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Messages - Khift

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166
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 11, 2010, 05:01:47 pm »
As of .30.12 there's a known bug with bedroom assignments being ignored, it is reported fixed in .30.13 (which hasn't been released yet).

I have the most hilarious workaround for this. I make a doubly-awesome-royal-bedroom, and make it very near to the main meeting hall, and generally close to everything as possible. Then, since I know dwarves are going to sleep in it anyway, I also double-room it, by making it a Dormitory. Add enough beds for every dwarf in the fortress. Build no other bedrooms. Now the Dwarven Queen is having a Slumber Party!
I am doing this same thing in my current fortress except with my hospital. Centrally located right smack in the middle of the fort under the meeting hall with massive amounts of wealth intended to go into it. Also putting a series of four mist generators at the four entrances to it because why the hell not. Cover both the hospital/dormitory and the meeting hall above it, hells yes.

167
Why has nobody suggested magma yet?

Seriously, magma.

All unnecessary goblinite is melted away and deposited in the fall area. You no longer need to dig far at all. You no longer need a spike to kill the goblin. It's just... it's just perfect.


z=+1
wwwwwwwww
wHSshwwww
wwwwwwwww

z=0
wHwwwwwww
wPwwmSshw
wHwwwwwww

z=-1
wwwwwwwww
wGwwwwwww
wGwwhsSmw
wGwwwwwww
wdwwwwwww
z=-2
mmmmmmmmm
mmmmmmmmm
mmmmmmmmm

w = wall
H = hatch
S = dark, unpassable pump tile
s = light, passable pump tile
h = channeled tile
m = magma
G = floor grate
d = door

Bottom floor (z-2) is a magma reservoir. Z-1 is a floor grate to catch the goblin's stuff so it doesn't fall into the reservoir. Z-0 is the triggering floor with the hatches, z+1 has the magma spout above the pressure plate and the top of the three pump long pump stack.

168
DF Gameplay Questions / Re: Floodgates vs. Doors
« on: September 11, 2010, 04:04:35 pm »
You know that thread I could not find for the life of me after spending twenty minutes searching for it?

It's in Kanddak's signature.

/facepalm

169
DF Gameplay Questions / Re: Floodgates vs. Doors
« on: September 11, 2010, 04:03:16 pm »
There may be a need, for example if you want to move large amounts of fluid that isn't pressurised.
This is a case of general misunderstanding in the DF community; 'pressure' as you would describe it in real science does not exist in the game. No fluid is ever pressurized, not in that sense. Instead, 'pressure' in DF is essentially an action that liquids perform, and all liquids perform this action whenever possible, even magma. (Magma does indeed pressure, it simply cannot pressure UP z-levels like water can. Edit: Magma doesn't pressure, pumps just make it look like pressure. If you only use pumped magma and never let it actually flow it'll still act like it pressures, but magma's natural flow won't.) There is a thread that describes it fully (although I cannot for the LIFE OF ME find it; just spent twenty minutes searching for it and it just eludes me entirely) but, essentially speaking, what you refer to is not an actual issue at all. The use of a depressurizer will force the water to stop pressuring through it, but once beyond it the pressure mechanic will work just fine and you can return to a one tile wide hallway and still get full flow.

170
DF Gameplay Questions / Re: Floodgates vs. Doors
« on: September 11, 2010, 01:59:35 pm »
Floodgates are better for the simple fact that you can have more than 2 of them in a line.
The issue is, though, that you should never need more than one tile's width for anything liquid related. The pressure mechanic makes additional width meaningless; you'll get the same flow from a ten tile wide hallway as you will from a one tile wide hallway as long as pressure is maintained. Wider flow corridors just means more work for your dwarves and less space to use for other purposes. Heck, even with depressurizers you can go back to one tile width once the depressurization is done and get the same effect. There simply is never a need to have more than one tile's width worth of door or floodgate.

171
DF Gameplay Questions / Floodgates vs. Doors
« on: September 11, 2010, 12:02:19 pm »
It dawned upon me this morning that, simply put, doors are better than floodgates in almost every way. With one small exception, doors have every ounce of functionality that floodgates have and then some.

Floodgates:
- Block passage of liquid and creatures.
- Can be linked up to levers and pressure plates.
- Activation via lever or pressure plate causes a 100 step delay before the floodgate opens.
- Can be placed anywhere
- Has no secondary use beyond controlling the flow of liquids.

Doors:
- Block passage of liquid while both linked an unlinked, does not block passage of creatures until linked or locked.
- Can be linked up to levers and pressure plates.
- Activation via lever or pressure plate occurs instantly.
- Must be placed adjacent to a wall.
- Frequently used all around the fortress, not just when dealing with liquids.

In short, if you use doors instead of floodgates, you have the following benefits:
- A dwarf will never be stuck behind a door waiting for the mechanic to link it to a lever. Dwarves love to stand inside a reservoir when placing floodgates, locking them in until rescued; if a dwarf does that with a door he merely walks through it. The floodgate issue can be solved with some tricks, such as designating walls to be constructed (and then suspending construction) near the floodgate where you do not want the dwarf to stand, but this isn't always possible and is a large hassle.
- Activating a door via lever or pressure plate is instantaneous, whereas activating a floodgate takes 100 steps. While not terribly significant in most civilian usages, when used in traps this is a massive advantage.
- If you overproduce floodgates, you have a lot of useless floodgates laying around. If you overproduce doors, you can bet they will eventually all get used elsewhere in the fortress. This is most notable when trying to create magma safe floodgates out of stone. Again it's solvable through careful micro, but with doors you don't even need that.
- If the intended purpose of the liquid blocker is to provide a service entrance to a reservoir that will only be used if the reservoir is empty, floodgates need to be linked to a lever and then activated while doors do not; simply lock them when the reservoir is full and unlock them when it is empty.

The only time I can ever really justify the use of a floodgate instead of a door is if trying to block off an area that is greater than two squares wide. However, due to pressure mechanics this is almost always overkill; the only time you need more than one tile width worth of passage is if you are making use of a de-pressurizer. (A large area with a row of diagonal walls crossing the center of it; the pressure mechanic cannot pass through diagonals, so only natural flow will occur from that point on. However, natural flow is slow compared to pressure so you must have many diagonal paths to make up for it, causing de-pressurizers to be fairly large in practice.)

To make a long post short, is it just me, or are floodgates made obsolete by doors?

172
DF Gameplay Questions / Re: Breaching the cavern
« on: September 11, 2010, 10:57:21 am »
I figured I'd need an adjacent tile mined out anyway. Not so? I dug two up/down stairs in all my stairwells, and I couldn't build an up stairs over both of them at the same time. When I tried that, the build location was never reachable.
This is likely a different issue. You had the two up/down stairs side by side, yes? If so, your dwarves kept trying to build the left staircase while standing on the tile the right staircase would be made on, but the game won't let them do that because a construction is queued for that tile. Thus resulting in "building location unreachable". It wasn't actually unreachable, they just couldn't build it from where they wanted to. If you were to try again building only one stair case at a time it should work; they would have a square to stand on that didn't have a construction queued up for it. Additionally if you only had single width staircases that too should work; the dwarves would be forced to stand on the tile above and that is legal when building staircases. (At least, it's legal when building staircases onto thin air. I've never tried it building staircases inside.) The dwarves could have done that as well with the double-width staircases, but they always prefer to build from the same z-level when possible and they don't realize that isn't possible until they're already there, resulting in job cancellation.
That's what I thought,... if it works. I thought this was a simple question, but maybe not. Apparently, no one knows for sure if building an up stairs on top of an up/down stairs will plug up the hole at the bottom of the tile.

I'm guessing, though, that people would know for sure if this didn't work. I mean, if you tried it and some flying creature got inside, you'd know for sure it didn't work. If you tried it without incident, you really wouldn't know for sure why you had no problems.
It will work. There is absolutely no reason why it shouldn't. I've had mined staircases one z-level above empty cavern space every game I've played in and no flying creature ever entered the fortress through them. Constructed tiles are identical in every way to naturally mined tiles except that they've been constructed. There is no reason why it would be any different.

173
DF Dwarf Mode Discussion / Re: Hospitial Help
« on: September 11, 2010, 10:30:42 am »
Interestingly, most injuries seem to at least stop being life threatening once the dwarf is on a hospital bed. I've had dwarves with more than one limb missing and multiple cuts to the torso live for a couple months on a hospital bed before ever being treated, and there weren't pools of blood everywhere.

Dunno, I think bleeds just either stop on their own or don't.

Though i've never seen anyone go into the hospital bleeding before. Generally if it's that bad they just pass out.
My experience as well. I've seen a dwarf get completely disemboweled, make it to the hospital, get patched up and live just fine. I've also seen a dwarf get a finger chopped off, go to the hospital, get diagonosed, leave without treatment to go to archery practice (presumably the doc said "Dwarf up, you pussy. It's just a finger.") and then die of blood loss a month or so later.

That said, aside from the dwarf who lost a finger mentioned above I've only seen one other dwarf make it to the hospital and then die. Every other dwarf who made it to the hospital ended up living, including the mason who was horribly mangled by a goblin snatcher and then spent 6 years waiting on treatment. Generally speaking, if it's truly lethal the dwarf won't make it to the hospital, and nobody ever performs "Recover Wounded" on them even if standing around with their thumbs up their asses; if you want treatment, you gotta provide your own transportation.

174
DF Gameplay Questions / Re: Breaching the cavern
« on: September 11, 2010, 09:49:30 am »
If I break through the ceiling, I construct a floor over the staircase (on the level above the breach).

And that keeps the up/down staircase intact (or the upward part, anyway)?
Negative, it completely overwrites the tile. That tile would only include a floor, then. Additionally I'm fairly certain you would have to have an adjacent tile mined out to build a floor; only staircases can be built from other z-levels.

I think building an up stair over top of the up/down stair is the best solution proposed here. I've been doing the mine to the side, carve new up stair and down stair, then floor over the up/down stair solution and I have to say that just replacing the up/down stair would be a lot simpler and faster.

175
If you want to save time you can channel a hole over top of your live firing range and designate the hole as a Pit using the zones menu. Then you go into the (P)it menu and tell your dwarves to pit the goblins in; they'll open the cages, drag the goblins to the hole, and toss them down into the arena.

Some things to note:
- Don't do this to goblin thieves. They will escape.
- Don't do this to large creatures. The bigger the creature the more likely it is to escape. In my experience trolls are fine, but horses are too big.
- Make sure to strip their weapons before trying this. I've never seen a goblin stab it's handler before, even if it still had it's weapon, but I've heard reports of it happening, so better safe than sorry. Use (d) - (b) - (d) on the cage stockpile containing the goblins, then go into the stocks screen and make sure to unforbid the goblin's weapons and also to remove the dump from the cages. (You want to dump the goblin's items, not the entire cage!) Your dwarves will then take the weapons and dump them in a dump zone, allowing for safe transport.

176
DF General Discussion / Re: 0.31.12, reasonably bug free?
« on: September 11, 2010, 09:02:01 am »
initial farming is still a little bit of an issue until you get used to channeling out then covering over "above ground" farms to provide alcohol until your flood and drain systems are ready (I intentionally embark on an aquifer just to make this as painless to get set up in the first year as possible).

Pfft. I am currently sustaining a 50 dwarf fort on Gathering and Trading. They have never built a farm.
Usually, though, I build farms in the caverns. No fuss, no muss, and I harvest the plants in the caverns for the seeds I use so it's an embark-point-neutral solution.
One of my current embarks I'm pretty confident that you could feed and liquor an entire 200 dwarf fortress just from gathering and hunting the surface forest biome. Elephants everywhere and more herbs than a pair of legendary herbalists can even pick. Brew the herbs and cook the elephant meat, don't even need a farm.

177
DF General Discussion / Re: dwarf fortress, in a word is:
« on: September 10, 2010, 09:17:32 am »
Dwarfly.

178
DF Gameplay Questions / Re: Booze cooking
« on: September 09, 2010, 02:31:31 pm »
As far as I know booze cooking is actually entirely broken at the moment, in that your chefs will never use booze to cook with even if it's available and allowed.

YMMV. I've always used quarry bush leaves or dwarven syrup as my main cooking ingredient, so I never cared to confirm that, but I've heard it mentioned several times.

179
DF Gameplay Questions / Re: Adamantine Scourge
« on: September 09, 2010, 02:26:16 pm »
An adamantine scourge will probably be super ineffective, given that it's a blunt weapon and adamantine supposedly makes awful blunt weapons.

But do test it and get back with us. It could be serious fun.

180
DF Dwarf Mode Discussion / Re: Bunk Beds
« on: September 09, 2010, 12:14:52 pm »
I dunno, but all three patients were female.
This sounds like the start of something highly inappropriate.



I've had wounded dwarves sharing beds before, there simply wasn't enough beds in the hospital zone. In fact, I think there was only one bed in the hospital zone...
I've had it happen when there was a dozen free beds in the hospital. And it was indeed the top right most bed.

Looks like we've encountered another healthcare bug to report.

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