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Author Topic: The DF2010 Little Questions Thread  (Read 1152015 times)

Renzuko

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Re: The DF2010 Little Questions Thread
« Reply #9945 on: March 23, 2011, 03:46:43 pm »

alrighty then! i have a question about weapon traps!

do they work automatically, like a cage trap, or do i need to have pressure plates and such?
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Urist Imiknorris

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Re: The DF2010 Little Questions Thread
« Reply #9946 on: March 23, 2011, 03:51:22 pm »

Weapon traps work automatically.

"Upright weapon"s do need a trigger of some sort (most commonly a lever).
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Renzuko

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Re: The DF2010 Little Questions Thread
« Reply #9947 on: March 23, 2011, 03:53:45 pm »

yeah i tried unsuccessfully making a huge danger room out of wooden training spears, i decided to close it up when animals and kids kept getting maimed when they went into it for weird reasons
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Wiro

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Re: The DF2010 Little Questions Thread
« Reply #9948 on: March 23, 2011, 04:15:06 pm »

Is there some way to remove broken arrows?
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proxn_punkd

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Re: The DF2010 Little Questions Thread
« Reply #9949 on: March 23, 2011, 04:29:17 pm »

yeah i tried unsuccessfully making a huge danger room out of wooden training spears, i decided to close it up when animals and kids kept getting maimed when they went into it for weird reasons

Probably following a parent/owner who's in the military.
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Renzuko

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Re: The DF2010 Little Questions Thread
« Reply #9950 on: March 23, 2011, 04:56:09 pm »

no, i hadnt set it to patrol, and it was just outside of my barracks, they just went in there for the hell of it

before i forget...fuck come back thought...can i set my military to go all pow on caged invaders and kill them while they're still caged, or do i need to release them to kill em? last time i released them from their cages they terrorized my fort for a few seconds before my military offed them lol
« Last Edit: March 23, 2011, 04:59:15 pm by Renzuko »
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #9951 on: March 23, 2011, 04:58:46 pm »

Is there some way to remove broken arrows?
Indoors, building and removing a construction, or a dwarf cleaning the tile, should get rid of them.
Outdoors, rain should get rid of them.
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Renzuko

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Re: The DF2010 Little Questions Thread
« Reply #9952 on: March 23, 2011, 07:08:00 pm »

does making traps for weapon traps (like serrated saw blades) count as metalcrafting or weaponsmithing? cuz i might just get my weaponsmith cranking out those to get him to legendary +5
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FuzzyZergling

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Re: The DF2010 Little Questions Thread
« Reply #9953 on: March 23, 2011, 07:10:10 pm »

I'm almost completely certain that it is weaponsmithing.
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Renzuko

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Re: The DF2010 Little Questions Thread
« Reply #9954 on: March 23, 2011, 07:29:05 pm »

alright...just gonna need to get my 4th miner to legendary so i can get to mining more hematite...ran out a while back so my furnace operators have been loafing around lol
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agatharchides

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Re: The DF2010 Little Questions Thread
« Reply #9955 on: March 23, 2011, 07:30:10 pm »

Is there a good way to coax totems into a give stockpile without a bin? I have made a totem only custom stockpile but the dorfs insist on stuffing my FB head trophies into a lead bin, which rather detracts from the effect.
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tolkafox

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Re: The DF2010 Little Questions Thread
« Reply #9956 on: March 23, 2011, 07:40:16 pm »

Make a finished goods stockpile that only accepts totems, and turn all bins off. Q over the stockpile and then it's either E or C.
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agatharchides

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Re: The DF2010 Little Questions Thread
« Reply #9957 on: March 23, 2011, 07:43:43 pm »

Thanks. I resorted to selectively placed dump zones.
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greenskye

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Re: The DF2010 Little Questions Thread
« Reply #9958 on: March 23, 2011, 09:12:19 pm »

Working on my first pump stack. In the wiki the pump stack example has a door to each containment area on each z level of the pump stack. Is there any reason why you need a door there instead of a wall? Why would you ever want to access this area? Note that this is separate from the door that lets you access the pump.

Image I'm using for reference:
Spoiler (click to show/hide)
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ghiacciato

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Re: The DF2010 Little Questions Thread
« Reply #9959 on: March 23, 2011, 09:18:59 pm »

Working on my first pump stack. In the wiki the pump stack example has a door to each containment area on each z level of the pump stack. Is there any reason why you need a door there instead of a wall? Why would you ever want to access this area? Note that this is separate from the door that lets you access the pump.

Image I'm using for reference:
Spoiler (click to show/hide)

The topmost one should obviously have some sort of controllable door (if you want to use it for flooding, that is), and maybe it's helpful for the other ones to be easily accesible, too. Something like a fish jamming the pump...do fish get pumped, too?

I've got a question myself: Is it somehow possible to link 2 doors/floodgates to the same lever, so that if I was to pull this lever, one of the doors opens and the other one closes? Basically one lever to control a reservoir, where the doors open alternately and I don't need two levers for filling/draining?
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