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Author Topic: General Assistance Needed :)  (Read 1100 times)

JustCallMeBug

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General Assistance Needed :)
« on: June 19, 2015, 06:35:53 pm »

Hello!  You can call me Bug.  I just started playing DF about a week ago, and holy hell am I having a blast.  I had a rough start, restarting a few times to get my bearings, but I think I've got a nice foothold now.  I've begun trapping and taming animals, I have a small military, plenty of food/drink as well as metals.  But I'm beginning to have a few problems.

Mainly, what do I do now?  I haven't dug down too deep, because I have no idea what to do with the things I'm going to find.  I've made a hallway in my mines to fill with traps and the like, just in case something does pop up.

I haven't been attacked by goblins at all, and I'm two years deep, and even have goblins nearby on the main map.  My military is getting antsy.  Also, I haven't had any caravans other than Dwarven ones.  I don't remember embarking on an island, and I'm fairly certain there are humans and elves around.  Is there a way to go back and look at the big map to see exactly where I am?

Most annoyingly, my Dwarves are standing idle instead of picking up the hematite/random stones/logs scattered across the map.  I have stockpiles for them, all Dwarves have hauling labors set to active, some have nothing -but- hauling labors, and stone-hauling is not disabled in the Orders menu.  Also, I'm not seeing miasma, though my Dwarves are still getting sick from it.

I'm using the Lazie Newb Pack, with the spacefox graphics I think.

One more thing, my hunters seem unable to -actually- kill something.  They go hunter, badly injure an animal, run out of ammo and leave.  They've managed to kill maybe two things on their own.  Most of the time I have to send the military out to finish of those pesky giant snails.

Any help/tips/assistance would be much appreciated!  :)
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tj333

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Re: General Assistance Needed :)
« Reply #1 on: June 19, 2015, 08:00:30 pm »

Stones are moved to stock piles with wheel barrow so make sure you make one for each stock pile.

From my experience stealth miasma is usually caused by vermin and spoiled food. I usually place a stockpile for vermin remains and a stock pile for rotten food on the surface or behind two doors if in side.
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NW_Kohaku

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Re: General Assistance Needed :)
« Reply #2 on: June 19, 2015, 08:05:33 pm »

The best way to get a look at the map is to manually copy/paste your save in your save folder, load that copy save, and then retire the fort.  Then, you can go into the embark menu, and hit tab to see what civs are within contact area of your fort.  Also, you can go into legends mode, and get an XML dump and map dump to be able to load something like Legends Viewer or World Viewer. 

Goblins siege MUCH less frequently now, as they are actually running entirely on historic figures, rather than just spawning in infinite goblins ex nihilo every year to feed your iron smelters.  At the same time, they seem to bring things like trolls and cave dragons along much more frequently, and when they do decide to attack, it's with overwhelming numbers, so they can be much more brutal when they do come.


Generally speaking, my first tap into the caverns is done in the first Spring, just to get cave moss growing in the soil floors near the surface, and I wall/floor the entrance to the caverns back up until I'm ready for a better response to it. 

In that image, I have a set of retracting bridges over three ramps that allow access to a trap corridor, a drawbridge that is an "airlock" that shuts off the rest of my fortress. The green things are cage traps.  In that image, I'm just knocking down the walls that open it up, but I have a 1-tile pasture for a guineacock, a wooden door, and I later put in a barrel of booze and a barrel of prepared fish to lure in food-stealer animals.  The bait items draw predators, building destroyers, and food stealers into the corridor of traps.  The three-way passage is a shortcut that tricks roamers into pathing through it.  I gradually added a lot more traps as I kept finding them full at random intervals. 

To catch non-webber FBs, you can set up an UNTAMED GCS (you should catch one soon enough with that setup) to spit webs at a guineacock on a leash over some retracting bridges that open up above some of the cage traps.  ALL non-webbers will fall into cages that are webbed, even FBs!  You can also use the silk for your industry.  See silk farming on the wiki for guidance on how to accomplish this. 

The trick for adding webber FB-proofing to this setup is to add in a pressure plate set to a guineacock's weight behind the guineacock (or just put a pressure plate set to something really heavy in the middle of the passage) and have a closing drawbridge that traps anything that gets to the guineacock inside a drawbridge, where you can hit it with cave-ins, later. 

Repeat this across all the caverns, and you should very quickly be sitting neck-deep in cages of all sorts of exotic caged cave critters ready for taming and breeding programs. 

In fact, do something similar on the surface, as well.  You want a good Titan trap just the same as a FB trap.  Have drawbridges that can lock off all entrances to your fort. (And possibly drawbridges in underground tunnels on opposing ends of the embark you can open/close to send threats pathing back and forth.) Bait animals will lure Megabeasts that have nothing better to do in to eat them, and you can lure them onto GCS-webbed cage traps that way.  Goblin sieges, if you get them, can be more easily handled with marksdwarves and a few weapon and cage traps along with a narrow winding hallway.  Use drawbridge "shutters" in front of your tower to have the capacity to block incoming fire if they bring elite marksgoblins. 

As for hunters, generally speaking, just don't use them.  If you want something dead, use the military, instead.  Animals killed by military are butcherable just the same as hunted animals.  Remember to turn the hunter labor off so that they stop hogging all the ammo and crossbows and don't cause trouble with uniforms when you activate them as military.

If you need help with military and combat, see the following threads:
Melee dwarf training.
Marksdwarf training.
Elaborate trap-crafting.
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NW_Kohaku

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Re: General Assistance Needed :)
« Reply #3 on: June 19, 2015, 08:10:42 pm »

Stones are moved to stock piles with wheel barrow so make sure you make one for each stock pile.

From my experience stealth miasma is usually caused by vermin and spoiled food. I usually place a stockpile for vermin remains and a stock pile for rotten food on the surface or behind two doors if in side.

Vermin no longer cause miasma as of version 0.31, or DF2010. 

Each stockpile can use multiple wheelbarrows.  (Up to 3 per stockpile in vanilla, but DFHack, which is the text box that opens with PyLNP, lets you have any arbitrary number.) The number of wheelbarrows in a stockpile is also the maximum number of laborers that stockpile is allowed to employ at once, so you can use that to throttle how many dwarves are hauling stone at any given point in time, as well.

You can easily make wheelbarrows from wood, so that's fairly easy to do.

Also, if you want to have an easy way to manage how many of a given item you want made, you can use the manager, if you have appointed one ("n" menu) and have given them an office (just a room with a chair and table are enough - the manager and bookkeeper can be the same dwarf, as well).  Just go to u -> m, and then hit q, and start punching in the name of the job, and the number of jobs to do.  You can only do 50 or something in one order, but you can load up infinite successive orders.  Jobs are assigned to valid workshops from West to East if you have more than one and are worried about "personal" workshops assigned through workshop profiles.
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PatrikLundell

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Re: General Assistance Needed :)
« Reply #4 on: June 20, 2015, 02:39:08 am »

Some of this repeats what NW_Kohaku said:

It usually takes more than two years for the first goblin siege to show up. My experience is that the first siege contains exactly 10 creatures, while later ones generally are larger. As opposed to NW_Kohaku, I haven't seen anything exotic in the goblin sieges, just goblins, humans(!), trolls, and ogres.

I suspect the sickness you observe isn't actually from miasma, but from cave adaptation. When dorfs have spent sufficient time underground they get sick by venturing out into the sun (e.g. to collect logs) and paint the map green with vomit (Searching the wiki ()http://dwarffortresswiki.org/index.php/Main_Pag for Cave Adaptation ought to describe the issue).

I'm not sure, but stockpiles with wheelbarrows assigned to them might not generate any hauling unless at least one wheelbarrow is available, and stone stockpiles default to one wheelbarrow, so I'd build a few wheelbarrows and increase the stockpile number of wheelbarrows to a suitable number (I usually go for 3, but if you've got lots of dorfs you can increase the number).

When you dig deeper, you will eventually breach a cavern. They contain roaming groups of more or less nasty critters. Breaching the caverns will also release spores that will cause cave moss to grow in underground soil tiles, as well as spore tree saplings for the types of trees in that cavern. The trees won't mature unless there is at least a 2 tile headroom, though.
I probe for the caverns by digging straight staircases downwards until a message stating that I've found a cavern is provided (or I'm told I've found hot stone, which means I've missed all the caverns and have reached the magma sea). As soon as I've breached a cavern I plug the hole by building an Up only staircase on top of an Up/Down staircase with a stone on it (to speed up the building). I thereafter look at the cavern to plan a controlled breach of it (an airlock design consisting of two raising drawbridges and at least 3 cage traps in between).

Note that once you've breached a cavern, any further breaches of that cavern will NOT generate any message, so take some care when exploring for the other caverns.

Also be aware of a "feature" with Up/Down staircases: they "leak" diagonally downwards, so if building of a staircase is stopped due to "hot stone" you might actually get critters to enter from the still undiscovered magma sea if you don't seal the staircase by building an Up staircase in it. This leakage can also happen if you stop digging and end up with a cavern space diagonally downwards.
Reaching the magma sea and starting magma based smelting, forging, glass making, and pottery is one possible expansion. Building pump stacks to pump magma and water is sure to soak up labor.
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JAFANZ

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Re: General Assistance Needed :)
« Reply #5 on: June 20, 2015, 03:06:47 am »

I'm going to phrase this as a question because my play-style is still heavily influenced by DF2012, since I'm only just coming back to the game: Do stockpiles still need to be at least 1 tile larger than the number of wheelbarrows assigned to work properly?

Also, for the OP, if you don't mind exploits, especially ones that under the current mechanics may not actually be exploits, you should read up on Minecarts (definitely not an exploit, but quite exploitable), & "Quantum StockPiles" (the probably-an-exploit) on the Wiki linked to above.
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JustCallMeBug

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Re: General Assistance Needed :)
« Reply #6 on: June 20, 2015, 03:18:18 am »

Thanks for all the information guys!  I'm going to make the trek downwards for caverns now.

With the stone;  I have plenty of wheelbarrows.  I have several stockpiles (I like to separate certain goods, I.E. logs having their own pile, as well as wooden goods having a separate stockpile), and so, I made several wheelbarrows long ago.  I believe I'm good on them.  Perhaps three dwarves are taking wheelbarrows to pick up the stone and the rest don't access the job due to wheelbarrow usage.

As to the Miasma issue, they're definitely getting disgusted by "Miasma".  It specifically states that in their preferences and whatnot.  It's being created (I do have a double-door system with an underground verminpile), but I'm not seeing the purple gas spreading around.  Maybe it's due to my tileset?

Also, dealing with Vampires.  I know about the "atom-smasher", however in my last embarkment I tried to do that, and all it did was bruise my Vampire's leg.  So I tried smashing him a handful more times (pull the lever, Kronk!)  Then I launched him several yards away and tore an artery, but he stopped bleeding and just laid there on the ground for a few days (I turned off injured hauling so they wouldn't heal him every time he got injured.  I stopped liking that particular embarkment because things were getting messy in general.

Another thing I'm having issues with; I wanted to make my animal pasture all one tile color, so I tried to turn it into a pond and muddy it all up.  I didn't realize there was a spatter of blood in there.  Now it's about 10-pools of blood all over the place.  I've attempted to make a military squad with a few haulers and put them into an active alert/burrow only allowing them to be in the pen, so that they'd use the cleaning labor.  However, when I set that squad active to that alert, they... ignored it.  Not sure what I did wrong?

I've never worked with pumps and whatnot, so any tips there would be super valuable.

Would it be a valuable use of a dwarf to have a Kronk (dedicated lever-puller)?  There was a time in which I was besieged by an Ettin, and I only had my first wave of migrants (so no military).  I tried frantically to close the bridge to my area but the dwarf that was assigned to the job was on the surface, despite there being a couple idle dwarves in the dining room where the lever was.  Luckily, after the Ettin got in he stepped on one of my cage traps (which I then accidentally freed a few days later).

Thanks so much for the help guys!
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JustCallMeBug

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Re: General Assistance Needed :)
« Reply #7 on: June 20, 2015, 03:20:08 am »

Also, for the OP, if you don't mind exploits, especially ones that under the current mechanics may not actually be exploits, you should read up on Minecarts (definitely not an exploit, but quite exploitable), & "Quantum StockPiles" (the probably-an-exploit) on the Wiki linked to above.

What exactly is the "Quantam Stockpile"?  Is that the dump in a 1-square diagonal in the wall?  I know about that one ;)  not sure if it still works, haven't had a reason to use it.
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PatrikLundell

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Re: General Assistance Needed :)
« Reply #8 on: June 20, 2015, 05:58:43 am »

If dorfs claim miasma, they've encountered it. Do you happen to have something dead lying around? Rotting hides?...

You've probably handled the atom smasher "backwards". Instead of placing the vampire under the bridge and then lower it, you placed it on it and flung it away. The other alternative I can think of is that you happened to make a retracting drawbridge rather than a raising one, in which case the vampire will be flung when it closes.

A military squad on alert will patrol it, I believe (I only use civilian alerts), and so won't "work". What you want to do is to create a burrow and then assign selected dorfs to it.

To make a pump stack, I'd recommend reading and re-reading the wiki. Also, I'd start with just a manually cranked pump. You can e.g. create a water loading station that fills a mine cart with water that you then pour at a suitable place. The advantage over a bucket brigade is that a cart carries 2/7 of water, so a single tile pond won't evaporate while filling. With multiple carts and DFHack you can fill several carts, get them hauled to the pond rim, and then get them to dump all at once. All of this requires usage (or abuse) of the route system really intended for mine cart tracks.

Quantum Stockpile: Store all the stuff you want in a single tile. The end result is similar to a single tile Dump zone. A Quantum stockpile consists of a target stockpile that is a single tile, specified to carry at least all the things you want, and specified to "take from links only". Also, barrels, bins, and wheel barrows should be removed.
Beside this you build a Track Stop set to Dump in the direction of the stockpile (DFHack allows you to Query the Track Stop and change dumping later, used above for water dumping, while in vanilla dumping direction is decided on construction and never visible nor changeable). You then create a Route with a Route Stop on top of the Track Stop, enter the Route Stop and remove the departure conditions, and then enter the cart carriage item selection to set up the same set you used for the target stockpile. Then you assign a mine cart to the route. This will cause the mine cart to be hauled to the track stop (abused above for water hauling). When the cart has been placed, I then create an ordinary stockpile just beside it that is specified to hold exactly the items I want to store. The I go back into the Route menu an enter the Route Stop to add a Stockpile Link to the source stockpile (note that you can link to multiple stockpiles, if desired. I do that to have a stone one with wheelbarrows and an "everything else" one without). Stuff gets hauled to the source stockpile, then a load mine cart job is generated, and as soon as the cart is loaded the Track Stop dumps it.

I believe wheelbarrows use up one stockpile tile each, but that with multiple wheelbarrows you may be able to fill it with stuff such that you can't fit the wheelbarrows in. I'm not 100% certain, though.

And, as JAFANZ said, use the wiki. Use it a lot. There is an amazing amount of stuff there.
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NW_Kohaku

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Re: General Assistance Needed :)
« Reply #9 on: June 20, 2015, 10:03:14 am »

Wheelbarrows: You do not need wheelbarrows to make stockpiles work.  Wheelbarrows are useful for hauling heavy things like stones and hauling many things at once, but there is no particular reason you need to haul ammo via wheelbarrow. 

The number of wheelbarrows you assign to a stockpile is the limit on how many dwarves can be assigned to haul things to that stockpile.  Assign just one or two if something is low-priority, like if you don't want too many dwarves out and hauling wood from the surface inside at once. 



Atom Smashing: It gets its name from the fact that nothing at all remains when you do it.  You want to set it up so that there is nowhere the creature can go when you flip the lever.  If you have a long bridge, you want it to come down on the creature, but you can also simply put where the bridge is raised directly against a wall, and they will be squished between the raising bridge and the wall, then, as well.  In my first fort, I also had double-drawbridges at my entrance as a "clapper" that raised into one another to squish goblins.  (Although some would be lobbed diagonally and miss the squishing, but fall into the alligator pits the bridge spanned... hehehehe.)



Quantum Stockpiles: The easiest way to use them is by using minecarts as they are intended for use.  Make them, they make fortresses SO MUCH EASIER.  If you have stockpiles that get full because you are making so much crap, DO NOT just dig out more space to stuff more things in the stockpile.  On that path lies only pointlessly long treks through giant stockpile wastelands.  Either throttle production (idle dwarves are not a bad thing), or set up a simple 2-tile rail track with a track stop and a 1-tile stockpile the track stop dumps into.  You can stuff any arbitrary amount of material into a single tile. 

Quantum stockpiles also significantly reduce your FPS drain due to pathfinding, to the point where it can double or triple your FPS if you have hundreds of thousands of items, and pathfinding is your largest FPS bottleneck.



Magma Forges:  Simple magma forges can be run deep within the earth.  It's a major traffic snarl to have to march down 80 flights of stairs to get to work and back, but you can set up a temporary dining hall, food stockpile, and residential quarters to keep the actual metalworkers down there full-time while haulers bear the brunt of the trek while you set up more permanent solutions to the magma distance problem.

First, find your magma.  You'll probably find it easiest to just open up the lowest caverns, and look for a large block of obsidian that reads as "warm stone" (flashes a yellow * on red background) in the (d)esignation menu.  This is a magma pipe.  It might stretch several floors above the lowest cavern, dig an up/down stair down from above along the outside edge of where you saw the ring of obsidian until you start seeing some obsidian. 

From one z-level above the edge of the obsidian, set up a magma-safe pump whose "draw from" direction is over the magma pipe.  Put a door next to the impassible (output side) side of the pump - doors block magma, just remember to lock it to keep stupid dwarves from trying to open the door to enter the magma stream when you're ready to pump.  Then dig out a trench for where you want to have magma forges powered.

One floor above, make the space where you want to build your magma forges.  Smelters and kilns have an impassible space in the center-North tile, while magma forges have impassible tiles in the center-East and center-West.  So plan out where you want to put those forges, and make sure that the space beneath the impassible tiles has access to magma by digging out the floor beneath that point.  You should probably set up at least two or three smelters and two or three forges.  You might want a couple kilns or glassmakers, as well, if you have glass or fire clay, and are otherwise poor in good resources.  It's a pain to make more, and easy to leave an extra workshop doing nothing, so make an extra. 

If you want to be safe, build something to drain the magma out.  For water, I just use a hatch to an atom-smasher as my drain, but magma usually needs to be pumped out, so you'll need to build another magma-safe pump into a magma-safe atom-smasher to eliminate the magma if you want to eliminate the magma.  I mention it because I consider it good practice to always have a safety kill switch, but you can skip this for simplicity's sake for now.

When you've excavated it all, make sure everyone is out, give the haulers some time to clear away the boulders, (or just forbid the boulders, and hide them), and lock the door to the magma trench when everyone is out.  (Alternately, you can skip the door, and just plain build a wall, which may be safer.) Remember, magma can flow diagonally, so don't let there be any spot where magma can leak. 

Next, channel out the path to the magma pipe to expose the magma.  Then, place a magma-safe grate on top of the tile you channeled to keep magma crabs from killing your dwarves. 

Now, you are ready to pump magma.  This is a simple design, so just pump magma manually.  Yes, they'll be fine. 

When the magma fills the trench, turn off pumping, and channel the tiles you marked for the impassible tiles on the magma smelters and such, and then build your magma workshops on top of those designated areas. 

This setup may look a little complicated in text, but it's really not.  I've set up magma facilities like this in the first Spring, so it takes nearly no effort at all.  I use this to get metal going early in dangerous embarks where I can't postpone metalworking until I get magma up to the surface.



Moving Magma:  It takes considerably more work to get magma to the surface. 

Pump stacks are relatively simple by concept, but a massive undertaking in time and labor in practice.  The wiki covers it.  Pump stacks are the best (and possibly only) way to handle large-scale applications of magma, such as magma flooding traps, but may be too much effort for just getting a magma forge running.  They also murder FPS while operational.

Magma pistons are something of a more "advanced course" but can easily provide enough magma for a few forges fairly early on.  It relies upon exploiting a quirk in cave-in mechanics that makes fluids teleport from the bottom to on top of a wall that is crashing down on top of the pool the magma was in.  This is good for getting small amounts of magma to the surface fairly early in a fortress, so it's good for early forts, but it's also complex conceptually, so you should spend some time working with deliberate cave-ins in a practice fort before you try it "for real".

Magma Minecart tracks are a third option.  Here is a design, but there are several, including on the wiki.  Larix also has a great design that works very efficiently.  These are simpler, faster, and less FPS-murdering than pump stacks, are less confusing than magma pistons, and provide a middle-ground for how much magma it can provide.  You can't flood the world, but you can easily feed any relatively magma-conserving project.



Miasma:  Miasma is generated by rotting dead creatures (not vermin) or creature body parts. 

Miasma generates a "cloud" that looks similar to sand tiles in the default tilesets. (It is hardcoded, so no tileset can change what it looks like.) It also obscures everything else in a tile, so you can't mistake it when you see it.  If you don't know where it's coming from, try looking further up or down in the fortress.

Also, miasma thoughts can persist for a long time (a whole season), so it may be that whatever was rotting has been eliminated already.

The easiest way to handle this is to set up a refuse stockpile outside (no miasma is generated outside), and let dwarves dump stuff out there. 

A slightly more complex, but better way of handling refuse long-term is to create a garbage dump activity zone next to a channel.  They will toss anything marked with "D"umping to be tossed into the channel.  Make the channel several z-levels deep, and at the bottom, set up a small drawbridge within an entirely enclosed space to be an atom-smasher.  Every few months, pull the lever a couple times to operate the "garbage compactor". 

If dwarves are not dumping things, it is because you have no free haulers.  Shame on you.  Turn off some other labors and take some workers off of making things to clean up your fort before you make more junk that ALSO has to be hauled.  Remember: Idlers are a good thing.



Control Rooms: Control rooms are rooms where every lever in the fortress designed to be used more than once is set up.  Either operate it with a vampire that is locked in, or use a noble who you can lock into their room.  If a noble, give them food and booze.  Make one lever control a drawbridge that forces that room closed so NOTHING gets in. 

If it's not a vampire, you might want two dwarves just in case one goes on break (noble consort dwarf, possibly).  Make two levers, each with a profile such that only those dwarves that are dedicated lever-pullers can pull them that aren't connected to anything, and set that lever to be pulled, "DO IT NOW!", to get the pullers in the room.  With the airlock shut, they are ready to follow any lever-pulling commands with no distractions.

This forces a dwarf to have nothing better to do but pull levers. 

Set up stockpiles to put food and drink and possibly also a pick for a total doomsday scenario, as well as beds (not a problem if this is the baron's bedroom, anyway) to keep the pullers happy and fed.  Vampires don't need these luxuries, but making it their bedroom or study and having nice furniture will keep them happy enough admiring their own chairs. 

In the worst-case scenario, this is also a fallout shelter that can outlive the destruction of the rest of your fortress.



I will also put up some design tips, but this post is already monstrously long as it is, so I'm getting bored :P
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
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PatrikLundell

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Re: General Assistance Needed :)
« Reply #10 on: June 20, 2015, 10:36:24 am »

Atom Smashing: Actually, a raising drawbridge atom smashes anything on the "hinge" tile when going up as well.

Magma pipes are not exactly rare, but not common either. Also, it's easier to siphon off magma from the top of the magma sea than to breach a magma pipe and have the magma flow out onto the dwarf (although there is an exploity way to use a bridge to breach magma safely from the side). I would recommend against using a magma pipe in a cavern, because of the dangers of caverns.
I'd use a simpler method to siphon magma off the top of a magma source: Dig a tunnel at the top level of magma up to one tile away from the magma. Dig a corresponding tunnel one level above. Build at least one drawbridge (magma safe) to block access to your magma tunnel by nasty critters (I use two: the inner one for forges, and the outer one for magma loading stations/pump stacks). When done, and the drawbridge is tested, channel the tile at the wall at the end of the tunnel. That will remove the wall tile, but will also open the passage between the tunnel below and the magma. Build a wall to plug the hole in the upper tunnel (again, to keep nasties out).
When your lower tunnel is full (4/7 or more in all tiles), close the drawbridge, channel out holes from the tunnel above (which should be expanded into a workshop) at the location of an unpassable tile of each magma workshop you intend to build, and build your workshops on top. The unpassable tile prevents your dorfs from falling down into the channel, but will NOT prevent critters from passing up diagonally (hence the drawbridge).
I'm not sure a magma unsafe door will keep magma contained, though.
A grate will keep magma crabs out, but they can still spit through, as far as I understand it.

Moving magma can also be done in small amounts by building a magma filling station and have the dorfs haul the magma filled (magma safe) mine cart to the destination (typically a top side workshop, trap, or garbage incinerator).

The problem with vampire lever pullers is that they gradually get slower because of the lack of booze they don't drink. Also, while vampires don't sleep, they still go on breaks (to find someone to drain, even if noone is available).

So, have we now drowned you in (conflicting) information, scaring you away from ever asking anything again ;) ?





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JustCallMeBug

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Re: General Assistance Needed :)
« Reply #11 on: June 20, 2015, 06:18:03 pm »

Hahaha, of course not!  All the information you guys are giving is great, especially compared to the League of Legends forums.  I appreciate all the help, guys!

I'll experiment with all of this stuff, probably have it go horribly wrong and restart :P  it'll be "Fun", as the wiki says.

Eventually I want to try Adventure mode.  It sounds like a ton of fun!
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CyberianK

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Re: General Assistance Needed :)
« Reply #12 on: June 23, 2015, 09:08:37 am »

Small addition to Miasma that happened with me when I started this game:
Always put doors around your kitchen. Same as butcher. Outside works too of course.

My central workspaces did not have many doors. While all my meat and such was properly handled in stockpiles at my Kitchen my cook was making roasts out of teaks, brains and other intestines. For some reason the cook wlaked away during cooking on some other duties. So now the brain was lying there in the middle of the kitchen and rotting and then the miasma flooded multiples levels and big open areas where I had no doors. Doors block miasma.
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Albedo

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  • Menacing with spikes of curmudgeonite.
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Re: General Assistance Needed :)
« Reply #13 on: June 23, 2015, 01:45:27 pm »

... I know about the "atom-smasher", however in my last embarkment I tried to do that, and all it did was bruise my Vampire's leg. ... Then I launched him several yards away...

Nothing only gets "a bruise" from a properly used A-S. You don't want to put the target on the bridge and then throw the lever - that only throws the target (which can be useful for other purposes).  You want the target under where the bridge will appear when you throw the lever. That's when anything* there is simply crushed out of existence.

(* animate or inanimate, anything short of the size of a dragon or forgotten beast)

Easy to set up in short, straight corridor w/ the corridor-length bridge starting @ one end, or at the bottom of a 1-tile pit (w/ a 2-tile bridge @ bottom, smashing the "landing tile"). Start with the bridge up, get your "trash" into the target zone, put 2 "Pull Lever" orders on the control lever - down, up, problem all gone, ready for next trash day.

(If you put a 3x3 zone surrounding a (deep) pit, anything Dumped into that zone will go down the chute. I keep/put walls and diagonals doors (for miasma) around any access to chute (one on each level) and change the zone that's active depending what's being dumped and where. You can also add hatches on levers to stop dumped items on different levels to unload if it's not "trash", while the A-S is at the bottom for that "last stop".)
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