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Michaellaneous
Oct 30, 2013

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

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Literally Kermit
Mar 4, 2012
t

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! :eng101:

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.

reading
Jul 27, 2013

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! :eng101:

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.

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.

clone on the phone
Aug 5, 2003

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!

Literally Kermit
Mar 4, 2012
t

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.

Tenebrais
Sep 2, 2011

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.

GenericOverusedName
Nov 24, 2009

KUVA TEAM EPIC
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.

Jazzimus Prime
May 16, 2002

The Brothers Autobot

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.

Godlessdonut
Sep 13, 2005

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.

ProfessorGroove
Jun 10, 2006

by Ion Helmet

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.

tak
Jan 31, 2003

lol demowned
Grimey Drawer
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.

Bad Munki
Nov 4, 2008

We're all mad here.


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

ProfessorGroove
Jun 10, 2006

by Ion Helmet

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.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


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.

Bad Munki
Nov 4, 2008

We're all mad here.


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. :negative:

Bad Munki fucked around with this message at 22:04 on Aug 21, 2014

thunderspanks
Nov 5, 2003

crucify this


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?

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.

Are you by chance using LNP with cave-ins disabled?

Edit: missed the part about the tree caused collapses so I assume not.

Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
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

hepatizon
Oct 27, 2010

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

Facebook Aunt
Oct 4, 2008

wiggle wiggle




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.

Dungeon Ecology
Feb 9, 2011

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?

Excelzior
Jun 24, 2013

DF2014 : Dwarven Dam Diggers

Iunnrais
Jul 25, 2007

It's gaelic.
More bugs eaten by Toad:

quote:

Here are the issues of today. Next up is a bandit camp doing some odd stuff.

  • Made people that are attacked briefly have some knowledge of attacker's position
  • Made attacker always look at target upon initiating attack
  • Lowered cap for wrestle skill gain so it wouldn't be hit triple digits attacking large opponents
  • Adjusted emotional strain vs. willpower etc. calculation
  • Made running away in terror/fear respect only valid combat location information
  • Made non-extra-sensory creatures also respect z coord of potential targets

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?

Moridin920
Nov 15, 2007

by FactsAreUseless

Iunnrais posted:

More bugs eaten by Toad:


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?

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,
no no no no no no no

Silento Boborachi
Sep 17, 2007

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

Splode
Jun 18, 2013

put some clothes on you little freak

Moridin920 posted:

Also came across this in the forums:
"On the other hand, Toady should implement wear on weapons,"
no no no no no no no

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.

reading
Jul 27, 2013
How does one free a dwarf from a cage? One of my dwarves fell in to a cage trap during a tantrum I think.

Pickled Tink
Apr 28, 2012

Have you heard about First Dog? It's a very good comic I just love.

Also, wear your bike helmets kids. I copped several blows to the head but my helmet left me totally unscathed.



Finally you should check out First Dog as it's a good comic I like it very much.
Fun Shoe
Construct the cage and link it to a lever, then pull the lever.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

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.

amuayse
Jul 20, 2013

by exmarx
Pitting through use of zones is usually easier but caging doesn't require a shaft and is easier to time.

Moridin920
Nov 15, 2007

by FactsAreUseless

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.

Eighty
Jun 15, 2005


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.

super fart shooter
Feb 11, 2003

-quacka fat-
What was the appraised value of the artifact?

Prism
Dec 22, 2007

yospos

super fart shooter posted:

What was the appraised value of the artifact?

It's worth the fort.

The whole thing.

Catts
Nov 3, 2011
Dike Elders :mmmhmm:

Eighty
Jun 15, 2005


Prism posted:

It's worth the fort.

The whole thing.

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.

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

This is the Homer car of Dwarven artifacts.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




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. :stare: I guess they see him release the goblin and go "Die traitor!" or something. Is that a known bug?

amuayse
Jul 20, 2013

by exmarx
I know merchants attack prisoners you are hauling.

hepatizon
Oct 27, 2010

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. :stare: 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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Moridin920
Nov 15, 2007

by FactsAreUseless

quote:

When pitting a goblin, a dwarf became scared and ran away from it, effectively releasing it.

Then, said dwarf started causing job cancelations and other dwarves started attacking him. I couldn't target him with my military kill order but stationing my military dwarves near him made them kill him.

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.

:colbert:

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