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Author Topic: Tales of Farmers and Felt (And potentially clowns?)  (Read 1656 times)

0cu

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Re: Tales of Farmers and Felt
« Reply #15 on: November 06, 2012, 02:41:19 am »

Hill Titans spawn aboveground, Forgotten Beasts underground. They're usually harmless, except for when they are made out of metal/stone/gem or carry some syndrome.

My last FB shot webs but was made out of gas and died after one hit. My Macelord just crushed its lower half.

If you don't feel up for the challenge, just lock yourself up. Nothing in DF can destroy a wall blocking the way into you fortress.
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greycat

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Re: FARMERS Y U NO SHUT UP!!!!
« Reply #16 on: November 06, 2012, 04:52:48 pm »

I actually don't take wheelbarrows at all. ;) One thing I've found, if you set a wheelbarrow to be used for a stockpile, dwarves won't do ANY hauling if they can't use a wheelbarrow assigned to that pile. Which sucks when you have 80+ guys who should be hauling stuff but aren't.

You can assign up to 3 wheelbarrows per stockpile.  So if you really want 60 dwarves hauling granite stones (boulders) to granite stockpiles at the same time, you would need 20 separate granite stockpiles, with 3 wheelbarrows apiece.

Without wheelbarrows, dwarves hauling stones will move very, very slowly.  The same applies to certain kinds of furniture (e.g. statues).  I always use wheelbarrows in stockpiles for these kinds of items.  Also, any such stockpiles are quite small.  The biggest stone stockpile I'd ever make is a 24-tile non-economic stone stockpile around a mason's workshop for example, with 3 wheelbarrows assigned to it.  If I make a statue stockpile, it's more likely 6 tiles with 1 wheelbarrow assigned, and it'll be temporary (just to get the statues near the place where they're supposed to be installed).
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laularukyrumo

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Re: Tales of Farmers and Felt
« Reply #17 on: November 07, 2012, 08:28:41 pm »

Oh boy.

Iiiiiiiiii just got a weird message. "The Dwarven Child Mosus Zonlelum has come! A short, sturdy creature fond of drink and industry."

Well then I unpaused the game and it zoomed in on my cage trap. I have a dwarf in a cage. A dwarf named Mosus Zonlelum.

Am I being infiltrated by disguised clowns? D: Dafuq is going on?
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

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FuzzyZergling

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #18 on: November 07, 2012, 10:13:01 pm »

They're probably a werecreature, but it's not the full moon so they're not transformed.
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laularukyrumo

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #19 on: November 07, 2012, 10:21:52 pm »

Yeah. An hour of digging on the wiki supports this theory, though it's listed as "Rated D for Dwarf" so it was kind of odd.

So I should probably install the cage below a bridge and smash the crap out of it before the full moon comes, right? Cause I mean... Gobbos are currently above my encounter level, I do NOT want to fuck around with this thing.

It, uh. It can't get out of the cage on its own if we move the cage, can it?
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

Imp

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #20 on: November 07, 2012, 10:25:32 pm »

Werecreatures will happily transform while still caged.  They'll unhappily remain caged while transforming.

I've not yet learned how to tell what phase the moon is, so when I do cage a werecritter I tend to keep it safe and sound as a form of lunar clock - it gives me messages to let me know when the full moon's come and gone.  And no one gets hurt.  Sorry to have nothing dwarfier to report!
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FuzzyZergling

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #21 on: November 07, 2012, 10:28:40 pm »

You can check the phase of the moon in the upper right corner.
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laularukyrumo

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #22 on: November 07, 2012, 11:16:20 pm »

Hmm.

I wonder if it's possible to create a "1-way" zone.... convince assorted dumbasses to path towards my fortress along a specified path, get them to fall into a room they can't get out of, and then have the aforementioned werebeast trapped down there? I assume werebeasts are building destroyers when transformed, so I would be able to keep him stuck behind a locked door, and then throw creatures into the pit to be maimed every month or so.

How's that for dwarfiness?

though the question then becomes, how does one create such a zone that simultaneously cannot be escaped and will allow dumbasses to path towards the room of no return?
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread

AutomataKittay

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #23 on: November 08, 2012, 05:13:32 am »

Hmm.

I wonder if it's possible to create a "1-way" zone.... convince assorted dumbasses to path towards my fortress along a specified path, get them to fall into a room they can't get out of, and then have the aforementioned werebeast trapped down there? I assume werebeasts are building destroyers when transformed, so I would be able to keep him stuck behind a locked door, and then throw creatures into the pit to be maimed every month or so.

How's that for dwarfiness?

though the question then becomes, how does one create such a zone that simultaneously cannot be escaped and will allow dumbasses to path towards the room of no return?

You can make a one-way path using a hatch and a pressure plate on the side you want them to stay in. Though I don't know how you'd specify which dwarves to go over there, other than a lever specially set to only take that one guy you want to get chowed up. But then it'd be easier to have an airlock with two doors selectively forbiddened and a lever between them :D
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knutor

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #24 on: November 08, 2012, 11:20:00 am »

though the question then becomes, how does one create such a zone that simultaneously cannot be escaped

Good question.  I'd use a cage trap.  Unless werebeasts are trap avoiders. 

Visiting Werebeasts never stayed in my embark region long enough to do anything, unless of course they were dwarf.  After I got that message; I tried to find the human werebeast on the map and never was able to find him.  Got a little creeped out by the messages and pauses, and having nothing to do with them but click, DOH! the anykey, so I disabled it in worldgen.  Could be a cool Fortress mode content, but I'm thinking.. Adventure mode content, where the moon phases last much longer.
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laularukyrumo

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Re: Tales of Farmers and Felt (And potentially clowns?)
« Reply #25 on: November 08, 2012, 05:00:37 pm »

Good question.  I'd use a cage trap.  Unless werebeasts are trap avoiders.

You misunderstand. He's already IN the cage. I'm trying to turn him into a trap. ;)

Unfortunately, I died to death, so the question is moot. Oh well.

stupid babysnatchers snatching babies and causing tantrum spirals while the caravan is visiting
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Quote from: Dwarfotaur
Everytime one of my militia has given birth in the Danger Room, it's lead to instant baby smoothies for everyone.

Gotta Catch 'Em All!

Dat Sig Thread
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