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Messages - Sadrice

Pages: [1] 2 3 ... 45
1
DF Dwarf Mode Discussion / Re: The Wet Season has arrived!
« on: May 02, 2016, 04:45:04 am »
It swirls in the direction the toilet is designed to swirl in, unless your toilet is the size of  an ocean basin and the coriolis effect is actually relevant.

2
DF Dwarf Mode Discussion / Re: Stone management
« on: May 02, 2016, 04:32:31 am »
I think there's a bit of mutual confusion.  As far as I know, no, there is no way to do what you want without dumping.  If you really want that level of selectivity, I would dump all the target stones on a tile in the same room for minimum hauling cost, and then set that tile as the mine cart loading stockpile and reclaim the stone. I personally consider dumping shenanigans to be a total pain in the ass, and only use them as a last resort.


However, everything people have suggested should give the practical results you want, even if it's not what you asked for.  Do you have a large amount of unstockpiled obsidian elsewhere in your fortress?  If so, why have you set up an obsidian farm?  Stockpile that shit and use it.  Once you do that, setting your loading stockpile to "obsidian only" will cause them to gather stone from your only obsidian source: your obsidian farm.  If you are still actively mining obsidian elsewhere while farming it, you will probably need burrows to separate them, which is a total pain in the ass, and you'll probably forget to give the appropriate permissions and your legendary miners will die of no booze due to being in a booze free burrow.


I may be an exception to the rule, as I consider mass QSP abuse to be the ideal fortress management strategy, but I don't believe in having loose stone.  The moment I have enough dwarves to spare, I set 3-10 dwarves with wheelbarrows to gathering up all the loose stone and putting in a tile near my stone shops.  This almost totally eliminates these sorts of issues, since the only stone open for stockpiling jobs is the stuff you meant when you gave the order.

3
DF Dwarf Mode Discussion / Re: Zombie invasion!
« on: April 14, 2016, 02:33:37 pm »
It's been a while since I've tried it, but I've found that their zombie sense is not LoS.  Send a miner to dig under the zombie without breaching the surface, he'll notice and try to path to the dwarf, probably coming in through the front entrance (or your meat grinder, if that's what you left open) in the process.

4
I believe that war hammers pulp and mangle specific parts more readily, but it will take a while before they pulp all of the relevant parts to prevent re animation, while maces require more hits to pulp a part, but will pulp the whole forearm, rather than just a finger. 


So war hammers are superior against living enemies, while maces are arguably superior against undead.

5
DF Dwarf Mode Discussion / Re: How can you all stomach bedrooms?
« on: April 13, 2016, 04:32:40 pm »
I usually either make my macros per floor, if I have a complex design, or I make simple ones like "dig bedroom and move over", and I can use that on repeat to make ten rooms in a row, and designate the doorways and halls myself.


I believe there's a way to rotate macros, but I can never remember how, so I end up making different ones for different directions.  If you keep it simple, they're very quick and easy to make.

Edit: to answer the original question, since even with macros you have to designate by hand at least once, I personally rather enjoy making bedrooms, or at least the designating.  Filling with beds and activating them as bedrooms is pretty tedious.  I find the repetitive rhythmic key presses to be very meditative, and I like to make a game of figuring out more efficient ways to lay things out, like setting it up so you can use 11 step shifts instead of individual key presses.

One thing that I find helps is working backwards.  Designate a lot, and then use d-x to draw walls onto the designated space.

6
DF Dwarf Mode Discussion / Re: How can you all stomach bedrooms?
« on: April 13, 2016, 02:08:27 pm »
Use macros.  I always set up some macros for repetitive designating the bedrooms, and usually another one to place beds and another to set as bedrooms.

7
This is totally normal.  Creatures get titles from feats of badassitude (specifically, notable kills), but they get names if they are a pet.  Because people like to name their pets.  "Stray Chick" is an unowned generic baby chicken but "Asmel Rimadmebzuth, Chick" is the pet of one of your new migrants.  Make sure it doesn't die, they will be unhappy (or make sure it dies, to get the unhappiness out of the way at a manageable time and clean up your unit list).

If Asmel goes on to peck a goblin to death or something, it will gain a title in addition to a name.

8
The aquatic creatures would airdrown on embark, of course.  Thankfully, their corpses may in fact be as useful as the creatures themselves.  Giant spermwhale corpses are the largest single object in the game, and are thus the ideal minecart projectile.  The skeletons are probably pretty heavy, I'm not sure how skeleton weight is calculated.  You could keep the corpses from rotting through selective use of necromancy or biome effects.  Giant sperm whale zombies also have the advantage of being rather intimidating in combat, and perfectly capable of moving across land, though obviously this means they require careful handling.  I wonder how many giant sperm whale zombies would be required to squash a fair sized siege, first by having them rain down on the goblins, and then have them furiously flop all over everyone.

9
DF Dwarf Mode Discussion / Re: Trivial findings
« on: March 23, 2015, 04:02:37 am »
Atom smashing applies to items, and also fluids.  Ice boulders, or any level of water can be smashed, but an ice wall tile is completely different, in the same way that a puddle of booze left on the ground if you forbid the booze and dump the barrel is not the same thing as 1/7 Booze, or any other fluid.  Solid natural wall tiles are handled completely differently, and are not included in the code that allows atomsmashing. 

A number of buildings are not affected by having their air replaced with solid tiles.  Pressure plates that have magma obsidianize on them (or presumably water freeze) continue working and appropriately detect the removal of liquid magma (or water) from the plate.  I seem to recall itg in his sky fort (fort nailed to the "ceiling" of the world, with accompanying bugs) circumvented connectivity issues (the same ones that gave rise to dwarven power mining, which has been fixed) by casting his workshops in obsidian, with no loss of functionality.

Basically, while you can not designate buildings over solid tiles, the later creation of solid tiles on top of the building does not appear to interfere with building functionality.

10
DF Dwarf Mode Discussion / Re: Stone colors don't match
« on: March 22, 2015, 01:14:02 am »
Huh, wiki must be just wrong.  Diorite has been a lighter grey for as long as I can remember.

11
DF Dwarf Mode Discussion / Re: Creating cave-ins
« on: March 21, 2015, 09:42:04 pm »
I think floor hatches are not size restricted, but most large creatures that you might want to drop are also building destroyers.

12
DF Suggestions / Re: better stockpile interface
« on: March 21, 2015, 08:31:34 pm »
Many aspects of the stockpile system could use refinement, but you are right.  It would be great to be able to go up to a stockpile, look at it's contents, and go "huh, my meat stockpile is full of seeds" (scroll down to "parsnip seeds bag", press f for "forbid type", and voila!  Seeds are forbidden from the meat stockpile.

13
DF Suggestions / Re: Vim-Like Map Navigation
« on: March 21, 2015, 07:47:02 pm »
There is already broadly comparable functionality in the macro system (press ctrl+p to run a macro, press "ctrl+u, 5, enter" to loop the macro 5 times).

However, adding a less cumbersome interface for it, and applying it to most keyboard commands would just be absolutely amazing.  Frequently, I have digging designations that I want to extend over large but specific distances.  Being able to dig a 50 z deep staircase by "d, i, enter, 50>, enter" rather than noting the current depth, adding fifty, holding > until you see the desired level flash past and then go back to it, and then forget what level you started and and have to go back and double check it would be very nice indeed.  Also, being able to dig a rectangular room of 23x17 by, say, pressing "d, enter, 23 up arrow, 17 right arrow, enter" rather than have to count individual keystrokes would make some designations much less cumbersome.

My only objection is that it would be easy to bump a number key by accident and get bizarre and disorienting results the next key you press.  Maybe you could hold alt while typing the number, or have some key you press before typing the number?  Some visual indication of what number you have entered would also be helpful.  Maybe a number could pop up in a corner a la idlers and FPS?

If nothing else, this is something that could probably be done in dfhack.

By the way, for quickly scrolling through your fortress I highly recommend mapping <,> to the mouse wheel in addition to keyboard (I remap zoom to ctrl+mouse wheel).  I make it so mousewheel up makes you "zoom into" the earth, i.e. go down.  This makes scanning across z levels much less cumbersome.

14
DF Dwarf Mode Discussion / Re: Creating cave-ins
« on: March 21, 2015, 05:05:39 pm »
Not random.  Drawbridges will not raise under or close on creatures above a certain size (1,200,000 cubic centimeters). It used to be that you could atomsmash anything, even giant sperm whales.  Running a corridor through cycling drawbridges would easily allow you to conquer hell, or destroy anything.  This was fixed, now anything larger than, say, a Water Buffalo, will jam the bridge.

15
The code might be there to make it so beaches are barren and sandy.

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