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Author Topic: Silk farms in 44.10  (Read 4173 times)

Dozebôm Lolumzalěs

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Re: Silk farms in 44.10
« Reply #15 on: August 31, 2018, 03:18:21 am »

I can't interpret that screenshot in terms of where the GCS would stand, etc. If the webs are blocking things, it's possible to hide them. If you have many webs, the best option is probably a mass-hide. Just press d-b-h and select the area with webs. If this hides bridges, then you can select their buildmats with t and unhide them. The bulk screen also has a way to mass-unhide afterward, although I don't recall the key for it.
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Bumber

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Re: Silk farms in 44.10
« Reply #16 on: August 31, 2018, 04:42:28 am »

Any idea if this design would work for web-spitters: http://www.bay12forums.com/smf/index.php?topic=150323.0?

It's intended for archers, so I'm not sure how a GCS would react, or if you can even stack webs on a tile.
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Re: Silk farms in 44.10
« Reply #17 on: August 31, 2018, 06:21:49 am »

I really thought the screencap was self-explanatory, but here you go.

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Re: Silk farms in 44.10
« Reply #18 on: September 02, 2018, 04:35:13 am »

@Bumber: No, because iirc spit web item will not be placed on a tile with already unharvested web on it (but you can throw them around with bridges on top of other webs, hence the multiz webfarms - throwing them up or to the side instead of down should work as well, I guess.)

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Re: Silk farms in 44.10
« Reply #19 on: September 02, 2018, 06:18:13 am »

Forgotten beasts with megabeast status don't need to be let off the chain, so you can skip the other part and go straight to the fortified bridge raising & lowering, close bridge and send in burrowed dwarves to collect safely since mega's only currently target military dwarves while on a chain, saving the challenge of making a set of artifact doors to keep it busy.

Keep them in place once captured ((try stunning them into a trap)) but otherwise trying to capture a webber will be difficult without heavily overcompensating your trap network.

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My method would be at the end of your trap corridor, have a solid 3x3x2 empty space, fill the floor with traps, and put 1 column at floor level in the middle, layer a floor over the 3x3 over that column, and place a support above the column's position, cut the 3x3 upper floor away and reseal with walls, rig up the support with mechanisms then remove the bottom column to have a freestanding triggerable falling trap positioned over 3x3 floor of traps.

The doorway through this trap should be a artifact or sufficiently very strong with itchy dwarf trigger fingers or one tasked & burrowed to pull levers all day, and once the floor column removed it's ready to use as a 1 time perfect grid stun-trap for things too big or evasive to be crushed immediately by the falling cave in.
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Re: Silk farms in 44.10
« Reply #20 on: September 02, 2018, 09:42:35 am »

There are no trapavoid webbers without NOSTUN, though. Also, all of them are building destroyers, so the doorway will hold them in place by itself once they notice it.

FantasticDorf

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Re: Silk farms in 44.10
« Reply #21 on: September 02, 2018, 10:54:21 am »

There are no trapavoid webbers without NOSTUN, though. Also, all of them are building destroyers, so the doorway will hold them in place by itself once they notice it.

Thanks for addressing my oversight, the only logical albiet stupid alternative is to drop them into a fresh new containment area of room via bridge slipped directly beneath the exterior of the door (AND/OR TRAP THEM WITH ARTIFACT GRATES UNTIL SAFE, REAPPLY BAIT), keep it locked and move the artifact door downstairs back into position. And keep doing that every time you halt production to collect.

Until you hit a obstacle that is, then you simply dispose of the FB and mill a new one from the caverns when availible.
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Re: Silk farms in 44.10
« Reply #22 on: September 02, 2018, 12:43:44 pm »

All trapavoid webbers area also too big for bridge to work under them. You could however deconstruct the bridge via cavein.

Instead of moving them around each time you collect webs, wouldn't it be easier and more compact to use raised bridges to block eyesight to them? Or fling the webs into collection area with a flicked retracting bridge, if always-on is desired.

Since, unlike GCS, they don't get pregnant or die of old age I'm not even sure what you'd need them to be able to leave the room for tbh. Relocating the webbing area, I guess.

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Re: Silk farms in 44.10
« Reply #23 on: September 04, 2018, 10:56:56 am »

I thought I'd add a small tidbit. I tried modding dogs and cats so they would spit webs like GCS, it worked for a little while but then they kinda stopped spitting webs at stuff, never really found out why, but it could make testing your silk farms easier if they would work similar to a tamed GCS without having to go through the trouble of catching one
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FantasticDorf

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Re: Silk farms in 44.10
« Reply #24 on: September 04, 2018, 11:01:34 am »

Do web-spitters actually run out of web to spit as a attack after a little while based on something like size? That's a interesting tidbit.

What's the most valuable web you've ever collected and managed to apply? Forgotten beast? GCS with exotic dye afterwards endorned on something fancy? Modded animals?
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Re: Silk farms in 44.10
« Reply #25 on: September 04, 2018, 11:37:35 am »

Could be also lack of path issue, fire imps used to need it long ago and if I recall correctly I had to initiate combat with a gcs teleported for testing once before.

GCS web has highest material value(4) you can farm in the game; procedurals and regular spiders have 1.
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