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Topics - Tryble

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DF Gameplay Questions / *minor spoilers* Nondestructive Magma Flow?
« on: July 11, 2018, 05:31:46 pm »
The wiki claims that an item dropped onto a magma flow tile from above is destroyed.  However, I've got a garbage chute that ends on a magma flow that doesn't obliterate things.  I'd carved stairs down to SMR and then channeled the stair immediately above the SMR to reveal the magma flow.  Dwarves toss items in from above the top stair.
Here's an image of a bolt tossed in and sitting on the magma flow. 

Is the wiki entry incomplete, or did I construct the chute weirdly or something?

After a bit of messing around, I found that if I introduced magma onto the flow tile from the nearby magma sea, items thrown in are being destroyed, including magma-safe items.  I guess this means that magma flows aren't destructive unless magma is present, in which case they eat even magma-safe items?  Does anybody know more?  These flows are kind of odd.

2
I'm the kind who plans out the entire fort in advance, and has it drawn out and designated before the first tile is dug.  I always end up forgetting at least one major fortress component, so what's every single type of location a player might want to have in a standard fortress?

The obvious ones are...
Dining Room, Bedrooms, Jail, Hospital, Barracks, Temple(s), Libraries(s), Tavern(s), Workshops, Stockpiles, Depot area, Tombs, Farms/Food Production

Some less necessary but probably common locations are...
Meeting/Throne Room, Noble Bedrooms, Artifact Vault, Defense/Military related areas, Zoos, Generic Meeting Halls*, Pre-Honeymoon Suites, Silkfarm, Bathtub, Well
* Are these actually desirable anymore, given that dwarves handle personal needs in locations now?


Other things worth considering in fortress design:
Water, access, Magma access, Defense design, Handling caravans, Handling cave adaptation, Mining/Hauling methods, Cavern location/use

What other considerations does a fort usually have?

3
In older forts, I had a injury factory where dwarves would push minecarts into some helmeted loser, causing broken bones and general unpleasantness.  The idea was to get a repeatedly injurable dwarf to train doctors with, which worked pretty well.  A given dwarf generally lasted at least a dozen rounds or so, plus, it's mostly automatic.

The newer versions, though, I've noticed the target dwarf just not being struck by the minecart, like it's phasing right through him.  He's in a 1 tile hallway like before, and it's not like he has any dodging skill.  Given how reliable it was before, I wonder if there's something different about minecarts.

I suppose I can always do a boulder-dropping closet instead, but that's slightly more work.

4
DF Adventure Mode Discussion / Needless
« on: December 22, 2015, 09:19:26 pm »
For reference to anyone who's interested, here's a simple example of what an adventurer with no needs looks like.  This isn't a super comprehensive look at what traits and values result in which needs, but just a starting point you can use to tinker with.  There's no info in the wiki yet so I figured some may find this useful.







Ta-da, a dwarf with no needs.  To get some that you like, simply adjust some parameters around until you get the desired need at whatever level you want.






Values → Needs Mapping
Created by finding a baseline no-needs dwarf, and adjusting each trait to determine which needs are enabled.
This section reads like this:
Need +- Value +- Need
Moving a value in a direction off the center adds to or reduces a need.


Family + Be with Family
Friends + Be with Friends
Eloquence + Hear Eloquence
Tradition + Uphold Tradition
Artwork + Admire Art
Introspection + Self-Examination
Cause Trouble + Harmony
Merriment + Make Merry
Craftsmanship + Craft Object
Martial Prowess + Martial Training
Skill + Practice Skill
Hard Work + Stay Occupied
Leisure Time + Take it Easy
Romance + Make Romance
Nature + Wander AND See Animal
Knowledge + Learn Something

Traits → Needs Mapping
Created by finding a baseline no-needs dwarf, and adjusting each trait to determine which needs are enabled.
This reads like this:
Trait + Need → This trait creates or increases the need.
Trait - Need → This trait reduces the need.
Trait - Need + Trait → The trait can be shifted in either direction.

Greedy + Be Extravagant
Intemperance + Eat Good Meal AND Drink Alcohol
Likes Brawls + Likes Fights
Harmony - Cause Trouble + Discord
Quarreler + Argue - Flatterer
Austere - Be Extravagant + Extravagance
Incurious - Learn Something + Curious
Altruistic + Help Somebody
Loner - Socialize + Gregarious
Excitement Seeking + Excitement
Inclined to abstract + Think Abstractly
Inclined to art + Create Art / Be Creative
Leisurely - Stay Occupied + Frenetic




NOTE: This list is incomplete, I don't know how reducing values/traits may reduce existing needs yet.  If people wish, I can investigate.
Are there combination needs?  AKA, needs that appear only when certain traits/values are present together?
Also, how to get faith need?   

5
DF Gameplay Questions / Assembling Instruments
« on: December 21, 2015, 10:19:35 am »
I've successfully built a few instruments in my fort so far, but there's one I can't seem to assemble, despite having all the components.
A small handheld 'ular', which is composed of wooden pipes, chest, keyboard, and a leather bellows.

I have a pair of each component (not forbidden, and not in a linked stockpile), and the instrument is selectable and addable to the craftsdwarf workshop.  However, even with "Do task now!" activated, no dwarf actually takes the job.  I've built other instruments just fine, and as far as I can tell, there's dwarves with every labor enabled throughout the whole fortress.  The workshop isn't profiled, and dwarves won't take the job even on new, fresh workshop

This particular instrument doesn't seem to be built via {b} {I} either, so I don't know how to get this thing actually constructed.

I feel like I'm missing something obvious, but why the heck won't the dwarves build this thing?

6
DF Dwarf Mode Discussion / Guided minecart injuries
« on: June 17, 2012, 04:54:29 pm »
I've been using minecarts in every fortress since they've been released now (and I love them), and other than the very first powered spiral ramp setup I had, they've all been guided tracks.

But I am constantly hospitalizing dwarves, because even though the carts are guided, dwarves are getting crushed  left and right.  Usually it'll be fine most of the time, but every now and then I'll notice a combat report of the *iron minecart* strikes the worker in the right lower leg, shattering the bone! and off he goes to take up a hospital bed.  This is rendering my dwarf rammer completely useless as a controlled injury tool to train the docs as the dwarves are all to ready to hurt themselves guiding my carts.

The tracks these generally happen on are all the same; they're all downward ramps directly down to the mining levels, where people are walking around all the time moving the ore to the linked stockpiles.  There's no nonramp tiles, no stops or anything; it's a straight ramp track down to ground level.  I know they get crazy fast when pushed down that kind of track, but I figured they'd be fine if guided.  Seems like it isn't. 

I don't know if the 'Guide Cart' job is getting interrupted and they let go or what, I haven't been able to track down whatever's causing it.

Anyone else having this problem? 

7
DF Gameplay Questions / Removing 'Job Item Misplaced' message?
« on: August 28, 2010, 12:47:24 am »
Is there any way to prevent this message from appearing?  I use a ton of mini-stockpiles that are set to take from a main stockpile room, so I get spammed with this message pretty bad when fortresses get bigger.

I know there's an option to remove job cancellation messages entirely, but I don't want to ignore all of them, just that particular 'item misplaced' message.

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