creature can be a god of the sky or wind. Any ocean creature can be a god of the ocean. Same with mountains, forests/trees, caverns, and probably a few more I'm forgetting.
Title: Re: Trivial findings
Post by: doublestrafe on July 25, 2022, 11:39:58 am
The wiki states that animals can't get pregnant in cages, which is true. But apparently animals outside of cages can get pregnant from animals inside cages.

I made a room with a nest box for my giant cave spiders. The female had some training, which I wanted to wear off for breeding, and the male was untrained. I didn't want them attacking each other, so I left the untrained one in a cage and tied a lever to it outside. I locked the door and forgot about them. I expected to come back to two untrained spiders and some unfertilized eggs. Instead, three spiders and an empty nest box. The male is still caged, it wasn't a gremlin trying to trick me.

The two spiders had never met before, so the fertilization had to happen from inside the cage. The male had been in my silk farm before being recaged, while the female had been in the animal stockpile. The cage was built with a one-tile gap between it and the nest box.
Title: Re: Trivial findings
Post by: Salmeuk on July 25, 2022, 12:33:54 pm
I mean, did you examine the female with dfhack to confirm it wasn't pregnant before?
Title: Re: Trivial findings
Post by: doublestrafe on July 25, 2022, 01:35:46 pm
The only possible way that could have happened is if another male spider met the female sometime before I captured her. Testing should be simple enough--just leave them alone and see what happens.

Edit: This may be harder than I thought. She keeps popping out boys. Because they're born adult, I can't guarantee that they're not fertilizing her immediately upon hatching.

Edit 2: Welp. Found it in the wiki.
Quote
Caged males are still capable of breeding, assuming the female can approach the cage.
Title: Re: Trivial findings
Post by: brewer bob on July 25, 2022, 05:27:25 pm
Yup, have had a couple of surprise catsplosions when female cats went to meet some caged male cats at the depot that the merchants brought.

Took some time to figure out how they'd become pregnant.
Title: Re: Trivial findings
Post by: Schmaven on July 25, 2022, 07:33:43 pm
I'm not sure how it might work in practice, but does it let you designate the male giant cave spiders to be gelded?  Talk about a job that would give you nightmares...
Title: Re: Trivial findings
Post by: Eric Blank on July 25, 2022, 11:54:50 pm
Gcs' can't be gelded in vanilla. You'd have to apply the geldable tag to them
Title: Re: Trivial findings
Post by: doublestrafe on July 26, 2022, 06:38:01 pm
Oh, for the love of Pete...giant cave spiders give live birth. No wonder I couldn't catch them in the act of nesting.
Title: Re: Trivial findings
Post by: TheFlame52 on July 27, 2022, 04:55:04 pm
To fully grown giant cave spiders, no less. Most cavern animals and giant insects do.
Title: Re: Trivial findings
Post by: Schmaven on July 30, 2022, 07:28:56 pm
Elves can bring some cool stuff to trade:

Liquid darkness canira strings
It is made from liquid darkness cloth.
The canira strings vibrate, causing the instrument to produce sound.
Title: Re: Trivial findings
Post by: Dunamisdeos on August 13, 2022, 10:59:02 am
Elves can bring some cool stuff to trade:

Liquid darkness canira strings
It is made from liquid darkness cloth.
The canira strings vibrate, causing the instrument to produce sound.

If you hear the strings whisper about the outer dark and a deep and insatiable hunger for mortal souls, just strum in time!
Title: Re: Trivial findings
Post by: Schmaven on August 28, 2022, 07:54:04 am
The goal is to 1 day have the most metal dwarf band ever.  The Dammed Dwarves is a potential name.

In other trivial findings, I just found out that rain will re-fill a previously bone dry river.
This unfortunately does not help with the well cistern project.
Title: Re: Trivial findings
Post by: TheFlame52 on October 01, 2022, 11:07:15 am
Zombified severed arms/hands can climb.
Title: Re: Trivial findings
Post by: Magmacube_tr on October 04, 2022, 07:10:17 am
Zombified severed arms/hands can climb.

Well, makes sense. They still have that [GRASPIES].
Title: Re: Trivial findings
Post by: TheFlame52 on October 06, 2022, 08:34:38 pm
Gods of death can sometimes create a second slab, if enough time passes. I'm not sure of the exact mechanics, but it seems to have happened several times in the world I just generated. The second slab creation was always at least 700 years after the first one.
Title: Re: Trivial findings
Post by: Magmacube_tr on October 07, 2022, 03:08:40 pm
Gods of death can sometimes create a second slab, if enough time passes. I'm not sure of the exact mechanics, but it seems to have happened several times in the world I just generated. The second slab creation was always at least 700 years after the first one.

I now wonder if this is an act of The Toad with some very galaxy-brain-scale complicated requirements that only happen every 700 or so years in-game, or just a bug of sorts.
Title: Re: Trivial findings
Post by: Salsa Gal on October 15, 2022, 07:11:21 am
It is made from liquid darkness cloth.

What is liquid darkness cloth?? I've never heard of this before
Title: Re: Trivial findings
Post by: Ziusudra on October 15, 2022, 01:30:08 pm
Divine cloth (https://dwarffortresswiki.org/index.php/DF2014:Divine_fabric) made by a deity for their creatures to wear.
Title: Re: Trivial findings
Post by: Salsa Gal on October 16, 2022, 01:55:59 am
Damn I really need to raid a vault sometime, I keep hearing about cool stuff I've never heard of that are just hanging around inside them
Title: Re: Trivial findings
Post by: Salmeuk on November 03, 2022, 09:03:55 pm
I found out you can build doors over empty spaces, if you build a wall underneath them with no floor in between, then deconstruct the wall after building the door. I am not sure if they remain functional since the dwarves had no interest in crossing the resulting gap, but they remained attached to the adjacent walls and were not desconstructed. perhaps this trick could be used for some dwarven engineering projects
Title: Re: Trivial findings
Post by: Salmeuk on November 03, 2022, 09:05:26 pm
Gods of death can sometimes create a second slab, if enough time passes. I'm not sure of the exact mechanics, but it seems to have happened several times in the world I just generated. The second slab creation was always at least 700 years after the first one.

turns out there were 15 commandments after all, god just took his sweet time finishing the last slab

Spoiler (click to show/hide)
Title: Re: Trivial findings
Post by: TheFlame52 on December 26, 2022, 08:53:47 pm
If an invader has bone jewelry, and one of their children is also on your map, and the invader dies, the game will pass ownership of the jewelry to the child.
Title: Re: Trivial findings
Post by: Stench Guzman on December 30, 2022, 06:53:05 pm
Elves can bring altars made of metal or stone.
Title: Re: Trivial findings
Post by: Schmaven on January 22, 2023, 02:23:46 pm
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer.  I'm not sure how the ice got in there, but cold beer is never a bad thing.
Title: Re: Trivial findings
Post by: Blue_Dwarf on January 22, 2023, 02:41:15 pm
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer.  I'm not sure how the ice got in there, but cold beer is never a bad thing.
Water in containers freezes into ice. I guess he put some water in there to water some plump helmets or something.
Title: Re: Trivial findings
Post by: Bumber on January 22, 2023, 08:28:04 pm
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer.  I'm not sure how the ice got in there, but cold beer is never a bad thing.

I had a soldier with glass vial full of golden salve and beer. Unfortunately, he took the vial with him when he conquered a site and I can't get it back.
Title: Re: Trivial findings
Post by: Mobbstar on January 23, 2023, 01:53:00 pm
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer.  I'm not sure how the ice got in there, but cold beer is never a bad thing.

I have a theory.
1) Water in containers can freeze.
2) Waterskin which contains no drinkable liquids gets refilled.

If the guard somehow decided to fill the waterskin with water the first time, then it may have frozen due to cold weather and consequently received the beer.  The biggest problem in this theory is that it requires the military to switch from water to alcohol, which you may have done manually or which may be done automatically depending on availability.
Title: Re: Trivial findings
Post by: Schmaven on April 26, 2023, 02:16:04 pm
When filling a double cistern, connected at the lowest level, the filling side will fill all the way to 7/7 in every tile before a single unit of water is pressurized to the other side of the U-bend.  This seems to mostly just affect the placement of water sensing pressure plates.

Edit: More fluid findings:
Minecarts can be filled with magma by magma entering their location from the same Z-level, it does not have to come down from above.  So a tunnel filled with minecarts, that is then dug horizontally into a magma sea, will fill all those minecarts completely.  Less pumps needed!