Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sutremaine

Pages: 1 ... 6 7 [8] 9 10 ... 440
106
DF General Discussion / Re: Bugs & 'Features' you miss
« on: February 24, 2016, 11:30:59 am »
I kind of miss the one where deconstructing a construction pulled in tiles from all around. Mostly it was a pain in the butt, but you could teleport enemy corpses through walls to gather them and their items safely.

107
DF Dwarf Mode Discussion / Re: Forging foreign wepons and armor?
« on: February 24, 2016, 10:18:25 am »
Sadly, it does need a worldgen to take effect, so no home made whips in my current fort.
Edit a mace or other weapon to have the name, stats and skill usage of a whip.
Yeah, this. Worldgen fixes which items / reactions your civ has access to, but the items / reactions themselves are not fixed. So it's less a case of 'my civ has 7 weapons' and more a case of 'my civ has 7 weapon slots' I do try to limit that sort of editing, because I tend to forget what I've done and possibly carry it over to the next worldgen, leaving misleading IDs all over the place.

(I mention reactions because there some new ones that people might want to use with a fortress established in a previous version.)

108
DF Dwarf Mode Discussion / Re: My magma forges seem to have indigestion
« on: February 23, 2016, 10:22:06 pm »
There is nothing below the magma sea that will cause magma bubbling or flowing. If your embark doesn't have a magma pipe, then the magma will remain static until you draw some out. When that happens, magma will come in from the edges of the map, like water comes in from the edges of the map when you disturb the cavern lakes. If your embark does have a magma pipe, then a 48x48 tile area of your embark will bubble up magma as long as there's space above the magma flow.

If you make a 1x1 staircase from the surface down to the magma flow, right next to the magma pipe, that 1x1 staircase will (very slowly) fill with magma up to the level of the original pipe.

Quote
Do floor grates count as something in the way?
I would guess no, since up/down stairs don't block magma bubbles, but perhaps being buildings they act differently. Assume whatever the worst would be for your situation.

Why did you replace the top layer of the magma pipe with... something else? It's probably something to do with the obsidianiser, but I'm not sure what.

109
DF Gameplay Questions / Mass crafting -- meeting needs
« on: February 23, 2016, 09:00:18 pm »
I'm trying to find a job that can be done en masse, so I can order it done and have every dwarf in the fortress turn up and fulfil their crafting needs. It'd be nice if engraving counted, because it's just what I'm after. Select a 10x10 area of floor, generate 100 jobs, and by the time the first few dwarves have finished with a tile a lot of the rest will be reserved for other dwarves.

I've tested an assortment of jobs, and so far all the ones not based in a workshop are unsatisfying. Architecture, building stone forges (it grants Mason XP), smoothing, engraving, plant gathering (didn't think it'd work).

One idea would be to use the manager's ability to add a job to a workshop with ten suspended orders. Have a bunch of workshops you otherwise have no use for, fill them with suspended orders, and then order enough jobs for everybody. Since there's a delay between the workshop's job list being emptied and it being refilled by the manager, each dwarf will have a chance to wander off and not be the closest for the next job.

In my current fortress the best workshop would be the screw press, I think.

1. It's a 1-tile workshop. Space-efficient.
2. No bees, and tallow soap only. Don't need the workshop for anything else.
3. Pressing is not a moodable skill.
4. The reaction is in the raws, and so should satisfy crafting needs. I haven't tested them all, but I tried an assortment and edited the 'tan a hide' reaction down until it was just an ID, a name, and an associated building. The dwarf walked to the tannery and immediately left, satisfied with have practiced a craft.

110
DF Dwarf Mode Discussion / Re: My magma forges seem to have indigestion
« on: February 23, 2016, 08:23:36 pm »
With a magma pipe, the whole embark tile will bubble up magma so long as there isn't something in the way.

111
no trading stone crafts

Also, what on earth do you trade with the elves?!
Meals, bone crafts, spare animals, green glass gems / crafts, anything made of metal or leather or stone (most things are really heavy, but cabochons are a fine way of chewing through spare rock and training a different skill), old clothes...

112
DF Dwarf Mode Discussion / Re: My chief med dward
« on: February 21, 2016, 10:47:51 pm »
Send out some dwarves armed with hammers and spears.

I think a civilian alert would work -- make a tiny (like, 5x5) burrow somewhere safe and set a civilian alert for it. If any of your squads or dwarves are active military, deactivate them. Usually when I do that a dwarf will break off from wild animal combat.

113
DF Gameplay Questions / Re: Noob questions
« on: February 21, 2016, 09:37:28 pm »
BTW, I'd never use training weapons for military. Dorfs can become attached to weapons and never put them down without a hissy fit. If your axelord won't put down that artifact steel axe? Who cares. But when you realize your swordmaster named so e dinky PoS "Marceline" and attacks anyone that tries to take "her?" Eh.... You can still take the item away, but it causes massive u happiness iirc.
Dwarves don't care if they have to drop "Marceline". They'll keep hold of their favourite weapons until you change their uniform to exclude that weapon, and then they'll put it down to conform to the new uniform. Then you can get rid of the named weapon, just in case the uniform changes to allow it again. There are no unhappy thoughts about it.

I don't use training weapons either. Dwarves play nicely with whatever they're holding, so sharp weapons are fine.

114
DF Dwarf Mode Discussion / Re: Dealing with Tavern Brawls?
« on: February 16, 2016, 08:23:52 pm »
What's the densest material I can make my floor out of, bar a certain nigh-indestructible stone?
Rose gold is always available from the dwarven caravan, being an alloy. Density of 19320, not far behind platinum.

115
DF Gameplay Questions / Re: Shell Armor
« on: February 16, 2016, 06:24:06 pm »
The thread linked to references leather bucklers as being examples of why the colour workaround doesn't work, but it works fine for those as well. The only other brown material you can normally make a shield or buckler out of is highwood, which has the same density as leather.

Setting your armour to "green" means the dwarves will only equip dyed green armour. Because shell isn't dyed they won't be equipping it.
Have you tried this?

116
DF Dwarf Mode Discussion / Re: Dealing with Tavern Brawls?
« on: February 15, 2016, 08:19:50 pm »
#1 featherwood floors and walls
damage by getting whacked into something has something to do with density and weight, featherwood is the lightest thing in the game so its the safest material
A quick material breakdown, by name, density, and availability:

Featherwood -- 100 -- Good non-freezing biomes
Candlenut -- 140 -- Any tropical forest
Adamantine (raw or processed) -- 200 -- Any embark more than 2x2, most 2x2 embarks, some 1x1 embarks
Kapok -- 260 -- Tropical moist broadleaf forest
Willow -- 390 -- Around water, pretty much any non-freezing biome

Most other woods are 600 density, with some being a bit heavier or lighter. Glumprong is the only above-ground tree with a density of over 1000.

Subterranean woods:

Tunnel tube -- 500 -- caverns 2-3
Nether-cap, -- 550 -- cavern 3
Tower-cap, fungiwood -- 600 -- caverns 1-2
Goblin-cap, spore tree -- 600 -- caverns 2-3
Black-cap -- 650 -- caverns 2-3
Blood thorn -- 1250 -- cavern 3

So, in summary?

Candlenut if you've got it, otherwise the common willow or cavern 1 woods. Featherwood and adamantine don't need to be remembered.

117
DF Dwarf Mode Discussion / Re: v42 Funny Quotes
« on: February 15, 2016, 04:02:37 pm »
Giraffe Boo?

118
DF Dwarf Mode Discussion / Re: What are your fortress symbols?
« on: February 14, 2016, 08:14:12 pm »

This is what Toady was hiding from us when Hell came pre-engraved.

119
DF Dwarf Mode Discussion / Re: On Managers, and Private Workshops
« on: February 14, 2016, 05:17:31 pm »
You could also set a whole bunch of 'proper' orders and allow them to be distributed across all the workshops. Some of the jobs will be carried out at the 'skilled-only' workshops, some at the 'unskilled-only' workshops.

Then you start to be discerning. Good-quality items go into storage, bad-quality items go into a stockpile that feeds into a magma chute or atomsmasher. If you need the good stuff made right now or have limited resources, then you can manually specify it at the 'skillled' workshops. If you don't have enough 'skilled' workshops to hold all your orders, convert the 'unskilled' workshops or build more workshops.

You'll lose out on a little skill gain if your unskilled carpenters are making one table per job instead of three cups, but ehh. Even a Novice will produce a masterwork, given a good roll of the dice.

120
DF Dwarf Mode Discussion / Re: Embark Size
« on: February 10, 2016, 05:31:18 pm »
You can make the embark shallower still by cutting down the number of z-levels above ground and nixing two of the cavern layers. Possibly the very bottom layer as well if you have no interest in the metal it offers.

You can also make the world shallower by restricting the amount of z-levels available. A region set to only have levels between 275 and 325 should have very predictable, flat caverns.

Pages: 1 ... 6 7 [8] 9 10 ... 440