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Author Topic: DF 2012v0.34 question and answer thread  (Read 890153 times)

vorpal+5

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Re: DF 2012v0.34 question and answer thread
« Reply #1215 on: April 10, 2012, 02:54:40 pm »

Because we can only report bugs with Mantis, meaning you have to browse hundreds of pages to be sure it has not been reported. But yes, it was a bit of a rhetorical question I guess  ;)
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Dewar

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Re: DF 2012v0.34 question and answer thread
« Reply #1216 on: April 11, 2012, 04:56:30 pm »

Hmm, I have a 2x2 up/down staircase that I've built hatches to block out the caverns, but Elk Birds keep finding a way up. Do hatches not block staircases properly? My dwarves can't seem to path down there.
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Sphalerite

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Re: DF 2012v0.34 question and answer thread
« Reply #1217 on: April 11, 2012, 05:12:06 pm »

Did you lock the hatches?
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Dewar

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Re: DF 2012v0.34 question and answer thread
« Reply #1218 on: April 11, 2012, 05:58:07 pm »

Ah, I was treating them like Floodgates, not like doors. That explains a lot.
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beefsupreme

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Re: DF 2012v0.34 question and answer thread
« Reply #1219 on: April 11, 2012, 06:52:19 pm »

If I delete the child and baby tags from dwarfs in the raws, will babies come out peasants immediately ready to work or will they not be born at all?
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Sphalerite

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Re: DF 2012v0.34 question and answer thread
« Reply #1220 on: April 11, 2012, 07:12:34 pm »

If you delete the baby tag, dwarves will be born as children.  If you delete the child tag, they won't be born at all.  CHILD is needed for a creature to be able to reproduce, but BABY is not.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

vorpal+5

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Re: DF 2012v0.34 question and answer thread
« Reply #1221 on: April 12, 2012, 02:11:11 am »

Is cage trap the ultimate weapon again zombies that keep reanimating even when I bring them down again and again? I have a part of my map which is not evil biome, perhaps I can open the cage  their and kill them once and for good? Otherwise I'm stuck. There are more and more zombies roaming the surface (80% being evil biome), they keep accumulating (caravans, lost dwarves, goblins, various animals etc.) and I fear I'll be overwhelmed one day.
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Gobbopathe

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Re: DF 2012v0.34 question and answer thread
« Reply #1222 on: April 12, 2012, 04:34:43 am »

Is there a simple way of constructing flux stone blocks in masonry without having to mass forbid any other stone in my fortress ?
Simply to store flux stone blocks in bins close to my steel industry instead of having a quantum stockpile by dumping it.
The mass forbid solution avoid me to craft in parallel stuff from other stone from instance, etc...
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1223 on: April 12, 2012, 06:07:06 am »

Is cage trap the ultimate weapon again zombies that keep reanimating even when I bring them down again and again? I have a part of my map which is not evil biome, perhaps I can open the cage  their and kill them once and for good? Otherwise I'm stuck. There are more and more zombies roaming the surface (80% being evil biome), they keep accumulating (caravans, lost dwarves, goblins, various animals etc.) and I fear I'll be overwhelmed one day.

that should work, or release them at an atom smasher
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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.

greycat

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Re: DF 2012v0.34 question and answer thread
« Reply #1224 on: April 12, 2012, 07:06:05 am »

Is there a simple way of constructing flux stone blocks in masonry without having to mass forbid any other stone in my fortress ?
Simply to store flux stone blocks in bins close to my steel industry instead of having a quantum stockpile by dumping it.

Note that blocks made out of flux materials cannot be used in the production of pig iron or steel.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Gobbopathe

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Re: DF 2012v0.34 question and answer thread
« Reply #1225 on: April 12, 2012, 07:10:54 am »

Dammit, thanks
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vorpal+5

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Re: DF 2012v0.34 question and answer thread
« Reply #1226 on: April 12, 2012, 09:06:36 am »

In gamelog.txt, any possibility to have the name (or nickname) of the dwarf instead of his profession? This is not discriminating enough for combats.
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MenacesWithSpikes

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Re: DF 2012v0.34 question and answer thread
« Reply #1227 on: April 12, 2012, 02:43:32 pm »

Ideal weapons to make out of silver?

I think silver warhammers are great, but what about maces?  Bolts? Crossbows?
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Leave anything to chance, eventually the RNG will roll a 1 and everything will erupt in a fountain of magma and vomit.

FuzzyZergling

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Re: DF 2012v0.34 question and answer thread
« Reply #1228 on: April 12, 2012, 03:26:24 pm »

Ideal weapons to make out of silver?

I think silver warhammers are great, but what about maces?  Bolts? Crossbows?
Any blunt weaponry, and also bolts.
Crossbows can't be made from silver.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #1229 on: April 12, 2012, 03:53:48 pm »

In gamelog.txt, any possibility to have the name (or nickname) of the dwarf instead of his profession? This is not discriminating enough for combats.

if they get a few kills they get a name which will be displayed
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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.
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