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Editing v0.31 Talk:Giant cave spider
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− | :::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[ | + | :::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]]. |
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC) | ::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC) | ||
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06. | :::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06. | ||
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== Goblin Pit == | == Goblin Pit == | ||
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC) | Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC) | ||
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== Web shooting makes the game ignore the [TRAPAVOID] on creatures== | == Web shooting makes the game ignore the [TRAPAVOID] on creatures== | ||
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''Even when the creature has normally [TRAPAVOID]''<br /> | ''Even when the creature has normally [TRAPAVOID]''<br /> | ||
It has the same effect like falling unconcious.<br /> | It has the same effect like falling unconcious.<br /> | ||
− | ''Except it works for creatures too that normally don't fall unconcious, like FBs and | + | ''Except it works for creatures too that normally don't fall unconcious, like FBs and clowns.''<br /> |
− | Someone on the forums heard about this rumor, and looked if someone can proof it. I was able to proof it (by adding [COMMON_DOMESTIC] to GCS) and piercing the HFS. And yes its goddamn working! Capture a GCS (tamed works best) and stuff it behind fortification (I have heard that they only shoot at stuff which they can path too, use doors (if its tame) so it THINKS it can path to it) that is next to your (trapfilled) entrance, it will shoot at incomming | + | Someone on the forums heard about this rumor, and looked if someone can proof it. I was able to proof it (by adding [COMMON_DOMESTIC] to GCS) and piercing the HFS. And yes its goddamn working! Capture a GCS (tamed works best) and stuff it behind fortification (I have heard that they only shoot at stuff which they can path too, use doors (if its tame) so it THINKS it can path to it) that is next to your (trapfilled) entrance, it will shoot at incomming clowns and FBs, which will THEN activate the traps. Even cage traps. You can add clowns and FBs to your zoo/arena now, isn't that awesome? |
(For the corridor layout, you can use the same as I did: [http://img829.imageshack.us/img829/1397/steambrutecage.png] ) --[[User:Niggy|Niggy]] 16:36, 23 August 2010 (UTC) | (For the corridor layout, you can use the same as I did: [http://img829.imageshack.us/img829/1397/steambrutecage.png] ) --[[User:Niggy|Niggy]] 16:36, 23 August 2010 (UTC) | ||
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