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Strudel Man posted:Don't they require you to designate stuff for dumping on a semi-constant basis? No, the beauty of quantum stockpiles is you can automate them using minecarts. Feeder stockpile - > Track Stop -> Quantum stockpile. No dumping required.
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# ? Oct 16, 2014 04:44 |
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# ? May 20, 2024 09:27 |
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Oh, god, minecarts. I've basically completely ignored their existence. Too much complexity and too little meaningful purpose (apart from violating physics, apparently). At least, as far as fits into the rest of my playstyle. I'm sure they're legitimately useful for some people.
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# ? Oct 16, 2014 04:51 |
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Strudel Man posted:
Nope! You use 2 stockpiles, a track stop and a minecart. code:
You can size I however you want. I usually have a more "complex" stone stockpile, with 3-4 "from anywhere" that have wheelbarrows, a central "from links" that all of those deliver to, and then the track stop takes from there to the 1x1 destination stockpile. This allows more dwarves to actually move stones into the inputs and allows a lot of wheelbarrows in the process. I can clear my fort of stone in no time!
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# ? Oct 16, 2014 04:55 |
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Man, I would not think it would be this hard to get an embark with 1) sand, 2) non-dead evil plants, and hopefully 3) relatively flat. I just want to make an evil glass palace. Maybe I'll just use dfhack to turn the top soil layer into sand. Strudel Man fucked around with this message at 05:07 on Oct 16, 2014 |
# ? Oct 16, 2014 05:00 |
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I have the corpse issue too. I've just resigned myself to having fortresses filled with miasma and bones. Livens up the place. I've done the glass palace thing before myself, but I admit I'm not sure what you could do about the plant situation other than possibly tweaking the worldgen variables to favor nastier biomes on average. Same for elevation, although if you really want lots of mountains still you can just reduce the permissible variation in either the x or y axis and leave the other unchanged to get stripey mountains that tend to strongly run in orthagonal streaks. I admit though I haven't been able to get the world generator to behave as well in DF2014 as previous releases. Shady Amish Terror fucked around with this message at 05:07 on Oct 16, 2014 |
# ? Oct 16, 2014 05:04 |
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Shady Amish Terror posted:I've done the glass palace thing before myself, but I admit I'm not sure what you could do about the plant situation other than possibly tweaking the worldgen variables to favor nastier biomes on average. Same for elevation, although if you really want lots of mountains still you can just reduce the permissible variation in either the x or y axis and leave the other unchanged to get stripey mountains that tend to strongly run in orthagonal streaks. I admit though I haven't been able to get the world generator to behave as well in DF2014 as previous releases. I want NO mountains, though, not lots. Just a green spire jutting from the earth.
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# ? Oct 16, 2014 05:09 |
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ghetto wormhole posted:Try making a flat space they can stand directly next to the water, unless I'm mistaken that slope is underwater so they're not gonna go for a swim so they can fill up a bucket. Also you can use zones to designate a water source you want dwarves to use. Or you could just build a well there. I've tried reading about wells and come away with the impression that bringing the water up a well will make sure that it's not muddy anymore, but the wiki is kind of confusing on that point depending on if you're reading the muddy water post or the well post. Would a well remove the mud from the water? Does the water not have mud in the first place because it's 7 deep?
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# ? Oct 16, 2014 05:24 |
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vibratingsheep posted:I've tried reading about wells and come away with the impression that bringing the water up a well will make sure that it's not muddy anymore, but the wiki is kind of confusing on that point depending on if you're reading the muddy water post or the well post. The mud is below the water. Drill down from above and build the well over any part of the water you want, dwarves will go to the well and lower a bucket down however many z-levels to the water. Just keep in mind that while a well can transport a bucket of water up 50 z-levels if that's convenient, it takes a long-rear end time. What I like to do is this: X= wall _ = channel O = well code:
efficient ways to move water up a large number of z-levels.
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# ? Oct 16, 2014 05:28 |
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Strudel Man posted:Oh, god, minecarts. I've basically completely ignored their existence. Too much complexity and too little meaningful purpose (apart from violating physics, apparently). hyper accelerated minecarts filled with projectiles linked up to pressure plates = awesome trap
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# ? Oct 16, 2014 06:59 |
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Moridin920 posted:hyper accelerated minecarts filled with projectiles linked up to pressure plates = awesome trap
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# ? Oct 16, 2014 07:13 |
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vibratingsheep posted:I've tried reading about wells and come away with the impression that bringing the water up a well will make sure that it's not muddy anymore, but the wiki is kind of confusing on that point depending on if you're reading the muddy water post or the well post. The water needs to be two z levels deep to be not-muddy. They well alone won't do it. Muddy water is still better than no water at all, of course. I think muddy water is also better than stagnant water from surface ponds. But when you have time it is worthwhile to dig out a cistern 2 or 3 levels deep, then fill it with water and build a well over it.
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# ? Oct 16, 2014 07:20 |
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Angela Christine posted:The water needs to be two z levels deep to be not-muddy. They well alone won't do it. Muddy water is still better than no water at all, of course. I think muddy water is also better than stagnant water from surface ponds. But when you have time it is worthwhile to dig out a cistern 2 or 3 levels deep, then fill it with water and build a well over it.
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# ? Oct 16, 2014 07:22 |
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Not to toot my own horn (I am going to toot my own horn) but you should check out the new dwarf fortress LP Fogwall for a very exciting use of saw blade traps. Thread is here
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# ? Oct 16, 2014 07:23 |
Strudel Man posted:Well, part of the problem is that it doesn't seem like evil biomes generate evil plants at all reliably. In my test embarks, only about a third or a quarter of them had the plants I was hoping for. A real dwarf would make clear glass.
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# ? Oct 16, 2014 09:30 |
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Kenning posted:A real dwarf would make clear glass. I dunno, sounds a bit... fancy to me.
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# ? Oct 16, 2014 12:42 |
Every ounce of it involves tree death.
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# ? Oct 16, 2014 12:50 |
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Strudel Man posted:Well, part of the problem is that it doesn't seem like evil biomes generate evil plants at all reliably. In my test embarks, only about a third or a quarter of them had the plants I was hoping for. Well, like I said, you can control for that during world-gen, if you haven't already. Just turn down vulcanism, max height, and required mountain peaks to nothing or close to nothing, and jack up the evil biome rate, and then wait a few years for the world to generate and spend a couple of generations hunting down a sandy biome that actually has biodiversity. While I'm pretty sure elves favor 'good' biomes and humans favor 'neutral' ones, if the traders happen to be from a civilization stuck in an evil biome, I think they'll tend to bring evil plant seeds with them, but that's from a few versions ago, so I don't know if it's still relevant.
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# ? Oct 16, 2014 15:32 |
Spanish Matlock posted:Not to toot my own horn (I am going to toot my own horn) but you should check out the new dwarf fortress LP Fogwall for a very exciting use of saw blade traps. As much as I'd love to read through the entire thread to get to this point -- I'm impatient, someone care to explain what is happening and how it works?
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# ? Oct 16, 2014 18:48 |
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Neurion posted:As much as I'd love to read through the entire thread to get to this point -- I'm impatient, someone care to explain what is happening and how it works? It's a big shaft you throw prisoners into and they land on a pile of sawblade traps over an underground lake, they either die from the fall, get cut to pieces, or jump off into the lake. It is essentially a sink garbage disposal in architectural form. As to why it exists, why wouldn't it?
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# ? Oct 16, 2014 18:49 |
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Neurion posted:As much as I'd love to read through the entire thread to get to this point -- I'm impatient, someone care to explain what is happening and how it works? Here's an example of how it works in combat log form.
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# ? Oct 16, 2014 19:03 |
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Hey, blocking that saw probably made the goblin REALLY GOOD at shield-blocking. Too bad it wasn't the saw that bisected his sternum and destroyed his heart. So he got to be Legendary at blocking for a second or two, probably.
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# ? Oct 16, 2014 19:10 |
Nah. Unlike upright spikes, the saws don't catch the guy. As far as the trap is concerned, some dumbo just approached it from above really fast.
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# ? Oct 16, 2014 19:13 |
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Ah, gotcha. Shame; the goblin doesn't even get the satisfaction of being briefly Legendary. A very dwarven trap indeed.
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# ? Oct 16, 2014 19:21 |
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Ghostwoods posted:I dunno, sounds a bit... fancy to me. I'm in the process of making a big-rear end pyramid out of clear glass. Holy poo poo it takes forever.
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# ? Oct 16, 2014 20:06 |
Yeah I've was dealing with outside planting the other day. I made a farm outside where there were no plants growing naturally and it didn't give me seeds to plant. So then I moved it to where trees and gatherable plants grew and it gave me the seeds to plant. If there's grass but no trees then you cant plant there.
Hihohe fucked around with this message at 20:32 on Oct 16, 2014 |
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# ? Oct 16, 2014 20:30 |
Mountain biomes are weird like that. They can't sustain anything more than grass.
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# ? Oct 16, 2014 21:10 |
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Is there any reason not to keep every adult in squads that never go on duty, so that they'll walk around in armor?
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# ? Oct 17, 2014 00:45 |
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Strudel Man posted:Is there any reason not to keep every adult in squads that never go on duty, so that they'll walk around in armor? Metal armor is heavy, so it will slow down hauling jobs and possibly all movement-related jobs for weaklings.
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# ? Oct 17, 2014 00:55 |
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Angela Christine posted:Metal armor is heavy, so it will slow down hauling jobs and possibly all movement-related jobs for weaklings. Also if it counts as non-degrading clothing for avoiding negative thoughts, but I don't know if that would be true or not.
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# ? Oct 17, 2014 01:45 |
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So I decided to use the Starter Pack thing since its a lot easier than trying to remember and reinstall all the utilities and everything over and over again. I downloaded and got it running last night. And the starter pack itself updated today. I'm really not used to it and parts of it are not very well documented. Is there a simple way to transfer things across versions?
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# ? Oct 17, 2014 03:23 |
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Can you not turn off weather in an existing save? I could have sworn that you could, but I tried in my game since I was sick of human blood rain turning everything red, and it hasn't actually made any difference.GenericOverusedName posted:So I decided to use the Starter Pack thing since its a lot easier than trying to remember and reinstall all the utilities and everything over and over again. I downloaded and got it running last night. You could try copying the new version's data/raw folder into your save folder, though, to overwrite the old with the new. Might work.
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# ? Oct 17, 2014 05:14 |
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The starter pack has an option to load old saves I'm pretty sure.
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# ? Oct 17, 2014 05:40 |
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Yea there's a bat file to copy the data in the root of the sp folder, just make sure your last version is in the same root folder as the new starter pack.
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# ? Oct 17, 2014 07:34 |
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Its not the game itself that updated, just the various utilities and stuff. I mostly just want my dumb color settings and fonts and stuff to carry over.
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# ? Oct 17, 2014 14:58 |
Strudel Man posted:Can you not turn off weather in an existing save? I could have sworn that you could, but I tried in my game since I was sick of human blood rain turning everything red, and it hasn't actually made any difference. Turning off weather prevents it from changing, you'll need turn it back on until the blood stops.
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# ? Oct 17, 2014 17:39 |
GenericOverusedName posted:Its not the game itself that updated, just the various utilities and stuff. I mostly just want my dumb color settings and fonts and stuff to carry over. \data\art and \data\init have all the game-relevant bits.
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# ? Oct 17, 2014 20:39 |
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PublicOpinion posted:Turning off weather prevents it from changing, you'll need turn it back on until the blood stops.
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# ? Oct 17, 2014 21:58 |
Maybe the evil rains aren't part of the normal weather framework, then.
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# ? Oct 17, 2014 22:05 |
Ding ding. They're regional interactions assembled from random bits in the executable and doled out at worldgen, just like titans and things. Altering those on the fly is a little... tricky. The raws are stored as plaintext inside an uncompressed world.sav, but I'm not sure how to actually neuter those. Getting rid of the [IE_INTERMITTENT:WEEKLY] tag, perhaps? Interactions aren't really my area.
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# ? Oct 17, 2014 22:14 |
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# ? May 20, 2024 09:27 |
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Sheesh. That's annoying. Guess it explains why I sometimes saw the blood rain overlapping with regular rain. edit: Hah. I changed compressed_saves to no, but my world.sav is still compressed after a reload and save. Welp. Strudel Man fucked around with this message at 23:36 on Oct 17, 2014 |
# ? Oct 17, 2014 23:06 |