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Messages - Kanddak

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406
I don't understand why you need to micromanage stockpiles or overwhelm your haulers with other jobs.
You said that the criterion for infinite bolt storage was having an available space in a bolt stockpile other than the one the dwarf got the bolts from. Why can't you just make two ammo stockpiles which are each large enough to hold more ammo than you actually have, and will therefore always have available space?

407
IIRC there are U-bend bugs that create infinite water.

Not any more; only in old versions.

Cephalo, you might want to compare with this: http://www.bay12games.com/forum/index.php?topic=42571.0
Could that be what's happening on your map?
It would be helpful if you posted a save.

408
Oh, yeah. That goblin is going to get hit by ten bolts, each of which zig-zags through his heart, both lungs, both kidneys, liver, stomach, and spleen... but he's going to live because they were wooden bolts instead of steel ones.

I don't think you're going to lose a lot by using lower-quality bolts.

409
I've had a couple of odd anomalies where water wouldn't flow with its usual pressure rule up a staircase topped with an open hatch. I'd love to see more research into this.

410
DF Gameplay Questions / Re: Ice Drops in Ocean: Possible?
« on: October 01, 2009, 04:45:58 pm »
I played around a bit.

It turned out that machine parts built on a natural ice floor would show "frozen here" where you normally see "active" or "inactive". The entire system would stop running, with all other parts reading "frozen elsewhere."
There seemed to be some bugs with the propagation of the "frozen elsewhere" designation, where it would sometimes remain in the system even after removal of the frozen part, requiring some parts to be removed and rebuilt to reset them.
Machine parts built on constructed floors, even ones made of ice, worked fine, as did parts built on natural stone floors.
This worked the same way whether things were built indoors or outdoors, including outdoor stone floors in a freezing biome.

411
DF Gameplay Questions / Re: Do lakes flow
« on: October 01, 2009, 04:27:11 pm »
Try making one of these: http://mkv25.net/dfma/movie-1073-perpetualpowerfromalake

Quietust, there are indeed some crazy things that happen with water wheel behavior. If you poke around my movies on DFMA you'll find a few examples of different things that did or didn't work.

412
DF Gameplay Questions / Re: Strange mood problems
« on: October 01, 2009, 04:21:41 pm »
Stone, stone blocks, plant fiber cloth, bones, shell, cut gems, rough gems. She already has 4 stones and 2 bones.
PS : I have everything but the rough gems.

Then maybe you should find some rough gems.

413
I don't see why it matters that the coffin be completely decorated and placed before the cat dies.
Why can't you just let him die, then build the coffin when it's done and enable burial?

414
DF Gameplay Questions / Re: Ice Drops in Ocean: Possible?
« on: September 28, 2009, 08:43:05 pm »
Or maybe its just because the ocean biome is always above freezing. 

Yes, I'd like to see a control for this. I understand that no water would ever freeze in Groovester's ocean biome, but what if there was actually a temperature difference between the ocean and the taiga rather than just a "water in ocean biomes can't freeze" rule?

The problem with pumping water to form ice is that gear assemblies will freeze in place below a certain temperature.
???
I've never seen or heard of that, could you provide a movie?

415
DF Gameplay Questions / Re: Gurgling Calendar Project: woes and questions.
« on: September 28, 2009, 03:53:18 pm »
Also, I know that multiple devices can be attached to one lever or pressure plate, but can a device require, for instance, that three separate pressure plates exist in a triggered state in order to function?
Not directly. You need to build an AND gate. Link each plate to a different door and arrange the doors in series.

I prefer the predictable timing of pressurized water. To slow things down, rely on the known 100-tick timing delay on floodgates and bridges. Then someone just needs to work out how many ticks there are in a day.

416
DF Gameplay Questions / Re: Succession Game - OpenGL Question
« on: September 28, 2009, 03:47:28 pm »
What are you talking about?  ???
I've been running regular 40d in OS X for the whole year since it was released.

417
DF Dwarf Mode Discussion / Re: magma dipping corridor - test result
« on: September 28, 2009, 03:45:20 pm »
Hmm. I thought it -never- got pressurized, but yeah according to the wiki, if it exits a pump is can 'act' pressurized... in that it will move fast and will rise up to the level of the pump.

Which if you think about it is weird, since normally pumps cause the pressure to reset back to 0, eh? Heheh.
The magma does not change how it acts when pumped. The change in overall behavior is due to the behavior of the pump itself, not the magma. Pumps move fluids without regard to the type of fluid being pumped.
Pumps also do not "reset the pressure to zero" because pressure is not a numeric attribute of fluids in the first place, it is one of the rules governing how a tile of fluid will move in a given frame.
You should read the Hydrodynamics Education thread linked in my signature before continuing to be confused about magma behavior.

418
DF Dwarf Mode Discussion / Re: If goblins could dig...
« on: September 25, 2009, 09:34:18 pm »
Stop undermining by building a cantilevered aqueduct extending out over your moat to reach the entrance to invaders' tunnels, which can then be flooded.

419
DF Dwarf Mode Discussion / Re: Automated fortress
« on: September 24, 2009, 11:49:09 pm »
You wouldn't have to hit the artifact cap before setting the fort in motion, if you had a way around the pesky pausing for moods. (Surely a program could be written to do that.)
Just stockpile a lot of materials and let it go, taking special care to ensure an adequate supply of shells and silk cloth. A specific-material request might mess you up if the long-term map-clearing stonecrafter went through your rock collection, but you're still going to cut down the number of insanity deaths dramatically.

420
DF Gameplay Questions / Re: Draining your reservoir
« on: September 24, 2009, 11:37:28 pm »
I'll change how I do it to suit what's most convenient for the circumstances of the particular project, but the most important part is to always have some way to quickly drain your fluid projects when you realize they're not worth the FPS cost.
I've played a succession fort where I built a giant water fountain which killed the FPS and made the fort unplayable but was luckily able to be shut off easily with a lever, then another player did a ton of digging in the aquifer which killed the FPS and made the fort unplayable until heroic measures were taken to pump magma into the trouble area, and then another player designed a swimming pool in an awkward location with poor drainage which killed the FPS and made the fort unplayable and we gave up on it.

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