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Messages - Quietust

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7771
DF Gameplay Questions / Re: Dwarven Draino - keeping pipes clear
« on: October 07, 2009, 06:24:18 pm »
Smoothing does not prevent tower-cap growth.

As for seeing the water levels in a paved channel, all you need to do is use the (t) menu and (h)ide all of the building materials you used in each section of road (use d-b-h if there are no other items down there) and you'll be able to see the water levels just fine.

7772
DF Dwarf Mode Discussion / Re: Capturing fiery clowns?
« on: October 07, 2009, 01:48:46 pm »
Yes, but they allow going into more detail than simply saying "HFS".

7773
DF Dwarf Mode Discussion / Re: Elves and Glass?
« on: October 07, 2009, 11:57:07 am »
They also buy bone items now.

I've sold elf skull totems to the elves and they're ecstatic about the trading.

7774
DF Gameplay Questions / Re: Elves bring only cloth
« on: October 07, 2009, 11:51:50 am »
The next version might make Elf wars a bit less annoying, since it might become possible to mark their wooden items for burning (akin to melting goblinite) into charcoal or ashes. I personally would love to make clear glass and/or soap from the ashes of burned elven goods...

7775
DF Dwarf Mode Discussion / Re: Capturing fiery clowns?
« on: October 07, 2009, 10:14:11 am »
The terms "clown" and "funhouse" were coined a while ago as a way to refer to Hidden Fun Stuff without having to put spoiler tags everywhere.

7776
DF Gameplay Questions / Re: Orphaned babies?
« on: October 07, 2009, 10:12:50 am »
Urist Mcbaby has arbitrarily decided to go to sleep on the masterwork steel sawblade weapon trap!
Urist Mcbaby has been struck down, and struck all over the floor, and the walls, and the roof, and the dining room, and the bystanders, and the king, and the workshops...

Unfortunately, in 40d, dwarves will explicitly never willingly go to sleep on a trap - they'll simply stand on it until they get drowsy, extremely drowsy, and then go insane. The only time a dwarf can trigger a trap is if he goes unconscious from an injury or from cave-in dust.

7777
DF Gameplay Questions / Re: Swimming dwarf still won't mine where I want.
« on: October 07, 2009, 10:09:06 am »
Dwarves will never willingly path through water deeper than 3/7, even if legendary swimmers - once water reaches 4/7 (or magma reaches 1/7), the tile is simply marked as "dangerous terrain" and is ignored for all pathfinding attempts (unless the dwarf is already in the tile, in which case he may path through others for the sole purpose of escaping).

7778
DF Gameplay Questions / Re: Elves bring only cloth
« on: October 07, 2009, 08:31:21 am »
I can't help but wonder if Toady deliberately hardcoded awesome animals in cages to be rare and cloth to be common.

Because if i give other races the [USE_ANY_PET_RACE] tag, they turn up with billions of animals in cages. But not the Elves. Never the Elves.

I'm betting that's simply a result of Elves refusing to use wagons (which can carry LOTS AND LOTS of stuff).

7779
DF Dwarf Mode Discussion / Re: personalities
« on: October 07, 2009, 08:27:51 am »
I find awesome bedrooms work well too.  Get a legendary gem setter, mason, and engraver to give them little rooms that are engraved and have a green glass encrusted cabinet and coffer.  They will always be ecstatic from sleeping in a bedroom like a personal palace even though they are stuck in a 1x4 room.

Of course, then you have to deal with your baron throwing tantrums because he was "utterly traumatized by a lesser's pretentious sleeping arrangements lately"...

7780
DF Dwarf Mode Discussion / Re: Accidently created "Obsidian"
« on: October 07, 2009, 08:23:59 am »
Molten (and subsequently resolidified) globs of stone will be automatically removed by any dwarves with the Cleaning labor enabled, and they also disappear during season changes.

Of course, if the molten stone gets pushed around by flowing magma, it might get hidden (due to a bug), in which case it will never cool down and will never be properly deleted, instead remaining forever within your Z-Stocks screen.

7781
DF Dwarf Mode Discussion / Re: grass, shrubs and trees rules
« on: October 07, 2009, 12:02:41 am »
My observations suggest a soil wall is necessary within a radius of 2 tiles (on the Z-level below) for tree growth. In fact, they also suggest that a muddy floor within a radius of 2 tiles (on the same Z-level) is sufficient to allow a tower-cap to grow on dry soil, regardless of what's underneath it.

Incidentally, willow trees will only grow in locations where a murky pool/brook/river tile is present within a radius of 2 tiles (on the Z-level below). It's funny how these patterns emerge...

7782
DF Gameplay Questions / Re: screw pump trouble
« on: October 06, 2009, 11:38:26 pm »
Not true - power can be transferred through either tile, though if you're linking something above the pump then you have to build the pump itself first, which means that the pump must be either supported itself or attached to some other machinery which is supported.

7783
DF Gameplay Questions / Re: screw pump trouble
« on: October 06, 2009, 11:09:25 pm »
I think SquirrelWizard's got the correct answer in this case - while it is possible to build a "hanging" screw pump (i.e. the impassable tile floating over empty space), the pump must be connected to another machine component which is supported, whether that be a gear assembly, axle, another screw pump, windmill, water wheel, or even a millstone.

7784
Are they all going to become kickass fisherdwarfs living on the open sea? XD

Given the way fishing currently works, it's highly likely that they'll just fish the entire sea (or at least the shorelines) to extinction within a decade or so.

7785
DF Gameplay Questions / Re: Can't dig down further?
« on: October 06, 2009, 03:02:04 pm »
Embark locations have minimum and maximum elevations, and you cannot dig below the lowest elevation.

Besides, if you're looking for magma, digging down deeper won't help - you need to dig multiple shafts in different parts of the region.

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