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Messages - PatrikLundell

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10651
DF Gameplay Questions / Re: Starter armour
« on: March 02, 2015, 03:57:25 am »
Current setting.
Also, clothing + armor = mess, still.

10652
DF Gameplay Questions / Re: Beds
« on: March 01, 2015, 04:31:34 pm »
I'm not sure I follow you completely.
Bedrooms are either "private" or dorms, and private ones can either be left free for any dwarf to claim or be assigned manually. If you want them to share the beds I think you need to make it a dorm (although the wiki warns about freeloaders hogging hospital beds). In addition to this, beds are frequently found in barracks and jails, but I have no idea what happens to undesignated beds (e.g. building a bed in the mess, but not making it into a room. Beds built in a dorm [but not designated as rooms] were slept in as intended when I last built one).

According to my understanding, your description should lead to 12 dorfs claiming these beds, which would cause those dwarves, but no other, to sleep in these beds (apart from any spouses). That should be visible by looking at the bed/room description (or in the rooms list).

10653
DF Gameplay Questions / Re: Admin mode?
« on: March 01, 2015, 04:16:44 pm »
Don't think administrator would help as I think it's caused by bugs in the game rather than blocked access to computer resources. Save often, is my best advice (On the good side, I have yet to suffer a corrupted save, even though a sensitive time is while saving: a fair number of crashes the, both lossy and lossless). There are some tree related things that cause crashes reasonably reliably (like building up in the branches), but I haven't found any pattern in my crashes.

10654
DF Gameplay Questions / Re: What's up with clown pathing?
« on: March 01, 2015, 03:55:46 am »
Delirious, I think...

Semi molten rock seems to obliterate anything that falls on top of it (at least when falling through magma; I haven't experimented with any falls through air), but there is a method (described on the wiki) to obsidianize the magma flow layer that always lies on top of it (if SMR isn't in direct contact with rock already). Also, SMR can be dug through from below under certain constraints, but that is not very useful in itself, though.

10655
DF Gameplay Questions / Re: Workflow command
« on: February 28, 2015, 12:01:11 pm »
I'd think twice about doing that, because there is a bug that causes random jobs to be "forgotten", i.e. visible in the jobs queue, but never assigned. I had a hell with workflow because of that, since the repeat jobs ended up just sitting there without ever being performed, until I removed them and recreated them, so I never knew if they were just slow in getting to the jobs when idle, or the bug had struck. The bug seems to be triggered by a high overall workload, since I haven't seen it much since I let most of my fortress idle, but when running everyone at almost full capacity it happened all the time. A lost job never recovers. I have a half built paved road segment since over 10 years, for instance. This bug was introduced in between 0.40.19 and 0.40.23 (I encountered it in .23, and it continued to happen in .24).

However, I think typing "plugins" in the DFHack window will list the available plugins, and it's probably called workflow. I think just typing workflow will get it to tell you what parameters it takes.

10656
DF Gameplay Questions / Re: What's up with clown pathing?
« on: February 28, 2015, 11:48:31 am »
Up/Down staircases (and presumably down only as well) "leak" diagonally downwards, i.e. a creature one tile below to the side (both directly above/to the side and NW, NE, SW, SE) can path into such staircases. Thus, if you leave the staircases built when dealing with magma flows in place there is a path into (and out of) the sea on the magma side below the staircase (unless the magma flow was perfectly flat, in which case there are no tiles available below). I think that removing the staircase will still leave a hole if the staircase is removed after obsidianization of the magma flow tile, because the tile below becomes roofless (only explanation I have to why I got invaded by fire imps), so these tiles need to be tiled over with a floor or wall to plug the security breach (I assume an up only staircase will do as well).

The above is one possible explanation, but it might not be the only one.

10657
DF Gameplay Questions / Re: Uniform fails
« on: February 28, 2015, 03:25:57 am »
I've given up on mixing clothing and armor, and just assign armor pieces plus a cloak (it's said cloaks provide some face protection not provided by armor), because the dorfs stuff it up when clothing gets into the mix, as well as causing them to desert to pick up new stuff more often.
Mixed ammo, or even a reasonable number of bolts, doesn't work currently, and marksdwarves charge suicidally with a wildly swinging crossbow when they run out of bolts, refuse to move even a single tile to get into range to instead sneak off to train when ordered to attack, so their value is questionable.

10658
One possibility is that the spam comes from attempts to get stuff from the cavern, but something stopping them. Burrows tend to generate huge amounts of spam, but there are some other reasons (poorly understood by me, at least) for it as well.

I'd try to forbid everything in the cavern with 'd' 'b' 'f' and then block select from below the lowest to above the highest cavern level. This should forbid all items in that region (you may have to manually unforbid any cage traps caught in the process). You can unforbid the items either as a region command or on an item per item basis if you want to get at them later.

I'd also try to close off cavern access completely with closed drawbridges (you should build those anyway, for protection) to see if the spam stops.

10659
DF Gameplay Questions / Re: Pumps, Oceans, and Pressure
« on: February 27, 2015, 04:30:57 pm »
Interesting mechanism, but it sounds like it could save a lot of computations.

10660
DF Gameplay Questions / Re: Steel door
« on: February 27, 2015, 04:26:06 pm »
Well, I DO have trade access to steel and pig iron (humans and elves rarely survive in my pocket universes), but I intentionally embarked in a metal free area in a metal scarce universe, and I've decided to use only goblinite (and adamantine), with the exception that i buy crap metal (like gold) from caravans to satisfy strange moods and any special noble demands [the bronze bed for the mausoleum requirement in my previous fortress was unfair, in my view]. The goblins bring copper and silver, while the undead brought bronze (long time since they showed up last, though), and sadly, no kobolds. And I've actually gotten hold of a huge amount of adamantine (>1500 wafers), but then I've already reached retirement time (don't think there is anything of interest left to do: the goblins do not seem to advance in their sieges, just the same donation expedition once or twice a year. The caverns are gummed up by excessive tree growth and camping critters. The clowns have stopped rushing to their death [well, there is a bunch camping in my clown connection tunnels]. I think I may have used up all titans, and it was a long time since I saw any FBs [I did have 5 at the same time once, though]).

I've never explored magma pistons, but have minecart and impulse ramp experience (100+ level roundtrip tracks in two different fortresses, plus a rail gun that never saw use in a previous fortress), as well as magma and water pump stacks.

10661
DF Gameplay Questions / Re: Storing booze in large pots
« on: February 27, 2015, 03:49:58 pm »
Yes, wooden pots work like rock pots, apart from being lighter, subject to destruction by fire (but why let fire in that far into your fortress?), and probably gnawing by vermin like demon rats. Featherwood is very light, though...

10662
DF Gameplay Questions / Re: Steel door
« on: February 27, 2015, 04:45:20 am »
@Niddhoger (any relation to the snake?):
I know of magma safe materials, but the problem is that the only way to move magma to an overland trap with a reasonable amount of effort is to carry the magma in a mine cart, and you cannot make one out of glass or stone. My attempts to use nether-cap mine carts have failed as well, since pushing a cart through magma to scope some up apparently is considered to be "throwing into magma", causing the cart to vanish immediately without a trace, and a loading station where magma is pumped onto the square containing the cart [works fine to load water into carts] causes it to be severely damaged at the least.

10663
Still not convinced, since I'm fairly sure the cow wasn't biting the dwarf. A cow goring the dwarf with the horns ought to be able to punch a hole in the helmet, and the kick of a cow can carry a fair punch as well.

10664
DF Gameplay Questions / Re: The new stress system
« on: February 27, 2015, 04:29:53 am »
Stress is a value that I think is just pushed up and down by events, so I think this particular dwarf is on her way down to normality from a rather high level. If you're using DFHack you can see the stress level value from the enhanced unit screen.

If someone is particularly sensitive, I'd remove them from refuse hauling, at least during siege cleanups. I generally don't care that some of them freak out during corpse hauling, as long as the overall stress level for the dwarf isn't too high.

I can think of two ways to reduce corpse hauling stress overall:
1. Use cage traps, strip the captives, and then pit them into magma (or even just a very deep hole). Some will try to escape while being pitted, so you should have your militia stationed to kill them (which results in corpse hauling, but still fewer corpses than if you just butcher the attackers).
2. Clean out the attacker tunnel with magma to burn away the corpses. That has the negative side effect of depriving your desperate dwarves of their hotly desired loincloths, and will also destroy non iron goblinite, I believe.

10665
I'm not sure about the caravan waiting. I've accidentally kept the trade depot entrance closed when the caravan arrived, as well as having trees block the entrance, and that resulted in a message that the wagon bypassed me, but the beast haulers still arrived to generate a reduced trade (incapable of carrying off all the socks worn out during the previous year, though).

Early on (0.40.13 or something like that) I deliberately kept all entrances closed when the caravan arrived, thinking I could open them up when the caravan arrived, but they immediately bypassed my inaccessible site instead.

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