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Author Topic: The DF2010 Little Questions Thread  (Read 1115772 times)

TolyK

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Re: The DF2010 Little Questions Thread
« Reply #8460 on: February 09, 2011, 11:38:39 am »

Does this mean I should equip all of my military dwarves with the cheapest/lightest shield I can make? A featherwood shield, for instance, is better than a steel shield?
it seems so, though further testing is required.
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Haruspex_Pariah

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Re: The DF2010 Little Questions Thread
« Reply #8461 on: February 09, 2011, 11:40:51 am »

I guess we should enjoy it while it lasts. If shield damage is included, armor and weapon damage can't be far behind.
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #8462 on: February 09, 2011, 12:12:35 pm »

Does this mean I should equip all of my military dwarves with the cheapest/lightest shield I can make? A featherwood shield, for instance, is better than a steel shield?
light yes, cheap no. Shield quality still seems to affect block chance. Btw, featherwood is rather then leather.
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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.

TolyK

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Re: The DF2010 Little Questions Thread
« Reply #8463 on: February 09, 2011, 12:15:15 pm »

I've gotten an artifact featherwood shield. once.
epic.
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Blurk

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Re: The DF2010 Little Questions Thread
« Reply #8464 on: February 09, 2011, 12:59:49 pm »

what happens if i change the [MULTIPLE_LITTER_RARE] tag into say [MULTIPLE_LITTER_COMMON].
and what happens if i remove the tag all together?
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TolyK

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Re: The DF2010 Little Questions Thread
« Reply #8465 on: February 09, 2011, 01:02:00 pm »

without it you'll get lots of triplets/quadruplets/who knows what.
the [..._commom] tag will be called an error (and ignored, well same effect)
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #8466 on: February 09, 2011, 01:02:40 pm »

what happens if i change the [MULTIPLE_LITTER_RARE] tag into say [MULTIPLE_LITTER_COMMON]
and what happens if i remove the tag all together?
For the first one, you get an error. For both cases, the creature now make twins/triplets more often.
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anqxyr

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Re: The DF2010 Little Questions Thread
« Reply #8467 on: February 09, 2011, 01:04:41 pm »

Is there any way to see the seeds that was used for generating of the existing world?
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rephikul

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Re: The DF2010 Little Questions Thread
« Reply #8468 on: February 09, 2011, 01:51:27 pm »

Is there any way to see the seeds that was used for generating of the existing world?
play the game in legend mode, press 'p' to export and there'd be one with world gen params.
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #8469 on: February 09, 2011, 02:08:26 pm »

what happens if i change the [MULTIPLE_LITTER_RARE] tag into say [MULTIPLE_LITTER_COMMON].
and what happens if i remove the tag all together?
Without the [MULTIPLE_LITTER_RARE] tag, creatures give birth to 1-3 children every time they give birth.  [MULTIPLE_LITTER_COMMON] is not a valid tag and will result in error messages being reported in your error log file.

There is also the [LITTERSIZE:x:y] tag if you want to manually change how many children a creature gives birth to.  There is no creature in the default raws that uses it, but it seems to still be a valid tag.
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RiderofDark

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Re: The DF2010 Little Questions Thread
« Reply #8470 on: February 09, 2011, 06:05:24 pm »

Is there a way to make soap blocks, or are they stuck as soap bars?
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agatharchides

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Re: The DF2010 Little Questions Thread
« Reply #8471 on: February 09, 2011, 09:03:23 pm »

IIRC, blocks and bars are the same thing.

 Does anyone know is sewing a leather image counts as a leather item for mandate purposes?
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #8472 on: February 09, 2011, 09:33:28 pm »

Is there a way to make soap blocks, or are they stuck as soap bars?
They are stuck as bars, you cannot make soap blocks.
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Peaceful Slugman

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Re: The DF2010 Little Questions Thread
« Reply #8473 on: February 09, 2011, 09:38:24 pm »

I dug out a one tile wide tunnel one z level below the surface. Later on, I decided that  I had to remove the floor directly above the tunnel. I tried channeling but it won't let me channel and remove the floor. How can I channel the area when the "wall" below the tunnel I want to channel is already mined out?

edit: the problem was that I already built a lifting bridge over that area. Apparently you can't modify a square that a bridge covers even if the bridge is raised.
« Last Edit: February 22, 2011, 12:52:00 am by Peaceful Slugman »
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Ibid Straydrink

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Re: The DF2010 Little Questions Thread
« Reply #8474 on: February 09, 2011, 09:38:59 pm »

Has anyone ever actually seen a goblin or troll drown? I have a few swimming around in an indoor moat, and they've been going strong for a while now.
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