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Author Topic: DF 2012v0.34 question and answer thread  (Read 886980 times)

Larix

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Re: DF 2012v0.34 question and answer thread
« Reply #4545 on: May 06, 2013, 04:11:50 am »

The 'base' material for a mood is only listed once in the desired items list, but a dwarf will randomly want one to three items of the type. In the case of a bone carver, that's bones (not 'skeleton' items, but '<creature> bone [4]' or some other number); the same holds for the respective base materials of other mood types - clothing moods will only mention their 'base' cloth once, but will actually want one to three bolts of it.
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Porpoisepower

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Re: DF 2012v0.34 question and answer thread
« Reply #4546 on: May 06, 2013, 10:33:50 am »

It was still weird because I had several bone stacks in my refuse pit... Or are you saying my Carver wanted two stacks of yak bones, not just two stacks of bones?
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That's what DF needs, The gutbuster brigade.  Screw that elf and his cat. Thibbledorf Pwent is the real hero.

Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #4547 on: May 06, 2013, 10:56:08 am »

he should have been fine with any bone afaik. It might be that the other bone 'stacks' are left over fragments from crafting stuff like bolts or otherwise impossible to use
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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.

oxiboost

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Re: DF 2012v0.34 question and answer thread
« Reply #4548 on: May 06, 2013, 10:10:46 pm »

No, the hammerer has his/her own squad, I'm pretty sure. Just open up his/her squad and use the equipment screen there.
Well then, I'm lost. The only squad I see in the military menu is the one I created with my militia commander (he's the only one in the squad.)

Have you appointed a hammerer or captain of the guard yet?
A hammerer, yes. I don't have the captain of the guard noble available yet, but I assigned the same dwarf both to the hammerer and the sheriff. Am I doing something wrong?
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #4549 on: May 07, 2013, 03:11:36 am »

I'm pretty sure I read somewhere that that causes some problems. I forgot what it was and can't find it right now, but I do remember that there was something with a hammerer being the capt of the guard (or sheriff) as well
« Last Edit: May 07, 2013, 03:16:29 am by Garath »
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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.

slothen

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Re: DF 2012v0.34 question and answer thread
« Reply #4550 on: May 07, 2013, 09:52:45 am »

can liquid flow push items or creatures up or down z-levels, specifically through a floor-grate or even down a staircase?
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
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"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

monk12

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Re: DF 2012v0.34 question and answer thread
« Reply #4551 on: May 07, 2013, 10:26:35 am »

can liquid flow push items or creatures up or down z-levels, specifically through a floor-grate or even down a staircase?

Definitely yes on the staircase (which can be fatal if the staircase is deep enough.) IIRC Floor Grates should stop both creatures and items, but I remember there being a bug in the past where items could wash through sometimes.

thistleknot

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Re: DF 2012v0.34 question and answer thread
« Reply #4552 on: May 07, 2013, 12:54:05 pm »

I asked a question here about farming, but it hasn't been answered.

Quote
Hot biome: low # of alcohol being produced.  I have cave wheat, plump helmets, and cave wheat being produced just 1 z level below surface, I started a few more maybe 2-3 levels below as well.  It seems to be very low output from these farms...  I was wondering would a hot biome have any affect on underground crops?  I'm fertilizing these crops too.

Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #4553 on: May 07, 2013, 04:03:26 pm »

Biome temperature has no effect as far as I know (aside from it somehow being past the heat damage point or below the cold damage point).  Your farmers must just be low skill level?
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slothen

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Re: DF 2012v0.34 question and answer thread
« Reply #4554 on: May 07, 2013, 07:25:41 pm »

1.   What does the option "allow citizens" do for coffins?  Is it possible to bury non-citizens?  I'm guessing non-citizen dwarfs?

2.  I use LNP with phoebus.  I sometimes text or symbols on the menu are blacked out in some kind of graphics glitch.  Any way around this?
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

Trif

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Re: DF 2012v0.34 question and answer thread
« Reply #4555 on: May 07, 2013, 07:39:25 pm »

  • Non-citizen dwarfs can't be buried as far as I know (which would only concern abducted dwarfs who return as honorary goblins). This option just "opens" the coffin for burial, if you don't enable it the coffin won't be used.
  • Press F12 to disable TrueType, that works for a short time. If you want to avoid the problem, use an ASCII tileset.
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LordBaal

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Re: DF 2012v0.34 question and answer thread
« Reply #4556 on: May 07, 2013, 07:48:20 pm »

Now that the old dwarf therapist has come back to be supported, which one should I use now? The branched? The original (old)?
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monk12

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Re: DF 2012v0.34 question and answer thread
« Reply #4557 on: May 07, 2013, 09:48:07 pm »

1.   What does the option "allow citizens" do for coffins?  Is it possible to bury non-citizens?  I'm guessing non-citizen dwarfs?

Basically, once you build a coffin it can just hang out until you assign it to a specific (living) dwarf as a tomb (like making a bedroom and assigning it to someone,) or you can check the "allow citizens" option to allow any old dead guy to be buried there (much like making a free bedroom, first come first served.)

zooeyglass

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Re: DF 2012v0.34 question and answer thread
« Reply #4558 on: May 08, 2013, 03:17:50 am »

1.   What does the option "allow citizens" do for coffins?  Is it possible to bury non-citizens?  I'm guessing non-citizen dwarfs?

worth adding: if the undead invade, and there are zombie dwarves, your dwarves will choose to bury their dwarf corpse corpses in coffins that are allowed for citizens once you've dealt with them, which can start filling up your masterful crypt with unnamed bodies, if you're not careful. Some people don't care; personally, I have some separate stone coffins hidden away for pets and zombie dwarf corpses. I want to bury those poor damned zombie dwarves, just not in my swanky mausoleum....
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slothen

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Re: DF 2012v0.34 question and answer thread
« Reply #4559 on: May 09, 2013, 08:49:54 am »

when embarking on a terrifying region, what information is available regarding curses (only kind is reanimation, right?) and evil weather?  Do I just embark and see what happens?
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku
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