Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - petersohn

Pages: 1 ... 4 5 [6] 7 8 ... 22
76
DF Gameplay Questions / Re: perma-cluttered Butchery
« on: September 21, 2010, 09:04:38 am »
You should put the butcher's shop outside. So much garbage is generated that it won't fit on your refuse pile anyway, and hauling it away would take a long time. You can dump the parts and atomsmash them, but that would require some micromanagement. I usually don't care about clutter.

77
DF Gameplay Questions / Re: About corksrew
« on: September 21, 2010, 07:46:01 am »
In my current fort I'm building a 120 z-level high pump stack to get magma. I use iron for the corkscrews and pipe sections. It's not ready yet, but almost. It goes through 2 cavern levels, one with several level of constructions. It also crosses a water cavern, which it circumvents, so it's not entirely straight.

78
DF Gameplay Questions / Re: 1655 Z Level Tall Hell Tower
« on: September 20, 2010, 02:04:24 am »
There was another thread somewhere with a similar thing. It may be a bug, and it seems to be reproducible. Anyhow, it must be destroying your FPS.

79
DF Gameplay Questions / Re: Artifact bug in 0.31.13
« on: September 18, 2010, 03:12:16 am »
Yes, it was a bone artifact.

80
DF Gameplay Questions / Artifact bug in 0.31.13
« on: September 17, 2010, 12:21:04 pm »
I changed from .12 to .13 yesterday. I got a dwarf possessed today. She collected a lot of items, then made an artifact with no decorations at all. Did anyone else encounter this bug?

81
DF Gameplay Questions / Re: Advice for fortress layouts.
« on: September 17, 2010, 09:45:36 am »
I usually dig out large halls in the soil layers, fill them with stockpiles, then place workshops somewhere near stockpiles that they use (for example, smelters near bar/block stockpiles). In stone layers, I use some corridors, and mainly make bedrooms/dining rooms so that they can be engraved.

82
DF Gameplay Questions / Re: Unfreezing a brook...
« on: September 15, 2010, 06:40:42 am »
Unfortunate limitations create epic solutions :)

You could create a huge reservoir near the beginning that fills while it's unfrozen, with a series of pressure plates in an underground offshoot from the river to detect when it freezes and begin pumping water from the reservoir into the stream to keep it going. A similar series of pressure plates could be used to turn the pumps back off when it unfreezes.

I love excuses to use mechanisms.

-oso
Sigged.

83
Usually, you can breach it and run, but there is a safer method, if the volcano doesn't have a straight edge. Just find a place where the magma tube is narrower on the z-level above your corridor, and channel out the tile which is between the lava tube and the corridor.

84
DF Gameplay Questions / Re: Digging Upwards
« on: September 14, 2010, 03:22:18 pm »
You have to build something like this:

Code: [Select]
5 ___>___  <-- This is the room you want to build
4 ###X###
3 ###X###  <-- These are the rock layers below
2 ###X###
1 ___<___  <-- this is the floor you are in

# - wall
_ - floor
> - down stair
< - up stair
X - up/down stair

Suppose you are on floor 1. Chose a point where you want to dig up. If there is a natural wall at this point, designate carving an up stair (d-u). If there is a floor, construct one (b-C-u). On floor 2, just above the up stair (there is probably a natural wall there), designate carving an up/down stair (d-i), and repeat this until you reach the top. On the floor where you want to build your room (floor 5 here), designate your room area for digging (d-d), and a down stair (d-j) on the tile above your up/down stairs.

You can designate everything in one step, you don't have to wait to finish one step to be completed.

85
DF Gameplay Questions / Re: Friends
« on: September 14, 2010, 04:23:32 am »
Having the dwarves interact with each other has advantages too. It increases their social skills. It doesn't make them ultra-mighty in the new version as it did in 40d, but I guess it still increases some attributes. But yeah, best to keep dwarves occupied. And happy, of course. If you don't have economy, it never hurts if everyone has a legendary bedroom.

86
DF Gameplay Questions / Re: Dwarves are lazy assholes.
« on: September 13, 2010, 02:40:45 pm »
When I need muddy terrain for a farm, I usually just breach a murky pool from the side, and let the water spread on the terrain. I use the created muddy area as a farm.

87
DF Gameplay Questions / Re: Frozen elsewhere
« on: September 13, 2010, 02:33:48 pm »
With the spring, it unfroze. I take some more precautions, then wait until next winter to see what happens.

88
DF Gameplay Questions / Re: Frozen elsewhere
« on: September 13, 2010, 12:56:19 pm »
The water comes from an aquifer, and doesn't have natural flow. There are a few tiles of ice up there, though.

89
DF Gameplay Questions / Frozen elsewhere
« on: September 13, 2010, 11:22:35 am »
I have a machine system that is powered by water wheels. It is completely inside, but still, at winter, it stops. When I query the parts, it says "frozen elsewhere". Where is the problem?

90
DF Gameplay Questions / Re: Fixing Whips and Scourges
« on: September 13, 2010, 03:37:03 am »
I think that for realistic modeling, they should have very low weight but high velocity. I don't know what that does in the game, though.

Pages: 1 ... 4 5 [6] 7 8 ... 22