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Author Topic: DF2014 Question and Answer Thread  (Read 462450 times)

Dunamisdeos

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Re: DF2014 Question and Answer Thread
« Reply #3435 on: March 19, 2018, 05:43:56 pm »

I've had that happen, there is apparently a chance of no high/low boots. Been that way for a while, though it's been a rare thing for me.
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Ragnarock

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Re: DF2014 Question and Answer Thread
« Reply #3436 on: March 20, 2018, 06:16:31 am »

Is there any point in building cages from anything other than wood? Except magma safety.
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deathpunch578

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Re: DF2014 Question and Answer Thread
« Reply #3437 on: March 20, 2018, 09:08:57 am »

no, however animal traps shouldn't be made of wood since there is a higher chance of it breaking.
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§k

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Re: DF2014 Question and Answer Thread
« Reply #3438 on: March 20, 2018, 09:54:24 am »

Wood is probably the best material. It's light. Rat can gnaw through its wooden cage, though.

Magma glass furnace + sand = free green glass. Green glass terrarium is a thing.

I don't know if it's myth or fact, but I heard that fire imp can set its wooden cage in fire with body temperature.
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New man

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Re: DF2014 Question and Answer Thread
« Reply #3439 on: March 21, 2018, 11:44:28 am »

How list of available stones of merchants are formed?

I noticed that dwarves sometimes don't have certain rock to order through lialison but human often bring anything.
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #3440 on: March 21, 2018, 12:08:00 pm »

My understanding is that it's supposed to be based on the geography from wherever the caravan's civilization comes from, but I don't know that for sure.  I'm pretty sure it works that way for your own civilization, at least.
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Kametec_Housen

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Re: DF2014 Question and Answer Thread
« Reply #3441 on: March 21, 2018, 01:07:37 pm »

Each civilization has access to certain stones. Their selection is determined during worldgen, somehow. You can check what stones your civilization has access to during embark or when making an import order.

I wonder, is it possible to mod stones a civ has access to? I usually spend a long time when rolling a world, because I'm checking embark options for each civilization (waiting for history update again and again) and if I don't find a civilization with access to bituminous coal and whatever combination of ores I want at the moment, I reroll entire world and start the checking process all over again.
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New man

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Re: DF2014 Question and Answer Thread
« Reply #3442 on: March 21, 2018, 01:24:07 pm »

I added these to the human raws (Entity_default.txt, where "PLAINS")

Code: [Select]
[POSITION:APh_GUILD_REPRESENTATIVE]
[NAME:Hoardmaster:Hoardmasters]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]

This adds something like outpost liaison for humans.

In my experience, they have all stones, but I not confident that it always happen.
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Ulfarr

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Re: DF2014 Question and Answer Thread
« Reply #3443 on: March 21, 2018, 02:15:25 pm »

Is there any reason NOT to stop the worldgen before it hits the end year set during the design phase?

The only info I could find about it, was a single line in DFwiki's fortrerss mode tutorial stating " A common new player error is to stop the World Generation once the History year counter slows down. Do not do this, as this may impede trading later on. "
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Telgin

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Re: DF2014 Question and Answer Thread
« Reply #3444 on: March 21, 2018, 02:29:24 pm »

I'm not sure what impact it has on trade, specifically, but stopping it early will just mean that fewer worldgen events happen.  Less sites founded, sites razed, megabeast attacks, battles, nobility changes, etc.

As far as I know there's nothing special about any particular year.  If you gen a world with a long history but stop it short at year 50, it should be the same as if you'd stopped it at year 50 with any other setting.
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Ulfarr

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Re: DF2014 Question and Answer Thread
« Reply #3445 on: March 22, 2018, 05:43:03 am »

yep, unless there is any bug, it should be the same (logically) as setting a shorter history. 

Anyway I've tried to generate a few worlds like this, and so far the only noticable thing I 've found (through legend viewer, not actual gameplay) was that one dwarven site was listed as having 13 animated goblins as part of their "other" population. Said site is near a necro tower, so there is a chance I stopped worldgen during a necro siege or it could be entirely unrelated.
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So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

New man

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Re: DF2014 Question and Answer Thread
« Reply #3446 on: March 22, 2018, 10:17:45 am »

Does civilization living creature count affect on caravans?

I have a human civilization that did almost extinct.
So I want to 'resurrect' them by creating their site near my future dwarven fortress (there are no humans in embark screen and I want caravans from this site).
I checked that adding SITE_CONTROLLABLE works fine and I can embark as them. Also, humans start to be neighbours after retire.

However, they are almost extinct (Legends viewer doesn't show any living creatures of them) so I wanna know does this factor affect on caravan size or goods range?
In older versions thats doesn't matter but I am not sure about current version.
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Jazz Cat

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Re: DF2014 Question and Answer Thread
« Reply #3447 on: March 22, 2018, 01:31:27 pm »

If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? Will the crop wither if they do that? I want to set up some above-ground farms for food, but the problem is that if I cook the plant into a meal, I don't get the seed. What I want is a crop that will stay where it is so it'll keep growing after I harvest the fruit from it, the way it works when you tell your dwarves to gather plants. I just don't want to actually tell them to gather plants, because I want to put the plants in my farm instead of having them scattered across the map where they generated.
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Sanctume

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Re: DF2014 Question and Answer Thread
« Reply #3448 on: March 22, 2018, 02:34:34 pm »

If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? Will the crop wither if they do that? I want to set up some above-ground farms for food, but the problem is that if I cook the plant into a meal, I don't get the seed. What I want is a crop that will stay where it is so it'll keep growing after I harvest the fruit from it, the way it works when you tell your dwarves to gather plants. I just don't want to actually tell them to gather plants, because I want to put the plants in my farm instead of having them scattered across the map where they generated.

Sounds like at tree with a gather zone.  I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree.  Apple cider and apple fruits! 

Sutremaine

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Re: DF2014 Question and Answer Thread
« Reply #3449 on: March 22, 2018, 08:02:47 pm »

Unless things have changed, I'm pretty sure creatures, including FBs, can spawn underwater at the cavern edge.  In the past I've always just resorted to walling off entire passages that included water, but it's admittedly not terribly practical for some cavern layouts.
I haven't seen it happen. Has anyone else? I have seen FBs spawn on walkable tree or mushroom tiles right against the map edge though.
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