Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 116 117 [118] 119 120 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 459220 times)

CometStrike

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1755 on: June 17, 2015, 02:20:08 pm »

Question regarding deliberate cave-ins:
I wanted to use a cave-in to create a decently sized underground tree farm without having to bother with irrigation and saving lots of digging time. Therefore, I dug out a layer of silty clay (as I understood that the uppermost layer would survive a cave-in and become the new floor) and then channeled along a nice rectangle (I think 70x40 tiles) for several z-layers deep. On the lowest level I dug out nearly all of the rectangle, installed a support, dug out the rest, let the support be destroyed via lever and all that happened was that the whole block crashed one level down instead of everything being crushed to dust.
Did I misunderstand the mechanics of cave-ins in that everything only crashes down until some part of the collapsing heap touches the ground? Or did I do something wrong? I have some digging inside the cube that was falling earlier, but no supporting constructions were left behind, I'm sure it was completely detached.
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
Logged

taptap

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1756 on: June 17, 2015, 02:28:37 pm »

I think you must be. The wiki says it's still usable as a construction material. Is it accessible from the wall?

Ok, i figured it out. Fire clay works. Other clay does not, it needs to be processed into bricks before building. At least in my embark. (I did read the wiki before asking here, it is often far from correct btw.)

Arx

  • Bay Watcher
  • Iron within, iron without.
    • View Profile
    • Art!
Re: DF2014 Question and Answer Thread
« Reply #1757 on: June 17, 2015, 02:32:06 pm »

Question regarding deliberate cave-ins:
I wanted to use a cave-in to create a decently sized underground tree farm without having to bother with irrigation and saving lots of digging time. Therefore, I dug out a layer of silty clay (as I understood that the uppermost layer would survive a cave-in and become the new floor) and then channeled along a nice rectangle (I think 70x40 tiles) for several z-layers deep. On the lowest level I dug out nearly all of the rectangle, installed a support, dug out the rest, let the support be destroyed via lever and all that happened was that the whole block crashed one level down instead of everything being crushed to dust.
Did I misunderstand the mechanics of cave-ins in that everything only crashes down until some part of the collapsing heap touches the ground? Or did I do something wrong? I have some digging inside the cube that was falling earlier, but no supporting constructions were left behind, I'm sure it was completely detached.
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.

The issue is that natural walls will fall as a block and support each other. It works to clean out a lot of floors very quickly, as a falling tile will punch through any number of floors, but not walls. It also works for constructions, which deconstruct in the cave-in process.

You could drop the whole thing in the magma sea, but itnd be difficult to farm trees in that.
Logged

I am on Discord as Arx#2415.
Hail to the mind of man! / Fire in the sky
I've been waiting for you / On this day we die.

CometStrike

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1758 on: June 17, 2015, 04:24:35 pm »

Too bad, I had hoped to save a ton of work. Oh well, I guess that means back to good ol' digging and maybe I can still preserve the uppermost floor and just cave that down.
On a different note: I know that raising bridges can basically used as floodgates. Do they also work over 1 z-layer, i.e. stopping the flow from above (at the position of the "raised wall") when closed and allowing flow when open?
Another question is what would happen to a caged goblin in an animal stockpile if I threw magma on it? I plan to build a magma chamber for unwanted guests, hoping that it will leave only magma safe materials behind and incinerate everything else and to avoid having to build the cages, I`d just place an appropriate stockpile in that room.
Logged

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1759 on: June 17, 2015, 06:02:42 pm »

Magma destroys anything and everything that is not magma-proof.  If the gobbo is in a m-p cage... dunno, but I sure hope he'd die.
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1760 on: June 17, 2015, 11:11:10 pm »

For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
Did you have a staircase there?
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

CometStrike

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1761 on: June 18, 2015, 02:13:18 am »

For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
Did you have a staircase there?
Originally I did, but the result didnīt change when I channeled it out, only ramps and natural walls/floors were left in my final try

edit: the position of the staircase was not where the fracture happened, but further in. At the former staircase position (channeled out during the cave-in) a few tiles immediately next to it crashed down one z-level further at the top, otherwise nothing happend
A tunnel I had dug out partly through the cube somewhere in the middle perpendicular to the fracture survived the whole cave-in as a whole
« Last Edit: June 18, 2015, 08:49:43 am by CometStrike »
Logged

Radradrobot

  • Escaped Lunatic
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1762 on: June 20, 2015, 01:10:01 pm »

Hi.  Just wondering if the many skull tattoos on my drake and bull have any meaning in the game.  Tried to breed more of them but didn't get very far before my game was ended via stronger forces.  The bull was born in my new game.  The drake came from the beginning on my last game.  However it turns out its pretty cool, and scarier if I can get my drakes to have it then attack the invading forces ;)
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1763 on: June 20, 2015, 01:16:03 pm »

Sounds like it's a mod you are using. That doesn't exist in normal DF. I believe I've heard a similar question before though. Masterwork, I believe.

If I remember correctly, it was a custom description for strong creatures, having rippling muscles covered in tattoos or something to that effect.
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1764 on: June 21, 2015, 05:39:36 am »

Will trading about 40 cave creatures to the humans bring down lag much? I have about 160 animals, and 120 dwarves. ALso, will a trogodyte have much value? I'm pretty sure it won't have any, but...
Logged
One wheel short of a wagon

Witty

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1765 on: June 21, 2015, 08:51:31 am »

You can't trade wild animals. The dwarves will just release them from their cages when assigned to bring them to the depot.

If they are trained to some extent however, they'll be tradeable . And it will help a smidge with the lag. From what I've gathered, large swaths of aboveground trees seem to be the biggest source of lag as of this version.

A creature's trade value is determined by their pet value, IIRC. And trogs don't have a pet value - probably because they're sentient. I could be wrong, but I think creatures with an undefined pet value will only go for 1 Urist.
« Last Edit: June 21, 2015, 08:55:00 am by Witty »
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1766 on: June 21, 2015, 10:33:46 am »

Best "value" is to make an arena, do some live training with militia.
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1767 on: June 21, 2015, 01:14:03 pm »

I tried to use a pressure plate to make a nice little drop chamber... yet to test it. Might also use them to find out how well weapon traps really work...
Logged
One wheel short of a wagon

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1768 on: June 21, 2015, 01:24:57 pm »

Double post as question. Will my cooks cook blood and/or ichor into prepared meals? I have a lot of useless blood, if not.

I may also be bothered to make a custom reaction for blood, into bloodhoney, bloodmead, etc, if not, so not a total waste, I guess.
Logged
One wheel short of a wagon

Witty

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #1769 on: June 21, 2015, 01:49:20 pm »

You'll need to add the EDIBLE_COOKED tag to the blood and ichor material templates to have them be cookable in prepared meals.
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.
Pages: 1 ... 116 117 [118] 119 120 ... 268