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Messages - Rat Of Wisdom

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76
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 12, 2010, 10:20:28 pm »
Ah, see, here I thought you meant use DC to force a mood on a dorf, then cause him to require only bones, and then forbid all bones but the cat's. Hence my scepticism. Still, though, no matter how you slice it, the kitty's bones are still at the bottom of the well...

Since you brought that cat on embark and it adopted one of your dwarves, it's likely you just ran into this bug:

000132 □ [dwarf mode][pets]   cats aren't buried and that makes the adoptee sad

Cats that arrive with immigrants get buried properly.

I'm not at all sure I did bring him on embark, he's just been around as long as I can remember =/ The engraver in question likes cats for their aloofness, so it may have been an on-site adoption (although I didn't know dwarves named their pets upon adoption).

77
DF Gameplay Questions / Re: raise direction
« on: February 12, 2010, 10:07:59 pm »
I'm pretty sure cloth and thread go in a cloth stockpile...  Clothing goes in a finished goods stockpile.

Lolwut?

It's been a while since I designated the stockpile where all that worthless elf-trash goes.

*goes to check*

Ah, you'd be right then. Lol

78
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 12, 2010, 09:50:03 pm »
Actually, dwarves won't dump things into a hole if the zone is solely over the hole - the zone marks where they stand. That's why if you center a 3x3 zone over a channel, it'll display only 8 of the 9 tiles as eligible for dumping uses.

That said, hilarious anecdote.

Ah, k. Guess I hadn't encountered that yet. (It was confusing to my facial musculature. I was grinning and sadfaicing at the same time.)

Surely the most DWARVEN way to honor a dead cat is to make an Artifact out of his bones and skull. Maybe a Cat-Bone WarHammer.

Yes. True. However, I'm unwilling to tinker with the universe quite that much... (Can you even specify output item types with Dwarf Companion?) Also I don't have any legendary hammerdwarves who'd wield it.

79
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 12, 2010, 09:21:22 pm »
That's a little bit of a ridiculous assumption to make, given the fact that you can designate a dump zone over a channel just as well, but I'll be sure to remember that in future.

He's alive again, btw. He may die of old age again too of course, but now (because the coffin is already the only available one and the only one that accepts pets) maybe he'll be buried straight away. Grr >.<

Great way to treat your hero. Bring him back into the miserable decaying state that he last suffered - and now he's wet to boot.

No, his corpse is quite clearly still at the bottom of the welll; apparently he belonged to Schrödinger before my engraver found him. (She'll probably receive bad thoughts from him decaying, but balance out because she's comforted by him too.)

80
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 12, 2010, 09:10:24 pm »
It's fine if he dies, he had a long and fulfilling life, but the ignominy of being pitched down the well is just too much. I don't even do that to goblins, man. (Although to be fair they've usually been separated into their component parts well before they ever see my wells.)

Starting up Dwarf Companion now!

81
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 12, 2010, 09:07:30 pm »
No, it's definitely not in use, and all my other dead pets have been buried. I have a surplus of coffins, both unbuilt and built but unoccupied. D: Poor friggin' cat. I put the coffin by the well so he could hunt vermin and fish in the afterlife, dammit.

82
DF Dwarf Mode Discussion / Re: Your favorite rocks?
« on: February 12, 2010, 09:03:32 pm »
Marble and obsidian.

How else are you going to make a chess board?  :D

Due to lack of both of those stones, I made mine from dolomite and slate. Yours is more awesome though D:

83
DF Dwarf Mode Discussion / Oh for the love of-
« on: February 12, 2010, 08:57:54 pm »
So my awesome cat Thob Geshudegen died of old age just now. He'd been catching vermin like a pro ever since embark (as evidenced by all the "Cat cancels store corpse: too injured" bugspam), so I wasn't content with him being pitched in the graveyard with the rest of the pets. No, I wanted something special.

So I opened up the floodgate leading to my first ever well (I'd sealed it because I built a much better one after I shook off my fear of dorfs tumbling to their deaths) and built a coffin right next to it. Enabled it for burial, disallowed citizens but allowed pets, but they wouldn't bury him- they just tossed him in the same refuse pile goblins get chucked in (I'd made sure to disable all other empty coffins for burial).

So I thought, hey, let's disallow cat corpses here, have him dumped right next to the coffin and unforbidden, they'll be sure to notice and bury him.

Designated a dump tile, activated it, dumped the corpse.

Dorf comes along, picks up the corpse, I'm thinking "hey, just as planned."

Dorf happily meanders along the corridor, up the stairs, past the depot, into the well chamber-

AND CHUCKS POOR THOB'S REMAINS INTO THE GOD DAMN WELL.

*silence* ... :o ... *facepalm*

I mean, I can't stop giggling, but really it's horrible, especially considering this was one awesome cat. Are there utilities that let you teleport items?

84
DF Gameplay Questions / Re: raise direction
« on: February 12, 2010, 08:02:41 pm »
Hmm. I don't usually consider the impact of building destroyers on traps that complex, or the inside of my base for that matter (I try and take them out before they get that close) but yeah I see what you did there.

The intuitive solution would be to build two bridges, back-to-back, that raise towards each other. And of course that makes me wonder if stuff that ends up between them is crushed out of existence too.

85
DF Gameplay Questions / Re: raise direction
« on: February 12, 2010, 07:23:01 pm »
OK, thanks.
Here's another quick question: what stockpile does cloth and thread go into?

Finished Goods.

Quote
Wait, wut?

Check the timestamps. I beat you to the edit. :P

I was thinking of something I read once about building destroyers, which I'm uncertain whether is still true, and the wiki...while it does not explicity say, seems to imply that it is not true.

That being that building destroyers can destroy raised bridges from the inside, but not the outside. So of the single tile that is the "wall" of a raised drawbridge, I've always thought of one side as a "wall" and one side as not. The "wall" side is the opposite of the direction that it raises to.

Can anyone confirm whether this is true of building destroyers?

Lol, you ninja you.

Also, I don't know whether that's true, though it sounds logical. However it begs the question: if this bridge is relevant to building destroyers, why not just separate them from it by means of a channel? It shouldn't matter if they can't actually reach it.

86
DF Gameplay Questions / Re: raise direction
« on: February 12, 2010, 07:13:59 pm »
The wall will be on the opposite side that the bridge is raised in.

Wait, wut?

Code: [Select]
╔═╗
║+║ Bridge lowered
╚═╝

╥..
║.. Bridge raised to the left
╨..

..╥
..║ Bridge raised to the right
..╨

Et cetera. Same side, not opposite.

87
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 12, 2010, 06:32:38 pm »
The next step is to "reclaim" the stone, since it'll be "forbidden" after it is dumped.

Hey, I had the feeling I might've forgotten something.

One minor side affect of all this dumping: if you somehow mark a workshop's component stone for dumping (the stocks screen method will do this), the workshop will work still fine.  If you ever disassemble the workshop however, the dwarves will dump the material.

And hey, this reminds me. I viewed the i(t)ems in my smelters one time, and for some reason forbade the stone used to build them, and from then on the non-floor tiles of the workshop (not just the impassable ones, I mean the ones that looked like something other than the ground) showed up highlighted as forbidden whenever I used designations, and the dwarves didn't use them until I unforbade the building stone. The job manager never queued any tasks to them either, so whether it was intentional or not it's a good way to keep certain workshops from being used.

88
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 12, 2010, 06:10:08 pm »
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?

Some players consider this an exploit, but especially for stone it's highly useful: designate a small (as small as 1x1) activ(i)ty zone, mark it as a (g)arbage dump, (a)ctivate it and make sure any other garbage dumps you have are inactive. Then designate for (d)umping all the stone that's in your way (the hard way, by loo(k)ing at each tile with stone on it and marking each one individually, the less-than-hard way by selecting a dump designation (d-b-d), or the easy but perhaps too comprehensive way of going to the z-stocks screen, finding that kind of stone and designating all of it in your entire fortress).

This preserves your stone for making crafts out of, so you might want to make the dump zone somewhere near your masons'/craftsdorfs'/mechanic's workshops. Another option is to use a dwarven atom smasher, which eliminates the stone so it doesn't cause you lag (essentially a 2x1 raising bridge at the smallest, over solid floor, which crushes anything under it out of existence when it comes down).

And if I create a custom stockpile for some rocks, while some stockpiles are for all rocks, will the special rocks be placed preferably in their custom stockpile, or not?

I don't know, but I suspect the pathfinding involved here may be slightly odd; I think things get placed in the closest stockpile that accepts them, so that may turn out to be either one depending on where the target stone is to begin with. You can edit stockpile settings on-the-fly, though, the same way you add tasks to a workshop (the q key) so I'd suggest simply making a specialized stockpile for the stone and then disabling it on your other stone stockpiles (if you end up using them at all: see above method).

89
DF Gameplay Questions / Re: How do I get my hunter to take up a crossbow?
« on: February 12, 2010, 05:39:13 pm »
What, nobody comments on the genius construction of the OP? I read it to myself in a Cockney accent and then lol'd heartily.

Also, I was unaware it was possible to make shell bolts, so I guess you mean turtle bone? As far as I can tell, dorfs don't consider wooden or bone bolts "live ammo" and thus won't use 'em on live targets, preferring to train with 'em instead. Make some metal ones, or that poor sod's gonna try to club the next muskox to death with the butt of 'is bow.

90
DF Dwarf Mode Discussion / Re: Your favorite rocks?
« on: February 12, 2010, 05:08:31 pm »
Gabbro is growing on me, for the cool stuff you can get from it. As is dolomite. It's not so much the fact that I'm building a fort out of stone that's twice the value of regular stone, it's that it's bright friggin' white and so the vomit stands out nicely.

Never found pitchblende =( I want nukes, damn it all. I insist that my next fort contain a nuclear missile, or reactor, or both. There will be much referring to Wikipedia in the process.

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