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Author Topic: The DF2010 Little Questions Thread  (Read 1115826 times)

Knarfle

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Re: The DF2010 Little Questions Thread
« Reply #9510 on: March 08, 2011, 04:31:29 am »

Quote
It could be a plump helmet man - check for that.
If you don't care about the cage though...
[ b ] build the cage, link a lever to it, pull the lever. should work.
Nope, seed stayed in cage. I had to dump seed from within cage and then undumped it from the inventory of the dorf who came to pick it out.
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RiderofDark

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Re: The DF2010 Little Questions Thread
« Reply #9511 on: March 08, 2011, 04:36:05 am »

Alright, I have another question. In my animal stockpile I have a caged plump helmet spawn.


...what? Well, how do I release it? Yes, I checked, it is contained within a cage and not just sitting on top of it.
(k) over the cage, (enter) to view the cage, (enter) to view the spawn, (d)ump the plump helmet spawn.

Or (d)(b)(d)ump everything in that square then cancel the dump order on the cage.
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GamerKnight

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Re: The DF2010 Little Questions Thread
« Reply #9512 on: March 08, 2011, 04:36:25 am »

Ah, you have trapped the mighty plump helmet spawn. Very few have managed this incredible feat. Be careful though, don't let it know you bury and then drown it's brethren or it may go insane and kill you all. However it does make an excellent warbeast.
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RiderofDark

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Re: The DF2010 Little Questions Thread
« Reply #9513 on: March 08, 2011, 04:46:10 am »

Any tips on how to make this work. It's definatly safe for them to go in.
Put the bath in front of the dining room/meeting hall. Or make the bath a high traffic zone and low traffic for everything around it.
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myrkul

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Re: The DF2010 Little Questions Thread
« Reply #9514 on: March 08, 2011, 05:01:40 am »

Any tips on how to make this work. It's definatly safe for them to go in.
Put the bath in front of the dining room/meeting hall. Or make the bath a high traffic zone and low traffic for everything around it.

Easiest way I've found is to dig a single tile channel in the middle of a 3-tile wide hall, designate it a Pond to be filled, and when it cancels, it will be 6/7 full. Remove the Pond designation, then channel out the two tiles on the side, making a 3-tile wide 2/7 deep dwarf-dip. works like a charm in the doorway to your main dining hall. designate the inside of the pool (the bottom level) as an inactive meeting area, and dwarves should flock to clean it after it gets messy.
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Chattox

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Re: The DF2010 Little Questions Thread
« Reply #9515 on: March 08, 2011, 08:45:59 am »

Is it more effective to dig down and pump the magma back up to my main fortress, or to dig out a workshop floor down at magma level and have my forges there?
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Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #9516 on: March 08, 2011, 09:03:11 am »

Is it more effective to dig down and pump the magma back up to my main fortress, or to dig out a workshop floor down at magma level and have my forges there?

If you only want to use the magma for forges, yes, go put your workshops down in the caves. Make sure they're protected. If you want to flash-fry goblins, you'll need pumps.

You may also want to make the bar/block stockpile down there. And possibly the weapons and armour ones. There may be some delay due to the smelters going to fetch ores from higher floors, but it probably won't matter much unless you actually use ore stockpiles, in which case the delay will be minimum.

Also, I think you meant "efficient".
« Last Edit: March 08, 2011, 09:06:37 am by Mister Always »
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greycat

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Re: The DF2010 Little Questions Thread
« Reply #9517 on: March 08, 2011, 09:10:01 am »

2) What's up with clay?  It's soil, but... you can't farm on it?  And grass doesn't grow back on it?  Or am I just doing something wrong?
It's kinda buggy. Need someone to confirm this though.

I've submitted http://www.bay12games.com/dwarves/mantisbt/view.php?id=4164
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #9518 on: March 08, 2011, 12:06:02 pm »

2) What's up with clay?  It's soil, but... you can't farm on it?  And grass doesn't grow back on it?  Or am I just doing something wrong?
It's kinda buggy. Need someone to confirm this though.

I've submitted http://www.bay12games.com/dwarves/mantisbt/view.php?id=4164
try muddying meanwhile.
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Hellmoob

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Re: The DF2010 Little Questions Thread
« Reply #9519 on: March 08, 2011, 12:28:53 pm »

I tried a search, but got nada; is there some workaround to get dwarves to consistently use large pots in food stockpiles? For drink it's no biggie, since the brewer is the one who fills them, but I've got great swathes of unstored tallow literally one step away from a stockpile that's exclusively for empty large pots. I have a couple of prepared food/plant pots, both of which seem to contain a backbreaking amount of items, but something else is screwy here. I've tried unstockpiling them, designating a food stockpile under them, dumping and claiming them - all to no avail.

I just want my quantum storage, dammit!
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Chattox

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Re: The DF2010 Little Questions Thread
« Reply #9520 on: March 08, 2011, 01:36:43 pm »

Logistics question - Should I put my tannery in with my crafts workshop, next to the leatherworks, or next to the butchers where the skins will be coming from?
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #9521 on: March 08, 2011, 01:42:07 pm »

Next to the butcher's. Skins rot. Tanned hides don't.
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proxn_punkd

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Re: The DF2010 Little Questions Thread
« Reply #9522 on: March 08, 2011, 02:00:04 pm »

Alright, I have another question. In my animal stockpile I have a caged plump helmet spawn.


...what? Well, how do I release it? Yes, I checked, it is contained within a cage and not just sitting on top of it.

Something was tamed in there by feeding it a plump helmet-- the critter ate the mushroom and left the spores in the cage. They can't be released by conventional means, since they're not animals.

Here's a method I found works:

d-b-d and mark that cage for dumping
k over and remove the dump order on the cage itself
The plump helmet spawn will be tossed in your dump and forbidden, so you'll have to reclaim them (or not; I always seem to end up with more plump helms than I need)
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #9523 on: March 08, 2011, 02:03:19 pm »

My Bowyer created an artifact crossbow... and is still only a talented Bowyer. I am fairly certain it was a mood, not a possession.

Is this a bug? Has this ever happened before?
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bobhayes

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Re: The DF2010 Little Questions Thread
« Reply #9524 on: March 08, 2011, 02:14:09 pm »

My Bowyer created an artifact crossbow... and is still only a talented Bowyer. I am fairly certain it was a mood, not a possession.

Is this a bug? Has this ever happened before?

That someone thought they had a mood, but it was actually a possession? Yes, happens all the time :)
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