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Author Topic: DF2014 Question and Answer Thread  (Read 459623 times)

Kneenibble

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Re: DF2014 Question and Answer Thread
« Reply #2160 on: October 13, 2015, 12:35:27 pm »

Again, if I can talk out my rear a bit, I think it's because the 'burning' temperature of the cage material is checked, but the fact that nether cap stays at freezing temperature irreguardless keeps it from being harmed. Though, interesting the cage isn't burning or anything.... you might want to check that.

Could be.  The nether-cap trap disappeared a little while after several attempts with the fire snakes, but I didn't pay attention to see if it had caught fire.

I'd like to pose my question again -- does anybody have the trick for catching fire snakes?  The wiki claims that a nether-cap trap will do it, but all my attempts immediately give the message, "fire snake has burnt its way out of confinement!"  Is an adamantine trap the only way to go?
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Bouchart

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Re: DF2014 Question and Answer Thread
« Reply #2161 on: October 13, 2015, 01:35:58 pm »

Sure sounds like it, though you could try disabling temperature altogether.
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callisto8413

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Re: DF2014 Question and Answer Thread
« Reply #2162 on: October 13, 2015, 07:12:18 pm »

Just wondering - I am sure somebody tested this but I forgot the results - will cold climates with low temperature kill Dwarfs if they are not properly clothed?
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The most EVIL creature in Dwarf Fortress!

PyroTechno

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Re: DF2014 Question and Answer Thread
« Reply #2163 on: October 13, 2015, 09:57:07 pm »

Just wondering - I am sure somebody tested this but I forgot the results - will cold climates with low temperature kill Dwarfs if they are not properly clothed?

The lowest survivable temperature is 9900 U. Below this temperature fat, present on all organic creatures, will start to take cold damage, eventually killing the creature. Clothing does not affect temperature - it only affects the thoughts of your dwarves.

The only way to survive in a climate below 9900 U is to start digging down. The temperature rises the further down you go.
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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #2164 on: October 13, 2015, 09:59:20 pm »

9900 U is ~217 kelvins btw

PyroTechno

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Re: DF2014 Question and Answer Thread
« Reply #2165 on: October 13, 2015, 10:08:39 pm »

9508 U = absolute zero (in real life) AKA 0 Kelvin
0 U = -9968 Fahrenheit, -5555.5 Celsius, -5282.405 Kelvin

Because physics has always been a polite suggestion to DF.
« Last Edit: October 14, 2015, 02:11:24 am by PyroTechno »
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2166 on: October 14, 2015, 12:13:47 am »

it cant be absolute if DF goes lower :b
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vexxice

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Re: DF2014 Question and Answer Thread
« Reply #2167 on: October 14, 2015, 10:27:32 pm »

Is there a way to auto mark 'x' clothes in my stockpile for dumping? Since there is no way to designate a stockpile to only hold new clothes, it is filling up with worn clothes. When I use 'cleanowned' it doesn't touch the clothes in the stockpile aren't marked.
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Kneenibble

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Re: DF2014 Question and Answer Thread
« Reply #2168 on: October 14, 2015, 10:30:50 pm »

I am desperately tired and cannot find a brain to think of the right answer here, can someone please help me?

 - When you make a waterwheel, does the centre tile have to be the channel or the solid piece?


I figured this one out, never mind.
« Last Edit: October 15, 2015, 10:19:46 am by Kneenibble »
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PyroTechno

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Re: DF2014 Question and Answer Thread
« Reply #2169 on: October 14, 2015, 10:40:11 pm »

Is there a way to auto mark 'x' clothes in my stockpile for dumping? Since there is no way to designate a stockpile to only hold new clothes, it is filling up with worn clothes. When I use 'cleanowned' it doesn't touch the clothes in the stockpile aren't marked.

Use "cleanowned x". If that doesn't work, go into the "z" menu, into stocks, and hit "e" for enhanced view. You can then view only items with 1 or more wear, and dump all of them at once using a couple of the commands that it will show you on the right.
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2170 on: October 15, 2015, 12:28:33 pm »

hey, what does a flashing red 'X' with a white background mean?



For the life of me I swear ive seen it before but forget what it means.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Sutremaine

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Re: DF2014 Question and Answer Thread
« Reply #2171 on: October 15, 2015, 12:42:03 pm »

Fever. Wiki doesn't know what it does, but suggests lowered mental stats. Usually inflicted by syndrome.

Doesn't it show up when you v-w over a dwarf? (Or v-p-w, I forget)
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pisskop

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Re: DF2014 Question and Answer Thread
« Reply #2172 on: October 15, 2015, 12:59:54 pm »

Nothing.  No health issues, just a diagnoses request, and they're gone after that clears.  Fevers should reduce speed somewhat too?
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

FortunaDraken

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Re: DF2014 Question and Answer Thread
« Reply #2173 on: October 16, 2015, 07:44:11 am »

So I appear to have a suicidal dwarf on my hands. He's not insane (yet), just occasionally annoyed at the lack of chairs, being hungry/thirsty/drowsy and sad from his kids being elsewhere in the world. He has all three arrows blinking on him but he won't move from where he is, which is standing between the kitchen and the still, two squares away from the food/drink stockpile. He's not injured so he can move.

I managed to make him eat by turning all his labors off in Dwarf Therapist, but he still won't drink or go sleep and is standing around again. I'm...honestly bamboozled. Especially since on the health screen, he's not even listed as being thirsty or drowsy. Why won't you move, dwarf dude...

EDIT: Whoooops nevermind. Burrows :D
« Last Edit: October 16, 2015, 08:07:07 am by FortunaDraken »
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Zuglarkun

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Re: DF2014 Question and Answer Thread
« Reply #2174 on: October 22, 2015, 10:25:57 am »

Need some pointers on setting up a properly managed milk stockpile. I know how to setup the stockpile to allow only milk, but my issue is with the containers used.

Here are some questions:

  • Milk can only be stored in barrels and not large pots right?
  • Is there a way to prevent large pots from mixing into my milk stockpiles when setting the max barrels? The only way I know how is to forbid the rest of the large pots so haulers only haul barrels to the milk stockpile. I'm using only large pots in my stockpiles and would rather not have the barrels mix together with the large pots.
  • How do you get dwarves to transfer milk from buckets into barrels without putting the bucket in the barrel? If they put the bucket in the barrel, will they transfer it later on?
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