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Messages - praptak

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1
This must be it, thank y'all!

I have edited the Moods wiki to surface this info.


2
DF Dwarf Mode Discussion / Successful mood and no skill gain? (Not miner)
« on: September 29, 2020, 03:07:17 pm »
So my Animal Trainer got moody, claimed a Magma Forge and created a jagged copper high boot.

I expected him to become a Legendary Armorsmith but he's still Dabbling. No gain in other skills either. His status shows "creator of Ingulruthosh Thubilshadmal", so the mood did at least register this fact.

Is there an explanation for this? I only found that Miners sometimes claim Mason shop and get Mining which *looks* like no gain. This is clearly not my case.

3
DF Dwarf Mode Discussion / Re: No shell for moods?
« on: September 29, 2020, 02:57:36 pm »
Thank you both. No luck with either caverns or dug-out ponds. Well, I guess I must count on FBs or dwarves not wanting shell...

4
DF Dwarf Mode Discussion / No shell for moods?
« on: September 25, 2020, 07:07:34 am »
So I am not getting any pond turtles either in murky pools or artificial ponds. I thought all biomes produced them but it seems no longer the case (or perhaps never has been).

The traded creatures are prepared and don't produce any shells.

Can I do anything else to get shell? Waiting for an appropriate FB seems like a crapshoot.

5
Thanks! 'v' indeed does the trick.

6
Fortress Mode. Suppose I see a dwarf on a map and want to check its skills or assigned labors or inventory.

My problem with this is that I can only see the dwarf from the 'k' mode, which opens the View screen. This lets me see the "thoughts and preferences" but not the status. So what I do is:
  • Check the dorf's name, find it in the unit list and 'z'oom from there
  • Open the View from 'k', view 'r'elationships and try to 'z'oom on the original dwarf back from one of their relationships

Both of these are extremely clunky. Is there a shorter way?

7
DF Gameplay Questions / Re: Fishing zone at artificial channel?
« on: January 12, 2015, 06:54:51 am »
Artificial ponds are considered to be the same as Murky Pools - you'll only catch pond fish from them (i.e. turtles). If you want to catch river fish, you must fish from the river's original tiles (or perform some DFHack trickery to mark your new tiles as being part of the river).

Indeed, I seem to only get pond turtles from these tiles even though salmons and brook lampreys do appear in them. This is strangely dorfy :)

8
DF Gameplay Questions / Re: Fishing zone at artificial channel?
« on: January 10, 2015, 06:22:17 am »
Let us know, I swear I had dwarves fish from my cisterns and catch something but I never do enough fishing to remember if that's true.

Further experiments proved mightily confusing. Dorfs do fish successfully. They got some pond turtles, which might be due to the fact that the zone is near a sort of a side ramp (thus treated as a pond?). But what's more confusing:

The zone, which was showing as Fishing(0) in the create UI, is now Fishing(3). Moreover when I create a new zone nearby, it's Fishing(3) right from the start. I swear I didn't change anything in the meantime - maybe the channel gets its "fishable" flag with a delay?

Edit: What's even more confusing, the zone reported as Fishing(3) is actually *four* squares long along a channel of the same length. One of the four tiles seems somehow different than the others.

9
DF Gameplay Questions / Re: Fishing zone at artificial channel?
« on: January 10, 2015, 04:18:37 am »
It has to be at water tiles that occur naturally.

Well, crap. Indeed, I channeled a single surface tile next to the river and it's unavailable. Looks like a good feature request to me. The fish *are* already there, so...

Edit: Hmm, I left the zone even though it was Fishing(0) and dorfs *do* fish there. Wonder if they catch anything :)

10
DF Gameplay Questions / Fishing zone at artificial channel?
« on: January 10, 2015, 04:04:29 am »
I have an experimental aqueduct which redirects some water from a river down into my fortress.

I have noticed there are fish in it (salmon to be exact), so hey, why not fish there, right? No luck, tho - when I try to make a 2-tile fishing zone next to the channel it's Water Source(2), Fishing(0). Same thing next to the natural river is Water Source(2), Fishing(2).

So my question is - what is the exact condition for a tile to be available as a fishing zone?


11
I'm getting lots of "<dorf> cancels Make steel bars: Job item lost or destroyed" messages.

Could this be two furnace operators competing for the same resources? I thought this should not happen, especially that I have >10 units of iron, pig iron, flux & coke.

Solved: Ok, probably bug 8641, updating to 0.40.23 seems to have helped.

12
You could use water reactors to avoid having to mess around creating flow, but you'll probably end up doing some digging anyway as you need to get the water for the reactors from the stream to the reactor area.

You might avoid digging and use buckets instead.

13
DF Gameplay Questions / Re: I don't get how to carve tracks on slopes.
« on: October 01, 2012, 11:27:57 am »
That's a good way of putting it, although it would be easier to visualise if the tracks were said to go from the centre of a tile to the centre of the next tile, and so on, until the last tile you designate. The important thing is, when you carve a track onto a tile, you need to tell it the entry/exit directions. The way you do that is by extending the designation across the N, E, S, or W boundary of the tile -- it isn't like a roller or other building, where you first place it and then tell it which way it should be pointing.

Or you could imagine a grid on a flat board, with nails sticking up from the centre of each square, and you have a whole lot of small rubber bands just big enough to stretch between two orthogonally adjacent nails. You want to make a line that crosses the grid. To do this, you need to take each rubber band and stretch it across two squares of the grid. You can't just put the rubber band over the nail and leave it there.

I agree in principle. There is however an exception to that: when you carve a  ramp, the track only goes to the edge of the ramp and no further, unless of course the adjacent tile is a floor on the same level as the ramp.

14
DF Gameplay Questions / Re: Ways of mining
« on: October 01, 2012, 10:12:37 am »
What are the best ways to explore by mining, I need to know because I want to find a magma pool and not the magma sea.

Why do you want a pool and not the sea? Maybe it is also possible to achieve what you want with the sea?

15
DF Gameplay Questions / Re: I don't get how to carve tracks on slopes.
« on: October 01, 2012, 05:26:39 am »

It is important to know what tiles are.  A floor is a floor.  A wall is a wall.  An up ramp is a floor.  A down ramp is a hole in the ground.

You can't carve a hole in the ground or a wall.  What you carve are the floors.

I would also add: the tracks are carved in half-tiles that go from the tile center to one of tile's edges. This is a bit confusing since when you designate, you select whole tiles instead of halves.

When you designate 3 floor tiles in a straight E-W line, the resulting track will occupy 4 half-tiles: the leftmost designated tile will only have one half going from its center to the eastern edge, the middle tile will have two halves and the rightmost will have one half between its western edge and its center.

With ramps it comes with a twist - to have both halves of the ramp covered, you need to designate the neighboring tiles on the level on which the ramp is. This is also confusing, since these neighboring tiles might be walls or downward ramps which means that this designation will not result in any tracks carved on these tiles - you only need to include them as the clue to the carver so that both halves of the ramp will get carved.


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