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Messages - blue emu

Pages: 1 ... 58 59 [60] 61 62 ... 75
886
DF Gameplay Questions / Re: Smoke alarm
« on: December 14, 2009, 04:26:27 pm »
Theives don't activate pressure plates anyway... do they?

887
DF Gameplay Questions / Re: Items traded left at Depot?
« on: December 14, 2009, 04:23:31 pm »
I've heard that Hunting Dogs (instead of War Dogs) have a slightly extended sighting radius. Haven't tested it with Dwarven Science, though.

888
DF Gameplay Questions / Re: Dwarf Liason offering Sand?
« on: December 14, 2009, 03:48:44 pm »
I know you say you made no changes to the raws, but it still might be worth checking them to be sure that nothing happened there, and it doesn't take a lot of time, really.

Just checked... there are no Sand entries in the matgloss_stone_mineral, matgloss_stone_layer, matgloss_stone_gem files, and only the ordinary Sand entries in matgloss_stone_soil file:

Spoiler (click to show/hide)

889
DF Gameplay Questions / Re: Dwarf Liason offering Sand?
« on: December 14, 2009, 03:15:48 pm »
blue emu, have you checked the raw files yet to make sure that the game actually still considers those sand types to be sand and not another type of rock, and that there aren't maybe two types of each sand (one sand/soil and one rock)?

I made no changes at all to my RAWs. All I did was download the REGION folder from the Wiki and put it in its proper place in the DATA/SAVE folder. The REGION folder contains no files with the RAW extension... only DAT files.

The weirdness may well originate from playing a world that was generated in DF v32 using my current DF v40d16 exe file.

EDIT: Just struck Adamantine, 75 levels (!) below my original embark spot.

890
DF Gameplay Questions / Re: Dwarf Liason offering Sand?
« on: December 14, 2009, 01:38:26 am »
Looking at the edit history of that wiki page, Lathondur Minbaz was generated prior to October 30, 2007, which would mean it was generated with version 0.27.169.32a, the very first 3D version of Dwarf Fortress ever released.

No surprise that it's a bit cranky, then.

Unfortunately, I haven't yet found a way to use my imported Sand to create an actual patch of Sand that can be zoned for Glassmaking.

I used it to build a Sand Floor... but can't zone it for Sand collection. I un-built it, but it did not leave Sand behind. I'll be trying out a few more experiments (involving cave-ins, building and destroying Workshops, etc) before I decide that it can't be done.

Any suggestions?

891
DF Gameplay Questions / Re: Dwarf Liason offering Sand?
« on: December 13, 2009, 11:52:14 pm »
How did you get that??

It should be easily reproducible.

I downloaded one of the pre-generated worlds (just the save file) off the DF Wiki. It was this one, Lathondur Minbaz:

http://dwarffortresswiki.net/index.php/Pregenerated_worlds#Lathondur_Minbaz

I started my Fort in a 6x6 area here:



Can you say: "Extreme Cliffs"?

It has a Magma vent, HFS, Forest, Flux (Marble), access to all Civs, and is on the intersection between a biome that freezes in Winter and one that does not.



I have no idea why the Mountainhome is willing to trade me lumps of Sand... possibly this world was originally genned under a previous version?

892
DF Dwarf Mode Discussion / Re: Damming brooks.
« on: December 13, 2009, 11:41:11 pm »
Well crap.

Is there a way I can move a wall of stone of the appropriate size where I want it?

Also, how much of a problem will I have with backflow?

You can't move an existing natural-stone wall, no.

Echelon3 is correct... you'll need to cast your wall out of obsidian if you want to drop it in the path of the brook without seeing it disassemble.

I don't think you can dam it to flood higher than the level at which it enters the map... so if there is no waterfall upstream, a dam won't raise the level of the brook.


894
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 13, 2009, 09:48:14 pm »
...  Of course, it is impossible to make anything out of bismuth...

...except Bars, which do count towards fulfilling the mandate, IIRC.

895
DF Gameplay Questions / Re: What exactly are dwarf computers anyways?
« on: December 13, 2009, 09:42:55 pm »
Can someone explain it to me in easy terms?
Explain which? Turing machines? Life? Automated obsidian farms? Dwarven fluid logic gates?

896
DF Gameplay Questions / Re: Dwarf Liason offering Sand?
« on: December 13, 2009, 09:38:37 pm »
OK, the Sand I ordered did in fact show up with the next year's Dwarven Caravan. It wasn't in bags, though... it was big lumps of Sand (or perhaps very large individual grains of Sand). Four different sorts... Red, Yellow, White and Black Sand.

I'm going to build a Floor out of it and see if I'm allowed to designate it as a Sand Collecting Zone for Glassmaking.

897
DF Dwarf Mode Discussion / Re: Aquifer fun!
« on: December 13, 2009, 11:14:17 am »
How do I make a ring of channeled out then?

Work from the level above the one you intend to drop.

898
DF Dwarf Mode Discussion / Re: Unfelicitous fish flinging failure!
« on: December 13, 2009, 10:47:54 am »
A bridge that raises to the North will never fling creatures Northward... the raised bridge itself blocks that direction.

899
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 13, 2009, 10:43:14 am »
Still, it is a great way to have a small group with high or legendary masonry skill making stuff while you have the masses construct things.

Yup. My usual procedure when undertaking major construction projects is to set "Masonry" active for all my Haulers and Drones, but restrict the Mason's Workshop profile to the specific Dwarves that are already trained in that skill. Checking the Haulers and Drones again at the end of the project shows no Masonry skill learned at all... not even Dabbling.

900
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 13, 2009, 03:25:23 am »
... aside from experience in Masonry...

Unfortunately, Masonry construction (building Walls, Towers, paving the sky, etc) gives no experience to the Masonry skill... or to any other skill that I can detect.

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