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Author Topic: DF2014 Question and Answer Thread  (Read 459081 times)

Putnam

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Re: DF2014 Question and Answer Thread
« Reply #1680 on: June 02, 2015, 11:07:12 pm »

No.

falcn

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Re: DF2014 Question and Answer Thread
« Reply #1681 on: June 03, 2015, 12:47:12 am »





Why, why!?

----
The answer is: if you tell some stockpile to "Give" items to a specific workshop, it will not look for any missing ingridients outside of that stockpile.
« Last Edit: June 03, 2015, 01:25:29 am by falcn »
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Loci

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Re: DF2014 Question and Answer Thread
« Reply #1682 on: June 03, 2015, 10:01:57 pm »

is there anywhere I can get the FPS boost of Accelerated DF/ Masterwork without all the fixes and changes, with the game staying complex and anal as hell, just the way I like it?

Buy a faster computer. ("Faster" in this context means a computer with more memory throughput, not a faster n-core processor.)


my animals that are beeing held on the surface, safely surrounded by walls, have been starting to mysteriously go missing. Even stranger, a handful of chickens have spontanously died on the spot, with even DFhack not beeing able to discern a possible death cause. The fortress has been going for around 5 years now, but these weird events have just now started to occur. Can somebody clue me in to what the reason is that my animals suddenly die and vanish?

Dwarf Fortress, where death-by-old-age is completely unexpected.

Alternatively, scared animals will climb up and out of your "secure" area quite readily if possible, and grazers that are outside of an active civilian alert burrow will starve themselves to death.
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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #1683 on: June 03, 2015, 11:31:21 pm »

Faster n-core processor may help as well, since some CPUs are better at dealing with cache misses etc. than others. A Core i5 will likely run far better than an AMD FX. I speak from experience; I have a computer with each of these in my room right now, and the i5 runs DF way better from my tests.

Of course, the i5 is quad-core and the FX-8320 is supposedly 8-core, so obviously that shouldn't be taken into account.

falcn

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Re: DF2014 Question and Answer Thread
« Reply #1684 on: June 04, 2015, 09:39:44 am »

My marble bridges and marble hatch melted after being exposed to magma.
My marble wall did not.
Marble is listed as magma-safe on Wiki.

Why did this happened?

Update: Marble is not magma-safe according to Marble wiki page, but it is listed as magma-safe material on Magma Safe wiki page.

But the question still stands: why marble walls didn't melt but marble bridges do?
« Last Edit: June 04, 2015, 09:52:18 am by falcn »
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Culise

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Re: DF2014 Question and Answer Thread
« Reply #1685 on: June 04, 2015, 10:17:01 am »

Constructions will deconstruct only in very rare circumstances: producing obsidian on the same tile (in the case of passable tiles like floors, downward stairs, or ramps) and cave-ins, but temperature alone will do nothing.  If you could establish the necessary materials, you could build magma cisterns out of constructed wood or ice walls to no ill effect.  Bridges will only melt if the area they can cover is filled with magma; a raised bridge is treated like a constructed wall, and will not deconstruct unless the area the bridge *would* occupy when open is covered in magma.  According to the wiki article you linked, doors and floodgates apparently aren't affected unless magma is actively flowing through or over the same tile as that which they occupy, which surprises me a little, but that's because I usually use bridges to seal my water and magma cisterns. 

Basically, if you only have marble and need to build a magma cistern sealed by it, either use a one-tile bridge or build your bridge to open outside the cistern, rather than into it.  Oh, and absolutely keep it raised. 
« Last Edit: June 04, 2015, 10:19:22 am by Culise »
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falcn

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Re: DF2014 Question and Answer Thread
« Reply #1686 on: June 04, 2015, 11:06:19 am »

Thank you for explanation.
I just noticed that I misinterpreted "found in: marble" as "marble is magma safe".
My mistake.
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CometStrike

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Re: DF2014 Question and Answer Thread
« Reply #1687 on: June 04, 2015, 01:04:31 pm »

@Rogue Yun: thanks for the help, the marksdwarves guide was very helpful. For some reason they still don´t always carry ammo (and don´t get new ammo when there are foes to be shot), but all in all my military is ready for action now.

What I didn´t get is how to find previously assigned activity zones. In the (i) menu I can scroll through them (though it does show me the number of the zone) and in the "View rooms/buildings" (R) menu they are not included either. The only way I can seem to find them is going into the zone menu and then checking all possible places for flashing zone symbols.

edit: I´ve just had an "uninvited guest" turn up:
Ngud Tustongtur Umstosumung, Roc
A bird of prey so large and ferocious it dwarves many dragons. All beneath its mighty wings should fear the sky. He is gigantic yet weak and skinny. His feathers are white. His skin is black. His eyes are black.

While I was still busy getting everyone inside and my marksdwarves into position Ngud managed to trap himself in a cage trap. According to the wiki, only Titans/FBs are announced with such a message and they are supposedly immune to traps. Is Ngud not a titan or are titans not immune to traps?
« Last Edit: June 04, 2015, 01:57:10 pm by CometStrike »
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Inevitability

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Re: DF2014 Question and Answer Thread
« Reply #1688 on: June 04, 2015, 03:11:44 pm »

It is a roc, not a titan.
Titans and FBs are both procedurally generated, you might for example get a webspewing quadruped made from sand or something.
Rocs, dragons, hydras, cyclopses, minotaurs, ettins, giants and werebeasts all generate this type of announcement.
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DwarfOfTheLand

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Re: DF2014 Question and Answer Thread
« Reply #1689 on: June 04, 2015, 06:54:32 pm »

How do stepladders work?

I cannot seem to find them in the (b)uildings, so I assume there's some secret, mysterious keybind for it.

Any help at all is appreciated greatly.
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Salmeuk

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Re: DF2014 Question and Answer Thread
« Reply #1690 on: June 04, 2015, 10:31:44 pm »

How do stepladders work?

I cannot seem to find them in the (b)uildings, so I assume there's some secret, mysterious keybind for it.

Any help at all is appreciated greatly.

If you have assigned a gathering/picking zone through the 'i' menu, have constructed stepladders, and the fruit to be harvested is in season, your dwarfs will automatically grab and use the stepladders. There is no way to construct them manually.

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conein

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Re: DF2014 Question and Answer Thread
« Reply #1691 on: June 05, 2015, 09:18:08 am »

How do i butcher wild animals killed by military? I killed a tiger but my butcher says there is no butcher-able animal.
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NJW2000

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Re: DF2014 Question and Answer Thread
« Reply #1692 on: June 05, 2015, 09:36:59 am »

Get it dragged within 47 squares of workshop. I sometimes set up corpse stockpile, but you get manky goblin corpses, so dumping is better.
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One wheel short of a wagon

towerdude

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Re: DF2014 Question and Answer Thread
« Reply #1693 on: June 05, 2015, 05:16:36 pm »

I've forgotten my bold pronouncement...

All my adventurer can do is to say this nonsense, when trying to take over an abandoned town

Outcasts can't get villages?
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falcn

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Re: DF2014 Question and Answer Thread
« Reply #1694 on: June 06, 2015, 04:40:43 am »

What you usually do with caverns that consist mostly of water and stone/gem pillars (little to none walkable space)?
Do you drain them or leave them as they are?

Example: http://imgur.com/qadpmmP
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