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Author Topic: The DF2010 Little Questions Thread  (Read 1141476 times)

JoRo

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Re: The DF2010 Little Questions Thread
« Reply #2610 on: August 15, 2010, 05:18:03 am »

Is there some way to cycle through activity zones? When I'm finished using d-b-d to clear my storage rooms of stone and move it into a quantum stockpile, it's not always easy to remember whether I've turned that garbage dump off. Sometimes the first hint that I get that the zone is still active is when a later dump order, which is supposed to move expensive materials next to the moody dwarf's workshop, instead starts hauling the rough-cut emeralds clear across the fort to the old, forgotten-but-still-active, quantum stockpile I had left by the entrance. If I could get a list of all my activity zones, active or not, I could at least check all of them.

The 'R'ooms list has all the zones in it, there's a 'zoom to building item' option or something that will center you on the zone.  It doesn't differentiate between garbage, fishing, meeting, hospital or whatever zones so it's a little tedious to go through but it's something.
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Passive Fist

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Re: The DF2010 Little Questions Thread
« Reply #2611 on: August 15, 2010, 07:29:24 am »

Question: I can't make my adamantine strands go into the cloth stockpile. How can I make it go in there?
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #2612 on: August 15, 2010, 09:04:09 am »

Um... Enable adamantine strands from the stockpile settings?
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Gabrus

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Re: The DF2010 Little Questions Thread
« Reply #2613 on: August 15, 2010, 09:07:39 am »

I've read about how military duty screws up dwarves for normal work... my two dwarves keep turning mining and woodcutting completely off right after I've switched them on. Anything I can do?
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #2614 on: August 15, 2010, 09:13:26 am »

Well... For some reason you can't be a miner and a woodcutter. Is that the problem?
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Gabrus

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Re: The DF2010 Little Questions Thread
« Reply #2615 on: August 15, 2010, 09:13:54 am »

But they seem to be shutting off both skills...
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #2616 on: August 15, 2010, 09:20:36 am »

Well I don't know why that is happening but now that you know that they can't both be on just set 1 on. Or does it shut it off even with only 1 on?
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Passive Fist

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Re: The DF2010 Little Questions Thread
« Reply #2617 on: August 15, 2010, 09:40:28 am »

Um... Enable adamantine strands from the stockpile settings?
If only it were so simple! Adamantine strands do not appear in the stockpile settings.
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #2618 on: August 15, 2010, 09:42:32 am »

Heh! I don't deal with adamantine after the horror it caused me 1 time. My 1st and only loss.
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Scrippy

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Re: The DF2010 Little Questions Thread
« Reply #2619 on: August 15, 2010, 09:55:20 am »

So I just got a tame Jaguar and a Giant Jaguar from those *$&#damn elves and I'd like to train them to be war animals, but I cannot get them out of the cage. How do I handle this?
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ottottott

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Re: The DF2010 Little Questions Thread
« Reply #2620 on: August 15, 2010, 10:03:56 am »

Build the cage somewhere. (You can see what cage they are in while building if you expand the list. Then it will tell it's a jaguar cage.) After the cage is built choose assign and unchoose the jaguar.
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bowie

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Re: The DF2010 Little Questions Thread
« Reply #2621 on: August 15, 2010, 10:33:45 am »

What do all the letters in the new barracks menu mean, namely: t, i, q and p
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The Grim Sleeper

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Re: The DF2010 Little Questions Thread
« Reply #2622 on: August 15, 2010, 12:14:43 pm »

If Temperature is turned off, magma will no longer fry goblins, but does the same go for fire based traps? (like the Dwarven incinerator described here:http://df.magmawiki.com/index.php/DF2010:Trap_design#Dwarven_incinerator)
How bad are fire-traps on FPS?
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Khift

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Re: The DF2010 Little Questions Thread
« Reply #2623 on: August 15, 2010, 12:31:51 pm »

Can underground trees grow on muddy constructions? In my last fort I paved the floor of my entire reservoir, but it took literally years for the architects to design all of it so I'm looking for an easier solution for my new fort. If I could just build floor constructions along the whole thing it would be a hell of a lot faster and simpler, but I want to make sure that will prevent tree growth before I do it.
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #2624 on: August 15, 2010, 12:58:10 pm »

Trees will not grow if there is any building or construction in the tile.  This includes floors, roads, and bridges.  They will also not grow in spaces zoned as stockpiles, so if you don't mind a borderline exploit you can designate an area as a stockpile to prevent trees from growing there.
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