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Author Topic: DF2014 Question and Answer Thread  (Read 458860 times)

rumpel

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Re: DF2014 Question and Answer Thread
« Reply #1530 on: April 21, 2015, 04:58:54 pm »

Okay, I have a weird issue I can't get solved. I want to build a floor above the room I build (the one on the left at the wall) but when I try to build it, i can only choose logs but no stone. When I did that to the other room on the right I was able to choose stone to build the floor.
What a I doing wrong there? :/

Spoiler (click to show/hide)
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Culise

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Re: DF2014 Question and Answer Thread
« Reply #1531 on: April 21, 2015, 06:16:02 pm »

Okay, I have a weird issue I can't get solved. I want to build a floor above the room I build (the one on the left at the wall) but when I try to build it, i can only choose logs but no stone. When I did that to the other room on the right I was able to choose stone to build the floor.
What a I doing wrong there? :/

Spoiler (click to show/hide)
Does it have an unobstructed, traversable path to a stone stockpile?  I see logs piled up on the top of the wall; if those correspond to the logs on your build materials list, and no other build materials are available, that could be the issue.  To solve it, you would just build a path up, for instance a ramp leading up onto the roof. 
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Step

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Re: DF2014 Question and Answer Thread
« Reply #1532 on: April 22, 2015, 11:12:43 am »

The job priorities update theoretically fixed that, though.

No it didn't. The job priorities update just made Urist McWeaver prefer weaving cloth to hauling rock.

There was an item hauling bugfix which would have theoretically prevented this, but it fell short (details below).

somehow ignoring like 20 pieces of thread in the same bin he just took one out of.

When Urist McHauler takes a "store item in bin" job, he no longer carries the bin with him, but he still blocks access to all the other items in the bin until his job is complete. Don't store your thread in bins and the problem will disappear. (I generally don't even store thread in a stockpile; I just build the web-collection looms and threshing/spinning workshops next to the weaving loom, so all thread is always available for weaving. It takes a massive amount of thread to clutter a workshop.)
Ah, thanks a lot. I had a feeling that it had something to do with bins when this problem would suddenly disappear every winter and then come back with the next harvest. I bypassed it by mandating hundreds of units of cloth weaved.

Got another question: I've been looking at uncompressed files, and it seems like all procedurally generated creatures have a separate attack trigger. Can I add similar tags to demons and vault inhabitants right into the .sav file and have them drop by, too?
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blue emu

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Re: DF2014 Question and Answer Thread
« Reply #1533 on: April 24, 2015, 08:14:05 am »

What's the safest (ie: the least Dwarfy) way to dig a huge, very deep pit?

I want to prevent my miners from committing suicide by scaling the pit walls when they should be leaving via the exit tunnel.

Should I dig out a huge block of up/down stairs, and then atom-smash it by dropping a constructed floor through it?
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Stormfeather

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Re: DF2014 Question and Answer Thread
« Reply #1534 on: April 24, 2015, 10:04:03 am »

You could just channel out the area one level at a time, which should leave ramps around the current level, then remove them as you keep going down. Although  you'd be pretty much trapping your miners into there for the duration, so you'd wanna finish before any of them start starving/dying of thirst.
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Loci

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Re: DF2014 Question and Answer Thread
« Reply #1535 on: April 24, 2015, 02:53:04 pm »

Should I dig out a huge block of up/down stairs, and then atom-smash it by dropping a constructed floor through it?

A cave-in will not punch through up/down stairs. You can, however, cave-in the up/down stairs to make them disappear. Dig the interior of the pit with up/down stairs. Use down stairs on the top layer, and regular mining on the bottom layer. Install a lever-linked support, then channel all the tiles surrounding the up/down stair core. Finally clear the area and pull the lever to make all the stairs fall and disappear.
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Stormfeather

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Re: DF2014 Question and Answer Thread
« Reply #1536 on: April 24, 2015, 05:52:06 pm »

Oh right, a couple questions myself, now that I'm back to the game after a break:

1) What's up with squash and maize? I bought some squash seeds (and some actual squash which I forbade from being cooked) from a caravan, but I can't find any place to plant them. They don't seem to go either above or below ground. Am I missing something? Likewise I bought a bag of maize, and while it's sitting on my seed tab of my kitchen menu, it doesn't seem to be plantable.

2) Has anyone been able to actually fish successfully from murky pools? Even before my break, this seemed to be pretty much impossible. Or possibly my fish would successfully do it, but only for a very short time before killing all the fish. By the time I get to making a fishing zone, they're just showing up as not available for fishing. This is annoying, since I'm currently in an embark without a river or stream. (And for that matter I don't seem to recall ever having luck fishing from the caverns either.)

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MrKinich

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Re: DF2014 Question and Answer Thread
« Reply #1537 on: April 25, 2015, 09:52:06 am »

Is there any way to remove a tree without cutting it down?  I have a zombie stuck in a tree, and despite having plenty of bolts, my marksdwarfs insist on trying to climb the tree instead of shooting the undead goblin down.  My woodcutters won't go near the thing, and this lone zombie is enough for my fortress to count as besieged.
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Stormfeather

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Re: DF2014 Question and Answer Thread
« Reply #1538 on: April 25, 2015, 10:03:27 am »

Oh man, and I thought pet ducks/geese/whatever climbing (or flying) up into trees was crappy enough. >_<

Only way I've found is to chop the suckers down, but yeah, I can see where that's a problem. Hrm.

If it's a large tree (which it should be if it has a zombie in it), channel over to it and dig out all the roots? I think that makes it collapse.
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KingKaol

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Re: DF2014 Question and Answer Thread
« Reply #1539 on: April 25, 2015, 12:59:02 pm »

light it on fire?
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Loci

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Re: DF2014 Question and Answer Thread
« Reply #1540 on: April 25, 2015, 01:39:35 pm »

1) What's up with squash and maize? I bought some squash seeds (and some actual squash which I forbade from being cooked) from a caravan, but I can't find any place to plant them. They don't seem to go either above or below ground. Am I missing something? Likewise I bought a bag of maize, and while it's sitting on my seed tab of my kitchen menu, it doesn't seem to be plantable.

Which crops are plantable is controlled by the biome of the field--no biome will allow you to plant all possible crops. If your site spans multiple biomes you can try building a field in those other biomes to see if they support your seeds. You can also check the wiki to see what biomes are required.

 
2) Has anyone been able to actually fish successfully from murky pools? Even before my break, this seemed to be pretty much impossible. Or possibly my fish would successfully do it, but only for a very short time before killing all the fish.

Site populations supposedly refresh slowly, but in my experience fishing is still quite problematic.


Is there any way to remove a tree without cutting it down?

A ballista bolt to the bole is supposedly enough to obliterate the tree.
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blue emu

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Re: DF2014 Question and Answer Thread
« Reply #1541 on: April 28, 2015, 11:08:24 am »

Should the Marksdwarf uniform include a Shield, a Buckler, or neither one?
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Showbiz

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Re: DF2014 Question and Answer Thread
« Reply #1542 on: April 28, 2015, 12:13:12 pm »

Why not? Dwarven Crossbowmen can equip and use shields while using a crossbow.
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blue emu

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Re: DF2014 Question and Answer Thread
« Reply #1543 on: April 28, 2015, 12:25:38 pm »

It used to be that Marksdwarves would all carry a quiver-full of bolts, plus a spare stack of (usually 25) bolts in their free hand IF NOT carrying a shield. I guess that functionality changed at some point?
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MehMuffin

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Re: DF2014 Question and Answer Thread
« Reply #1544 on: April 29, 2015, 04:35:35 pm »

I just assigned a few war dogs to a soldier already in a fight (endlessly punching an unconscious giant hampster...), but the dogs don't do anything and just have "waiting for conflict" as their action. What I am doing wrong here?
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