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Messages - doublestrafe

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541
DF Dwarf Mode Discussion / Re: Creative Defense?
« on: August 09, 2012, 03:11:48 pm »
A long corridor of atom smashers (drawbridges) set on repeat would probably do the job. It's an especially good option for your situation since it doesn't leave any corpses for the necromancer to reanimate.

I did that once. Then a siege showed up on rutherers and it was all over for that fort.

542
DF Dwarf Mode Discussion / Spook range and silk farms
« on: August 09, 2012, 02:23:04 pm »
I had a fort, 0.34.11, for which I foolishly deleted the save, with a tame giant cave spider. I built a farm for it with a set of instructions similar to the ones currently in the wiki, but without the surrounding drawbridges; I figured I'd just drop the bait beast into a cage trap when I wanted to gather silk. The first thing I captured was a grasshopper man, so I dropped it in, and silk started spewing. But I had left the door open, and I found something very surprising.

My weaver just wandered in and started gathering webs like nobody's business! He wasn't scared of no damn grasshopper furry. I just left him to it. He occasionally got webbed, and every now and then someone would try to walk through with a bin and cause some cancel spam trying to get it back, but it just went on forever like that. Infinite silk, no muss no fuss.

So in my new fort I just did the same thing, but I used a goblin, and of course my weaver freaked. I had to set up the whole bridge deal to make it work, and eventually I gave up because it was just too big a pain. (I'll try again if I ever get a damn land animal, but no, everything I get in this stupid place either flies or is a goblin.)

So it seems like some animals aren't as scary as others? I can't find anything in the wiki. Is there !!science!! on this?

543
DF Dwarf Mode Discussion / Re: Liaison Fort Killer?
« on: August 09, 2012, 01:42:30 pm »
Hence the "cascade" part. Here's the wiki explanation.

544
DF Dwarf Mode Discussion / Re: Quantum stockpile safety?
« on: August 09, 2012, 01:33:29 pm »
After three failed attempts, I finally got the pressure plate-in-the-path solution working. The plate is 19 steps away, so even my fastest dwarves shouldn't be able to reach the pile before it dumps. The only way anyone can get hurt, the way I see it, is if someone else triggers the plate while someone else is on the pile AND someone is dumping from above. That really, really shouldn't happen. And if it does, it's unlikely enough that it'll make a decent story, especially since stone dropped from 60z up is enough to cause dwarfsplosions. I mean, the first two deaths were before I knew that things-falling-on-your-head damage had been implemented, so rocks were landing in a narrow chamber between the workshops and the downstairs booze pile...

And yeah, the workshops have stockpiles that draw from the QS. I figured that out while I was working on making sure they don't haul the stone all the way back up to the upstairs ones.

545
DF Dwarf Mode Discussion / Re: Quantum stockpile safety?
« on: August 09, 2012, 04:56:59 am »
Oh! So it's the name for the thing I came up with in my second reply in this topic. Way better name than "toilet tank."

546
DF Dwarf Mode Discussion / Re: Quantum stockpile safety?
« on: August 08, 2012, 05:43:01 pm »
link it to a hatch just above the landing zone and to an inverter[see wiki]
Um...I'm looking through the wiki, and I don't know what you're referring to. I don't see anything called an "inverter". There's a couple uses of the word in an article on building logic circuits, but it doesn't say what it is or how to build it, and it's described with sentences like "transmission gate logic can be accomplished by simply having an infinite water source in place of all +Vs, and infinite drainage for all grounds," which means absolutely nothing to me. Can you give me a more specific pointer?

547
DF Dwarf Mode Discussion / Re: Quantum stockpile safety?
« on: August 08, 2012, 02:48:34 pm »
Build it so the hatch is connected to both a lever and a  pressure plate - the lever is just for priming. Once you get your first load down, you can dismantle it. The build the pressure plate on the route to the stockpile so whenever a dwarf walks over it, the hatch opens and drops the stuff before the dwarf reaches the pile.

Now this is elegant, and much better than my complicated toilet tank thingamabobber. I'll do this, and keep the lever around--if the downstairs dwarves clear out the stockpile before the upstairs ones dump a cart, I'll need to dump it manually. Thanks!

548
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 08, 2012, 01:43:10 am »
Meet Besmar "Toledo" Zesugil. I've been training him for a long time, and gone through a whole lot of metal. He's a Legendary +4 Weaponsmith, with 28,424 out of 29,000 for Legendary +5. Just a tiny bit more to go and he'll finally be ready for the candy!

Spoiler (click to show/hide)

...really? Now?

Edit: Double facepalm time.

Spoiler (click to show/hide)

549
DF Dwarf Mode Discussion / Re: Quantum stockpile safety?
« on: August 08, 2012, 12:51:31 am »
perhaps i'm just ignorant, but... you're dumping the carts down, or you're dumping random "stuff" down?
I'm dumping stuff out of the carts and down the hole. Dumping the carts down would be a bit counterproductive.

550
DF Dwarf Mode Discussion / Re: Your Archnemesis
« on: August 07, 2012, 11:11:10 pm »
My cook, who started pumping out seriously expensive meals WAY faster than I could prepare for the sieges they drew. Fortunately, the ambush that got into the fort after my last soldier died killed him.

551
DF Dwarf Mode Discussion / Re: Quantum stockpile safety?
« on: August 07, 2012, 11:04:16 pm »
Set it up so a hatch closes just above the stockpile whenever a dwarf is in to pick stuff up.  Timing is, of course, considered critical. :)
See, this is where my poor pressure plate-fu comes in. I could make a hatch open when a dwarf comes near, but I'm not at all sure how to make it close when triggered.

What I'm imagining is a rig where a dwarf comes near he trips the plate, which causes a reservoir to dump, at the top of which is a pressure plate that tells the shaft hatch to stay open while it's at 7/7 water? The reservoir would be continuously refilled from the aquifer, so I'd just have to make it big enough to buy the dwarf time while the toilet tank is refilling. Is that complicating things too much, or is that about normal? Also the wiki says it takes 99 ticks for a hatch to close, and I don't know how far a dwarf can walk in that time...

552
DF Dwarf Mode Discussion / Quantum stockpile safety?
« on: August 07, 2012, 10:43:13 pm »
Ok, ok, I know it's undwarfy to think about safety, but I'd really like some ideas here.

So I've got a bunch of cool stuff--iron, coal, chalk, sand, fire clay--way up at the top of my fortress. And I've got a bunch of hot stuff--magma--60 levels down at the bottom. And what I've done so far is to build a straight 1x1 shaft all the way from the former to the latter, and set up simple guided minecarts to dump stuff down the shaft, and at the bottom is a quantum stockpile, from which my magma workshop stockpiles pull. So far so good.

Only problem is, twice so far, some dwarf has been down at the bottom picking up goodies when a load of stone comes down, and the results have been tragic, albeit spectacular and amusing. Right now I've got a manual safety system in place where there's a floor hatch one z-level up, walled off, with a lever to operate it, and every month or so I have to open and shut it manually. This is a pain, and if I forget to do it my industries shut down. Not optimal. This is the first version I've played where falling objects hurt, so I don't have any stock ideas for how to get objects from point A to point B without landing on point D.

I've come up with a few vague notions of what can be done, but they all seem, well, extremely dwarfy, involving burrows and water blasting from reservoirs and floor grates and probably flooding the workshop. I have to imagine there is a solution somewhere involving an airlock in the shaft, but my grasp of pressure plate logic is really, really shaky.

Any ideas how to drop things from a great height without squishing my dorfs?

553
DF Dwarf Mode Discussion / Re: Minedances 566
« on: March 07, 2012, 08:05:25 pm »
So, yeah.

Apparently, despite any previous opinion I may have held, I've never made a fortress.

554
DF Dwarf Mode Discussion / Re: What FPS is too low for you?
« on: March 05, 2012, 05:36:07 pm »
Anything under 40. I'm depressed that I'm reaching that with 80 dwarves now. I thought it was having 200 that did it. I've smashed all my rocks and everything.

I refuse to turn off temperature, though. Magma must burn!

555
DF Dwarf Mode Discussion / Re: Best animals to farm
« on: March 05, 2012, 12:06:31 am »
Alpacas. Costs the same as a llama, eats way less. Five more food and six more bones from butchering than a goat. Shearable, milkable, breeds pretty fast once they get going.

For early game leather, buy a bunch of turkeys, breed a few and kill the rest, though.

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