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Messages - Skorpion

Pages: 1 ... 8 9 [10] 11 12 ... 178
136
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 24, 2016, 04:36:41 pm »
steel is somewhat rare and harder to make.

If you have plentiful flux (which you can select sites fo), plenty of iron, a supply of logs and coal, and a magma smelter, steel can be churned out on repeat. It takes a little effort to set up, but once you've got a handful of pig iron bars you can set pig iron and steel to repeat on the same magma smelter forever, and just use the stocks menu to monitor charcoal/coal levels.
Ive got like 3 floors of solid flux it seems (marble is flux right?), 8 magma smelters, 4 magma forges, and thousands of iron, in a jungle embark covered in trees, ill likely run out of flux before iron though, and since im mountain home, i cant ask for anything anymore, and they dont seem to ever bring flux without you asking for it. Is there some other source of it? Or do I pretty much just have whats on this embark?

Marble is flux. If you have plenty of that, plenty of iron, and plenty of wood, you're set. Start clearcutting that forest and turning it into charcoal, then quarry out the marble.

137
DF Dwarf Mode Discussion / Re: Iron = useless crossbow bolts?
« on: December 23, 2016, 01:16:56 pm »
steel is somewhat rare and harder to make.

If you have plentiful flux (which you can select sites fo), plenty of iron, a supply of logs and coal, and a magma smelter, steel can be churned out on repeat. It takes a little effort to set up, but once you've got a handful of pig iron bars you can set pig iron and steel to repeat on the same magma smelter forever, and just use the stocks menu to monitor charcoal/coal levels.

138
DF Dwarf Mode Discussion / Re: Too many doors in my drafty fortress
« on: December 18, 2016, 02:07:30 pm »
"Complained about the draft lately" used to be an unhappy thought, and maybe still is, but it has nothing to do with doors. It applies to dwarves called up into the military but with little or no military skill. It goes away once they stop being "Recruits".
Classic english language misunderstanding.
'Conscription is a problem? Better install more doors!'

Also, it's not path distance to workshops, it's absolute proximity to them that determines noise. It transmits through rock.

139
DF Gameplay Questions / Re: Dwarf Fortress without Dwarf Therapist
« on: December 15, 2016, 04:40:29 pm »
Therapist quickly became an essential tool for me. Instead of having to catch migrant waves and make career choices for them as they entered the map, I can simply corral them all on a separate screen and give them the custom 'hauler' profession to assign them to generic unskilled duties including, but not limited to, hauling, masonry, caring for the wounded, tanning, butchery, and the like.
My legendaries and miners do nothing else. They've EARNED their right to slack off. Unless they're legendary woodcrafters or something equally useful, then they're just blinky haulers.
And I can disable the mayor's labours to make him attend to business and not cause wars. I nearly lost a siege versus humans one when their diplomat went insane from following the mayor and got munched by a dog on his way out.

It saves me vast amounts of time and effort and memorising names. I can't remember anyone from a recent fort, but still remember Cerol 'Blinky' Kodroder, so named because he took an arrow to the eyes and had to be put on a simple labour to stop him passing out in odd places, or, worse, idling and making friends.

140
DF Dwarf Mode Discussion / Re: Getting rid of smoke
« on: December 08, 2016, 10:40:01 am »
So I have 3 persistent clouds of smoke in my fortress that seem disconnected from each other. In one of them I was able to locate a burning parchment scroll which I am going to try designating as a pond to see if that fixes anything. I haven't found anything on fire in the others, but will try dousing them with water anyway. Maybe the ceiling is on fire or something.

Edit: On closer inspection, I have several things, including two artifacts, that are not marked as !!on fire!! but have a temperature above 10,000U, which I believe qualifies as very hot. This is probably the source of the problem. Also, making a pond for them will be tricky, as they are not over open space. Also just flooding the space where they occupy will be tricky as I don't have a good way to drain the area they occupy, but I'll let you know what I figure out.

Make a pond OVER them. Dig out the space above, channel down, pond zone at the channel.

141
DF Dwarf Mode Discussion / Re: Leather
« on: December 07, 2016, 04:25:14 pm »
no meat or bones to deal with

That's half the point or raising animals for slaughter. They explode in showers of tasty organs useful byproducts.

142
DF Dwarf Mode Discussion / Re: Getting rid of smoke
« on: December 07, 2016, 02:09:30 pm »
Smoke is generated from burning objects. I nearly lost a fort to that once; artifacts don't take damage, so a quiver just burned and burned and burned until I managed to extinguish it with a pond zone.

I would highly suggest just flooding the area, if there's a dragon been through. Maybe even drown the scaly bastard.

143
DF Gameplay Questions / Re: Arms trade
« on: November 28, 2016, 04:48:12 pm »
I've found shittons of masterwork and exceptional stone crafts in dwarven mountainhomes after having a fort trading binfuls every year and abandoning it. And the cinnabar mugs I specifically made to sell to the elves were found in elven sites. That was back in 40d, and I assume it's not changed since then with the whole 'world keeps happening' stuff.

144
DF Dwarf Mode Discussion / Re: Uses for magma?
« on: November 27, 2016, 08:00:44 am »
Clearing workshops - Does this destroy the workshop if it's not made from a magma-safe material?
Sapling clearance - Do forest fires still happen? Would it be avoidable by walling off sections of forest?

Magma waste disposal is wonderful, though, especially with minecarts. Haul waste into carts, dump into magma.

145
DF Gameplay Questions / Re: Trouble Burying Corpses in Reanimating Biome
« on: November 27, 2016, 07:09:27 am »
Slab them, and torch the corpses in magma. It's the only way to be sure.

146
DF Gameplay Questions / Re: Arms trade
« on: November 26, 2016, 06:49:49 pm »
They never just vanished. Even way back in 40d, they appeared in dwarven fortresses elsewhere in bulk.

147
DF Dwarf Mode Discussion / Re: Does Ice destroy things when formed?
« on: November 22, 2016, 10:55:23 am »
Put magma under it if you want it to remain liquid all winter.

148
DF Gameplay Questions / Re: How in the high hell do I kill zombie hair?
« on: November 21, 2016, 03:53:38 pm »
Put the garbage pile in the locked refuse room, and atom-smash it there?
The main problem is not to eliminate garbage, but to deal with garbage reanimating prior to reaching the disposal station.

The OP says 'as soon as I take it out of the locked refuse room'. So, the atom-smasher really needs to be in there. Or a garbage dump pit with magma in.
Because, frankly, this is DF. If you can't solve a problem with magma, you're just not trying hard enough.

149
DF Gameplay Questions / Re: Dwarf ignores certain stones?
« on: November 21, 2016, 03:20:31 pm »
Are you using a mod that makes all stone show up on the economic stone menu?

Otherwise, maybe there isn't a path from any of it to the construction, if it isn't showing up in the menu. Otherwise, you should be using blocks for efficiency anyway; have the rocks dragged to a stockpile that gives to a mason's workshop, and have that churn out rock blocks for use.

150
DF Gameplay Questions / Re: How in the high hell do I kill zombie hair?
« on: November 20, 2016, 04:16:25 pm »
Put the garbage pile in the locked refuse room, and atom-smash it there?

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