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Messages - Loci

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631
DF Gameplay Questions / Re: Stockpile usage
« on: January 15, 2016, 08:18:18 pm »
The default behavior is to go after the last generated stone first.

That's the default behavior for *stockpiles* requesting stones. It is *not* the default behavior for dwarves/workshops. Upon taking a mason job, a dwarf will select the "closest" (as the worm tunnels) stone to himself, pick it up, and then carry it to the workshop, all the way across the map if necessary. Linking a stockpile to the workshop forces the mason to choose from that stockpile instead, potentially saving a long, slow trip with a heavy boulder. Conversely, *not* linking the stockpile will result in wasted time hauling stones from wherever the mason happened to be when accepting the job, even if the pile around the workshop is full.

The stockpile filling logic is completely different: it ignores distance and selects items in a LIFO manner (likely as a performance optimization).

632
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 10, 2016, 04:24:18 am »
They're ALSO refusing to spin regular cloth. There's a mood hung up by a lack of it, and they're flat-out saying there isn't any when there IS.

If you have any stockpiles linked to your workshop then only materials from linked stockpiles can be used. If you are storing your materials in bins then any job targeting a bin will block access to all the items already in that bin. A burrow with "Workshop" restrictions enabled can also cause problems (even if no dwarves are assigned to that burrow). If none of those apply a save would be helpful to diagnose the issue.

633
DF Dwarf Mode Discussion / Re: Strange miner positioning for channeling
« on: January 10, 2016, 04:18:39 am »
From what i understand, dwarves only dig (or interact) with tiles that are besides them on the same z-level or directly above or below them (Only happening with stairs) I never saw a dwarf interact with something in such situations as yours, because truthfully i don't think it would be physically possible either. When have you seen it happen before. I sure didn't see it in DF2014.

Physically possible or not, dwarves can dig ramps vertically-diagonally (here's one well-known use). They prefer, however, to path next to the dig tile if possible, which is likely why you haven't seen it before.

634
DF Dwarf Mode Discussion / Re: Kitchen and stocks menu not matching?
« on: January 10, 2016, 04:07:47 am »
In my kitchen menu, it says I have 145 strawberries (the berry, not the plant), and my stocks screen has none.

Fruit growths show up under "Leaves" not "Plants" in the stocks screen.

635
DF Dwarf Mode Discussion / Re: Claustrophobic miners
« on: January 02, 2016, 07:30:51 pm »
If you absolutely want a vertical shaft, you can dig channels in a 2x1 pattern, alternating which tile on each level. This will prevent the miner from falling, thus forcing him to complete the job just like in the old days. Then a simple cave-in to remove the ramps left will create a 2x1 vertical shaft straight down.
I'm interested in how to do that exactly.
Edit: Just tried to do this, now the miner lies dead at the bottom of the shaft  :D

side view:

_V__
##V#
#V##
##V#
#V##
##V#
#V##
##V#

V - channel
# - undesignated wall

Only one channel job is available at a time (so no multi-miner mishaps), each channel job is completed by a dwarf standing *beside* the tile (so no falls/climbing), and each successive channel job "breaks" the ramp on the previous level (so no leaving early). After the tiles are channeled, a simple cave-in will clear out the remaining ramps.


What about a 1x1 stairway, and cave-in from the top to clear the stairs?

Cave-ins don't destroy stairs.


In this instance, it was a garbage chute, so stairs aren't an option.

Refuse falls down stairwells just fine if you channel out the top level. As do minecarts, prisoners, and liquids.

636
DF Gameplay Questions / Re: Can't channel a shaft straight down
« on: January 02, 2016, 07:06:15 pm »
One alternative is to first dig a staircase and then remove it one tile at the time from the top down.

You needn't remove the stairs. Just channel the top of the stairway to allow things to enter "freefall" and they will continue to fall all the way down. It doesn't look as pretty, but it works.

637
DF Dwarf Mode Discussion / Re: Claustrophobic miners
« on: December 31, 2015, 05:12:05 pm »
Maybe if the miner had no way to climb out he'd stay in the hole and finish the job?

Nope. The problem isn't that the miner is *choosing* to climb out of the hole (they climb out as freely as they climb back in, that is, never), it's that channeling under himself causes the miner to fall, a falling dwarf will attempt a wall-grab, a successful wall-grab results in a climbing dwarf, and a climbing dwarf will not path to jobs (they seem to path to a "safe" location, possibly a meeting area or their previous-idle location).

You can work around this issue by using up/down staircases instead of vertical shafts in most cases. Water will flow freely down a staircase, and refuse, minecarts, and even prisoners will fall down as well (prisoners have a fair chance of grabbing the walls, which is true in the case of a single-tile shaft too). You do need one tile of "free fall", so channel out the top of the stairway after it has been dug.

If you absolutely want a vertical shaft, you can dig channels in a 2x1 pattern, alternating which tile on each level. This will prevent the miner from falling, thus forcing him to complete the job just like in the old days. Then a simple cave-in to remove the ramps left will create a 2x1 vertical shaft straight down.


638
DF Dwarf Mode Discussion / Re: I thought my civ was dead
« on: December 14, 2015, 08:11:02 pm »
my civ held no sites and had no living historical figures... what do you call dead?

Your civilization is not extinct. An extinct civilization:

a) has no sites
b) has no population
c) has no nobles (and will not appoint any)
d) provides no trade caravans
e) provides no immigrants beyond the two hard-coded waves


This is distinct from a "struggling" civilization, which:

a) has few or no sites
b) has some population
c) has and/or will appoint nobles (e.g. monarch)
d) provides trade caravans
e) provides immigrants, even if they must be generated from scratch


The game doesn't clearly distinguish between "extinct" and "struggling" civilizations on embark. Struggling civilizations end up playing just like normal civilizations (except for the early monarch), while truly extinct civilizations are markedly different. Calling a struggling civilization "dead" needlessly confuses the issue, and players have all sorts of anecdotes about their own "dead" civilizations which don't reflect a truly extinct civilization at all.

639
How do you micro manage the logging?

You can pause the game when a dwarf reaches a tree, check the z-levels above, and cancel the chopping if there's anything above. You could also harvest every other tree in a checkerboard pattern to (hopefully) leave any suspended logs on the remaining trees. Or you could probably build bridges as an "awning" to catch falling logs--trees can grow through them (v0.40), but falling objects should be stopped.

640
DF Dwarf Mode Discussion / Re: Purely player-triggered weapon?
« on: December 14, 2015, 09:12:50 am »
A heavy minecart hitting a light minecart will NOT result in an increase of speed

This fine science disagrees: http://www.bay12forums.com/smf/index.php?topic=137557.0

641
DF Dwarf Mode Discussion / Re: I thought my civ was dead
« on: December 14, 2015, 09:07:19 am »
An extinct civilization sends no caravans, so your liaison must have been missing for some other reason.

642
It is not possible to restrict your fort to the starting 7. You will always get at least one or two migrant waves.

I keep seeing this, but as far as I know it is obsolete knowlege from older versions.  The "two hard-coded migrant waves" thing hasn't been true since at least 0.40, possibly even farther back.  There are plenty of reports of people embarking from "dead" civs and getting more than two migrant waves.

There is indeed a lot of misinformation floating around. The two "hard-coded" waves are very much alive and well--the game ignores created wealth, danger, and even extinct civilizations when creating the first two waves. However, the hard-coded waves are (and were previously) subject to the population cap value. Because of the way the population cap used to be activated by the liaison's visit, blocking the hard-coded waves only occurred if you used dfhack to update the liaison's information prior to the two waves appearing. Now the population cap applies immediately, though, so it is much easier to block the first two waves.

There is also a distinction between "dead" and "dying" civilizations; the former will produce no migrants after the hard-coded waves, while the latter will produce an infinite stream of immigrants.

643
No; the logs from a cut tree fall harmlessly. However, if some of those logs get caught in another tree, cutting down that second tree will cause the stuck logs to fall with lethal force. You can try to prevent injuries with careful micromanagement, or just recruit a few more cheesemakers for tree cutting.

644
DF Dwarf Mode Discussion / Re: Purely player-triggered weapon?
« on: December 12, 2015, 09:12:50 pm »
http://dwarffortresswiki.org/index.php/DF2014:Trap_design#Canceled_construction_deadfall

Slade boulders are the heaviest material you could drop, but they are rather difficult to come by. Platinum is second best, but there are many possibilities: http://dwarffortresswiki.org/index.php/Density

645
DF Gameplay Questions / Re: Fortifications in 0.42.01
« on: December 07, 2015, 12:14:21 pm »
e: As a sort of lore note, the missing upper floor tile burned quite a few people who built fortifications in their water inlet.

Submerged fortifications, with or without a roof above, allow swimming creatures to move through freely.

Constructed walls can't be _smoothed_ but you can carve them into fortifications (with floor above). Natural walls can be both smoothed and carved into fortifications (but ones without a floor above).

All walls and all fortifications carved from walls have a floor above them. Only constructed fortifications lack the implied floor above.

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