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Messages - SquirrelWizard

Pages: 1 ... 8 9 [10] 11 12 ... 19
136
DF Gameplay Questions / Re: a few power-related questions
« on: October 07, 2009, 08:49:23 pm »
with a bit of thinking and some grunt work you can even produce your own perpetual motion power plant. I'd suggest reading about screw pumps in the wiki as they explain how to set up a pump stack as it does take some careful removal of floors to make sure power does go through the stack.

for powering a stack, the power has to attach to any pump within the stack itself. As long as one pump is connected to a power source that provides enough energy, all of the pumps will be.

With pump stacks you can connect them either from the side or the top. If you try to power it from underneath, it will result in your stack being listed as hanging, which will result in the entire stack collapsing. this can be resolved by having another connection to the stack that keeps it stable (ie a gear or a wooden axle)

for pumping remember that once the power is turned on you will not be able to stop the pump unless you remove the connecting axles/gears that provide power, or you link a gear to a lever which allows you to dis/allow powerflow through the gear. this is important especially if you discover a leak in your line which can result in alot of Fun.

also with water wheels, if you do have a gear linked ot a lever, make sure that the waterwheel is supported by something else other than that gear. Otherwise when you turn the gear off you end up deconstructing your water wheel.

137
DF Gameplay Questions / Re: SquirrelWizard's Questions
« on: October 07, 2009, 08:40:32 pm »
okay and what if the resevoir is already filled? or mostly filled? My plan is to have a magma fall feed from teh top of the resevoir and drain back into the resevoir at the bottom.

138
DF Gameplay Questions / Re: Magma pipe issues
« on: October 07, 2009, 05:23:01 pm »
okay i just threw a goblin into my obsidian factory. Here are the results

First, all organic based matter (IE clothing and the Goblin itself) went up in a cloud of smoke, before water could be applied.

after formation of obsidian, all non meltable stuff survived and reappeared when mined out.

139
DF Gameplay Questions / Re: Is this dangerous?
« on: October 07, 2009, 03:13:07 pm »
If you decide to clear the area like you are making a pit or pool, you end up having a harder time with ramps than you do with channels as you go through hell basically trying to get that final ramp removed.

if you aren't too concerned about things getting out have fun with the ramps.

140
DF Gameplay Questions / Re: Jake Tamber's Questions
« on: October 07, 2009, 03:11:14 pm »
from my understanding the normal cave spiders are vermin that sometimes cause unhappy thoughts with dwarves, it the giant cave spiders you have to worry about.

And you dont find them, they find you.

141
DF Gameplay Questions / Re: SquirrelWizard's Questions
« on: October 07, 2009, 02:00:31 pm »
I have a question regarding magma

lets say i've got a resevoir that is shaped like a cup (in that its closed on all sides except for the top)

what would this screw pump setup cause?

Code: [Select]
W~~~~W
W~~~~W
W~~~~W
W~~~~Xx
WWWWWWW~

would the magma just not pump, cause the magma to over flow on teh top?

also, will creatures with the building destroyer tag destroy grates opposed to walking over them? Assuming there is a clear path into my fort?

142
DF Gameplay Questions / Re: Suicidal Liasons!
« on: October 07, 2009, 12:55:51 pm »
I had a liason and a caravan plow through a forest fire caused by fire imps on the other side of the map. None of my dwarves died, and it flushed out a kolbold thief and roasted him at the same time.

143
DF Gameplay Questions / Re: Random exploding wagon.
« on: October 07, 2009, 12:03:39 pm »
have you modded temperatures on anything?

like thermonuclear cats?

any changes to stuff like that wont take effect imediately but will cause any new instances of the changed entity to have the changed stats.

so if you modded thermonuclear cats and htey had a cat or cat leather, ti woudl cause an explosive fire killing the merchants.

144
DF Dwarf Mode Discussion / Re: Random acts of meanness.
« on: October 07, 2009, 01:02:49 am »
a quern is used to make flour and such...

why else do you think dwarven battle bread is so deadly?

145
DF Gameplay Questions / Re: Magma pipe issues
« on: October 07, 2009, 12:38:22 am »
I'm not to sure but I think I may have read somewhere regarding corpses in obsidian that it enforces a quick decay so you would end up with bones and metal (I dont think bones melt imediately) stuck in the obsidian which would become free when mined. At least thats what i think I heard, it would have to take more test/research for me to be sure (I'll see if I can try it on my next ambus/siege whenever that happens... its slowing down a bit)

146
DF Dwarf Mode Discussion / Re: To weaponize Miasma?
« on: October 07, 2009, 12:35:04 am »
maisma is similar to a stink bomb. It smells nasty and gives you negative thoughts but apart from that it wont hurt you. I dont think there is an ingame method of weaponizing it, and if you were to some how mod it in, it would likely cause more trouble than it fixes as a trap (It would make indoor refuse piles out of the question, heaven help you if somone drops a bit of food in your dining room, ect...)

147
DF Gameplay Questions / Re: Magma pipe issues
« on: October 07, 2009, 12:12:59 am »
I dont think you can retrieve stuff once it falls into the pipe unless it catches on one of the upper levels, the bottom of the pipe constantly spews lava upwards, and you can drain the pipe but it might be extremely !!risky!!.

as for capping the pipe. there are two methods of quickly capping the lava pipe. The Easy way and the super easy way.

The easy way is to build a drainage system that drains the magma into a giant resevoir lowering the level in the pipe which prevents any imps from leaving it. (imps swim in magma, if the level is too low they cant exit the pipe.)

The really easy way is to cap the pipe with water. Basically go a floor above, make a floor/bridge structure, rig to collapse/retract, fill the structure with water and let her rip. This is a similar process when it comes to making an obsidian factory. (note obsidian factories use bridges for continued operations)

As for workshops.

in each of the workshops designs there are dark green X's these represent impassible tiles which, if placed over a hole in the floor over magma, will seal off the hole. You only need one tile accessable to magma, so with smelters you'll want your northern tile accessable and with forges you'll want either your east or west tiles open.

and for future fortresses.

you dont have to build right ontop of the pipe for magma access. with planning you can carve out a magma resevoir and breach the pipe for magma access. when doing this you can craft/designate a fortification to be placed, and with taht you can prevent the imps from coming through (supposedly) I'd still practice using the inaccessable spaces on the workshops to your benifit. Better safe than !!sorry!!

148
DF Gameplay Questions / Re: screw pump trouble
« on: October 06, 2009, 11:58:17 pm »
my current map makes use of several screw pumps. The constructed volcano (yeah its not fully constructed yet, still working on it) and the perpetual motion power plant both utilize screw pumps which are powered from different angles.

Remember that you want to seal off the deposit area with walls to avoid leaks (the output tile acts as a wall in this case) so typically when you power from the side you run it to the input tile. From above, anything goes.

149
DF Gameplay Questions / Re: screw pump trouble
« on: October 06, 2009, 10:30:03 pm »
From my experience with screwpumps, you cannot power them from below unless there is a mechanical connection higher up the stack (assuming you are making a stack of screwpumps) otherwise the pump is hanging, and will deconstruct.

to power the pump from above you have to channel out teh floor before putting in the gear to supply power to the pump (you may be able to channel out the floor with the gear on it, but I've never tried it.)

150
I've had this similar problem. From what I can gather your chef is doing this. "Hmmm... I think I'll use some plump helmets, plump helmets, dog meat, dwarven syrup, and cat meat in this recipe." while he's gathering the food, Urist McHungry eats the dog meat. This causes the Chef to throw his hands up in disgust and walk away.

How I fixed this, was I queued up multiple repeating cook lavish meals orders in the kitchen, so that way when he cancels one, he goes onto the next one on teh list.

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