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DF Gameplay Questions / Re: How to disengage traps safely?
« on: August 28, 2014, 04:26:01 pm »
Have you tried changing the ADVENTURER_TRAPS setting in d_init.txt?
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The current trick of designating/suspending a construction
A tame GCS would attack a goblin
Alright, my GCS isn't even attacking a dwarf now...
any clue why not?
side view:
#S#____
▲^^____
▲=ramp, ^=cage trap, _=floor, #=wall/fortifications
Dwarves don't choose what to haul. Stockpiles choose what to haul. The stockpiles are alive. They look through the data structures in memory following some algorithm that surely makes sense to stockpiles. When they find an item that meets their criteria, they issue a job, to bring that item to the stockpile.
z z + 1 z + 2
...........
.#########. ......... #######
.#.......#. .#######. #%.....%#
.#.......#. .# #. #. .#
.#.......#. .# #. #. .#
.#...X...#. .# X #. #. X .#
.#...#...#. .###%###. #%..%..%#
.#########. ......... #######
...........
.=floor provided by tile below, #=wall, %=wall built last, X=stairs
Secondly, I really dislike people who post a link to a response for something. Do you not think i have looked on the wiki? Sometimes a wiki doesnt always answer your question because the context is not understood. I did find my answer on the wiki but NOT at the link you posted and I had not discovered it before on there (despite half a dozen reads) because my understanding of minecarts had to come further for me to understand what the wiki was talking about.
Please think when posting a link. At least if you are going to post a link, say something alongside it rather than just posting it. I consider this trolling because you are not actually getting involved in the conversation, just throwing links at people is not a discussion.
.....
..█..
.█S█.
..█..
.....
S=sand pillar, .=floor, █ = constructed wall
I would have expected to see some baby mudcrabs though, not all adults.
Hmmm... I looked it up and apparently the "cookable barrel" example shown is actually specifying a cookable liquid stored in a barrel (syrup, milk, etc.). It's still not going to store the resultant prepared meals in the input barrel, though. Sorry for the confusion.Oh, that makes sense.
I just stumbled across this picture in the DFHack tips and tricks thread:Spoiler: Large image: (click to show/hide)
It seems "empty, food_storage" is the actual way to specify the barrel, at least for brewing.
letting it loose to kill things is a great way to get it killed, but I think if you trap it within fortifications and let the goblins loose on the other side, it will fire at them (webs aren't lethal though, you may want to have a method to recapture them)
Do check. My experience is that any free item will melt. Or rather vanish.
http://www.bay12forums.com/smf/index.php?topic=121377.msg3930269#msg3930269
I guess you could drain it at an even lower point to retrieve the anvil. Is it still there? If the workshop deconstructed its gone man. No free items, no matter what they are made of, can survive immersion in magma.