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Author Topic: Trivial findings  (Read 256591 times)

TeaAndRum

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Re: Trivial findings
« Reply #1695 on: November 03, 2019, 08:05:35 pm »

I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.
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Superdorf

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Re: Trivial findings
« Reply #1696 on: November 04, 2019, 11:16:18 am »

Cave blobs can be butchered.

Spoiler: This yields a skin (click to show/hide)
Spoiler: into leather. (click to show/hide)



When a militia-dwarf is told to "station" itself somewhere, it will pick a random location within a 7-by-7 square centered around the chosen station spot.
When enough militia-dwarves are told to station themselves around the same point... a formation emerges.



Order from chaos.
« Last Edit: November 04, 2019, 12:02:33 pm by Superdorf »
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vjek

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Re: Trivial findings
« Reply #1697 on: November 04, 2019, 06:25:36 pm »

It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\

Pvt. Pirate

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Re: Trivial findings
« Reply #1698 on: November 05, 2019, 08:28:11 am »

It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\

it's rather rare in our world too to have them in mountain regions.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Naturegirl1999

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Re: Trivial findings
« Reply #1699 on: November 05, 2019, 11:50:03 am »

It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\

it's rather rare in our world too to have them in mountain regions.
It might have something to do with mountains being where plates collide
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qualiyah

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Re: Trivial findings
« Reply #1700 on: November 07, 2019, 11:20:49 am »

In a reanimating biome, stationing a hunting dog (or in my case, a hunting giant cave bat) in the butchery is a low-cost way to deal with the constant stream of reanimating skins and wool that freak out the farmers.
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Iduno

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Re: Trivial findings
« Reply #1701 on: November 07, 2019, 12:14:29 pm »

I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.

Picking up a cage causes it to open. Dig a room below the prison, wall it up, then collapse the floor around the werecreature so he drops down into the walled-in room.


Cave blobs can be butchered.

Spoiler: This yields a skin (click to show/hide)
Spoiler: into leather. (click to show/hide)



When a militia-dwarf is told to "station" itself somewhere, it will pick a random location within a 7-by-7 square centered around the chosen station spot.
When enough militia-dwarves are told to station themselves around the same point... a formation emerges.



Order from chaos.

I don't know that ones is trivial. It lets us know exactly how large to make archery towers to force archers to man dwarf the fortifications. Just need to put a wall just outside and another just inside that radius so they stand where they're needed.
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TeaAndRum

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Re: Trivial findings
« Reply #1702 on: November 08, 2019, 09:28:38 am »

I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.

Picking up a cage causes it to open. Dig a room below the prison, wall it up, then collapse the floor around the werecreature so he drops down into the walled-in room.


Thanks! I'll keep that in mind next time that happens. You see, this time the dwarves didn't release him (even after his screen showed "No sentence pending"). Not sure if it is a bug? He's still being brought water and such, so the good thoughts from that keep him (barely) from going nuts. I think I'll just let him stay.
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Superdorf

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Re: Trivial findings
« Reply #1703 on: November 08, 2019, 10:02:46 pm »

I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.

Naturegirl1999

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Re: Trivial findings
« Reply #1704 on: November 08, 2019, 10:12:02 pm »

I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Urist McPrisoner hears a voice from the walls
Worship Cagor, god of cages, statues, and screams, and worship Regalia, goddess of gems, blood and futility
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TeaAndRum

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Re: Trivial findings
« Reply #1705 on: November 11, 2019, 06:55:10 pm »

I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Good idea, actually! That way his sanity would be more secured. If not and he loses his mind, I'll arrange an arena for him to "entertain" the invaders.
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.
Urist McPrisoner hears a voice from the walls
Worship Cagor, god of cages, statues, and screams, and worship Regalia, goddess of gems, blood and futility
I'd imagine his jailmates will get pretty annoyed, as he has nothing to do but pray! Guess that's a way to keep dwarves in line. 
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Staalo

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Re: Trivial findings
« Reply #1706 on: November 17, 2019, 04:06:37 pm »

Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.
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Bumber

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Re: Trivial findings
« Reply #1707 on: November 17, 2019, 04:58:37 pm »

Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.
That should proooobably be reported as a bug. Maybe. ;)
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Superdorf

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Re: Trivial findings
« Reply #1708 on: November 25, 2019, 09:20:50 am »

Due to how easy it is to hit any given body part on a zombie, and due to how how long it takes to kill a zombie with any given strike, undead sieges result in, far, far more tooth cleanup than usual.

However... for whatever reason, the sight of dead necro-zombies don't seem to cause dwarves any emotional trauma. So it all kind of balances out.  ???

Urist McUristUrist

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Re: Trivial findings
« Reply #1709 on: November 25, 2019, 06:26:38 pm »

Due to how easy it is to hit any given body part on a zombie, and due to how how long it takes to kill a zombie with any given strike, undead sieges result in, far, far more tooth cleanup than usual.

However... for whatever reason, the sight of dead necro-zombies don't seem to cause dwarves any emotional trauma. So it all kind of balances out.  ???
Just use magma
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