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Messages - Uristocrat

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826
It's more work, but I've found that it's easiest not to worry about what places have or do not have pressure and to make anti-pressure formations around the well shaft itself.

So, beneath my well, there's a + sign of walls (with the shaft in the center) on any level where water can get into the well shaft from the side.  The level with the well doesn't need that.

I say this because I once made a complex setup to feed multiple wells.  I tried removing pressure at all the inlet points, missed one, and would've flooded the entire fortress if I had not made an emergency drainage pump ahead of time out of paranoia.

827
DF Dwarf Mode Discussion / Re: Bronze on embark
« on: January 27, 2011, 01:54:03 am »
I actually bring ore instead of bars.  Casserite and... that other ore, I forget.  Much cheaper, and I can bring 50 of each for 100 bronze bars.  Spam that into 100 bronze shields or 100 Large Serrated Disks and you've got enough trading profit to last you years.

Ninja's response: I bring 1 copper axe and 1 copper pick for my solo miner and cutter.

These days, there are veins of everything if you choose an embark that has the right layers.  I'd bring a pick and a good miner (or two), then make more picks, axes, etc. on site.

Tetrahedrite, though, is the better type of copper ore you might be thinking of, because it gives a bit of silver as well as copper.

828
I did this for my hospital, seemed to do nothing for infection or cleaning patients.

I think some wounds ooze out pus (or continue bleeding), so even though it does clean them when they go through, I guess that's not really the end of the story.

What we really need are movable fortress sections, so we can lower the hospital into a pond and then move it back out, cleaning everything at once.  Hopefully, that wouldn't cause too many patients to drown....

829
Also, do this in front of your dining hall.  Dig 1 channel space at the door, fill it, and then channel to either side of that, to make it 3 wide.  This should give you perfect 2/7 water on all three spaces and force anyone who eats to walk through!

Or, go the more complex route, and build a waterfall instead of a door.

Oh yes, I recommend a Dwarven bathtub in front of each entrance (including cavern entrances), in front of the hospital (prevent infections, save time on "clean patient"), and the dining room (or some other central area) as well as making the bathing area with do-nothing levers like the one I mentioned.

But nothing beats that design with a bathtub in the hallway in front of do-nothing levers for stopping a spammer.  Turn off the spammer's labors, assign them the lever, and the spam will be gone in no time.  If the hallway is long enough, you can even clean up dirty pets by getting them to follow their owners in there, just as you clean babies by sending their mother in to bathe.

Just for fun, I dig out the entire ditch, then reconstruct it out of microcline blocks (starting with the corners, of course) and make the up ramps out of soap.  I don't think that does anything, but it might help fight infection.

830
Title says it all. due to some tragic cave-ins, the Urist McBaby apparently went nuts, and is now messagespamming me incessantly. he's still getting carried around by his mom. I realize this has probably been commented on before, but I would like to point out that I cant actually access his labor menu and disable he cleaning labor. so yeah. also somewhat humorous.

Build a Dwarven bathtub at the end of a hallway and put a lever on the far side of it.  Assign that lever to the baby's mother (make sure you have appointed a manager noble).  Once the mother wanders through the water carrying the baby, they should both get cleaned up.

The setup will look about like this:


#################
         ^    L #
         ^    L #
         ^    L #
#################

^ = Down ramps
L = Levers (Put in several so that more than one person can be forced to bathe)
# = Walls


Those ramps are the Dwarven bathtub.  You put in a pond zone and watch until there's 4/7 water down there.  Make sure they don't overfill, because draining that is a pain.  I've had great success in silencing the clean-self spammers with this technique in my fortress, especially the duchess who manages to get covered in blood fairly regularly for some reason.

Of course, if this baby is going insane because mom is dead, the I have to recommend an unfortunate accident.  Build a spike trap below the baby or build walls around it, then release a caged wild animal or something.  It's a pity the dwarves have never invented day care.

831
DF Dwarf Mode Discussion / Re: DFHack and Magma Forge
« on: January 26, 2011, 05:00:37 pm »
I used DFHack to give myself some magma, but I cannot construct a magma forge.  I am sad...

Dig down to the magma sea (and wall off the caverns as you find them until you're ready).  Then you'll be able to build all of those buildings and dfhack will work just fine for powering magma workshops.

832
DF Gameplay Questions / Re: "Limestone door destroyed by Okal Law-Giver
« on: January 26, 2011, 04:44:01 pm »
Hasn't this bug been reported?

I would've thought it wouldn't be that hard for the game to have creatures with building_destroyer to check if they're at peace with your civilization and then to deactivate that behavior if they are, but maybe it's more complex than it appears.

833
DF Dwarf Mode Discussion / Re: Unable to make memorial for some dwarves
« on: January 26, 2011, 02:51:36 am »
Bug.  Report it.

Yeah, but it's one of the good bugs.  Given how rare fell moods are already, I have to vote for leaving it in out of pure awesomeness.

Also, I have to believe that they'd only move back to the deceased list and therefore be able to respawn as ghosts.  Sadly, he didn't even get a corpse out of them, so the fell mood guy had to slaughter some other dwarf....

834
DF Gameplay Questions / Re: make cloth cloak cancelled
« on: January 25, 2011, 02:51:31 pm »
Cloth can be subdivided into really small units (e.g. when used in a hospital).  Same for thread.

You actually only need one whole cloth object, so just make a few bits of cloth and don't worry about the strange message.

835
DF Gameplay Questions / Re: GCS Hunting
« on: January 25, 2011, 02:49:48 pm »
This is my GCS catching trick, works every time: a wooden door.

I first tried building cage traps and luring the GCS with a herbalist, but they didn't seem interested. I would literally have dwarves walking past the spider's nose and getting interrupted by giant cave spider, but the spider doesn't even twitch a leg to follow them. However, GCS have [BUILDINGDESTROYER:1] and are magnetically attracted to wooden doors. Dig yourself a tunnel that opens into the caverns, lay a cage trap at the end of it, and a wooden door two tiles further in.

I once opened a tunnel maybe twenty tiles away from a spider, but out of line of sight. Spider sat still. Laid the cage trap. Spider sat still. Spider began to idly meander away. Dwarf came back down and installed the wooden door. Spider turned right round and headed at full speed for the tunnel, smack into the trap. Gets em every time.

Sweet.  Now I just need to deal with a gaunt, web-using anklyosaur of some sort....

Maybe I should hook a spike field to a repeater somewhere behind the trap area, then create a bypass bridge for the dwarves, if need be.

I wonder how big of a spike zone is enough, though?

836
DF Dwarf Mode Discussion / Re: sealed evil in a can
« on: January 25, 2011, 02:45:00 am »
Ponds don't usually have ramps, so there isn't a way for him to get out even if he can swim.

I thought that only low skill swimmers needed a ramp or staircase to get out of water?

837
DF Gameplay Questions / GCS Hunting
« on: January 24, 2011, 04:26:28 pm »
What do people usually do to hunt and trap a GCS?  Are there any good tricks for it, or do you just have to send down a bunch of kitten explorers to reveal them, then make cage traps at random choke points?  Are bait animals any help?

It's kind of frustrating even trying to find one when I try to wall off the caverns most of the time....

838
DF Gameplay Questions / Re: Dwarves leaving ores on cave floor?
« on: January 24, 2011, 04:21:49 pm »
I just dump all stone and ore into a quantum stockpile and build the masonry workshops, smelters and forges nearby (with a bar/block stockpile to accept the output of the smelters).

839
DF Dwarf Mode Discussion / Re: Kadol Mengborik, the Second Morul
« on: January 24, 2011, 04:19:32 pm »
It may be possible to train up healthcare by using a slightly more dangerous danger room on migrants and nobles.

840
DF Dwarf Mode Discussion / Re: Superweapon Idea
« on: January 24, 2011, 04:15:53 pm »
Yeah, but I don't know how to cause cave collapse. Nothing I do will cause it unless it has zero connections to anything else.

Hook it to a support.  The support can attach a section of floor to something *above* it.  Then attach the support to a lever, flip the lever, and drop the floor.


--------------------------------+ Top level of tower
   (support) I                  |
--------------------  ----------| Scaffolding.  Build the floor under the support from here
                                | and then unlink it once the support is hooked to a lever.
                                |
(death zone)                    | When you pull the lever, the support vanishes, dropping the floor onto the death zone.
--------------------------------+

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