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Author Topic: DF2014 Question and Answer Thread  (Read 461917 times)

Dunamisdeos

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Re: DF2014 Question and Answer Thread
« Reply #3000 on: September 30, 2016, 12:41:43 pm »

Probably because a larger portion of them actually come from somewhere.
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userpay

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Re: DF2014 Question and Answer Thread
« Reply #3001 on: October 01, 2016, 12:33:25 pm »

So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?
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zenos14

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Re: DF2014 Question and Answer Thread
« Reply #3002 on: October 03, 2016, 02:15:40 pm »

So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?

Odds are it got stuck somewhere and starved to death, where does the owner usually hang out?



On an unrelated note, anyone have a clue what the the "Nearby" trait means in the work order conditions
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userpay

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Re: DF2014 Question and Answer Thread
« Reply #3003 on: October 03, 2016, 06:36:09 pm »

So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?

Odds are it got stuck somewhere and starved to death, where does the owner usually hang out?

Turned out it was down in my slab memorial area. Still not sure how it didn't get spotted immediately by its owner but... Eh.

On an unrelated note, anyone have a clue what the the "Nearby" trait means in the work order conditions
Maybe a linked stockpile or something similar?


Anyway does the military still need to be rotated to off duty or can you keep them in service permanently?
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vonsch

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Re: DF2014 Question and Answer Thread
« Reply #3004 on: October 03, 2016, 07:53:10 pm »

Anyway does the military still need to be rotated to off duty or can you keep them in service permanently?

I keep my military in training (which counts as on duty, I think) full time unless I manually set them off duty on the squads screen to go equip new gear or something.  They gripe a little at first, but in the long term they end up happiest in my fort. 
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #3005 on: October 05, 2016, 01:23:13 pm »

Anyone know an efficient way to build scaffolding for high constructed walls?

Slogo

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Re: DF2014 Question and Answer Thread
« Reply #3006 on: October 05, 2016, 02:29:28 pm »

Anyone know an efficient way to build scaffolding for high constructed walls?

Which type of efficiency and which type of construction?


If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.
« Last Edit: October 05, 2016, 02:33:14 pm by Slogo »
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #3007 on: October 05, 2016, 02:39:22 pm »

Anyone know an efficient way to build scaffolding for high constructed walls?

Which type of efficiency and which type of construction?


If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.

high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )
« Last Edit: October 05, 2016, 02:44:46 pm by taptap »
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Slogo

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Re: DF2014 Question and Answer Thread
« Reply #3008 on: October 05, 2016, 04:38:02 pm »

Anyone know an efficient way to build scaffolding for high constructed walls?

Which type of efficiency and which type of construction?


If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.

high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )

Yeah mass stairs should work then, you can also create a feeder stockpile near your construction to help speed up how fast the wall goes up (have it take from your main stockpile). And make sure to use something light like wood for the stairs if you can so the dwarves haul them into place faster. If you don't have a supply of wood then any block or bar will be fine.

Loci

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Re: DF2014 Question and Answer Thread
« Reply #3009 on: October 05, 2016, 08:49:23 pm »

high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )

If you're willing to accept slightly odd architecture, this design avoids almost all scaffolding. Due to a bug, creatures can climb through vertically-diagonally if trees grow above wall tiles, but if you're using it for magma storage that shouldn't matter too much.
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Detros

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Re: DF2014 Question and Answer Thread
« Reply #3010 on: October 06, 2016, 10:57:11 am »

high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )
Efficiency and high walls? Remember pyramids and use blocks, not raw stones.
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vexxice

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Re: DF2014 Question and Answer Thread
« Reply #3011 on: October 06, 2016, 11:22:23 am »

Is any ill-will incurred from denying someone residence (not citizenship)? I was wondering if my Tavern loses some fame or something.
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taptap

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Re: DF2014 Question and Answer Thread
« Reply #3012 on: October 06, 2016, 12:41:06 pm »

I am missing some details for my water generating plant... I was sure it would work already sketched the automatisation and now this...

How do I prevent freezing water leaving a floor of ice above itself? Or put in another way, is there a way to guarantee a pump above has access to freshly melted water. Floor grate does not work, a floor of ice appears under it.

Fleeting Frames

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Re: DF2014 Question and Answer Thread
« Reply #3013 on: October 06, 2016, 01:43:16 pm »

What about magma z-level above the ice floor?

Slogo

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Re: DF2014 Question and Answer Thread
« Reply #3014 on: October 06, 2016, 02:02:57 pm »

You can try encouraging the ice floor to cave in, being careful of the destructive implications that may have, but I'm not sure that's possible since the intake tile of the pump has to be on a floor.

The other possibility is prevent the tile below the pump intake from freezing (which may or may not be possible depending on your design) and just ignore the ice floors that get created.
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