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Topics - kingubu

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1
DF Dwarf Mode Discussion / Aquifer piercing
« on: August 29, 2014, 01:33:08 am »
Kav was asking me about how I get through aquifers fast and without build cancellations.  So I finally decided to make a video of my method.

http://youtu.be/_ewHfJw9HCw

Sorry about all the breathing noises.  I really should have had push-to-talk on.

To summarize, I use a two wide pump stack.  Pumping out of the hole into another hole in the aquifer.  Dig up/down stairs below up/down stairs to drain the aquifers down.  And then use a floor hatch to get through the last layer of aquifer and dig a drain underneath.

In the video, I dig through 7 layers of aquifer in about 10 weeks with the starting 7 dwarfs.

EDIT: Replace the twitch video with the youtube video
And here's the one for the single layer
http://youtu.be/vOR8fG4fhX8

And thanks again to the people who did the wiki page and the breakdowns of the method.  Saved me a ton of work.

2
So we can edit them and give them armor/shield.

They would show up on the uniform screen and could not be deleted. And would always include a pick/Axe/xbow that couldn't be removed.

3
DF Suggestions / New item at glass furnace: Worthless glass beads
« on: July 13, 2014, 11:26:27 am »
You trade them to indigenous "______ man" populations to make them go away.

4
DF Suggestions / New (o)rder screen option 'Dwarves All Detail Stone'
« on: July 11, 2014, 08:33:15 pm »
Similar to the Dwarves All Harvest/Only Farmers Harvest toggle.  The new options would be:

d: Dwarves All Detail Stone/Only Engravers Detail Stone
c: Dwarves All Build Constructions/Only Masons Build Constructions

Or it could be "Smooth Stone" instead of "Detail Stone".  I can think of arguments either way.

I was reading the thread complaining about the lack of Therapist and, for myself, the tasks I find Therapist invaluable for are turning on detailing for everyone to smooth then turning it off for the skilled engravers to engrave, and turning on masonry for everyone so I can get large constructions built.

Specifically, smoothing and constructions are jobs without quality levels and quite often done en masse.  Just like harvesting.

5
DF Dwarf Mode Discussion / I don't like to complain but...
« on: June 28, 2014, 10:38:41 am »
So there I was, trying to build a wall, like you do.  And they're standing in the spaces they're trying to build, like they do.  And I cancel the jobs and replace them a few time, like you do.  But they still won't stop standing on top of the tiles under construction.

So then I have a thought, "I can outwit these cheeky monkeys.  I am going to channel out the tiles the walls are going in.  Perfect!  Now they have no way to stand in the tile they're building. No way this can fail."

Then to show me how I am so not the boss of them, my three miners stand in the tiles they're channeling and fall into the water pit below and drown.

Well played, Urist.  Well played.


6
DF Dwarf Mode Discussion / Weird ammo picking up behavior
« on: July 15, 2013, 04:41:35 am »
Early fort, quivers, shields, crossbows, and bolts are built.  My leader goes to pick up a stack of bolts on the ground, and stands on them, then walks one sqaure away, then stands on them, the walks one square away.  It's like he keeps dropping them over and over.

Bolts aren't forbidden or anything.  Tried disbanding the squad and reforming it.   He dropped everything.  The starting trying to pick up those bolts again.  It's weird.  Never seen this before.  I'm just going to remove him from the squad for now.  Wondering if anyone had seen this before.

Edit: Ugh, it's not just picking up equipment.  I'm getting this weird looping behavior on other tasks too.  Going to try saving and reloading.

Edit2:  Nope he's in the militia too.  Something to do with equipment.  Going to disband them for now.

7
DF Modding / Exactly what is [BIOME:SUBTERRANEAN_CHASM]?
« on: July 13, 2013, 11:13:21 pm »
It's a tag that bloodthorns have, so I'm guessing it's dry caverns.  But I was wondering.  Because I don't remember seeing any actual chasms.

8
DF Gameplay Questions / Need to throw a dwarf off a cliff
« on: July 13, 2013, 05:06:53 am »
All I can come up with is a retracting bridge with a burrow, or a ridden mine cart derail  Any other ways?

I want him to drop straight down.  Basically I want him to follow some dumped food and booze.  And no cave ins, I don't want to punch through any floors.

9
In case you needed something to power 1000 screw pumps, I built this:


Underneath:


Screenshot of fps uncapped:


How it works:

  All tiles under the waterwheels are aquifer.  Water pumps from the left until all the water on the right is tagged as "flowing", then the hatch is closed so there's no more actual flow and no hit to fps.  The aquifer water keeps the "flowing" tag forever unless it's disturbed by digging or pumping of the water.  If that happens, just open the hatch until everything is running again.

  Waterwheels have to be built orthogonal to the pump to work.  I don't know why.  This is all powered by MAGIC.

  You can extend the design up, down, and right, if you need more than a thousand screw pumps powered. :) The sink water needs to be all one piece so the "flowing" tag can propagate.

  Oh, I guess you might want to power less than a thousand pumps.

Here's a minimal version that produces 75 excess power.


Under

3 channeled tiles
1 pump
1 gear
1 waterwheel
1 backstop. 

The red column stops the water exiting the pump ballisticly and making a mess.  You can hatch over the intake once it starts to save a little CPU time.  But the hit is pretty minimal with only 3 flowing tiles.

Here's the save if you want to play with it:
http://dffd.wimbli.com/file.php?id=7819

10
DF Dwarf Mode Discussion / Baby Rugby
« on: July 07, 2013, 06:52:45 am »
  So been playing around with dfhack and lua scripts and whatnot, and I accidentally set someone's pet to be slaughtered.  Oh crap, I think, but no big deal, they just drag the poor pet leopard to the butcher shop, and voila! leopard steaks.  His previous owner is still happy because the dining room and bedroom and booze are all good.

  Then I'm like, heck with it, and write another script to deliberately slaughter everyone's pets.  I'm thinking we're going to have a feast.  Turns out, they won't eat slaughtered pets.  Instead they take the steaks and whatnot to the nearest coffin and inter it.  Can't find an ETHIC for eating pets to change, so I'm a little annoyed at my failed plan.

  So I start thinking baby steaks.

  I set a random baby to be slaughtered and eagerly watch the job list.  So guy gets the job and I follow him to the barracks where he snatches one of the military dwarfs kids and heads towards the butchers.  Woo, step one complete.  But he only gets a few steps away and the mom runs and tackles him and takes the baby back.  She heads to some random old station order.  He chases and when she stops, he takes the baby and runs for it again.

  Long story short, they wrestle over this baby for a week before I get bored.  The mom, being in the military is much faster than him, so he never gets all the way to the butchers.

  I'm going to wait till she falls asleep and try this again.

11
Bobcats.

You get bobcats in the default embark with dwarfs modded to [USE_ANY_PET_RACE].

12
DF Dwarf Mode Discussion / Against Chld Labor
« on: June 19, 2013, 10:08:03 pm »
So I've discovered why it's bad to make children work.

I assigned a child to cut wood for the first time ever, because I'm tired of those snotty bastards wasting space.

He was kidnapped 45 seconds later and carried away my only axe.  Curse you karma!

13
DF Gameplay Questions / How to remove fishing/hunting
« on: June 16, 2013, 03:41:00 pm »
My forts are always drowning in food.  Is there a way to remove the fishing/hunting labors entirely?

I am getting tired of inspecting every migrant wave to turn these off all the time.

14
DF Gameplay Questions / Ant person gratitude?
« on: June 06, 2013, 01:18:35 am »
So this FB and this group of ant people fought in the caverns.  All the antpersons die except one, but they get some licks in.  The FB is pretty badly crippled.  The last antwoman and the FB face off and fight.

For the next three years.

A blood trail shows their fight traveled up and down 2 z levels and cross two screen of cavern.  Pretty epic, but whatever, and after three years I'm tired of my combat indicator always being red.  So I crack the caves open and send in the Fugly Force Five to kill the FB.  After he's dead, I send them after the antwoman, but I cancel after I notice she is no longer hostile.  She has, in fact, become 'friendly' in the units list. (as well as a Worker Ant Woman Elite Wrestler)

I guess my question is did killing her opponent make her friendly, or did she just look up and notice that everyone else was dead and was like, "hey new friends!"?

15
DF Dwarf Mode Discussion / Here's some useless science about eggs
« on: May 22, 2013, 11:19:28 am »
If you kill all the males after the eggs are laid, the eggs don't hatch.

Not sure exactly when the 'magic' happens, but it's longer than 6 weeks.  I'm guessing 3 months, but this knowledge is completely useless, so I'm not going to check.  Me go sleep now.


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