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reading posted:I recently embarked in a no-trees, sand and rocks desert. I was hoping to hit an underground cavern and get some wood there, but when I pierced it it has trees but is completely flooded. I've been digging deeper hoping to hit the other caverns but I haven't found any. Then my miner stopped on a block of "molten stone" although I never got the message that the miner has hit "warm stone". What's going on? Semi Molten Rock is usually found at the bottom of the map. You cannot do anything with it. Try to drain the cavern, or survive until the first caravan, buy all the wood you can get and only use it for beds. And get a metal/stone economy going ASAP since you only want to use that sparse wood for beds. e: Do not however believe that semi molten rock is the end. Dig around a bit and you might find lots of riches and fun. Michaellaneous fucked around with this message at 11:23 on Aug 21, 2014 |
# ? Aug 21, 2014 10:58 |
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# ? May 11, 2024 08:22 |
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reading posted:I recently embarked in a no-trees, sand and rocks desert. I was hoping to hit an underground cavern and get some wood there, but when I pierced it it has trees but is completely flooded. I've been digging deeper hoping to hit the other caverns but I haven't found any. Then my miner stopped on a block of "molten stone" although I never got the message that the miner has hit "warm stone". What's going on? Molten stone is the lowest parts of the magma sea, so you just were extraordinarily unlucky and managed to avoid two cavern levels and all that magma. Go up a few levels and CAREFULLY dig around to see if you can find some of that sweet magma, clear out a floor above, channel a few holes and build a magma glass furnace and use all that sand to deck things out in green glass furniture decorated in green glass gems! Seriously, magma glassworks are great because it's unlimited material, gives your jewelers steady work, allows you to make magma safe (last I checked) parts for screw pumps so you can share your wealth with the upstairs neighbors, and can outfit your fort with mass produced traps. Serrated glass discs can gently caress up a goblins weekend, especially ten of them all at once.
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# ? Aug 21, 2014 12:51 |
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Literally Kermit posted:Molten stone is the lowest parts of the magma sea, so you just were extraordinarily unlucky and managed to avoid two cavern levels and all that magma. Go up a few levels and CAREFULLY dig around to see if you can find some of that sweet magma, clear out a floor above, channel a few holes and build a magma glass furnace and use all that sand to deck things out in green glass furniture decorated in green glass gems! Awesome thanks for the advice. What's a good way to do something like puncture a ceiling-hole into a sea without killing my miner? If I want to drain the cavern.
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# ? Aug 21, 2014 12:54 |
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I grew to love the ascii in this game and don't bother with graphical tiles anymore, but my tiles must be square, not the slightly taller than wider default. My 5x5 rooms need to be square not rectangular!
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# ? Aug 21, 2014 13:08 |
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reading posted:Awesome thanks for the advice. What's a good way to do something like puncture a ceiling-hole into a sea without killing my miner? If I want to drain the cavern. Don't dig a 1x1 stairway right up - make a 5x5 room and put the stairs up (breaching the water) on the opposite side of the stairs down (drain) If water extends off the side of the map it will replenish, but you can always use this to make a system of aqueducts and place more wells all over your fort. Wells made out of green glass blocks, of course. Oh! And also, make magma smelters down there, and some magma forges, so you can make some quality metal mechanisms(certain materials under the 'Trap Components' in the forge menu), and precious metal chains and buckets. Make a meeting area around an expensive well - dwarves eat that poo poo up, gives them good thoughts. It will keep their minds off the half dozen miners you may or may not lose in the process of draining the cavern, at least.
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# ? Aug 21, 2014 13:25 |
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Rasmussen posted:I grew to love the ascii in this game and don't bother with graphical tiles anymore, but my tiles must be square, not the slightly taller than wider default. My 5x5 rooms need to be square not rectangular! Here's the tileset I use. It's the default set made into square tiles by adding more space at the sides rather than stretching them out like the square tileset in the game.
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# ? Aug 21, 2014 13:28 |
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Also to note, if you breached the caverns then any underground dirt or muddied rock will begin to sprout saplings and plants, so if you have enough dirt or are willing to muddy out an artificial cavern area you can get cave trees that way. It will take a while for them to grow, however. I think you'd need to carve out like 4-5 layers of open space for the multitile trees, maybe more.
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# ? Aug 21, 2014 15:10 |
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Literally Kermit posted:Wells made out of green glass blocks, of course. Am I the only one who prefers clear glass over green glass? Yes, it takes a few extra steps to make, but it's so much nicer, it's worth more, and you get to burn a few Elf-friends in the process of making it.
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# ? Aug 21, 2014 15:37 |
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Jazzimus Prime posted:Am I the only one who prefers clear glass over green glass? Yes, it takes a few extra steps to make, but it's so much nicer, it's worth more, and you get to burn a few Elf-friends in the process of making it. It's certainly nice in Masterwork, since with the Crematorium you usually have way more ash than you can use.
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# ? Aug 21, 2014 15:46 |
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Literally Kermit posted:If water extends off the side of the map it will replenish, but you can always use this to make a system of aqueducts and place more wells all over your fort. Or drop sections of the ceiling down around the edges of the area you want drained to form walls and prevent the water from flooding it again.
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# ? Aug 21, 2014 19:34 |
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I tried dropping a column of rock to help with draining a cavern but the rock just refused to drop. I verified that the whole column was surrounded by empty space but there was a cavern tree below it -- could that be supporting it? I've had several woodcutters killed or maimed by trees growing so fast that they cause collapses on the surface (at least I think that's what does that) but I can't seem to cause one when it's what I intend.
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# ? Aug 21, 2014 19:44 |
I don't know if it was mentioned, but a new macnewbie dropped, which now includes dfhack. I don't think we get the multi-z-level thing yet, though. http://www.bay12forums.com/smf/index.php?topic=128960.150
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# ? Aug 21, 2014 19:49 |
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tak posted:I tried dropping a column of rock to help with draining a cavern but the rock just refused to drop. I verified that the whole column was surrounded by empty space but there was a cavern tree below it -- could that be supporting it? Probably, I haven't run into that myself yet but it sounds plausible.
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# ? Aug 21, 2014 19:52 |
Bad Munki posted:I don't think we get the multi-z-level thing yet, though. You mock me. The nextgen branch only supports OSX right now.
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# ? Aug 21, 2014 20:22 |
Huh. Cool. Still, it's not included in macnewbie yet. e: Oh, and it appears to not be up to 40.09 yet, but macnewbie is, so not quite compatible. Bad Munki fucked around with this message at 22:04 on Aug 21, 2014 |
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# ? Aug 21, 2014 20:36 |
tak posted:I tried dropping a column of rock to help with draining a cavern but the rock just refused to drop. I verified that the whole column was surrounded by empty space but there was a cavern tree below it -- could that be supporting it? Are you by chance using LNP with cave-ins disabled? Edit: missed the part about the tree caused collapses so I assume not.
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# ? Aug 21, 2014 21:53 |
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Somehow my 40.09 woodcutter managed to kill himself felling a tree. I don't even understand how this happened, but a pile of logs pulped his head. That's a first for me in 40.XX
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# ? Aug 21, 2014 22:32 |
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Crimson Harvest posted:Somehow my 40.09 woodcutter managed to kill himself felling a tree. I don't even understand how this happened, but a pile of logs pulped his head. That's a first for me in 40.XX http://www.bay12games.com/dwarves/mantisbt/view.php?id=7789
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# ? Aug 21, 2014 23:32 |
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Literally Kermit posted:Don't dig a 1x1 stairway right up - make a 5x5 room and put the stairs up (breaching the water) on the opposite side of the stairs down (drain) By the way, it is possible to smooth and carve fortifications into underground edge squares. Some people don't realize that. So you can have unwanted water drain off the map pretty much anywhere you want, you don't have to find an open map edge or drain it into an existing infinite water source.
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# ? Aug 22, 2014 01:32 |
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Angela Christine posted:By the way, it is possible to smooth and carve fortifications into underground edge squares. Some people don't realize that. So you can have unwanted water drain off the map pretty much anywhere you want, you don't have to find an open map edge or drain it into an existing infinite water source. Hmm. I wonder what happens to that water. Has anyone ever constructed such a drainage system and then explored what happens to the water in Adventure mode?
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# ? Aug 22, 2014 01:38 |
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DF2014 : Dwarven Dam Diggers
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# ? Aug 22, 2014 01:42 |
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More bugs eaten by Toad:quote:Here are the issues of today. Next up is a bandit camp doing some odd stuff. I'm not even certain what these bugs WERE from these descriptions, but they sound like they're related to people freaking out and running away for no reason?
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# ? Aug 22, 2014 03:41 |
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Iunnrais posted:More bugs eaten by Toad: Yeah that's one of the bigger bugs right now; most things are giant babies. Goblins will run away after bashing a dwarf and seeing the resulting injury, caravans will promptly drop everything they are carrying and run off screaming if they see an old skeleton, etc. Also came across this in the forums: quote:On the other hand, Toady should implement wear on weapons,
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# ? Aug 22, 2014 04:12 |
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I can see it now, having to deconstruct weapon traps every year to repair the weapons edit: now that's terrifying! Silento Boborachi fucked around with this message at 04:22 on Aug 22, 2014 |
# ? Aug 22, 2014 04:20 |
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Moridin920 posted:Also came across this in the forums: Yeah that'd be a really bad idea. You'd have another source of useless decayed items (like damaged clothes) cluttering up your fortress and lagging everything, and you'd lose the neat history of a weapon. I mean, obviously named weapons would be excepted from wear, but even regular weapons can get interesting histories even before they are named. I love that you can reclaim your fort and find the exact breastplate worn by the legendary axedwarf from a hundred years earlier, that poo poo is cool, and good for fantasy story telling. Hopefully toady will realise this, and not implement it.
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# ? Aug 22, 2014 04:57 |
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How does one free a dwarf from a cage? One of my dwarves fell in to a cage trap during a tantrum I think.
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# ? Aug 22, 2014 13:32 |
Construct the cage and link it to a lever, then pull the lever.
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# ? Aug 22, 2014 13:33 |
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Pickled Tink posted:Construct the cage and link it to a lever, then pull the lever. Also useful for releasing untameable beasties in the path of invaders, or putting them into gladiatorial arenas for your soldiers to train against. Or for putting invaders into gladiatorial arenas for your entertainment.
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# ? Aug 22, 2014 13:40 |
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Pitting through use of zones is usually easier but caging doesn't require a shaft and is easier to time.
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# ? Aug 22, 2014 13:44 |
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reading posted:How does one free a dwarf from a cage? One of my dwarves fell in to a cage trap during a tantrum I think. You can just construct the cage and then unassign the dwarf from it and someone will come let him out.
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# ? Aug 22, 2014 16:28 |
Tarezax posted:It has to do with restricted areas, make sure the workshop is within the burrow the dwarf is assigned to. Sorry for the late reply, but thank you! That solved that! The fortress promptly fell to a tantrum spiral following a siege right after this was built though. Of course.
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# ? Aug 22, 2014 17:19 |
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What was the appraised value of the artifact?
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# ? Aug 22, 2014 17:29 |
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super fart shooter posted:What was the appraised value of the artifact? It's worth the fort. The whole thing.
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# ? Aug 22, 2014 17:39 |
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Dike Elders
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# ? Aug 22, 2014 18:03 |
Prism posted:It's worth the fort. That's not far from the truth actually, ha. The whole fort was worth 880,000 DwarfBux and the artifact itself was 601,000 of those.
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# ? Aug 22, 2014 21:44 |
This is the Homer car of Dwarven artifacts.
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# ? Aug 22, 2014 23:24 |
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amuayse posted:Pitting through use of zones is usually easier but caging doesn't require a shaft and is easier to time. That reminds me, I've had a weird bug where attempting to pit goblins causes both the goblin and the dwarf moving them to be attacked. I guess they see him release the goblin and go "Die traitor!" or something. Is that a known bug?
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# ? Aug 23, 2014 04:53 |
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I know merchants attack prisoners you are hauling.
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# ? Aug 23, 2014 05:12 |
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Angela Christine posted:That reminds me, I've had a weird bug where attempting to pit goblins causes both the goblin and the dwarf moving them to be attacked. I guess they see him release the goblin and go "Die traitor!" or something. Is that a known bug? Yes http://www.bay12games.com/dwarves/mantisbt/view.php?id=7979
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# ? Aug 23, 2014 05:19 |
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# ? May 11, 2024 08:22 |
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quote:When pitting a goblin, a dwarf became scared and ran away from it, effectively releasing it. Look if you're such a giant scaredy cat that you can't drag a prisoner to a lava pit without freaking out and letting said prisoner loose in the fort, maybe the military dwarves don't appreciate it so much and want to remove you as a threat to the safety of everyone else.
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# ? Aug 23, 2014 05:21 |