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 ... 40 41 [42] 43 44 ... 83
616
DF Gameplay Questions / Re: The Water Wheels That Didn't Start
« on: January 30, 2016, 12:30:49 pm »
Your U-bend operates via pressure. It "controls the water level" by teleporting any excess water farther down the channel--so far that the water skips your waterwheels completely, appearing at the end just in time to fall into the cavern.

To fix it, place a diagonal passage after the U-bend to stop the "pressure" teleportation from bypassing the waterwheels. You might also want to add some floor grates on the left side of the U-bend to keep out attackers; flooded fortifications won't block anything.

617
DF Gameplay Questions / Re: Display artifacts
« on: January 29, 2016, 05:00:10 pm »
Any idea what I'm doing wrong with the stockpiles?

Did you change "Additional Options"?


Building the floodgate will allow your dwarves to enjoy it, while setting it in a stockpile won't. Taking it a step further, there is a "display case" mod that can be used to "build" other artifacts (like the bracelet) so your dwarves can enjoy those too.

618
DF Gameplay Questions / Re: The Water Wheels That Didn't Start
« on: January 27, 2016, 11:44:54 pm »
Is that off-the-map flow what I'm missing to make the setup work?

No. Water moving off the map edge may sometimes induce "natural flow", but it is completely unnecessary for "active flow" (see dwarven reactors, for example).


Water flows through the tunnel as far as I can tell, though no animation indicates so.  The water level is always 7/7.

"Active flow" happens when water moves to an adjacent tile. Because of that, water which is always 7/7 tends to have no "active flow". ("Natural flow" works fine at 7/7, though.) Yes the water is clearly passing through your pipes, but the game isn't registering the flow. Try limiting the inflow such that the average depth is 6/7 or 5/7 throughout the pipe and your waterwheels should start spinning.

619
DF Gameplay Questions / Re: Can't Press Slurry into Paper
« on: January 25, 2016, 10:06:13 pm »
The quern is a single-tile workshop; deconstructing it tends to spread it's contents to the surrounding tiles. If any of those tiles are in the burrow, the job would become available. I admit it's a long shot, but linking a stockpile to the quern works fine (I tested it). If there was a "take from" stockpile that doesn't allow slurry linked to the quern and a "give to" slurry stockpile linked to the press then it might behave as described, but I would expect OP to point out the dwarves weren't hauling the slurry to the stockpile too.

620
DF Suggestions / Re: Change key for toggling burrow workshop restrictions
« on: January 25, 2016, 09:55:50 pm »
The problem isn't that I hit the key, it's that other players tend to accidentally enable "workshop restrictions" and experience completely unintuitive behavior because of it. Anyone who's taken the time to rebind the option would probably be able to diagnose the symptoms (since they know the option exists); but it's certainly not a friendly default key for players who aren't familiar with "workshop restrictions". If I could rebind all those players' keys I'd do it, but the closest I can manage is suggesting it in this forum.

 

621
DF Gameplay Questions / Re: Can't Press Slurry into Paper
« on: January 25, 2016, 09:35:04 pm »
One thing I can think of that would give those symptoms is that the quern has a "give to" link to a stockpile that doesn't accept slurry, so the slurry is blocked from being sent to places other than linked stockpiles, but no such stockpile exists. Deconstructing the quern woud then also remove the link.

Nope. Stockpile links are considered from the perspective of the stockpile, and while a non-slurry stockpile set to "take from" the quern won't take any slurry, it won't block access to the slurry for other jobs. (Unlike "give to" links, "take from" links are non-exclusive.)


After pressing hemp into a slurry at a quern I am unable to make paper from it at a screw press.  I have tried forbiding and unforbiding the slurry but that doesn't have any effect.  The only way I am able to use the slurry is if I deconstruct the quern.  Once the quern is deconstructed the option to make paper at the press is available. 

Check that you haven't accidentally enabled "workshop restrictions" on a burrow that covers the press but not the quern.

622
DF Gameplay Questions / Re: Construction from a specific direction
« on: January 23, 2016, 06:45:06 pm »
The fix for this bug changed how dwarves choose a tile to build.

I just noticed a dwarf build a construction in a tree from a different direction than he himself had to use to approach the build site (stairs were on the opposite side of the tree), so it appears the selection logic isn't quite as simple as I thought. Still, in my experience dwarves behave quite predictably when building walls underground.

623
DF Gameplay Questions / Re: Construction from a specific direction
« on: January 22, 2016, 05:03:47 pm »
As a said earlier, building material direction usually works, but not always.

It's worked 100% of the 100+ times I've tried it. If you can provide an actual example of it not working I'd love to hear it.

I've seen buggers haul boulders from the correct direction only to brick themselves in when all they had to do was to put up a single tile wall in a straight corridor.

That's consistent with the way it used to work, prior to the change which made the dwarf choose a tile *after* picking up the material.


Even if the adjacent tile arrival logic held 100%, it wouldn't help you when there are several legal tiles.

Sure it does. If you dump the building material on the tile that you want the dwarf to stand on, he will construct the wall from that precise tile.

624
DF Suggestions / Change key for toggling burrow workshop restrictions
« on: January 22, 2016, 04:08:32 pm »
Currently toggling burrow workshop restrictions uses the 'w' key, the exact same key as is used to enter the burrow menu. Pressing 'w' twice will accidentally enable workshop restrictions, which tends to cause player confusion. Simply moving the workshop restrictions toggle to a different key (or making it a capital 'W') would significantly reduce the possibility of accidental activation.

625
DF Gameplay Questions / Re: Construction from a specific direction
« on: January 22, 2016, 04:03:01 pm »
Is there a method that works?

Currently, dwarves choose where to stand based on the first adjacent tile they reach *after* collecting the build material. So, if you order walls built using material from outside the walls, your dwarves will stand outside the walls. If you use material from inside your fortress, dwarves will build them from the inside. An easy way to ensure your materials come from inside the fortress is to use dwarf-made materials (e.g. blocks).


Eh? I got the impression the double wall/suspend one thing still worked just peachy.

Nope; it hasn't worked since v0.31. (example)

626
DF Dwarf Mode Discussion / Re: Magma Piston issue/puzzle
« on: January 22, 2016, 03:51:17 pm »
If you fill the voids with water (using floating windows or similar to keep it in place) then the collapse should teleport the water up top with the magma, resulting in obsidian directly above the void.

627
Doors do not provide a walkable tile above. Any wall which gets constructed will block access to walls further around. You can still build that way by constructing one wall at a time starting with the furthest out, but it's generally easier to build bridges as "scaffolding" along the walls so that you can designate entire sections at a time without problem. There is also a way to use alternating layers to quickly build towers without scaffolding, but it's rather complicated.

628
DF Dwarf Mode Discussion / Re: Questions about a couple of oddities.
« on: January 17, 2016, 05:17:59 pm »
Magma pools cause magma to "refill" (appear) anywhere in their embark tile... dig down to SMR further away from the pool(s) or fight your way through the magma using a steady water drip.

629
It only worked if a plant grew on the tile. A growing plant "set" the tile to soil, then building and removing a construction cleared the plant and showed the soil.

I don't know if it still works in v0.42 or not, but if you're testing it underground you need to release the cavern spores to get the plants to grow.

630
DF Gameplay Questions / Re: Retracting bridges
« on: January 15, 2016, 08:28:39 pm »
One advantage to a retracting bridge over your stairway is that it's dwarf-safe(TM). Deploying a retracting bridge will never atom-smash your fleeing dwarves (meaning you can pull the lever a bit early while your dwarves are still running for the stairs). Note that retracting the bridge can send dwarves plummeting down your stairway, so you might want to add some floor hatches on the level below.

You can avoid creating a path around the bridge by sending three mechanisms (and, optionally, a mechanic) above-ground before completing the bridge. Then build a lever (enabling mechanics on your bridge-builder, if necessary), link it to the bridge, and pull it. The bridge will disappear, and you can then remove the above-ground lever and build a new lever wherever you prefer, and link it to the bridge.

Pages: 1 ... 40 41 [42] 43 44 ... 83