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Difference between revisions of "User talk:Kwieland"

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(I can answer questions, me.)
 
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1. Why do dwarfs starve to death in the prison? Shouldn't they be fed?<br>
 
1. Why do dwarfs starve to death in the prison? Shouldn't they be fed?<br>
 
:I think they can get food for themselves if it's in reach (dwarves chained up can move to adjacent tiles, I think, so if you have a food storage next to them I think they might be fine.)<br>
 
:I think they can get food for themselves if it's in reach (dwarves chained up can move to adjacent tiles, I think, so if you have a food storage next to them I think they might be fine.)<br>
3. Why list all the deceased on the units page? Excluding them would make the list easier to use/more informative.<br>
+
::I should have been more specific. I had all metal cages instead of chains. The one dwarf was put in a cage for 120 days or something like that. He didn't make it. I would have thought the "health care" would have eventually fed him?<br>
:I can only agree with you, but I suppose it does help you check whether a dwarf has died, and what his name was. If non-notable deaths vanished to a different list after a short while...<br>
 
5. Often times, price and not distance is the determining factor for placing furniture. How about including sort by price in the view?<br>
 
:It is possible to change a list to individual items, which helps to find better quality/decorated items, which could sort-of work, admittedly not for long lists.<br>
 
 
6. Why do dwarfs leave their clothes all over? Will they use furniture if I put it in their room? If so, what kinds?<br>
 
6. Why do dwarfs leave their clothes all over? Will they use furniture if I put it in their room? If so, what kinds?<br>
 
:I think worn clothes are often dropped by dwarves, especially if they replace them. Wrestlers often tear off each other's clothes too. I think they will use furniture such as chests and things if they have spare time, I've seen people "Storing Owned Item".<br>
 
:I think worn clothes are often dropped by dwarves, especially if they replace them. Wrestlers often tear off each other's clothes too. I think they will use furniture such as chests and things if they have spare time, I've seen people "Storing Owned Item".<br>
 +
::I've seen that as well.  How do they get new clothes, though? For instance, if I change their military preferences to Plate, does the new plate mail belong to them?  For weapons they drop them, so they don't own them, right?  Is it just the basic socks/shoes/clothes that they own?<br>
 
8. Why are walls made of materials lava proof, but floodgates are not? What are the lava safe rocks? Why not obsidian?<br>
 
8. Why are walls made of materials lava proof, but floodgates are not? What are the lava safe rocks? Why not obsidian?<br>
 
:I think currently all constructions are lavaproof, something yet to be implemented.<br>
 
:I think currently all constructions are lavaproof, something yet to be implemented.<br>
 
:Bauxite is, to my knowledge, the only lava-safe rock, other than special things.<br>
 
:Bauxite is, to my knowledge, the only lava-safe rock, other than special things.<br>
 
:Since obsidian is cooled magma, it makes sense it wouldn't be lava-safe, as it must melt. Otherwise all lava would be solid.<br>
 
:Since obsidian is cooled magma, it makes sense it wouldn't be lava-safe, as it must melt. Otherwise all lava would be solid.<br>
 +
::I don't think the logic works that way.  If you look at the melting/temperatures, obsidian [[http://en.wikipedia.org/wiki/Silica]] melts at 1650 C while [[http://en.wikipedia.org/wiki/lava]] is only 700-1200 C. Think about using cotton or wood hot-pad holders? Anyway...<br>
 
10. Why does the text get smaller when I make the grid larger?<br>
 
10. Why does the text get smaller when I make the grid larger?<br>
 
:Did you increase the size of the window too? Increasing the grid splits up the standard window into more "blocks" to fit things in, so the text will be fitting into a smaller area.<br>
 
:Did you increase the size of the window too? Increasing the grid splits up the standard window into more "blocks" to fit things in, so the text will be fitting into a smaller area.<br>
 +
::Do you mean increase the resolution?  All the window info is confusing to me.  I run in full screen, with a monitor resolution of 1680 x 1050.<br>
 
12. Why can't you train other animals (fox/wolf) to be hunting/war animals?<br>
 
12. Why can't you train other animals (fox/wolf) to be hunting/war animals?<br>
 
:They currently don't have the tag, though that can be added in by editing the raws if you like.<br>
 
:They currently don't have the tag, though that can be added in by editing the raws if you like.<br>
 
13. Why are my nobels demanding stuff I don't have?<br>
 
13. Why are my nobels demanding stuff I don't have?<br>
 
:They demand according to their preferences. There's no guarantee you can fulfill them, easily or at all - but that adds to the [[fun]] of DF, doesn't it?<br>
 
:They demand according to their preferences. There's no guarantee you can fulfill them, easily or at all - but that adds to the [[fun]] of DF, doesn't it?<br>
 +
::I see.  I read somewhere that they don't demand anything you don't have.  But that isn't correct.  The funny thing is that after a while, they "forget" their demands if you don't meet them.  So, as long as they are happy with other things, why bother? <br>
 
14. How many metal bars does armor costs?<br>
 
14. How many metal bars does armor costs?<br>
 
:From [[Armor]], plate is 3, chain and greaves 2, everything else 1, although "pairs" such as gauntlets are made in twos for 1 bar.<br>
 
:From [[Armor]], plate is 3, chain and greaves 2, everything else 1, although "pairs" such as gauntlets are made in twos for 1 bar.<br>
16. Why do the kids run around necked?<br>
+
::So, if I wanted to train a legendary armorsmith, have them make tons of copper helms?  Then, train a furnace operator by having them melt them all back down? What is the loss on melting?<br>
:They are born with no clothes, and unless they get some, they won't have any to put on. =]<br>
 
 
17. Why do neck/brain injuries result in dwarfs in vegetable state?<br>
 
17. Why do neck/brain injuries result in dwarfs in vegetable state?<br>
 
:Is that not realistic? People with brain injuries are usually badly effected, and a neck injury makes it dangerous to move.<br>
 
:Is that not realistic? People with brain injuries are usually badly effected, and a neck injury makes it dangerous to move.<br>
 +
::Realistic, maybe.  People can lead semi-normal lives without a leg/arm.  Total paralysis (maybe see [[http://en.wikipedia.org/wiki/Quadrapalegic]]?)is fairly uncommon in the US - one in 61 000.  So having three in 200 seems a bit out of wack.  But, then again, we aren't exactly laboring/waring...<br>
 
18. Why don't levers show what they are linked to?<br>
 
18. Why don't levers show what they are linked to?<br>
 
:This is overcomeable by using notes. They do show what they ''aren't'' linked to, so elimination can be used, but that is rather slow.<br>
 
:This is overcomeable by using notes. They do show what they ''aren't'' linked to, so elimination can be used, but that is rather slow.<br>
19. Trading seems somewhat arbitrary. What they bring, prices, etc.<br>
+
::Good idea. I find that making notes is a rather cumbersome process. Sigh.<br>
:What they bring is vaguely effected by what you request, otherwise it is indeed random. The prices are based on [[item value]] and what you've requested, I think.<br>
 
 
20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult? Along with this, it looks like the search algorithm just looks for the closest, not the closest walkable distance. For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.<br>
 
20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult? Along with this, it looks like the search algorithm just looks for the closest, not the closest walkable distance. For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.<br>
 
:Aye, they do choose the closest thing. Forbidding items can help with this.<br>
 
:Aye, they do choose the closest thing. Forbidding items can help with this.<br>
 +
::Yeah, maybe I'll have to start forbidding after exploratory digging. Right now I've resorted to locking them in rooms<br>
  
Hope that made sense, and is of some vague help. [[User:Emmanovi|Emmanovi]] 19:40, 16 February 2009 (EST)
+
Hope that made sense, and is of some vague help. [[User:Emmanovi|Emmanovi]] 19:40, 16 February 2009 (EST)<br>
 +
 
 +
Thanks Emmanovi, all comments are welcome.  I've put some additional comments above.--[[User:Kwieland|Kwieland]] 09:21, 17 February 2009 (EST)

Revision as of 14:21, 17 February 2009

Hey, I noticed a few questions on your page, I hope you don't mind if I try and answer a few here. =]

1. Why do dwarfs starve to death in the prison? Shouldn't they be fed?

I think they can get food for themselves if it's in reach (dwarves chained up can move to adjacent tiles, I think, so if you have a food storage next to them I think they might be fine.)
I should have been more specific. I had all metal cages instead of chains. The one dwarf was put in a cage for 120 days or something like that. He didn't make it. I would have thought the "health care" would have eventually fed him?

6. Why do dwarfs leave their clothes all over? Will they use furniture if I put it in their room? If so, what kinds?

I think worn clothes are often dropped by dwarves, especially if they replace them. Wrestlers often tear off each other's clothes too. I think they will use furniture such as chests and things if they have spare time, I've seen people "Storing Owned Item".
I've seen that as well. How do they get new clothes, though? For instance, if I change their military preferences to Plate, does the new plate mail belong to them? For weapons they drop them, so they don't own them, right? Is it just the basic socks/shoes/clothes that they own?

8. Why are walls made of materials lava proof, but floodgates are not? What are the lava safe rocks? Why not obsidian?

I think currently all constructions are lavaproof, something yet to be implemented.
Bauxite is, to my knowledge, the only lava-safe rock, other than special things.
Since obsidian is cooled magma, it makes sense it wouldn't be lava-safe, as it must melt. Otherwise all lava would be solid.
I don't think the logic works that way. If you look at the melting/temperatures, obsidian [[1]] melts at 1650 C while [[2]] is only 700-1200 C. Think about using cotton or wood hot-pad holders? Anyway...

10. Why does the text get smaller when I make the grid larger?

Did you increase the size of the window too? Increasing the grid splits up the standard window into more "blocks" to fit things in, so the text will be fitting into a smaller area.
Do you mean increase the resolution? All the window info is confusing to me. I run in full screen, with a monitor resolution of 1680 x 1050.

12. Why can't you train other animals (fox/wolf) to be hunting/war animals?

They currently don't have the tag, though that can be added in by editing the raws if you like.

13. Why are my nobels demanding stuff I don't have?

They demand according to their preferences. There's no guarantee you can fulfill them, easily or at all - but that adds to the fun of DF, doesn't it?
I see. I read somewhere that they don't demand anything you don't have. But that isn't correct. The funny thing is that after a while, they "forget" their demands if you don't meet them. So, as long as they are happy with other things, why bother?

14. How many metal bars does armor costs?

From Armor, plate is 3, chain and greaves 2, everything else 1, although "pairs" such as gauntlets are made in twos for 1 bar.
So, if I wanted to train a legendary armorsmith, have them make tons of copper helms? Then, train a furnace operator by having them melt them all back down? What is the loss on melting?

17. Why do neck/brain injuries result in dwarfs in vegetable state?

Is that not realistic? People with brain injuries are usually badly effected, and a neck injury makes it dangerous to move.
Realistic, maybe. People can lead semi-normal lives without a leg/arm. Total paralysis (maybe see [[3]]?)is fairly uncommon in the US - one in 61 000. So having three in 200 seems a bit out of wack. But, then again, we aren't exactly laboring/waring...

18. Why don't levers show what they are linked to?

This is overcomeable by using notes. They do show what they aren't linked to, so elimination can be used, but that is rather slow.
Good idea. I find that making notes is a rather cumbersome process. Sigh.

20. Why do dwarfs wander halfway across the map for a stone when one is right next to the workshop/catapult? Along with this, it looks like the search algorithm just looks for the closest, not the closest walkable distance. For instance, if I have a catapult next to a wall and one stone on the other side of the wall but one three tiles away on the catapult, it will walk all the way around the wall (distance of 20 or more) just to get THE ONE.

Aye, they do choose the closest thing. Forbidding items can help with this.
Yeah, maybe I'll have to start forbidding after exploratory digging. Right now I've resorted to locking them in rooms

Hope that made sense, and is of some vague help. Emmanovi 19:40, 16 February 2009 (EST)

Thanks Emmanovi, all comments are welcome. I've put some additional comments above.--Kwieland 09:21, 17 February 2009 (EST)