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 - Sphalerite

Pages: 1 ... 451 452 [453] 454 455 ... 470
6781
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: December 14, 2009, 10:18:10 am »
I was skimming through the post and was surprised nobody mentioned Conservation of Energy
Waterwheels driving screw pumps that power waterwheels.  Dwarf Fortress laughs at your puny notions of Conservation of Energy.

6782
DF Community Games & Stories / Re: Community Tower...
« on: December 13, 2009, 10:25:26 pm »
This is something that will be much more interesting when the new release comes out, with configurable Z-level limits.  In the current version you're limited to 15 levels over the tallest natural terrain, which isn't all that high.

6783
DF Dwarf Mode Discussion / Re: Sphere building help
« on: December 13, 2009, 08:40:59 pm »
I have a Python script I wrote to create plans for building spheres.  It plots out every layer, and gives a report of the total amount of material needed and the enclosed volume.  Never ended up building the spherical fortress I had planned, but I still have the code.

6784
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 13, 2009, 08:39:19 pm »
There is a dead baby at the bottom of Pagedslipped's new cistern.  With the cistern already several levels full and no practical access to the bottom, the dwarves will have to try to ignore the funny taste in the drinking water for a while.  The baby's mother seems unconcerned;  perhaps with the dozen other children she's already given birth to she's lost count.

Meanwhile, the tax collector has mandated the construction of bismuth items.  Of course, it is impossible to make anything out of bismuth.  Miners are digging exploratory tunnels to look for Bismuthinite.

Meanwhile, the rabbit breeding engine continues functioning, with a few newly matured wild rabbits about to be delivered to the sawblade array.  And construction is underway on the prototype magma-powered automated trash incinerator.

6785
DF Dwarf Mode Discussion / Re: Unfelicitous fish flinging failure!
« on: December 13, 2009, 05:27:53 pm »
I don't know about hammer-loaded weapon traps, but I can tell you that the direction of an object flung by a bridge is completely random and not at all determined by the direction the bridge raises.  You can't reliably use a bridge to throw an object in a specific direction, or up onto a river bank.

6786
DF Dwarf Mode Discussion / Re: Unfelicitous fish flinging failure!
« on: December 13, 2009, 02:35:01 pm »
Bridges, whether retracting or raising, do not fling creatures up Z-levels.  Creatures on a raising or retracting bridge will be thrown around but will stay on the same Z-level.  Objects can be thrown up Z-levels, but not creatures.

See the following for experiments demonstrating this:

http://www.bay12games.com/forum/index.php?topic=42111.0

6787
DF Dwarf Mode Discussion / Re: The Deep Roads
« on: December 12, 2009, 12:17:00 pm »
No, unfortunately that's a myth.  Caravans will spawn on whatever side they please - but if there's only one accessible route from that side of the map they seem to spawn there.
No, it's not a myth.  I have used the method of using bridges and channels to force caravans to appear in only one spot on many fortresses and have never once had a caravan refuse to appear on the side of the map I wanted it to.  It may be that if your map is bisected by some natural impassable barrier like a river that a caravan will only be able to appear on one side of it, but otherwise it does work to force the caravan to appear in only a specific spot.

6788
DF Gameplay Questions / Re: Breeding non-domestics.
« on: December 12, 2009, 10:54:41 am »
Most wild animals will breed, provided you can keep them on the map long enough.  Wild animals which wander onto your map from the edge usually wander off before they can give birth.  You can capture them in cage traps, but they won't breed while in cages.  Capture several, then release them in an enclosed space they can't escape from, and they will breed.  My current fortress has an elaborate mechanical device which contains six wild rabbits in separate non-cage enclosures, with baby wild rabbits held until they grow into adults then released into a hallway full of weapon traps.

6789
DF General Discussion / Re: Fan art competition!
« on: December 12, 2009, 10:31:35 am »
Inside the tank is a water wheel and a screw pump linked together.  And some magma just to be extra dwarfy.

6790
DF General Discussion / Re: Fan art competition!
« on: December 11, 2009, 04:23:08 pm »
Females of any species are barely mentioned in Tolkien's books.  I do recall it being stated that it is difficult for non-dwarves to tell male and female dwarves apart, which would imply that they have beards, but I don't know where if anywhere in the books that is.

6791
DF Gameplay Questions / Re: Adam+Eve Challenge question...
« on: December 11, 2009, 09:10:56 am »

How in blue blazes did you get migrants with cap set to 2??
Population cap is more of a suggestion than a strict limit.  It doesn't seem to work at all below 10 or so, and doesn't always prevent the next year's immigrants from showing up anyway.

6792
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 11, 2009, 09:09:24 am »
Strangely, upright spears don't increase the damage taken by a creature falling on them.  They only do damage when they extend.

6793
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 10, 2009, 06:44:17 pm »
While my Baron was dealing with the representative from the mountainhomes, the human and elven diplomats showed up at essentially the same time.  The elven diplomat went straight to the fortress meeting room and hung out there till the baron was free.  The human diplomat for some reason spent most of the season standing where he appeared on the map before finally getting up and going to see the baron.  I had to send soldiers out to keep him from getting killed by ambushes while waiting.

The elven ambassador was very concerned that we not cut down any of the non-existent trees in the waterless desert surrounding the fortress.  I resisted the temptation to throw him in the crocodile pit.

6794
DF Gameplay Questions / Re: breeding
« on: December 10, 2009, 03:08:57 pm »
I hear there is a trick that if you chain your animals up in a stairwell, their newborn offspring will fall to their doom upon birth. Then they can be collected, butchered and tanned automatically.
Tested this, doesn't work.  The newborn is born standing on the stairs.

I have created an automated wild animal breeding/butchering machine, but it involves a lot of pressure plates, hatches, and doors.

6795
DF Gameplay Questions / Re: breeding
« on: December 10, 2009, 02:18:18 pm »
If I toss hostile invaders (beak dogs and goblins) into a pit, will they breed as well?
The goblins will not.  Don't know about the beak dogs, I've never seen them actually show up in a siege.

Pages: 1 ... 451 452 [453] 454 455 ... 470