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Messages - Snaake

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541
I'd also add soap a soap stockpile in there, prioritizing that over splints/crutches.

542
Slight Necro.

Came back to this "experiment" with some more tests.
Apparently if you dump things into a quantum stockpile, and then build a wall on top POOF GONE!

Same function as a atom smasher, but no need to link up a bridge and such!

Erm... at least when I try to build constructions on tiles with items in them, is suspends the construction due to item blocking site error. At least with buildings it moves the items out of the way on it's own. If the items are forbidden, as would be expected if you made the quantum stockpile by dumping, then they don't move them, and I get item blocking site error. That's how it should work, and how I've observed it. Are you sure your dwarves didn't either move the items away (if you've unforbidden them), or that they didn't teleport somewhere else, due to this bug?

543
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 10, 2012, 08:45:46 am »
I've generally assigned bedrooms manually, because I want all dwarves to have a room assigned to them ASAP after the rooms are ready. Because I'm neurotic like that. I'm thinking of switching from using 1x3 rooms to 3x3 for my future forts, just for a bit of extra challenge, and trying to make my dwarves as happy as possible, with their favorite materials used for furniture etc. Also 2 beds for couples and attached dining rooms and bedrooms for kids, if they have more family.

When (=how soon) will dwarves claim rooms? The next time they get drowsy/go to sleep? Do they just pick at random/the closest room, or do they also consider e.g. if a room has a bed/other furniture/walls/floor with a material/color they like, then they prefer that one?


544
DF Dwarf Mode Discussion / Re: Aquifiers are hard? Nah....
« on: July 10, 2012, 08:35:51 am »
I haven't touched the wiki article in ages.

I checked, and actually the whole Double-slit method article was written on the 8th of June, then rewritten on the 11th (all by Nagidal, kudos to him), so pretty recently. He also added a link to the youtube video you posted about. The tutorial for the method was probably on the aquifer page before that, because I remember reading some older, more tedious version (the same one that was on the article between the 8th and 11th, I think).

Aquifers can be something like 13 levels deep, I've never counted precisely. However the sand/loam layers are almost never more than 3 layers deep. Once you get into rock, it's easy, because rock can be smoothed. Using twin-slit method, smoothing is SOOOO much faster than digging out and building constructed walls. Also rock layers are rather likely to contain large deposits of ore or other minerals which aren't aquifer bearing.

I guess it's improbable, but possible to be really unlucky and have eg. a 3-layer aquifer, 1 layer of damp non-aquifer, then maybe more aquifers repeating like that, if it's possible, and if you can get to something like 15 z belowground, then you could have really bad luck and have an underground lake right underneath, and so forth... :P

Can you cast pistons?  I realize that you don't need a piston if you have access to the lava necessary for casting, but just wondering if cast obsidian deconstructs.

Cast pistons should work (=stay intact when caved in), since cast obsidian counts as natural rock. See eg. the magma piston with the integrated obsidian caster to make it reusable.

545
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: July 10, 2012, 06:07:11 am »
...I deconstructed the track, laid down a highest friction autounloading track stop then placed the route stop on it, telling my dorf to guide once the cart was empty of all desireable items (I set this to all of them, any of them, no matter what. So, empty cart.)
...
It's not acting right because either the cart goes flying (ramp down, three straight, ramp down, etc) or it just goes too fast and it completely blows the track turn. Track stop time.

Huh. It seems to me that fucking around with track stops (breaking the rails) after the cart starts working right will screw up stockpiles associated with the stops, effectively clearing them out. Happened twice, but it could just be them warping away or becoming unseen, IDK.

Ok, first of all, if you're pushing carts (not guiding), all track stops should have a track underneath, I think. So you removing the track from underneath was unnecessary/possibly harmful to smooth operation. Second, if you're having carts derail on turns, just build 1 wall tile in the tile it would first derail to.

Regarding stockpiles getting "cleared out" do you mean the items disappear? If so, this is probably a known bug about nearby items (16x16 area?) teleporting to a deconstruction site when removing constructions (like tracks, but not track stops, I think).

546
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: July 09, 2012, 07:36:54 pm »
What's the best way to reliably load military dwarves into minecarts?

IIRC correctly what I've read, station them in a room with a hauling stop, lock the doors, cancel the station order. Something like that.

547
DF Gameplay Questions / Re: Using vertical bars (or grates) as gates?
« on: July 09, 2012, 06:17:20 pm »
Were you using the arena? With trolls? They're building destroyers (some others are too), and will tear apart any bars/grates/other furniture and buildings they can reach.

548
DF Gameplay Questions / Re: Problems with large gems
« on: July 09, 2012, 06:10:55 pm »
The problem seems to be that the large gem item type is can be accepted by finished goods piles, but the various gem materials aren't. As such, you couldn't stockpile any finished good item made out of, for instance, ruby or diamond, and most large gems are gems, so they don't get stocked. Glass large gems aren't made of gems, so they do. If you randomly get a gemstone craft (which you have a chance to whenever you cut a rough gem), it, too, wouldn't be stockpiled for the same reason.

I would try forbidding the whole "type" category, enabling only large gems, but keeping all materials on. Now that you mention the material thing, I think it is a reported bug, yes. There's also a few other things that don't can't be set for in the stockpile options, like plaster bags (stone, apparently, but they don't have an option anywhere), and minecarts/wheelbarrows were like that when they first appeared.

549
DF Gameplay Questions / Re: Magma harvesting
« on: July 09, 2012, 06:08:53 pm »
It has one down ramp, and then a magma-filled down ramp and up ramp.    When I had a single magma tile, a V shaped ramp, it wasn't picking anything up.    And I don't know if the first down ramp is needed, I just wanted to be sure it had enough speed to make it.

It might've just skipped over the magma with only 1 ramp. Dwarves push carts hard enough that if there's a 1-tile gap close enough on the track, the cart will jump over the gap.

550
DF Gameplay Questions / Re: Advice
« on: July 09, 2012, 06:07:12 pm »
If you can get them, try to grow some wild strawberries.  Like plump helmets they can be cooked, brewed, or even eaten raw, so they can help avoid starvation, and they provide some variety in booze when you're not eating them.

Fisher berries are just as good as wild strawberries. Prickle berries are also similar, but lower value. Sunberries also have the full trio of cookable/brewable/edible raw, but you can only get them in good biomes, or possibly by trading (from the elves). I don't think any aboveground crops will grow on a glacier, though.

551
DF Gameplay Questions / Re: Early food options
« on: July 09, 2012, 06:01:17 pm »
I do tend to butcher at least one of the draft animals ASAP (unless they're a breeding pair). Yaks and Water buffaloes have quite a bit of meat, not really what I'd call "a small boost". They'd only end up starving on a glacier anyway, and if you want grazers you can order and buy them from caravans once you've established underground pastures (or just tame some Dralthas). If you have a female(s), you can squeeze an extra food out of them by milking them before butchering, then making cheese.

Eggs are nice, but don't really have anything to add regarding them. I don't know how much sweet pods cost to take on embark, but you could take some and make syrup (1 pod = 5 syrup). Could also use quarry bushes in a similar way, but then you need bags (Harder to get than rock pots).

552
DF Gameplay Questions / Re: Problems with large gems
« on: July 09, 2012, 05:41:22 pm »
Large gems have been an issue with stockpiling for a while now, they don't seem to go into any stockpile at all. Which is very likely a bug.

Really? They seem to get stockpiled in my game, as finished goods, type large gems. Don't have any in my fort right now to test it though.

As a failsafe, yea, you can dump anything (except artifacts) to get it where you want. Disable/remove all existing garbage dumps, make a temporary one where you want the item to go, dump, remove temporary dump.

553
DF Dwarf Mode Discussion / Re: Minecarts and Hauling 101
« on: July 09, 2012, 03:56:11 pm »
They do.
At least normal up/down connections work, don't have any X stairways but i dont think they should be problematic.
What i noticed, though, is that the hauled cart was slow and only loaded with 3 rocks each trip.
guess without a track we don't get the Minecart physics

Well, most people use up/down stairs (the X stairways) as their "normal connections", and ramps only/usually only when dealing with Trade Depots, or cart tracks. Of course the ramps work, I was saying that they might not use up/down stairs. Sure you don't have the cart set to leave when 50% full? Or maybe it takes long enough to load up to 50% that the default 2-week timer for that is already full?

You can also avoid crashes by using non-dump stops. Just alter the friction so it slows down the cart without completely stopping it, then a roller will be able to turn it without crashing.
It's still probably easier just to carve a turn into the track and use walls (if it's going fast enough that you need walls to avoid a derail).

From what I've read so far in other threads, the !!science!! of frictions rollers is still pretty iffy.  How much is enough?  What about varrying mass of cargo?  And what of the cart itself?

The testing I've done so far indicates that lowest rollers don't have any extra friction (beyond the track tile they're built on). A low track stop + the track it's on have a friction 5 times that of a normal track tile. Above that, it's a bit iffy still, but medium is about 50, high is at least 800, and I've yet to see a cart go through a highest friction track stop. For comparison, a dwarf pushes/1 tile of low rollers pushes with an energy of 200, 1 tile of lowest rollers at 50, medium at 450, high at 800, and for highest my best guess so far is 1250. Exact effects of longer or multiple rollers I haven't tested yet. I'm still halfway through testing ramps, but 1 ramp down gives something in the area of 500ish energy (depending on how fast it's going before ramping down, interestingly). For more info see this thread.

Yes, without a track, you're limited to guiding, and when guiding, a minecart is almost just like a big wheelbarrow (except you need to define routes, and they're not attached to only work with a specific stockpile).

554
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: July 09, 2012, 03:45:17 pm »
IIRC it's enough for it to slam into a wall, and this has been the case in most working implementations people have used (like the "automatic minecart shotgun" that fired several shots/carts within a few seconds). The contents that get shotgunned fly from the tile above where the cart slams, and then fly forward in a parabolic arc (possible also skidding along the ground?).

You need open space above where the cart slams into the wall. Above the wall, you need open space, or a fortification if you don't want flyers getting into your shotgun's operating side. You should probably have the upper z-level mined out in the target room, too. From your post, I'm reading that you probably have at least the two later points done, but maybe not the open space above the cart?

555
DF Dwarf Mode Discussion / Re: Minecarts and Hauling 101
« on: July 09, 2012, 10:16:04 am »
Errr.

I just made a track work.

but... when they put the cart back, they ignore the track. I built a circle. Push it down a pit, stop it with a constructed stock, dump wood, guide it back up through a fork in the track.
All working fine. Then they just leave the track when they're back out in the open, guiding the cart diagonally through grass to reach the 1st stop.

What are tracks for then? If i don't care about using dwarves for guidance, can i just have a dwarf-powered, entirely trackless hauling network?

If I make hauling networks, I prefer having them be push&roller-operated. I think if you only use guide, you can leave out the tracks. Should be easy enough to test. Even guided minecarts still won't go up/down stairs though, I guess.

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