About all these workshops that have violent reactions. If I flood the room with 1 or 2 tile high of water, will these reactions still take place? I think one of those reactions simply says fire, as in the gunpowder one, will filling up the room with a little bit of water help neutralize it?
Ehm... that is a good idea, and I have no idea what would happen. Many of these reactions use syndromes, so they should still affect dwarves. Obviously the room cant burn down, but I dont think that water can stand IN a workshop, so the dwarf and the materials in the workshop could still be affected. On the other hand, the burning dwarf only has 2 tiles to move to safe himself.
As for the spawn bottle deconstruction thing, has anyone found a way to do it without burning the poor sod deconstructing the spawn point dead? Is that even supposed to happen? I'm going to try putting pumps that pump away the magma from the spawn point and see if that saves the dwarf.
Try this thread
http://www.bay12forums.com/smf/index.php?topic=110569.msg3481852#msg3481852 for all kinds of info. Other then that: Build a support/pillar. Build spawn location on top of the support. Link support to lever. Pull the lever. That works.
You can either build a lot of them in a channel to fill it up, or a wide corridor with a single file of supports and those magma-holding spawn locations, and pull the lever when the ogblin army walks by
I was wondering about kobolds. Up to year 2 I didn't see any of them. They also were not listed in the embark screen. But they never were, in any of the 5 "premade" worlds. Aren't they supposed to show up early? Or are they just all extinct, like the old kobolds used to be?
Kobolds civs never show up... they are skulking and have utterances, no diplomats, no liaisons...
On a quick side note, I was thinking about a new reaction that would be well welcomed: Craft Clothing Set. Reaction available at the clothier's workshop, available in 3-6 flavours (plant cloth, animal wool, silk and/or dyed plant cloth, dyed wool, dyed silk?), making a whole set of clothing for a single dwarf. The duration can certainly be adjusted to keep it balanced. I think it would be a nice little thing to have! Nothing you must hurry to implement, but nice nonetheless.
Craft cloth set already exists in the craftsman. I cant add stuff to the clothier, and an extra building for this is too much (?) But even I think that the craftsman is packed too full, with 4 pages of reactions...
how can I use the magmatanker? Sounds like fun...
You build tracks to the workshop, make an automatic move/empty command, fill the tanker, when full a dwarf pushes it down the tracks, till you get to the end with a channel next to it and an automatic empty command. Rinse, Repeat... you can actually automate this. Check this thread for all the infos
http://www.bay12forums.com/smf/index.php?topic=110569.msg3481852#msg3481852ok this is silly meph, on the loader - init file editor (utilities page obv) doesn't work out of the box ( i presume you have to install it to get it registered on the system) the error reads " Component TABCTL32.OCX or one of its dependancies not correctly registered: a file is missing or invalid (the install does infact have the file with it in the folder)
I can run it, dont need to install/register it. All you have to do is locate df.exe for it on the startup. Dont know why it doesnt run on your machine, but its not important, most init options are in the settings anyway, on the first page. Or you just open the init and have a look yourself
the link to quickfort is a link to http://sun2design.com/quickfort/
In that case the old quickfort website is down, and I will link to the forum thread. Thanks for the heads up.
No. 1: Yet again, reporting the error in golems descriptions. All are described as having been equipped with a spear.
Is fixed. Funnily enough for the third time... Alpha, then the next version I did on the PC and scrapped... and the update I did on the netbook. lol. But you, is fixed.
No 2: Giant drone ants. my god... The amount of duplicate body parts these things have. Have a look at them!
Wut? (testing)