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Messages - DwarfRaiden

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1
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 14, 2011, 01:32:52 am »
Morning guys,

is there a way to confirm a metal is present in any embark area? I read here about some pre-embark screen, you mean the "find desired location" filter and its results? But that gives me only Shallow metal(/s) and Deep Metal(/s). Doesn't say the ground is filled with tetrahedrite and galena... For that I always have to embark, 'reveal' and 'prospect'.

and its painfull to abandon the fortress after that and start a new filter search and again and again.. and especially if the process involves placing notes onto the map itself where I've been looking already...

Is there any other way to find me iron and flux in one go?


2
is it possible to use this tool to designate separate low value, (2-10), mid (15-20), high (25-30) and rare (40-60) stockpiles on separate places with a blueprint? I hate to always set up these stockpiles myself to see what my dorfs found in the deeps. If so, can you tip me about the script?

This is possible using QF's aliases.txt and a #query blueprint. Look at the included aliases.txt aliases 'artifacts', 'noartifacts', and 'junkgoods' to get an idea of how you do this. Also look at the Blueprints/TheQuickFortress/basic-*.csv blueprints to see an example of placing stockpiles in one blueprint and adjusting them in another.

THanks, that sounds easy enough, Ill take a look!

3
Hello,

is it possible to use this tool to designate separate low value, (2-10), mid (15-20), high (25-30) and rare (40-60) stockpiles on separate places with a blueprint? I hate to always set up these stockpiles myself to see what my dorfs found in the deeps. If so, can you tip me about the script?

4
I'd like to contribute to thsi thread by asking similar question - salt water vs freshwater. I think I have seen only salt water in my maps so far, because i never manage to designate a drinking source succesfully. Tried the empty space above pool, tried the bank of the pool, tried even water itself nothing. THen I read tha twater pump does desalinize the water and so i built an underground pool and filled it with water from pump. It went salt again because the pool was carved out.

SO i built a cistern - a huge wall encased floor that is filled with water from top. still couldn't designate a water source.

And all my wells indicate salt water in it too..

am confused.


5
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 06, 2011, 03:07:49 am »
Hello Fellow constructors, I'm having a huge problem with world generation and that si finding a world that I would like.

THe problem is the distribution of metals/stones in the map. I hate when a map does contain metal/ore clusters in every map tile (i mean the 1x1 tile in say 4x4 map)in a given z-level with large oval shaped clusters per every tile. I totally hate it to reveal the map and see 16 oval shaped clusters per z-level.
Is there any other way to mitigate this rather than generating ultra tiny biomes and finding a spot that has this variety (ie biomes 1x1 with no metals scattered around some that do have metals in the deep) by itself?

And if this is the only one, can someone post a suggestion onto how to attain this kind of world (otherwise basically general world)?

Second thing, how to generate waterfalls, and how to actually locate them? I know TABbing while inspecting the site before embark, but even though i follow rivers up the mountain, tehy do stay at the same z-level eveyrwhere i looked! Weird.

THanks for advice.

6
DF Gameplay Questions / Re: Stone type management
« on: May 20, 2011, 10:50:36 am »
I'm not sure why it would matter whether the workshops were built of blocks or rough stones (so that if you wanted to forbid a type of stone it wouldn't forbid the workshop, I suppose?), but the locked door plan seems fine. I think burrows are also a commonly used method of controlling the materials a particular worker uses; it requires a bit of initial setup, but should be pretty automatic once it's running.

If a worker is assigned to a burrow that only contains a workshop of the correct type and a stockpile of a particular material, I think the worker will only use materials in the burrow when taking a job. You would need to also put some food and drinks in the burrow or periodically remove the worker from it so that he/she wouldn't die.

Exactly that is the case mentioned in wiki, I'm trying to prevent.

Cheers

7
DF Gameplay Questions / Re: Stone type management
« on: May 20, 2011, 10:49:49 am »
Is it possible you're doing a digging project underneath the workshop? I've found masons tend to use the closest stone *in a straight line from where they're working*, so if you're doing a digging project, the mason might 'see' the stone three z-levels under him as closer than the stone in the stockpile, even if he has to trek 3/4ths of the way across the fortress to access that stone.

Stone pile removed, and the mason did bring one stone with him to do the work. But then he is using the stockpile nearby correctly. I don't have manager yet in this map to see if I can sort out the first stone as well, but it seems i'm on the right track now.

Thanks.

8
DF Gameplay Questions / Re: Stone type management
« on: May 20, 2011, 10:42:14 am »
Is it possible you're doing a digging project underneath the workshop? I've found masons tend to use the closest stone *in a straight line from where they're working*, so if you're doing a digging project, the mason might 'see' the stone three z-levels under him as closer than the stone in the stockpile, even if he has to trek 3/4ths of the way across the fortress to access that stone.

I've got a huge 16x16 stockpile 1 level above. I'll try to sort it out and test it.

9
DF Gameplay Questions / Stone type management
« on: May 20, 2011, 10:30:23 am »
Hello,

I'm trying to manage what stones get used for a production. So I've created isolated rooms with stockpiles, and mason's workshop that have only one door that I intend to lock with a dwarf inside. The stockpile will be filled in with a certain stone type only of course.

While I was reading wiki, i found out that its a good idea to build the workshops from blocks instead of rough stones. So I started to rebuild the workshops with one producing the blocks already. I found out that the mason is bringing the stone from a far away stockpile rather than using the one filled with DOLOMITE just beside his shop. If the dwarf was locked in his room, he was using the stockpile of dolomites, but as soon as the door got unlocked, he was running away again to pick various assorted stones to finish the job.

Seeing this, I'm quite afraid that my management plan is about to fail and the dwarf will bring a stone with him to start working on a batch job.

As a clarification, I have pretty much the standard embark settings in the Z / stone menu. Dolomite is green - enabled for all uses.

Any advice is welcome.


10
DF Gameplay Questions / Re: Dwarves stucked in the open grass.
« on: May 20, 2011, 10:04:47 am »
Just to clarify, it is impossible for that to have been a brook[/b], as brooks in DF have walkable surfaces and it is impossible for large fish like carp to live in one.  What you have is a [url=http://df.magmawiki.com/index.php/Stream]stream or river[/url].

Indeed it is a river.

As for how your dwarves got on the other side of said river, my only guess is that those dwarves on the other side were a migrant wave that spawned on that side of the river, and you only noticed them when they started to get noisy.

I was right this time. Next winter, portions of the river got frozen, dwarves started to roam all over the place.
They weren't migrants as one of them was from original embark, that is why I wanted him to live so badly.

Mid-spring 253 and no deaths as of yet. Of course, I play with no invaders this one particular map, or there would be plenty...

11
DF Gameplay Questions / Re: Dwarves stucked in the open grass.
« on: May 20, 2011, 01:48:44 am »
A wooden bridge over the brook solved the problem.

In retrospective, I think that the dwarves ventured to the other side during a short period when the brook was frozen. Its strange though because it appears to be perfectly passable... Anyway, dwarves now drinking their wine and should be fine. For their bravery they are getting private bedrooms firsthand.

12
DF Gameplay Questions / Dwarves stucked in the open grass.
« on: May 20, 2011, 01:11:47 am »
***** spoiler alert ****

Hello, I'm new to this game, completed few tutorials and followed some video tutorials on youtube. I'm basically able to start up a fortress up to a moment when entering underground caves and getting magma for furnaces is needed. I'm confused by following situation:

My early fortress run out of booze and dwarves went to drink from a nearby brook. The brook has some carps in it, and the dwarves choose to venture to the other side of the brook. Then I got a couple of alert messages about cancelling the drink , and few moments later the dwarves cancelled their next choice of action as well. ( drop-off inaccessible). Later they tried to give water to each other but were lacking a bucket. Ever since then, the three unfortunate dwarves are standing still in the middle of the open space doing nothing. THeir happiness is 40 or so, and they might be close to death.

Any suggestions how to solve this problem without losing them?

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