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Messages - AdeleneDawner

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1
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 09, 2014, 11:04:02 am »
Can I somehow explain to my civilians that there's no way zombies are gonna get through the wall, so they can stop freaking out and go on harvesting my aboveground crops?

Not as such; you'd have to arrange it so that your civilians can't see them, which would involve doing construction work to block whatever line of sight they have, which is generally not possible aboveground without putting them in the line of sight and having them freak out and abandon the construction jobs. (Belowground, you can cave in some stone through a floor - it's not the most elegant option, but it's at least possible.)

Is your wall made of fortifications, by the way? If it is, they're actually not completely unjustified in running away; things with ranged attacks can attack through fortifications, and they don't know that the zombies don't have one. Generally you just want regular walls, for building with; nothing gets through those.

2
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 09, 2014, 05:36:16 am »
Healthcare is really low priority...

Unless it's lower priority than 'no job', that obviously wasn't the problem.

3
That's probably the wheelbarrows, actually. A stockpile without any wheelbarrows them will generate as many hauling jobs as there are empty tiles; a stockpile with wheelbarrows assigned to it (meaning both that it has its wheelbarrow number set to something greater than zero and that at least one wheelbarrow actually exists and is associated with the pile) will only generate as many jobs as there are wheelbarrows - and you can only have three wheelbarrows assigned per pile, no matter how big it is.

This doesn't mean you shouldn't use wheelbarrows at all, just that you have to set it up correctly: instead of one large pile, make lots of smaller piles (minimum 6 tiles, since the tile the wheelbarrow is stored on doesn't count as an empty tile and won't generate a job), and set each one to use the maximum of three wheelbarrows.

4
DF Dwarf Mode Discussion / (tame bat) has flown its way out of confinement!
« on: February 28, 2014, 08:50:19 pm »

Since when does that happen?

The bat isn't my bat - the elven caravan just arrived, and it came with them. Even so: What??

5
DF Dwarf Mode Discussion / Re: New player with butchering problems
« on: February 26, 2014, 10:09:05 pm »
Animals killed some other ways can be butchered, too, but ones that starve or die of old age can't be, and there might be some other sauses of death that have the same effect.

Pretty good chance it's something like that, though. Also I vaguely remember something about the corpse having to be aboveground? I'm not sure that's from this version if it was ever a thing at all, though.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 26, 2014, 12:22:31 am »
I just got the magma forges set up, finally, and became a mountainhome within the same season. Next up: Going for some candy.

7
DF Dwarf Mode Discussion / Re: Complicated Magma Pump Stack question
« on: February 25, 2014, 01:56:50 am »
The answer to your pump stack question is that the game doesn't see a pump stack as a single entity, but as many small interacting ones: the magma will only be affected by the pumps it's actually interacted with, not anything higher in the stack.

There are other ways to approach the problem, though - I'd probably run power between the tiles underneath the output (impassable) squares of the two pumps, for example.

8
DF Dwarf Mode Discussion / Re: Moving chained creatures
« on: February 23, 2014, 12:14:59 am »
I'm a bit surprised that they don't show up, but since they don't: surround them with cage traps, attach the chains to levers, and pull the levers.

9
DF Dwarf Mode Discussion / Re: eating sentients
« on: February 22, 2014, 06:20:07 pm »
Try a quantum refuse stockpile?

10
DF Dwarf Mode Discussion / Re: How to recall miner??????
« on: February 20, 2014, 02:57:43 pm »
Yep, he's trapped all right. An upward ramp needs to be next to a wall tile on the same level as it, with an open floor tile on the level above that wall, in order to work, and none of your ramps have that. (He also couldn't actually walk down that setup; he fell down each level as he dug it out.) The easiest way to get him back will be stairs: just designate a column of up/down stairs (which are a different thing than up stairs or down stairs - up/down stairs allow for travel in both directions, up stairs and down stairs don't) next to where he is now and connect that back to your fort. Also, if you're right over magma, you'll probably want to designate the very bottom one as an up stair rather than an up/down, so that no magma monsters can get into your stairwell, though walling up the exit once your miner is back in the fort will also keep you safe.

11
DF Gameplay Questions / Re: Newbie Help
« on: February 15, 2014, 10:26:05 pm »
heavy crossbows (copper, steel, iron)

Silver. The metal you are looking for is silver.

12
DF Gameplay Questions / Re: Building a Dam?
« on: February 15, 2014, 05:24:39 pm »
Nope - constructed walls deconstruct when they cave in, so you'll just end up with a bunch of rocks in your river.

What I usually do is build a little two-wide bridge, put a line of pumps on it to pump the water back against the flow of the river (wall in around the pumps' output so the water can only flow back out through the river intake tiles rather than spreading all over; optionally put one or two windmills on top to generate power, no mechanisms necessary since they're right over the pumps) and then put a line of floodgates in once it's dry enough and deconstruct everything else.

13
DF Gameplay Questions / Re: Getting a minecart out of magma
« on: February 15, 2014, 12:14:11 pm »
For the benefit of any future searchers: I added a pump to clear some of the magma out of the section with the track, and that got my cart to come back up. I still wonder if we're meant to have to do that, though. (In particular, the pump is pulling from the square with the roller on it - I don't know if that makes a difference or if pulling from the ramp would work as well. I also haven't tested whether the cart will load if the pump is on; I assume it won't, or at least not reliably.)

14
DF Gameplay Questions / Getting a minecart out of magma
« on: February 15, 2014, 09:57:21 am »
I'm trying to haul magma up to my fort, and my minecart is stuck. How is this supposed to work?

My current setup uses a roller on the highest setting in the tile next to the ramp up out of the magma and an iron minecart. (Here's a picture.) In testing, before I flooded the loading area, the cart popped back up out of the hole without a problem, but now that it's flooded, the cart is mostly just flashing back and forth between the roller tile and the ramp tile. Interestingly, it did get out once after being loaded, and was brought up and dumped as planned, but I'm having trouble repeating the trick, and according to the wiki this shouldn't be happening at all - if it worked once without magma it should work again any time I want it to.

Help?

15
DF Dwarf Mode Discussion / Re: Why is my game crashing?
« on: February 11, 2014, 07:13:12 pm »
Wow, that's a lot of spiders. And track stops.
Your meat intake minecart disappeared. Deleting the route seemingly fixes the problem. Assigning other cart (not none) usually fixes it as well.
This is the only reason I get crashes these days.

I am a fan of both giant spiders and quantum stockpiles, yes. ^^

And, hmm. I just sold all my extra minecarts off, and apparently that one got sold too, which is pretty weird. Deleting the route did work for me, though. Thanks!

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