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Messages - Loci

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646
DF Dwarf Mode Discussion / Re: Immigrants
« on: November 30, 2015, 09:10:46 pm »
Most likely you've set your population caps too low, either intentionally to compensate for the "overshoot" that used to happen (but has since been fixed), or accidentally by installing an old mod that overwrote your config files. Verify that you have both population caps set to exactly as many dwarves as you want.

If your civilization is extinct and the population caps suppressed the two hard-coded waves then you won't receive immigrants until you start a new fortress.

647
DF Gameplay Questions / Re: Dead World
« on: November 24, 2015, 08:37:44 am »
Your civilization is extinct. An extinct civilization:

a) has no sites
b) has no population
c) has no monarch (and will not appoint a new one)
d) provides no trade caravan
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 a monarch, and will appoint replacements
d) provides a trade caravan
e) provides immigrants, even if they must be generated from scratch


The game doesn't clearly distinguish between "extinct" and "struggling" civilizations on embark. I have heard of players "rebooting" an extinct civilization by embarking and retiring one or more fortresses.

648
Hauling "hostile" creatures requires both animal hauling and animal training labors be enabled on the same dwarf. This is either a feature or a bug, depending on who you ask.

In the future, you can simply build the cage containing the creature where you want it, instead of moving the creature from cage to cage (use the e(x)pand option on the build-cage selection screen).

649
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 05, 2015, 05:14:30 pm »
Since there appears to be no way to order that only non-butcherable carcasses be dumped while butcherable ones are stockpiled, how can one set a stockpile up where anything placed in it is immediately atomsmashed/dumped into magma without putting the hauler in any danger? At first, I considered pressure plates, but now I'm thinking about building bridges, designating the stockpile over them and then just leaving them retracted all the time.

You can't designate a stockpile on top of a bridge. You can, however, link your stockpile to a minecart sitting on a dumping track stop next to a pit, and configure the minecart to only take "unbutcherable" refuse. You can dispose of the pitted refuse via magma (make sure the pit is deep enough to prevent magma mist from reaching the top) or an atom smasher.

650
Does anyone know what causes some digging to result in a staircase and some to just reveal the tile?

Whenever you dig into SMR/Slade, all SMR/Slade tiles below existing stairways are revealed. So if you construct three down stairs and dig below one of them, the tiles below all three will be revealed (and only one will be mined). If you instead construct a down stair then dig below it, then construct another down stair, then dig below it, then construct another down stair, then dig below it, you will successfully mine all three tiles.

Mined Slade has some unique properties: massive density (great for traps) and temperature immunity (including dragonfire).

651
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 03, 2015, 09:39:46 pm »
What is it that allows two creatures / objects to slide right past each other?

I've seen it a few times in earlier versions, where two dwarves in a narrow corridor pass each other without one lying down, but I've saved just before one of these and it happens consistently. The two objects are a dwarf and a minecart, and there is no combat log about the dwarf dodging.

Is it as simple as them moving on the same tick while next to each other?

There are two different mechanisms at play here. Creatures can sometimes "creature swap" with other creatures, exchanging tiles (this can lead to inexplicable behavior, such as dwarves ending up on top of walls after being creature swapped by a flying creature). Minecarts, though, move separate from creatures; there is apparently a small window where creature can move into a tile containing a minecart and prevent the minecart from moving into the creature's tile and causing a collision.

652
DF Gameplay Questions / Re: Civilian pathing through warrens
« on: October 20, 2015, 06:48:29 am »
How can I restrict the civilians to travel only through the safe warren area?

The only way to confine civilians to a burrow is to activate a civilian alert.

653
DF Gameplay Questions / Re: Furniture Stockpiles are not being hauled to
« on: October 20, 2015, 06:43:56 am »
Check your standing orders menu.

654
DF Gameplay Questions / Re: Vertical Farming
« on: October 10, 2015, 09:37:28 pm »
So I heard that cast obsidian yields sand floors now when mined-out

Not quite. When Toady nerfed golden floors he made all mined-out tiles revert to the layer's base material. If you cast obsidian on a gabbro layer, then mine it out, you'll get a gabbro floor. If you cast obsidian on a sand layer, then mine it out, you'll get sand. Even "sky" levels have a base material, usually some type of soil, so mining it out will often yield a soil floor capable of growing crops, though not necessarily sand.


I'd like to know what kinds of seeds to bring for the endeavor.

Since the above-ground tiles will remain sunlit and dwarves cannot embark with above-ground seeds, you'll need to gather plants or trade for seeds after embark.

655
DF Dwarf Mode Discussion / Re: Cages in Refuse
« on: October 05, 2015, 04:02:34 am »
I'm not sure what I saw now, since neither the stones nor wooden logs experienced any decay from what I can tell (wear=0 and wear_timer=0).

They don't. Logs, furniture, etc. which are damaged in some other way (such as being caught in a fire or attacked by a building destroyer) may be hauled to a refuse stockpile, which could explain why you found them there.


I can't tell if the cages experienced accelerated wear, but apparently wooden goods are supposed to completly wear out after 100 years (and wear_timer is nonzero on both the refuse-piled empty cages and the control, non-refuse-piled empty cages).

Improvable organics are supposed to wear out over a long time period, an effect which is completely independent from the accelerated degradation caused by refuse stockpiles.

The wiki wear page is quite comprehensive.

656
DF Dwarf Mode Discussion / Re: Cages in Refuse
« on: October 03, 2015, 10:06:29 pm »
Afaik the increased decay is applied only to clothing, which indeed rots away rapidly. Other items dumped into the refuse stockpile still sit there like forever.
No, pretty much anything begins to degrade. I think there might exceptions, but definitely stuff with quality.

No. Only clothing and armor (and possibly a few other specific items) experience accelerated degradation in refuse piles. I've tested many items in refuse piles for decades without seeing any additional wear.

657
DF Dwarf Mode Discussion / Re: Dwarven swimming facility on the wiki
« on: October 03, 2015, 10:02:55 pm »
The version shown on the wiki is precise; adding or removing a few tiles of water-covered track will cause it not to work correctly. It sounds like you've shortened the track enough (or added extra impulse ramps) that the minecart has too much velocity to make the final turn at the end. Building a wall in front of the turn will force the minecart to make the turn, but it'll still be going extra fast when it hits the wall, potentially injuring your dwarf. Add a track stop with medium or low friction on the track after the turn to slow down the cart and prevent injuries.

658
DF Gameplay Questions / Re: No Immigrants
« on: September 25, 2015, 09:17:18 pm »
The population caps (there are now two) prevent all immigration once the specified value is reached. The new cap, with an unfortunate default value of 0 early in the v0.40 branch, caused multiple problems when mods intended for a different version "updated" the config file and removed the cap. Verify that you have both values in your config files, and that both are set to a reasonable value (at least larger than your current population).

Other than that, it is possible to embark from an "extinct" civilization. If you do so, you will never receive any immigrants after the first two hard-coded waves.

659
DF Gameplay Questions / Re: Value / Weathering
« on: September 16, 2015, 06:41:36 pm »
If an item is damaged, e.g. the Xs around its name, does its trade value decrease?

Yes.

http://dwarffortresswiki.org/index.php/Wear


IIRC, clothes will only wear out while being used OR while in a refuse stockpile.

Nope. Most organic items constantly experience a very low rate of wear (1 level every 100 years, corrected to 1 level every 20 years by dfhack). High and low temperatures can also cause item wear, which can notably impact trade depots built on the surface in frozen climates.

http://dwarffortresswiki.org/index.php/Wear

660
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: September 06, 2015, 12:41:45 pm »
I thought you couldn't stop the first two migrant waves, which should bring your pop to around 20.

Nope. In DF2014 Toady fixed the population caps to apply immediately to (nearly) all migrations, so even the "hard-coded" waves can be blocked. (They are still "hard-coded" in that they still appear regardless of other non-population-cap checks.) One known exception is the king, who can supposedly still appear at max-pop (though most of his entourage may be blocked by the caps).

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