Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 537 538 [539] 540 541 ... 1178

Author Topic: The DF2010 Little Questions Thread  (Read 1141275 times)

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8070 on: January 29, 2011, 06:35:44 am »

well I'm fine either way, I've got hatches  8)
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Antonater

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8071 on: January 29, 2011, 08:04:48 am »

ok, need this quick. if i connect a lever up to a floodgate and open them, then remove the lever and then connect up a sensor trap:
when the sensor trap is activated will the flood gates close?

also how does it work if you have a lever and a sensor connected to the same thing? if the sensor trap has lets say opened a hatch, can i force it closed with he lever? and then what happens when the sensor trap is no longer active, will it open again?

anyone knowledgeable about this stuff?
Logged

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8072 on: January 29, 2011, 08:10:31 am »

So the wiki says that gorlaks are "rotund, helpful advice givers". It also says they'll walk around a fort, interrupting jobs, until a cornered dwarf punches it to death.

So...does it do anything?
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8073 on: January 29, 2011, 08:17:32 am »

ok, need this quick. if i connect a lever up to a floodgate and open them, then remove the lever and then connect up a sensor trap:
when the sensor trap is activated will the flood gates close?
Yes
also how does it work if you have a lever and a sensor connected to the same thing?They act independent to each other.

 if the sensor trap has lets say opened a hatch, can i force it closed with he lever?yes, but generally people would just make a resetting plate instead.

 and then what happens when the sensor trap is no longer active, will it open again?no it stays in whatever state it is in until told otherwise

anyone knowledgeable about this stuff?
I am

So the wiki says that gorlaks are "rotund, helpful advice givers". It also says they'll walk around a fort, interrupting jobs, until a cornered dwarf punches it to death.

So...does it do anything?
gorlak is an another useless random creature of depth. It can speak but cannot be tamed.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Cell aka Dark

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8074 on: January 29, 2011, 09:37:52 am »

One of my miners had an accident that left her with both her legs broken and a broken arm. I eventually managed to get her patched up so she can walk around on her own. All 3 wounds are infected and she suffers extreme blood loss, though. She is incredibly quick to heal, so that might help.

I'm very new to the healthcare system. What are the chances she will survive this and recover? Should I assign her a coffin?
if she;s already stitched up good and can walk around then there's a very good chance that bleeding has already stopped and she should eventually recover.

After fainting a few times, she eventually made a full recovery.  :D

Here's my next question. I just caught something dangerous in a cage.
Spoiler (click to show/hide)
Since angry dwarfs tend to break stuff, I'm afraid someone might kick the cage open and release stench, death and Fun upon my fort. Is it possible for dwarfs to break cages? And if so, would it help to surround the cage with cage traps to recapture it?
Logged

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8075 on: January 29, 2011, 09:43:20 am »

not that spoilery, but thanks for your appreciation of the needs of the Spoiler God.
now...

... angry dwarves will deconstruct the cage but not let it out AFAIK. however, building if using b>(cage)>x(to select which cage) and connecting a lever to it will allow it to be opened via the lever.

What are you planning on using it for? If it's just to kill it, just a looong fall will work. with a retracting spike/spear at the end.
gladiator arena? zombies will produce miasma and... yeah. still works.
show-off at a zoo? just [ b ]uild the cage and select it using x>+- (select in menu). Then set it as a zoo.
other? please tell!
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Cell aka Dark

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8076 on: January 29, 2011, 09:57:51 am »

I don't know what to do with it yet. First I wanted to display it at a zoo, but when the cage was shoved inside the animal stockpile, I found out undead creatures create miasma. I can't feed it invaders, since there aren't any goblins nearby. I'm planning to build an aboveground castle on top of my fortress sometime in the future, so maybe I can build a zoo in there. Or maybe I'll build a high tower outside and put it on there. I could kill it, but that seems like a waste. It's not every day you capture a
Spoiler (click to show/hide)

Any other ideas would be appreciated, though.
Logged

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8077 on: January 29, 2011, 10:17:32 am »

Is there some way to attract grizzly bears to your map? I just bought a female from the elves (along with all their wood, their booze, their strawberries, a few crutches and splints...and none of that other wooden junk), and I kinda wanna see if I can get a male before next year.
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8078 on: January 29, 2011, 10:20:25 am »

i wanna see a zombie colossus now.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

shlorf

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8079 on: January 29, 2011, 10:42:10 am »

How come my dwarfs never make foreign weapons in their moods? The bowyers make (useless) blowguns and bows all the time, yet the weaponsmiths never make artifact foreign weapons. If I mod dwarfs to be able to make stuff like great axes will they be able to make these weapons as artifacts, too?
Logged

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8080 on: January 29, 2011, 10:48:30 am »

i wanna see a zombie colossus now.
remove "[CANNOT_UNDEAD]" from your raws.
voila!

***
*Foreign weapons question*
They will make them if they like them. Savescumming might help.
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: The DF2010 Little Questions Thread
« Reply #8081 on: January 29, 2011, 11:05:37 am »

ok, need this quick. if i connect a lever up to a floodgate and open them, then remove the lever and then connect up a sensor trap:
when the sensor trap is activated will the flood gates close?

By sensor trap, I assume you mean pressure plate.

When a pressure plate is triggered, it sends an 'open' signal to whatever it's connected to.  If it is connected to a floodgate, and that floodgate is already opened, nothing will happen.  Sending an 'open' signal to something that is already open has no effect.

100 cycles after the pressure plate is no longer triggered (the creature on it has left) the pressure plate will send a 'close' command to the floodgate.  Floodgates have a 100 cycle delay on opening or closing, so 200 cycles after the creature steps off the pressure plate, the floodgate will close.

Quote
also how does it work if you have a lever and a sensor connected to the same thing? if the sensor trap has lets say opened a hatch, can i force it closed with he lever? and then what happens when the sensor trap is no longer active, will it open again?

When you have multiple triggers connected to the same target, the target will generally obey the last signal it receives.  Pressure plates send 'open' commands when triggered, and 'close' commands 100 cycles after being un-triggered.  They only send these commands once, not continuously.  Levers send 'open' commands when flipped from one position to the other, and 'close' commands when flipped back the other way - again, only sending a single command the moment they're triggered.

What makes things a little trickier is that many triggerable buildings have delay times between when they get a trigger and when they activate, and any commands received during this time is ignored.  For example, if you have a pressure plate linked to a floodgate, then when something steps on the pressure plate it will send an 'open' command to the floodgate.  The floodgate will wait 100 cycles, then open.  If during this time a dwarf throws a lever connected to the floodgate to the 'off' position, it will send a close command to the floodgate, but the floodgate will ignore this command because it is already acting on a command.  This can cause trigger-able buildings to get out of sync with pressure plates or levers, and it's why you always want to have backup manual control levers on every pressure plate controlled system.

Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

FallenCleric

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8082 on: January 29, 2011, 02:51:00 pm »

I've got a problem. One of my miners had been injured in accident, so two of my dwarves are trying to help him out. One of them took "apply cast" task and is standing in front of the pond for couple of months. I've had a caravan come and leave since then.
That medic is apparantly stuck but i cannot stop him from standing in front of those pool. I've tried to cancel job, to stop designation, to assign a burrow for him somewhere else, to remove a water source zone and still got nothing. He's already thirsty (yes, thirsty dwarf near the water) and may die soon, and a child he took along with him is in danger too.
So what can i do with all this?
Logged

Mister Always

  • Bay Watcher
  • SQUARE-GO LIKE
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8083 on: January 29, 2011, 03:02:09 pm »

I'm fucking around in adventurer mode  and am now apparently near the elven forest retreat of "Fancypainted". I do not, however, know how to identify elven buildings. Are they like special trees? I'm using the Mayday graphics pack.
Logged
"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

Jacob/Lee

  • Bay Watcher
    • View Profile
Re: The DF2010 Little Questions Thread
« Reply #8084 on: January 29, 2011, 03:25:43 pm »

Elves don't have buildings. There is also a bug that causes Mountainhomes, Forest Retreats and Dark Towers not exist on the map.
Pages: 1 ... 537 538 [539] 540 541 ... 1178