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Messages - kingubu

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361
DF Gameplay Questions / Re: Advice for a minecart shaft
« on: November 05, 2012, 10:01:29 pm »
I like building a 2x2 stair with 2 spiral ramps wrapped around it.  You can fit 4 spirals around it, if you want to get crazy.  The tracks are automagically designated low traffic, so they should take the stairs and stay on the stairs when they bump into someone.  You can designate the stairs high traffic, if you are paranoid.

I tried this once with 2 ramps wrapped around a 1x1 stair.  So many road kills.

I have the stairs exit one level below the tracks and go under them.  Set to guide up and push/ride down on the route.  Or guide down if you're paranoid again.

When you carve the track be sure to designate beyond the ramp so it know where it's going on the upper level.  To put another way, designate carve track on the down ramp and the up ramp.  Only the up ramp gets carved, since down ramps are really just open space, but it knows to carve a track that goes through the up ramp, instead of stopping in the middle.

As usual, I would experiment with a practice mine cart route, cause you're going to screw something up.  And remember you can smooth stone to remove tracks then recarve them.
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Layout

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362
DF Dwarf Mode Discussion / Re: What are my dwarfs wearing?
« on: November 05, 2012, 07:16:51 am »
(m)ilitary (e)quip menu shows who's got their uniforms assigned.  A checkmark means they have a uniform piece assigned to them.  No check means that piece isn't available.
(P)riority/Assignments on that menu will show the actual item that they have.

In theory.

If they aren't putting on their uniform properly, they'll show as assigned in the military menu, but on the (v)(i) menu they won't have it.

Curse you dwarfs!!!! 

Sorry, spazzed out for a bit there.  Military equipping makes my grind my teeth sometimes.

363
Yeah, the floor grates are working ok.  The occasional cat or peachick is washed over the edge.  Only a couple dwarfs have fallen, and they land on the grate below with no injuries.

I'm looking forward to the first births, to see how babies fare.  Muwahahaha!

364
Nevermind, you can't build wall grates or vertical bars in open space.  It needs to rest on something below it.  So the question is moot.  Floor grates it is.

365
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 05, 2012, 02:09:58 am »
My machine invariably killed the dogs after a few cycles.  And there's no way to treat the injured ones.  I had 3000 seeds in it.  Maybe with less?

366
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: November 04, 2012, 09:15:54 pm »
Hey thanks for the idea!  I built one 4x4 so I could put whole squads in without them standing on each other.  Worked great.  Legendary armor users in a week.

Plus really good at generating minor injuries in civilians for med practice.  My fort is full of dwarfs missing eyes and noses and ears now.  Give's it character. :)

At first I thought it was a little broken, because one of my axelords never leveled up.  After month or so, someone found his body in the caverns where he had wandered off to die.  Boy, that was confusing.

367
DF Gameplay Questions / Re: FARMERS Y U NO SHUT UP!!!!
« on: November 04, 2012, 08:53:32 pm »
I turn off seeds in all other stockpiles and make a seed only stockpile next to the farm plots and disable barrels for it.  They'll put individual seed bags in the pile.  You'll still get a bit of cancel spam, but only for one bag at a time. 

If you want to really fiddle it, you can force the creation of multiple seed bags with forbidding and dumping.

Edit: too slow!

368
DF Gameplay Questions / Re: open cages with animals !?!?
« on: November 04, 2012, 05:53:48 pm »
Is the animal stockpile inside the zone?  I've noticed they wont move animals out of a built cage that is inside a zone into the same zone.  Maybe animal stockpiles do the same.

369
So, longer version.

Channeling out ramp, side view.  Going down and to the right.

Code: [Select]
^v
 ^v
  ^v
   ^v
    ^v

If I fill the down ramp spaces with a fortifications, it will block water flowing down the ramp.  Because a fortification has an implicit floor.

My question is, will wall grates and/or vertical bars block water falling down?

Wiki claims that wall grates are identical to fortifications, but it seems weird that a wall grate would have an implicit floor.  Guess I can just build it and see if everyone drowns.

370
Building a waterfall and stuff.  TIA!

371
DF General Discussion / Re: ASCII vs. Tilesets: Battle of the Century
« on: November 04, 2012, 09:34:50 am »
Quote
T'all you fine dandies so proud, so cock-sure, prancin' aboot with your heads full of eyeballs! Come and get me I say! I'll be waiting on ya with a whiff of the 'ol brimstone.

Explosives are very Scottish.

372
DF Gameplay Questions / Re: Help me save this fort
« on: November 04, 2012, 03:24:46 am »
Stack size for harvested plants is a function of farming skill and fertilization.  If you have a lot of farmers, they might not be leveling up.  I usually have 5 farmers with "only farmers harvest" and fertilize on.  So I get a lot of food per square.  And legendary farmers in a few years.

Also, a seed stockpile near the plots with bins turned off helps get planting done without as many "cancels plant seed; no garblewarble seeds" messages.

I also grow the other underground and surface crops and have a millstone and farmer's workshop for flour,sugar,leaves. 

My forts always export food for trade goods, so this may be more info than you need.  I just like farming. :)

373
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: November 04, 2012, 03:14:35 am »


Awesome!  Thanks!

374
DF General Discussion / Re: ASCII vs. Tilesets: Battle of the Century
« on: November 03, 2012, 10:18:36 pm »
Trackballs are the worst idea ever.

Claymores are more Scottish.  And if it's not Scottish, it's crap.

375
DF Gameplay Questions / Re: Magma on embark?
« on: November 02, 2012, 06:31:07 pm »
I endorse this product or event.

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