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Messages - Daris

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181
DF Gameplay Questions / Re: Injured dwarves won't go to hospital
« on: July 17, 2016, 11:07:10 am »
If they are unable to walk due to injuries, another dwarf will come haul them to the hospital.  You can check the jobs list for a Recover Wounded job to see who is responsible for this.

If they are able to walk, but just passed out repeatedly from pain, I don't see dwarves come to take them to the hospital.  They have to get their on their own, which means they have to heal somewhat first so that they stop passing out.  I don't know of a way to get a Recover Wounded job to generate on a dwarf who has working legs and feet, even if said dwarf is literally bleeding out from a severed arm.

182
DF Gameplay Questions / Re: Moving water for project
« on: July 16, 2016, 05:07:41 pm »
Let me start with first principles.

Spoiler (click to show/hide)

This pumps magma from the Input tile, which must be 1-z below the pump, to the Output tile, which is on the same z as the pump.  The yellow + is on the tile where the operator must stand in order to operate the pump.

Because I don't want magma going everywhere, I enclosed the output tile and the pump tile immediately next to it.  This is because fluids can go diagonally, and they will go diagonally to either side of the pump output if you don't enclose the pump tile next to the output.

However, you cannot fully enclose the business end of the pump, because that's where the operator must stand.  Nor do you need to.

The Input tile needs to be open, so that the pump can access the fluid below it.

eta: here's a look without all the fat words covering stuff up

Spoiler (click to show/hide)

183
DF Gameplay Questions / Re: Moving water for project
« on: July 16, 2016, 12:34:09 pm »
Fleeting Flames is correct.  Build another wall in this tile:

Spoiler (click to show/hide)

Then move your upper screw pump here:

Spoiler (click to show/hide)

pumping from the west.

184
DF Gameplay Questions / Re: Moving water for project
« on: July 16, 2016, 11:44:54 am »
Screw pumps bring fluid up from the level below them to the level upon which they are built.  So your first screw pump is pumping into a wall.  This setup could work if you deconstruct the wall immediately in front of the lower pump and extend the walls around the output tile.

185
DF Gameplay Questions / Re: how to deal with different sieges?
« on: July 16, 2016, 09:22:04 am »
You can capture weres without detecting them by setting up door lures near outdoor spawn points.  Build two walls in a funnel shape with a stone door at the small end, fill the funnel with traps, and wait.  How deep you need the funnel depends on whether you're going to catch trolls with it too; if you don't get trolls, it only needs to be ~4 deep.

My experience is that weres take longer to destroy stone doors than they remain in were form.  When they change back, you will receive a notification and they will be trapped as soon as they move to flee.

186
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 15, 2016, 10:07:40 pm »
That's cheating.

Pshaw.  Next you'll be saying that atom smashing one's enemies is cheating, or squeezing 60 rocs into one cage is cheating.  These are charming features that reflect dwarven mastery of higher dimensional space, not cheats.

187
DF Gameplay Questions / Re: Moving water for project
« on: July 15, 2016, 07:56:37 pm »
I might build a raised aqueduct to bring the water into the pool, so that I could deconstruct it afterward and have just the pool without the channel that brought in the water.

To accomplish, build a screw pump on the edge of the river, then wall in the outlet and continue those walls toward your pool.  As long as your gate is at least 3 wide, you can continue to use it while pumping in water.

When the walls end at your pool, build another screw pump to pull the water over the pool wall.  When satisfied with the water level, you can deconstruct the pumps and channel and clean up the mud with flooring.

From the side it would look like this:

Code: [Select]
        SS
SS_______WPPPW
RGGGGGGGGGGGGG

With R being your river, G being ground, ___ being a walled-in aqueduct, S your screw pumps, and W the walls around your Pool.

This presumes that your area is secure enough for your dwarves to spend a lot of time outside constructing and deconstructing things, that your gate is wide enough to run a wall down the center of it and still have usable space, and that you don't mind deactivating whatever security measures you have in/at your gate.  So, there are limitations.

188
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 15, 2016, 06:50:45 pm »
I think this sums up last season's goblinite donation.

Spoiler (click to show/hide)

EDIT: My strength patience has been broken - I seem to be cursed so I never find caverns!

Seriously, what does that entail again? I've already dug down  20 z-levels (2x2 staircase)...

Depending on your world's configuration settings, it can be pretty easy to miss the caverns with just a single staircase.  The defaults can produce caverns that are just a series of twisty passages with few open spaces.  I recommend using dwarven deep sonar to find them (make a 10x10 farm patch and move it around in the darkness until it changes color).

189
DF Gameplay Questions / Re: Cistern Security Questions
« on: July 15, 2016, 05:20:38 pm »
What I do is dig my reservoir (2-z deep) and a 2-wide path to the river/brook, without connecting it in any way to my fortress.  Since my reservoirs are always multiple z belowground, I put one raising bridge at the top of the path and one at the bottom.  Then fill the cistern to ~5/6 on the top cistern level, close both bridges, and only then channel a hole for the well.

Wells don't use water at a high rate.  When it's time to re-fill, it's sufficient to use the bridges as a water lock - open the top one until the space between is filled with water, then close the upper and open the lower to allow that water into the cistern.  At no point does any critter have an unobstructed path into the fortress, and it's low-tech.

You can build walls and floors over a brook, but doing so destroys the brook's surface which is generally undesirable to me.  Brooks are good fishing spots with no danger of the fisherdwarf falling into the water.  I do build over brooks but only to the extent it's unavoidable for courtyard security.

190
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 14, 2016, 06:10:09 am »
As the world approaches its 40th year, the city of Greatercrypts approaches the population that would qualify it as a metropolis, and so the dwarves have begun preparations to to receive their king.  Rooms have been cut, and are currently being smoothed so that they can be engraved.  The younger dwarves are eager to show off the artifact furniture they have made, although the seven founders have tried to gently warn them that Mistem Helpedearthen isn't a very paternal figure.

The slaughter of the trained rutherers, undertaken because the fort now has expert rutherer training knowledge, has brought the supply of meat back up to 11,300.  Therefore, all gathering and production of plants that can be eaten unprepared has been halted, so that the dwarves will eat up this mountain of meat.  Scurvy will be dealt with via fortified rye whiskey.

191
That did work.  So that is one solution for you, diglet.

192
DF Gameplay Questions / Re: Help me produce an heir
« on: July 13, 2016, 04:36:39 am »
If you want to go the DFHack route, just use the nb_family_affairs plugin to practice arranged marriages.

193
I try to remember that not everyone likes or uses DFHack, but sometimes I forget.

I just tried moving some water-filled buckets to the trade depot, and no dice.  Moving them to the depot did not empty them, and they arrived full of water.  Nor could the water be sold out of the bucket separately. 

Dumping the bucket (either with k-d or with d-b-d) didn't work - the water came along for the ride regardless of whether it was, itself, selected.  Dumping only the water and not the bucket was similarly ineffective, accomplishing no movement of anything.

194
They can be emptied with DFHack, if you're into DFHack.  One method is to use d-b-d to paint a "dump item" designation on the buckets, then autodump to some location.  The bucket and the water will be dumped separately.  The water will be an odd-looking item laying on the ground, and the bucket will be empty.

Workflow also has a "drybuckets" option, but workflow is such a pita to me that I avoid it.  I liked it better when drybuckets was a separate script.

195
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 11, 2016, 08:40:44 pm »
Greatercrypts was briefly ported over to the new PyLNP .43.03 version, until I noticed that very-threatening "items" entry at the bottom of the stocks list.  So we're still on .42.06 for now.

Our fourth melee squad is three-quarters filled, and we have three marksdwarves-in-waiting (waiting, that is, for a full squad before training starts).  There are still 40 children in the fort, and we haven't yet reached the designated population cap of 150, so it's only a matter of time before we have a full marksdwarf squad.  It's okay; history is long.

I deployed the orchard for the first time this past summer, and even with almost-untrained herbalists it produced hundreds of fruit.  The orchard is turned off again for now, and will be until all this fruit is brewed into fruity wines.  I don't know how good persimmon wine could possibly be, but multiple dwarves are really into it.  IMHO blackberry wine is far better than any other fruit wine, and dwarves will eat raw eyeballs so their tastes can't be trusted.

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