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Author Topic: DF2014 Question and Answer Thread  (Read 462083 times)

Colev0

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Re: DF2014 Question and Answer Thread
« Reply #2880 on: June 21, 2016, 07:49:21 pm »

Sorry, I'm not sure if this is the right place to ask this.

Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.
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JasonMel

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Re: DF2014 Question and Answer Thread
« Reply #2881 on: June 22, 2016, 08:48:41 pm »

Does 43.04 still have necromancer towers? Last I played this game, world gen used to create lots of them in a world. But in the first world I've created just now, I'm checking out the world map in order to accept or reject the world, and I can't see any towers (used to be a purple "I"). Is that still how they're represented? If I can't see those at this stage, do I have any necromancers? Or maybe I got a world without any by chance?
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Putnam

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Re: DF2014 Question and Answer Thread
« Reply #2882 on: June 22, 2016, 09:42:35 pm »

Still a purple I, they still show up.

StrawBarrel

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Re: DF2014 Question and Answer Thread
« Reply #2883 on: June 22, 2016, 09:47:30 pm »

Sorry, I'm not sure if this is the right place to ask this.

Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.
I think you should try asking in Future of the Fortress.

Is pitting or dumping rocks, wood or refuse a reliable execution method for pitted creatures, and what sort of z level drop would you need?
It might take many objects, but it should be possible to kill a pitted creature by dropping said objects onto them. Z level-wise, the pit should be as deep as possible, but I would try making it at least 20 levels deep. Make sure to take precautions so whatever you pit doesn't climb back out.
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snow dwarf

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Re: DF2014 Question and Answer Thread
« Reply #2884 on: June 23, 2016, 03:18:19 am »

Wondering if you can fish from higher than the body of water level. So, if I build a ship a few z levels high can my dwarfs fish from it?
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Random_Dragon

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Re: DF2014 Question and Answer Thread
« Reply #2885 on: June 23, 2016, 03:28:41 am »

So, has anyone finally figured out in detail how the new armor damage works? >.o
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"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Vaspeis

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Re: DF2014 Question and Answer Thread
« Reply #2886 on: June 23, 2016, 07:41:37 am »

Hello all,

new to the forum, so please be gentle with me :-)

Uncertain if this is the best place to post this - please point me in the right direction if it isn't.

I had a slight magma mishap. Nothing serious, no dwarves were hurt, but magma flowed into an access tunnel I would like to wall shut. The magma flow into the tunnel was shut off and what leaked in has evaporated, but I am still unable to build there. I now get a purple cursor and a "no access to non-economic building material" message. Why? Everything looks OK to me.

Am I being too impatient? Is the rock still too hot and it just needs to cool down a little longer? Or is it a bug?

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Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #2887 on: June 23, 2016, 08:26:56 am »

Yeah that message typically means dwarves cannot normally path to that place. Is your tunnel still walled off, temperature turned off, are you building aboveground with scorching biome, or have heating underneath?

Repseki

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Re: DF2014 Question and Answer Thread
« Reply #2888 on: June 23, 2016, 09:39:07 am »

Hello all,

new to the forum, so please be gentle with me :-)

Uncertain if this is the best place to post this - please point me in the right direction if it isn't.

I had a slight magma mishap. Nothing serious, no dwarves were hurt, but magma flowed into an access tunnel I would like to wall shut. The magma flow into the tunnel was shut off and what leaked in has evaporated, but I am still unable to build there. I now get a purple cursor and a "no access to non-economic building material" message. Why? Everything looks OK to me.

Am I being too impatient? Is the rock still too hot and it just needs to cool down a little longer? Or is it a bug?

Sounds like you blocked access to the tunnel when you walled off the magma source, or maybe you still have a few lingering magma puddles blocking the path to where you want to build. If there is a door/hatch, double check you haven't locked it as well.

So, has anyone finally figured out in detail how the new armor damage works? >.o

Interested to know myself.
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Vaspeis

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Re: DF2014 Question and Answer Thread
« Reply #2889 on: June 23, 2016, 04:41:08 pm »

Is your tunnel still walled off, temperature turned off, are you building aboveground with scorching biome, or have heating underneath?

The access tunnel is straight off an up/down stairway and not walled off. Flow was stopped by a lever-controlled bridge... as planned... only the lever-pullers were a bit slower than expected. Underground, not scorching biome, nor heating underneath.

I can turn temperature off? How do I do that?


Sounds like you blocked access to the tunnel when you walled off the magma source, or maybe you still have a few lingering magma puddles blocking the path to where you want to build. If there is a door/hatch, double check you haven't locked it as well.

No doors, no lingering magma. The staircase the tunnel branches off from has material access.

However... I had a job to wall the tunnel off going, and it was nearly completed when it was interrupted by the approaching magma. The magma then pushed the almost-installed obsidian block in front of it down the access tunnel, into the middle of the 3x3 stairway. Some magma also flowed into another tunnel off the stairway, and I see now that I can't build there either.

When the spill had evaporated, I first tried just unsuspending the building of the wall, but nothing happened... so I removed the building, dumped the obsidian block... and now I can't order a new wall built. I have considered building an access tunnel to the access tunnel, but 1) that seems silly and 2) what if that doesn't work either? I don't want to swiss-cheese this place too much, it's an area of solid rock between caverns which is not too big, and it is going to be the heart of my fortress going forward... next to a magma pool, with hematite above and marble below.

Why, oh why didn't I pre-install a door? Next time...
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Re: DF2014 Question and Answer Thread
« Reply #2890 on: June 23, 2016, 04:59:05 pm »

[DF directory]/data/init/d_init.txt contains setting to enable/disable bunch of things such as temp, weather, etc...Though there's also a button that edits the file in Lazy Newb Pack when setting temperature.

Tmperature and weather drain FPS while having mostly small effects on most embarks, so you might want to turn them off. However, somewhat unintuitively, while temp off makes magma harmless, it still heats up the surrounding rocks, making them untraversable.

To confirm the rocks are still heated up, see if they flash when you press d-d (dig designation). If this is not the case, it is probable your problem is different - possibly the magma burning access bridge, or panic resulting in ruined ramps or failed stairs.

Caution: if dwarf has magma gobs on them while temperature is turned back on, they'll catch on fire.

Vaspeis

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Re: DF2014 Question and Answer Thread
« Reply #2891 on: June 23, 2016, 05:26:09 pm »

Hmmm. Temperature _is_ off. I now remember doing that to try to improve the FPS of my previous fortress, and somehow thought that affected climate only.

The relevant rocks do not flash on d-d.

The walls of the magma pool do flash, but not the walls of my other magma reservoir (filled to 6). Shouldn't they flash?

I need to go to bed now... thanks for your help so far!
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Re: DF2014 Question and Answer Thread
« Reply #2892 on: June 23, 2016, 05:40:14 pm »

Well, we both learned something new. You that you have temperature off (turn it back on! Though will reduce FPS with your magma rivers), me that the flashing is not set when temp is off. Interesting!

Vaspeis

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Re: DF2014 Question and Answer Thread
« Reply #2893 on: June 24, 2016, 07:59:25 am »

Right. So I turned temperature on... but nothing seemed to change. No meaningful change to FPS either, it dipped to 11 but soon returned to 14, which was the temp-off state. But with no flowing magma visible that was perhaps expected?

Downloaded and installed 43.04 to separate dir (fort started and run so far in 43.02), copied save over, verified temp on, started... same as before.

Sigh.

Went back to 43.02, ran the fort for another month or so, and I'm allowed to build! Yay!

Opened the floodgate-bridge, and once magma flow started warm stone was indicated correctly, as "Warm" with loo[k] and flashing with d-d. There was lingering warm stone in the other side tunnel.

So it seems warm stone was the problem, only it didn't show. Also turning temperature back on doesn't immediately reset which tiles display as warm, some kind of trigger is necessary to start a recompute, my guess is magma actually flowing but I wasn't anal enough to be able to rule out e.g. a month change. (I have seasonal saves so I can find out if anyone's interested)

It is now entirely unclear to me what the Temperature:OFF setting does (it does not seem to stop the game tracking temperatures!?).

But whatever, my new, on-axis magma forges will soon be up and running!
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Re: DF2014 Question and Answer Thread
« Reply #2894 on: June 24, 2016, 09:21:52 am »

Temperature:OFF stops calculating the heat transfer, but fixed-temp things like magma and nether-cap will still have their own temperatures. Since magma sets the temp of surroundings, there you do not go.
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