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Messages - Loci

Pages: 1 ... 68 69 [70] 71 72 ... 83
1036
As I stated, I've personally witnessed a creature go flying, so you'll pardon me if I'm a bit skeptical that it can't happen.

I just tested it with some military dwarves and a number of them indeed flew into the air. Unless they spontaneously learned how to levitate several z-levels off the ground, I'd say your ancient research is no longer valid.

1037
DF Gameplay Questions / Re: Specific barrel use
« on: August 19, 2014, 09:04:19 pm »
Well, I haven't tested it. It's the example given in the readme. Maybe DFHack handles it properly but just displays it oddly.

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.

1038
No - when units are flung by bridges, they are only flung to the sides, never up. Significant research on this was done years ago.

No. I believe you're confusing the "tossing" action of retracting bridges for the "flinging" action of raising bridges. I have personally witnessed many creatures flung by raising bridges and they certainly do fly up multiple z-levels. I have no idea how this would behave with submerged creatures, though.

1039
The basic design of "drop spider into fortifications" should still work, though you'll need to put it into a cage attached to a lever rather than pitting it. Also, roof over the trap and put a hatch in the bottom to allow for spider retrieval and disallow large amounts of fun.

Right. Except, as you note, you can't just pit the spider any more. And you can't build a cage on a floor hatch. And you need to watch out for jumping and climbing. And you need dwarven bait. And you need some way to rescue the bait since constantly webbed creatures can no longer eventually escape. And you need to protect the spider from hunters and caravan guards. But other than those quibbling details, old designs should work just fine...   ::)


The silk falling also doesn't seem to work.  I had a web-throwing titan on the loose and the webs are still hanging all over the empty air whenever it happened to shoot somewhere the ground dropped away.  I didn't report it as a bug though, because hell, they're _webs_, maybe they should be like that.

Webs have remained suspended in "Open space" since at least v0.31. A retracting bridge will "toss" them down.

1040
DF Gameplay Questions / Re: Specific barrel use
« on: August 19, 2014, 04:22:35 pm »
If you're willing to use DFHack, I'm pretty sure the 'workshop-job' plug-in lets you do this:
Spoiler (click to show/hide)

Well, you managed to make a "cookable" barrel a reactant in the cooking job. Assuming your dwarves can find a "cookable" barrel (they can't), it will be minced and included in the prepared meal, not used to store the results.

1041
DF Gameplay Questions / Re: Stonefloor turns into clay
« on: August 19, 2014, 04:15:07 pm »
This is a long-standing quirk, and one of the less lethal reasons why understanding and controlling water flow is advantageous.

1042
DF Gameplay Questions / Re: Internal Refuse Dump
« on: August 19, 2014, 04:11:06 pm »
Avoiding miasma on the wiki might be helpful.

1043
If you're after farming the silk, I recommend a specially designed silk farm.  If you search for "Giant Cave Spider Silk Farm" you'll find a number of designs.

Most of which are no longer functional if OP is playing in the 40.x branch.

In particular:

As an addendum to the above, you can just chain up a non-grazer in the spider's range.

Giant cave spiders no longer appear willing to spray webs at tame animals in v0.40.


I caught my very own GCS, but now I want to know if anyone can give me advice on what is best to set up a farm to harvest this things silk without any more dwarf death

I managed to get a silk farm running in v0.40 by drafting a dwarf to patrol in view of the spider; the modified design is available at:

http://dwarffortresswiki.org/index.php/DF2014:Silk_farming

Note the stuff about using a tame spider with an invader as bait has not been tested as far as I know. Do disable hunting and keep any crossbow dwarves away from the spider.

1045
DF Gameplay Questions / Re: Specific barrel use
« on: August 18, 2014, 11:23:03 am »
2. Create stockpile which accepts only desired barrels, and set it to give to kitchen/still. You will need to create food stockpile which gives to the same still/kitchen. One stockpile can feed many workshops.

Barrels are not used as reactants in a kitchen; linking a barrel stockpile to a kitchen won't have any effect beyond requiring ingredient stockpiles to be linked as well.

1046
DF Dwarf Mode Discussion / Re: Magma crab-splosion
« on: August 18, 2014, 11:06:02 am »
The primary problem here isn't crab reproduction, it's a persistent failure to migrate off the map. Every flying/climbing/swimming creature seems to be unable to path to the map edge when it's time to leave, which leads to exponential growth in pretty much any stuck creature thats capable of reproduction. Magma crabs are just particularly problematic since they're hard to get to, and the lack of a [CHILD] tag renders one of their population caps meaningless.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=7170

1047
Well, the easiest way to prevent the milling of sweet pods is to stop growing sweet pods.

1048
I don't understand the whole thing. What's the advantage of this setup compared to digging against the side of the river and use a door to control the water? With possibly a fortification in the unlikely chance that something will crawl into the river and break your door

Submerged fortifications do not block creatures!


Also, here's my standard recommendation for a safe well.

1049
DF Gameplay Questions / Re: Question about worn out clothes
« on: August 17, 2014, 02:46:39 pm »
Also dwarves will keep a lot of worn cloths as their possessions effectively rising fortress total item count (and thus lowering FPS).

I've seen this stated a few times, but it just does not happen in my forts.  Is it possible this behavior differs across platforms (Mac, Windows, Linux)?  Are the people who experience dwarves hoarding old clothing without cabinets all running on a specific platform?

I *always* experience this behavior. My guess would be that there is something about the way you manage your fortress that is preventing this from happening.

While dwarves may not carry their worn out clothes back to their rooms if they have nowhere to store them, they will certainly shed their cast-off clothes inside their rooms, adding to an ever-growing mound of rags. You could be avoiding this problem by only producing clothing in limited quantities. If there are 20 dwarves who want a new cloak and you only produce 10 cloaks, all of them will be immediately snapped up by "no job" dwarves (leaving their old clothes at the meeting area they were hanging around in). By the time your room-dwelling dwarves ("sleep" and "on break" tasks) are able to pick up new cloaks there are no new cloaks left. If you produce a constant oversupply of clothes, though, room-dwelling dwarves will see new cloaks available when they wake up, and leave their old cloak on a tile in their room.


Hmmm, I wasnt aware dwarves ever used a 'garbage dump' zone without you actually flagging for dump.

There is an option on the standing orders screen which enables this behavior; it is disabled by default.

I was infact always sure that this 'clothing decays' thing actually takes place in a refuse pile, not a garbage dump.

Garbage dumps do not cause decay, only refuse piles do. You can, however, garbage dump stuff onto/into a refuse pile, where it will decay as though it were placed in the pile normally. (In the general case, items that "end up" in a stockpile tile are treated as part of the stockpile no matter how they got there. This is relevant to the topic at hand, since any "only new clothes" stockpile will gradually fill with old clothes as dwarves who are standing on the stockpile drop their worn-out clothes.)


1050
DF Gameplay Questions / Re: DF2014 Farming Update?
« on: August 14, 2014, 07:28:00 pm »
There has not been any change to the production capacity of a farm plot in 0.40 so far.

But as I said previously, dwarf consumption *has* changed. A quick test reveals that idle dwarves are approximately 10% thirstier in v0.40 as compared to v0.34.


The wiki, by the way, claims a fully-utilized 3x3 plot *is* sufficient to supply a mature fortress in v0.34.

Whoever wrote that didn't show their work.  I assume they mean some combination of quarry bushes for food and plump helmets for booze, and magically preventing the dwarves from ever eating a raw plump helmet, and using fertilizer, and having enough Legendary+N planters that at least one is on duty (not on break) all the time, and probably some other voodoo.

The numbers are cleverly hidden in that big table in the middle of the page. Using straight plump helmets:

Average stack size(5) x harvests per year (12) x brewing multiplier (5) = 300 alcohol per tile per year
300 x farm tiles (9) = 2700 alcohol per year.

2700 / ( drinks per year (16) + meals per year (8 ) ) = 112.5 dwarves

Possibly this was calculated back when straight booze-cooking worked, but adding a few plump helmet spawn to the ingredient list should have your kitchen making bountiful wine roasts just like old times.

It does require the planters to be on task, but an average stack size of 5 appears reasonable, especially with fertilization.

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