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Topics - ragincajun

Pages: 1 [2] 3 4 ... 18
16
DF Modding / DF Hack Question
« on: November 30, 2016, 05:02:47 pm »
So using the autodump command in DF Hack, why do some items allow you to move them and some don't?

I know there are some circumstances when those items (say stones) are already allocated to another job.  But in my case I have a ton of stuff at the bottom of a gorge laying in a major river.  It's totally inaccessible to anyone so they can't be claimed for other purposes.   

17
DF Gameplay Questions / Glass and water
« on: November 19, 2016, 06:39:38 am »
So I have a neat embark spot with a deep gorge and a major river at the bottom.  I am doing some building in the gorge using glass blocks.  So a few questions about this...

1. Glass and building destroyers?  Are these "solid" walls for defense purposes?
2. The river freezes in winter...if I build an "underwater level" with a floor, walls and ceiling that would be submerged during "non-frozen" parts of the year will this work?
3. Glass windows...how are they affected by the above two queries?

Thanks!

18
DF Gameplay Questions / Storing Sand
« on: November 18, 2016, 03:02:54 pm »
I want to setup a stockpile for bags of sand to be used in a glass making industry (magma glass forges).  What's the option for sand in a stockpile?

19
DF Gameplay Questions / Building below sea level
« on: September 26, 2016, 04:16:50 pm »
 Would this be possible and how would you go about it?  Basically if you would actually want to build a Waterworld type civilization where your building on the ocean surface or lake surface and then building up and down from there.

20
DF Gameplay Questions / What to look for at embark for this...
« on: September 19, 2016, 02:10:58 pm »
Hey guys, I am wanting a particular embark where I had 2-4 small mountain peaks with lower "valley" areas between them.  What would I look for on site selection screen to have a shot at something like that?

I have checked a few sites where I had something like this for elevation:

4519**
5539**

So I was thinking the 5's would be nice peaks going over a valley area (1, 3) and then into a sheer mountain face (9, *)...but only one turned out to have a mountain peak that I could dig into.  Any thoughts on what to be targeting for this embark site?

21
DF Gameplay Questions / Moving water for project
« on: July 15, 2016, 02:38:02 pm »
So I've never really done a project before.  Always been trying to learn new little parts of the game as I go along and military was my latest project.

Anyway, I've built an entryway with ramps down and a hallway dug to connect the ramps.  In the ground floor section above the hall I've built a wall surrounding it with the idea of building a cistern/reflection pool.  It's not huge, maybe 5x20 in size. 

I'm not too far from the river at the corner of the map.  What I want to try to do is run water via pipes from the river to the gate area and then up one z-level (to clear the wall) and then pour down into the containment area to fill it up.  I'm thinking a water wheel is needed to power the water flow through the pipes and then I think a screw pump to move it up the z-level to clear the wall (maybe two screw pumps if I have to go up two levels to actually get over the wall height).  But even reading water wheel and screw pump I'm not sure how to set it up.  Any suggestions?

R=River
r=ramps (at ground level)
W- Walls of fortress
w= Proposed water wheel to move water from the river
p= Proposed piping (to move the water from the river)
S= Proposed Screw Pump

R
RwppppppppppppppppppppS
R                      WWWWWrrrWWW
                                    w  w
                                    w  w
                                    w  w
                                      rrr


OK, still reading on this and I think the water wheel is not needed.  What I'm needing (I think) is a pump stack...but while I "see" how it works on the wiki what I'm struggling with is how to get it to work in my situation.  I need to move the water vertically on the same z-level to get it near my cistern and then use screw pumps going up...I think.

Is there a way to do this without having to build additional mini-cisterns to store the water?  I don't mind building one adjacent to the cistern if I need to temporarily to build the screw pump over but seems like pipes would work to transfer the water but not really seeing a way to lay pipe to do this.


22
Utilities and 3rd Party Applications / DF Hack-Priorities
« on: July 13, 2016, 11:27:26 am »
Just starting to play around with "priorities".  Is there a way to "disable" or turn off this when it's not needed?

23
DF Gameplay Questions / DELETED
« on: July 13, 2016, 11:07:24 am »
Reposted as requested.

24
DF Gameplay Questions / Setting up walkway help
« on: June 10, 2016, 11:37:42 am »
I'm trying to set up a walkway for my entrance that will path on multiple z-levels going down into a caldera (volcano).  I started from the bottom layer which will be the final "main" entrance into my fortress.  No issues there. 

When I reached my termination point for the bottom level I constructed upward ramps, to get to the next z-level.  Again, no problem to this point.

However, I cannot add on to the floor on the next z-level up from the ramps (which now appear as "down ramps" from the 2nd z-level.    I'm now working from the "outer entrance" at the top z-level but before I waste a ton of time I want to ensure that when I meet up with the ramps that it will allow passage for dwarfs and wagons.
Here's what it looks like now as a cutaway... (f is flooring, r is the upward ramp constructed, R is the downward ramp from the next z-level up)
ffffffff
                            R
                             rffffff

So what I'm wondering is can I get those constructions to mesh up to allow passage or do I need to change something?

25
DF Gameplay Questions / Water issue
« on: June 05, 2016, 12:59:18 pm »
So I have no surface water.

Found a nice water source in first cavern layer and had a nice well room all set up and functioning.  A cave dragon and a fire belching FB got into it and boiled off all the water (yes a 7/7 layer that was pretty good sized).  Will that water ever replenish or am I screwed?

I did a reveal, that was the only water on the map.

26
DF Gameplay Questions / Build statue>Details
« on: May 28, 2016, 12:55:23 pm »
Anyone else getting weird results when trying to use details?



This is happening with both metal (at a forge) or stone (at a mason).
Using LNP from PeraxxisErrant.  No other mods.

27
DF Gameplay Questions / Uniforms
« on: May 26, 2016, 12:26:20 pm »
Is there a way to save created armor sets/uniforms for future games? 

Example: If I create an Archers set with all copper gear can I save this to move into a new game in the future without having to reset it manually?

28
DF Gameplay Questions / Finding Open Spaces
« on: May 25, 2016, 01:50:43 pm »
Is there an easy way to find open spaces?  Sometimes I can see dug out spots by going up one z-level and it shows blue (I do use LNP with DF Hack if that matters).  But I'm in a heavily forested area and just can't see the holes left from chopping trees down.

29
DF Gameplay Questions / Dining Hall and Taverns
« on: May 25, 2016, 01:33:01 pm »
So with the advent of taverns is there any real reason for a dining hall? 

It seems that once I set up a tavern that seems to become the central hub of activity and where my dwarves begin to hang out.  So just wondering if I should look at a tavern or two and forego the dining hall...

30
DF Gameplay Questions / Missing and Dead dwarfs
« on: May 16, 2016, 03:15:11 pm »
So losing a dwarf of 80 isn't that big a deal; happens all the time.  However, usually you can discern what happened to them.  Combat logs, a screw up when breaching water or magma...stuff like that.

This currently playthrough I have a dwarf and a baby (not sure if they are related as I believe they showed up at different times) but they show up in the dead as "missing".  I haven't sealed off any areas yet; have not opened water or magma...I just have no clue where they went to or what happened to them.  Very peculiar.

Nevermind....found them finally.  Three z-levels up a tree.

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