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Author Topic: DF 2012v0.34 question and answer thread  (Read 887073 times)

MasterN

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Re: DF 2012v0.34 question and answer thread
« Reply #3510 on: December 12, 2012, 04:11:34 am »

Haul up some magma with some minecarts and dump it to form a dam across the top edge of the waterfall. The water should quickly fill up above it while it drains away below it. Note that you will get a fair bit worse FPS during the draining/filling process (due to the increased number of non-7/7 tiles) but afterwards it should speed up to faster then it was before.
AWW... dammit. Make obsidian. Why didn't I think of that?...
Thank you.
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Fluoman

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Re: DF 2012v0.34 question and answer thread
« Reply #3511 on: December 12, 2012, 04:33:46 am »

Side view:
Code: [Select]
EE.
EAW
.WB
Top view, Z:
Code: [Select]
.W.
.WB
.W.
Top view, Z+1:
Code: [Select]
E.W
EAW
E.W
E is empty space, W for wall, . for floor.

In the situation described above, can an invader cross from point A to point B? Invaders being FB, flyers and ambushers/siegers.
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"hey, look, my left hand! It's only bones now, gosh, has it been that long since that cave dragon bit it off?"

RtDs!

bigbru

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Re: DF 2012v0.34 question and answer thread
« Reply #3512 on: December 12, 2012, 05:33:33 am »

Thanks for your answer XXSockXX, i'm coming with some more questions :

1) I trapped some wild animals with my cage traps, do i have something to do to rearm my traps ? how do i evacuate the creatures in the cages ?

2) After i made a dump zone for stones, all my dwarf stopped to clean the thrash (to myrefuse pile outside) and my fortress was full of dead rats. Suddenly when a wave of migrants arrived they all started to clean the floor again (the old and new dwarfs), what happened ? I didn't touch any of the task assigned to my dwarf so i don't know why this happened.
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XXSockXX

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Re: DF 2012v0.34 question and answer thread
« Reply #3513 on: December 12, 2012, 05:41:53 am »

1. Your dwarfs will automatically reload the traps with a new cage, if you have enough cages to do so.
There are 2 ways to release animals from a cage: you can assign the animal to a Pasture or Pit zone. You can also build the cage, build a lever, connect it to the cage and pull the lever to open the cage.
If you assign the animal to a zone you might want to tame it first (by assigning a trainer under z -Animals) depending on what you intend to do with it.

2. Probably all your dwarfs were busy dumping the stones. When they were done and you got more idlers they went to cleaning again.
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XXSockXX

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Re: DF 2012v0.34 question and answer thread
« Reply #3514 on: December 12, 2012, 05:49:00 am »

In the situation described above, can an invader cross from point A to point B? Invaders being FB, flyers and ambushers/siegers.

No, if I understand your diagram correctly.
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bigbru

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Re: DF 2012v0.34 question and answer thread
« Reply #3515 on: December 12, 2012, 07:18:46 am »

Quote
1. Your dwarfs will automatically reload the traps with a new cage, if you have enough cages to do so.
There are 2 ways to release animals from a cage: you can assign the animal to a Pasture or Pit zone. You can also build the cage, build a lever, connect it to the cage and pull the lever to open the cage.
If you assign the animal to a zone you might want to tame it first (by assigning a trainer under z -Animals) depending on what you intend to do with it.

2. Probably all your dwarfs were busy dumping the stones. When they were done and you got more idlers they went to cleaning again.

Thanks for the answers.

About the cages, if there is some hostile creature in it, is there a way to kill them ou keep them in something like a prison ?

About the 2nd question most of my dwarf had the status "no job" that why i didn't know why they stopped working.
« Last Edit: December 12, 2012, 11:06:05 am by bigbru »
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XXSockXX

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Re: DF 2012v0.34 question and answer thread
« Reply #3516 on: December 12, 2012, 07:28:02 am »

About the cages, is there is some hostile creaturein it, is there a way to kill them ou keep them in something like a prison ?

About the 2nd question most of my dwarf had the status "no job" that why i didn't know why they stopped working.

You can't kill anything as long as it is in a cage (with the exception that dwarfs and grazers will just starve), except if you atomsmash the cage.
You might however be interested in this:
http://dwarffortresswiki.org/index.php/Mass_pitting
and this:
http://dwarffortresswiki.org/index.php/DF2012:Cage#How_to_disarm_hostiles_in_cages

As for the jobs - no idea, but some jobs have a lower priority than others and it can take a while for a dwarf to actually start a task.
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vjek

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Re: DF 2012v0.34 question and answer thread
« Reply #3517 on: December 12, 2012, 10:59:14 am »

...
About the cages, is there is some hostile creaturein it, is there a way to kill them ou keep them in something like a prison ? ...

If I remember correctly, the last time I had something REALLY dangerous in a cage, I dropped the entire cage into the magma sea.  Worked like a charm, especially with wooden/copper cages. 
You can, however, make a zoo with caged creatures, if you desire.  Particularly valuable creatures in a zoo can be a source of good thoughts for some dwarves, in particular if they have a uh  ... preference for those ... creatures.

Ploder

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Re: DF 2012v0.34 question and answer thread
« Reply #3518 on: December 12, 2012, 02:16:26 pm »

Fort's in its second year at a population of 83 dwarves. Out of nowhere, got a report that one of my miners had been found dead. Zoomed in, and there he was, dead as a doornail in a pool of blood, in the middle of one of my big farms, which, at the time, was being attended by four farmers. Checked the announcements; there's a string of "urist mcminer is fighting!" as well as a couple of reports that one of my war dogs was also fighting. However, these announcements contain no detailed combat report.

How would I go about determining the nature of this poor miner's death?
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FuzzyZergling

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Re: DF 2012v0.34 question and answer thread
« Reply #3519 on: December 12, 2012, 02:29:58 pm »

Fort's in its second year at a population of 83 dwarves. Out of nowhere, got a report that one of my miners had been found dead. Zoomed in, and there he was, dead as a doornail in a pool of blood, in the middle of one of my big farms, which, at the time, was being attended by four farmers. Checked the announcements; there's a string of "urist mcminer is fighting!" as well as a couple of reports that one of my war dogs was also fighting. However, these announcements contain no detailed combat report.

How would I go about determining the nature of this poor miner's death?
Is there anything in the [r]eports menu?
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Ploder

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Re: DF 2012v0.34 question and answer thread
« Reply #3520 on: December 12, 2012, 02:34:25 pm »

Wow. He was fighting one of my marksdwarves from a squad. What the hell?! Fort happiness is in great shape! Content and up! No strange moods gone bad either.
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Ploder

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Re: DF 2012v0.34 question and answer thread
« Reply #3521 on: December 12, 2012, 02:36:09 pm »

Just checked my justice screen: it's being treated as a murder, with several witnesses naming the marksdwarf.

I've never had a straight-up murder in my fort. Does this just happen? Is this a grudge gone bad?
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greycat

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Re: DF 2012v0.34 question and answer thread
« Reply #3522 on: December 12, 2012, 03:45:00 pm »

About the cages, if there is some hostile creature in it, is there a way to kill them ou keep them in something like a prison ?

The cage they're in is already something like a prison, right?  If you want the cage to be moved (with the creature still in it), you can order it to be "built" as furniture (b j).
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bigbru

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Re: DF 2012v0.34 question and answer thread
« Reply #3523 on: December 13, 2012, 12:25:47 am »

Thanks greycat that's exactly what i was looking for.

After i moved the cages how can i rearm my traps ? i builded cages but my dwarf are doing nothing with them, how can i tell them to rearm my traps ?

Additionnal question :

I've made a garbage/dump zone in a room to stock all my stone, i marked a lot of stone with "k" to dump but none of my dwarf are moving them while like 20 of my dwarf are idling ! What have i done wrong ?
« Last Edit: December 13, 2012, 12:31:38 am by bigbru »
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FuzzyZergling

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Re: DF 2012v0.34 question and answer thread
« Reply #3524 on: December 13, 2012, 02:08:44 am »

Mechanics should automatically reload the traps.
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