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Messages - Loci

Pages: 1 ... 67 68 [69] 70 71 ... 83
1021
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?

1022
DF Suggestions / Re: More Intelligent Channeling
« on: August 28, 2014, 03:59:28 pm »
The current trick of designating/suspending a construction

That doesn't work... and hasn't for years.

1023
DF Dwarf Mode Discussion / Re: silk farm fail
« on: August 28, 2014, 08:20:15 am »
A tame GCS would attack a goblin

Attack, yes. Web, no.


Alright, my GCS isn't even attacking a dwarf now...

any clue why not?

In older versions, webbers would not shoot through multiple layers of fortifications. Only a single fortification next to the webber works. (This is probably because they lack the necessary marksspider skills to ignore fortifications.) If that's not it, a screenshot of your setup might help.

1024
First, trading does not improve the appraiser skill; only opening the trade menu for the first time each caravan does. (Trading trains other interpersonal skills, though).

Second, the valuation is determined by your broker's appraiser skill, not the dwarf who is actually conducting the trading. You can reassign the position of broker to whichever dwarf has the highest appraiser skill.

Third, if you have a broker with appraiser skill and still see no item values, it's probably a bug.

1025
DF Dwarf Mode Discussion / Re: Armour wear?
« on: August 28, 2014, 07:48:45 am »
It was in a refuse pile (or any custom stockpile with the refuse category active). Armor in a refuse pile wears quickly (a "feature"). This can happen even if your stockpiles are set up properly, if a military dwarf decides to pick up new armor while standing on a refuse pile tile.

1026
DF Dwarf Mode Discussion / Re: silk farm fail
« on: August 28, 2014, 07:40:27 am »
Likely you chose the wrong bait; animals no longer work reliably, but, as you saw, a GCS still enjoys webbing dwarves.

As for recovery, I'd suggest digging a tunnel to above or below the spider, installing two cage traps (one for the miner, if he's lucky, and one for the spider) then digging through to the spider's level with an expendable miner. If you're digging in from above you want to dig out the tile first, remove any rocks, and then channel downwards. If you're digging below, leave the tile intact and designate a ramp to release the spider. Dropping the spider is probably preferable, since it would be more likely to break line-of-sight to the hapless dwarf above.

Code: [Select]
side view:

 #S#____
  ▲^^____

▲=ramp, ^=cage trap, _=floor, #=wall/fortifications

1027
DF Gameplay Questions / Re: Hauling from far away?
« on: August 28, 2014, 07:19:46 am »
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.

Hmmmm... If you created a custom workshop with a null-reaction that required logs, and linked the output to your woodpile, then the dwarves should choose logs based on (straight-line) distance. You'd need to link your woodpile to the consuming workshops to prevent your dwarves from gathering previously-gathered wood. (It might be possible to add a token to the collected wood to prevent re-collection instead.)

1028
DF Gameplay Questions / Re: multiple level constructions
« on: August 28, 2014, 07:01:51 am »
If you are willing to adjust your design, you can significantly improve efficiency:

Code: [Select]
     z              z + 1           z + 2
...........                               
.#########.       .........        ####### 
.#.......#.       .#######.       #%.....%#
.#.......#.       .#     #.       #.     .#
.#.......#.       .#     #.       #.     .#
.#...X...#.       .#  X  #.       #.  X  .#
.#...#...#.       .###%###.       #%..%..%#
.#########.       .........        ####### 
...........                               

.=floor provided by tile below, #=wall, %=wall built last, X=stairs

This design lets you designate (almost) an entire level at a time using large swaths, allows multiple builders to work simultaneously without problems, uses fewer blocks and jobs, and requires no slow remove construction jobs. It can be continued higher by alternating the top two levels.

Staggered constructions block creature movement and fluid flow. Due to a bug, flying creatures can move through diagonally if there is a down-stair above a wall. Also, in the 0.40.x branch creatures can climb through diagonally if a tree's twigs overlap the top of a wall.

1029
DF Gameplay Questions / Re: MINECARTS AGGGHHHHRRRR
« on: August 25, 2014, 04:06:56 pm »
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.

None of us on here are getting paid to answer your questions. When somebody volunteers their time to try and help you out, it is manifestly ungrateful to insult them because they provided information you already knew in a form other than that which you prefer.

1030
DF Dwarf Mode Discussion / Re: Deaquifering sand possible or not?
« on: August 25, 2014, 03:40:28 pm »
Aquifers do not generate water diagonally. If you surround your pillar with walls in the four cardinal directions your dwarves should still be able to access the pillar diagonally.
Code: [Select]
.....
..█..
.█S█.
..█..
.....
S=sand pillar, .=floor, █ = constructed wall

1031
DF Dwarf Mode Discussion / Re: Magmacrabfest
« on: August 25, 2014, 09:02:58 am »
I would have expected to see some baby mudcrabs though, not all adults.

There is most-likely still a per-species population cap set at 50... and magma crabs lack BABY and CHILD tokens, so they're born as adults.

1032
DF Gameplay Questions / Re: Specific barrel use
« on: August 25, 2014, 08:53:21 am »
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.

Yes... and no. From the actual reaction in raw/objects/reaction_other.txt:

Spoiler (click to show/hide)

Note that the second reagent has some special tokens specifying that it is empty, doesn't contribute to the final stack size, and isn't destroyed in the reaction. Note also that the reaction has a "PRODUCT_TO_CONTAINER" token, specifying that the created products are placed into the barrel.

If you modify a kitchen reaction to require a barrel you need to make sure that all the necessary tokens are included--which may or may not be possible using that tool. Unfortunately, cooking jobs are not reactions in the raws, so they aren't simple to modify.

1033
DF Dwarf Mode Discussion / Re: GCS not shooting webs?
« on: August 23, 2014, 04:43:25 pm »
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)

No; GCS are much more discerning about what they web in v0.40.

http://www.bay12forums.com/smf/index.php?topic=141214.0

My recommendation is to let your spider revert to Wild, then use a patrolling military dwarf as bait.

http://dwarffortresswiki.org/index.php/DF2014:Silk_farming#High-volume_silk_farm

Note that, as a previously trained animal, your spider will probably retain its trap immunity (so you need to get the setup right the first time).

1034
DF Gameplay Questions / Re: Need help, there's lava everywhere.
« on: August 23, 2014, 07:03:01 am »
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

That thread says that glass items specifically will disappear, although I wasn't able to find an open bug report on the issue. Nether-cap wood is also known to be problematic, and magma-safe organics like dragon bone and demon silk may have problems as well. But magma-safe metals and stones should not just disappear (unless they fall to the bottom of the magma sea). I have, in fact, seen a gabbro boulder sitting in magma for 40+ in-game years in v0.34.11.


1035
DF Gameplay Questions / Re: Need help, there's lava everywhere.
« on: August 22, 2014, 01:00:23 pm »
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. 

Nope. Most magma-safe objects can be submerged in magma without harm. Even magma-unsafe objects can be submerged in magma for a brief time (albeit with some damage). The stocks screen (or the loo[k] command) will tell you if the anvil is still in existence.

Magma-safe objects will be removed from the game if they fall onto a magma-occupied magma flow tile, however.

If you can get above the anvil, you can dump water onto it and the surrounding tiles to cast obsidian, then dig down to retrieve the anvil.

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