![]() ![]() ![]() Be careful when channeling through natural floors with tunnels underneath, it is a typical source for accidents. Ramps only appear during channeling when there is something below. Just deconstruct and build a new one elsewhere. The easiest way to handle your situation would be to move your depot. Similarly you can't designate / dig a staircase in an empty tile but have to construct it. It counts as construction and normal digging designations won't work with it, you will have to deconstruct to change it. You can fill empty space by building walls, but it won't revert to normal natural stone ever. And you can build unlimited access points (although this can be dangerous when enemies show up). You can lock yourself from outside contact. You can set up multiple self-sustaining forts. Related question, how do I fill in the open space and/or replace a wall? I just want it to work seeing as how I already dug out this ungodly long tunnel. This doesn't really affect my game in a significant way. Since then I've not been able to build any ramp or staircase from surface down or Z-1 up. Went to surface and channeled where the staircase was removing the staircase in the process and creating open space. Went back to Z-1 and still could not build the up staircase. Went to the surface and was able to construct a down staircase. ![]() So, I finished the tunnel and then could not build an up staircase. After screwing around for a while building bit and pieces of a road, I decided that it would be much easier and probably safer to tunnel to the depot and then build a ramp or stairway to the surface for access. You see, my trade depot is quite far from my (ahem) fortress. Can my fortress have more than one access to the surface. I've never had a problem building stairs, until now. So i general what are those brown number are standing for ?īracelets white number 3 : When is a stock item on a pile ?. Then i see a item Barrels with brown number : no TAB button So what are those two colored numbers for Armor standing for ? in the default screen, but the enhanced view is not usable ? i did only one example with item(s) ammunitionīelow that i do see a item armor with a brown number 100 and a red number 7 None+ red number : item is existing outside the fort in this example, but could also maybe exist inside a fort ,BUT not on a pile ?Ĭan we already conclude what the red numbers beside the column 2 are standing for ? Note: a question mark with a number is standing for a number what is not yet precise number ( this can improved the precision, so that is no problem further. White number => with red number + question mark The middle column has red numbers attached to :īrown number? => with red number or with red number + question mark it shows a yellow copper bolt outside a fort in the dense ryegrass None = ? not in in stockpile? => check position by using the Tab button by selecting column 3 with cursor and push Tab button => z : zoom option is now highlighted ( we can see the item ). Question : what can be concluded from this "middle column"Ĭolumn1)Ammunition -(column 2)None- red 2 - Yellow F copper bolts : None, white number, brown number with question mark (?) ( standalone, or attached with a red number with questionmark (?) left column : probably listed all items in DF?, but not all are in stock, because the middle column shows a name with None labelled there is default view and a enhanced view ( when DF hack is used i suppose ? ) Thanks for the answers, but it must be a more systematic approach to understand the Stocks handling ![]()
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