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Author Topic: The DF2010 Little Questions Thread  (Read 1141433 times)

Daveorock

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Re: The DF2010 Little Questions Thread
« Reply #6510 on: December 25, 2010, 06:29:15 pm »

I had a large incident when making a bridge, and there ended up being a dwarf that has minor injuries, and needs diagnosis, and in the next 5 minutes NONE of my dwarves (half of them have diagnosis on) ever went to help, and at this rate they won't ever, what should I do?
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Twenty seconds after the collapse, 14 dwarves hit the ground simultaneously.
EDIT: make that 15. Not sure what took that last one so long.
Urist McLemming cancels Fall: Dangerous Terrain

Maklak

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Re: The DF2010 Little Questions Thread
« Reply #6511 on: December 25, 2010, 06:52:05 pm »

I had a large incident when making a bridge, and there ended up being a dwarf that has minor injuries, and needs diagnosis, and in the next 5 minutes NONE of my dwarves (half of them have diagnosis on) ever went to help, and at this rate they won't ever, what should I do?
Appoint chief medical dwarf noble with highest diagnosis skill, and disable other jobs on her. Set up a hospital zone around the bed with injured dwarf. Make a burrow around that bed and assign chief medical dwarf to it. Wait. Doctors have a nasty habit of idling while their patients are ready for treatment.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

CapnUrist

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Re: The DF2010 Little Questions Thread
« Reply #6512 on: December 25, 2010, 07:00:12 pm »

How do I change the water tile default "~" blue to "1"~"7" blue numbers, that's all I need in graphics.

There's an option to change it in d_init.txt. Where it reads

[SHOW_FLOW_AMOUNTS:NO]

Change the NO to YES, and it'll show you the 1-7 amounts. However, with this you will no longer see the cyan tildes that indicate flow, such as in a river.
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Zaphod

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Re: The DF2010 Little Questions Thread
« Reply #6513 on: December 25, 2010, 07:01:40 pm »

How do I take (silver) from nuggets and turn it into usable metal?
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Dialock

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Re: The DF2010 Little Questions Thread
« Reply #6514 on: December 25, 2010, 07:10:18 pm »

How do I take (silver) from nuggets and turn it into usable metal?

Metals should be smelted...using the s______ workshop.
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ext0l

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Re: The DF2010 Little Questions Thread
« Reply #6515 on: December 25, 2010, 07:10:48 pm »

You need a furnace and some fuel to smelt silver bars from native silver.
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Maklak

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Re: The DF2010 Little Questions Thread
« Reply #6516 on: December 25, 2010, 07:57:35 pm »

I'm planning to set up my first danger room and want to be ready. This is a new fortress and I want to keep my dwarfs relatively safe. I have 2 or 3 sets of leather armor form taking ambusher on embark (this backfired somewhat when my underskilled miners dug a room in iron ore). I also have 30+ leather. What should I make? Would leather dresses and capes provide reasonable protection when combined with armor? Are dresses more effective then robes, because of smaller size with the same permit (that is, I can stack more of them)?

Is leather clothing (not armor, dresses and capes and stuff) more effective then cloth? Does silk offer better protection than plant clothes?

I plan on building some machinery, and plan to power it with water reactors. Looking at the wiki article one thing is unclear to me: where to connect to a double wheel reactor. Tiles close to wheel centers have walls in there. pump requires access, but i could probably connect an axle to the pump, and use that as output. I'd rather not take power by gear assembly above pump, and setting something below the pump would be even more tricky. So, what is "the right" way to do this? Horizontal axle connected to the pump and to a gear assembly?

Can I build double wheeled reactors next to each other? By my calculations I should be able to make: waterwheel - pump - waterwheel - waterwheel - pump - waterwheel - waterwheel - pump - waterwheel, connect one of the pumps to an axle and gear assembly, and still jumpstart that easily.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

rephikul

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Re: The DF2010 Little Questions Thread
« Reply #6517 on: December 25, 2010, 10:46:03 pm »

I'm planning to set up my first danger room and want to be ready. This is a new fortress and I want to keep my dwarfs relatively safe. I have 2 or 3 sets of leather armor form taking ambusher on embark (this backfired somewhat when my underskilled miners dug a room in iron ore). I also have 30+ leather. What should I make? Would leather dresses and capes provide reasonable protection when combined with armor? Are dresses more effective then robes, because of smaller size with the same permit (that is, I can stack more of them)?

Is leather clothing (not armor, dresses and capes and stuff) more effective then cloth? Does silk offer better protection than plant clothes?
All amor of the same material behave more or less the same, a leather armor is roughly as good as a leather dress with leather dress actually covering more bodyparts. Since you already got iron access, make leather cloaks and hoods. Those cannot be made from metal and can be stacked in relatively large amount.

and leather > cloth > silk
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

JacenHanLovesLegos

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Re: The DF2010 Little Questions Thread
« Reply #6518 on: December 25, 2010, 10:58:48 pm »

Quote
Alrighty. I embarked in a terrifying glacier. No zombies, evil creatures instead. As in yetis. Nothing has bothered me yet though. I need some help with routes though. I have never gotten them to work.

Spoiler: Route (click to show/hide)
Spoiler: Military Schedule (click to show/hide)

Anything I'm doing wrong?

A quote from the FD 2 thread which I thought would be better put here.
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moisesjns

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Re: The DF2010 Little Questions Thread
« Reply #6519 on: December 25, 2010, 11:47:32 pm »

so exactly how do i place my magma forges? im currently on the z level above the magma. do i just put my magma forge anywhere as long as its above the magma? or do i have to make pipes or channels or what.
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Jacob/Lee

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Re: The DF2010 Little Questions Thread
« Reply #6520 on: December 25, 2010, 11:50:19 pm »

You need to place it over a tile with magma directly below, I.E. over a channel.

ext0l

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Re: The DF2010 Little Questions Thread
« Reply #6521 on: December 26, 2010, 12:04:54 am »

Also, you probably want to channel such that the impassable tile of the forge is over the channel, otherwise fire imps may pass through.
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madjoe5

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Re: The DF2010 Little Questions Thread
« Reply #6522 on: December 26, 2010, 12:18:15 am »

For fishing:

1) Is it currently possible to fish vermin-type fish, specifically turtles or cave lobster? (There was a bug that screwed it up iirc)

2) How do I fish for large/creature-sized fish like whales, sharks or other ocean dwellers? Do they get caught by cage traps?

GaxkangtheUnbound

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Re: The DF2010 Little Questions Thread
« Reply #6523 on: December 26, 2010, 12:20:43 am »

1) Is it currently possible to fish vermin-type fish, specifically turtles or cave lobster? (There was a bug that screwed it up iirc)
You can.
2) How do I fish for large/creature-sized fish like whales, sharks or other ocean dwellers? Do they get caught by cage traps?
You have to kill them manually or capture them. They cannot be fished as of yet.
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madjoe5

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Re: The DF2010 Little Questions Thread
« Reply #6524 on: December 26, 2010, 12:47:00 am »

You have to kill them manually or capture them. They cannot be fished as of yet.

I know. That's my question; How?
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