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Author Topic: DF 2012v0.34 question and answer thread  (Read 879255 times)

Telgin

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Re: DF 2012v0.34 question and answer thread
« Reply #5865 on: January 17, 2014, 11:13:51 pm »

Actually, now that I think about it, removing the tag [HAS_NERVES] or whatever it's called might fix dwarves that already have nerve damage.  I've never tried it though.
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WanderingKid

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Re: DF 2012v0.34 question and answer thread
« Reply #5866 on: January 18, 2014, 02:08:36 am »

Alright, this may seem like a silly question but it's driving me nuts and I can't quite figure out how to avoid the issue.

Have sand layer.  Simple enough, GLASS!  Busted caverns.  Simple enough, TREES!

Moss and trees on sand... no glass!  Well, crap.

So, how the heck do I keep a sand layer/area clear of crap growing in it and not letting me collect sand?

fortydayweekend

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Re: DF 2012v0.34 question and answer thread
« Reply #5867 on: January 18, 2014, 04:24:27 am »

Alright, this may seem like a silly question but it's driving me nuts and I can't quite figure out how to avoid the issue.

Have sand layer.  Simple enough, GLASS!  Busted caverns.  Simple enough, TREES!

Moss and trees on sand... no glass!  Well, crap.

So, how the heck do I keep a sand layer/area clear of crap growing in it and not letting me collect sand?

Would a few grazing animals eat enough moss for you to collect sand?



Sure this has been asked before but I can't find it anywhere, I've just got my third immigrant wave with total 46 dwarves now, with not a single baby or child among them. Youngest fort member is 21. I haven't touched any of the settings or used any mods, just a few basic DFhack commands. Is this normal? It's the first time I've ever seen it and this is maybe my 6th or 7th fortress... not that I'm complaining at all but is there an explanation for it?
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peridot

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Re: DF 2012v0.34 question and answer thread
« Reply #5868 on: January 18, 2014, 04:26:11 am »

Alright, this may seem like a silly question but it's driving me nuts and I can't quite figure out how to avoid the issue.

Have sand layer.  Simple enough, GLASS!  Busted caverns.  Simple enough, TREES!

Moss and trees on sand... no glass!  Well, crap.

So, how the heck do I keep a sand layer/area clear of crap growing in it and not letting me collect sand?

This seems perverse, but dwarves can somehow dig sand out from under a paved road, which conveniently prevents moss and trees from growing. Dirt roads zap the moss and trees only once per designation but are less puzzling. Half my fort is built from the sand under two paved road tiles.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #5869 on: January 18, 2014, 05:40:59 am »

my dorfs have no problem digging up sand from beneath a layer of moss. Bushes and trees may be a different problem, but moss not so much
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ancistrus

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Re: DF 2012v0.34 question and answer thread
« Reply #5870 on: January 18, 2014, 07:28:53 am »

Alright, this may seem like a silly question but it's driving me nuts and I can't quite figure out how to avoid the issue.

Have sand layer.  Simple enough, GLASS!  Busted caverns.  Simple enough, TREES!

Moss and trees on sand... no glass!  Well, crap.

So, how the heck do I keep a sand layer/area clear of crap growing in it and not letting me collect sand?

Would a few grazing animals eat enough moss for you to collect sand?



Sure this has been asked before but I can't find it anywhere, I've just got my third immigrant wave with total 46 dwarves now, with not a single baby or child among them. Youngest fort member is 21. I haven't touched any of the settings or used any mods, just a few basic DFhack commands. Is this normal? It's the first time I've ever seen it and this is maybe my 6th or 7th fortress... not that I'm complaining at all but is there an explanation for it?

My guess is that the civilization population cap was reached during worldgen, so the birth rate went way down.
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Blue_Dwarf

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Re: DF 2012v0.34 question and answer thread
« Reply #5871 on: January 18, 2014, 09:25:03 am »

Alright, this may seem like a silly question but it's driving me nuts and I can't quite figure out how to avoid the issue.

Have sand layer.  Simple enough, GLASS!  Busted caverns.  Simple enough, TREES!

Moss and trees on sand... no glass!  Well, crap.

So, how the heck do I keep a sand layer/area clear of crap growing in it and not letting me collect sand?

Costructing a floor grate over the sand collection spot is the most elegant solution to that.
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Legless

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Re: DF 2012v0.34 question and answer thread
« Reply #5872 on: January 18, 2014, 10:01:35 am »

Beards, I'm going to start another boring megaproject above ground. And I don't want to see green snouts for two-three starting years. I know, enemies can be disabled in d_init, but after some time, I would turn them on. But before I should ask, is turning off invaders permanent?
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Urist Imiknorris

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Re: DF 2012v0.34 question and answer thread
« Reply #5873 on: January 18, 2014, 10:29:41 am »

No.
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Lochar

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Re: DF 2012v0.34 question and answer thread
« Reply #5874 on: January 18, 2014, 12:15:23 pm »

Is the justice thing bugged?

I have been noticing jail time for violating a production ban, but I never see those, just export bans.

Now I just had a guy beaten to death with hammer for the offense....Seems a bit harsh, and all he did was follow production orders.
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Larix

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Re: DF 2012v0.34 question and answer thread
« Reply #5875 on: January 18, 2014, 05:23:39 pm »

There are no production bans, those are production mandates - they require the specified products to be made. If you _don't_ make the three traction benches or whatever, a dwarf will get punished.

Export bans can also be violated by accident. The violation is checked when the wares leave the map, not when the trade is made. So it can happen that you sell some mugs to the caravan, the caravan starts packing their stuff, _then_ the mayor or countess decides to ban the export of mugs. After the caravan leaves, everyone who brought a mug to the depot will get punished.
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Garath

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Re: DF 2012v0.34 question and answer thread
« Reply #5876 on: January 18, 2014, 05:25:21 pm »

there is no production ban afaik, but they can demand stuff to be made. If the demand isn't met, a random person with that skill gets a punishment, possibly a beating and due to weird df physiology, it's unintended lethal
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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.

fortydayweekend

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Re: DF 2012v0.34 question and answer thread
« Reply #5877 on: January 18, 2014, 07:02:48 pm »

My guess is that the civilization population cap was reached during worldgen, so the birth rate went way down.

Thanks! That makes sense.

Another question, I just had an immigrant show up with many yellow body parts - limbs/organs/ribs etc, and a blacked-out "throat". No injuries are showing on the thoughts & prefs screen, but Therapist says "Vision Lost". She got about halfway from the map edge to the gate before I noticed, no combat reports, there are snakes etc in the region but were none on the map at the time (and plenty of other immigrants around that would've seen them??). There's no evil rain/towers or anything in the embark, just a nice jungle wilderness.

I noticed a dwarf heading outside with the "recover wounded" task, he took her to a bed and left, where she got up and started to go do a job. I quarantined her to her room and set up a hospital but she's not going there, just hangs around the meeting area if I let her out of her room.

Any ideas? If she's blind, shouldn't the game say so? Is she likely to be contagious, or can I give her back her crossbow and let her out to hunt?
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Lochar

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Re: DF 2012v0.34 question and answer thread
« Reply #5878 on: January 18, 2014, 08:05:44 pm »

There are no production bans, those are production mandates - they require the specified products to be made. If you _don't_ make the three traction benches or whatever, a dwarf will get punished.

Export bans can also be violated by accident. The violation is checked when the wares leave the map, not when the trade is made. So it can happen that you sell some mugs to the caravan, the caravan starts packing their stuff, _then_ the mayor or countess decides to ban the export of mugs. After the caravan leaves, everyone who brought a mug to the depot will get punished.

Well I have those show up too, wants rings,beds,etc made but everytime they show up I always have it showing 1/1 or 3/3, mostly everything they have asked to be produced is already sitting in storage and to me when see 1/1 3/3 , that I dont need to make anymore, but I wonder if its counting stock but not the actual production of when mandate was put in. So when the King said he wants me to make rings and it shows 1/1, I wonder if I still need to make a ring from the time of mandate.

I havent had the export issue yet because honestly I havent sold anything they have banned. Lol I am building up such a stockpile of used clothing, it has been all I have needed to unload.
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Sutremaine

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Re: DF 2012v0.34 question and answer thread
« Reply #5879 on: January 18, 2014, 08:11:18 pm »

Well I have those show up too, wants rings,beds,etc made but everytime they show up I always have it showing 1/1 or 3/3
That's 'number of mandated items left to make / number of items mandated'.
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