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Author Topic: DF2014 Question and Answer Thread  (Read 459161 times)

Codyo

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Re: DF2014 Question and Answer Thread
« Reply #885 on: November 23, 2014, 05:59:00 pm »

Yes exactly like steps. Just not a spiraling staircase of steps though.
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Badger Storm

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Re: DF2014 Question and Answer Thread
« Reply #886 on: November 23, 2014, 06:36:09 pm »

I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.  I wouldn't be surprised if this ended up ruining my FPS in the long run.

I guess I can take comfort in finding out that the entire caravan haul has been sitting on the depot the whole time.
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #887 on: November 24, 2014, 04:56:45 am »

I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.

Spend the little time required to read the page in the wiki instead of frantically trying out things in game. It is really not that hard.

smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #888 on: November 24, 2014, 02:56:33 pm »

I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.

Spend the little time required to read the page in the wiki instead of frantically trying out things in game. It is really not that hard.

That doesn't help anyone to say that.

This thread is specifically for questions and answers. Most likely, badger looked at the wiki already and it isn't clicking. If you don't have a solution, no problem, just don't dismiss the question in a thread that exists for that purpose.

Here is my question for everyone...

I'm having this problem where, while I try to figure out how to set up my giant sperm whale tanks, I am not getting any sort of goblin or titan attacks or anything, and I am pretty sure I am in range.

If I breach the lower caverns, do the creatures that spawn in there count towards the total animal pop? (I've lined the outside with raising bridges to forbid entrance by land animals when it comes time, but since I am still working out the details, I want to have something to do.)
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #889 on: November 24, 2014, 03:00:02 pm »

[sigh]

It helps to think of ramps as not being physical.  ramps take up no mass, and have no effect unless set up a certain way.

A ramp will do nothing at all ever unless it is set up next to a platform your dwarves can climb to.  Ramp 'teleport' your dwarves up a zlevel, so it takes no extra time to do it, its two moves in one.  As previously said before, you cant expect dwarves to use the ramp to get to a tile directly above them from the ramp because thats not how they work.  You have to be able to draw a line up the ramp as a continuous straight path.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #890 on: November 24, 2014, 03:02:31 pm »

That doesn't help anyone to say that.

I tend to agree, but the helpers have emotions too.  Its easy to get frustrated, and DF is a fairly abstract game that can be hard to explain using only text.  We all try to direct common or very specific questions to the wiki, because its there for people to learn from.  If its going to take up a whole page it needs its own thread.
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #891 on: November 24, 2014, 03:03:41 pm »

I actually had this problem too and it took me awhile to figure out that if a ramp isn't against a wall, it isn't usable.

Personally, I don't even bother with ramps unless there's no hill to carve into, then I do a three wide ramp down and that is it, setting up a raisable drawbridge before the trade depot. However, if you could upload your save (have you done that yet, sorry I amnot sure) I can look at it and give you screenshots of the problem exactly.

Also, I have a bad feeling no one is going to be able to give me a striaght answer to my question about the caves, which means opening them up and bridging the sides or just going insane from boredom while I figure these tanks out.
« Last Edit: November 24, 2014, 03:34:36 pm by smeeprocket »
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"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Urist McPanzerbeard

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Re: DF2014 Question and Answer Thread
« Reply #892 on: November 24, 2014, 09:03:07 pm »

Okay, so, my hunter won't hunt in my new embark. This is my first time using a custom embark profile instead of one of the ones included in the LNP, but I should have set it up correctly. Hunting worked before, so I -assume- it's a problem with the embark or labor settings, but I can't figure out the problem. He has his crossbow, quiver and bolts equipped, he has the hunting labor enabled, he is not in a squad, and I've tried disabling/re-enabling hunting to get him to re-equip the crossbow, but nothing seems to work, he just sits there idle most of the time. There are huntable creatures on the map, and they're occasionally getting killed by my dogs when they wander too close, but he refuses to go out and hunt them. Any ideas?

-- Scratch that, He's decided he wants to stop being lazy and start hunting now. I don't know what the delay was, but it seems to have fixed itself now, at any rate.

Oh, also, as a secondary question; I've changed the [TRANSLATION: DWARF] tag to English in the entity_default raws, since I want the names in english, but only the civlizations seem to be displaying in English, dwarves' names are still in Dwarvish. I changed the raws before I generated the new world, incidentally. Is there some seperate setting that I missed?
« Last Edit: November 24, 2014, 09:20:04 pm by Urist McPanzerbeard »
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Garath

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Re: DF2014 Question and Answer Thread
« Reply #893 on: November 25, 2014, 07:00:24 pm »

creatures that can be killed by dogs may not really be huntable. Hunters seem to realize that some creatures, especially the smaller mammals and many birds, don't have enough meat on them to be worth it and just leave them alone.

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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #894 on: November 25, 2014, 07:02:30 pm »

Hunting dogs have some value, if used in groups or as distractions.  If you ever see a hunter pick a fight with a giant wolverine, that dog may buy him enough time to get a few extra shots off.
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PKs DF Mod!

Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #895 on: November 25, 2014, 07:59:24 pm »

Does anyone know how succession works?  I was minding my own business when a dwarf was promoted to Baron, apparently inheriting the title from someone who died somewhere else in the world.
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Reelya

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Re: DF2014 Question and Answer Thread
« Reply #896 on: November 25, 2014, 08:28:26 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.

They're trying to do a vertical u-turn in the eff-ing air, is the problem. Ramps work like this:

Code: [Select]
+
##\__

The cross is the little dude who wants to go down the ramp, he needs to be on a solid, raised ground and path down to ground on the other side of the ramp. You can't go forward down a ramp and expect to come out facing the other direction.

In your fort, what you have is the exit from the ramp pointing in the same direction the person is coming from. that's trying to squeeze the 3x3 wagon through a 1x3 slot in the ground, which wouldn't physically work, even if ramps worked like that. When you go down a ramp you come out facing the same direction as when you came in, which is basically inside a wall in your version.
« Last Edit: November 25, 2014, 08:34:09 pm by Reelya »
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #897 on: November 26, 2014, 04:05:48 pm »

A couple of things

one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?

Also, my fortress has been made a duchy... twice. I have no noble because he died when it was a barony. None have come to replace him so I figure when the queen comes, then I'll have a noble. But what if they keep remaking my fortress a duchy?

I offered about 40 or 50k worth of stuff to them last time around. When the caravan comes next time, exported and total wealth and population notwithstanding, would that be enough to become the mountainhome?
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ptb_ptb

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Re: DF2014 Question and Answer Thread
« Reply #898 on: November 26, 2014, 04:10:13 pm »

A couple of things

one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?
Don't atomsmash decayed masterwork clothing. :)

Have two finished goods stockpiles that only accept clothing. Limit one to masterwork and above. One to exceptional and below. Atomsmash the second (if you want) the second can be either dumped to a refuse stockpile where it will decay to nothing in time, or sold to gullible traders.
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smeeprocket

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Re: DF2014 Question and Answer Thread
« Reply #899 on: November 26, 2014, 04:32:08 pm »

can I designate the wear of the items? If so I will enable bins on that stockpile. Because hauling 100+ pieces of rotten clothing to the trade depot is bleh.

Plus, I'm about to close off my borders as soon as they make me the mountainhome. No goblins at this point I am not going to wait for them any longer, and my tanks are almost -almost- complete. I will need to spawn some sea life to test them.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."
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