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Topics - Moleculor

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DF Gameplay Questions / Non-responsive werelizard dwarf?
« on: July 31, 2014, 10:49:33 pm »
A werelizard! Beware it's bite!

So a werelizard bit one of my dwarves. He's DEFINITELY infected (walled him up in the room they took him to, he transformed the next full moon).

I tried assigning him to a burrow while he was unconscious, in an attempt to make them take him there. That didn't work. Now he's awake, alive, fully healed, and just... there. Not moving. Not doing ANYTHING. I can't get him to go to his burrow, and he's not even doing work. He's just staying in the spot he transformed in, naked.

Have I run into a bug? Am I missing something non-obvious? I've even tried turning him into his own squad and giving him orders. He won't move. Cancelling the squad order forced him to start thinking about Fishing, and that's his current 'task', but he's still not moving.

I can't tell if he's still in bed or not. I'm dismantling the bed next, to see what happens. Any ideas?

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DF Gameplay Questions / Securing a brook? Or should I bother?
« on: July 29, 2014, 06:24:37 pm »
So I've started my first game of DF in a year or three. I'm starting in a barren granite wasteland (with a little bit of black-sand desert to the north west). A brook runs through the area, splitting it in two.

The area is a relatively flat valley between two sloping hills to the east and west, neither of which is really suitable for a grand dwarven mining entrance, so...

I'm thinking of trying to make an above-ground fort to protect the entrance to a mine in the center of the area.

I'm just not sure how I secure the brook running through the middle. If I build my fort with the river running through it, can I secure it at all? Or do I have to avoid the brook?

The area is hot, so I doubt it'll ever freeze, so waiting for it to turn to ice and mining parts out to place grates down is not an option.

3
It's been a year or two since I've played DF, and the most complex thing I've ever done was start in a heavily forested area near a mountain and build an underground (self-filling/maintaining) cistern and well.

I'm looking to try out DF2014. 250 years of world generation seemed to basically spread dwarves over every inch of valuable land, leaving any fortresses I build to essentially be 'the town two miles down the road' rather than 'brave adventurers out in the wilds of the world'. So I tried a shorter history.

This left one valuable spot of land, filled with flux and metals... but it's hot, 15/16ths no trees, vegetation, or soil. Only the northwestern corner has sparse trees and vegetation with a little soil.

I DO have a river. No aquifer.

I'm pretty sure the standard embark profile won't be ideal.

Any tips on what I should change or bring with me so that I can survive long enough in the beginning to get at least marginally self sufficient? Logs are an obvious choice...

4
I have a lovely river running through my dwarven valley. Sadly, it apparently touches a murky pool somewhere in the area, because the entire thing is marked as 'Stagnant' despite being very much a flowing body of water.

I'm trying to reroute the water from the river to an underground cistern I've built. Unfortunately, I noticed the river was stagnant AFTER I'd spent all the time planning, carving out the cistern, and clearing it, so I don't have a lot of room to build in (though I do have multiple Z-levels, so I think that qualifies as "has enough room to do whatever is needed").

I hear that using a pump will de-stagnate water. How do I build one that requires little to no (preferably no) interaction from dwarves to start up, will run on its own, and be secure (i.e. no mice, goblins, eagles, etc crawling into my pump-works or cistern)?

EDIT: Ok, apparently I wasn't very clear.

My cistern is *empty*, and has never contained water.

I want to put a pump (or some other de-stagnantization system) between the river and my cistern, which is several z-levels below and several squares east of the river.

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DF Dwarf Mode Discussion / How do I filter my cistern?
« on: February 23, 2012, 06:29:00 pm »
So back in v34.01 I made a cistern in a fort. In the (1 square wide) tunnel that connected the river to the cistern, I placed a Grate, Fortification, Grate, right next to each other.

Or was it Fortification, Grate, Fortification? I forget. Anyway...

I remember reading that this would prevent things from getting into my cistern, keeping it animal/monster free. That's exactly what I wanted. Then I pulled the lever to fill the cistern and...

...watched as a swarm of fish spawned inside of it.

Now I'm building another one in 34.02, and I'd like to build a filter for it.

So... how do I keep my cistern and underground water supplies free of animals/creatures/vermin/monsters/whatever?

6
DF Gameplay Questions / Storing inaccessible items? Seeds? No stockpile?
« on: February 17, 2012, 04:07:54 am »
Ok, so I'm *still* sort've a newbie at this, despite having dabbled with the game on and off since 2D dwarf fortress...

I've got these few dwarves who keep cancelling a "Store Owned Item" job because the item in question is inaccessible.

I've used the [j]ob list to try and catch them just before they cancel, and I'm almost certain that I've narrowed it down to "plump helmet spawn".

I have a seed stockpile, but the job they're trying to do does not list the stockpile next to the job in the job listing (possibly because the stockpile is custom? Maybe? I'm guessing here...).

I do have pots available for storage (pretty sure, at least), and there is empty space in the seed storage area. What's going wrong? How do I make the spam stop?

I only recently got farms up and running (after flirting with starvation for a full five seasons), so this might have SOMETHING to do with it, but I'm not sure what.

EDIT: Ok, and apparently it's other things, like (rat weed) or such.

7
DF General Discussion / A were-capybara wouldn't howl!
« on: May 24, 2011, 09:29:03 pm »
A were-capybara wouldn't howl!

It would sound like this. Or this. Or these.

Just sayin'. (Oh mai science, so cute!)

8
DF Dwarf Mode Discussion / Get everone inside? Flush some blood?
« on: November 02, 2010, 03:05:02 pm »
Right, I'm back to DF again after yet another long absence.

I just had my first invading group of goblins or something or other. I've suddenly realized (after three or four dwarves got slaughtered) that I can't figure out an easy way to get everyone inside, behind the soldiers (who apparently decided to take a nap after killing one or two goblins).

1. How do I wake them up?
2. How do I get everyone inside? Burrows seem unnecessarily unwieldy for this task.

I also have a forgotten beast (or two?) wandering down in the caverns below.

My current plan is to dig a "airlock"-esque system of tunnels filled with spinning disc traps to kill anything that tries to get in. However, I'm at least familiar with the concept of these beasts that I know that sometimes their blood is toxic, poisonous, etc.

Spinning blades + forgotten beast with toxic blood sounds like a recipe for a tunnel my dwarves can't use afterwards.

3. If I flush water through the tunnel and down into the cavern below, will that clear up the blood?
4. Is there another way?

9
DF Dwarf Mode Discussion / "Brewer" doesn't brew?
« on: October 24, 2010, 05:38:43 am »
Right, so I'm back to DF again, after yet another very long break.

So of course I've not only forgotten most things, but there are new bugs and stuff to discover! Yay!

I've just had my third or fourth migrant wave (Armok, but they keep coming!) and I've spontaneously noticed that, lo, the brewer that just showed up, that only has a single skill, that of brewing, and a job description of brewer... doesn't have "brewing" selected in his labors.

Oh. Joy.

So I've gone over a few other dwarfs... slowly... and discovered that they too are "professionals" who don't do their jobs.

What's the fastest/easiest way to fix this issue, besides magma?

10
Right, so I've got someone assigned to a squad. He's carrying around a shield and a copper axe. I've given him a kill order.

He's twiddling his thumbs in my meeting area. He's listing the kill order as his current job, but he's not going in and doing it. This stupid lizard man has been torturing my mason for DAYS now, and the military won't go in and stop it.

Help?

11
DF Modding / Newbie Question!
« on: May 09, 2010, 08:06:42 am »
I'd like to do some crazy experimentation with 'vanilla' DF. Is there a tool, memory hack, whatever, that enables a sort've "god mode" where you can create anything you want, anywhere you want? A super-arena mode you can use in dwarf-fortress mode? (i.e. The ability to create non-weapons/armor in any place, etc. More specifically (though not actually) for example, a tower-cap barrel of fire imp fat, or a tin bin of granite mechanisms, or such.)

12
DF Gameplay Questions / Indoor Fishing?
« on: March 30, 2009, 12:46:59 am »
I had this idea for an indoor fishing pool. Underground, fed by an outdoor river.

I was wondering if there's any actual way of populating a pond with fishable fish, letting them populate the pond, then fishing, etc? Or is there a safe way of drawing fish from outside through the water source?

(The pond probably won't happen on the fortress I'm in due to a malfunctioning auto pressure plate floodgate system that I could SWEAR was set up correctly, but I'm still curious.)

Also, just as a random side question, I'm new to 3D DF (played way back when it was 2D, couldn't get into it). When I hit Save, it brings me back to the main menu. If I go in to my saved game folders, remove everything but the latest save game, and then enter the game, the saved game that gets loaded up isn't of when I quit, but the start of the season I quit on... i.e. several weeks or months before I hit Save. Is this normal?

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