Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 149 150 [151] 152 153 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 459666 times)

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2250 on: November 09, 2015, 01:07:49 pm »

Modding lead?  nqs.  Try it and if it doesnt have any effect w.e. and if the game crashes then no.

Rawmancy is tricksy
Logged
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!

PyroTechno

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2251 on: November 09, 2015, 05:15:04 pm »

Thanks, I can do that with a saved world, right?

Modding lead?  nqs.  Try it and if it doesnt have any effect w.e. and if the game crashes then no.

Rawmancy is tricksy

In general, it's a better idea to mod the base raws and then create a new world, so the save doesn't glitch out.

One of the first rules of modding: when in doubt, create a new world.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2252 on: November 10, 2015, 10:12:34 am »

My dwarves don't seem to want to use teeth as bone or ivory. Do I just have to dump all the teeth?

EDIT: Also, how do you kill animated remains? I've got severed heads and hair running around and my dwarves cant kill them.
« Last Edit: November 10, 2015, 10:31:39 am by Micro102 »
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2253 on: November 10, 2015, 12:06:15 pm »

As far as I know, caging or atom smashing, maybe godhammer caveins or fifty tile drops.

They're a teeny bit more immortal than was originally intended, I'm afraid.
Logged
One wheel short of a wagon

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2254 on: November 10, 2015, 12:11:28 pm »

Definitely secure you butcher shops in the furture.  and any garbaghe dumps or refuse pits.  Any gabarge pits or corpse stockpiles need to have some means of completely sealing them off.  Say a bridge or being accessed by stone/metal hatches.  Reanimated trolls or ogres or worse will make you have a bad day.

The butchers shops should have a stone doorlock system in place.  2 or more doors that you can forbid, and that won't be all open at the same time.  So you can lock them in the worst cases and keep the threat/job cancellation spam to a minimum.

Consider atom smashing the area if issues.  Set up bridges along a hallway that animated hairs and etc can access without using doors, so that you need only wait for them to trigger a pressure plate or you to pull it enough.
Logged
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!

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2255 on: November 10, 2015, 06:28:37 pm »

My dwarves don't seem to want to use teeth as bone or ivory. Do I just have to dump all the teeth?

EDIT: Also, how do you kill animated remains? I've got severed heads and hair running around and my dwarves cant kill them.
Teeth that are knocked out are probably not useful for crafting, being too small. Teeth produced upon butchering should be useable, though not as bone. They're not made of bone.

There's a bug with animated small body parts. They're too small to hit, essentially. I think you can get around it in-game by increasing the size of the base creature and waiting a while. Creature sizes update once a week, I think.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2256 on: November 11, 2015, 04:08:20 pm »

Teeth knocked loose from combat can't be used in crafting, except possible strange mood cases.
Logged

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2257 on: November 11, 2015, 05:24:43 pm »

My memory on this might be a little fuzzy because it was a while ago, but I have a recollection of being able to make a whole load of tooth crafts from an FB that got struck in the mouth before dying.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2258 on: November 11, 2015, 07:36:02 pm »

Maybe that was true in an earlier version, but it's not the case in the current one.

This is easiest to see with a voracious cave crawler.  They tend to drop a lot of teeth, since they have few body parts and are very easy to hit in the mouth.
Logged

Arx

  • Bay Watcher
  • Iron within, iron without.
    • View Profile
    • Art!
Re: DF2014 Question and Answer Thread
« Reply #2259 on: November 12, 2015, 07:27:14 am »

Forgotten Beasts might also have large enough teeth to be meaningful individually.
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.

Bouchart

  • Bay Watcher
  • [NO_WORK]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2260 on: November 12, 2015, 05:20:05 pm »

It might also be the case that dwarves can't craft with teeth with a stack size of one.  That was the case with bones some time ago.
Logged

Uggh

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2261 on: November 13, 2015, 05:37:04 am »

If I obsidianize part of a cavern lake at the map edge and later carve fortifications into some of the former water tiles at map edge, will they again produce water? Or will they only drain it off the map?
Logged

DolosusDoleus

  • Bay Watcher
  • Affably Evil
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2262 on: November 14, 2015, 04:56:50 pm »

http://dwarffortresswiki.org/index.php/DF2014:Fortification

Read the "Uses" section. Your answer is near the bottom.
Logged
Does that make scientific sense? No? Well it's Earth IV and he's a giant crocodile-man. Use your imagination.
Ongoing Forum Thingamajiggers:
Wikipedia Wars: Revengance

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2263 on: November 14, 2015, 10:10:27 pm »

It might also be the case that dwarves can't craft with teeth with a stack size of one.  That was the case with bones some time ago.
It never was. The bug with that was that when you finished with a stack of bone, there'd always be a 'body part' left even though all the 'bone' was used up. I created a few single-bone stacks and observed as they were each made into one set of items.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Uggh

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #2264 on: November 15, 2015, 05:46:52 am »

http://dwarffortresswiki.org/index.php/DF2014:Fortification

Read the "Uses" section. Your answer is near the bottom.
You might have misunderstood my question. I was not referring to drainage of water but to the creation thereof. As far as I understand it, map edge tiles of a lake or ocean produce water so that after you drain some of the lake it will be refilled over time. If I obsidianize a lake tile of the map edge and then carve fortifications into it, would said tile somehow retain the water creation property from before or would it just drain water of the map as in the passage you cited?
Logged
Pages: 1 ... 149 150 [151] 152 153 ... 268