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Author Topic: DF 2012v0.34 question and answer thread  (Read 881588 times)

Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1770 on: May 15, 2012, 09:56:12 am »

if it was on the surface and a claystone tile, it can't get grass or anything and can't change to sand, I think. If you have grazing animals, these can clear grass away at a high rate
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Funiculus

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Re: DF 2012v0.34 question and answer thread
« Reply #1771 on: May 15, 2012, 10:18:20 am »

Is there any way to create a clay stockpile?  A fair bit of my clay is outside my fort and I'd like to speed production.  I keep trying to set a custom stockpile, but it won't let me set to just clay forms (or coal for that matter).  I can set a general stone stockpile, but that's a bit too random and eventually what little clay/ kaolonite, etc that's there gets used and odds are my dwarves replace itvwith other sorts of stone.
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Werdna

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Re: DF 2012v0.34 question and answer thread
« Reply #1772 on: May 15, 2012, 12:45:27 pm »

Is there any way to create a clay stockpile?  A fair bit of my clay is outside my fort and I'd like to speed production.  I keep trying to set a custom stockpile, but it won't let me set to just clay forms (or coal for that matter).  I can set a general stone stockpile, but that's a bit too random and eventually what little clay/ kaolonite, etc that's there gets used and odds are my dwarves replace itvwith other sorts of stone.

Simply create a stone stockpile.  Afterwards, hover over it and hit (q), then go into the (s)ettings.  Go to stone, and disable all of the various subtypes: Metal, Economic, etc.  Leave Clay enabled however.  There is a bug in 34.07 that sometimes makes it so Clay looks disabled, but it is actually permanently enabled; I don't know if this is still true in 34.08.  You want to leave Clay enabled. 

Clay may still accumulate in your other stone stockpiles, you can change their (s)ettings to disable Clay; or if the bug is present, you can do (q) on your new clay stockpile, and tell it to (t)ake from the assorted stone stockpile that you want to remove the clay from.
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barkalot

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Re: DF 2012v0.34 question and answer thread
« Reply #1773 on: May 15, 2012, 02:58:46 pm »

So I added the fortress defense mode for 34.07 with 0.34.08, and now I don't have minecarts or wheelbarrows.  How can I add them back in?

The only thing I can imagine was overwriting entity_default.txt with the older version.  I tried adding the old one back and restarting the game, but still nothing.  Do I have to gen a new world or just start a new fort?
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1774 on: May 15, 2012, 03:50:43 pm »

you can check in the changelog in the df folder what changes were made to the files you can access, and see if that fixes it
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

KrazyDocK

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Re: DF 2012v0.34 question and answer thread
« Reply #1775 on: May 15, 2012, 07:54:51 pm »

Is there any way to create a clay stockpile?  A fair bit of my clay is outside my fort and I'd like to speed production.  I keep trying to set a custom stockpile, but it won't let me set to just clay forms (or coal for that matter).  I can set a general stone stockpile, but that's a bit too random and eventually what little clay/ kaolonite, etc that's there gets used and odds are my dwarves replace itvwith other sorts of stone.

Since you mention "coal": "charcoal" and "coke" are stored on "bar/block" stockpiles.  Now, "bituminous coal" is a stone and my guess is it would be in the Economic subtab of the stone stockpile.
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Andrew425

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Re: DF 2012v0.34 question and answer thread
« Reply #1776 on: May 15, 2012, 09:45:39 pm »

It says on the wiki that I don't have to feed my pigs.

Though it does mention that pastures.

Will they die if I keep them in my meeting hall?
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ab9rf

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Re: DF 2012v0.34 question and answer thread
« Reply #1777 on: May 15, 2012, 09:54:44 pm »

It says on the wiki that I don't have to feed my pigs.

Though it does mention that pastures.

Will they die if I keep them in my meeting hall?
Only when one of your dwarfs has a tantrum and decides to dropkick it into the wall.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1778 on: May 16, 2012, 12:17:29 am »

in other words, no. It doesn't have the grazer tag so will be fine, just like dogs and such
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Tirion

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Re: DF 2012v0.34 question and answer thread
« Reply #1779 on: May 16, 2012, 03:03:04 am »

Is it just me, or .08 became much more laggy in adv mod?
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1780 on: May 16, 2012, 07:41:02 am »

ask around in adv mode, I got my hands full with dwarf mode
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

DTF

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Re: DF 2012v0.34 question and answer thread
« Reply #1781 on: May 16, 2012, 01:03:51 pm »

A migrant went directly 'Strange Mood' and asked for shells which I couldnt provide. I walled him in his workshop and he has eventually gone missing i.e. dead.
He died in a sort of 'interim' part of my fortress, which I didnt intend to use for long anyway until the rest was properly mined, etc and thus left him there. A slab is ready.
Will the other dwarves (especially his wife and 13746 kids) know of his death and thus suffer bad thoughts if I recover his corpse? As of now noone is bothered about him missing.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1782 on: May 16, 2012, 01:04:42 pm »

they'll get upset as soon as he is confirmed dead, I think
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

monk12

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Re: DF 2012v0.34 question and answer thread
« Reply #1783 on: May 16, 2012, 01:27:16 pm »

And as I recall, after awhile he'll be presumed dead, especially if his ghost shows up.

Thatdude

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Re: DF 2012v0.34 question and answer thread
« Reply #1784 on: May 16, 2012, 03:00:35 pm »

When ever one of my dwarves get injured, they're taken to the hospital and diagnosed all fine. However, when it comes to cleaning them, my doctors just pick up a bucket, fill it at the water source and just stand there after holding a filled bucket next to the water source, not going anywhere or doing anything.
I've tried deconstructing the bed under the patient and moving them to another, I've also tried moving the patient right next to the water source. I've made the source as a well, an zone water source and without any water source (just relying on the dwarf to find water on his own). Nothing works.
Any suggestions?
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