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Author Topic: The DF2010 Little Questions Thread  (Read 1145677 times)

Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #9195 on: February 27, 2011, 01:15:26 pm »



What does the ◄ mean?
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Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #9196 on: February 27, 2011, 01:53:37 pm »

So, from a side view, I have a pit like this.

XOX
XWX
XXX

X is solid stone, O is empty space, W is water.

If I assign vermin like rats and lizards to this pit, will they drown?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #9197 on: February 27, 2011, 02:03:43 pm »

Vermin teleport and don't drown.
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Quote from: LordSlowpoke
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Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
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If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #9198 on: February 27, 2011, 02:05:09 pm »

Damn. Guess I'll have to wait for the caravan to bring me that cat I asked for.

...I could sell the vermin to the caravan IN EXCHANGE FOR THE CAT.

Yesssss :D

You can trade traps with animals in them, right?
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krisslanza

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Re: The DF2010 Little Questions Thread
« Reply #9199 on: February 27, 2011, 02:13:03 pm »

Since .19 kinda redid the little embark note... things... does shallow metal mean the metal is close to the surface, thus easier to access, but only near the surface? And does deep metal mean the metal is all really far down, or does it mean metal extends from the surface deep down into the ground?

myrkul

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Re: The DF2010 Little Questions Thread
« Reply #9200 on: February 27, 2011, 03:11:16 pm »

Since .19 kinda redid the little embark note... things... does shallow metal mean the metal is close to the surface, thus easier to access, but only near the surface? And does deep metal mean the metal is all really far down, or does it mean metal extends from the surface deep down into the ground?

I just embarked with "deep metals" and actually found some ore a few levels above my wagon. I think it measures from the topmost level of dirt/rock. But, yeah, shallow metals mean ore near to the surface, and deep metals means way underground, usually.
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uzumaki102

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Re: The DF2010 Little Questions Thread
« Reply #9201 on: February 27, 2011, 04:03:14 pm »

I have a question. Whenever i start a new map, the depot view says that caravans can't access the map. Why is this?
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myrkul

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Re: The DF2010 Little Questions Thread
« Reply #9202 on: February 27, 2011, 04:06:18 pm »

The "Depot Access" screen looks for a 3-wide path from your depot to the map edge. It doesn't matter at the moment, since nobody brings wagons, but you probably have it behind narrow paths or stairs.
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BishopX

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Re: The DF2010 Little Questions Thread
« Reply #9203 on: February 27, 2011, 04:45:39 pm »

I have a question. Whenever i start a new map, the depot view says that caravans can't access the map. Why is this?

You also have a build a depot first.
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myrkul

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Re: The DF2010 Little Questions Thread
« Reply #9204 on: February 27, 2011, 04:48:44 pm »

You also have a build a depot first.

Well, yeah. that does help.
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Remalle

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Re: The DF2010 Little Questions Thread
« Reply #9205 on: February 27, 2011, 04:49:29 pm »

Are non-vermin creatures milkable now?
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Buttery_Mess

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Re: The DF2010 Little Questions Thread
« Reply #9206 on: February 27, 2011, 05:01:41 pm »

Are non-vermin creatures milkable now?

Yes, in .19. It's great. Delicious yak cheese.
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #9207 on: February 27, 2011, 05:09:15 pm »

Wasn't that in .01?
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Thundercraft

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Re: The DF2010 Little Questions Thread
« Reply #9208 on: February 27, 2011, 05:27:39 pm »

I suggest that while you're poking around looking for local metal, you make plans based on finding none...
That sucks. Does Toady have any plans for improving the availability of ores to at least 40d levels? I don't want to trip over a vein on every step like in .18, but if the fucking caravan can have all kinds of metal in large quantities, then I'd better be allowed to have some too! Trading is undwarvenly!

You must have missed all the passionate "debate" about metals just after .19 was released. There was considerable heated exchange over this issue in the Dwarf Fortress 0.31.19 Released thread.

Anyway, you might be interested in reading some of the Missing Metals thread. In particular, Toady One posted there to calm things down and explain his position:

Once we have trade, some assurance that a reasonable amount of ore is being brought to the surface in world gen and better local mineral veins, I imagine it'll be less of a problem, but we don't have any of those things yet.  Even after that, I think we should end up with some world gen options for different play styles.  As people have mentioned, an over-abundance of metals will essentially remove that element of the economy (and warfare etc etc), but not everybody is going to be playing for those reasons.

So, yeah, hopefully we will see some sort of option in a future release for more abundance and less importance on trading for metals. (Though, besides this issue, I have little objection to the planned expansion on trade.)

In the meanwhile, you may be interested in trying one or more of these mods:
Note: The A Little Bit More Mod hints that there may be a certain risk in your mining dwarves contracting the Black Lung disease every time they mine (certain types of?) coal. However, looking at the files, it does not appear that this feature has been implemented yet.
« Last Edit: February 27, 2011, 05:30:09 pm by Thundercraft »
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Rude

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Re: The DF2010 Little Questions Thread
« Reply #9209 on: February 27, 2011, 06:39:26 pm »

I was looking for an evil tundra embark to have a little fun. I found a nice sized glacier covered in purple.  I noticed a couple places had different biomes but looked identical (same soil/aquifer/trees/stone/etc.) The only difference was the shade of purple on the map. How do shades of purple (and blue for that matter) differ? Could it be one is for undead and the other for fleshy 'normal' evil? All biomes in the area were listed as 'haunted' if that helps.
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