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Aethernet posted:Apparently there's a bug in the current version where goblins can't find their way round mountains. It's meant to be fixed in the next version. I'd settle next to a tower if you want sieges for now. That would explain 1 small attack in 10 years of play.
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# ? Sep 12, 2015 19:53 |
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# ? May 11, 2024 13:19 |
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MANGOSTEEN CURES P posted:If you have a single tile of sand anywhere on the map, quality serrated glass discs are so valuable it's practically cheating. Valuable to you as well as in terms of dwarfbucks, 10 of those per weapon trap is no joke. I have an entire layer full of sand, I shall become the number one glass shuriken manufacturer in all dwarfdom then. Thanks for the help guys, next question: I want to set up an underground farm just beside the river. It is currently winter and I have taken advantage of the frozen ice to dig out some chambers which comunicate with the river ia a tunnel 1 wide. This is on the same z level as the river bed,, the river itself is one z level deep so I have dug stairs in the ice down to the river bed then dug sideways into the bank to hollow out my farming spaces. Once the thaw comes this should then flood I think, and if I put a floodgate in the tunnel I can then close it and stop more water from getting in, but how do I empty the water that has got in? Can I wait for it to freeze and then dig it out as ice next winter, or will that not leave soil behind? I'm thinking that wouldn't work since the areas of the river bed I have exposed say that they lack mud if I try to build a farm on them, even though the tile appears as mud visually. Presumably I could dig out another chamber of equal or greater zolume one z level down with a floodgate between and use that as a sump to empty the farms, but is there a more elegant solution than that?
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# ? Sep 12, 2015 21:42 |
Pharnakes posted:I have an entire layer full of sand, I shall become the number one glass shuriken manufacturer in all dwarfdom then. EDIT: Also have you tried just planting things without flooding it? You only need to flood and drain thing that aren't soil-y in order to plant on them.
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# ? Sep 12, 2015 21:58 |
You may not actually need to irrigate, but if you do my method for getting rid of water was evaporation. Water at 1/7 evaporates, so I fill a cistern with water, seal it from the source, and then drain that into the farming area that is about seven times larger than the cistern.
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# ? Sep 12, 2015 22:13 |
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PublicOpinion posted:You may not actually need to irrigate, but if you do my method for getting rid of water was evaporation. Water at 1/7 evaporates, so I fill a cistern with water, seal it from the source, and then drain that into the farming area that is about seven times larger than the cistern. That's what I do as well, but I also channel out a 1-tile wide area 1 z-level below to catch any overflow, because I don't keep my ratios very precise.
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# ? Sep 12, 2015 22:19 |
Pharnakes posted:It is currently winter and I have taken advantage of the frozen ice to dig out some chambers which comunicate with the river ia a tunnel 1 wide. This is on the same z level as the river bed,, the river itself is one z level deep so I have dug stairs in the ice down to the river bed then dug sideways into the bank to hollow out my farming spaces. Once the thaw comes this should then flood I think Congratulations in advance on drowning everyone! (possibly) Good thinking, wrong answer. Water will fill to its maximum height in parallel z levels. So you won't have a trickle of water from the river filling your farm, you'll have about 30 seconds as river water floods in and fills the room and everything it can worm its way into. A floodgate is a really good idea to prevent this, just work fast before the ice thaws! In the future he's how I recommend doing it code:
Then cycle the flood gate open/closed briefly, adjust the time you have it open such that a small wave of water washes slowly over your farm and evaporates in a puddle in the corner.
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# ? Sep 13, 2015 00:42 |
MANGOSTEEN CURES P posted:If you have a single tile of sand anywhere on the map, quality serrated glass discs are so valuable it's practically cheating. Valuable to you as well as in terms of dwarfbucks, 10 of those per weapon trap is no joke. When I last made some Green Glass serrated discs, they didn't show up on my weapon trap selection.
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# ? Sep 13, 2015 02:47 |
StrangeAeon posted:When I last made some Green Glass serrated discs, they didn't show up on my weapon trap selection. Maybe they were tasked for being moved to/from a stockpile or in a bin someone was carrying?
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# ? Sep 13, 2015 03:15 |
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M_Gargantua posted:Congratulations in advance on drowning everyone! (possibly) Don't worry, I took precuations. The floodgate is in place and the whole complex does not yet connect to the rest of the fort, the only access is by climbing down the stairs in the river, and via a vertical shaft of stairs. If I really gently caress it up a worst I have a large underground cistern.
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# ? Sep 13, 2015 10:25 |
dfhack status
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# ? Sep 14, 2015 07:05 |
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scamtank posted:dfhack status Oh, like you never sleep for ~27 years at a time.
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# ? Sep 14, 2015 07:10 |
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So how many ticks is that?
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# ? Sep 14, 2015 10:49 |
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Personally I prefer at least 2 floodgates between my cistern and any infinite water source. Preferably with the levers in separate rooms on separate levels of the fort -- if that sounds like overkill you've never had a gremlin.
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# ? Sep 14, 2015 10:56 |
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Angela Christine posted:Personally I prefer at least 2 floodgates between my cistern and any infinite water source. Preferably with the levers in separate rooms on separate levels of the fort -- if that sounds like overkill you've never had a gremlin. Worse - a tamed gremlin. *shudders*
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# ? Sep 14, 2015 11:07 |
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I like having a sort of mantrap like setup where there's a filling room in the middle of two floodgates that are operated by the same lever but with opposite open/close status so there can never be an unending flood.
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# ? Sep 14, 2015 11:44 |
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scamtank posted:dfhack status Man Bronze Colossus mode is looking sick.
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# ? Sep 14, 2015 13:40 |
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Tiler Kiwi posted:I like having a sort of mantrap like setup where there's a filling room in the middle of two floodgates that are operated by the same lever but with opposite open/close status so there can never be an unending flood. Sounds like it would take forever to flood your undersea laboratory using a setup like that.
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# ? Sep 14, 2015 15:43 |
Tiler Kiwi posted:I like having a sort of mantrap like setup where there's a filling room in the middle of two floodgates that are operated by the same lever but with opposite open/close status so there can never be an unending flood. Did Toady change it from levers being on/off and applying that state to a piece of equipment to levers toggling state of equipment? It used to be when a lever was flipped it would go from "closed" to "open" and "open" would be sent to all mechanisms, regardless of previous state.
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# ? Sep 14, 2015 15:55 |
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M_Gargantua posted:Did Toady change it from levers being on/off and applying that state to a piece of equipment to levers toggling state of equipment? Nope it's still as it was. If a bridge is closed and you build a lever, when you flip it to closed nothing will happen and when you flip it to open again the bridge will open. If you try and use a lever to alternate things they'll just sync up. You can get around that with memory cells and some pressure plates though. My last fort had 1 lever hooked up to a memory cell hooked up to 2 bridges, one always closed and one always open. Hitting the lever resulted in the open one closing and vice versa. iirc the memory cell consisted of just two pressure plates behind a door. The door was hooked up to the lever and let lava in or blocked it off, and one of the plates was set to activate on 7/7 liquids and the other was set to activate on 0/7 (so it would be activated when nothing is on it). One plate to a drawbridge - when you hit the lever the lava would flow over the pressure plates and cause them to alternate which bridge is open/closed. I copied some trap design I found on the internet that involved a memory cell with 5 states that would close off the trap room's entrances, flood it with lava, drain it of lava, open the bridges again, and reset itself ready for another group of goblins to wander in. The game lets you do cool stuff like that at least although I agree having the switches send a toggle signal instead would be amazing. Moridin920 fucked around with this message at 16:40 on Sep 14, 2015 |
# ? Sep 14, 2015 16:24 |
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What are the diferences of doors vs flood gates? The wiki isn't quite a s explicit as I'd like, and I don't want to flood myself over the confusion. THe wiki claims that for coridoors 1 wide, doors equivalent to fllodgates and offer some advantages. So mainly my question is if I set a door to forbiden then link it to a lever, can it be opened by anything but the lever or building destroyer/lockpicking enemy? E: also how do I get dwarfs to put bins in the stockpile I want them to put bins in, rather than any one? E:E: I have a mechanic making mechanisms, and rather than use the plentiful slate right beside him he is traveling to use gneiss, is slate unsuitable for making mechanisms? I can't see how given that I have made mudstone mechanisms without issue. I specified the orders via j > m > q, and just asked for "rock" mechanisms, so I can't see that it could ahve been a specific order somehow. E:E:E: he isn't even taking the closest gneiss, he's wandering half way across the fort for it, the dumbass. Pharnakes fucked around with this message at 21:51 on Sep 14, 2015 |
# ? Sep 14, 2015 21:41 |
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doors will open instantly when the lever is pulled floodgates have a short delay between lever pull and floodgate action doors can only be placed next to walls, floodgates can be free standing
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# ? Sep 14, 2015 21:58 |
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Pharnakes posted:E:E: I have a mechanic making mechanisms, and rather than use the plentiful slate right beside him he is traveling to use gneiss, is slate unsuitable for making mechanisms? I can't see how given that I have made mudstone mechanisms without issue. I specified the orders via j > m > q, and just asked for "rock" mechanisms, so I can't see that it could ahve been a specific order somehow. It could be something about permissions on your stone stockpile, but usually when I see this it's because dwarves go for the closest item period, ignoring things like walls, floors, and walktimes. If a dwarf has a piece of stone one floor below him, and another two steps to his left, he'll go for the former one first, even if that means walking thousands of steps to take the stairs.
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# ? Sep 14, 2015 22:53 |
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ninjewtsu posted:doors can only be placed next to walls, floodgates can be free standing won't any liquid just path around a freestanding floodgate
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# ? Sep 14, 2015 22:55 |
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That's more for if you have a three wide water pipe. Doors can't be placed in the middle square, floodgates can.
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# ? Sep 14, 2015 23:01 |
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Excelzior posted:won't any liquid just path around a freestanding floodgate You could build a bunch of floodgates next to each other in order to get a sluice more than two tiles wide.
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# ? Sep 14, 2015 23:04 |
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skasion posted:You could build a bunch of floodgates next to each other in order to get a sluice more than two tiles wide. Yeah, but personally for cases like this I use bridges, since IIRC they have the same delay as floodgates and take fewer blocks and mechanisms for the same area. They also don't require me to special-manufacture anything, but that's a negligible advantage.
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# ? Sep 14, 2015 23:15 |
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Pharnakes posted:E:E: I have a mechanic making mechanisms, and rather than use the plentiful slate right beside him he is traveling to use gneiss, is slate unsuitable for making mechanisms? I can't see how given that I have made mudstone mechanisms without issue. I specified the orders via j > m > q, and just asked for "rock" mechanisms, so I can't see that it could ahve been a specific order somehow. Do you have constructions that are claiming the slate/gneiss near him? I often run into this when I'm doing above-ground constructions, since those materials are claimed forever until the construction is cancelled or they finally get dragged up by my single beleaguered mason.
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# ? Sep 14, 2015 23:31 |
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reignonyourparade posted:That's more for if you have a three wide water pipe. Doors can't be placed in the middle square, floodgates can. Actually if you build a wall then put a door on it and deconstruct the wall the door will remain so you can get 3 tile wide doorways like that. Only works with constructed walls, though.. I do it to get fancy entrances to my dining halls.
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# ? Sep 15, 2015 18:01 |
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https://www.youtube.com/watch?v=S9pc8li4fuQ
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# ? Sep 16, 2015 02:33 |
God Tarn remains the perfect socially awkward goon. He's so honest.
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# ? Sep 16, 2015 21:53 |
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He's adorable.
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# ? Sep 16, 2015 23:30 |
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Tarn cancels speech - fey mood Obviously this means he's going to steal the chairs there and produce an update
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# ? Sep 17, 2015 22:09 |
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Zombie #246 posted:Tarn cancels speech - fey mood
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# ? Sep 18, 2015 00:11 |
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I started a new site in the end, not having any metal was just getting too tedious. My new fort is on an island, which I believe means that the only threats I need to worry about are the really fun ones. If the entrance to my fort is only 1 wide, can the large creatures still get in to it? I know trade carts need at least 3x1 to be able to path, what about a titan or other such monstrosity? Also, RE dealing with untrappable things, I know a cave in will kill anything, but as I understand it it might destroy the body and any equipment it might have, there by preventing me from eating, smelting or using its skull as a house, which would sadden me. If I instead casue the cave in underneath it and drop it into a big pit, will it then leave all its earthly remains intact? I know in the cave in I have caused dwarfs have died but never disappeared entirely.
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# ? Sep 20, 2015 16:11 |
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Pharnakes posted:I started a new site in the end, not having any metal was just getting too tedious. My new fort is on an island, which I believe means that the only threats I need to worry about are the really fun ones. If the entrance to my fort is only 1 wide, can the large creatures still get in to it? I know trade carts need at least 3x1 to be able to path, what about a titan or other such monstrosity? At this time creatures will have no problem pathing through a one tile entrance.
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# ? Sep 20, 2015 16:38 |
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Pharnakes posted:I started a new site in the end, not having any metal was just getting too tedious. My new fort is on an island, which I believe means that the only threats I need to worry about are the really fun ones. If the entrance to my fort is only 1 wide, can the large creatures still get in to it? I know trade carts need at least 3x1 to be able to path, what about a titan or other such monstrosity? The joy of the cave-in-beneath option is not dropping it far enough and having a crippled, furious Bronze Colossus roaring in the depths for all eternity.
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# ? Sep 20, 2015 16:48 |
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I'm pretty sure I embarked to a temperate, not arctic island, but the sea is still frozen here in the winter. Does that mean I could receive visits, friendly or otherwise apart from the dwarf caravan?
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# ? Sep 20, 2015 18:25 |
Pharnakes posted:I'm pretty sure I embarked to a temperate, not arctic island, but the sea is still frozen here in the winter. Does that mean I could receive visits, friendly or otherwise apart from the dwarf caravan? Sadly, no.
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# ? Sep 20, 2015 21:37 |
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I'm trying to make separate stockpiles for meat, eggs, drinks, plants and etc, but the dwarves refuse to put anything into them. If i make a general food stockpile with just p - f tho they store food there just fine. Any ideas what could be causing this? I can't see any obvious errors. I'm using the latest Lasy New Pack. Also kinda related, how do i make a stockpile for ONLY prepared meals? Do i have to painstakingly handpick all variants of prepared food in the list, or is there a quicker way?
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# ? Sep 21, 2015 00:03 |
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# ? May 11, 2024 13:19 |
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Dongattack posted:I'm trying to make separate stockpiles for meat, eggs, drinks, plants and etc, but the dwarves refuse to put anything into them. If i make a general food stockpile with just p - f tho they store food there just fine. Any ideas what could be causing this? I can't see any obvious errors. I'm using the latest Lasy New Pack. Edit: Nevermind, figured out all the things. Allow Plant/Animal/Not Plant for the first one and press "u" for Prepared Meals for the second one. edit2: that wasn't edit at all
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# ? Sep 21, 2015 00:07 |