Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 46 47 [48] 49 50 ... 148

Author Topic: Trivial findings  (Read 462734 times)

Lozzymandias

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #705 on: June 02, 2016, 02:27:53 pm »

If a magma-proof door in built where magma may safely flow, and said door is rigged up to a lever with a non-magma-proof mechanism, the door will be deconstructed and dragged away in the flow, but not destroyed.
Logged
"Come on, you sons of elves, do you want to live forever?"

Lozzymandias

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #706 on: June 03, 2016, 08:20:41 am »

Findings: I can't stun cage capture an "FB made of steam that flies and a webber" 

Setup: [Raising Bridge] [cage trap] [cave-in spot] [cage trap] [statue with 2 adjacent doors] ... [upstairs]

Above cave-in spot, [floor], and above this, natural floor held by support and linked to lever.

Above upstairs, [hatch] toggled to forbid.

FB got in, and stands on cage trap.  Bridge is raised so it's trapped while busy destroying statue and doors.

Hatch is set to forbid, and pull the lever to support.

Cave-in happens, dusts happens, FB is unaffected. Not stunned, Not even propelled away but dust. 

It can't be right, so I tried again. 

DFhacked obsidian wall on hole of cave-in floor, and 2 more tiles above that, so I am able to dig floor, and set support to lever again. 

Next chance, FB standing on 2nd cage trap, trying to kill the hatch from below. 

Another cave-in, dusts, etc, and FB is not affected.  Of well.

FB's are [NO_STUN] which includes cave-in's i'm afraid. Webber FB are completely un-cageable. But then, you already knew that.
Logged
"Come on, you sons of elves, do you want to live forever?"

Sanctume

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #707 on: June 03, 2016, 09:37:27 am »


Findings: FB are NO Stun.

Findings: Webbers are No Cage.  ;D

Findings: Flying Webbers FB are my bane for science.

Findings: I did not find gm-editor in v0.42 dfhack that came with LNP. (edit: I did not find the hack :()
« Last Edit: June 03, 2016, 10:41:35 am by Sanctume »
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Trivial findings
« Reply #708 on: June 03, 2016, 10:08:00 am »

*wonders about the possibility of organic bioweapon on organic webber FBs*

Harder than just directing them to a location, granted. But this way, you can pit them!

Vikram

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #709 on: June 03, 2016, 01:53:20 pm »

Apparently beating people to death with a minecart trains the mining skill. Who knew?
Logged

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Trivial findings
« Reply #710 on: June 03, 2016, 04:13:44 pm »

Apparently beating people to death with a minecart trains the mining skill. Who knew?
This sounds like a much dwarfier training method than hollowing out soil layers.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Trivial findings
« Reply #711 on: June 03, 2016, 05:15:09 pm »

Can a miner mine with equipped minecart or do they still need a pick?

Though I guess it is not likely to happen in fort mode normally unless they adopt one in 42.04 or something.

Sanctume

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #712 on: June 07, 2016, 10:06:21 am »

The "lip" wall still lets flyers path inside my bunker. 


z-2     z-1     z+0     z+1     z+2
v^^^^^^ ^vvvvvv v...... ....... .......
^^^^^^^ vvvvvvv ....... ######. ______.
#####^^ #####vv #####.. _____#. ______.
#####^^ #####vv ____B.. _____#. ______.
#####^^ #####vv A___B.. ____k#. ______.
#####^^ #####vv ____B.. _____#. ______.
#####^^ #####vv #####.. ######. ______.

v=down ramp, ^=up ramp, #=constructed wall, .=open space, A=armor stand, _=constructed floor, B=raised bridge, k=kea


The bridge is raised up.  There is still a path into the fortress from the south portion, about 20+ tiles away. 
This portion of the fortress is above ground, and bunker sealed, so I thought.
Just constructed floors and walls, no fortification; 2-wide dry moat.
So the only path from this portion would be the 3-wide raising bridge. 

Findings:  The flock of keas flying from the north seems to pass through on the tile above the raising bridge, and onto the room with constructed floors and "lip" walls.  At least 6 keas flies outside the bridge and teleports inside onto that same spot.

« Last Edit: June 07, 2016, 10:08:25 am by Sanctume »
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Trivial findings
« Reply #713 on: June 07, 2016, 10:44:11 am »

Might be that constructed walls create floors above them, but not below them, so there is 1 floor missing between the raised-bridge's wall and above-bridge wall, where they can path to but must leave as creatures are unhappy to sit in walls.


Sanctume

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #714 on: June 07, 2016, 10:56:37 am »

I'm going to try to add an extra wall tile extending out before the bridges.

z+0     
v......
######.
____B..
A___B..
____B..
######.

v=down ramp, ^=up ramp, #=constructed wall, .=open space, A=armor stand, _=constructed floor, B=raised bridge, k=kea


Or maybe just put a wall above the bridges instead of constructed floors.

Kumquat

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #715 on: June 07, 2016, 04:25:19 pm »


You can hit enter on the left column of "bring to depot" menu to select the whole right column.

Very trivial, but it was a new finding to me...
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: Trivial findings
« Reply #716 on: June 07, 2016, 05:21:11 pm »

Roads will go around brook/stream/river sources.....But they'll happily jump them downriver while providing you with pre-built bridge/raw building materials even if minor (or everywhere if major).
Spoiler: Thanks, humans (click to show/hide)

Will you get bypassing travellers over them? No idea, but at least you should get visitors from both elves and humans this way.

(They seem unwilling to build roads to goblins in this worldgen, though.)

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: Trivial findings
« Reply #717 on: June 07, 2016, 07:34:56 pm »

Only humans and dwarves build roads. If humans build roads to a forest retreat, it's probably a conquered one.

This is a pretty trivial finding if it gets found. What personality trait determines whether a creature gets a good or bad thought from being confined?

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Trivial findings
« Reply #718 on: June 07, 2016, 09:41:52 pm »

Kink.
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Lozzymandias

  • Bay Watcher
    • View Profile
Re: Trivial findings
« Reply #719 on: June 08, 2016, 06:21:36 am »

If a goblin survives getting a limb rotted in a fight with a necrotising creature (helmet snake in this case) if it survives infection then there will be no subsequent ill effects to walking around with a rotten limb. Tests are ongoing though.
Logged
"Come on, you sons of elves, do you want to live forever?"
Pages: 1 ... 46 47 [48] 49 50 ... 148