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Messages - nutregina

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1
1 deconstruct the wagon
2 channel out the drop
3 build a bridge/floor over the pit

2
you can possibly remove [CAN_LEARN], add [PETVALUE:100] [PET] and try to tame them.

3
DF Gameplay Questions / Re: Vampire starvation? (adv mode)
« on: September 11, 2018, 01:42:47 am »
If you are thirsty enough, you can drain them completely with one feeding.
Sounds like a good reason for 28/1 diet.   :D

4
DF Gameplay Questions / Re: Digging a "cavern"
« on: September 06, 2018, 12:21:46 am »
I dig 2way stairs everywhere except _ on the sides, > on the top and leave a < on the bottom. Then construct a support and remove the <.

5
DF Dwarf Mode Discussion / Re: Is there a way to make 'alcoholfall'
« on: September 03, 2018, 03:06:05 am »
Hm, is there an FB with alcohol vapour, making you drunk?

6
have you tried setting numbers of vampires and werebeasts in world to max?

7
DF Dwarf Mode Discussion / Re: 16x16 embark woes
« on: July 23, 2018, 03:47:40 am »
I played on 16x16 with 34 z-levels before and found that it's unplayable due to a big number of spawned animals. There were over 30 animals only on surface and each of them did path-finding. And FPS gets even worse when tons of birds appear. You can set population or cluster numbers in raws to low for all animals, but i didn't try it.

8
rising fortress' value of course.
ps: has anyone tried goblinworks - shotgunning goblins into each other in mid-air over some temple?

9
set material Pig tail

10
DF Gameplay Questions / Re: Workshop design (wiki)
« on: June 29, 2018, 06:45:32 am »
Just build them close to each other.
And if I buy cloth/thread I forbid the workshops by d-b-f, make a cloth stock nearby, and after dwarfs have finished carrying I remove the stock and reclaim everything back d-b-c
To prevent overflowing I use manager - reagent/product conditions.

11
DF Gameplay Questions / Re: Workshop design (wiki)
« on: June 29, 2018, 01:56:50 am »
What I came to is that most of stockpiles for not rotting subproducts are not necessary at all. Dwarfs spend so much time picking up every little thread, cloth or bars, wile they can do more fun things, like singing or dancing in church or inn.
Here, for example, my cloth industry:
ppp FFF LLL CCC
ppp FFF LLL CCC
ppp FFF LLL CCC

ddd     DDD
ddd  M DDD
ddd     DDD

p-pigtails, d-dimplecups
F - farmer's, L  - loom, C - clothier's, M - millstone, D - dyer's

This way dwarfs go there only for seeds and socks.

12
DF Suggestions / Add good/evil option in world painter
« on: April 05, 2018, 01:19:11 am »
Even though world painter is a powerful tool for creating the world you need it is still a bit exhausting to start/abort worldgen to have good/evil biomes where you want them to be.
Could you add a good/evil brush to the right menu there?

13
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 27, 2017, 04:30:45 am »
Just run a live-CD/USB and buld the game there.

14
DF Dwarf Mode Discussion / Re: Using minecarts for hauling
« on: October 26, 2017, 12:59:42 pm »
I had a scenario where I was using marble to make blocks to build a really long "bridge" from the north end land of the embark to the south end with ocean in between. 

So it was either 4x2 or 5x2 local map embark.  That is at least 48 tiles x4 => 192 tile x 11 wide => 2112 blocks needed for 1z level of this "bridge". 

This was a 1 year turn, so starting from 7 dwarfs + migrant waves, the hauling capacity using wheelbarrows is less efficient compared to using minecarts. 

The marble quarry was at least 7z deep, and I am building the "bridge" on the surface.

Will it be better to make temporary mason shops every 11x11 dig area as I strip mine the marble layer? 
Or will it be more efficient to haul marble to a QSP near 6 mason shops on the first layer of marble? 

I end up using impulse ramp to move blocks from 7z below, to the surface.  Using a spiral ramp with tracks on the outer portion, so dwarfs who choose to use the ramp will take the short inner path of the spiral. 

the bottle neck is hauling a boulder to a workshop (only 1 dwarf, no wheelbarrows). So you definitely need a qsp near the workshop on the surface. Ideally, just on the next tile from the enter to the wsh. And if you need 6 workshops it's better to use 3 of this [MWS][QSP][MWS].

15
DF Suggestions / Re: Pressure plates that display a message
« on: October 04, 2017, 10:40:03 am »
And that would be also great for adventure. Especially, when you build a spooky dungeon and give it to other people to play.
And they get horrified, when after stepping on a plate they see something like "Now you will die. Ha-Ha-Ha".

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