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Author Topic: The DF2010 Little Questions Thread  (Read 1141796 times)

SurfinShroom

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Re: The DF2010 Little Questions Thread
« Reply #6615 on: December 28, 2010, 12:46:49 pm »

Next question.
How do I pit things without them escapeing. My animal stoorage is 4 or 5 spaces from my pit, but so far EVERY time whatever it is has escaped. I've then had to slaughter them, its fine its just I have blood everywhere now :(
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

ext0l

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Re: The DF2010 Little Questions Thread
« Reply #6616 on: December 28, 2010, 12:55:45 pm »

Build the cages right next to the pit. Though goblin snatchers still may escape.
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Sutremaine

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Re: The DF2010 Little Questions Thread
« Reply #6617 on: December 28, 2010, 01:41:13 pm »

Is it possible to collapse things without miners getting owned?
Use supports linked to a lever. If you can't get underneath the thing you're trying to collapse, support it from above.

Code: [Select]
_______
_O_  _I_

_ = floor
O = wall
I = support

When the support is broken, the constructed floor and wall will collapse into their component parts and the natural stone will plummet.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

slothen

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Re: The DF2010 Little Questions Thread
« Reply #6618 on: December 28, 2010, 02:13:51 pm »

Build the cages right next to the pit. Though goblin snatchers still may escape.

this does work almost always for everything but snatchers, HOWEVER, if there is already something alive in the pit the dwarf may get frightened and the thing he's supposed to pit may escape, even if the cage is right next to the pit.  The only way I can think to handle this is to pit something 2 z levels, and put a hatchcover linked to a lever in between them, so its a 2 stage pit process.  This brings me to my earlier question, will a dwarf open a hatch cover thats on the same z level to pit a creature?  I know this does not work with dumping refuse.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
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CapnUrist

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Re: The DF2010 Little Questions Thread
« Reply #6619 on: December 28, 2010, 02:36:39 pm »

Volcanoes are connected to the magma sea. So yes.

Also :
How do I manually assign?
Go to the [ s ] squads menu and choose a squad. assign them to following the route.
What button do I press. I can station them at the parts of the route, but nothing else.
I still need some help with this.

Have you created an actual route? Putting down points isn't enough; you then have to designate those points as waypoints along a route, in the order they are to be patrolled. In case you haven't and don't know how, it's (N)otes - (r)outes - (a)dd route - (e)dit waypoints, then move to the points you want them to patrol through.

To set your squad to patrol this route, you set is as an order on the schedule, that is, you go to (m)ilitary - (s)chedule - give (o)rder - Scroll through using (o) to Patrol Route - Select your route and the dwarves that are preferred on this route; you can put all or none of your dwarves here. If this route is going to be constantly patrolled, be sure to lower the minimum number of dwarves for the order (/ and *) so that your dwarves can take a break every now and then and sub in for one another.
« Last Edit: December 28, 2010, 04:24:19 pm by CapnUrist »
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #6620 on: December 28, 2010, 02:39:13 pm »

Spoiler (click to show/hide)
*nevermind this is answered*

Build the cages right next to the pit. Though goblin snatchers still may escape.

this does work almost always for everything but snatchers, HOWEVER, if there is already something alive in the pit the dwarf may get frightened and the thing he's supposed to pit may escape, even if the cage is right next to the pit.  The only way I can think to handle this is to pit something 2 z levels, and put a hatchcover linked to a lever in between them, so its a 2 stage pit process.  This brings me to my earlier question, will a dwarf open a hatch cover thats on the same z level to pit a creature?  I know this does not work with dumping refuse.
well I just use an 8-z-level pit. into my arema  8)
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Kogut

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Re: The DF2010 Little Questions Thread
« Reply #6621 on: December 28, 2010, 02:40:35 pm »

How can I retrieve item from cage? Without lever.
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JacenHanLovesLegos

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Re: The DF2010 Little Questions Thread
« Reply #6622 on: December 28, 2010, 02:45:19 pm »

Volcanoes are connected to the magma sea. So yes.

Also :
How do I manually assign?
Go to the [ s ] squads menu and choose a squad. assign them to following the route.
What button do I press. I can station them at the parts of the route, but nothing else.
I still need some help with this.

Have you created an actual route? Putting down points isn't enough; you then have to designate those points as waypoints along a route, in the order they are to be patrolled. In case you haven't and don't know how, it's (N)otes - (r)outes - (a)dd route - (e)dit waypoints, then move the the points you want them to patrol through.

To set your squad to patrol this route, you set is as an order on the schedule, that is, you go to (m)ilitary - (s)chedule - give (o)rder - Scroll through using (o) to Patrol Route - Select your route and the dwarves that are preferred on this route; you can put all or none of your dwarves here. If this route is going to be constantly patrolled, be sure to lower the minimum number of dwarves for the order (/ and *) so that your dwarves can take a break every now and then and sub in for one another.
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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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #6623 on: December 28, 2010, 02:45:50 pm »

mass-dump the cage and stuff in it (d>b>d) and then unforbid only the cage (k>cursor>d to toggle) and presto! just wait and don't atomsmash the dump. can take a while.
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My Mafia Stats
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Shakerag: Who are you personally suspicious of?
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Mr. Argent

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Re: The DF2010 Little Questions Thread
« Reply #6624 on: December 28, 2010, 03:04:24 pm »

How can i force my hunters to wear certain armors?
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SurfinShroom

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Re: The DF2010 Little Questions Thread
« Reply #6625 on: December 28, 2010, 03:15:04 pm »

Build the cages right next to the pit. Though goblin snatchers still may escape.
So if I build a cage, can I then assign say 20 goblins to it? With no risk of them running around? Or do you mean have the cage stockpile next to the pit?
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

moisesjns

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Re: The DF2010 Little Questions Thread
« Reply #6626 on: December 28, 2010, 03:17:13 pm »

please help. i want my dwarfs to stop hanging outside is their any way to do this other then burrows? please help.
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JacenHanLovesLegos

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Re: The DF2010 Little Questions Thread
« Reply #6627 on: December 28, 2010, 03:18:51 pm »

If you want them to stop being outside when idle, designate a zone with (i) and set it to meeting zone with (m).
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

slothen

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Re: The DF2010 Little Questions Thread
« Reply #6628 on: December 28, 2010, 03:24:33 pm »

How can i force my hunters to wear certain armors?

hunters use an invisible uniform i believe that cannot be altered.  I think they're stuck with leather.  Adding them to a squad while also having them doing hunting/mining/woodcutting is usually a bad idea.
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While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

Ahasver

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Re: The DF2010 Little Questions Thread
« Reply #6629 on: December 28, 2010, 04:10:58 pm »

Is it possible to manually assign job titles? It irks me when my butcher is still called a soap maker on the unit screen, even if they are still a bit better at making soap than butchery.
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