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 - Lytha

Pages: 1 ... 48 49 [50] 51
736
DF Gameplay Questions / Re: Can't dig stairways upwards?
« on: April 04, 2010, 09:44:45 am »
I sometimes have this happening in 40d as well, so it's no new invention of DF2010.

The miners should eventually get to this task, once they have dug out the entire rest of the currently assigned digging destinations and once they are done with being on break, eating, partying, marrying, and whatever.

737
I think it's more likely that you let worldgen run too long, and the civilization is dead. I had that happen when I generated my first DF2010 world, which ran up to the year 1050.

738
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: April 04, 2010, 04:12:51 am »
Just tossing this out there, but if you want to farm in the ooze on the sea-floor, you'll need to pump some water out without covering the bottom with magma. otherwise you'll have a lot of obsidian floor instead of ooze.
No, this wasn't the case when I built a shapeless obsidian tower thing on a white sand in z=-5 below the ocean's surface. The obsidian did sit on top of that white sand, didn't change it into obsidian or anything.

I know that I can only dig these parts of the first layer of ooze that are covered by obsidian (and thus not damp), but there are 4 or 5 ooze layers in total at the bottom of the sea; no aquifers in the top 2 of these. That will be more than enough for farming.



Kind of a minor note for the cave-in heavy propositions earlier in the thread: You can disable or change the display of announcements now. Their behavior's controlled by the /data/init/announcements.txt file.
Hm... that would be a good reason to do this in DF2010, but I had a hard enough time to find this idyllic map in 40d, so I don't feel very much like genning maps in DF2010 over and over just for this. Also, lack of Dwarf Therapist support for DF2010 does stop me from doing this... yes, I am such a crybaby about the interface. ;)



Progress is slow, but steady, by the way. The catwalk on the water is now at the spot where I want to set up an extra obsidian blob (quarters for the miner, booze pile). The magma-duct is slowly approaching the same spot, but still 70ish tiles too far south to take the turn to the left.

The power generator for the main magma pump stack had some issues, but seems to be fixed now.

To entertain myself while watching the dwarves build the magma-duct, I'm giving one of the 2nd generation dwarves a full training in all applicable skills... she's legendary engraver and miner already.

This one and her husband are freaks of nature... or freaks of my bad memory. I had set the length of childhood for dwarves to 2 before, when I had run out of adults for my experiments on the white sand. Now I was sure that I had reset that, but little Zasit and Reg became adults at the ripe age of 2... after all, I had forgotten to save the resetted raw file. They fell in love with 3 and married with 4-5. Now at erm 8(?) years, they already have 3 kids.

The more amusing part of it is that Zasit's elder brother is still a child.

739
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: April 03, 2010, 07:42:57 pm »
Are you sure that this would work on a 12 z-level deep ocean that occupies about 80% of the entire map?

I think that my inverted pyramid won't look too messy, because I'll put a casting form onto the ocean's top level and will only dump magma into the middle of it at the beginning. The undirected cave-ins should provide me with some obsidian pillars so that I have a bit less work to do later on, but because they will only occur in the center of the future construction, they should correlate with the base of the inverted pyramid quite well.

740
DF Gameplay Questions / Re: Changing farming back?
« on: April 03, 2010, 04:57:13 am »
Or just have a bucket brigade and some airholes (at the sides of your intended farming plot, not over the farming plot itself), leading to that conveniently located murky pool. This should take one season or two, even if you are very greedy concerning the size of your intended farming plot.

741
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: April 03, 2010, 03:57:46 am »
So, I tried DF 2010, but the lack of Dwarf Therapist support is killing me. u-*scrollscroll*-c-(v v v)-"err, where is it?"-*scrollscroll*-enter-space is just too much pain in comparison to "mouseclick into DTherapist, minimize children, point and click and submit". Also, there are giant cave spider webs in the cavern that I breached, and this is intimidating me.

This means that I am back at the obsidian tower of the deep sea. :)

Right now, a 6 or 8 level aquifer below the black sand beach smashed my plans to have a massive pump stack right there to save some rocks-in-magmaduct-construction. I can breach 1-2 levels of aquifer just fine, but 6-8 levels of completely soaked sandstone? Meep. Maybe I will have another go at that when I am bored though; Reveal did show some minerals more or less in perfect position just below that desired position for the pump stack in between the wet sandstone.

This means that I will probably have to go up to the surface through the glacier's ice, as in the experimental first attempt, and this held a whole lot of fun for the experimental pumping dwarves ("Can I pump magma below ice? Lets just try this with a pumping operateur instead of connecting the pump stack to the power generator!" *Urist McPumper has been encased in ice*). But I should be able to deal with that now. 

I try to avoid the mistake of getting too native below the glacier this time.. even though, who wouldn't want to live below some thousands of tons of vicious ice, trapped between a vicious ocean and a magma pipe, which looks like it's threatening to blow up, if it only could breach that 3 level obsidian cap?

742
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 02, 2010, 01:25:29 pm »
Everyone is, yes.  The problem is that, currently, vermin remains are composed of the most abundant material in the creature's body, which often ends up being an unrottable material like bone or chitin.  Toady knows this approach isn't working out.
Uh... well, at least those dozens and hundreds of dead rats and roaches won't produce any miasma then.  ;)

743
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 02, 2010, 11:29:42 am »
Only underground farming needs irrigation. Surface farms work perfect without it, even though that yellow warning is shown (^_^;;

And people have pointed out correctly that you can also use naturally muddy soil underground, which is much more likely now, to say the least (have you checked how many z-levels your map has?).

Deathworks
Ah, that yellow message impressed me so much that I didn't even try to set up some farming plots.

There are something like 160 z-levels below the surface, I think, but I am sticking to the first 2 for now and try to get the basics going and to figure out how the dwarves got those yummy large roach brains that they sold as food on the embarking screen.

744
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 02, 2010, 11:07:51 am »
For some reason, I seem to have to irrigate everything now before I can farm. Am I doing something wrong here, or is that an intended feature?

It would explain the buckets that you get on embark, but what do you do then on a freezing or scorching map?

745
DF Dwarf Mode Discussion / Re: Hermit Challenge Question.
« on: April 01, 2010, 09:48:05 am »
I would just set the population limit to 0 in the init.txt, but you will most likely have to kill off some immigrants who ignore this setting for some reasons.

746
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: April 01, 2010, 07:53:11 am »
Yes, the cave-in messages are a pain, but the extra pillars of obsidian will probably make my life easier in the really deep sea. I did another experimental obsidian blob and deeper sea digging before reloading the (much) earlier save.

Water pressure of oceans is a strange thing.

I channeled out some tiles in z=97, and the water pressure ignored these, leading me to the wrong assumption that water pressure would not be any issue at all. These tiles just sat there with water below them, until more cave-ins happened, or some other things happened which I am not sure of. At that time, the game froze for 10 seconds, and the entire excavated area in z=97 filled with 7/7 water instantly.

But you can channel some 1/7 magma down one level and it will form a nice obsidian pillar there. This is how I will build this tower, or "upside down cone", as it will look like.


Children are a hazard, by the way. One of them opened the door behind which the magma-duct was filled with 4/7 magma. The magma poured out, incinerated his mother, who was trying to construct a bridge outside of the magma-duct at the time. Then the baby crawled to the closest magma pool and jumped in.

The evil child itself... escaped with his life.

I hope that he was the one that got buried in magma not much later, when the 2nd generation had their adulthood accelerated a lot so that I had miners again.

Anyway, I reloaded a much earlier save now, to avoid some of my mistakes. And I think I have a plan that should work.

747
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: March 31, 2010, 03:20:27 am »
Well, my liaison died, and I noticed it one year later. His death is sort of fatal, because I need him to order tower caps, so I will reload an earlier save anyway. But I used this chance for some tests.

You may be interested in the following:

- waves don't turn magma into obsidian. They also don't put out red magma 1s; they just peacefully flow across these.

- if you construct a floor over the ocean (at that z-level where the waves sweep over your construction), and pour magma onto this constructed floor, then you'll end up with a circular blob of obsidian around the drop-off. It  will be attached to the floor and won't drop down; but of course, there will be several cave-in messages while the blob shapes itself.

- this obsidian blob is inside of the first ocean z-level, not on top of it. No, I have no idea how it is attached to the constructed floor in this manner, but it is.

- the waves are a bit confused by this new obstacle and won't really move across it, which is helpful.

- I channeled out some tiles of the blob to check the water pressure hypothesis that beekay mentioned, and to my utmost surprise and pleasure I found an obsidian floor below my channel. This means that I can build ramps and staircases down in peace and without any hassle.

- if I channel my way through this obsidian floor, then the water doesn't seem to raise through this hole. It's difficult to check this with this sample obsidian floating island blob, because it's far away from the deep sea area, a sand ground is nearby, and my blob is perforated by channels by now like a swiss cheese. This might be different on the open sea.


So, if I cast an obsidian blob far away, I can just fortify its sides against the waves with some constructed temporary walls. And then I can channel my way down and cast another obsidian blob below this one.

The length of the intended catwalk through the waves and the length of the aqueduct are a bit disencouraging though. I should probably drop off some obsidian blobs on the way and put booze stockpiles inside.

I think I need to put some bridges into this mega-aqueduct and that I will replace the catwalk with cast obsidian to (hopefully) save some fps.

748
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: March 30, 2010, 01:06:12 pm »
No no no, I want the obsidian tower to sit on the ooze so that I can have my farms at the bottom of the thing. Farming in ooze! That is so classy.

749
I don't know if I am just superstituous, but in a freezing map, I wouldn't let my dwarves out of the fortress without any clothes.

750
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: March 30, 2010, 07:20:07 am »
I think that I should be able to get a "floating" obsidian circle or rectangle in the ocean then (stuck to some constructed walls or floors), and maybe, if I channel this one out, I can descend to the next level.

Well, I guess I'll have to try. Wish me luck. ;)

Pages: 1 ... 48 49 [50] 51