http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Lordmick134&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T14:23:50ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=40d_Talk:Blood&diff=3393840d Talk:Blood2008-05-06T23:47:32Z<p>Lordmick134: </p>
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<div>The spreading mud/blood issue is fixed as of 0.27.169.33f. Toady One has disabled mud/blood spreading for the time being.<br />
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:Did it spread like infinite water?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:36, 13 April 2008 (EDT)<br />
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:: afaik, the blood/mud became fresh any time anything stepped in it, so if it got into a major hallway or a chokepoint, it covered your whole fortress... [[User:Twiggie|Twiggie]] 16:24, 19 April 2008 (EDT)<br />
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Since all my goblin gear is in brackets like (this), I assume that indicates something covered in blood? I know elves don't buy bloodied items, but does it otherwise affect the price? And does blood eventually wear off? Hopefully some important tidbits to add to the page. [[User:Bryan Derksen|Bryan Derksen]] 19:22, 6 May 2008 (EDT)<br />
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objects in (brackets) mean that they were imported or produced off site. <br /><br />
As far as I know, the only way to check blood is to open the full detail page.<br /><br />
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--[[User:Lordmick134|Lordmick134]] 19:47, 6 May 2008 (EDT)</div>Lordmick134http://dwarffortresswiki.org/index.php?title=40d_Talk:Troll&diff=4078340d Talk:Troll2008-04-21T15:35:53Z<p>Lordmick134: Building destroying question</p>
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<div>I wasn't sure where else to put this...<br /><br />
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Will a building destroying creature damage constructed walls/stairs/ramps/etc?<br /><br />
Or will a simple one width wall stop any damage to your fort?<br /><br />
--[[User:Lordmick134|Lordmick134]] 11:35, 21 April 2008 (EDT)</div>Lordmick134http://dwarffortresswiki.org/index.php?title=User:Lordmick134&diff=39762User:Lordmick1342008-04-19T20:21:14Z<p>Lordmick134: Removing all content from page</p>
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<div></div>Lordmick134http://dwarffortresswiki.org/index.php?title=User_talk:Lordmick134&diff=39915User talk:Lordmick1342008-04-09T02:04:13Z<p>Lordmick134: Blank talk was bothering me.</p>
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<div>Feel free to put stuff here.</div>Lordmick134http://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&diff=3824340d Talk:Bridge2008-04-04T03:40:31Z<p>Lordmick134: Items...</p>
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<div>Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)<br />
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)<br />
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Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)<br />
{{qd|cols=8<br />
|╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}<br />
|╚|═|╝|.|╞|═|╡|.<br />
|.|.|.|.|.|.|.|.}}<br />
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== Items... ==<br />
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When a creature is crushed by a bridge, what happens to the items they had?</div>Lordmick134http://dwarffortresswiki.org/index.php?title=User:Lordmick134&diff=39761User:Lordmick1342008-03-31T02:44:49Z<p>Lordmick134: </p>
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<div>I am Lordmick134. <br /><br />
And thats it.</div>Lordmick134http://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&diff=3459440d Talk:Captured creatures2008-03-31T02:43:16Z<p>Lordmick134: Sentry Animals?</p>
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<div>== Taming ==<br />
It looks like animals that killed any "good" creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).<br />
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)<br />
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== magma ==<br />
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?<br />
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== breed in cages?==<br />
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.<br />
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Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)<br />
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)<br />
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Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)<br />
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By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)<br />
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:use <nowiki>--~~~~</nowiki> or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)<br />
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== STOP HIM!!! ==<br />
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How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)<br />
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)<br />
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)<br />
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)<br />
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)<br />
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)<br />
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IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)<br />
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)<br />
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)<br />
:{{k|b}}uild menu -> ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called "Goblin Cage(''materialname'')" and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)<br />
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== RE: Arenas section ==<br />
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Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)<br />
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: Yep, Check out the talk page for cages, under "Captured thieves" someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)<br />
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== Sentry Animals? ==<br />
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Can tamed creatures be used as sentries? Or would I have to have a dwarf?<br /><br />
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)</div>Lordmick134http://dwarffortresswiki.org/index.php?title=User:Lordmick134&diff=39760User:Lordmick1342008-03-29T00:48:14Z<p>Lordmick134: New page: I am Lordmick134. <br /> I commonly mess up my game, and re-install to fix it.<br /> And thats it.</p>
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<div>I am Lordmick134. <br /><br />
I commonly mess up my game, and re-install to fix it.<br /><br />
And thats it.</div>Lordmick134http://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&diff=1843540d Talk:Trap2008-03-29T00:45:22Z<p>Lordmick134: Crossbow Trap?</p>
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<div>== cage traps for food ==<br />
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)<br />
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining "Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot" [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)<br />
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==berserk dwarves==<br />
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)<br />
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==flooding a spiked pit==<br />
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)<br />
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)<br />
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I'm pretty sure the "corpse stuck in trap" chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back. I really can't remember for sure. -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)<br />
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==cage traps/ fire imps==<br />
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.<br />
Just as the Giant moles did. How so? --[[User:Doub|Doub]]<br />
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)<br />
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)<br />
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)<br />
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I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)<br />
:Only hostile units will trigger traps. Trolls only smash buildings and after a goblin is captured the cage is not built. So the answer to your second question is no. --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)<br />
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)<br />
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Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)<br />
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)<br />
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::So why does the article then say "Sneaking enemies do not trigger traps"? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)<br />
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)<br />
:::: At least "normal" goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)<br />
:::: I have to agree with Koltom, I got an "Ambush" event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)<br />
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== Crossbow Trap? ==<br />
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How does a crossbow trap work? Does it have line of sight, like a Dwarf?</div>Lordmick134http://dwarffortresswiki.org/index.php?title=40d_Talk:Horse&diff=3385840d Talk:Horse2008-03-26T14:11:08Z<p>Lordmick134: </p>
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<div>If all we can do is butcher them... do I do that early or later?[[User:GarrieIrons|GarrieIrons]] 01:45, 4 January 2008 (EST)<br />
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:If you wait, their population will grow, which you can then cull for a decent ongoing source of meat/bones/hides. Your choice. Having lots of animals around does slow down framerates a little.--[[User:Maximus|Maximus]] 02:28, 4 January 2008 (EST)<br />
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::Yeah, but I only bought one with me... and I'm out of other food ;_; [[User:GarrieIrons|GarrieIrons]] 07:05, 4 January 2008 (EST)<br />
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:::Hope that you can get it to breed with traders. You've got a few years from Embark! to get a heard started before it dies of old age. Alternatively, buy all the animals you can, and hope to eventually get a male/female pair.<br />
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If you r lucky u might have some wild horses on your map sooner or later, try to tame some (or hunt them ;)) --[[User:Koltom|Koltom]] 01:41, 10 February 2008 (EST)<br />
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== Beware the ninja horse ==<br />
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Retrieving items from a certain area of my map repeatedly failed, "interrupted by horse". Checking for a nearby horse, i never found one, until i scrolled through the z axis and indeed there was a horse lurking on top of a tree. I guess it dropped down the cliff when one of my hunters chased it, quite funny, obviously it can't get down and will stay there forever.--[[User:Koltom|Koltom]] 09:43, 23 March 2008 (EDT)<br />
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:Teleport.exe? --[[User:Savok|Savok]] 10:33, 23 March 2008 (EDT)<br />
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::Get some soldiers armed with crossbows to kill it, or dig underneath of it to collapse the tree. [[User:Diabl0658|Diabl0658]] 11:58, 23 March 2008 (EDT)<br />
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Can humans ride horses in Adventure mode? --[[User:Lordmick134|Lordmick134]] 10:11, 26 March 2008 (EDT)</div>Lordmick134http://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&diff=3938340d Talk:Legendary2008-03-22T16:21:58Z<p>Lordmick134: New page: Should we mention that legendary dwarves don't pay money once the economy sets in? Might be important. --~~~~</p>
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<div>Should we mention that legendary dwarves don't pay money once the economy sets in?<br />
Might be important.<br />
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)</div>Lordmick134