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Messages - Troas

Pages: [1] 2 3 ... 20
1
DF Gameplay Questions / Re: Making mud for farm
« on: October 13, 2014, 04:58:08 pm »
It's a lot easier if you can use underground soil as that doesn't need watering,  but if you have only rock here's how I did it:

Dig out a 7x7 area for the farm.  If possible dig this out on a level lower than your pond or brook.  Then in the middle of one wall dig one square out for a floodgate, a 3x3 water room, another floodgate, and a corridor to your water source.  Put in a door for safety then install two levers outside and connect them to the floodgates.  It will look something like this:
Code: [Select]
^ to water source ^
       W.W
       W.W
       WFW
      WW.WW
      W...W 
      W...W  Water room
      W...W
    WWWWFWWWW
 WWWW.......W
 WLWW.......W
WW.WW.......W
....D.......W Farm room
WW.WW.......W
WWLWW.......W
WWWWW.......W
    WWWWWWWWW

W=Wall
L=Lever
F=Floodgate
D=Door

If you aren't able to easily tap a water source like a brook designate a pond above the water room to fill it. Once the water room is full to 7/7 open the lower floodgate and the water will rush into the farm.  With 10 squares of 7/7 water you have 70 units of water to flood 60 squares (49 + 1 + 9 + 1) so you should get complete coverage but it is possible evaporation will hit before the corners are muddied. 

2
DF Dwarf Mode Discussion / Re: How can I force dwarves to use cavern water?
« on: September 22, 2014, 01:22:23 pm »
If you don't want them on the surface, a partial aquifer embark may meet your needs.  Channeling into an aquifer from above provides an instantly secure and forever clean fresh water source.

Oh wow, awesome. So all I need to do is channel down into a partial aquifer (which I have) from one square directly above said aquifer?

You actually want 2 z levels of water, or your well may give "water laced with mud".  This is easy if you have a partial aquifer - dig a small room below the aquifer edge, then channel a hole.  Breach your aquifer edge and let it flow down to the small room below.  Place your well above the channeled hole and it sees 2 z levels of water, so no muddy aftertaste!

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.10-r1
« on: September 07, 2014, 10:10:59 am »
Couple questions...

1. Is it possible to pause world generation and run a script in the middle of it? Namely in between when civilizations are placed and history starts running.
2. Has anyone played with adding noble positions using DFHack? It seems like all the pertinent information is there, but I am unsure how it would effect gameplay and if the position would be used by the computer or would even be usable by the players.
3. Similarly, Ethics, is there any effect on gameplay, changing them in game?
4. I know there is a quick way to find material id and index using df.mat_find (or whatever the function is, not at my DF computer right now), is there a similar way to find a creatures id and caste id? How about for things like leathers? (I am looking to be able to add and remove all the different types of items and materials from an entity using DFHack, and to do that I need to be able to find the correct indices for the things to add/remove).

for question 2:  The Dwarven Higher learning mod does this, although I don't think the librarian position has any actual duties.  The mod was created for 34.x but if you manually apply the raw file changes it appears to work in 40.x (I only use the medical ward part of the mod - I don't like the thought of subjecting patients to a surgeon with rusty skills).

4
DF Dwarf Mode Discussion / Re: Weirdest were-beasts?
« on: August 19, 2014, 08:04:16 am »
I had a were gila monster the other day.

I had one of those show up just after the second dwarf caravan arrived.  It managed to kill one guard, bite most of the others, and injected the caravan yaks with venom before it was incapacitated by the remaining guards and my two marksdwarves.  Then it turned into human and got curb stomped.  Luckily I had already done my trading, and none of the guards turned monstrous while on the map.  One yak lagged behind for over a month - the venom made it alternate between drowsy or unconscious so it would sleep for a day or two after every few steps towards the edge of the map.  I was fully expecting it to turn but I guess it just got envenomed, not bitten.

5
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: August 05, 2014, 04:37:30 pm »
I've started up a fortress and the elf caravan arrived.  They had some clay, a few animals, some clothing and wooden equipment, a bit of fruit, but no cloth.  I traded for the cages and fruit, gave them a few extra mugs as an offering to hopefully make the next caravan bigger, and sent them on their way.  Next year more of the same.  Plant based clothing but still no cloth. 

Do elves no longer bring bins of cloth, do they only do that once the caravan size grows, or are my elves just not interested in bringing me any cloth for some reason?

6
DF Dwarf Mode Discussion / Re: The best volcano breaching method ever
« on: September 03, 2012, 11:44:38 am »
I used the following method, which requires a corner:


+++++++
....  +
++▼ Ooo
+++ omm
++++omm


+ = stone
. = magma tunnel
 = channel
o = obsidian
O = where you carve your fortification
▼ = ramp down to the channel
m = magma

Make your tunnel to the corner of the magma pipe, then channel the other four directions adjacent to the corner, and one extra square for the access ramp.  Then carve a fortification in the corner.  The magma seems to preferentially go into the channeled areas first, giving your engraver time to retreat.

7
Using Vellum to make the books avoids depleting my few limited trees, and while leather isn't boundless like rock I usually have excess.  So the primary issue is that bones are now used in the medical ward, which I'd like to avoid.  I can work around it somewhat by placing the medical ward near the outdoor butchery area or creating a separate refuse pile beside it set to accept items I'd like to use for medical experimentation.


8
Have cadavers been removed in 2.2?  I finally got a 34.10 fortress far enough along to set up the medical ward and the create cadaver options don't show up.  Looking at the raws it looks like books and body parts are now required where your earlier version used cadaver parts and tablets.

Would restoring the old functionality simply require adding the old reactions back in the library_reactions file using the new format and a different shortcut key?

9
DF General Discussion / Re: Lazy Newb Pack [0.34.07] [V12]
« on: May 28, 2012, 08:46:19 pm »
you also want to change the following around line 35:

Code: [Select]
[BIND:ZOOM_IN:REPEAT_SLOW]
[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
[BUTTON:0:4]

10
DF General Discussion / Re: Lazy Newb Pack [0.34.07] [V12]
« on: May 27, 2012, 05:05:03 pm »
The laptop keybinding on the Lazy Newb pack seems to have problems with wheelbarrows.  I ran a diff check between the file included in the pack and vanilla and there were pages and pages of differences.  Most of the differences appeared to be simply relocations of blocks of bindings, but there were too many for me to easily sort through.

11
DF Dwarf Mode Discussion / Re: Good starting builds
« on: May 25, 2012, 10:33:04 pm »
I go with the following:

Mason/Building designer
Armorsmith/Brewer
Mechanic/Cook
Weaponsmith/Metalcrafter
Doctor (all 5 medicine skills at level 2)
Lumberjack (Axedwarf 5, dodge 2, Carpenter 3)
Broker (Negotiator, Judge of Intent, Appraiser, Pacifier, Marksdwarf)

1 male and 2 female dogs
Copper nuggets and casserite or hematite and flux stone
10x wood
>10x bituminous coal
5x leather
5x silk string/yarn
5x silk/wool cloth
one of each sand
assorted cheap meats
one of each milk
extra plump helmet seeds
One pick

Pause the game when you start, and assign your pick to the Broker, removing all hauling jobs.  set up food storage areas outside your entrance, and lay out your outside workshops.  Set the doctor to picking herbs.  While your broker learns mining you can get the food secure, burn 1 log for coke, and start smelting your ore into an axe, a crossbow and bolts and whatever other tools you need.  Make cheese then biscuits to free up the barrels - be sure to turn off cooking for plants.




Pause

12
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 28, 2012, 09:44:15 pm »


Any chance you could host this somewhere else, like the DFFD?  I'm not really comfortable giving my e-mail address out to websites when there's no logical reason to do so; they don't need my address to let me download a file.  I don't want my address becoming unusable because of spam.
[/quote]

http://www.spamgourmet.com

This is a free email forwarding service - it allows you to create unlimited temporary or semi-permanent email addresses, so you can create an email just for this website.  By default email addresses self-destruct after 10 emails, but you can modify that for anywhere between 1 and 20, and also set up dedicated senders - for example if you created filehosting.onetwentysix@somedomain.net you could specify that any email from filehosting.org does not "use up" one of the 10 emails, so this website could send you emails without having to reset the address.

And when the website gets hacked and a spammer gets the email address you can turn it off and create a new one, or if you do nothing it will automatically turn off after 10 spams.  Or when you get email from "Bank X", or "Blizzard" or "Bioware" addressed to that email you know immediately it is a spam.

13
DF Modding / Re: !!Weapons!!
« on: April 26, 2011, 10:26:01 pm »
The only thing that would have made Incendium usable would be some kind of Asbestos Gauntlets.

But anyone coming in from off-map, or in adventure mode, would not have been smart enough to use them.

Or perhaps nether-cap gauntlets?

14
DF Modding / Re: What can we mod vermin corpses to be useful for?
« on: April 26, 2011, 10:21:43 pm »
I've constructed a reaction to smelt vermin into bolts/ballista bolts.
Code: [Select]
[REACTION:VERMIN_BOLTS]
   [NAME:turn vermin into bolts]
   [BUILDING:KITCHEN:CUSTOM_SHIFT_V]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:100:5:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:COOKING]
Code: [Select]
[REACTION:VERMIN_BALLISTA]
   [NAME:turn vermin into ballista arrows]
   [BUILDING:KITCHEN:CUSTOM_SHIFT_B]
   [REAGENT:A:1:REMAINS:NONE:NONE:NONE]
   [PRODUCT:100:1:SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:COOKING]
Have fun shooting compressed squirrels at people!

I call it the Chuck Shot!

For some reason navigation at that site is FUBARed, so Here's the web.archive.org link and here are links to the remaining pages of the story:

page 2 page 3 page 4 page 5

15
DF Modding / Re: What can we mod vermin corpses to be useful for?
« on: April 26, 2011, 05:39:04 pm »
The Dwarven Higher Learning Mod uses vermin corpses to produce cadavers for medical dwarf training.

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