Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 254 255 [256] 257 258 ... 268

Author Topic: DF2014 Question and Answer Thread  (Read 464123 times)

Ulfarr

  • Bay Watcher
  • Going on a pilgrimage to Mars
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3825 on: September 07, 2019, 01:14:28 pm »

Thanks for your answers!

I know that both forests and woodlands need high levels of rainfall to appear, so some rain is inevitable. My problem is when it’s raining all the damn time, with hardly any non rainy days throughout the year.
Shrublands are also a hit and miss situation, where it sometimes rain constantly and sometimes it has a few weeks/months between each rain.

I guess I’ll give World painter a try.
Logged
Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

xZippy

  • Bay Watcher
  • ■■ ■■■■ ■■■
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3826 on: September 16, 2019, 01:34:38 am »

If magma is only found waaaayy too far down, what is the best way to get it up to where you want it? Are minecarts your only hope?
Logged

Ulfarr

  • Bay Watcher
  • Going on a pilgrimage to Mars
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3827 on: September 16, 2019, 02:51:44 am »

You can also use pump stack to bring magma up.
Logged
Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

xZippy

  • Bay Watcher
  • ■■ ■■■■ ■■■
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3828 on: September 16, 2019, 05:12:07 am »

Yeah but that's a lot of pumps if the magma is like 50 levels below my fort.
Logged

Luriant

  • Bay Watcher
  • Mediocre english, sorry
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3829 on: September 16, 2019, 07:56:31 am »

Some magma for Magma Forges... use magma-safe minecarts. 2 Minecarts=4magma, enough for 1 magma workshops. You don't need tracks, dwarves carry minecarts with magma without problem, albeit slow.

Filling the surroundings with magma non stop? Magma safe Pump stack.

Bonus: How to kill lots of enemies with a minecart filled with magma? Make 100 levels of stairs in your fortress, put a grate in the ceiling, put the minecart in a Track stops dumping above the stairs. 30+ Goblins melting and falling. Drop some water and mine the obsidian. Magma Safe goblinite without seeing dead people.

Ps. Magma Piston is another option, but pump stacks is a better system.
Logged
╔══╦══╗██▓▓
☺♠┼╥╤┼▲▼▓
Θ÷║πΩ║      ▓
+═╬══╣ò    ▓
≈≈▒‼^☻²
╚══╩══╝
  Σ Spkd Grn Glss Blls 252☼ 2.6Γ

xZippy

  • Bay Watcher
  • ■■ ■■■■ ■■■
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3830 on: September 17, 2019, 05:44:23 am »

You know how you can save your own embark setups? Where is that saved? Like, which folder?
Logged

mightymushroom

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3831 on: September 17, 2019, 08:01:01 am »

You know how you can save your own embark setups? Where is that saved? Like, which folder?

(DF location)/data/init/embark_profiles.txt
Logged

xZippy

  • Bay Watcher
  • ■■ ■■■■ ■■■
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3832 on: September 22, 2019, 01:35:44 am »

Don't worry it's not Zippy spamming this thread again. You know how DFhack tells you which animals are starving? How do I find those exact animals in-game?
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3833 on: September 22, 2019, 04:12:45 am »

Well, starving livestock in particular are grazers who are either in a cage with no animal caretaker to feed them (i.e. after you got some from merchants), or ones hanging around in your meeting area on normal floors. You can go through 'u'nit-livestock menu to check matching animals one by one.

Iirc it also gives you unit id, so you can paste :lua ~df.unit.find(13749).pos into console to give you coordinates. Note that the z-coordinate doesn't match what you see on right; exact values will depend on your worldgen, region and embark, so :lua ~df.global.cursor will give you current cursor location as a landmark to navigate from.

Atarlost

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3834 on: September 23, 2019, 02:21:27 pm »

Don't worry it's not Zippy spamming this thread again. You know how DFhack tells you which animals are starving? How do I find those exact animals in-game?

Use the 'z' health screen (needs Chief Medical Dwarf).  Starving animals will have a red H! in the fourth column.  You can then use 'r'ecenter to select the desired animal on the map.
Logged

Magistrum

  • Bay Watcher
  • Skilled Fortresser
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3835 on: September 23, 2019, 06:55:07 pm »

What Artalost said.
Also, it is usually stuck on a tree.
Logged
In a time before time, I had a name.

Tarqeq

  • Bay Watcher
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3836 on: September 25, 2019, 03:44:52 am »

Does dead creature set off a pressure plate? Suppose there is a creature restrained on a pressure plate. Can this be used to set off reaction when the creature dies?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: DF2014 Question and Answer Thread
« Reply #3837 on: September 25, 2019, 05:12:36 am »

Does dead creature set off a pressure plate? Suppose there is a creature restrained on a pressure plate. Can this be used to set off reaction when the creature dies?

"Pressure plates are sensitive to some creatures and uninfluenced by others (see Unusual Triggers). They are not sensitive to inert weight or trapavoid creatures."

so living heavy creature sends signal, corpse does not. Heavy Corpse becoming animated, sends signal.
https://dwarffortresswiki.org/index.php/DF2014:Pressure_plate

if (chained guard chicken dead) then (raise drawbridge)?
« Last Edit: September 25, 2019, 01:03:00 pm by TomiTapio »
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3838 on: September 25, 2019, 11:36:41 am »

Yes, it could be. When pressure plate goes for 99 steps without a trigger after being triggered and having sent an "ON" signal, it sends "OFF" signal. This signal can be used, for example, to collapse a support, close vertical path via either bridge type, either open (via raising bridge) or close (via door/floodgate) a horizontal path, or stop and/or dump items/water/magma from a minecart.

But note that such delay is enough time to take ~10 steps at normal pace, and potentially over 20 at run, and bridges/floodgates add just as much delay, while track stop has 40 step delay too. So if you're relying on this to capture/kill an enemy with no player action, leave a bit of space.

xZippy

  • Bay Watcher
  • ■■ ■■■■ ■■■
    • View Profile
Re: DF2014 Question and Answer Thread
« Reply #3839 on: September 26, 2019, 10:04:06 pm »

1.) Are doctors able to operate/heal themselves or does another doctor have to be present?
2.) Does having matching deity statues in temples make a difference? I've never seen it mentioned in a dwarves thoughts.
3.) Dumb dwarves keep leaving meat in their rooms, leave it there and make their rooms smell like a dead sewer. How to prevent?
« Last Edit: September 27, 2019, 03:01:45 am by xZippy »
Logged
Pages: 1 ... 254 255 [256] 257 258 ... 268