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Messages - Quietust

Pages: 1 ... 516 517 [518] 519 520 ... 560
7756
DF Gameplay Questions / Re: Confused on butchering animals now...
« on: October 09, 2009, 12:19:32 am »
You don't need to tell the butcher's shop to butcher the dead animal - it will enqueue the task automatically unless you've disabled it under Standing (o)rders. If you have (r)efuse settings set to collect from (o)utdoors, then you're getting the cancellation message because somebody's busy hauling the corpse to a refuse stockpile. If you're not set to collect refuse from outdoors, you may need to turn it on or your butcher might simply ignore your kill.

Note that you'll also need a tanner's workshop to make leather out of the animal skins.

Incidentally, there are other ways of making bags than hunting wild animals, such as butchering some of your tame animals (horses, cows, and donkeys are livestock unless you explicitly make them available as pets). Another way (which isn't time sensitive) is to grow some pig tails or rope reed, process them at a Farmer's workshop, weave the thread into cloth at a Loom (normally happens automatically), then make plant fiber bags at a Clothier's workshop.

7757
DF Gameplay Questions / Re: Making Chasm's safe?
« on: October 08, 2009, 10:45:25 pm »
Filling it with an infinite water or magma source should kill everything in it, destroying the spawn.

Er, creatures don't spawn from chasms - whatever's there from the start is all you'll get (aside from breeding, of course, but that's always the case). Also, chasms can absorb an infinite amount of water/magma instantaneously, so trying to fill it would be an exercise in futility.

7758
DF Dwarf Mode Discussion / Re: Capturing fiery clowns?
« on: October 08, 2009, 05:05:00 pm »
It's an obscure way of referencing them. It was presumably also intended to be amusing.

7759
DF Gameplay Questions / Re: Door-related Injuries?
« on: October 08, 2009, 12:33:06 pm »
I believe blood can show up in doorways if a vermin is standing there when the door gets closed. As for your dwarves getting injured, you might want to keep an eye on the wildlife.

7760
Walls do not actually destroy their source materials - they'll still show up in Z-Stocks, and if you (f)orbid a construction's building material (whether in Z-Stocks or by using d-b-f) and then designate it for deconstruction, nobody will deconstruct it. Furthermore, if you manage to build a wall out of a material which is on fire (e.g. ‼lignite blocks‼), they'll still be burning after you deconstruct it.

7761
DF Gameplay Questions / Re: Trophies and (semi)megabeasts
« on: October 08, 2009, 10:42:02 am »
Trophies only exist in Fortress mode, and they exist as skull totems (which don't actually retain the name of the creature from which they were created).

In Adventure mode, all you need to do is kill the creature and the guy who gave you the quest will instantly know that you were successful.

7762
use my automated waste disposal system! (stone crafts float  ;))

There's actually a bug in 40d with water pushing items around where it causes items to become completely invisible but still actually remain in their location (Z-Stocks will let you zoom to them, but you won't actually see anything there). If you were to use d-b-d within your P.O.R.N.S.T.A.R.S. upper chamber after flushing away some items, you would probably find your dwarves rushing in and picking up items out of nowhere - I've done the same thing after flooding my entrance bridge with magma during a siege and then retracting it to get rid of the magma, where using d-b-c to reclaim the area makes my dwarves run onto the bridge and gather up a bunch of metal items that had apparently gotten stuck floating in midair.

7763
DF Bug Reports / Re: water not equalizing
« on: October 08, 2009, 08:18:37 am »
Magma, in the same conditions:


~~~#_..
##~#_##
##~#_##
##~#_##  <--magma will never rise to here, even if there's a pump at the other end (upper left, relative to this view)
##~~~##
#######


Actually, that's wrong - if you have a pump at the other end, the magma will rise all the way up to the initial level. I know because I took advantage of this behavior to fill a 23 Z-level hollow pyramid with magma from the bottom (see here).

To summarize:

Water, naturally flowing:

~~~#_..
##~#~##
##~#~##
##~#~##
##~~~##
#######

Magma, naturally flowing:

~~~#_..
##~#_##
##~#_##
##~#_##
##~~~##
#######


Water or magma, pumped:

.%%~#~~~
~##~#~##
###~#~##
###~#~##
###~~~##
########


7764
DF Dwarf Mode Discussion / Re: Capturing fiery clowns?
« on: October 08, 2009, 07:59:42 am »
Adamantine boils at 50000 and melts at 25000, though it has an insanely high specific heat, so a ‼clown‼ would probably have to stand on top of adamantine for the better part of a year to ever melt it.

Also, cave-in dust was tested here and was shown to be entirely ineffective. Hell, the OP was even fully aware of that test when he suggested using webs, so there's no point in even considering cave-ins as a means of capturing them - the only thing a cave-in can do to a ‼clown‼ is crush it outright - cave-ins are currently capable of instantly destroying any creature directly underneath them.

7765
DF Dwarf Mode Discussion / Re: Unusual Artifacts
« on: October 08, 2009, 07:54:07 am »
The more valuable an artifact is, the more likely it is to be mentioned and referenced by other things (engravings, artifacts etc.)

Being an artifact Aluminium Statue; the most expensive non-fun metal in the game, it's worth a metric butt-ton of dwarf-dollars (nearly 2 million, nice) so expect to see it referenced alot.

I think you miscounted the digits there - that statue is only worth about two hundred thousand, not two million.

7766
DF Gameplay Questions / Re: Dwarven Draino - keeping pipes clear
« on: October 08, 2009, 07:49:23 am »
Farms and stockpiles will hide flow numbers just like a paved road. As I mentioned, though, paved roads can be (h)idden so as to make the flow numbers visible again.

7767
DF Dwarf Mode Discussion / Re: Expanding magma pools
« on: October 08, 2009, 07:44:14 am »
Magma pools never replenish. End of story.

As explained above, pools of water don't replenish either, though they'll appear to refill due to an oddity in the way water freezes and melts.

7768
DF Gameplay Questions / Re: I only catch Cave Fish
« on: October 08, 2009, 07:41:47 am »
If you want to catch turtles, all you need to do is dig a channel next to your underground river that leads into a different (48x48) region tile - since you won't be fishing within the underground river itself, the game will think you're fishing from a murky pool instead, giving you turtles.

7769
DF Gameplay Questions / Re: Df Computer Specs?
« on: October 07, 2009, 10:44:18 pm »
Core 2 Quad 2.4GHz, 4GB of RAM (though XP only sees 3GB, even with PAE), and an 8800GT. My current fortress (8x4 region, 208 dwarves) gets around 22fps, while my last fortress (6x6 region, 275 dwarves) slugged along at about 12fps.

7770
DF Dwarf Mode Discussion / Re: grass, shrubs and trees rules
« on: October 07, 2009, 06:25:59 pm »
Trees need unmined soil in the layer below. Shrubs might take a while to show up. How long has it been?

please stop saying that, i've had plenty of trees grow with a rock layer beneath them

Did you have at least 1 unmined soil tile within a certain radius of the tile below said tree? If so, how close was it?

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