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Messages - doctorpunk

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1
DF Dwarf Mode Discussion / a couple o' intermediate questions
« on: October 15, 2010, 07:54:17 pm »
Hey guys i've been playing for a few weeks and am getting the hang of most things I just have a few lingering questions that I hope people can help me answer.

a. Does a Dwarf need the hauling labour associated with the item they're crafting turned on? For example mason needs stone hauling activated.

b. I'm trying to make a customised stockpile especially for the butcher room... 'body parts' and bones, hooves etc are separate categories but does having body parts disabled stop them from stocking bones there? No haulers seem to be filling the butcher stockpile up so maybe someone knows the exact combination of things to enable to have butcher related stuff yet not other refuse, bodies of non butcherable guys etc...

c. Does the DFhack tool that cleans blood have any risks involved or is it safe? Is DFreveal safe to use?

thanks!

2
When I push 'c' after embark I have a dwarven that i'm at peace with and thats the only thing there.

I just got my third migration wave and havent had any traders yet.

When I embarked it was on a large map lots of civs... I tabbed from the embark location through to elevation etc to neighbours. Their was humans dwarves elves goblins but none of them had anything next to them except goblins with the red ---------. Are the others meant to have something there or is the fact they are in the list mean they are there?


3
You generally don't see other civ's listed in the Civ list until after they show up on your map either for trade or for battle. The dwarven caravan should show up in the late autumn/early winter of your first year though, usually after the 2nd migration wave (the first 2 migration waves in 0.31.xx are coded to appear when they do to give your population an early boost & do not follow the rules for normal migration waves).
As long as when you embarked the neighbours list showed all the Civs then they should show up eventually as that shows they have access to your site. Just give them time, if you're a long way from their settlements or there's dangerous regions between them & you it may take longer for them to appear on map. Once you get your first Kobold thief their civ should be listed too.

The red "---------" in the neighbours list means that Civilization is hostile to you.

Thanks for your reply mate... Just to clarify the list that has the red --------  goblins.... thats the 'list showed all the civs' they you refer to above?

4
So here I am having worked a few hours on my fort. I've had 3 migrant waves yet no signs of any traders or caravans...

when I push 'c' I only see the dwarven civilization.... Am I meant to see the others like humans, elves and goblins? How can I tell if they're going to turn up?

Also, when im embarking and I go to neighbours.. I see dwarves, goblins, humans and elves... sometimes the goblin has a red ------ next to it. does that mean something?

Cheers for the help.

5
Thanks for that reply i'm going to try it.

I'm also going to try that tool... I quote from its description "See this post for instructions on coaxing a volcano to appear in the same site as a sedimentary layer."

6
Ive been playing Dwarf fortress for a week or so now and I have most things figured out.. Just a few questions about things that still confuse me etc.

1. Do dwarfs have actual health bars? How can I tell if they are injured or not?

2. What does flashing grey dwarf mean? I use ironhand graphics..

3. What is the best way to make a dwarf happy again? Cancel all their jobs and make them stand in the meeting hall and chat?

4. Does overlapping rooms cause any trouble? for example if I have a circle of tables set up as dining room and then a statue in the middle set up as a garden covering all seats... will that cause double whammy happy thoughts?

5. Do 'joyous wilds' make a dwarf Have more happy thoughts? is their any advantage to picking joyous wilds instead of just regular untamed wilds?

6. as of the latest update do I have to worry about a clear path to the trading depot?

thanks and sorry for asking so many in one but I am confident that one good player can smash out all the questions in one go.

7
Hi there.

I've got a decent worldgen going that places a lot of dense forrest and a lot of volcanos as i'm trying to find the elusive magma+forrest+river embark location.

I can find plenty of spots with magma and river and forest all together however I always seem to luck out by the river not having any sediment at all.

Any idea how I can tweak it? Also, just how important is sediment? especially if its not flux?

thanks

Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM REGION]
[DIM:129:129]
[EMBARK_POINTS:4000]
[END_YEAR:500]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:50:400:401:401]
[RAINFALL:20:100:200:200]
[TEMPERATURE:40:60:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:40:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:9]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:28]
[GOOD_SQ_COUNTS:50:500:1000]
[EVIL_SQ_COUNTS:4:8:12]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:1040:4:4]
[REGION_COUNTS:MOUNTAINS:2080:4:4]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:200:200]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1040]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:4160:2080]
[RAIN_RANGES:0:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:0:0:2080]
[VOLCANISM_RANGES:2080:4160:2080]

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