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Author Topic: Trivial findings  (Read 457209 times)

taptap

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Re: Trivial findings
« Reply #390 on: March 06, 2015, 10:24:51 am »

They can see a death happen from the site of death, even if it was 3 years ago, as if it were just occurring.

Doubt that. (They get a bad thought with the same text, when seeing the corpses or unprocessed parts though.)

utunnels

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Re: Trivial findings
« Reply #391 on: March 06, 2015, 08:16:37 pm »

Dorfs really like dresses.

If I let them equip leather armors and there's no leather armor left, they will grab some leather dresses.
If I let them equip armor, they will ignore leather armors and find any dress available (silk, cloth, whatever).
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TheFlame52

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Re: Trivial findings
« Reply #392 on: March 07, 2015, 02:05:56 pm »

Dwarves prefer to place corpses in tombs in the order the coffins were built.

§k

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Re: Trivial findings
« Reply #393 on: March 07, 2015, 10:15:48 pm »

The trainer needs a piece of food to tame a vermin, but the food isn't consumed. It stays in the kennel, and will be stored later.
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Vyro

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Re: Trivial findings
« Reply #394 on: March 08, 2015, 08:51:50 am »

Designating a long narrow corridor of constructed floors for removal with empty space below always leaves half the workers stranded in small random groups - they will cancel and refuse to deconstruct tiles of floor somebody else is standing on continuously (no, stepping aside all together would be too smart of them). Solution comes in designating tiles 101010 - they all get stranded individually on singular tiles, which they are then happy to remove from under their feet when ordered because it is not somebody else that is standing on the tile, just them. Dorfs have weird sense of morality.
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utunnels

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Re: Trivial findings
« Reply #395 on: March 08, 2015, 10:24:10 am »

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Arx

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Re: Trivial findings
« Reply #396 on: March 14, 2015, 08:21:23 am »

Training and possibly other working dwarfs gain a coating of sweat on all their body parts.
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TheFlame52

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Re: Trivial findings
« Reply #397 on: March 14, 2015, 11:40:12 am »

GCS are actually brown, despite what their tile might suggest.

§k

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Re: Trivial findings
« Reply #398 on: March 14, 2015, 09:30:29 pm »

Goblins are green, also different from their tile.
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utunnels

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Re: Trivial findings
« Reply #399 on: March 15, 2015, 06:45:26 am »

My map gets only dry grass during those dry seasons. But fresh grass will grown under roofs anyway.
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Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Dwarf4Explosives

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Re: Trivial findings
« Reply #400 on: March 15, 2015, 11:50:14 am »

Yeah, I noticed that in the arena. Trees will always have fresh grass under them for some reason.
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Uzu Bash

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Re: Trivial findings
« Reply #401 on: March 15, 2015, 03:23:53 pm »

Dwarves can dig ramps designated 1 zlvl beneath them. Probably interpret it as a channel from their own level, which it is, except I wasn't ready for them to start digging there yet.
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Uzu Bash

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Re: Trivial findings
« Reply #402 on: March 18, 2015, 11:09:57 am »

Fortifications are climbable, they just can't be climbed over. Someone can cling to the side and climb laterally until they find another direction to climb or drop down from. I don't know if the AI is smart enough to path that way, but it wouldn't hurt to leave a cage trap on the floor accessible by that route.
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utunnels

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Re: Trivial findings
« Reply #403 on: March 19, 2015, 10:45:47 am »

Speaking of ramp, it seems removing an ice ramp leaves an empty tile.
The tile shows nothing if you "k" it. It is inaccessable. You can't dig it. You can't build anything over it.
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Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Splint

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Re: Trivial findings
« Reply #404 on: March 19, 2015, 03:45:30 pm »

Dunno if anyone else did this yet, but it seems that you can in fact disassemble tents if you happen to embark on a camp by blind luck. You get a bolt of cloth or leather when the wall is deconstructed.

On the subject of tents, they don't count as indoors.
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