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Author Topic: The DF2010 Little Questions Thread  (Read 1120412 times)

Icarosaurvus

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Re: The DF2010 Little Questions Thread
« Reply #2460 on: August 09, 2010, 08:48:05 pm »

Question 2: Is it possible to delete the flying tag from demons? (A.I. cheat?)
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Samuel

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Re: The DF2010 Little Questions Thread
« Reply #2461 on: August 09, 2010, 09:18:57 pm »

Is there a way to order my dwarves to clean up all the stuff in a certain area? my fortress is full of stones lying around on the floor, covering up my engravings.
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Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #2462 on: August 09, 2010, 09:29:06 pm »

Hide or dump the stones.
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timtek

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Re: The DF2010 Little Questions Thread
« Reply #2463 on: August 09, 2010, 09:52:10 pm »

Is there a way to set the default cage selection view to expanded so i don't have to hit x?
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Ladde

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Re: The DF2010 Little Questions Thread
« Reply #2464 on: August 09, 2010, 10:56:45 pm »

How do I know if the water is salt or not?
I've embarked on a beach, with a river leading out to the ocean.
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Osmosis Jones

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Re: The DF2010 Little Questions Thread
« Reply #2465 on: August 09, 2010, 11:15:01 pm »

If you're anywhere near the ocean, it's salty.
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Ladde

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Re: The DF2010 Little Questions Thread
« Reply #2466 on: August 09, 2010, 11:19:21 pm »

If you're anywhere near the ocean, it's salty.
So I need to construct pumps to make a water source?
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Osmosis Jones

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Re: The DF2010 Little Questions Thread
« Reply #2467 on: August 09, 2010, 11:31:09 pm »

Yeah, but make sure the water flows into a completely constructed reservoir; so

Code: [Select]
  ###
~%%+#
  ###
where
%% is the pump,
+ is a constructed floor,
# is a constructed wall

should work. If it touches any natural tiles, it will turn salty again.
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Ladde

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Re: The DF2010 Little Questions Thread
« Reply #2468 on: August 09, 2010, 11:33:53 pm »

Yeah, but make sure the water flows into a completely constructed reservoir; so

Code: [Select]
  ###
~%%+#
  ###
where
%% is the pump,
+ is a constructed floor,
# is a constructed wall

should work. If it touches any natural tiles, it will turn salty again.
That is viewed from above right?
Hmm, I've never tried pumps... ever. Guess I'll have to learn then.
But can I pump water to teh same z-level? or is it allways the z-level above?
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Icarosaurvus

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Re: The DF2010 Little Questions Thread
« Reply #2469 on: August 09, 2010, 11:46:01 pm »

How does one catch large fish, such as tiger sharks, sea serpents, and whales?
« Last Edit: August 10, 2010, 12:19:36 am by Icarosaurvus »
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Dwarven philosophers wonder not the meaning of life, for the meaning of life is to mine.
Rather, they ponder over the meaning of soap, a riddle no dwarf has yet found the answer to.

Osmosis Jones

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Re: The DF2010 Little Questions Thread
« Reply #2470 on: August 09, 2010, 11:48:38 pm »

Yeah, thats top down. A pump always picks up water from the tile one z-level below the tile behind the passable part of the pump. Pumps are pretty straightforward when moving water though, so don't worry. Don't forget to either hook it up to a power source (windmill built directly above with no floors between them should do it) or enable a dwarf to operate pumps though.
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The Marx generator will produce Engels-waves which should allow the inherently unstable isotope of Leninium to undergo a rapid Stalinisation in mere trockoseconds.

Aik

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Re: The DF2010 Little Questions Thread
« Reply #2471 on: August 10, 2010, 12:49:59 am »

My miners have huge amounts of trouble finding paths after they extend the central staircase. There's a plain and obvious path up and down that they just built, but they can't see it. To get them to start pathfinding properly I get them to make a whole bunch of superfluous paths back up one level at a time until they're back on familiar ground - after this, everything is fine and everyone uses the central staircase normally rather than using the extra paths for the most part.

Is there any way I can get this to work better? I just accidentally drowned my miners by ramping one of the superfluous paths into an aquifer and it's very tedious in any case to have to make them.
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DDR

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Re: The DF2010 Little Questions Thread
« Reply #2472 on: August 10, 2010, 12:55:43 am »

Is there a way to set the default cage selection view to expanded so i don't have to hit x?

You can't, afaik, but you can work around it to some extent by forbidding all the cages you don't want to use. :)

(Aik: Odd, I've never had that happen to me. Sorry.)
« Last Edit: August 10, 2010, 12:57:41 am by DDR »
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johnfras

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Re: The DF2010 Little Questions Thread
« Reply #2473 on: August 10, 2010, 02:57:06 am »

Is it possible to stop the digging designation canceled damp stone notification?
« Last Edit: August 10, 2010, 03:01:03 am by johnfras »
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Fergusbarker

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Re: The DF2010 Little Questions Thread
« Reply #2474 on: August 10, 2010, 03:23:18 am »

Is there anyway to make someone do something they're not trained in?

Eg. Immigrant McImmigrant arrives with no skills. I want him to mine. Turn on mining. Stand about doing nothing for a year.
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