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Messages - Lytha

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226
Yes, you want a floodgate. At some point, you may do experiments with magma further down ("what happens if I poke a fortification here into this wall?" / "I want to cleanse cavern layer #3 with magma, because a Forgotten Beast has left its poisonous goo all over the place!" / "I want to have an obsidian farm!"), and that might drain the magma pipe's contents a bit. If there was no floodgate, then your magma workshops will become dysfunctional as the magma would be drained from below them then as well. Or you can also seal off your little magma plumbing by channeling out a tile at the start of it, and then having a dwarf empty a bucket of water into the magma. This creates an obsidian wall and seals off the magma below your workshops from the rest.

The hole in the ground below a magma workshop can be anywhere you like, but I really prefer to have it below the impassable tile of the workshop. So yes, the weaponsmith would need the magma below the centre row. You can of course just have a 1 tile wide magma plumbing and just put little dents into it where you will probably channel out the holes. This give a vaguely comb-like appearance and can look quite neat.

227
DF Gameplay Questions / Re: Scorching acid rain
« on: April 21, 2011, 08:15:25 am »
Yes, but the "NO TRADE" in the neighbouring civilisations screen looked like there wouldn't have been any caravans to begin with.

It would be awesome against goblin invaders and titans though. :)


Them bursting into flames would be even better, but that scorching scenario was over too fast to do anything but to watch in horror.

228
DF Gameplay Questions / Re: Embark Points?
« on: April 21, 2011, 07:26:11 am »
Yes, use Tab to move to the items and start removing all those splints, crutches, pieces of cloth and other crap. You only need a pick and an anvil (or the equipment to make a pick, which is an anvil and a cheap metal nugget). You can also select from a wide variety of pets for the pet explosion of your fancy here.

All the points that you freed by removing all these clutter items from the list can be used to skill up your dwarves, if you think that you need that.

229
DF Gameplay Questions / Scorching acid rain
« on: April 21, 2011, 07:08:29 am »
I thought that I was getting a bit bored with my fortress and the normal icy settings, so I increased the temperature maximum in the world gen to 150. (I already know what happens if you increase it to 1000... burning grass, burning trees, burning wagon, burning dwarves - oh my!  :P )

The world generated looked quite promising, since most of it was coloured yellow.

So, I found a neat little spot and was fascinated by a yellow "NO TRADE" exclamation behind every civilization, except the goblins. I thought: "hey, wonderful! A real self-sustaining fortress without diplomats pestering me with their annoying trade talks!" and pressed e for embark.

As usual, I brought my copper nugget, anvil, some live stock, some kittens and the wagon.


Right.

Things looked fine, though the murky pools were empty right away. Dwarves gathered some shrubs, the woodcutter got his wooden training axe, and the production of the pick was well on the way - until it started to rain.

The effect was quite spectacular. First, the kittens bled to death, then most of the dwarves, then the yak bull assaulted my expedition leader before they melted away as well. I can only assume that they got hit by boiling water and were cooked to death. Or it was acid rain. Very classy, very 31.01ish.


Alright. Do you think that living in such a place would be actually possible? You'd have to bring along at least one pick, of course and start digging immediately, before the rain hits. I guess that any yaks or water buffalos or whatever wagon carriers you got would be in trouble if the caves are too deep down; and the plant gatherers and wood cutters as well. How about 1 pick, 1 anvil, and a bunch of plump helmets? Dig a hole, break down the wagon, gather a few handful of shrubs, rush everything inside and seal the entrance with one of the wagon's logs to keep the cats inside. You'd need a weather forecast if you want to build a little shed for aboveground farming, but even that should theoretically be possible with fast reactions and burrow setups: "it started raining" -> "oh damn, everything to burrow 'inside'!!!"

230
I tend to rely on deep magma forges even tho my fortress is near the surface. At least until the 100 z-levels pumpstack with associated power generation brings magma to my large and fully-prepared reservoir (output floodgates pre-built). By the time it is done, a new stable version of DF is out and I never get the chance to finish the other large/mega projects.
This sounds oddly familiar. Are you also obsessed about having the engraver smooth the entire magma pump stack's walls neatly before you install the pumps?

I'm always thinking: "Hey, at least I don't wait until he's legendary and until he can do masterwork engravings here all the way to the top. I am not completely nuts. Besides, the constructed walls where I hit metal veins or gem clusters would clash horribly with the engravings."

231
DF Dwarf Mode Discussion / Re: Which is better? A pick or a battleaxe?
« on: April 21, 2011, 06:28:41 am »
The pick is more important, because you won't be able to mine the metal ores without one. No metal ores = no battleaxes.

232
Because of how magma removes all your need of fuel except for steel making, it's recommended to go for it straight away. The fact that you need to go through all the cavern levels to meet it (usually) only makes it better.

Try doing so! Dig deep enough quickly!

I did exactly that, and I found a HUGE lake of magma at around z-level +90. It is round in shape, probably 12 units in diameter, and looks like it goes down for... several tenths of z. I wonder how far down the games allows me to dig? What do I find at z-level 0?

Anyway, now that I have it I was thinking of setting up nearby my magma-powered wood furnace/metalsmith/glass workshop. Only problem is, it's about 60 ramps of stairs below my fortress.

So, what do I do? I wouldn't like my metalsmith/woodburner/glass worker to go up and down every time. Is it possible to assign someone else to move the required materials downstairs?

Even better - is it possible to build a system to move the materials around my fortress?
This sounds like you found what we know as a magma pipe. If the pipe would extend to the surface, it would be a volcano. Given how useful soil and some of the aboveground crops are, magma near the surface is usually good.

But even if your magma is much further down than that, you can bring it up. On the Magmawiki is an article about "magma pistons", which bring small amounts of magma closer to the surface. To be honest, I don't understand this process and prefer to stick to magma pump stacks. You need to create these out of magma-proof materials, such as green glass. The construction of a perfectly neat magma pump stack can take quite a while, but I make it harder for myself by playing with very limited amounts of dwarves and my glassworker always has to walk all the way down to the temporary magma glass furnaces.


z=0 might not be anything special at all. Sometimes, the bottom of your map is at around z=-20 or even deeper. To learn what's at the bottom, you will have to find a way to dig there on your own, which may be more difficult than you think, with the magma and semi-molten rock between you and the bottom. Don't be too hasty to find out.

233
DF Gameplay Questions / Re: Can I make robes?
« on: April 21, 2011, 06:16:19 am »
For some reason I cannot seem to make robes. Am I supposed to be able to? Clothier's shop has the options:
[...]
bag
robe <--- ?
image
I'm assuming you meant "rope" there. :)

Looks like togas and robes are mutually exclusive. Maybe replace the robes with dresses, since they should also cover quite a lot.

234
You probably could mod out mandates altogether. The noble position definition raws (in entity_default) have tags that define how many mandates a noble can make at one time, so if you removed those or set them to 0 for every noble, no mandates should occur. Maybe compensate by increasing the number of demands? Demands cause unhappy thoughts in the noble, but not justice.
Oooh, that is good news. I have to check out this file, even though I found the perfect person for baronship in my current fortress. He only likes bismuth bronze, yaks, some colour, and some food and drink - in other words, his only mandates would be about bismuth bronze, and I happen to have plenty of that.

235
DF Gameplay Questions / Re: Why Can't We Embark on Mountains?
« on: April 19, 2011, 05:20:25 am »
Do farmed plants grow on glaciers? I don't normally embark on the freezing biome types. If they can't grow plants either, the lack of non-grass vegetation on mountains shouldn't be a problem.
No, you can't grow plants on ice. I don't know what happens if you happen to scratch away the multiple z-layers full of ice though.

You also can't grow aboveground plants in Tundras, and they're fair game for embarking.

236
DF Dwarf Mode Discussion / Re: Uzol Ducimbomrik has sufficated.....
« on: April 18, 2011, 06:46:25 am »
I generally ignore the mandates and my baronesses are usually happy to continue their mining or crafting duties.

My guess is that the berserk baroness doing "justice" was a fluke by her being a military dwarf.

237
200 plump helmet spawns
200 pig tail seeds
200 strawberry seeds
etc. :)


There is a problem with the nudist colony, and that is that a naked dwarf is much more susceptible to wounds. Let's say, for instance, that your flock of geese goes berserk at the milker dwarf who is walking past to haul a cow to the workshop.

The well-dressed dwarf's glove will protect his hands; the nudist might sustain irreparable nerve damage and annoy you from then on by blinking the health status icon until he dies.

238
DF Dwarf Mode Discussion / Re: Desalinazation... the eternal question
« on: April 18, 2011, 05:24:27 am »
You won't find anything like this, I don't think. The entire embark region is salty or fresh, and it mostly seems to be dependent on the altitude of the area. If anything on the embark region is below or at the ocean's surface, the entire region is salty. At least, this is how it looks like to me.

239
DF Dwarf Mode Discussion / Re: Uzol Ducimbomrik has sufficated.....
« on: April 18, 2011, 04:38:20 am »
If you want your dwarves to stop justice-ing each other, I recommend a jail.
If you want your dwarves to stop justice-ing each other, I recommend to disband your fortress guard/sheriff/other fascist police squad you might have set up right now and to destroy your jails. Who gives a damn if the fascist oppressors nobles get unhappy thoughts for being ignored.

240
DF Dwarf Mode Discussion / Re: World gen paramaters for low magma sea?
« on: April 18, 2011, 04:27:48 am »
Even though you found the answer yourself, a small word of warning: I have set my world to have only 1 cavern layer and I haven't messed around with the "above layer" options.

My magma sea in the current fortress happens to be in z=-124 anyway.

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