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Author Topic: The DF2010 Little Questions Thread  (Read 1126208 times)

Aachen

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Re: The DF2010 Little Questions Thread
« Reply #13380 on: July 13, 2011, 01:48:54 pm »

The old stockpile is gone, it's just bins sitting there.

Dump the bins and gems, then after they are moved to the garbage zone, undump the gems and see if they get pulled out of the bins.  Failing that:

1) If they are uncut gems, leave them where they are (without a stockpile) and cut them.  They should get cut, then carried to your cut gem storage.

2) If they are cut gems, encrust stuff with them until they are gone.

If they won't cut or encrust, might want to save the game and put it on dffd then go to mantis to report it.


Or, you could dump the gems, but not the bins. They should yank them out to take them to the zone.
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Turnoverman

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Re: The DF2010 Little Questions Thread
« Reply #13381 on: July 13, 2011, 01:49:45 pm »

Carp are not as dangerous as ye-olde carps of yore, and their biggest strength (idiots jumping in the water trying to dodge) is canceled out by the brook's psuedofloor.

More on carp: http://df.magmawiki.com/index.php/Carp
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Funk

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Re: The DF2010 Little Questions Thread
« Reply #13382 on: July 13, 2011, 01:55:43 pm »

you can A) give swiming lessons or B) shoot the fish
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Jelle

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Re: The DF2010 Little Questions Thread
« Reply #13383 on: July 13, 2011, 02:03:40 pm »

Yep dumping the gems but not the bins (and the bars and not the bins for  that matter) did the trick. Cheers

Now I made a soap stockpile and they're moving the bar/block bins containing iron and coke there, what stockpile misery, I can understand the benefit if one big pile that accepts all goods now.  :(
« Last Edit: July 13, 2011, 02:09:35 pm by Jelle »
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Turnoverman

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Re: The DF2010 Little Questions Thread
« Reply #13384 on: July 13, 2011, 02:50:15 pm »

If I make a pump stack, do I need to get massive quantities of windmills to power them, or can a dwarf just pump on the top and power the whole thing?

Note: I can't just use perpetual motion, there's no water on my map except for 1-2 filled murky ponds right after it rains, and that evaporates almost immediately, especially during summer in which water is removed from murky pools immediately anyway. Not even in the caverns. No clue why there's no water in the caverns. (At least layer 1 and 2, but pumping water up from 3 would be counterintuitive anyway because the magma source I'm using is also in cavern layer 3 and I could just skip the water and pump the magma)
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #13385 on: July 13, 2011, 03:27:50 pm »

When a dwarf powers a pump, he only provides power to that pump and not anything else connected to it.  To power a pump stack you need to either have a dwarf on each pump in the stack, or use a wind or water power source.
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Nil Eyeglazed

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Re: The DF2010 Little Questions Thread
« Reply #13386 on: July 13, 2011, 04:40:41 pm »

Two questions.

Will miasma escape from a zombie trapped in a terrarium?

Is hereditary transfer of nobility working right now?
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shadenight123

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Re: The DF2010 Little Questions Thread
« Reply #13387 on: July 13, 2011, 04:42:15 pm »

so...i've got object to be melt.
i designated them.
the melters come.
melt a few.
stops because "no other objects to be melted"
objected to be melted still stay.
no burrow or forbiddance effected.

second thing:
i've got accessible flux stone, iron and pig iron...but the steel reaction doesn't show up...why?
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Nil Eyeglazed

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Re: The DF2010 Little Questions Thread
« Reply #13388 on: July 13, 2011, 04:44:59 pm »

so...i've got object to be melt.
i designated them.
the melters come.
melt a few.
stops because "no other objects to be melted"
objected to be melted still stay.
no burrow or forbiddance effected.

second thing:
i've got accessible flux stone, iron and pig iron...but the steel reaction doesn't show up...why?

1) Owned objects and carried items won't be melted.  I believe melt also respects "dwarves ignore outside refuse" orders, if you have that enabled.

2) Do you have charcoal or coke?
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Turnoverman

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Re: The DF2010 Little Questions Thread
« Reply #13389 on: July 13, 2011, 04:53:55 pm »

Two questions.

Will miasma escape from a zombie trapped in a terrarium?

Is hereditary transfer of nobility working right now?

1) It escapes out of cages, and I'm reasonably sure terrariums are just glass cages.

2) I dunno.
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greycat

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Re: The DF2010 Little Questions Thread
« Reply #13390 on: July 13, 2011, 05:32:25 pm »

Yeah, I had them in a locked room, but I did leave the male roaming free in the room with them. I'll try putting him in his own room next.  What can make the mother bird leave the nest box?

Most commonly, from what little I've seen, it would be another creature bumping into her.  But if these two birds were the only creatures in the locked room, I don't know what the odds of that happening are.
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MrShovelFace

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Re: The DF2010 Little Questions Thread
« Reply #13391 on: July 13, 2011, 07:45:08 pm »

do screw pumps block motion / liquids
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Greiger

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Re: The DF2010 Little Questions Thread
« Reply #13392 on: July 13, 2011, 07:55:57 pm »

do screw pumps block motion / liquids
Only on the outlet side.  It's indicated by a darker "X" when placing it.
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RAKninja

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Re: The DF2010 Little Questions Thread
« Reply #13393 on: July 13, 2011, 08:04:46 pm »

I've finally decided to set up a glass industry for the first time. I know more or less how it works, but I have a problem with sand collection zones.
See I've breached the caverns and moss automatically grows on my underground sand tiles. I can't have this if it has to serve as a collection zone.
So how do I go about making sure I have acces to the sand, apart from pasturing grazing animals, the ocasional fire to burn all that moss and trampling?

Also what are mr potato heads or whatever it was you were talking about?  :o

designate a tree to be cut or plants to be gathered in your sand collection zone.  doing either one returns the tile worked back into sand.  as sand collection is a "zone", you can not place a pasture or meeting hall over it, but you CAN build a piece of furniture and designate THAT as a meeting hall.  dwarves, as you might have noticed, have a chance of killing grass/fungus as they walk over it.

i do a bit of work with glass, whenever i need sand, i just chop a tree or gather wild plants first.
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ArKFallen

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Re: The DF2010 Little Questions Thread
« Reply #13394 on: July 13, 2011, 08:34:16 pm »

I've finally decided to set up a glass industry for the first time. I know more or less how it works, but I have a problem with sand collection zones.
See I've breached the caverns and moss automatically grows on my underground sand tiles. I can't have this if it has to serve as a collection zone.
So how do I go about making sure I have acces to the sand, apart from pasturing grazing animals, the ocasional fire to burn all that moss and trampling?

Also what are mr potato heads or whatever it was you were talking about?  :o

designate a tree to be cut or plants to be gathered in your sand collection zone.  doing either one returns the tile worked back into sand.  as sand collection is a "zone", you can not place a pasture or meeting hall over it, but you CAN build a piece of furniture and designate THAT as a meeting hall.  dwarves, as you might have noticed, have a chance of killing grass/fungus as they walk over it.

i do a bit of work with glass, whenever i need sand, i just chop a tree or gather wild plants first.
Stockpiles also prevent the growth of plants and still allow you to harvest clay, so it should work with sand.
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