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Topics - Quarque

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16
DF Dwarf Mode Discussion / Forgotten Beastīs Flames
« on: May 27, 2020, 05:26:43 am »
Had my first FB composed of fire. It was fun seeing it burn the whole caverns, but then it was killed off by a swallow.

Now the interesting bit is, years later there is still an "Eliratholathoīs flames" at the spot where it died - in the water, no less. Apparently those "flames" are its corpse. They have a temperature of over 5200 Celsius (over 19000 Urist), way hotter than magma. They're also very light (<1 urists).

My questions:

1) Is it possible to haul these "flames" without setting a dwarf on fire?
2) Is there some application for them? Setting goblins on fire, powering a steam engine, anything?

17
DF Adventure Mode Discussion / drinking so much blood :D
« on: February 17, 2020, 12:31:46 pm »
So I had my first brief adventure. Started as a dwarf, in a fortress somewhere out in the cold. First problem: the instant I took a step outside, my water froze. And of course all possible sources were also frozen.

After a while I figured out that you can drink the blood of animals and quench your thirst that way. What is more, you can pick up the blood of dying animals and put it into your backpack. Soon, I was completely addicted to drinking blood.. ironically, I needed to drink much more blood than a vampire.

So is this intentional, or is there some other solution. Frankly I think it is weird that the game makes it so hard to drink ordinary water and so easy to drink blood..

1. Water freezes instantly and it is 100% impossible to melt snow in your hands and drink it. Blood never freezes.
2. You can only store a small amount of water, IF you have a waterskin. But you can just put a "blood" into your backpack, without any limits.
3. Don't try to drink water that is salty or stagnant. But the blood of random lobstrosities? No problem, 100% safe.

18
DF Gameplay Questions / Minecarts and doors.
« on: February 11, 2020, 02:07:58 am »
What happens when the path of a minecart is blocked by a closed door, does it go through?

What if the door is forbidden? Could you use a forbidden door to close off a railway track to dwarves?

19
DF Suggestions / Larger age gaps in relationships for dwarves
« on: February 08, 2020, 06:12:26 am »
Imo it is too hard to get dwarves to marry and have children.

One big factor is the age gap restriction. A maximum gap of 10 years means you often have NO possible pairs among your seven starting dwarves, even before considering sexual preference.

And given the high age that dwarves can reach, I donīt see how it makes sense. For humans, 10 years is a realistic rule of thumb, if a little close-minded. But dwarves are still in the prime of their life at 100 years old. Why would a dwarf of 90 years old not want to date a 70 year old hunk? Not as if they are in wildly different stages of maturity at that point.

20
DF Dwarf Mode Discussion / Is beekeeping as bad as it looks?
« on: January 29, 2020, 05:21:10 pm »
I really, really want to have a reason to do some beekeeping. It looks stylish and fun. The problem is that as far as I can see, the costs and benefits seem extremely bad.. am I overlooking something?

First note that it is essentially a different "farming": you invest materials and dwarf labors in return for food and booze.

Costs:
- is an outdoors activity, so requires to deal with cave adaptation (like outdoor farming); building a roofed-over light inside area is an optional workaround for both
- requires several special items to work (hive, press and jugs), where a farm just needs a plot. Is more work to set up.
- Once set up, the amount of dwarf labor to keep it going seems about the same. Farming needs sowing and harvesting, beekeeping needs splitting and harvesting colonies.
- there is a (soft and hard) limit to production, unlike farms. For practical purposes, the soft limit of 40 hives IS the hard limit, because hives above 40 yield very little increase in output. At the limit, you are producing about 12 Royal Jelly, 12 Honey and 12 wax each season.
- requires more space than farming: 40 tiles for the hives, but you also need some space in between for walking, for an output of 12 cooking ingredients and 5*12=60 booze. A farm can produce that much with about 2 tiles.

Benefits:
- Wax is garbage with low value, that can be used for nothing but crafts. Less useful than bones.
- Royal Gelee, according to what I read on the wiki: can be stored in finished good stockpiles, making it harder to access and keep track of. It is also a liquid, and dwarves will prefer to cook solid ingredients instead. If you do manage to get your dwarves to cook it, it is still one of the worst possible ingredients, because it has the lowest value and stack size.
- Honey can also be stored in finished good stockpiles, making it harder to access. It can be used for cooking but is another terrible ingredient for that purpose, for the same reasons. Turning it into 5 mead looks better, but mead has a terribly low value too.

tldr:
- harder than farming,
- yields inferior products
- hard cap on production that equals the output of two farming tiles

yikes :-[ Do the gods hate bees?

21
DF Gameplay Questions / how to tame captured animal
« on: January 27, 2020, 12:49:32 am »
Captured a crab. It is currently sitting in a cage. I have built the cage in an area that I designated as a zone for animal training.

I also made sure that one of my dwarves has the animal training labor enabled and he has currently 'no job'.

But he doesn't train the crab. When I press 'z' and the animal tab, it does not show the crab. On top of the list it reads "Status: domesticated". What should I do to get my dwarf to train the crab?

22
DF Gameplay Questions / random crashes
« on: January 25, 2020, 09:20:10 am »
Hi all,

Relative noob here, having another go at this game after a hiatus of a few years.

Version I am playing is: 0.44.12 with lazy noob pack. DFHack enabled, and I sometimes run Dwarf Therapist. Using the default lazy noob pack tileset.

So far the game crashed while saving 1 time, and crashed twice while running. I googled around and heard a rumor that something called "twbt" might be related to random crashes if you use tilesets.

Specifically, I read somewhere that turning off a setting called "animations/twbt redraw_all 1" could help. The problem is that I have no idea where to find this setting. Any ideas?

Thanks!

23
DF Suggestions / Make paved roads improve walking speed.
« on: October 07, 2017, 07:00:05 am »
As far as I know, paved roads do not provide any movement advantages right now.

I think it would be reasonable if a paved road (especially if it is smooth) provided a small boost to walking speed for creatures moving over them.

24
DF Dwarf Mode Discussion / suicidal dwarves
« on: October 02, 2017, 03:57:00 pm »
My dwarves are running into a cavern that I breached, in order to clean some blood on the floor.. so far they have been lucky to avoid having themselves killed, but how to I prevent them from doing it again?
Are burrows the only option?

25
DF Suggestions / no leather from poultry
« on: September 16, 2017, 10:48:43 am »
Poultry (particularly chickens, peacocks and turkeys) feel overpowered. They breed at an enormous rate and give you a very cheap and large supply of basically everything you want from domestic animals: fat, leather, meat, bones and eggs. On top of that, they are extremely cheap when embarking.

The fact they produce leather feels unrealistic: no objects in real life are made of chicken leather, and for good reason. So I think it would improve the game if they didn't produce leather in the game, either. The egg production alone already makes them a very good deal.

Geese should possibly be excepted.  :)

P.S.: more generally, it is unfair to the larger, slow-breeding animals that their hides are in no way better or even larger than the hide of a little chicken. An additional measure could be to have large animals like cows yield a bunch of hides, rather than just one.

26
DF Gameplay Questions / crutch required but not used?
« on: September 12, 2017, 04:14:33 pm »
My expedition leader had an accident while cutting trees. Her right leg was badly injured.
Now she has been in the hospital for a long time, in a traction bench. Examining her health status says:

Status: In Traction, Ability to stand lost
Wounds: Right lower leg, bone: overlapping fracture (in traction), Smashed Open, has been sutured, Infection
Treatment: Diagnosis Required, Crutch Required

The patient history shows that she is being diagnosed many many times every day and cleaned with cat soap about once a day.

The hospital has crutches in stock, but they are not applied. Also, it's weird that Diagnosis Required stays active, in spite of being Diagnosed again and again every day. What could be causing this?

27
DF Gameplay Questions / The layer below an aquifer..
« on: September 11, 2017, 03:28:42 pm »
Here is the situation:

Code: [Select]
Z=100 #######
Z=099 #######
Z=098 ~~~~~~~
Z=097 ~~~~~~~
Z=096 ####### <= damp
Z=095 #######

# = stone
~ = aquifer

The stone on Z=096 is not an aquifer, but it is damp due to the aquifer soil layer directly on top of it. I want to mine out as much of the Z=096 layer as possible, but without precautions, water will fall down from the aquifer above it.

I could remove the two aquifer layers embark-wide, using either the Cave-In Method (which I am afraid would fail due to the soil layer transformation bug), or using the Drainage method, which would take ages..

Is there any option I overlooked, a method to prevent water from falling down from an aquifer layer above you?

28
DF Gameplay Questions / Water wheel is not generating power
« on: September 03, 2017, 05:05:31 pm »
I dug a channel that connects an aquifer to a cavern below it (with a floor grate preventing wildlife from entering).

I reserved a part of this channel for powering water wheels, it looks like this:


xxxxxx
xxxxxx
......
......
xxxxxx
xxxxxx

x = supported floor
. = channel


The channel is filled with 7/7 water, flowing from right to left, ending into the drain down the caverns eventually.

In this channel I built a double waterwheel:


xxxxxx
xx|xxx
.===..
.===..
xx|xxx
xxxxxx


And yet it remains dead:

Inactive
Total Power: 0
Total Power needed: 22

Why does it not work?


Edit: I found out the problem. The game did not count it as "flowing" because the stream ended in a wide spreading flood of the caverns, instead of flowing off the edge of the map. If I end the channel in fortifications at the edge of the map, it works. However, I am a bit disappointed that this is how it works.. Flooding the caverns made more physical sense than fortifications at the map end, it is easier to figure out and is more fun, in a "screw the world" kind of way.

29
DF Gameplay Questions / Benefit of having a king?
« on: August 31, 2017, 12:40:46 pm »
So my latest fort turned out to be the last surviving dwarves, and as a consequence someone crowned himself king shortly after embarking.

He is a burden, making all kinds of demands.. but is there also an upside to having a king? Searching wiki & forum indicates "no", but I couldn't find a clear answer from a recent source.

30
DF Dwarf Mode Discussion / The first anvil
« on: August 31, 2017, 03:47:18 am »
Question: how did the first dwarven civilization create their first anvil? Did it grow on a tree?  ???

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