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Topics - ToxicFrog

Pages: [1] 2
1
DF Gameplay Questions / Safely removing carved up/down stairs?
« on: May 12, 2009, 09:03:59 pm »
I have a cliff face that's covered in up/down stairs, carved from the rock of the cliff itself:
Code: [Select]
######### Top view - repeat for 20 ZL
XXXXXXXXX

I now want to remove most of these stairs, and I'm having a bit of trouble. Remove upstairs/ramps leaves me with a cliff face covered in down stairs. The wiki suggests channeling, but in that case the dwarves without exception try to channel the stairs while standing on them and fall 20+ ZL, with predictable results. Dropping rocks on the stairs from above (by constructing stairs or walls and then unsupporting them) has no effect.

Help?

2
A bunch of elves came to Girderpassed today and offered to trade large quantities of cloth. As it happens I had need of cloth, and also had need of getting rid of large quanties of low grade trade goods, so I let them in and started the trading.

I made them an offer - a good one, I note - and they made a counteroffer: they want me to throw in a (pig tail left glove), a *diorite scepter*, and... a turtle shell amulet.

Does this mean that, if I actually offer them this trade, they will accept it? Or are they just trying to give me an excuse to kill them all and use them as fertilizer?

3
DF Dwarf Mode Discussion / Demons without warning?
« on: July 31, 2008, 01:54:49 pm »
While expanding my living quarters a few Z above the bottom of the map, my miners broke through into a demon pit. Instantly four tentacle demons leapt out and began the slaughter. There was no warning of any kind - the pits weren't surrounded by adamantine (although the far wall of them intersects an adamantine vein), so the first I knew of it was seeing the messages:
* We have broken into a peculiar chamber through the base of the mountain
* We have struck adamantine! Praise the miners!
* <<miner and long list of pets>> have burned to death!

Is this normal?

4
DF Gameplay Questions / Glass-roofed areas - indoors or outdoors?
« on: March 13, 2008, 10:04:00 pm »
So far, I've observed that:
- anything open to the sky is "outdoors"
- anything not, even if above ground or directly connected to an outdoors tile, is "indoors"
What about areas roofed over in transparent materials like glass? Do those count as outdoors? What I'm after here is an area that the dwarves will see as "outdoors" and thus avoid when "dwarves stay indoors" is set, but which is not actually accessible from outside.

5
Is there any way to dig up other than the use of stairs? Say, to remove a floor overhead? Let's say I have something like:
code:
(seen from the side)
#####  ##
#####__##
........#
#########


Where the # are rock, the . is a tunnel, and the _ is the natural floor/roof resulting from tunneling under an open space.

Is there any way to remove that _ from below? I saw discussion in another thread about digging out the space underneath to get a floor (as in the example above) and then marking the floor for channeling, but they won't dig it out from below.

I'm almost certain this is possible, as otherwise it wouldn't be possible to drain lakes from below or to create controlled cave-ins without going above ground, both of which I've heard of people doing, but I can't figure out how.


6
DF Gameplay Questions / Building down from above?
« on: March 10, 2008, 03:12:00 pm »
Consider the situation where (seen from the side) I have something like:
code:
  ___  
##   ##
##   ##
#######

The # being solid rock, and the _ being constructed floor. I want to construct some way of reaching the bottom, from the top down. One would think I could just place a stairs-down at the top, and then a stairs-both below that, and finally a stairs-up below that. In practice, however, it won't let me place a stairs-down over empty space, even if it's adjacent to floor or rock that would support it.

So, is there any way to work your way down from above, other than carving staircases into solid rock? I suppose I could arrange a trapdoor or something to drop an unsuspecting mason down the pit and have him build a staircase back up - if he survives the fall - but it seems kind of weird that you can dig up and down, but only build up.


7
I'm getting constantly spammed by messages from my soldiers saying that they can't do something - typically "Sleep" or "Spar In Barracks" - because of "dangerous terrain". I can't figure out what might be causing this; the barracks has a perfectly flat and level floor and there's nothing unusual going on nearby apart from a donkey that is for some reason standing in the middle of it. Anyone have ideas as to what could be happening here?

8
DF Gameplay Questions / "Raw Cave Fish" inedible?
« on: August 21, 2006, 09:43:00 pm »
So, I have 204 food total, some 130 seeds and 74 "other". My dwarves are freaking out because there's no food. However, there's a giant stack of 'raw cave fish' in the food storage room! If I tell the cook to do something with it, the job gets cancelled ("need two cookable unrotten items in range"), and the dwarves won't eat it raw. It also shows up as "other" rather than "fish".

9
DF Gameplay Questions / Getting rid of corpses?
« on: August 21, 2006, 03:55:00 pm »
My fortress was recently invaded by a bunch of monkeys, who were immediately dispatched by the small army of semi-feral cats I keep around for moments like this. I quickly put together a butcher's workshop and designated a few dwarves with butchery and hunting skills, and they seemed to get some usable meat off the bodies - I saw "return corpse" show up in the jobs list and my meat supplies went up a bit.
However, the corpses are still there, periodically flooding the fortress with purple gas. I can't seem to figure out how to get rid of them, or where to look in the manual. Ideally I'd like to harvest them for bones and the like, but I'd settle for just tossing the damn things in the river.

10
So, I have a setup that looks like this:
code:
(Z -1)
~~~
~~~~~X...........+.>  >...<
~~~           .
~~~           .
~~~           ..X...H

(Z -2)
 
                  <..<
                   +
                  ...
                  .h.
                  ...



H is the hatch. h is the spot straight below the hatch. + is a door. X is a floodgate.
The ~~~ is the river, and the single ~ is a filled channel attached to it.

The idea here is that the small room with the hatch in it can be filled with water using the floodgates, and the hatch opened to fill the room below with a controlled quantity of water. I set it up and tested it dry and the hatch opened and closed fine.
Then I filled it with water. The dwarves pull the lever for the hatch...and nothing happens.
I had them do it a few more times but the hatch stayed shut. Any idea why this could happen?

Then I had them remove the door on Z-1. As I understand it, what should happen is this:
- the water flows down the staircase to fill the hall in Z-2
- once the hall is 7/7, pressure buildup from above causes it to flow up the second staircase and fill the east hall on Z-1
However, it only filled the bottom, and didn't flow up even after reaching 7/7, thus resulting in the rather bizarre arrangement (seen from the side):

code:

~~~~  ....
  ~~~~


Shouldn't the water level rise until it's equalized?

11
DF Gameplay Questions / What controls # of reclaim dwarves?
« on: May 27, 2008, 11:42:00 pm »
Just tried settling a new area, which turned out to be infested with hippos. All seven were dead by the end of the second month (carp are the new elephants? The hell they are - hippos will chase you right into the fortress, are more aggressive even than old elephants, and are fully amphibious). So I decide to relaim, figuring that 7 heavily armed military types will have a better chance at holding off the enemy until the fort itself is full established.

The only problem is, it didn't give me 7.
It gave me 56.

This should make short work of the hippos, but I'd be willing to bet most of them will be dead of starvation by the second spring. What determines how many reclaimers you get? Is there any way I can reduce this number?


12
DF Gameplay Questions / Temporarily draining a magma vent?
« on: March 19, 2008, 10:53:00 am »
I have a refilling magma vent I want to drain temporarily - not necessarily all the way, but five or so z-levels would be nice. I tried digging a three-wide channel into the bottom routed to the chasm, and that drained the top level to 4/7 but that's all (and then it started refilling faster than it was draining!)

So, do I just need wider drainage paths? If so, how wide - would 9 do it? 15?
Alternately, I have a river, and I've been considering the use of water on it. Would it be possible to pour water onto it to turn the first level into obsidian, then dig through that, pour water onto the second level before it starts to overflow, etc?


13
DF Bug Reports / Mechanics won't link up floodgate, also drink pathing i
« on: August 27, 2006, 08:51:00 pm »
So, I have a setup like this some distance to the north of my fortress:
code:

 ......
 ......
 ......
    X1
<..................
                 .
 .................
 .
 .    .o.o...
 .+..+.......
 X2   .......
 _
 _
 _
 _
 V


The square marked < leads to the outside; V leads to the rest of the fortress; + is a door (passable and pet-passable); o is a lever.

So, I tell my dwarves to attach the two floodgates to the two levers. They run up to attach the first mechanisms to the floodgates, and this goes fine. They then bring up the second mechanisms for the levers, drop them on the levers, and...wander away.
The dwarf responsible for floodgate 2 was never heard from again. The one responsible for floodgate 1, however, adopted a little routine:

- walk north to the lab.
- stand in front of floodgate 1 (which is what he's meant to be hooking up). Remain here for several days, showing no interest in the lever, which is the only part of the assembly that still needs work.
- become thirsty.
- walk all the way back to base and drink from the well rather than drinking from the river just outside. This takes several days too.
- repeat from start.

He did this for a year and a half, walking endlessly back and forth between the floodgate and the well, completely ignoring the lever - he left the mechanisms sitting on top of it, but that's all. I tried various means of getting it done - digging new paths to the lever in case it was a pathfinding issue, digging a second path into the room behind the floodgate in case he wanted access to both sides of it, cancelling and restarting the job, assigning a different dwarf...nothing worked.

Eventually I lost patience and ordered the self destruct system activated, so I'm afraid that while I have a world file, I don't have a savegame.

toad-edit: code-tag

[ August 28, 2006: Message edited by: Toady One ]


14
DF Bug Reports / Dwarves won't pick up items on doors?
« on: August 24, 2006, 09:38:00 pm »
So, I have a farm. I cannot flood this farm because the door is jammed open by a pile of equipment dropped by a dwarf who was killed by a lizardman while holding the door open. His corpse has long since been interred, but his equipment is still there and the dwarves seem completely uninterested in actually moving it to the finished goods storage.

If I look at it, I see:

code:

(cave crocodile leather boots)
(iron chain leggings)
(large rat leather helm)
Sandstone Door
Slate Cavern Floor


And the door is { passable, pet-passable, open }.
It's been like this since early summer, and it's now next spring and interfering with my task of feeding my dwarves.

15
So, I'm doing a Reclaim on a flooded fortress, and in accordance with this bug I have them crack the main door. Most of the water duly dries up. However, some waves are left sloshing through the abandoned halls.
No problem, I figure, I'll just crack the inner bulkhead door as well and the waves will naturally dissipate. Not so much. Now the waves leave via the main door and become towering, apocalyptic tsunamis, leaving nothing alive in their wake as they sweep across the map.
A savegame is available if anyone wants it, either for debugging or for looking at the shiny.

-edit-

Screenshot (PNG, 376KB, 2400x6720)
Savegame (rarchive, 14MB)

[ August 22, 2006: Message edited by: ToxicFrog ]


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