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DF Dwarf Mode Discussion / Re: Exploit to plant all crops in one plot!
« on: March 28, 2018, 05:11:54 pm »
Feel free to let this thread die then.
thanks for the info guys.
thanks for the info guys.
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thanks for the info guys.
The number you can increase in the advanced settings is the number of Titans. If I understand it correctly, DF generates one FB for each underground region (excluding the magma sea ones), and I don't know of any way to increase the number of those regions apart from increasing the world size (or DFHacking to split regions into smaller parts, but that would presumably have to take place during world gen after region formation but before FB generation. It should be possible to do the region splitting, though, as you can mess with surface regions [one region for each cavern and world tile?]).Perhaps that's not a bad idea. On the other hand, if FB encounters are desired, this would probably have the effect of killing them off much quicker.
Sounds to me like you're ready for advanced world's. Edit a advanced world with increased number of forgotten beast, it'll make for more fun for a longer amount of time. It's something I always ramp up.
My understanding is that if the status of the tiles on a plot are mixed (underground and above ground), both options will show up. However, I believe that crops will only grow in their respective environments, regardless what the plot itself is set to. I am unsure whether dwarves will even attempt to plant plump helmets in the above ground tiles on a mixed farm plot, but I am thinking it isn't an exploit per se. Instead of being able to plant all crops on every tile of your plot, it would be the equivalent to having both an UG plot and an AG plot, where you only used one at a time.
Perhaps that's not a bad idea. On the other hand, if FB encounters are desired, this would probably have the effect of killing them off much quicker.
if I allowed him out while he was semi-wild, he would attack one of my dwarves.
Severed goblin leg decays into bone which can be used in strange mood.
I don't know if its fixed.
So if the required materials are not inside the burrow the job will be canceled?
But making sure the hole is sealed completely is the key. If some elkbirds fly through a hole, you may be wondering why your weaponsmith is dead at the bottom of a 100 z staircase.The logic behind that statement is completely sane, but if I read the raws correctly elk birds can't fly. Bats, hungry heads, etc. can, though, and trogs are good climbers.
then again, I don't know of that works anymore...
-snip-
I don't really mass pit, as I use my prisoners to train military dwarves.How do you get them out of the cages without exposing a hauler to being attacked? I'm trying to avoid the whole "build a cage, link to lever, pull" system.
But anyway, wouldn't it possible to channel a 3x3, then just reconstruct the perimeter floor, with the hatch in middle of the 3x3.That is just the wiki's mass-pitting system with a single hatch instead of multiple hatches, and even with more space below, the prisoners seem to start fighting instead of falling in, although I now am wondering if raising the ceiling above the cages would help.
It will mean there's a 1 tile buffer all-around the hatch immediately below. So they can't grab on to anything, as there is nothing to grab.