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Author Topic: The DF2010 Little Questions Thread  (Read 1117319 times)

The1stlogman

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Re: The DF2010 Little Questions Thread
« Reply #10125 on: March 27, 2011, 01:10:29 pm »

I started a fortress in .22, and since then there have been two minor bug-fix releases. In my .22 fortress, I have a number of raw changes, mostly adjustments to the [Grazer] tag to make animals eat less, the addition of two dog variants, and the change of all instances of [Pet_Exotic] to [Pet].

If I move my save over to the new version, will these raw tag changes be preserved? Will I want to transfer my raws as well? Is the new version even worth playing?
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #10126 on: March 27, 2011, 01:12:33 pm »

yes, prolly not, HELL YEAH
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Angelarm

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Re: The DF2010 Little Questions Thread
« Reply #10127 on: March 27, 2011, 03:50:33 pm »

My dwarves can't path to put some cabinets into my bedrooms, I'm using the modified windmill design from the wiki, when I look at the announcement it zooms to where I placed the cabinet order.  The cabinet(s) are behind the bed and it looks something like this
|D|
|BFF|
-----
D is door
B is bed
F is cabinets

How do I fix this?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #10128 on: March 27, 2011, 04:34:57 pm »

I'm not certain if dwarves can path through built cabinets.
Is there any reason why you have two to a room?
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Angelarm

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Re: The DF2010 Little Questions Thread
« Reply #10129 on: March 27, 2011, 04:38:02 pm »

Just to increase wealth, they can't even reach the beds either
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #10130 on: March 27, 2011, 04:48:33 pm »

Does the cancel announcement give the reason for suspendage?
Some likely causes:
There are stones that are being used for another job on the tiles, making them unmovable.
The doors are locked.
The furnature storage area is blocked off and inaccessable.
Burrow trouble.
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Angelarm

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Re: The DF2010 Little Questions Thread
« Reply #10131 on: March 27, 2011, 04:52:48 pm »

It simply says cannot reach site.  The furniture is simply stored in the workshops above ground at the moment and those are accessible.  Some of the tiles I ordered to use for the furniture have stones under them yes but they're not even the type of stone I'm using (magnetite) and some of them don't even have stone under them and the order was still canceled.  I have no burrows set either.
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agatharchides

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Re: The DF2010 Little Questions Thread
« Reply #10132 on: March 27, 2011, 05:31:49 pm »

Can anyone give me a quick run-down of how animals spawn? I embarked in a savage desert with the hope of breeding GDS but only two males have showed up in 12 years.  :P Is there a way to speed it up, should I be patient or are these the last in the world?
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #10133 on: March 27, 2011, 05:39:57 pm »

Can anyone give me a quick run-down of how animals spawn? I embarked in a savage desert with the hope of breeding GDS but only two males have showed up in 12 years.  :P Is there a way to speed it up, should I be patient or are these the last in the world?
As far as I can tell from my testing, it works like this.  When the world is created, each biome gets a population of animals, determined by each animal's permitted biomes and population number defined in the animal raws.  Each biome should therefore get a population of each animal that can exist in that animal.  When you embark in a biome, groups of animals will spawn on the map edges.  These spawns are drawn from the predetermined populations of the biomes your site is on.  Some animals have the FREQUENCY tag, which can make them appear more or less often.  There is a limited number of groups of animals which can be on the map at once - usually it's only one group on the surface at a time, but some sites can have more than one.  When all members of a group of animals leave the map, it makes room for another group to enter.

Giant Desert Scorpions have a POPULATION_NUMBER of 5-10, so there should be more of them in your current savage biomes.  However, they have FREQUENCY of 5, so they only show up rarely.  Your best bet is to increase the odds of them showing up by doing everything possible to deplete the population of everything else in the biome.  Kill everything that enters the map that isn't a GDS, both to increase the odds of more GDS showing up and to make room for another animal group to show up by removing the wild animal group already on the map.
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agatharchides

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Re: The DF2010 Little Questions Thread
« Reply #10134 on: March 27, 2011, 06:49:13 pm »

Interesting. Does the population number actually represent the number of them in a biome or just some sort of relative frequency. I haven't been counting really but it seems like I must be getting close to the 30 camel mark.
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #10135 on: March 27, 2011, 06:52:17 pm »

As far as I can tell, the population number is used to create the initial population of creatures for the biome.  Some creatures, including camels, have the PET token and can breed on their own in the wild, so they may be able to increase their biome population over time.
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DrKillPatient

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Re: The DF2010 Little Questions Thread
« Reply #10136 on: March 27, 2011, 09:04:44 pm »

If an enemy is thrown into water, which is then covered in lava and obsidian-ified, do their items remain in the obsidian? If so, would the items also stay if I were to drop the obsidian several hundred feet (if it formed on a bridge, which retracts)?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #10137 on: March 27, 2011, 09:15:21 pm »

If an enemy is thrown into water, which is then covered in lava and obsidian-ified, do their items remain in the obsidian? If so, would the items also stay if I were to drop the obsidian several hundred feet (if it formed on a bridge, which retracts)?
I believe that magma-safe items are encased within the obsidian. Not certain if they stay after a cave-in, though.
I don't think that bridges can support tiles, so it may cave in as soon as it forms.
I could be wrong about both of these.
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #10138 on: March 27, 2011, 09:17:40 pm »

You are wrong about neither.
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tolkafox

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Re: The DF2010 Little Questions Thread
« Reply #10139 on: March 27, 2011, 09:43:21 pm »

"The forgotten beast is caught in a cloud of flames!"

That's grand and all, but I haven't breached a cavern, and haven't gotten a FB announcement. Rude little bugger, coming in all unannounced and bursting into flames. Speaking of which, my underground tree farm is grand and all but why are they growing when I have not breached a cavern? I can also build magma shops despite not having found magma.

Spoiler (click to show/hide)
was released on another fort, if that generally causes these kinds of problems.

Also, goblins seem to be acting wonky. I'm not getting any ambushes on any of my forts since 31.19, only snatchers and sieges. This would be fine if my anti-ambush mechanisms weren't implemented.

Also also, are aquifers pressurized? Will that well on the same level of the aquifer it's being drained on overflow?

Edit: Looks like the forgotten beast got into a fight with some flaming wraiths. No combat report but there is corpses on the units list.
« Last Edit: March 27, 2011, 09:53:49 pm by tolkafox »
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