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 - doublestrafe

Pages: 1 ... 9 10 [11] 12 13 ... 45
151
DF Dwarf Mode Discussion / Re: The Great Bag Problem
« on: June 24, 2018, 06:27:16 am »
I always just get about 50 sand bags at embark. They're incredibly cheap. Then, ask the outpost liaison for one of each kind of leather and the caravan will bring one full bin of each. I don't often run out of bags.

152
So I invite you all, everybody, put your elves' minds at ease.

153
DF Dwarf Mode Discussion / Re: Does reanimation require evil weather?
« on: June 21, 2018, 10:12:19 am »
Sorry doublestrafe, embark-assistant's search option Evil Weather is poorly named. It actually matches any (evil) interactions, regardless of the details, which means reanimation matches that search option as well as the reanimation specific one. I guess I didn't consider a desire to get only reanimation, but without actual weather (and there's no search option for thralling either).
It looks like there's a need to update embark-assistant, but that's unlikely to make it into DFHack before 0.44.11-alpha at the earliest, so don't hold your breath.

I'd try an embark-assistant search for reanimation and then use the Biome Manipulator to either check prospective embarks for whether they're reanimating only, or better, to make the biome reanimating only by replacing an undesirable interaction with one that features only reanimation. You need some luck in DF generating an interaction with only reanimation to chose from, though.
Ah, that explains things. Thanks!

In the meantime, Biome Manipulator is amazing, even if I'm having difficulty using it to work with tiny patchwork biomes.

154
DF Dwarf Mode Discussion / Does reanimation require evil weather?
« on: June 20, 2018, 01:43:16 pm »
I've generated a couple worlds looking for reanimation without evil weather, using dfhack's embark-assistant to search. I'm finding nothing. Is it impossible?

155
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 19, 2018, 10:27:55 pm »
Spent two days genning and regenning worlds to get a flat embark with good, evil, and neutral plus a bunch of other picky features so I can dig out a massive artificial lake and build a giant obsidian castle on top of it.

Everything I build above the surface in the good region gets deadly abhorrent mucus all over it.

156
My plan was to make test fort, where using dfhack, I would remove all unnecessary traits from test subjects and set traits I am interested in to their extremes. Probably 1 dwarf = 1 trait. Then make them fight 1v1 with goblin and in DT monitor stress level and thoughts.
So, one would be sleepy, one happy, another grumpy...?

157
Magma, unlike water, is unpressurized unless a pump creates pressure. That means it won't flow upwards when passing through a breach, even if you weren't at the top level.
This is not entirely true. A volcano will fill itself to the top level. I rerouted a river onto my volcano to build myself a floor, and obsidian'd the top level. Then I hollowed it out into a workspace and when I tapped into the floor, magma was very soon seeping upward.
I believe it actually IS true, because of the convoluted way magma pipes work. The magma doesn't actually seep upwards, but rains downwards from the top level of the magma pipe (a volcano is just a magma pipe that breaks the surface). This is true as long as there's an unobstructed line between the SMR to the maximum level of the magma. If the line is broken, the rain starts at the top unbroken level above the SMR instead. Also, this rain actually affects the whole tile the magma pipe resides in, so if you break the roof of the magma sea inside the pipe's tile, but outside of the pipe itself it starts to rain there as well. That can be quite dangerous...
If that's the case, then how does the volcano refill itself if I plug it and then use the dfhack liquids plugin to remove some of the magma under the plug, with no access to the surface level?

158
Magma, unlike water, is unpressurized unless a pump creates pressure. That means it won't flow upwards when passing through a breach, even if you weren't at the top level.
This is not entirely true. A volcano will fill itself to the top level. I rerouted a river onto my volcano to build myself a floor, and obsidian'd the top level. Then I hollowed it out into a workspace and when I tapped into the floor, magma was very soon seeping upward.

159
DF Dwarf Mode Discussion / Re: Bugs, or me being a fool?
« on: May 10, 2018, 10:29:06 pm »
I have three biomes in my latest embark: an evil forest, badlands, and a mountain. Very few aboveground crops will grow in the badlands, and none at all in the mountain. The evil forest, where everything natural is dead and the dead walk on the reg, is lush and fertile and everything grows there. So your biome may be preventing you from farming.

160
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 09, 2018, 08:54:58 pm »
I just discovered a vast, untapped source of sand in my fortress.

Five years in, long after I'd given up on glass.

Right on the surface, where the animals had been tearing up the ground the entire time.

Red sand. Bright red sand. In a place I was examining at least every time a migrant wave came.

161
DF Dwarf Mode Discussion / Re: Marriages
« on: May 08, 2018, 05:00:50 pm »
Anyone else having problems with these vs. .43?
Well if you'd put the damn game down every once in a while and do some dishes or even take care of your own children...

162
I was fixing part of an outdoor training facility yesterday and noticed that dwarves will still deconstruct floor tiles that they're standing on. I could have sworn that was fixed in 0.34, but here it is back again. Outdoor constructions are a pain.

163
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 07, 2018, 05:03:37 am »
Welp. I have one fewer baroness to worry about.

I built a tower on the edge of the reanimating biome, and a walled enclosure to fill with zombies for my marksdwarves to practice on. A little bitty siege came, and I destroyed it with my hammerdwarves, and started dumping corpses into the shooting gallery.

And of course, as soon as the reanimation wave hit, suddenly there was Ilral in the pit.

I have no idea how she got there. She could have somehow phased through the fortifications or fallen in from above. Regardless, there she was, surrounded by fresh undead.

Which she punched to death.

I know, right? This is now how I expected it to go. Unfortunately, neither is what happened next.

The bottom of the pit was a retractable bridge. One level below that was an atom smasher the same size as the pit, plus an exit with cage traps, so i could either destroy or recapture inmates as desired. The only way to get Ilral out was to pull the lever and drop her down.

And, of course, a falling corpse drove her rib through her heart.

The one stroke of luck was that she still tried to get to the hospital, which meant she left the pit and made it out of the pit...which took her out of the reanimating zone. No zombie baronesses for me today, thanks.

I hope she was the one who kept wanting windows.

164
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 07, 2018, 12:51:04 am »
Today I learned that, in an attempt to screw up any possible attractive and symmetrical noble quarter design, if a Baron and a Baroness of separate lands are married to each other, they will share a bedroom and a dining room but demand separate offices.

I suppose that could have happened in previous versions with different ranks of nobles, but it never happened to me.

165
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 06, 2018, 07:04:52 pm »
Okay, I thought three barons were bad, but this is insane:
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I've joked about giving nobles fine magma bedrooms many times over the years, but I've never seen it as an actual necessity before.

Any explanation on how this happend? was there a big off-map execution or something?

My guess would be a major battle (or over several months, multiple battles,) somewhere that claimed the lives of those nobles, who likely all took part, with a handful probably being due to old age.
The ones in the screenshot all happened in the same tick. I would think it has to be my civ being destroyed en masse. I don't know how to look at it to find out.

I just got two more barons and it's really making me want to quit. I've dug out and smoothed a huge noble living complex and a huge graveyard for their tombs and I can't focus on important things, like training up my anti-zombie force or setting up traps for eventual silk farming. More than 10 percent of my population is nobles. All my production is going to coffers and cabinets and weapon racks and I'm smelting silver for statues to bring the rooms up to spec instead of making weapons.

Pages: 1 ... 9 10 [11] 12 13 ... 45