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Messages - Fleeting Frames

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376
DF Gameplay Questions / Re: My Dwarves have stopped working
« on: November 25, 2019, 07:35:39 am »
Hm, could it be something like repeated attempts to give water immediatelly cancelled resulting in No Job? Recently saw a case where whole fortress stood idle due that, fixed it by disabling all labours but mining on a dwarf and having them go to caverns.

377
All of those would need dfhack.

378
DF Gameplay Questions / Re: Any use for wild animal people?
« on: November 24, 2019, 08:28:49 pm »
In vanilla, pretty much nothing - would need pet tag to even approach usefulness, and that's still buggy. You can use them in pits where you drop goblins and they'll gain combat skills unlike regular rattlesnakes, so there's that.

And eh, I'd guess she'd just run away scared, but could.

379
DF Gameplay Questions / Re: How do I copy/paste dig designation?
« on: November 24, 2019, 08:25:36 pm »
Theres gui/stamper in dfhack. Or linked here if you want later versions/are playing on pre-inclusion version.

380
DF Gameplay Questions / Re: Crafting Questions
« on: November 24, 2019, 03:44:45 pm »
You can prevent them using whatever bag for collecting seeds by having no path from bag to seeds i.e. isolating your farmer/brewer like they're a vampire, with solid food need being met by meat/fish.

381
DF Dwarf Mode Discussion / Re: New DF video series on Youtube
« on: November 23, 2019, 03:02:10 pm »
I'd guess you're overthinking it, LW. Can just separate clown car into parts by using snaking ramp u/n bends and retracting bridges on ramp tops once they're nicely inside. Once ready, use smooth+carve while standing on ramp to convert one 3-tile pod into silk farm silk source cell, or digging on ramp to send the webber clowns into already setup farm.

Also if you annihilate the car the filter can be simply "occassionally kill all non-webber clowns who stand in front of artifact furniture", don't need to build webber/non-webber detection (though I guess that is not impossible).

(It'd be somewhat more complicated if parts of the car you needed decided to not roll upstairs, though.)

382
DF Dwarf Mode Discussion / Re: Massive Floating Glacier and River Freezing
« on: November 23, 2019, 02:53:43 pm »
Regarding melting river source tiles, if you're on a mountain, can make map edge drain underneath. I've done it on a mountain/brook/volcano embark before.

You can also use water generation plant during the freezing part of year.

383
There is an architect step involved, yes.

384
On this note, doors get stuck open when there's an item in the way and have to get another close signal to close; floodgates close as soon as there is no blockage, once they've been told to close.

You can always link the wall grate to the lever or pressure plate if you think you may need to open it to retrive a child.

385
DF Gameplay Questions / Re: [Dorf] is currently more... something something
« on: November 23, 2019, 06:38:09 am »
Clarification: the tragedy-hardening ("don't really care about anything anymore") is applied when seeing a sentient die, but that's different thing from Discipline and trauma.

Trauma is, well, what doesn't kill dwarf may make them into an utter rage-filled lunatic about to snap or impervious to stress. Random is random.

386
DF Dwarf Mode Discussion / Re: Monoramp wagonry
« on: November 23, 2019, 06:27:46 am »
Yeah, it works, see the screenshots - heck, it doesn't need to be 90° turns, can be any orientation. But ramps have to be constructed because when you dig out 3x3 tiles surrounding a natural ramp, the ramp disappears.

As to why, it seems the "open back" is important part for this - I'm guessing ramps have some workarounds for traversing diagonal mountain terrain (can entirely lack 3x ns/ew ramps there).

E: Now for some octoramp wagonry:

|| ||

||

All the blood thorn floors in red must be floors and not walls, otherwise it will not function. (I suppose you could make the center tile grate above a peahen, but that's besides the point of messing with wagons.)

387
DF Gameplay Questions / Re: [Dorf] is currently more... something something
« on: November 22, 2019, 11:55:08 am »
Rudeness is from alcohol - I think that's the only syndrome that has direct personality effect in vanilla.

388
Hm...Testing in arena, seems hitting a vampire sponge with a coin and being attacked back results in 2 observer and 3 fighter/dodger experience (+1 preexisting tracker experience from taking control to pick up the coin created with create-item). Letting two single-coin armed dwarves kill the vampire sponge ended up giving 3/36/6/9 and 0/38/30/30 armor user/observation/fighting/dodging experience.

So, not spectacular weapon but might have an use if you want a champion who will only give dodging and fighting demonstrations.

Did they satisfy any needs by acquiring the coin?

389
DF Dwarf Mode Discussion / Monoramp wagonry
« on: November 21, 2019, 01:36:16 pm »
Ever felt like you wanted a depot deep underground...

...But making the 3-wide spiral was inefficient? Whole 40 tiles per z-level, spent...

...And yet making 45° drop didn't fit your fortress due descending being too far/too leisurely/being too laws-of-physics abiding?

|| || || || || ||

Well, never fear, for that need not be a problem! For the low, low price of 1 constructed ramp per z-level, your wagons too can do this thing!



PS: Wagon-tested, physics-disapproved:

|| ||

PPS: Beware your miners getting stuck, and don't dig all the tiles before building the ramp.

390
DF Gameplay Questions / Re: Changing keys for Z-levels
« on: November 21, 2019, 01:28:46 pm »

In keybindings, it is ESC-Key Bindings - General - Page down twice - select Move view/cursor up (z) with arrow keys - select Add binding on the right with right arrow - Press Enter - Press the key(combination) you want - press Enter - ESC - up thrice to select Save and exit - Enter.

I set mine to mousewheel up and down since it's faster than a button :)



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