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Author Topic: DF2014 Question and Answer Thread  (Read 458793 times)

Linkxsc

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Re: DF2014 Question and Answer Thread
« Reply #1485 on: April 10, 2015, 08:18:49 am »

Ok so Im just gonna say, I love this series of patches overall. Theres moor wood on every map than ever before. Food production is up. And dorfs can carry more than 1 plump helmet at a time.

I didnt realize when I read the devblog about the item carrying changes, just how drastic of a change it could be when it comes to saving time. Have a bit of an issue though. UristMcForgeworker seems to want to lug around stacks of iron bars.
I had been under the impression that carrying several items only applied to items going into containers. And well, I have no bins.
Any thoughts on what might be going on?


Also how does one do underground tree production? Have been going for 3 years since breaching the first cavern. And I have a nice underground muddied room, with 4z levels of opens space above it before ceiling. Do I need to make that taller for more height or what?
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Pink Photon

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Re: DF2014 Question and Answer Thread
« Reply #1486 on: April 10, 2015, 10:46:47 am »

Also how does one do underground tree production? Have been going for 3 years since breaching the first cavern. And I have a nice underground muddied room, with 4z levels of opens space above it before ceiling. Do I need to make that taller for more height or what?

You only need 2 z-levels for trees to grow. Last I heard, the "-cap" trees give a fixed number of logs regardless of size, so there's no practical benefit from higher ceilings. The non-cap trees give more logs the taller they are, but I have no idea if you get more wood by letting trees grow to their full height or cutting them down as soon as they mature to make room for more.
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Beast Tamer

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Re: DF2014 Question and Answer Thread
« Reply #1487 on: April 10, 2015, 12:59:29 pm »

A human caravan arrived recently. As I waited for them to arrive at the depot I busied myself with construction and coordinating an assault on those annoying giant keas. When I went back to the unit screen after some minutes to check their location I noticed everything but two of their horses had vanished.

Is this supposed to happen and its a feature I haven't noticed yet, or is it a bug?

EDIT: Checked the deceased unit screen and found a wagon, that may explain it. I'll comb the outskirts and see if I can find piles of items.
« Last Edit: April 10, 2015, 01:03:27 pm by Beast Tamer »
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #1488 on: April 10, 2015, 02:54:04 pm »

Even coming under attack can prompt traders to flee I believe, so even if you don't find any other bodies it's possible they just fled from the local wildlife.
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Linkxsc

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Re: DF2014 Question and Answer Thread
« Reply #1489 on: April 10, 2015, 03:09:32 pm »

Oh yes, and I dont recall a devblog of this, but can you now not grow aboveground plants inside of a building with a roof anymore?
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Re: DF2014 Question and Answer Thread
« Reply #1490 on: April 10, 2015, 03:42:07 pm »

A human caravan arrived recently. As I waited for them to arrive at the depot I busied myself with construction and coordinating an assault on those annoying giant keas. When I went back to the unit screen after some minutes to check their location I noticed everything but two of their horses had vanished.

Is this supposed to happen and its a feature I haven't noticed yet, or is it a bug?

EDIT: Checked the deceased unit screen and found a wagon, that may explain it. I'll comb the outskirts and see if I can find piles of items.

Known bug. I had this happen just from the merchants seeing a corpse on their way in.
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Beast Tamer

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Re: DF2014 Question and Answer Thread
« Reply #1491 on: April 10, 2015, 03:47:25 pm »

Oh yes, and I dont recall a devblog of this, but can you now not grow aboveground plants inside of a building with a roof anymore?

Still works on my fort, but then again I basically dig a ditch, make a farm or two, then cover it with a roof in order to conserve space.
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There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome.

Bumber

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Re: DF2014 Question and Answer Thread
« Reply #1492 on: April 10, 2015, 05:42:39 pm »

What are exactly the benefits of burning off the fat, using magma mist?
Increased speed, heat resistance.
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THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

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Uzu Bash

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Re: DF2014 Question and Answer Thread
« Reply #1493 on: April 10, 2015, 05:49:40 pm »

Why is everything in a roast minced? That's not a roast, that's a slurry.
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Arx

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Re: DF2014 Question and Answer Thread
« Reply #1494 on: April 11, 2015, 02:26:49 am »

Because literally everything has to be minced to be cooked. I think Toady plans to add more ways of cutting stuff in the future.
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Crazy Horse

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Re: DF2014 Question and Answer Thread
« Reply #1495 on: April 11, 2015, 07:38:36 am »

Can a channeled area directly beneath a retracting bridge contain horizontal grates or would they be smashed?

EDIT: Never mind. I've found that the constructions block each other.
« Last Edit: April 11, 2015, 08:35:25 am by Crazy Horse »
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Showbiz

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Re: DF2014 Question and Answer Thread
« Reply #1496 on: April 11, 2015, 08:04:05 am »



One of my Dwarfs have this odd dream. Have you ever seen such a dream? And how do I fullfill that dream?
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tahu16

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Re: DF2014 Question and Answer Thread
« Reply #1497 on: April 11, 2015, 10:30:18 am »

What are exactly the benefits of burning off the fat, using magma mist?
Increased speed, heat resistance.

Are there cons for "updating" my soldiers this way?
If there is ‼SCIENCE‼ about this, please share it whit me.
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KingKaol

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Re: DF2014 Question and Answer Thread
« Reply #1498 on: April 11, 2015, 11:01:47 am »

What are exactly the benefits of burning off the fat, using magma mist?
Increased speed, heat resistance.

Are there cons for "updating" my soldiers this way?
If there is ‼SCIENCE‼ about this, please share it whit me.

What does that mean? Is magma mist a non-lethal solution to reduce corpulence?
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Arx

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Re: DF2014 Question and Answer Thread
« Reply #1499 on: April 11, 2015, 11:15:02 am »

If you're careful, you can melt the fat away without killing the dwarf using magma mist. In previous versions, this made the dwarf fireproof, but I don't know if that's still the case.
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Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.
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