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Author Topic: DF2014 Question and Answer Thread  (Read 459179 times)

pisskop

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Re: DF2014 Question and Answer Thread
« Reply #870 on: November 22, 2014, 05:36:45 am »

I believe you can dump it while forbidding the barrel.  But Ive never done it and cant say how that would work.
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #871 on: November 22, 2014, 08:34:24 am »

I think that only works with gnomeblight, but yea... never tried. It's not very practical.
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Steam Name: Ratpocalypse
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Mister Always

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Re: DF2014 Question and Answer Thread
« Reply #872 on: November 22, 2014, 08:48:30 am »

So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?

Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...

Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).

I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?

Asking again.
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #873 on: November 22, 2014, 09:42:25 am »

So I just genned a world and it apparently has a forgotten beast made out of black diamond.  If I encounter this thing, how fucked am I?

Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...

Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).

I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?

Asking again.

Someone mentioned this in a different thread also, but I don't know the answer. One suggestion was the distance, but if they are listed on the civs screen when setting up the embark, I don't know why they would be out of range.
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #874 on: November 23, 2014, 01:21:08 pm »

Is it possible to rearrange the order of parameter-set names on the advanced world gen screen?  I ruined my small island set (lesson, never, ever put preset values for anything) and so I had to create a new one, which is now sitting at the bottom of the list.  It just doesn't look nice and it's a reminder of my folly.
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #875 on: November 23, 2014, 01:41:26 pm »

Is it possible to rearrange the order of parameter-set names on the advanced world gen screen?  I ruined my small island set (lesson, never, ever put preset values for anything) and so I had to create a new one, which is now sitting at the bottom of the list.  It just doesn't look nice and it's a reminder of my folly.

Haha, don't worry. That's an easy one. The worldgen settings are in a simple text file. Edit it (while not running DF) and move your favorite to the top.

It will be somewhere like ...
C:\Games\Dwarf Fortress\Dwarf Fortress 40_18\data\init\world_gen.txt
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #876 on: November 23, 2014, 01:52:52 pm »

How do I make a 1x4 or 1x3 embark? It won't let me lower the squares to less than 2x2.
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #877 on: November 23, 2014, 02:29:07 pm »

How do I make a 1x4 or 1x3 embark? It won't let me lower the squares to less than 2x2.
Like I said, you need to use dfhack.  The actual command is
embark-tools enable nano
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #878 on: November 23, 2014, 02:55:25 pm »

awesome, thanks.
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #879 on: November 23, 2014, 04:47:09 pm »

I'm trying a game with invaders on, and I immediately decided to set my fort completely underground so it would be easier to surround it with a moat.  So caravans can come in, I channeled down to make a three-wide ramp, twice across 2 z-levels.  However, apparently these ramps don't work.  My dwarves depend on an up-down staircase, and as soon as I forbid the hatch cover over that, the cancel spam ensues.

The entrance is just three channeled tiles, as seen here



This is the second floor, directly beneath the surface



And here's the depot itself




What's going wrong?  I would be incredibly embarrassed to have to build my depot aboveground.
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #880 on: November 23, 2014, 05:04:41 pm »

What's going wrong?  I would be incredibly embarrassed to have to build my depot aboveground.

The transition from the 1st underground floor to the trade depot floor below is unwalkable. Ramps need to lean against a solid pillar which is walkable above to work. Imagine you go from below, the ramp leans against the wall, but from there you have to jump to the other side to the floor hanging in mid-air. The transition from surface to underground is good. See in detail: http://dwarffortresswiki.org/index.php/DF2014:Ramp
« Last Edit: November 23, 2014, 05:06:50 pm by taptap »
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #881 on: November 23, 2014, 05:19:52 pm »

I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again.  I literally cannot visualize what's going wrong here.  I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.

EDIT: I think I got it.  I moved the ramps one square back to where they had a solid foundation.

EDIT: EDIT: Nope, that didn't work either.  I think I'm going to swallow my pride and build my depot aboveground.
« Last Edit: November 23, 2014, 05:38:34 pm by Badger Storm »
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #882 on: November 23, 2014, 05:35:31 pm »

I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again.  I literally cannot visualize what's going wrong here.  I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.

This is your ramp from depot upwards. (Ramp "leans" always toward the wall and needs walkable space directly above the wall not somewhere else.) Before you build aboveground read the wikipage.

Code: [Select]
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« Last Edit: November 23, 2014, 05:51:05 pm by taptap »
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Codyo

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Re: DF2014 Question and Answer Thread
« Reply #883 on: November 23, 2014, 05:47:54 pm »

The ramps on the second level are sloping into the wall. Realistically, you can't have both a slope aiming down (that's going one direction) and a slope aiming up (that's going a different direction) in the same spot.

The down ramp is like this   \ ->  due to the placement of the walls.
the up ramp is like this  <-  /       when you combine those together you get an impossible slope.

What you're trying to do is make stairs out of them.

To solve this problem, you have to make a hallway on the south side of those ramps and make a trade depot there.

This is what it looks like    X = wall      \ = ramps sloping down          / = ramps sloping up

                                      __Surface________\  ____________________
                                      second level        X \_________________ \X
                                                               XDepot______________/X
They're both aimed into the wall
« Last Edit: November 23, 2014, 05:49:42 pm by Codyo »
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #884 on: November 23, 2014, 05:54:02 pm »

So I build the ramps kind of like steps, then?

Unfortunately the wagon somehow went "missing" and now the traders can't trade at all.  This wouldn't be so bad if my searches for ore weren't coming up empty-handed.
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