Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Loci

Pages: 1 ... 15 16 [17] 18 19 ... 83
241
DF General Discussion / Re: Well and grate
« on: February 25, 2018, 06:51:12 pm »
That's all well and grate, but how do you get the grate built there and release the water without somebody getting drowned?

http://dwarffortresswiki.org/index.php/Pressure#Safe_well

242
DF Gameplay Questions / Re: Resource splitting
« on: February 25, 2018, 06:45:32 pm »
Yes, using minecarts. If you load a minecart full of logs from the collection stockpile, then send the minecart to a second stop and unload 50% of the logs into a carpenter-only stockpile, then send the minecart to a third stop and unload 25% of the logs, etc. The workshops should be linked to their supply piles, limited by burrow restrictions, or even physically isolated from each other. If any of the supply piles fills up the "overflow" will move to the next stockpile in line (which can be used creatively to divert excess resources to another pile, such as your plump helmet example). By telling your dwarves to unload everything at a stop, the next stop will only receive resources when the prior supply pile is full.

Minecarts are limited to 25% load granularity, but you can approximate higher resolution by using multiple routes or stops.

243
DF Gameplay Questions / Re: minecart shotguns whole cage instead of enemy
« on: February 24, 2018, 06:06:17 pm »
"Shotgunning" does not recursively launch the contents of the contents. However, you can "shotgun" the contents of the cages by launching the cages into an obstacle.

http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230

244
DF Wiki Discussion / Re: Different materials, different names.
« on: February 23, 2018, 02:46:47 pm »

245
It's a bit convoluted, but I think you could use DFHack's reveal command, dig the revealed warm tiles without any cancellations, then unreveal to hide the map followed by revflood to re-reveal the recently-dug tiles. (Instead of revflood you could dig a new tile near the dug-but-unrevealed tiles, which should trigger a local reveal.)

Alternatively, it appears that DFHack's tiletypes command "paint hidden 0" can directly reveal the warm tiles  prior to digging. (Or after unreveal.) That command is a little less user-friendly, though.


246
DF Gameplay Questions / Re: question on well and cisterns
« on: February 16, 2018, 11:12:34 am »
Only 5 bars of soap is stored in chests in hospital zone. The chests are closer to all 5 wells, then the soap QS. Should I relocate the stockpile to one of those two zones with wells?

I suspect that soap in a hospital zone is not available for personal use. As long as some soap is outside the hospital I would expect it to work.

Try copying your save and then removing all your locations to see if idle dwarves suddenly remember to bathe.

247
DF Dwarf Mode Discussion / Re: Grate related cave-in
« on: February 16, 2018, 11:01:42 am »
Just found out a grate could not hold another grate unconnected to actual floor or wall, for some reason. So I built a floor instead. Which caved-in the moment it was built.

Like bridges, grates don't provide support for the surrounding tiles, so the cave-in is intended.


Seems strange that this would not already have been reported, but I could not find any page including both the grate and cave-in words in google.

Quote from: The wiki
A floor grate does NOT count as solid construction. It will not support any buildings or constructions. However, you can designate a construction to be built orthogonally to it with no other supports. This will cause the construction to cave-in immediately after being completed.
http://dwarffortresswiki.org/index.php/Grate

248
DF Gameplay Questions / Re: question on well and cisterns
« on: February 15, 2018, 02:28:16 pm »
In my latest embark I have two zones over 5 underground wells with fresh water pumped from river. "Hospital-Active" zone over 2 wells and "Water Source-Active" over 3 other wells. Soap is stockpiled on 1x1 quantum stockpile for soap only (only from links, no bins, regular quantum stockpile), so access to soap is not limited in any way and I have 130 soap bars out of 5 animal tallow. Some of those bars of soap are stored in hospital in chests.

No soap baths take place there. What am I missing?

Is your soap stockpiled in a hospital zone?

249
DF Gameplay Questions / Re: Stationnary QSP minecart hit tame animal
« on: February 12, 2018, 04:28:47 pm »
While there is a known bug with minecarts retaining momentum, it is rather more likely that the puppy "jumped into" the minecart. Such "clumsiness" can result from a creature attempting to "escape" a burrow/pasture, navigate around other creatures (e.g. clogged hallways), or a few other cases where the game uses "jump/climb pathing".


250
DF Dwarf Mode Discussion / Re: Are my Dwarves going to drown?
« on: February 06, 2018, 01:41:55 pm »
More to the point, should I not have gotten a "damp stone," warning? I don't see one in the game log, at any rate.

The game only provides the warning and cancellation when a designated-but-unrevealed tile is revealed to be damp. Since the tiles you designated were already revealed (the bank of a brook) and known to be damp (flashing blue-liquid on the designation screen), you would not receive any further warning.

251
DF Gameplay Questions / Re: Can't Continue Up/Down Stairs?
« on: February 02, 2018, 01:33:49 pm »
Assuming all the tiles are up/down stairs (and not upstairs or downstairs), the most likely explanation is that your miners cannot reach the designated tiles. That could be caused by removing the stairs on a different level, breaking a ramp, locking a door, blocking a hallway with a jeweler's workshop, or any other connectivity problem. You can station a military dwarf in multiple places along the route to figure out where the problem is.

252
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 24, 2018, 10:16:51 am »
What is the most effective way to dig 1x1 hole across 100 z-levels?

Dig your chute using up/down stairs instead, then channel just the top tile. Liquids, items, and minecarts that are already falling when they reach the stairs will fall all the way down to the bottom of the stairwell.

253
DF Gameplay Questions / Re: Bins
« on: January 23, 2018, 03:05:11 pm »
Check that "Reserved bins" in the stockpile menu is set to 0.

254
DF Dwarf Mode Discussion / Re: Entrance dwarf washer?
« on: January 19, 2018, 04:53:06 pm »
One issue I ran into was that falling water creates mist, which washed contaminants off dwarves, but the mist might spread to either side of your designated washing area, causing contaminants to drop on the floor outside of it where there's no liquid flow to remove them. For me, this killed the viability of any shower-type system.

Mist doesn't spread diagonally. Here's a mist-containment shower room:





And here is a functioning example save of an unpowered dwarven shower (v0.44.05):

http://dffd.bay12games.com/file.php?id=13443

255
DF Dwarf Mode Discussion / Re: Entrance dwarf washer?
« on: January 17, 2018, 07:52:04 pm »
I'm not understanding that image. Where do the dwarves walk?

There is a two-tile wide hallway on the z-level below (running east-west). The central tiles are channeled to drop water on dwarves in the hallway.

Pages: 1 ... 15 16 [17] 18 19 ... 83