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Author Topic: DF 2012v0.34 question and answer thread  (Read 886567 times)

Lochar

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Re: DF 2012v0.34 question and answer thread
« Reply #5835 on: January 09, 2014, 03:02:26 pm »

Back yet again....

Stockpiling is going to be the death of me.

I am trying to streamline my stockpiles and I think one of my problems is I am having trouble understanding the difference between finished goods vs armor.

I would like to have my clothing broken down to the sub categories IE: vests, cloaks, coats, etc. Lol I have made 2 storage rooms and renamed all my stockpiles but cant seem to get them to do this properly. But since the armor field only has this breakdown, I am assuming it has to do with not being armor, yet I do get occasional clothing items in my armor stockpiles so I guess my understanding of the 2 categories needs help.

Am I consigned to just having general stocks of headwear, legwear, etc. Or is there a way to streamline further? Whats consitutes a finished good sock from an armored 1?
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smjjames

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Re: DF 2012v0.34 question and answer thread
« Reply #5836 on: January 09, 2014, 03:53:32 pm »

Questions regarding the bug with dwarves leaving patients in the traction bench.

Do I have to deconstruct the bench EVERY time and how do I know when the injury that required the traction bench is healed enough to not need it?
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #5837 on: January 09, 2014, 04:48:16 pm »

I do get occasional clothing items in my armor stockpiles so I guess my understanding of the 2 categories needs help.

Am I consigned to just having general stocks of headwear, legwear, etc. Or is there a way to streamline further? Whats consitutes a finished good sock from an armored 1?
Your dwarves might be taking their clothes off in your armour stockpile.

A finished goods sock is clothing, and an armoured sock is armour. Clothing vs. armour is determined in the raws for a particular clothing item, with the armour items having an ARMORLEVEL of 1 or more. In-game, armour items are ones that your civilians will never wear unless ordered to via the military interface.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #5838 on: January 09, 2014, 05:35:09 pm »

Questions regarding the bug with dwarves leaving patients in the traction bench.

Do I have to deconstruct the bench EVERY time and how do I know when the injury that required the traction bench is healed enough to not need it?

It's definitely not needed every time.  I just had someone come out of one like normal.  Not sure what triggers the bug.

As for knowing when they're healed enough to not need it, the best thing I can say is to look at their health screen.  I'm pretty sure once the bone is no longer "smashed open" or "torn open" they're healed enough to be removed from traction.
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Through pain, I find wisdom.

Lochar

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Re: DF 2012v0.34 question and answer thread
« Reply #5839 on: January 09, 2014, 07:06:43 pm »


Your dwarves might be taking their clothes off in your armour stockpile.

A finished goods sock is clothing, and an armoured sock is armour. Clothing vs. armour is determined in the raws for a particular clothing item, with the armour items having an ARMORLEVEL of 1 or more. In-game, armour items are ones that your civilians will never wear unless ordered to via the military interface.

That makes sense, I guess was getting thrown off by a few things. 1 above mentioned, 2 traders have armor and reg wear under same generic headers as finished goods. Also why finished goods has an armor category was confusing as well.

This playthrough might be ending anyways, I thought I did good repelling a huge goblin invasion but now have a dragon showing up, not sure how thats going to go. Anyways thnx for the tips.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #5840 on: January 09, 2014, 07:36:11 pm »

dragons are actually quite weak in general

First of all, they don't fly, so keeping them out of important areas using raising bridges is easy. Secondly, they are not trap-avoid, so a simple cage trap will capture it and weapon traps will most likely seriously injure it. Quite important too is the fact that dragons start out roughly the size of a dog and take several hundred years of growing before reaching an even moderately dangerous size. The fire breath can be a terror, but a little skill with a shield (and an actual shield) provide a lot of protection against it. The few times I captured and tamed a dragon and I set it to fight goblins, it go totally slaughtered.
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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 #5841 on: January 09, 2014, 08:13:23 pm »

How does that work with FB extract and the like? I tried dragging an extract-covered corpse through the trench, but the lethal extract remained frozen. ::)

I don't know whether walking through water has any effect on hauled items.  It may only work on equipped clothing/armor/weapons.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Uggh

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Re: DF 2012v0.34 question and answer thread
« Reply #5842 on: January 10, 2014, 05:50:14 am »

Does falling water (not falling into water) do damage and if so, which kind of damage?
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #5843 on: January 10, 2014, 06:42:43 am »

I don't think so, not unless it's in a bucket
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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.

Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #5844 on: January 10, 2014, 02:17:26 pm »

Falling water from a waterfall or mist generator or whatever doesn't do damage. Water shotgunned from a minecart can do damage, but I think that only applies to water when it's launched horizontally.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

TerryDactyl

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Re: DF 2012v0.34 question and answer thread
« Reply #5845 on: January 10, 2014, 04:56:26 pm »

My cat stepped on the keyboard and now my game displays in ugly truetype font. How do I switch back?

smjjames

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Re: DF 2012v0.34 question and answer thread
« Reply #5846 on: January 10, 2014, 05:16:11 pm »

My cat stepped on the keyboard and now my game displays in ugly truetype font. How do I switch back?

F12 toggles the truetype font rendering.
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ZeroMcUrist

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Re: DF 2012v0.34 question and answer thread
« Reply #5847 on: January 10, 2014, 10:29:17 pm »

After reading about dragons and that they lack a [CHILD] tag and thus do not reproduce in-game, I decided to gen up a new world with dragons having [CHILD:1] I assume this will allow them to reproduce like rocs or practically any other animal can. Now all I have to do is collect a breeding pair, I assume?

Secondary odd question: On the off chance I collect two dragons of opposite genders, and one of the dragons is the child of the other, they WOULD still reproduce, correct?
(Looked in legends mode and saw a live male dragon (Most in my world appear to be female, and dead.) I saw said dragon has a daughter, and it got me thinking.)
« Last Edit: January 10, 2014, 10:33:10 pm by ZeroMcUrist »
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #5848 on: January 11, 2014, 01:15:49 am »

dragons reproduce in world gen just fine without the tag. You didn't need to gen a new world, edited creature raws in the save can affect your fort. In the case of child tags it would have taken effect the next time you started the save you edited. Other things that take effect without regen: Max age, age of adulthood, no. of eggs, reactions and items. Probably more, but these are some I can think of now.
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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.

Putnam

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Re: DF 2012v0.34 question and answer thread
« Reply #5849 on: January 11, 2014, 05:33:15 pm »

Most creature modifications work without regen.
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