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 - slink

Pages: 1 ... 19 20 [21] 22 23 ... 131
301
DF Dwarf Mode Discussion / Re: Post how your workshops are set up!
« on: May 26, 2012, 07:32:46 am »
I used to put them in 11x11 rooms, three or four to a room grouped by the raw materials they used.  Then I had 11x11 stockpiles in rooms surrounding them, containing raw materials that I hoped they would use.  With the new stockpile controls, I have changed many of them to be one workshop centered in an 11x11 room, surrounded by a stockpile of their raw material.  The stockpile gives to the workshop, so I can control what material that shop uses.  Sometimes I still group shops, such as the ashery and the soapmaker, with small stockpiles in their 11x11 room for ash blocks, tallow, empty buckets, and lye buckets.  I also put three stills side by side in one room, because one still wasn't keeping up with the supply of fruit.  In the magma forge area I have three smelters, each surrounded by a small (7x7) stockpile of their own ore.  It's a rather small supply but there isn't room on the forge room floor for an 11x11 stockpile for every magam workshop.  The haulers seem to keep the stockpiles there filled so it works okay.  I did the same thing for the kiln and the fire clay supply, except that I also have one unpowered kiln off in a corner, with no raw material supply, that is set to repeat on Collect Clay.

302
DF Dwarf Mode Discussion / Re: Trying to reclaim a fortress.
« on: May 26, 2012, 06:16:39 am »
I have never succeeded in reclaiming a fortress lost to enemies with the normal embark, which is all we get for reclaims in 34.x.  In 40d the size of the reclaim team was proportional to the difficulty of the situation, and the team was automatically trained in military skills, but that is not the case now.  I have therefore begun generating my worlds with 10,000 embark points.  For normal embarks I still use the same profile as I did with the normal embark points, but in the case that I ever need to reclaim, I will have enough points to give the seven reclaim Dwarves military skills, full equipment, and war dog support all at the same time.  I have not yet tried reclaiming with the higher embark points, so I don't know if even that much is enough.

303
So far the best suggestion that I have seen is to set up two stockpiles where you now have one.  The stockpile closest to the farm plot does not use barrels.  The other one uses barrels, takes from the first stockpile, and gives to the brewer.  That way, harvest can proceed as quickly as Dwarves can yank then plants from the ground and throw them on the first stockpile.  Moving them into barrels proceeds more slowly, but does proceed.

Tried that and it will not work.
I have created a plant stockpile between my main food stockpile and the farms. this plant stockpile is set not to use barrels. Farmer still harvests a plant, then goes to the main food stockpile, grabs a barrel, goes to the farm plot, puts the plant into the barrel and hauls it to the main stockpile.
The main food stockpile needs to be set to accept goods from the links only.

304
DF Dwarf Mode Discussion / Re: I found a vampire
« on: May 25, 2012, 06:52:35 pm »
Probably the most definitive way to be sure is to load a pre-embark copy of the world into Legends Mode and filter for the name under Historical Figures.  But for that, you need the real name.  Dwarf Therapist gives you that, but then you know already, don't you.   :P

305
DF Dwarf Mode Discussion / Re: A question about history
« on: May 25, 2012, 06:50:05 pm »
I wonder why the wiki is so seldom used

Possibly because beginners here don't know the DF Wiki is any good.  A lot of wikis are really poorly done, or even offensively spammed.

Quote
, it has everything you could ever want to know about DF.

Well-l-l ... I don't know about that.  There are places where it is wrong, such as in the displayed colors of some of the stones, and there is information that is not in there.

Quote
People should use the wiki more.

Probably.   ;D

306
DF Dwarf Mode Discussion / Re: Safely breaching a Volcano
« on: May 25, 2012, 05:56:51 pm »
These are bad solutions. You don't have to bother with a pump or with letting your miner catch on fire in the first place. Either dig stairs up to the top of the caldera and channel the final square from above magma level, and let it flow down the stairs to where you want it, or build a magma-safe bridge right up to the side of the volcano at any level with a channel under it and a separate hallway leading there one z-level below. Block access to the top hallway and then designate the wall to be mined. The miner will go under the bridge in the bottom hallway and mine the wall from the ramp through the bridge from below, and the magma will just flow over the bridge and never touch him.

No, THIS is a bad solution, as the magma at the top will replenish slowly, and falling magma now creates magma mist. Door+diagonal fortifications FTW.

Strongly disagree. Magma mist is irrelevant, your dwarves won't be standing anywhere they can be misted. Magma replenishing is a good thing for most applications, and doesn't hurt others. Most importantly, it allows for fast magma flow, which is very helpful for anything requiring large volumes of magma. Diagonal fortifications are faster to set up and work fine if you're just setting up magma forges and such, but for high-volume applications the bridge method is the way to go.

Explain how, in the post I quoted, dwarfs will not be standing next to magma mist. They will be standing next to falling magma, and they will get burned. Have you even tried this in the new release?

Herp derp, of course replenishing is good. You drastically misunderstood me. If you tap at the top, you will be taking from the top and your overall flow rate will be limited by the replenishment rate. If you take from below the top the magma next to your inlet will maintain a level of 7/7 until all levels above have been depleted. When you tap from the top, magma will deplete to below 7/7 and you will not have a full magma reservoir until the magma replenishes.

I repeat, please don't listen to Sabreur on this unless you really want lots of !!FUN!!, and a long wait until your magma workshops are at 4/7. If you like burning dwarves and waiting a year for your magma workshops to start up, then by all means follow Sabreur's advice.
I've never tried the under-the-bridge method but I don't see how a Dwarf under the bridge can be exposed to magma mist.  Also, the bridge can be placed at any level so you are not limited to draining just the top layer of the volcano.

I have tapped magma pipes at the top level, to a same-level reservoir, and not had a very long wait until the workshops can be used.  Then again, I never need a very big forge room.  One kiln, one glass furnace, and one or two each of smelters and forges usually fills my needs.  If I were going to let it flow down a stairwell, I would first build a floor over the top of the stairwell to prevent any mist from rising.  Then the situation should be the same as I have been doing with same-level reservoirs.

I can say from experience that the diagonal fortification without a door is fatal now.  I'd be more inclined to give the bridge method a try than to add a door to the diagonal fortification method, simply because I like the idea of getting a wider channel if I'm going to build something anyway.

307
DF Dwarf Mode Discussion / Re: The Age of the Dwarf
« on: May 25, 2012, 05:39:48 pm »
  145 Goblins
   269 Kobolds



IN YOUR FACES ELVES! WE OUTLIVED YOU! AND THE GOBLINS, HAHA! Well, nice world.I always get a age of goblin/elf. Im trying to force a age of the kobold by making them have 1600 starterbolds, but they always starve.
So..... you have generated countless worlds, with the ideal conditions to make kobolds thive, more then the other races, but have failed each time because they all starve? Then, someone posts a world on the forums because its so rare, and kobolds have outlived elves and are thriving more the goblins, and its in their face? I do not get your logic.

*Flame shield: On*
Corai was saying was "in your face" to the Elves who died out in this rare world, because Corai favors kobolds.

308
DF Dwarf Mode Discussion / Re: A question about history
« on: May 25, 2012, 04:03:36 pm »
The only part of the world in which time is passing is the one in which you are playing.  So your battles, etc get recorded as world history, but nothing happens anywhere else.  And when you abandon the fortress, the fortress falls into ruin and your Dwarves wander homeless unless you create a new fortress into which they can migrate.  I have never abandoned a fortress after it became the Mountainhome, so I don't know if your civ becomes kingless or not.  The other Dwarven civs won't have done anything in the passing time.

309
DF Dwarf Mode Discussion / Re: Desert Fortress and Pyramids!
« on: May 25, 2012, 11:30:22 am »
This was actually a mathematical construct in response to a challenge posted in the forum, but it has the essentials of a pyramid.  It did not require scaffolding because the walls were stepped and then ramps were constructed to make it smooth.  Dwarves could walk over the entire surface at any time durng the construction.  A stairwell up the middle accessed floors within the pyramid(s).


310
DF Gameplay Questions / Re: How to get version 0.31.12
« on: May 24, 2012, 04:24:24 pm »
As best as I am able to understand from the 2010 dev log (http://www.bay12games.com/dwarves/dev_2010.html) around September Tarn Adams discovered that his SDL license did not allow him to distribute SDL versions for DF 31.06 through 31.12.  Since Linux and Mac versions are also missing for those versions, perhaps they also used the SDL package?

311
DF Gameplay Questions / Re: How to get version 0.34.12
« on: May 24, 2012, 02:13:51 pm »
nm

312
Sentient pearwood ...

Well, luggage was a murderous fiend.
Someone got it!   :D

313
DF Gameplay Questions / Re: Dwarf Children/Clothing workaround
« on: May 24, 2012, 06:28:14 am »
Dwarf children still get negative thoughts from not having clothes.  See bug #5748: Children Still Tantruming/Going Berserk at Age 2 Over Clothing

I think Toady meant that he "removed negative clothing thoughts for babies" but he accidentally wrote "children" instead in the bugfix description.

I'd just make sure that you start a clothing industry up around the time your dwarves start popping out the little tyrants, and you should be fine as long as you are producing footwear, upper-body, and lower-body covering clothes.
It would be an odd mistake for the designer of the game to make, who of all people ought to know the difference between babies and children.  However, if it was a mistake, he could easily "fix" the bug report with an erratum to the release notes for that version.

314
DF Dwarf Mode Discussion / Re: Engineering Waterfalls
« on: May 23, 2012, 08:29:49 pm »
Aren't you concerned about gunk rinsed off the dwarves getting into your water supply?
No, because the water from the waterfall drains off the map.  It is an open system fed by the brook via the well cistern, rather than a closed loop recycled from the waterfall cistern.

315
DF Dwarf Mode Discussion / Re: Engineering Waterfalls
« on: May 23, 2012, 08:05:57 pm »
My current fortress and the one before it have waterfalls going down through the 3-tile hallways that access the bedrooms.  That way everyone had to walk through them.  They are fed by a one tile opening at the top and drain through five tiles on each floor, arranged like this.

Code: [Select]
#f#
f#f
#f#

At the bottom of the waterfall in my current fortress, there is a 7x7 cistern that drains through a 5-tile corridor leading off the map though fortifications.  In my previous fortress I had the !!bright!! idea of drainng the waterfall into the caverns.  Nooooooooo.....  don't do that.  The lag, oh the lag ...

My biomes do not freeze, so I can take a feed straight from the brook.  In my current fortress I am actually using the well cistern as the source, because it is filtered though floor grates to remove carp and aquatic building destroyers.  Because the well cistern is one level too low, I have a single pump run by Dwarf-power to lift the water to the level of the top of the waterfall.  I have all of my haulers set also as pump operators so the waterfall never stops for very long, if at all.  When the system is filling, there is some minor flooding for some reason on the level just above the cistern.  After the cistern is full, the flooding stops.  I don't know why this happens.

Pages: 1 ... 19 20 [21] 22 23 ... 131