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Messages - Mostali

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1
DF Dwarf Mode Discussion / Re: Wrestling as start for military training
« on: January 30, 2018, 12:03:24 pm »
As many others here, I start my entire population training in Wrestling long before anything else.  I tend to have my entire citizenry on a one month per six month training rotation.  As quickly as I can, I equip them all with a helm just in case of accidents.  I add more armor over time until everyone is decked in at least iron.  Once I start noticing Proficient Wrestlers, only then do I give them a weapon.  Similarly, only once they are Proficient in Armor do I equip them with Shields.

As long as I've been doing this, I've never had a sparring accident.  Other than of course the Dodging/Teleporting through walls into open space and falling several z-levels.  That part sucks.

2
Perpetual orders, from the first post, don't cancel unless resources run out...

Hi there.  In the interest of keeping this thread as clear as possible, could you please tell me specifically what gave you this impression and I'll fix it.  As Bumber said, perpetual orders never cancel, and I think that's also at least worth adding as a FAQ.

3
DF Gameplay Questions / Re: Connecting a river to an artificial canal
« on: January 04, 2018, 11:24:55 am »
So I'm still unclear how or why you want pumps, but that part isn't actually important.  Let's just assume you have pressure to your satisfaction.

The exit:  Digging an exit to the map edge and carving a fortification is clearly optimal.  There are two types of flow, let's call them natural and artificial.  Natural flow is when water is connected to a map edge - such as an exit I've described or any river edge.  Any water on the same z-level as that map edge will have natural flow.  Natural flow is also consistently directional so water wheels don't falter when there's natural flow.  Artificial flow is harder to create and control - it comes from when water literally spills over from one tile to another.  Without natural flow, a water wheel sitting over three 7 deep tiles won't move or generate power.  You have to create a local imbalance in the water levels so that water spills from one side of the water wheel to the other.  Pumps at the end of your canal might achieve this, but you'll have to maintain some perfect balance of water levels gradually rising from the end to the beginning.  This is in fact the theory behind water reactor designs.

So again, my recommendation is to use natural flow with diagram B.  (And I still think you can forget the pumps).  It won't matter how you arrange water wheels then, everything will be powered.  If you insist on artificial flow, then you'll just need to experiment and constantly tweak the design.  You will likely need more like diagram A to keep water from rising to 7 and never falling.

4
DF Gameplay Questions / Re: Stairs
« on: January 03, 2018, 04:44:09 pm »
A quick fix is to designate a ramp at the edge of the room your dwarves are trapped in - that will be their way up.  On the floor above, designate a regular dig on a tile next to where the ramp will come up, and above a solid block.  This provides a platform for dwarves to use the ramp.  Then connect it to the room above if needed.  You can fill it in or wall it up later if you don't like the look.

I've accidentally trapped lots of miners, and the solution is almost always to just dig their way out and accept the cosmetic consequences of my error.

5
DF Gameplay Questions / Re: Connecting a river to an artificial canal
« on: January 03, 2018, 04:32:18 pm »
Hi.  First let me apologize for not directly answering your question(s).  I don't entirely understand your description or your picture.  However, I do have a pretty good grasp of flow, so I will make a recommendation based on your objective.  I'm going to assume you've read the wiki on pressure, flow, pumps, etc and so I'll try not to just repeat the info from there.

I'd recommend forgetting about pumps.  Pumps cause pressure, and pressure kills flow.  You're better off letting gravity and obstacles do all the work.  Don't just use a few obstacles, use a lot.  Most designs seem to like a few blocks across a channel - for a channel n tiles wide, yielding n-1 flow points - but I've found that to be too few to really get water flowing.  Instead, dig a channel four tiles wide with the center two alternating blocks and you can make as many flow points as you want, depending on space.  With one side pressured and the other not, you might be surprised how fast water fills an area with ten flow points.  The unpressured side can be open and should be able to support all the water wheels you want.

The part I didn't catch is what you plan to do for an exit, and that's the most important part.  If you're not providing an exit at all, then flow will be very difficult if not impossible.  If you can get your water to a map edge then flow will just happen.  If you can drain it into an aquifer or a cavern lake then it should work fine as well.  If you're trying to pump it back up into the river or loop it back into the canal again, then it can be tricky.  I've made it work and also failed to make it work - I think it's a matter of tweaking volume control.  I've never tried a 'portable hole', but I'd bet that would be a way to get flow in your canal as well.

As for fish, I have no clue.  I don't recall ever getting vermin fish in my artificial canals, but I also didn't really pay attention.  The consensus of a quick search seems to be what Patrik said - either the area will support them or it won't.

Hope that helps, good luck!

6
DF Dwarf Mode Discussion / Re: Dwarf dating booth
« on: December 18, 2017, 01:06:25 pm »
How about Levers?

7
DF General Discussion / Restarting... again
« on: December 15, 2017, 01:29:45 pm »
Just seeking general advice.  I've taken a long break - like 9-10 months - and I want to try the new build.  I'm somewhat paralyzed though.  I've gone to the world creation screen several times and I sit and look at it for several minutes, then wander off to do something else.  My inner voice keeps saying, 'just make a world, save it, embark, save it again, then just play - you'll get ideas'.  But it hasn't worked so far.  I guess it's very similar to writer's block.

Anyone else had this?  What did you do to get past it?

8
DF Gameplay Questions / Re: Overlapping leisure zones
« on: April 10, 2017, 11:58:58 pm »
In this fort I'm running now almost everybody knows everybody else.  I'm doing a lot to encourage relationships, but I'm pretty sure that all of my efforts are dwarfed (pardon the expression) by one key ingredient:  Any time five or more dwarves "socialize" in the tavern they break into a dance.

Three of them get into a line - one singing and two simulating instruments - while the rest dance in a 7x7 ring nearby.  There is pretty much a dance going on all of the time.  I tried expanding the tavern to see if I could get more types of dances, but it's just the same one all of the time.  I've seen as few as two dancers and as many as ten.  Sometimes it only lasts a few ticks and other times it goes on for days.

So all this dancing seems to work well to get dwarves to recognize each other and eventually move up to friends.  But I've still had no luck beyond that for any but the original seven.

9
DF Gameplay Questions / Re: troubles with building musical instruments
« on: April 10, 2017, 05:06:45 pm »
To add to YetAnotherLurker's point about pieces being hauled, a piece can also end up in a bin making it inaccessible whenever anything else is being put into or taken out of the bin.

10
DF Gameplay Questions / Re: I have no exported wealth?
« on: April 08, 2017, 11:32:08 pm »
*sigh* I'll see if my tileset still works in 42.06.

You might also try digging through the forums around that time period to see what workarounds people came up with.  I seem to remember being able to change certain raws settings so that goblins would invade and human caravans would show up.

11
DF Gameplay Questions / Re: Overlapping leisure zones
« on: April 08, 2017, 02:25:07 pm »
This is probably what I read at some point.

From the previous recent discussion on marriages, I want to burrow 8 dwarves - three lover pairs and one married couple.  I want to overlap zones in a very small room to maximize contact.

12
DF Gameplay Questions / Re: How do i use pots?
« on: April 08, 2017, 02:21:28 pm »
Yeah, that didn't work as expected, because pot and barrel are the same thing in the settings, so it's impossible to make pot storage. Well, at least there are other solutions.

"large pots/food storage" under "type" may be misleading, it doesn't include barrels.  Barrels have their own entry.  It is possible to separate empty barrels and empty large pots by storage facility.

It's also possible to guarantee large pot usage in brewing by linking a large pot stockpile to the brewer, and that's because the container is part of the reaction.

What isn't possible is to prefer large pots over barrels in food storage by using stockpile settings.  The "Max Barrel" setting doesn't distinguish between barrels and large pots so haulers will just grab whichever they decide is more convenient.  A link from a large pot stockpile to a food stockpile is unlikely to help.  It might, I don't know that it won't for sure.  But stockpile-stockpile links are not exclusive in the same way as stockpile-workshop links.


wouldn't "Take only from links" fix that? OR is that DFhack-only sorcery?

That only affects what is stored in the stockpile, and since containers aren't the object being stored then it doesn't work for deciding what containers to put food into.

For example, if you "take only" link from a large pot stockpile to a food stockpile, then nothing will ever get stored in the food stockpile.

Another example, if you "take only" link from a large pot stockpile and a kitchen to a food stockpile, then the food stockpile will only ever take from the kitchen and the kitchen will only ever give to that food stockpile.  But when the decision is made to store the food in a container, anything goes.

13
DF Gameplay Questions / Overlapping leisure zones
« on: April 08, 2017, 12:05:55 pm »
I seem to remember there being some issue with overlapping taverns, libraries, and temples.  But I don't remember what the issue was or where to find the discussion.  Does anyone remember?

I want to burrow 8 dwarves with their bedrooms and their workshops plus one room that overlaps a barracks, tavern and temple.  I suppose I could just try it and see, but I'm in no hurry so I'd rather plan it first.

14
DF Gameplay Questions / Re: I have no exported wealth?
« on: April 08, 2017, 11:59:00 am »
Quote
Dwarf Fortress 0.42.06 Released
« on: February 10, 2016, 05:56:51 pm »
Major bug fixes
   (*) Counted exported wealth properly again (old saves will start counting w/ next caravan that leaves)

So close.  This was fixed in .42.06

15
DF Gameplay Questions / Re: I have no exported wealth?
« on: April 08, 2017, 08:59:23 am »
What version are you playing?

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