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Author Topic: The DF2010 Little Questions Thread  (Read 1141903 times)

Lord Shonus

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Re: The DF2010 Little Questions Thread
« Reply #7725 on: January 23, 2011, 04:12:01 am »

Clothing dwarves is easy. Just assign them a uniform.
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Kogut

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Re: The DF2010 Little Questions Thread
« Reply #7726 on: January 23, 2011, 04:29:41 am »

How can I lock pet animals?
[I just lost fort due to imp killing 12 pets using 3 fireballs. Result: 2 pages of miserable dwarves and spiral]
make a corridor with 2 doors at the side of a retracting bridge. Forbid door when there's only the pet within the corridor and drop it to the nuclear shelter below the retracting bridge.
But is it possible to make it in less time consuming way?
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7727 on: January 23, 2011, 04:33:58 am »

How can I lock pet animals?
[I just lost fort due to imp killing 12 pets using 3 fireballs. Result: 2 pages of miserable dwarves and spiral]
make a corridor with 2 doors at the side of a retracting bridge. Forbid door when there's only the pet within the corridor and drop it to the nuclear shelter below the retracting bridge.
But is it possible to make it in less time consuming way?
Kill the pet when the guy is still happy
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Flaede

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Re: The DF2010 Little Questions Thread
« Reply #7728 on: January 23, 2011, 05:42:58 am »

How can I lock pet animals?
[I just lost fort due to imp killing 12 pets using 3 fireballs. Result: 2 pages of miserable dwarves and spiral]
make a corridor with 2 doors at the side of a retracting bridge. Forbid door when there's only the pet within the corridor and drop it to the nuclear shelter below the retracting bridge.
But is it possible to make it in less time consuming way?
Kill the pet when the guy is still happy
Above fix'd for easiest solution - Then you can cage or kill the pets as you please.
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Noctriate

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Re: The DF2010 Little Questions Thread
« Reply #7729 on: January 23, 2011, 06:00:12 am »

So, I have tried this a few times.

I create a new world, embark at an area without an aquifer, and begin mining out my fortress. My miners get down about 2 levels of stairs and then refuse to mine further, no matter the material or biome. But, if I designate any other mining elsewhere, they'll jump to it. What is the deal?

To specify, they proclaim they are jobless, when they clearly have a job to do, which I have done ever since I first started playing Dwarf Fortress. This is the first time I have seen this behavior, it doesn't work in my brain, it breaks it.
« Last Edit: January 23, 2011, 06:07:25 am by Noctriate »
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7730 on: January 23, 2011, 06:06:16 am »

So, I have tried this a few times.

I create a new world, embark at an area without an aquifer, and begin mining out my fortress. My miners get down about 2 levels of stairs and then refuse to mine further, no matter the material or biome. But, if I designate any other mining elsewhere, they'll jump to it. What is the deal?

This is the first time I have seen this behavior, it doesn't work in my brain, it breaks it.
I have similar problems whenever I use ramps incorrectly. They dug stairs or ramps?
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Noctriate

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Re: The DF2010 Little Questions Thread
« Reply #7731 on: January 23, 2011, 06:30:10 am »

]I have similar problems whenever I use ramps incorrectly. They dug stairs or ramps?
Stairs. I dig straight into the ground with a downward stairway (j) and continue a few levels to get to rock with up/down stairways (i) and they just stop after the second up/downward designation and wont even mine around the stairways that they dug.

---V---
....X....
....X....
...._....
...._....

- = topsoil/level ground
. = lower level
V = downward/stair (completed)
X = up/down downward stair (completed)
_ = up/downward stair (refuses to be completed)

I wonder if having a downward stairway scheduled to be made after a bit of mining (a tunnel leading from one upward/downward to a downward) is breaking my miners brain's.
« Last Edit: January 23, 2011, 06:33:51 am by Noctriate »
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Kogut

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Re: The DF2010 Little Questions Thread
« Reply #7732 on: January 23, 2011, 06:34:51 am »

So it can be
1) bug
2) you made mistake somewhere, this should work
3) glitch - try to restart DF, computer, universe
3) you disabled mine labour for them
4) ?
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #7733 on: January 23, 2011, 06:43:55 am »

upload your save somewhere and I'd look into it. This indeed should work.
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #7734 on: January 23, 2011, 06:46:14 am »

try digging to the side and then down again.
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Antonater

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Re: The DF2010 Little Questions Thread
« Reply #7735 on: January 23, 2011, 06:54:40 am »

I have thread...no soap, though.

Edit: He needs a lot of surgery, setting, dressing, and immobilization. Wow...just...wow. I think I have all the stuff they need, though.

I just had what I suspect is your problem.  The doctor begins surgery on the Urist McBroken, but then another dwarf notices that Urist isn't in his bed so they move him from the surgery table back to his bed.  My log of his health looked like:

Date 1: Brought to rest in Bed
Date 2:
Date 3: Brought to rest in Bed
Date 4:
Date 5: Brought to rest in Bed

The blanks are where the doctor attempted surgery but couldn't b/c his patient was ripped away from him.  They were moving him back and forth between several beds, just like you described. 

Anyway, to solve it, I turned off my surgeon's "recovering wounded" labor and then locked him in the hospital with Urist McBroken.  The next time he got the surgery labor, he moved Urist to the table and completed it just fine.

You really could lock any number of dwarves in there with them, as long as they all have "recover wounded" turned off.  Hope this helps!
remove all tables and theyll do it on the bed.
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Buttery_Mess

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Re: The DF2010 Little Questions Thread
« Reply #7736 on: January 23, 2011, 07:02:29 am »

Personally, I don't like textiles, but they can come in handy; for example, you need bags for a large glass industry and ropes can come in handy for restraining animals, when you want to use your chains for prisoners and wells. I usually find that there are so many webs in any breached cavern that I end up with massive unused piles of silk thread and cloth just by building a loom.

I don't see much point in making new clothes for dwarves when the dropped clothes of dead dwarves end up cluttering my finished goods stockpile, and they're usually perfectly good. Also, why wear flimsy textiles, when they can wear leather that doubles as armour?
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Stuebi

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Re: The DF2010 Little Questions Thread
« Reply #7737 on: January 23, 2011, 07:55:36 am »

Heyho, a few questions that might help me with my new Genesis fort:

1. I just saw you can build Wells, i assume you must build them over Water, but i have no idea how pumps work. Can someone explain how a Well works and whats the best way to get water to it?

2. After reading that most of the CIVs in Genesis (Werwolves mainly, and i read somewhere that they are very aggressive) will try to buttfu** my Fort very early im trying to get Defenses up early. But i have only 15 Dorfs until now. Will 2 or 3 well trained Soldiers do the Job? I Could build a Danger room but i have no Goblin for a Creature Repeater and no idea about fluid Repeaters. Is a Lever set on repeat effective enough?

3. If i raise a Drawbridge, in which direction will creatures standing on it fly? Currently the Bride looks like this:

++xxxxxxx++
---^^^^---
---^^^^---
---^^^^---
++xxxxxxx++

+ = Wall
- = Path
^ = Bridge
x = Pit

Directly under the Bridge is a pit too of course. I Hoped the Creatures would fly in the pits at the side of the Bridge (And die horribly at the landing ofc)

Thanks for any help!
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shlorf

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Re: The DF2010 Little Questions Thread
« Reply #7738 on: January 23, 2011, 08:18:23 am »

Heyho, a few questions that might help me with my new Genesis fort:


1. A well is built above open space and will need at least (5/7 or was it 4?) water in any tile below it (the further below the longer getting water will take). The best way to get water depends on your embark. If you have a river or brook you can get the water by digging an underground tunnel to it (make a lever operated door or floodgate for safety with a constructed fortification in front of it). If you have no water outside but have some in a cavern a similar method is used, you can carve the fortification into the stone to let the water in and keep swimming monsters out (they might get pushed through the fortification by moving water, so again make a floodgate/door to switch off the flow once your cistern is full.
It's preferable to make the area below the below the well 2 z-levels tall so the upper level contains water without mud (dwarfs don't like muddy water, it also increases the chance of infections when cleaning patients). Use a pressure regulator so your well doesn't spill over. http://df.magmawiki.com/index.php/Pressure
2. I never played Genesis but a dwarf pulling a lever on repeat is usually a very fast trigger.
3. Random x-y direction (i think 5 tiles max). I think you might want to replace this with a retracting bridge as the current design has probably a 50% chance of throwing attackers back on the path or into your fort.
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Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #7739 on: January 23, 2011, 09:12:00 am »

I just designated a lot of ponds (I know only a single dwarf will fill a pond , so I made a lot of 1x1 ponds next to eachother), but my dorfs aren't filling it. I'm pretty sure I have buckets, though.

Also, how do I get my dorfs to take like, splints and thread and cloth to the hospital?
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