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Author Topic: Trivial findings  (Read 462974 times)

Staalo

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Re: Trivial findings
« Reply #465 on: May 02, 2015, 03:15:58 am »

I saw some giant tree frogs spawned inside the brook.

That's funny; I have never seen any creatures inside the actual brook tiles, even when the fisherdwarves keep getting fish from them. I thought that wasn't even possible. Time to rethink the water supply then...
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utunnels

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Re: Trivial findings
« Reply #466 on: May 02, 2015, 03:22:51 am »

I saw some giant tree frogs spawned inside the brook.

That's funny; I have never seen any creatures inside the actual brook tiles, even when the fisherdwarves keep getting fish from them. I thought that wasn't even possible. Time to rethink the water supply then...
Oh, correction: not giant frogs, just one giant frog.

Well I guess there need to be amphibian animals first, and the spawn coords must be inside the brook. So it is at least a very rare event.
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Putnam

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Re: Trivial findings
« Reply #467 on: May 02, 2015, 05:13:40 am »

Killing a megabeast or titan as an adventurer will make it so said adventurer occasionally migrates to your fort wearing jewelry made from said megabeast or titan's hair or nails.

Jake

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Re: Trivial findings
« Reply #468 on: May 02, 2015, 07:44:39 am »

Ranged weapons can fire more than one type of ammunition with a bit of modding. The [ITEM_AMMO:ITEM_AMMO_WHATEVER] entries in entity_default are referring to a class of ammunition. Note the highlighted sections from these bits of the latest BPFA release:

Quote
[ITEM_WEAPON:ITEM_WEAPON_BLUNDERBUSS]
   [ITEM_AMMO:ITEM_AMMO_SHOT_1]

[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN]
[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN_SAWN_OFF]
   [ITEM_AMMO:ITEM_AMMO_SHOT_2]

Quote
[ITEM_AMMO:ITEM_AMMO_GRAPESHOT]

[NAME:grapeshot:grapeshot cartridges]

[CLASS:SHOT_1]

[SIZE:600]

[ATTACK:EDGE:100:2000:pierce:pierces:NO_SUB:4000]

[ATTACK_PREPARE_AND_RECOVER:20:2]



[ITEM_AMMO:ITEM_AMMO_BUCKSHOT]

[NAME:buckshot:buckshot cartridges]

[CLASS:SHOT_2]

[SIZE:600]

[ATTACK:EDGE:100:1500:pierce:pierces:NO_SUB:4000]

[ATTACK_PREPARE_AND_RECOVER:20:2]



[ITEM_AMMO:ITEM_AMMO_BIRDSHOT]

[NAME:birdshot:birdshot cartridges]

[CLASS:SHOT_2]

[SIZE:600]

[ATTACK:EDGE:150:1000:pierce:pierces:NO_SUB:4000]

[ATTACK_PREPARE_AND_RECOVER:20:2]

This has worked since at least 40d.
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utunnels

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Re: Trivial findings
« Reply #469 on: May 02, 2015, 10:49:49 am »

Dorfs only do clean job when they see the dirty tile.
For example, they will ignore some bloody floors for years. But if you put a meeting zone over the blood, they will do the job immediately.
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Vilkku92

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Re: Trivial findings
« Reply #470 on: May 05, 2015, 08:11:55 am »

A ghost can report a crime, or at least be a witness for one.
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StubbornAlcoholic

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Re: Trivial findings
« Reply #471 on: May 05, 2015, 08:19:37 am »

The Dwarves of my current fortress made a statue in honour of the idiot Mayor - who so far has had the following mandates:

1. Export of anvils prohibited.
2. Forge two anvils (completed)
3. Forge two more anvils (completed)
4. MOAR ANVILS

They fittingly called the statue: "THE UGLY GRAIN."

My previous fort had an image of the Dwarves arriving at the fort in the first year and labouring, and called it "The Limp Decisions", which I thought was hilarious...
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Meneth

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Re: Trivial findings
« Reply #472 on: May 05, 2015, 10:03:32 am »

You can melt metal objects constructed by mandate. The mandates only orders you to construct and not sell the objects, but destroying them is OK.
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Corona688

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Re: Trivial findings
« Reply #473 on: May 05, 2015, 11:02:18 am »

I had one who mandated catapult parts.  Six entire catapults and counting now.
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Corona688

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Re: Trivial findings
« Reply #474 on: May 05, 2015, 11:26:51 am »

Trivial finding about minecarts:  If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move.  You have to dump the 'bad' contents manually, or switch to an empty cart.
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utunnels

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Re: Trivial findings
« Reply #475 on: May 05, 2015, 08:06:26 pm »

Trivial finding about minecarts:  If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move.  You have to dump the 'bad' contents manually, or switch to an empty cart.

That's why I have two options:

1) Move when full of contents
2) Move in n days always



Another trivial finding:

Wagon wood can be put in minecart. But they are not accepted by the quantum stockpile for some reason and the dwarves will haul them back to their original stockpile, creating a hauling loop.

« Last Edit: May 05, 2015, 08:10:08 pm by utunnels »
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Putnam

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Re: Trivial findings
« Reply #476 on: May 05, 2015, 08:14:15 pm »

-snip-

Are you sure about this? Because that makes no sense.

Corona688

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Re: Trivial findings
« Reply #477 on: May 06, 2015, 12:32:27 pm »

Trivial finding about minecarts:  If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move.  You have to dump the 'bad' contents manually, or switch to an empty cart.

That's why I have two options:

1) Move when full of contents
2) Move in n days always
Yeah, it'll fix itself eventually, but my haulers need to be kept busy.



Another trivial finding:

Wagon wood can be put in minecart. But they are not accepted by the quantum stockpile for some reason and the dwarves will haul them back to their original stockpile, creating a hauling loop.
They are landing on a stockpile and not just empty floor, right?  It's not like designated dumping.  If they don't land somewhere valid they'll be moved.

 I always make sure to have my dump heaps linked to give to shops, too.  I hadn't caught anyone in a hauling loop yet but was feeling paranoid.
« Last Edit: May 06, 2015, 12:41:19 pm by Corona688 »
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utunnels

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Re: Trivial findings
« Reply #478 on: May 08, 2015, 01:32:43 am »

I have only 1 qsp (same settings under wood category as the source stockpile). They only remove those wagon logs around.
BTW, there's no wagon wood option in the stockpile settings.



I noticed the elves change their queen despite the former is alive.
The dwarves will always wait until the old king is dead.
The humans usually do not change their law giver, but sometimes the position can be taken by force, at least I saw a vampire defeated the original law giver and replaced him.


« Last Edit: May 08, 2015, 01:34:17 am by utunnels »
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Corona688

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Re: Trivial findings
« Reply #479 on: May 08, 2015, 09:31:39 am »

Wagons used to be their own special kind of wood.  Now days they all seem to be pear wood.
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