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Messages - Merendel

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196
DF Gameplay Questions / Re: Dwarves won't recover their wounded?
« on: October 02, 2013, 06:43:05 pm »
You probably were either out of soap or the water sorce used for the cleaning was contaminated, I dont think rusty skills can result in infection although it might be possible for it to be from going too long before the cleaning.  Still most likeyl it was mud in the water or no soap.

As to the infection itself it depends a bit on the dwarf and a bit on the infection.  Sometimes they will heal up on their own.  Other times the infection persists.  If it persists its treated as a source of blood loss.  An avrage dwarf can normaly be suffering from a couple of these before it overwhelms his natural regeneration.  Depending on their stats they may be able to suffer from quite a few infections and be just fine or a single one may kill them.  Prety much all you can do is wait and see.

197
DF Gameplay Questions / Re: Demon bait
« on: October 02, 2013, 05:19:08 pm »
Just a sugestion but sometimes your better off with several smaller deathtraps than 1 big one.  This is particularly true if said trap is time sensitive, a one shot wonder, and your trying to trap alot of widely scattered enemies.  Minecart death traps are particularly useful in this reguard.  A heavy cart spining around a loop powered by impulse ramps.   Have the demons path through the hallway the minecart travles down so they get smashed by the speeding cart.  Its possible to get a cart going so fast that they impart increadable velocity to the target.  Even enemies that are so tough that the minecart impact does not bother them can still be killed when they slam into the far wall at terminal velocity.

198
DF Gameplay Questions / Re: Demon bait
« on: October 02, 2013, 02:29:58 pm »
Well I said chains but you could also use pastures.  The disadvantage with pastures is the animals can run off when danger aproaches and may lead the deamons off in some other direction than you intended.  As to length technically you could theoretically make as long a path as you wanted with sufficient animals.  However I wonder why you have such a long and complicated path.  That might be the reason for the demons not pathing.   I've noticed sometimes the pathing system will get stuck and give up if its trying to reach something too far away through an overly convoluted rout.

Like I said try testing with a dwarf first.  First to see if a live target in the trap chamber is enough to get them moveing and then force the dwarf to path through the way to the surface.  Its also possible you've got an unpathable area that you thought you had hooked up to the surface.

199
DF Gameplay Questions / Re: Demon bait
« on: October 02, 2013, 02:09:08 pm »
you could try stationing a lone military dwarf out there(equipment and skills optional) and see if they path to him.  If they still refuse to path direclty there you could use a bredcrumb approach.  Chain up a bunch of animals along the path to your  trap, close enough that if a deamon runs up and kills one they'll spot the next.   Then send a dwarf out to attract their attention to the first bait.  Dont expect to get your bait back.

200
Just out of curiosity is there any particular reason you set out to design this system to enforce a 100-150 tick gap between the carts?  As far as I'm aware for a simple cart powered magma pump its fairly common practice to simply use the cart stacking mechanic in the drop shaft with the launching system disabled when the player desires to turn off the pump.  Not that this isnt epic in its own right I'm just curious why you chose this over a minecart stack (which launches carts at about 8 tick intervals)

Also you could probably design the state cells in such a way where the pumps are irrelevant.  This would work best if you had an aquifer but a sufficiently large cistern would also work as long as you refilled it on ocasion.  Anyway each cell's presure plate is set to react to 7/7 water.  Hatch above the plate with the water source behind it.  When you want to set the cell to the on position you momentaraly open that hatch just like you do now.   Instead of useing a pump to pull the water off the plate simply have a door next to it linked to your plate that turns the cell off.  When the door is trigered it opens and the water level on the plate tries to flow through the door.  You could have a drain of some sort on the far side of the door but its not really needed.  Either way the water on the plate is no longer 7/7 so it will deactivate in 100 ticks.  When the door closes it will delete any water on its tile so no issues with repeatability. Might be a few ticks slower than useing the pump but then agian you dont have to deal with supplying power either.

201
DF Gameplay Questions / Re: Dumping Problems
« on: October 02, 2013, 01:32:45 am »
Normaly it would not sure why it isnt.  Another possible work around for the future would be put a stockpile under the stuff you want dumped that is valid for the item type.   For the most part jobs wont be generated to move items to a stockpile if they are already in a valid stockpile.  The exception might be if they decide to try to combine bins.

Still even if you left them alone and the items got moved to a stockpile eventualy a dwarf would come along, take it from the stockpile and dump it in the apropreate zone.  Ya it wastes effort but what can you do.  Dwarves are morons when it comes to prioritizing jobs you want done.

202
DF Gameplay Questions / Re: Prevention! Magma Crabs Spewing Crap
« on: October 02, 2013, 01:25:42 am »
And how would I drop obsidian? just water/channel?

Use the liquids command to spawn water on the magma a Z lvl or two above the crab.  Water replaces magma, water and magma try to spread, poof instant obsidian suspended over thin air... well thick magma but you get the idea, a cavein insues killing anything underneath.  If the crab wasnt standing on a magma flow you could just spawn the water on it to obsidianize the thing but that proccess only produces steam on magma flows.

Personaly though I just design my magma access in such a way that magma crabs cant get access to my dwarves.  If I screw up and it happens anyway I just seal off that area and rebuild while actualy paying attention to detail.

203
DF Dwarf Mode Discussion / Re: Need some opinions on a megaproject design
« on: October 01, 2013, 09:12:46 pm »
Make lava pour out from the throne.
Personally my recommendation would be skip the blood and have magma flow from his mouth.  Sadly that might interfere with the aesthetics of the beard.

204
DF Dwarf Mode Discussion / Re: Now this is just disturbing.
« on: October 01, 2013, 09:02:00 pm »
sounds like a rather... er dwarven torture device.

205
DF Gameplay Questions / Re: Hauling changes
« on: October 01, 2013, 08:45:01 pm »
Now if only we could set a threshold for number of jobs per stockpile before a dwarf takes the bin to the item instead of the item to the bin.  A global value would work in a pinch but a per stockpile value would be ideal.  We could probably end the whole "missing plump helmet spawn" spam and still use a seed stockpile if we could set the limit to not walk off with the barrle unless theres 100 seeds that need to be gathered up.   On the other hand most other stockpiles would probably be fine with 3-4 queued jobs before takeing the bin is worthwhile.

Then agian what would be really nice is if a bin could be delivered to a workshop that had alot of queued jobs and then it stayed in the workshop till full befor geting hauled to a stockpile.   This would also cut down on hauling in situations where you've got mugs(or whatever) on repeat. a hauler brings a bin to workshop picks up the mugs, hauls it back to the stockpile only for another dwarf to pick it up and haul it back to the workshop to pick up the 5 more mugs that got made while it was in transit.

206
Quote
10. Is it possible to put living non-dwarf passengers in carts (Cats? Captured goblins?)
10. No idea actually :p
You could do it if said passengers are in cages.  Unfortunatly your really just flinging the cages at the enemy, there just happens to be a passenger in the cage.  Otherwise no, no way to put a non dwarf in the cart in anything but pieces.

207
DF Dwarf Mode Discussion / Re: How do I stop this tantrum spiral?
« on: September 29, 2013, 10:27:37 pm »
Intresting. I rarely do more to organize my dwarves beyond doing a mass custom proffession each time a wave comes in (hauler) and updating a dwarfes proffession if I assign them to a specialist role.  I'll sometimes tag military by their enlistment year and weapon to help track training goals but not much else.

208
DF Gameplay Questions / Re: Pump stacks, speed of magma
« on: September 29, 2013, 10:18:11 pm »
You might want to have several pumps at the bottom level widely separated (so they don't 'steal' magma from each other pumping into a common manifold. Then on the Z level about that, have a conventional pump stack sucking magma from that manifold
This if you want significant throughput.  I tend to do either 3 or 5 seperated by 3 tiles (so I can put a 3 long axle between them for power) with the center pump being the botom pump of the main stack.  The auxiliery pumps feed into a short tunnle leading to the output of the primary one so it can all be picked up by the next pump in the stack.  This is normaly plenty unless I need more magma than a single layer of the magma sea can supply in one go.  A 5 pump manafold can actualy hoover out most of a layer in a surprisingly short amount of time if you have somewhere for all of it to go.

209
DF Gameplay Questions / Re: Trying vanilla DF - how do I sort my dwarves?
« on: September 29, 2013, 10:05:51 pm »
Personaly I find the default labor's interface tedious to use for more than a couple dwarves.  If you can handle it Raphite more power to ya but it just drives me up a wall if I'm haveing to sort through a 30+ dwarf migration wave.  I'll use the DFhack plugin version in a pinch or for the initial 7 and waves up to the first caravan but after that I do most through DT just due to the speed.  I've setup custom professions for my major specialists along with a generic Hauler profession.  When a new wave arrives I just do a mass select in DT and assign hauler to all of them.  When I need another specialist I know I can freely grab from anybody taged as a hauler without haveing to double check to see if they are already a specialist in something else.  Military drafties also come from the hauler pool.  Having the ability to assign labors to dozens of dwarves with only a couple keystrokes is so much better than spending 5-10 min to assign each one by hand.

210
DF Gameplay Questions / Re: A little rusty
« on: September 29, 2013, 03:01:26 pm »
Nonononononono no you misunderstood what I wanted to say.
You do not NEED to link a stockpile. If you link no stockpile everything should work just fine. However if you DO link at least one stockpile the workshop will be restricted to linked stockpiles.

It isn't working at all if they aren't linked, but it is working if I set the food storage and furniture storage (for barrels) to give to the still.

It's possible you linked one by mistake previous to this, however there is a second reason that message could come up.  Much like the issue with seed barrels getting carted off to pick up a single plump helmet spawn in your dining room the barrel of plants can go off to pick up plants from the farms.  If the barrel is in transit when your brewer needs an item out of it you'll get the no distilable plants message.   A similar setup as the double seed stockpiles can help this somewhat.

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