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Author Topic: Trivial findings  (Read 462886 times)

Gwolfski

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Re: Trivial findings
« Reply #750 on: June 18, 2016, 04:24:52 pm »

Boogey men climb trees

edit: You can't eat boogeymen
« Last Edit: June 19, 2016, 05:39:39 am by Gwolfski »
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taptap

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Re: Trivial findings
« Reply #751 on: June 21, 2016, 08:23:20 am »

Engraving frozen lakes is fun.

Prop42

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Re: Trivial findings
« Reply #752 on: June 21, 2016, 01:43:53 pm »

Items can block the construction of floors.
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TheFlame52

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Re: Trivial findings
« Reply #753 on: June 21, 2016, 03:48:12 pm »

Items can block the construction of floors.
I thought everyone knew that.

jaked122

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Re: Trivial findings
« Reply #754 on: June 21, 2016, 10:17:25 pm »

Items that block the construction of things are generally considered to have been a bad move as they made a lot of people very angry.

Urist McVoyager

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Re: Trivial findings
« Reply #755 on: June 21, 2016, 10:26:37 pm »

Aren't the only items that block other constructions ones that have been flagged for other tasks? I've been watching my people build stone walls on the surface, and since the logs up there haven't been marked for use, people just move them and finish building after.
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Fleeting Frames

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Re: Trivial findings
« Reply #756 on: June 22, 2016, 03:44:06 am »

Indeed, dwarves can't move tasked items. This shows up most frequently when building a wall on top of a rock pile - easy, 0-1 distances....third of the wall/floor gets suspended because somebody else is building a wall 1 tile to the right.

Of course, the fact that this blocking is possible pretty much shows that quantum stockpiling, beyond being the native and only way to use either track stops or dump designations, could also be trivially blocked. This helped me realize that lot of stuff listed as exploit on wiki is just unintuitive to our earth physics, or just better than .40d era stuff.

(But as counterexample, contrast repeating spears and making stone blocks for skilling up an ability to legendary with repetitive tasks - then contrast infrastructure in making 5 tile irrigated farm plot and designating whole map for plant gathering.)

EDIT:
Apparently, a ruler doesn't get restored to their rightful position when returning to home from captivity.

« Last Edit: June 24, 2016, 02:58:28 pm by Fleeting Frames »
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taptap

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Re: Trivial findings
« Reply #757 on: June 25, 2016, 06:22:39 am »

Engraving frozen lakes is fun.

Smoothed ice melts into more water than non smoothed ice.

Gwolfski

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Re: Trivial findings
« Reply #758 on: June 25, 2016, 02:25:54 pm »

Bridges do not support walls
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TheFlame52

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Re: Trivial findings
« Reply #759 on: June 25, 2016, 07:53:57 pm »

What personality trait determines whether a creature gets a good or bad thought from being confined?
Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
 - low violence
 - high perseverance (value)
 - high perseverance (trait)
Or maybe even all of those.

Dirst

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Re: Trivial findings
« Reply #760 on: June 26, 2016, 11:21:29 am »

What personality trait determines whether a creature gets a good or bad thought from being confined?
Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
 - low violence
 - high perseverance (value)
 - high perseverance (trait)
Or maybe even all of those.
They don't have a preference for the chain material, do they?
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Just got back, updating:
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TheFlame52

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Re: Trivial findings
« Reply #761 on: June 26, 2016, 11:39:55 am »

The thought is "he felt [emotion] after being confined", with [emotion] being something like patience, repentance, etc.

Bumber

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Re: Trivial findings
« Reply #762 on: June 26, 2016, 03:57:21 pm »

The thought is "he felt [emotion] after being confined", with [emotion] being something like patience, repentance, etc.
I've seen repentance near the end of one's sentence.
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TheFlame52

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Re: Trivial findings
« Reply #763 on: June 26, 2016, 06:12:32 pm »

I'm doing this study on caged animal men via gm-editor, so I don't think that's a factor. I have seen many dwarves happy to be free after being released, though.

omada

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Re: Trivial findings
« Reply #764 on: June 27, 2016, 05:27:52 pm »

What personality trait determines whether a creature gets a good or bad thought from being confined?
Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
 - low violence
 - high perseverance (value)
 - high perseverance (trait)
Or maybe even all of those.

I don't know why, but my first bet would be high lust.

But i don't think the game has come this far, yet.

Now i need to brainwash myself.

Sorry for the distraction.
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