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 - Acperience

Pages: 1 ... 46 47 [48]
706
I realize i can just place their cages in a room then fill the room with magma, but the catch is I'd rather not waste perfectly good cages.

Ideally, I'm looking for a situation where i can toss them into a pit already filled with magma and not bother with the hassle of draining the room of magma etc.

The wiki mentions that you can assign hostile creatures in cages to be thrown in pits, but when i try that, the escaped snatcher, goblin etc, interrupts the dwarf dwarf assigned to drag them to the pit and makes their getaway.

On a side note, is there any way to...relieve... the caged enemies of their items? Seeing as how they won't need them where they're going.

707
DF Dwarf Mode Discussion / Re: Failed Desalinization Questions
« on: October 30, 2010, 01:18:49 am »
No luck after building pump on constructed floor, I'm just going with the well.

I'm not sure if it matters, but was there a natural wall UNDER the artificial floor? I'm wondering if the game checks adjacent tiles, not just the floor it's touching.

yes the ground is natural underneath the constructed floor

708
DF Dwarf Mode Discussion / Re: Failed Desalinization Questions
« on: October 30, 2010, 01:07:00 am »
No, I'm trying that now

709
DF Dwarf Mode Discussion / Re: Failed Desalinization Questions
« on: October 30, 2010, 12:58:56 am »
So you pumped the water yeah?

Were the walls and floors surrounding the pump also artificial?

If literally everything was artificial and had never been contaminated at all by salt water, it should have worked. I suppose the other explanation could be that Urist McDumbass tracked saltwater into your reservoir without you realizing?

about that walls and floors surrounding the pump, the pump is surrounded by artificial walls except for 1 tile, otherwise my pump operator dwarf can't reach the pump.

possibly the mud got in the way, but for the moment, wells desalinize water as well....


That bug hasn't been fixed? It feels a bit exploity but i already modded files so I'm beyond exploity i guess i'll try that.

710
DF Dwarf Mode Discussion / Failed Desalinization Questions
« on: October 30, 2010, 12:28:38 am »
I'm currently on an island and im trying to get freshwater using a screw-pump.

I was fairly certain that my reservoir was entirely artificial but after filling it and creating a zone through an open space to check the salinity, the water was still salty. The walls of the reservoir on all levels were constructed and all floors were constructed as well. I have questions on what I did wrong.

Did I test the water correctly? In a room above the reservoir, I channeled out a tile where my well will go and created a zone including the open space and adjacent tiles. The fishing option lit up so I'm assuming the game recognizes there is reachable water underneath the open space, but the water source option stayed gray.

If a floor is muddied with saltwater, will it turn fresh water salty? (Parts of my reservoir were muddied from a pumping accident and I waited for all the water to evaporate)

I read on the wiki that water automatically turns salty if it passes a saltwater aquifer layer. The reservoir was built through 5 z-levels and I only mined out dacite and rhyolite, but would those count as aquifer layers since other tiles on the same z-level might be aquifers?
 
I modded the region raws to remove all aquifers, but does that affect the above question?

711
DF Gameplay Questions / Failed Desalinization Questions
« on: October 29, 2010, 11:12:56 pm »
I'm currently on an island and im trying to get freshwater using a screw-pump.

I was fairly certain that my reservoir was entirely artificial but after filling it and creating a zone through an open space to check the salinity, the water was still salty. The walls of the reservoir on all levels were constructed and all floors were constructed as well. I have questions on what I did wrong.

Did I test the water correctly? In a room above the reservoir, I channeled out a tile where my well will go and created a zone including the open space and adjacent tiles. The fishing option lit up so I'm assuming the game recognizes there is reachable water underneath the open space, but the water source option stayed gray.

If a floor is muddied with saltwater, will it turn fresh water salty? (Parts of my reservoir were muddied from a pumping accident and I waited for all the water to evaporate)

I read on the wiki that water automatically turns salty if it passes a saltwater aquifer layer. The reservoir was built through 5 z-levels and I only mined out dacite and rhyolite, but would those count as aquifer layers since other tiles on the same z-level might be aquifers?
 
I modded the region raws to remove all aquifers, but does that affect the above question?


712
DF Dwarf Mode Discussion / Re: Unusable stone and wood (not forbidden)
« on: October 29, 2010, 07:35:23 pm »
I think something happened to the path-finding, it seems i do have a inaccessibility problem now, but i can't figure out why since everything was just fine a few minutes ago and i haven't changed the entrance in any way since i started.

Edit: Ok i figured out the problem, my dwarves suddenly forgot how to use ramps and i say forgot because they've been using the ramp entrance since the beginning of the embark and then suddenly refused to use it.

This just messed with my entire depot/trap level since now i can't use ramps.

713
DF Dwarf Mode Discussion / Re: Unusable stone and wood (not forbidden)
« on: October 29, 2010, 07:28:59 pm »
Nope, i checked everything is perfectly accessible. In fact my fish cleaner is still gathering the fisherdwarf's catches and my woodcutter and herbalist go back inside to get booze every once in a while. Trade depot is accessible too and it's 2 z-levels underground.

The wave breaker is right on the edge of the water so there's only open space on the other side where the ocean is.

714
DF Dwarf Mode Discussion / Unusable stone and wood (not forbidden)
« on: October 29, 2010, 07:15:28 pm »
I'm currently trying to build an archer tower on the beach in front of my fort but for some reason, the game doesn't have stones as a building material option above ground, only wood and vice-versa.

In other words, on "outside" tiles, i can only choose wood as building materials and on "inside" tiles i can only choose stone as building materials. Also, my carpenter is trying to make beds, but the game gives me messages that I don't any logs (but i do).

I keep all my stone in a 1 tile dump (underground) and the logs are more or less scattered with a dozen or so tiles of my fort entrance (on the surface). None of the stone is forbidden and i didn't mark them all economic, none of the logs are forbidden. There's hundreds of stones in the dump and several dozen logs on the surface.

I tried restarting DF but I keep having this problem, it seems spontaneous since I built a wave breaker (walls) on the beach with stone just a few minutes earlier.
I use version 0.31.16

715
DF Dwarf Mode Discussion / Re: Ocean Waves and fps
« on: October 29, 2010, 01:53:55 am »
The embark size was 3x3, but im not feeling optimistic about it. The map is also a Haunted and Untamed Wilds so i'm expecting lots of fun.

716
DF Dwarf Mode Discussion / Ocean Waves and fps
« on: October 29, 2010, 01:44:56 am »
Does anyone know a way to turn off ocean waves? I embarked on the most amazing beach map and right now the waves aren't much of a problem, but soon the foaming effects will probably hamstring my frame rate.

My temporary solution so far is to create a sea wall along the entire coastline, but the waves crashing on the walls still generates a misting effect. 

717
DF Adventure Mode Discussion / Re: Where are the Shopkepeers? (Solved)
« on: October 28, 2010, 07:06:00 pm »
Too bad  :-\. Someone should change the adventurer mode page in the wiki to reflect that.

718
DF Adventure Mode Discussion / Re: Where are the Shopkepeers?
« on: October 28, 2010, 06:53:49 pm »
v0.31.16

719
DF Adventure Mode Discussion / Where are the Shopkepeers?
« on: October 28, 2010, 06:42:21 pm »
I've been trying adventurer mode (DF2010) for a few hours now and i have yet to find a single shopkeeper. Every person in every house is any profession other than shopkeeper. The DF wiki was info on shopkeepers under the version i play but I've never encountered one after scouring towns. Out of bored I've taken to slaughtering everything i see but none of the civilians or recruits or warlords drop any items besides their corpses.

What am I not getting here?

I tried searching on the forums for a solution but every thread regarding shopkeepers is either about people showing off the amazing deals they got, or how they brutally murdered said shopkeeper.

(i am a human adventurer)

Pages: 1 ... 46 47 [48]