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Messages - laularukyrumo

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616
Pretty sure that dwarves ignore proximity when deciding whether to cook liquids or not. Basically, they just don't ever cook liquids.

Good to know about the eggs-enabling-booze-cooking thing, though. Dwarven Syrup Caravan Buyout, engage!

617
DF Dwarf Mode Discussion / Re: Moving dwarfs to exact location
« on: May 26, 2013, 03:39:21 pm »
If the danger room is in dirt, you could do the same thing with mining... though it would take a pick out of circulation, and would take some split-second timing to avoid making a hole.
You could use a deconstruction order on a pre-built wall instead, though you'd need to isolate the vampire within the general area first.

Yeah, you'd have to be extra careful because not only does the deconstruction of constructions not require any labor (and therefore cannot be selectively disabled), it is one of the few things children will do, and therefore you will tend to get all of the children running to start on this task instead of your vampire.

618
Although having a FORBIDDEN hatch above a ramp works well too, since building destroyers can't destroy buildings above them, and the hatch blocks them from getting on the same level.

FTFY, unforbidden hatches can be destroyed from below! Also I'm fairly certain that even a forbidden hatch can be destroyed from below if the building destroyer in question (let's say Em the troll for the purposes of this argument) could theoretically take a different path from the underside of the hatch, going around the hatch, and arriving at the top. Need to be extra careful when using hatches!

I'd just go with bridges myself as it's safer. If you're using them for megaprojects involving fluid or minecarts and some other kind of machinery, then it's okay and potentially preferable to go with non-bridges just because of the 99-tick delay, but these sort of things should be sealed up with constructed walls and should not have creatures actually in them. (Unless it's some kind of logic gate using creatures, and even then, you probably should not use building destroyers. Elves work just fine.)

619
DF Dwarf Mode Discussion / Re: Aquifers: Lateral Digging?
« on: May 26, 2013, 03:29:19 pm »
PTW, I've got this problem myself (several layers of conglomerate where all my delicious iron and bauxite are holed up in) and I would love to see a solution other than what I've ended up doing, which is basically swiss-cheesing the layers below. I was considering strip-mining and then just walling off the edges (or you can smooth walls, as that stops them from making water although I DON'T KNOW if it stops them from leaking if you dig underneath a smoothed tile) and then filling in everything with constructed clay walls, but that would be a big time-sink and I'm kind of focusing my attention on the ZOMBIE HORDE that's dancing on my lawn.

620
It's completely random whenever they spawn. I do know, however, that once you've reached the triggers as defined in worldgen (80 dudes and 100K dwarfbucks I think by default), then even if you dip below the required threshold, they keep coming. I'm in an evil fort currently, walled off 12 or so dudes underground and turned off migration, but I didn't deal with childbirth, and so we had enough babies born to reach the artifact threshold, and since I set the titan/FB triggers ludicrously low (30 dudes and 30K dwarfbucks) they started showing up pretty early. I think I had like... six or seven squatting in the caves at one point, though I just caved in two of them last time I played.

621
DF Gameplay Questions / Re: All Dwarves Bruised Everywhere
« on: May 26, 2013, 03:20:10 pm »
I've got an embark right now where the only evil weather is "Revolting Slush", a red goo that the only VISIBLE effect I can see is that it makes them dizzy for a little while.

I don't know if there are secret invisible effects that I can't see, though, so I'm just keeping everyone out of the rain at all times. It rains normal water every few months or so, anyways, so it'll at least clear partially, giving me enough time to build a partial roof.

Of course, the ZOMBIE HORDE is the more pressing matter keeping everyone inside at all times, though. It got so bad I turned the popcap to zero until I can reclaim the surface. Still working on my traps of doom and despair.

622
DF Gameplay Questions / Re: How do you make a garbage chute
« on: May 26, 2013, 03:17:31 pm »
What I would do is have the chute surrounded by walls, and have a hatch at the bottom to control gravity momentum, and then further restrict access via a locked door. Though I will admit, I have recently discovered the power of Impulse Ramps, and boy oh boy, am I set for life. No more rollers for me!

Hell, I probably could've used impulse ramps instead of rollers in my initial (failed) minecart magma retrieval system. I eventually said "fuck it" and moved everything to the top of the magma pipe on z=90 and just sealed over the top with obsidian.

623
DF Gameplay Questions / Re: Clothing minimums/outfit sets?
« on: May 26, 2013, 03:14:30 pm »
Probably for the same reason you can't make stone beds.

I'm sure it would be trivial to add an item to the game that is a shoe, made from wood, and a reaction that allows said shoe to be made. Just can't be arsed to make it happen.

But yeah. Not in vanilla, nope, not doable. I don't even think you can do it with wacky mood manipulation. DFhack magic, maybe.

624
I'm not aware exactly of the justice mechanics and how they may or may not have changed over time, but I do know that I just simply never assign a sheriff. Ever. Under any circumstances. Vampires are the only thing justice is even good for, and even then, combination burrows and mandatory vampire screenings for new migrants (aka leaving them out with the zombie horde for a few days and seeing if they get attacked or not) make it easy enough to keep vamps from killing anyone important, and arranging an accident for them if necessary.

625
DF Gameplay Questions / Re: Doors and breaking
« on: May 26, 2013, 03:05:18 pm »
On this note, artifact doors are indestructible. So they're generally a good thing to have.

626
DF Gameplay Questions / Re: First Evil Fortress questions thread
« on: May 26, 2013, 03:04:49 pm »
One thing that I've been curious about...

My entire embark is reanimating (I think, I'm pretty sure, it's Terrifying all the way across), but I had a cat die as FB bait in my cave-in trap. The cave-in annihilated the FB corpses (I'm pretty sure, I certainly couldn't find anything, though I might get a zombie FB when I mine out the bottom z-level to reset the trap!), but the cat was out of range. I haven't seen it get back up though, and I've already had everyone de-construct the 20 or so cage traps that were also in the room with the cat. I know I'm deep enough that the Z-level this takes place on is considered part of a cavern Biome with underground depth =2 (so the 1st cavern layer, as aboveground is depth=1). Does the game consider cavern biomes separately from surface ones, and therefore treated differently as far as regional interactions? (Aka, reanimating)

627
Something that just dawned on me. Does it matter which of the pressure plates is linked to whatever it is that you're sending the repeating signal to? Or should they both be linked? Or neither, and there's a secret invisible pressure plate somewhere else handling this important piece of the puzzle? Or am I just totally crazy?

628
Roll To Dodge / Re: Yet Another Generic Dungeon Crawling RTD
« on: May 20, 2013, 11:23:13 pm »
Dungeon, ho!

You nod at the dwarf as he goes on his way, and enter the dungeon. It is pitch-dark, (Survivalism roll:4) but fortunately Samuel is well-equipped enough (unlike your sorry ass) to have a torch on his person, which he uses to light the way for you. Man, it's a good thing you have such an awesome partner, or you would be totally dead. The dungeon seems constructed rather haphazardly, with various twists and turns, and a few walls look as if they had been patched up, covering a botched construction attempt perhaps? (Knowledge (architecture) roll:4) Despite the obvious way the work had been rushed, the quality is sublime. There's no doubt about it--this stone was carved by a dwarf. Wait a minute......

As you explore, you find two branching paths: a big scary iron portcullis and a quaint wooden door. Neither are locked. You ALSO stumble into a nasty PITFALL TRAP (Dodge roll:6)! Quickly reacting, you stab your dagger into the wall on the way down, catching yourself, giving you a platform to hoist yourself out of. You ALSO jammed the mechanism that triggered the trap, so while it will be trivial to disarm and reset, the trap will not trigger again. Good if you forget it's there, but I guess it means you won't be able to lock any horrible beasts in the hole below, with all the bloodstained spikes.

Speaking of which, Samuel starts shaking himself off and wiping the bloodstains off himself while you struggle around with the pitfall trap. Gee, you could at least help out a little bit. At least you're strong enough to hoist yourself out of the pit after digging in, and your knife doesn't even seem to be damaged. The mechanisms must be made out of something weak, like conglomerate. Or clay.

Spoiler: Current Map View: (click to show/hide)

629
Roll To Dodge / Re: Yet Another Generic Dungeon Crawling RTD
« on: May 20, 2013, 10:36:26 pm »
(Tiebreaker coin flip: Heads, the non-violent side of the coin)

The two of you glance at each other, and Sam steps forward, wielding nothing but his rock-hard Diplomacy! (Roll:5) He begins by complementing the dwarf (for that is clearly what this being must be) on his magnificent beard, and introduces himself and you. The two enter into a cordial discourse, and the dwarf lets slip that he's currently taking a break from guard duty "fir sum 'Mok-forsak'n toilet paper tube". (Comprehension roll:2) The combination of dwarven accent and dwarven slang renders this vital piece of information indecipherable. When you ask for clarification, the dwarf just spits and yells at you to clean out your ears before wandering off. Ungrateful bastard. (Perception roll:2) You wonder to yourself if all dwarves are this unpleasant, or if it's just a condition of living in this hellhole.

630
Roll To Dodge / Re: Yet Another Generic Dungeon Crawling RTD
« on: May 20, 2013, 09:22:11 pm »
The bulletproof vest will probably give you a +1 to defend against ranged attacks, since that's what it's made for. Silver is also quite good at killing monsters of various types, most notably were-creatures and certain types of vampire, but knives tend to be poor at actually going through anything tougher than flesh, and don't tend to stab very deep due to there not being very much blade.

(Roll for dungeon locating: 4) Sam rolls an eye at you, pointing to the northern mountains. A thick red cloud cover caps the peaks, and a perpetual blood rain pelts the cursed rock. (Roll for wilderness preparation: 2) Too bad you didn't bring an umbrella and spent all your gold on that fancy monster-slaying equipment. You dumbass. Oh well, at least it's just raining blood and not Putrefying Slush or something horrible like that. (Roll for traveling: 6) You and Sam arrive at the appointed place around mid-afternoon, drenched in the blood of various creatures that rains from the sky. A gaping cavern in the side of the cliff face looks ominously like some sort of devil-face, broken stalag-somethings resembling teeth. Definitely a dungeon.

The two of you look like Hell, though it's probably a good thing... you made much better time than you expected, having anticipated arriving around dusk, and happen to have walked right into a... well, a something. It's patrolling the entryway, almost like some sort of guard or security sweep. It looks short, gruff, and rocky, skin the color of ashes, and it sports a huge, scruffy beard that looks like someone glued a bundle of steel wool to this thing's face. Probably hasn't had a decent meal in ages, from how thin it looks. It grunts and grumbles in a foreign tongue, dragging a rusted pickaxe along the ground.

WHAT DO

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