https://dwarffortresswiki.org/api.php?action=feedcontributions&user=65.30.6.90&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T19:08:40ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&diff=134216v0.31 Talk:Elf2010-12-30T19:10:44Z<p>65.30.6.90: /* Princess? */ new section</p>
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<div>Confirm that trading leather is a no no? [[User:Cpad|Cpad]] 02:04, 10 April 2010 (UTC)<br />
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:see update. leather is fine in all forms. --[[User:Birthright|Birthright]] 16:53, 10 April 2010 (UTC)<br />
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Needs game data<br />
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Creatures that you purchase from them do not appear to breed, even if you have enough of both genders chained or caged in close proximity. Perhaps the elves practice spay/neuter policies with the creatures they trade? [[User:Volouscheur|Volouscheur]] 21:59, 21 April 2010 (UTC)<br />
:That's nothing to do with Elves, it's just that caged animals don't breed. Not sure about chained ones. Incidentally, proximity has nothing to do with breeding at present - everything seems to reproduce through spores :) [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)<br />
::Chained cows, horses, dogs, etc. breed when chained (gotta be via spores), so I would expect more exotic animals would do the same. --[[User:MisterB777|MisterB777]] 22:01, 24 June 2010 (UTC)<br />
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==Removed text==<br />
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Removed this section as it's not encyclopaedic (or very well-written):<br />
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<quote>They are hypocritical, cowardly (Choosing ranged weapons over axes), and "ye best keep your wits about ye" when they are on your map. To sum things up they are not Dwarves... or even Humans (Or even close to Humans), and should therefore be treated as enemies.</quote><br />
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It might be worth including something to the effect of "many players refer to the Elves as 'treehugging hippies' and the like".<br />
[[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)<br />
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:I think that that is a good sport of comedy, and should be put back (with a "D for Dwarf" banner above it). --[[User:Arkenstone|Arkenstone]] 21:46, 28 April 2010 (UTC)<br />
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==Demands==<br />
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Can anyone verify that Elves still demand you limit deforestation in 0.31? [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)<br />
:I got a screenshot from 0.31.12 that shows that they do, but I'm on a new laptop and forgot my password, working on fixing it so I can upload it (my username's Arkenstone, you see I posted below) --[[Special:Contributions/67.167.194.192|67.167.194.192]] 04:19, 26 July 2010 (UTC)<br />
:Not only do they demand a limit to your deforestation, but they seem to know when you cut down mushrooms in the caverns down deep too. [[User:Nadal|Nadal]] 7:36, 19 August 2010 (UTC)<br />
::Elves still set tree limits, and count the trees you cut, not just what's in your stockpile when they show up. There is a counter on the civ screen, mine currently reads -405/105, because I've cut down 4 times as many trees as I agreed to. Not sure how mad they're gonna be about all the new charcoal. --[[User:Jmz|Jmz]] 01:28, 21 August 2010 (UTC)<br />
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And do the still refuse meat? --[[User:Arkenstone|Arkenstone]] 21:46, 28 April 2010 (UTC)<br />
:I just tested it, as I've gotten into the habit of checking pages and their talk pages when I'm wondering about something currently going on in my fort. Elves in this version do indeed accept meat, as well as fish, bone and other refuse derivatives, leather, and totems. As usual, you still have to be careful of trying to trade them the barrel the meat is contained in. I'm going to remove the verify tags regarding this from the page, if anybody wants proof in screencap form I'll gladly provide it. --[[User:Eurytus|Eurytus]] 20:53, 15 September 2010 (UTC)<br />
::You should probably report that on the bug tracker if it isn't there already - most of those materials have [IMPLIES_ANIMAL_KILL], so elves should be utterly mortified by any attempts to trade them. --[[User:Quietust|Quietust]] 21:21, 15 September 2010 (UTC)<br />
:::I reported it, although I'm not sure if it's a bug or if Toady just made it so that Elves only reject wood-related items now. --[[User:Eurytus|Eurytus]] 21:39, 15 September 2010 (UTC)<br />
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==Cutting corners (and trees) with the elves?==<br />
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The first year the elves told me to limit my tree-killing, I wasn't paying attention... and went beyond it by a few. They didn't go to war with me, and the next year I kissed up to them, cutting very few trees. Does cutting more trees after breaking tree-related promises continue to piss off elves? Also, how exactly does the piss-mechanic work? Does behaving well one year allow you to get away with a bit more the next? How about trading with high trader profits? Also, I'd love to just cut down every single tree in my fortress, start a war, apologize, and start a new peace, later restarting the cycle when my stockpiles run low. Can one end wars like this in the current DF and regain trade partners? --[[User:Peglegpenguin|Peglegpenguin]] 02:27, 2 October 2010 (UTC)<br />
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== Counter offer leather ==<br />
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i just had some elves counter offer in trade for some leather quivers. i got screwed over, but they didnt care about the leather.--[[User:Dudemcman|Dudemcman]] 03:14, 10 December 2010 (UTC)<br />
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== Cage Traps? ==<br />
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Can elves be caught in cage traps, and if not, what Raw do i have to modify so they can be caught? they're seriously bugging the hell out of me so i want them all to be my prisoner. [[User:MrArgent|Operator of the Maximum Fun Chamber, Mr. Argent]] 17:34, 27 December 2010 (UTC)<br />
:They can absolutely be caught in cage traps; however, if your fortress has been visited by an Elven Diplomat (which you would have modded in), any traps seen by said Diplomat will supposedly be avoided by any attackers (unless you rebuild them). --[[User:Quietust|Quietust]] 19:59, 27 December 2010 (UTC)<br />
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== Princess? ==<br />
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I think not. Unless elves are gender confused.--[[Special:Contributions/65.30.6.90|65.30.6.90]] 19:10, 30 December 2010 (UTC)</div>65.30.6.90https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Exploratory_mining&diff=133085v0.31 Talk:Exploratory mining2010-12-06T23:42:07Z<p>65.30.6.90: </p>
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<div>Come now, why are we italicizing Fun? Getting your dwarves mauled by (spoilers) is great fun to watch. "Fun" is fun, and no other page on the wiki pretends otherwise. --[[User:Squirrelloid|Squirrelloid]] 17:30, 2 April 2010 (UTC)<br />
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== 7x7 ==<br />
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Should be worth mentioning that 7x7 blocks are also very easy to convert to a matrix of 3x3 rooms (centering a 3x3 on each intersection).. perfect for building a workshop network.[[Special:Contributions/202.156.10.234|202.156.10.234]] 13:41, 1 September 2010 (UTC)<br />
::added [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:48, 12 October 2010 (UTC)<br />
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== Waterskins ==<br />
Current version suggests giving waterskins to miners. How? --[[User:Romeofalling|Romeofalling]] 03:02, 28 September 2010 (UTC)<br />
:There are more streamlined ways but this should be OK. 1) Go to [n]nobles screen and appoint one of your miners as militia commander or militia captain. Go to [m]military screen and then to [n]Uniforms.2) Create new uniform, name it "Miner" and either leave everything blank or customize your civilian clothing (and don't forget to check "replace clothing" in this case) however you like; I recommend adding picks (foreign??? - ha-ha) and shields to increase survivability. 3) Go to [p]positions and [c]create squad with your commander. Add every other miner to that squad (You don't have more than 10 miners, right? :) ). When creating the squad - choose your uniform. 4) Go to [u]Supplies and set appropriate levels for your squad or leave as is. You may go to [s]Schedule and make sure that [u]"Inactive = Uniformed" for that squad.<br> Do not ever activate this squad and do not assign any barracks for [t] training if you don't want them to train in their free time. Caveat is that every miner will also grab a free backpack, I think, even if his squad is set to not carry any food.{{verify}}<br><br>A variation of this can be quite useful: general civilian uniform, all civilians in "inactive" squads and always carrying at least a weapon. If you don't care about their speed and have the resources - full metal plate armor. <br><br> Maybe someone will generalize this advice a little and copy it to an appropriate article?--[[User:Another|Another]] 21:43, 28 September 2010 (UTC)<br />
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== Ladder Rows ==<br />
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Can you remove the section? I did the math and noticed that it's no more efficient then rows, even though intuitively it seems like it should be. I attempted to remove it shortly after adding it, but was not successful. I think the software blocks anon editors from removing content. [[Special:Contributions/76.20.35.236|76.20.35.236]] 14:41, 25 October 2010 (UTC)<br />
:It is much more easily reusable later in the fortress than rows.--[[Special:Contributions/65.30.6.90|65.30.6.90]] 23:42, 6 December 2010 (UTC)</div>65.30.6.90https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&diff=128817Digging designation canceled2010-10-05T23:23:20Z<p>65.30.6.90: </p>
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<div>This error message pauses the game and zooms to the location where the warm or damp stone was located.<br />
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Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''.<br />
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The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water. Note that you will not receive warnings when digging staircases. If you plan on digging a staircase to a higher z-level, make sure there are no [[aquifers]] or [[magma]] in your way!<br />
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Side Profile: <br />
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Below tile Beside tile Above tile Key<br />
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####### ####### ####### # Unmined stone<br />
↑ __o<font color="red"><b>#</b>#</font>## ###<font color="red">##</font>## ###<font color="red">##</font>## <font color="red">#</font> Warm stone<br />
z ##<font color="red">#~~#</font># _o<font color="red"><b>#</b>~~#</font># ##<font color="red">#~~#</font># <font color="red"><b>#</b></font> Square that was just canceled<br />
axis ##<font color="red">#~~#</font># ##<font color="red">#~~#</font># ##<font color="red">#~~#</font># <font color="red">~</font> Magma<br />
↓ ###<font color="red">##</font>## ###<font color="red">##</font>## __o<font color="red"><b>#</b>#</font>## _ Floor of the tunnel<br />
####### ####### ####### o Miner<br />
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Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the first and last cases, there would be a floor between you and the fluid.<br />
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The obnoxious job cancellation spam and pausing can be stopped by editing data/init/announcements and removing the last two letters of the lines concerning the announcement, so they read:<br />
[DIG_CANCEL_WARM:A_D:D_D]<br />
[DIG_CANCEL_DAMP:A_D:D_D]<br />
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{{Errors FAQ}}<br />
{{Water FAQ}}<br />
{{Magma FAQ}}</div>65.30.6.90