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Topics - Masennus

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DF Gameplay Questions / Why won't my cook build a kitchen?
« on: April 23, 2011, 12:31:50 pm »
I built temporary kitchen and still to work while I got their more permanent locations dug out. I set up the buildings in their new homes, and set the old buildings to be dismantled.

The dwarf who is my cook and brewer dismantled both old workshops. He built the new still. He won't build the new kitchen.

I haven't changed his labors. I've tried removing the unbuilt workshop and re-designating it. Cook will not build it.

Any ideas?

2
I channelled out a few tiles into the aquifer to set up a water source for my hospital. I noticed that two of the walls of the channel have "A smear of Mafol Ragmagics's dwarf blood"

My immediate reaction was, how the hell did some idiot bleed down there? Did he fall in? It's only 1 Z-level and there's a RAMP!

So I looked around for body parts. None.
I looked for signs of blood in the room above. None.

Finally, I looked in the 'u'nit screen for Mafol Ragmagics. None.
Not alive. Not dead.

Is it possible for a dwarf to bleed into an aquifer at world-gen? Has anyone else ever uncovered blood smears while revealing new tiles digging? How would y'all explain this?

3
DF Gameplay Questions / Can you cultivate grass for pastures?
« on: April 17, 2011, 02:13:00 pm »
I found a beautiful embark site at the junction of three rivers. It's got a fantastic spire with cliffs and waterfalls. And it's in a badland biome. There is not a blade of grass (let alone a tree).

Is there any way to inspire grazable plants to grow in a badland? Can I irrigate?

I fear I'm doomed to placing pastures in the caverns.

4
DF General Discussion / iPhone + dfterm2. Any success stories?
« on: September 19, 2010, 01:41:09 pm »
I recently got dfterm2 working on my home computer. My intent is to be able to play from my phone.

(If you haven't heard of dfterm2, check out this thread. )

Has anyone found a good (free?) telnet app for iPhone?
Has anyone gotten it to work with dfterm2?

5
DF Dwarf Mode Discussion / Chief Medical Dwarf
« on: June 23, 2010, 01:44:05 pm »
I can't help but chuckle every time I think about my hospital and my butcher shop being across the hall from each other.
I only designed them that way because the chief medical dwarf is the butcher...

Maybe there should be a skill synergy between those two professions. Some knowledge of anatomy connection.

6
I'm looking at designing an engine room inside my fortress. The space I have available is circular, and I want to pack as many water wheels as possible into it.

Imagine two donut shaped rooms on adjacent z-levels. The bottom room contains water between 5/7 and 6/7. The upper room is full of a hundred water wheels and one pump, with appropriate gear assemblies and axles. Will the pump be able to stir up the water enough to get all those wheels running?

7
DF Gameplay Questions / cancels Train War Animal: No creature
« on: June 24, 2009, 10:41:30 am »
I get "cancels Train War Animal: No creature" when I try to train my dogs. I embarked with 64 dogs. They're milling about my meeting area about ten tiles away from the kennel. Do they need to be caged to be trained? Could something be broken in my raws preventing the training of dogs?

I rather suspect it's the raws, because there were no war or hunting dogs available on the embark screen. I have recently added orcs for the first time, does the orc mod break training war dogs? Anyone point me in the right direction?

Edit: I looked at the dogs in the raws. There's a flag that says [trAINABLE] I changed it to [trAINABLE] and my dogs are being trained now. Do we know what changes that? Seems an odd thing to have happen on accident.

Further Edit: I guess I know what happened. Why do the forums decapitalize TR? My first edit looks a little silly with the first two letters lower case.

8
I am planning a one dwarf megaproject. The entire megaproject will be one dwarf's lifelong fey mood. My plan is to have one superdwarf do all construction, pumping, mining, engraving, furniture creation and placement, etc. by himself. He'll work on it singlemindedly and without help. He's going to develop a lot of legendary skills in the process, so I figured I should finish the job. I'll be borrowing heavily from the experiences shared in this thread once the tower is finished. I probably won't be worrying much about the skills that required modding to get legendary.

The obsidian tower I have planned will be circular and peak in a mushroom shape. At the base of the tower will be two oblong reservoirs, one for water, and one for magma. From there a system of pumps will lift liquids through the center of the tower where they will pour from the top.

I plan to leave the land untouched so the tower will appear to rise directly out of the wilderness. This means that the dwarves will be forced to live in constructions built above ground until a few layers of obsidian have been poured. Then they'll deconstruct everything as they move inside. The central pumps will allow me to build upward without marring the landscape, the connection to the magma pipe and the aquifer will be underground. I haven't decided yet if the liquid reservoirs should be above- or below-ground. If above, they'll be hollowed from cast obsidian to match the tower.

Here are the questions I don't have answers for yet:

Should the tower extend below-ground? I've thought of taking it all the way to the lowest z-level of the map, to make the tower as tall as possible. I don't know that I'll need/want all that space. If anyone can suggest a way to cast obsidian in a space with a roof I can start at ground level and work down if I'm dissatisfied with the topside tower. Without one-level obsidian casting technology I will have to pour the lowest level first, which requires more planning.

Can I turn off immigration temporarily? I'm thinking that the six dwarves in the embark crew will be the friends of the supermoody dwarf, who follow him out of curiosity/loyalty and keep him protected and fed, since these petty concerns won't trouble him. I don't want to worry about keeping any other dwarves entertained during construction. I want to have immigrants arrive and live in the fort once it is already started. (The less above-ground housing I have to build, the better.)

Should I play with orcs? Originally I had planned to include them, but if I am going to limit myself to my 7 embark dwarves orcs may be more trouble than they're worth.

9
DF Gameplay Questions / limestone vs. Limestone
« on: June 23, 2009, 01:38:13 pm »
So, I've been pumping some magma around. It tends to make any limestone in its path into molten Limestone with a capital L. Now occasionally I'm also seeing Limestone floating on top of the magma, also capital L. This has a white double squiggly line graphic.

So, while limestone stays put, melts into molten Limestone and eventually disappears, occasionally I'm seeing some Limestone that floats on top of the magma. It also occasionally disappears, or floats past the end of the magma and lands on top of a rock.

Just past the furthest my magma has progressed the tile says

limestone
Limestone
Limestone Cavern Floor

So two questions. Other than the image displayed, is Limestone functionally different from limestone? Where did this new Limestone come from?

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