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Messages - Snaake

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556
i've made the depot area floodable (i usually embark on aquifer maps) and flood the merchants and especially mules if they go zerk.
You should have a sign with a disclaimer at your entrance. Something like "Traders are subject to execution at a moment's notice."

"As your trading partners, our utmost priority is to protect you from goblin sieges. We apologize for any inconvenience caused."

557
DF Dwarf Mode Discussion / Re: Minecarts and Hauling 101
« on: July 09, 2012, 07:15:06 am »
If you use guide only, you don't need track stops, the dwarves will stop the cart at any hauling stops you've set up. They're needed for ride/push, though, or the cart will just zoom past the hauling stop.

And yes, that u-bend you drew would work for push/ride, if the corners are actually corners, and not N/S tracks as they might be interpreted. Or you could place rollers, yea. They'd basically stop at the end (or derail, if they have enough speed, which can also happen with a turn in the track, if you don't have walls on the outside bend of the track).

Code: [Select]

 W
-\W
 |
-/W
 W
Including walls necessary to prevent derails (assuming high-speed carts going in both directions).

558
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 09, 2012, 06:51:33 am »
Do dwarves get stuck trying to drink from barrels in minecarts?
Not sure if this is a bug that needs reporting or if it was related to my nonfuctional design of the route.

I've had a thirsty dwarf stand on top of a minecart with "drink" as job for about a season...

I'd say that definitely sounds like a bug. There's one reported, in fact, about dwarves eating from minecarts getting stuck. You should maybe go add a note that it also affects drinking, maybe upload a save. For a solution: "Forbidding cart contents or moving it solves this until next hungry one."

559
DF Dwarf Mode Discussion / Re: Minecarts and Hauling 101
« on: July 09, 2012, 05:31:07 am »
I don't claim credit for this - I'm sure someone figured it out before me. But it's so compact and efficient and... dwarven!
(Only problem is it doesn't require magma anywhere).

Yea, like for example I just mentioned this method only 9 posts earlier here (#18). Don't people read the thread, or only the last couple of posts? Quite often there's identical stuff even in the same.thread. And I read about it a week or two ago in another thread.

560
I never prospect, so can't compare. Do you have metals everywhere though, or what? (my world is sparse metals).

Sadly the embark is pretty flat, I prefer digging into hillsides to just making stairs down from the surface.

561
DF Gameplay Questions / Re: Assorted Newbie Questions
« on: July 08, 2012, 05:23:18 pm »
Quote
15. When my jeweller (e)ncrust with Gems. How do I *know* what items have been encrusted, so I can track them down and put them to good use. Can I even select placed items to be improved, like a status in the mayers office? Same applies for Craftman's Workstop with Decorate.
Items cannot be encrusted twice with the same material, and once they have at least one decoration they appear as +<<-items->>+ instead of -items- (the + and - are quality modifiers, which are applied separately to the base item and the decoration). Items that are part of a building cannot be decorated. It's impossible to directly mark a particular item, but you can narrow down the gemsetter's choices through making the gem workshop take only from a stockpile set to accept the exact things you want decorating, possibly forbidding individual items within the stockpile if you can't get the stockpile settings precise enough.

To be as specific as you want with what to encrust, you could set a stockpile (1x1 is enough) that gives to the encrusting workshop (remember to have a cut gem pile also do this, or also enable cut gems here), but has take only from links on (and no take links). Then remove all other garbage dumps from your fort, create a garbage dump on that stockpile, and dump the furniture you want encrusted there (optionally also the gems you want used, if you enabled cut gems for the stockpile). Unforbid the dumped stuff, and you've now selected the next encrusting jobs. Probably easiest just to use the dumping to specify the furniture, though. Remember to also decorate with Dragon bone and stud with some expensive metal, for maximum pimpage.

562
I've got the site scouted out for my next fort. Also sand, volcano, and a river (brook I think, but still). IIRC no shallow metal though, only deep metals (extra challenge!). The really fun part is that it does have some haunted mountains (completely flat area though), comprising a 1x2 area in the NW corner of the embark.

I was thinking of casting the aboveground part of my fort from obsidian. :P Maybe eventually cast a huge block of obsidian underground, to house my entire fort!

563
DF Dwarf Mode Discussion / Re: Arrrg!! Hauling problems
« on: July 08, 2012, 05:00:54 pm »
I'm kinda glad it's just me.  So, more information...

Food stockpile is not full but plenty of extra spots.  Taking and giving is something I rarely use.  I have my food stockpile set to take from kitchen and butchery (I'll try setting it to take from the barrel stockpile ( a stockpile for empty barrels)).  All stockpiles are set to take from anywhere in addition to any taking orders.

I'll try these things as well as another food stockpile.

I'd upload a saving, but I "don't know how that works."

If it's something that you rarely use, why do you then have take links on something that usually works so well without, i.e. the food stockpile? If there's space in the stockpile, and you haven't accidentally e.g. blocked all sub-categories in food or disabled food hauling off everyone, stuff should get hauled into the food stockpile at least, just not necessarily get stored into barrels.

As for uploading saves, make an account here: http://dffd.wimbli.com/ . Then take your save (zip the region1 folder, or whatever the number is or you've renamed it to), upload it to there. Then give us a link to the file listing, so someone can check it out.

564
DF Dwarf Mode Discussion / Re: Aquifiers are hard? Nah....
« on: July 08, 2012, 04:41:59 pm »
Even the double-slit method can and will flop on its ass if you don't carefully micromanage the order of wall building.

Quote from: Two Slits Method in practice
You wanted a wall there? Sorry, that's a diagonal, you can't do that.  You deconstructed the wall that was in your way?  Now there's too much water coming and your pump operator can't keep up.

U MAD?

I've developed a variation on twin-slit which is far less micro-management intensive, you can do it blindfolded with a mild case of metal retardation. It's optimized for speed and sheer laziness, and there is basically two aspects which make it much faster and lazier:
1) QM's second method (for layers with aquifer below) is optimised to require no de-construction at all and far less construction.
2) To deal with the bottom layer, a cavern drain is installed as priority, since it's much much easier to work with aquifers with a drain below.

So far the only documentation is my video on youtube:
http://www.youtube.com/watch?v=TXQH9dliFZE

In the video, it only takes a little more than 5 minutes to get through the 2-layer aquifer. That's like, uh, 1/3rd of a season. I haven't timed QM's original method, but I know it's not nearly that fast.

It's possible to go through 1 layer aquifers in a couple of minutes on most maps. On cold maps, less than a minute. It's really all about knowing the techniques, then aquifers are a total pushover.

Did you rewrite the double-slit article on the wiki, or was it someone else? It's definitely changed since the last time I read it. Which was when I started a fort just to test doing it, the job cancellations were crazy. I think it was a 2-level aquifer, I was using the system the double-slit method now recommends for the last level only, don't know why I wasn't draining to lower levels at all... must have been because the wiki either didn't recommend that back then (this was May or June this year), or I didn't understand that bit.

Anyway, the article now mentions the option of draining once you get a 1x1 safe area at the bottom. However, it (and you) only mention draining to caverns). Wouldn't it be easier and safer just to dig a few z down, then to the map edge, carve fortifications, and drain through those? Or is there some sort of limit to off-map outflow, and the caverns are necessary because they usually have plenty of areas open to the map edge (as opposed to a 1-wide corridor to the map edge)?

565
DF Dwarf Mode Discussion / Re: Arrrg!! Hauling problems
« on: July 08, 2012, 04:19:04 pm »
I've spent a couple weeks now playing DF2012 and many of the changes from the last version are wonderful updates and improvements.  But things aren't perfect.

Hauling and storing items absolutely sucks!  I have meat spoiling in my burchery, which is immediately adjacent to a kitchen and a food stock pile.  I have masterwork meals rotting in my kitchen, again right next to a stockpile.  I have food sitting in a stockpile without being stored in barrels and a barrel stockpile overflowing.  I have vermin remains all over the place.  I have spent bolts and seeds and other garbage scattered everywhere (yes my (o)rders are set correctly.

And none of this spawns job orders.  That's the kicker.  I have a pretty well employed work force.  But there aren't tasks not getting done, there are tasks not get...generated.  I've had a dozen "No Job-ers" with no improvement.

Is this a poor set-up or a mistake on my part?  Is this just part of the improved hauling system?  If the latter ARRRG!!!  I can deal with the funkiness of bins being carried.  I can deal with cancellation spam.  But the inability to get jobs started makes me angry.

That is all.

/Rant

I'm not having problems like that, and I haven't read anyone else rant about stuff like that, so it's either that you, and only you, have some weird bug preventing some hauling jobs being created (are they hauling non-food items, etc. at all?), or your setup has something seriously wrong. Could be as simple as a couple of wrongly-set take only from X links. You really need to provide more information (upload save?) to get more specific help.

566
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 08, 2012, 04:15:17 pm »
Decided to try the "bring ore and fuel instead of finished products" embark strategy to see how well I'd do with it.

Embarked in a decent spot, looked around, assigned a few missing labors, then unpaused so they could get to work.

Only to have an alligator leap out, maul a llama's head (still wounded a year later), try to rip of the left foot of one of the two Farmers, and killed one of my two female dogs before I was able to punch it to death with six dwarves (and two dogs chewing on it).  All on the 1st of Granite.

A normal embark, I would have had four weapons to use on it.  Instead, I have to resort to an unarmed mob to try and bring it down.  I've no idea how I managed to get away with so few injuries.

Sure, blame it on the lack of weapons. I remember a guy complaining that he had an alligator kill multiple embarks/reclaims worth of dwarves (and he bought 2-4 armed ones each time, I think).

567
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 08, 2012, 02:46:17 am »
A humanoid Forgotten Beast made of chrysocolla has just spawned on my site. My military of 15 is comprised of a few green recruits (about a third) and legendary +5 masterwork steel-armed and -armored 10-year vets with named masterwork weapons and 50+ kills a piece. Most of them are axe- and swordsdorfs.

The FB has web capability.

How worried should I be about a FB made out of gem?

Very (...you do seem pretty well prepared, though). In short, it's pretty hard to damage, doesn't feel pain, and can only be killed by severing the head, upper body, or lower body. Or so I've read. There was a 5-page thread about a diamond titan just a few weeks ago. Link

568
DF Dwarf Mode Discussion / Re: Minecarts and Hauling 101
« on: July 08, 2012, 01:04:35 am »
...
- Track stop which does the pickup from the stockpile at the top of the chute is linked to a lever at the bottom.  (There's also a track stop which does the dumping, but it's not useful to stop that one from operating.)  The default state for a track stop hooked to the lever is to be operating?

- Items fall down the chute, land on a hatch 1Z above the bottom, also hooked to the lever.  Default state for the hatch is closed.

So, throw lever and the mine cart up above should stop being filled or departing.  Hatch opens up and dumps items into lower stockpile, wait a beat or three, then throw the lever again and things to back to working.  Your dwarves now have a far lower chance of being killed by falling items?

I could even see this setup with a pressure plate and another minecart on a track to act as a timing mechanism.  The other minecart track would be set to depart always every 14 days, as it goes around the track it would go across pressure plates and trigger the hatch?  You'd just need a dwarf to guide it every 14 days.

The stop where the loading happens wouldn't be useful to link to a lever (that's what I'm reading from your post?). The loading of the cart is dependent on the hauling stop's settings, not whether or not there even is a track stop at the location, never mind whether the track stop is "on" (the exception to the aforementioned being if there is a dumping track stop at the loading stop; this is only useful for quantum dumping). Either way, some schemes to avoid stuff from your chutes falling on your dwarves' heads have already been suggested: the best I've seen had pressure plates that the hauling dwarves at the bottom triggered so that the hatch only opened when they weren't inside the room at the bottom of the chute (at least if there was only one dwarf burrowed to do the hauling for the chute).

569
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: July 07, 2012, 06:08:14 pm »
I've been noticing some different behavior in the new version in regards to minecart auto-quantum-stockpiling. In .34.11, I could place a minecart stop directly on a constructed track stop, with no track at all, order "push X" where X was the direction the maximum-friction stop was set to dump, and the cart would simply dump right next to it. Now, however, any time the dwarves push the cart, it goes flying off in that direction and has to be retrieved. Was there a change in track-stop mechanics?

I'm not sure I understand you regarding version/minecart changes between them. AFAIK, 34.11 IS the new version, and nothing regarding minecarts has changessince 34.09 or something.

Anyway, with the simple "no tracks, just a dumping track stop" setup I think you have, you shouldn't need any push/guide/ride orders, just settings for what gets loaded (and instadumped). Just remove those.

570
How does a kea manage to carry off a wheelbarrow, anyway?   :o

It could grip it by the... handle?

It's more a question of weight ratios, anyway.

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