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Messages - Masennus

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31
DF Dwarf Mode Discussion / Re: Help Me, Get Water Pressure Right....
« on: July 04, 2009, 08:52:08 am »
When you want to do that ASCII stuff, put it in code brackets.

Does anyone know how to do BBCode escape sequences so I could actually write out code brackets?

[trAPAVOID]
[TRAPAVOID]

That what you meant?

Just quote this message. Yay for learning to bypass filter on other forums.

That's spiffy! I want to know why TRAPAVOID and TRAINABLE are filtered at all. Anyone know? It seems.... unnecessary at the least. Annoying at best.

However, I think the original asker wanted to know how to teach someone to use tags. I thought they would show up in a code block, but I just tried it and it didn't work... :(

32
I've finished design work on the first few floors, and engine room. I decided to go back to the story for a bit, because drawing all this up on paper is getting tiresome, I want to play with the fort a little. Here's the next entry from Zefon's log:

8th Moonstone 100:

We have carved out a decent living here. Funny I should use the term carved out, when we haven't had the use of a pick for the entire year. At any rate, we have a decent food and drink stockpile, a few beds, and a roof over our heads, albeit a wooden one. Tekkud has almost finished training all the dogs.

We see very little of Zasit. He occasionally comes and sleeps in one of our beds. I took a barrel of Strawberry Wine and a few pieces of cow cheese over to where he's been working. He's just digging. So far he's dug several floors of circular rooms. I wonder how far down he'll go before he stops.

I've designed a wall that will surround the project, and in the mean time we've stationed dogs at the stairway where Zasit entered his dig site. Most of our time is spent cutting trees. Stone would make such a better wall. Ah well. We rather expected to be playing wilderness survival when we took off after Zasit. I hope this construction comes out as magnificent as we suspect, and that our small part will be mentioned in the histories of the place.

I fear the nearby orcs or goblins will hear that we are here soon. We've got to get the wall finished. Back to work.

33
I would love to see you change the design of the tower into a Bovine shape...

"Zasit Estunmedtob likes ... and cows for their haunting moos"



Heh. I like it, but I just can't justify throwing away the design work I've done up to this point. If I can figure out how to get Zasit some cows without bending the rules too far I will use some masterwork Iron cages with cows in them to decorate his tomb. Maybe I'll even link the cages a breeding pair to a pressure plate near his sarcophagus so when he is finally interred they are released and start a cowslposion in his tomb.

That gives me another idea. Zasit's death should be the death of his living monument. The pressure plate near his tomb should set off a series of booby traps starting with sealing off the fortress with more cast obsidian, and culminating in the gruesome death of all its inhabitants. The more elaborate the scheme the better. I imagine it ending with the tower completely flooded with water. Killing the dwarves but preserving the treasures inside.

In 1000 years the legend of Zasit's tomb will reach the ears of a brave adventurer...

34
Stores meant storage. I was inconsistent.

Also, there's a roundish cliff where the tower is mined from, meaning that, the ground at the back of the tower is several z-levels higher than at the front. I should be able to keep floors 4 and below as mostly dark subterranean to do underground and tower cap farming.

35
Thanks for your encouragement and tips. I'll definitely turn on harvesting for farmers only.

I am hard at work laying out floor plans and calculating material collection needs. Here's a basic plan of the fort by floor. If you see any glaring omissions or have suggestions, please let me know. I won't lose any work, even to sweeping changes since at this point the levels I've designed can easily be swapped around vertically.

I have plenty of room to dig deeper, but no more room at the top.

Spoiler (click to show/hide)

Each floor is a 31 diameter circle with a 7x7 in the center reserved for pumps, stairs, and well shafts. That should give you a basic idea of how much space we are working with.

36
He's not manager/broker/bookkeeper. I was acutally quite surprised when he was named expedition leader. I immediately gave the other tasks to another dwarf (who's name also starts with Z probably lending to the confusion.)

I get annoyed every time Zasit picks up a "Harvest Plants" task, he's only got mining active currently. Every dwarf tasks are my bane!

37
The rivers are pretty far from where I'm building, I'd rather have the system self-contained. So, I'll try the one-pump method. I'm certainly overdoing the number of wheels I need to drive my system, so even if they're not all active all of the time I should be ok.

38
I think he might die of old age before he finishes. Especially since I've laid out the plan in such an inefficient manner.

The tower is a circle with a 31 tile radius, and it's going to be somewhere in the neighborhood of 30 z-levels tall. I'm still designing the different floors, especially the engineering level that will power the central pumps. I don't want magma to go everywhere right when I turn it on, and for the spirit of the project the whole thing will be built in one go, with no test runs.

39
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?

40
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 24, 2009, 08:33:51 pm »
Bins. Make wooden bins, put crafts/merchandise in, then during Trade, just select the bin to be traded. It and all it's content is then traded.

Still, sometimes you might not want to sell the bins, like for example a wood scarce map or elves.

You don't have to sell the bins just because they were carried to the depot. The trade screen will show all the contents of the bins, which you can trade individually. Precious bins will be kept and restocked into your piles once trading is finished.

41
DF Dwarf Mode Discussion / Re: Many Statues
« on: June 24, 2009, 02:28:09 pm »
That's completely impossible.
1. You can't make reactions which depend on what is in a bucket/bag. You can make an adamantine statue from an empty bucket, but you can't make an empty bucket from a bucket filled with something.
2. Buckets of water and sand bags are special because water and sand are not real items. For example, you can't take the sand out of the sand bag.
3. You can't edit the reactions at the kiln. You can only edit smelter reactions.

I'm surprised you can mod smelter reactions but not kiln reactions. It feels like terracotta should be baked, hence the kiln. I guess the smelter would work too, but the kiln would be more authentic.

I'm also surprised you can't make a reaction like the one used to make lye. That requires a bucket. (I thought the bucket needed to have water, but perhaps not.)

I'm also surprised that sandbags can't be used in reactions. I know you can't take the sand out of a bag, but sandbag is still a different item than bag.

I thought of putting in clay clusters, but that seems like you'd have to regen the world to get the clusters in, and the OP already has the room carved out in a running fortress. I thought if we could devise a way to create clay and mod it in, that would work. Perhaps adding reactions requires world gen also, so that point is entirely moot?

42
Rules I've developed for this project.

1. Zasit may only work on his project, and only he may work on his project.
  • 1a. Zasit may not use materials gathered or created by other dwarves, with one exception. He may eat and drink with the assistance of his friends. If I can prevent him from sleeping on one of their beds, I will.
  • 1b. No other dwarves may use items produced by Zasit. He has "claimed" the hillside where he works, like a regular moody dwarf claims their workshop.

2. Zasit may eat, drink, and sleep according to normal cycles. He may not take breaks.

3. The nature of the mental focus afforded by the strange mood does not allow Zasit to think outside the box. He won't build any windmills or waterwheels to simplify his efforts. All his pumping will be done by hand.

4. Typical strange moods go in three steps: Claim a workshop, gather materials, work furiously. Zasit will approximate this as well as possible.
  • 4a. Claim a Workshop. The first project will be to mine out the space where the tower and reservoirs will eventually stand. The exception here is that one layer of original floor will be left to preserve the "dark subterranean" flags for part of the tower for a tower cap farm and subterranean farm plots. This roof will be removed during obsidian casting.
  • 4b. Gather materials. Next Zasit will gather everything he needs to complete the project. This will proceed in phases.
    • First raw material will be gathered. Stone, ore, seeds, wood, leather, etc. Quantum stockpiling will likely be needed, but that's ok. A regular moody dwarf would pile everything into a single workshop before he starts to work, after all. This phase will include filling the magma and water reservoirs.
    • Next more complex materials will be created. This includes everything from furniture to windows to screw pump components.
    • Next items will be decorated. Everything in the fortress will be studded with Zasit's favorite metal, iron. The highest quality objects will also be encrusted with any gems located during excavation.
  • 4c. Work furiously. This step will be construction, pumping, construction, pumping, construction, and pumping. Then mining for an age. Then engraving for another age. Then hauling for another age.


Problems: He will need an anvil. Creating items to trade for an anvil breaks the spirit of rules 1 and 3. Using the forge built by Zefon et. al. to make his own anvil breaks rule 1a. I suppose technically that rule was broken the moment he picked up his pick. I think this can be the exception that proves the rule. Zefon will be so confused when Zasit shows up in the camp, ignores him, makes an anvil, and hauls it away.

Rule 4 is going to take a LOT of planning. I'll need blueprints of every room that will ever be in the tower, right down to the furniture. I will also need blueprints for the pumping and power systems. This rule also means that my fortress won't be ready to accommodate immigrants until it's nearly complete, so my defense will be entirely up to the 6 original dwarves and their dogs. As the first ever time I've played with orcs installed, that could prove very very fun.

It might be a while before my next update while I draw up plans.

43
DF Gameplay Questions / Re: Building stairs in channel/empty space
« on: June 24, 2009, 11:12:44 am »
It's possible that you're being stopped because the place you're trying to build has no access. Either a dwarf can't get there to build, or there's no building materials available.

Check for locked doors or hatches.

44
DF Dwarf Mode Discussion / Re: Many Statues
« on: June 24, 2009, 11:07:53 am »
As far as I know, the sand gathering is hardcoded and you can't use sand bags in smelter reactions.

I'm sure it could be approximated. Perhaps not with the zone requirement. Put in something that makes a sand bag + bucket of water = empty bucket + clay bag, then a second reaction to make clay bag = empty bag + terracotta statue at a kiln.

45
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.

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