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Messages - taptap

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241
DF Dwarf Mode Discussion / Re: Cages in Refuse
« on: October 03, 2015, 03:17:24 am »
So, pondering what I should do with these three goblin POWs I have, I considered tossing them into my sentients refuse pile (I keep it seperate from the non-sentients). Then I remembered refuse areas apply decay to whatever is in them until it is destroyed.

Right now, I'm wondering what would happen if it happened to be an occupied cage; when it's destroyed, would it destroy it's occupant or release it?

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.

242
DF Dwarf Mode Discussion / Re: Fishing out corpses
« on: September 20, 2015, 07:57:06 am »
1) With a few additional works (walls to guide the pumped out water away) pumps from above should work well. With powered pumps (windmill should work fine as well for only a few pumps) no pumper risks being washed away, still guiding away the water is probably a good idea.

2) There is also the option to drain by channeling from below. (Digging an upramp standing on grates protecting the miners from being washed away into the prepared drainage. Leave area through door from the side.) This does work, but is risky when anything might punch through the few roof-only tiles (trees, other cave in potential).

3) Obsidianification with magma can be used not only to destroy corpses, but to directly build a dam and drain the whole river downstream. Once you mastered moving magma with minecarts this might be the way that leaves the least scars in the landscape.

243
DF Dwarf Mode Discussion / Re: Arena and Live Training tips?
« on: September 02, 2015, 05:30:43 am »
I have a shooting range where dwarves can fire at live targets, but will never hit them (door opens shortly to expose target, but closes before bolt arrives). Works fine, gives more xp than target shooting, keeps prisoners alive. It does drain fps a lot when active, so I am happy to have a prototype, but don't use it much. My dwarves also complained that mock executions are something only depraved creatures like humans would do.

Instead of training your dwarves, you could try training the prisoners, which can be pretty useful given how many animals / invaders / visitors are hostile to each other nowadays.

244
DF Gameplay Questions / Re: Opening magma tunnels without losing miners?
« on: September 02, 2015, 04:31:01 am »
Thus, it seems to me that a fortification possibly slows flow slightly...
I doubt it. The benefit to fortifications is that you don't risk a pick axe, you don't leave a magma-safe boulder on the tile, and that it would block creatures if that bug gets fixed.

The only 100% safe ways are MechaJeb's way and the bridge exploit. Dwarves can mine tiles diagonally above through a bridge:
Code: (Diagram courtesy of khearn) [Select]
Side view
XXXXX~~~   X = rock    # = rock to be dug out
   _#~~~   ~ = magma
XXX☺X~~~   _ = bridge
XXXXX~~~   ☺ = miner

Bridge exploit: Everyone writes from memory of old versions it seems. At least for me the bridge exploit failed when I tried in an early 40.x version. Does it still work?

Drainage: Pre-installed drainage is so easy (a single lever-operated door is enough in most cases) that I always install it.

245
Careful with shallow and deep metals, I ended up getting zinc, galena, and to rub salt in the wounds, native silver everywhere.

Lead minecarts for the win.

246
DF Gameplay Questions / Re: Opening magma tunnels without losing miners?
« on: August 31, 2015, 06:12:35 am »
@Patrik: Door is just best practice. You only need a single step faster than magma to safety, more in most other setups. With a lever-operated door you can conveniently stop fluid access later. Personally, I  build everything with a way to stop it AND some kind of drainage for maintenance access.

247
If you scout through different embarks you might find 1) already empty vulcanoes (empty pits down to magma sea exist) +  in flat landscape 2) sizeable deep pits in caverns (I saw some stretching over 60-70 z-levels).

Since I build deep, I personally would put either an aquarium on top of my pit town or even camouflage the whole thing with a lake on top (I like to make a camo topside), basically plugging the pit this way, while still imagining some sunlight filtering through the aquarium and its glass floor (roleplay) allowing me to cultivate strawberries at z100 at the bottom of the pit. I once tried sth. like this in an empty vulcano (not sure about the scale you have in mind), but since I had large waterfalls from caverns right into the magma sea (from start) and bad pathing on top, my fort grinded to an early fps death. If you want to enjoy such a fort for some time, think about fps before you start.

248
If it gets fixed then realistically only in a version introducing new fps eating game mechanics.

Disabling caravans helps to stop the seasonal fps drop from the huge caravans in lategame (I have a 60+ years fort), they are as much a pathing/fps issue as sieges imo.

A lot of the fps advice is pathing related in disguise (quantum stockpiles generate less jobs = less pathing), a few more:

Reducing number of caverns may help some too.
Flat worlds instead of deep worlds may help as well. (Again pathing related when you actually develop vertically.)
Compact fort instead of spread out fort.
Process invaders in a cleaning friendly manner.
Use traffic designations.

Best method against trees:

Desert or glacier embark.

249
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 28, 2015, 06:50:35 am »
What's the biggest aquifer that you guys have seen?

I'm already 6 layers deep into this one and it's showing no signs of ever ending ;_;

3 layers. What are your conditions that you get so much aquifer. I love aquifers.

250
DF Gameplay Questions / Re: Help digging a hole.
« on: August 28, 2015, 05:29:12 am »
For large holes I mine out with adjacent staircase and drop a floor to remove all the floors at once.

@Patrik: Should be not that hard to remove mining labour on other dwarves for the short period? Or just lock in the miner doing the stairs already (can be only one), a simple door would do then.

At least for fluid movement I keep stairs as they are superior (you have maintenance access when empty) to chutes, of course minecart dropping is the use op has in mind.

251
DF Gameplay Questions / Re: How to manage garbage dumping?
« on: August 18, 2015, 06:34:02 am »
Dumping next to a hole means dumping into the hole is the main thing to understand and it is not that intuitive, indeed.

Best practice would be

1) no line of sight for dwarves
2) deep enough so miasma can not rise
3) safe from living garbage (undead)
4) optional magma flooding (directly dumping into magma means bad thoughts each time you dump worn out socks, they rot fast without bad thoughts, however) also avoids any magma mist complications right away
5) recovery option (mistakes happen)
6) one central system with multiple access points

I don't use dumping for moving around items (other than into garbage), just when I work around item-in-bin bugs, but you can easily disable your whole central garbage collection system by locking a few access doors when needed.

252
DF Suggestions / Re: Mined Out Cast Obsidian Leaves Sand Floors
« on: July 28, 2015, 03:01:31 am »
I understand this for gems or highly valuable ores, but it is weird in large three-dimensional clusters (think microcline, orthoclase). I even run 3dveins script to have proper veins, yet somehow I get diorite floors even in huge multi-z orthoclase deposits. The change wasn't properly thought through and the game logic is pretty much two-dimensional here, a check with the tile below could solve a lot. (Another side effect is probably the massive cavern stonification you can observe in longterm forts using caverns, although few ppl seem to play long enough to notice.)

253
DF Dwarf Mode Discussion / Re: teleporting while sparring?
« on: July 28, 2015, 02:25:34 am »
The design I would propose for testing is a barracks w/ vertical access, wall, outer room w/ only exit over pressure plate linked to counter. Put in a full squad for a year, then report number in the counter.

In practice, I use underground barracks and / or additionally line barracks with statues.

254
DF Dwarf Mode Discussion / Re: taptap's dwarfputing experiments
« on: July 23, 2015, 02:43:31 pm »
I made a clock. Only little innovation in it, but I wanted to do it myself and do it the way only a single clock signal is counted, instead of several clock signals nestled into each other. The 200-step repeater (upper z-level seen in the lower right) is widely published, although I had a lot of trouble with weird permaflow, main machinery is a number of ring counters. The counter for the main signal needs to react faster than the normal ring counters do, so it has some custom design, otherwise it is straight from Larix blueprints. The additional edge detectors on the left were only build for testing, but they allow to feed in additional days, weeks, 2 month cycles into the system. (Blinking minecarts standing on hatches are sadly missing in the screenshot, three on the edge detectors on the left and the minecart in the 6x200-step counter.)

Spoiler (click to show/hide)

255
DF Dwarf Mode Discussion / Re: Trivial findings
« on: July 23, 2015, 02:00:03 pm »
A closed door stops water / magma flowing in from above - but if you drop it via pond order the water happily shares the tile with the closed door.

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