Hey have you heard of this really cool masterwork add-on? its called "dwarf fortress" or somethingToady One posted:Fixed up all the crashes and other discovered vampy brokenness and did what I wanted to do with vampire rulers and pretend gods. That leaves a few of the options on the info screen to complete before we get to the bug pile. Thanks to all the birthday well-wishers... that was reasonably intense.
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# ? Apr 21, 2014 01:13 |
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# ? May 13, 2024 09:58 |
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Building drop traps implies your fortress defence isn't simply a corridor of Automatic Factories with their input squares set to 'accept all'.
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# ? Apr 21, 2014 01:14 |
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Are cage traps more manly?
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# ? Apr 21, 2014 02:43 |
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Flesh Forge posted:Are cage traps more manly? I like the idea of drop traps. Enemies try to conquer fortress, fall (symbolic!), and fail. Dwarves go in to paint the walls with their blood. Pump some water in so blood all gets Cage traps are kind of a hassle, but they give your trappers and mechanics more to do.
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# ? Apr 21, 2014 03:37 |
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Cage traps are a pain in the rear end as you have to "process" all the prisoners afterwards. I'm planning on building something with lava so I still get their metal items and I don't have to do much. What's the easiest way to build a latch in DF? I want the invaders to trigger a pressure plate that closes the door behind them, and can only be opened by a lever the dwarves control.
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# ? Apr 21, 2014 05:24 |
Just make the "extraction door" some stairs and a hatch in the ceiling of the killroom. Hatches cannot be smashed from below.
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# ? Apr 21, 2014 05:31 |
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scamtank posted:Just make the "extraction door" some stairs and a hatch in the ceiling of the killroom. Hatches cannot be smashed from below. I'm hoping to have a system where the invaders can path in to my fortress, getting as far as the killroom, and then are stopped where they are. Even with a hatch, I need some way of it being open (so they find a path) right up until they're in the killroom, and then it closes. Relying on dwarves to pull levers is a really great way of killing fortresses, in my experience. edit: wiki saves the day: http://dwarffortresswiki.org/index.php/DF2012:Pressure_plate#Latching_Pressure_Plates Splode fucked around with this message at 05:39 on Apr 21, 2014 |
# ? Apr 21, 2014 05:37 |
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Is there a way to mod/dfhack water wheels to work with magma? Because I've got a proof of concept megaproject weapon that I just finished, and I want to upgrade from water to magma.
Deki fucked around with this message at 05:45 on Apr 21, 2014 |
# ? Apr 21, 2014 05:42 |
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Deki posted:Is there a way to mod/dfhack water wheels to work with magma? Because I've got a proof of concept megaproject weapon that I just finished, and I want to upgrade from water to magma. Currently lava does not generate flow and water wheels can only be made out of wood, so you have a lot of modding to do if you're going to make this work.
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# ? Apr 21, 2014 06:19 |
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The Kobold encampment of Brownpants lives up to its name in the first year, barely surviving a full-on dwarven siege, thanks cage traps
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# ? Apr 21, 2014 07:40 |
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Splode posted:What's the easiest way to build a latch in DF? I want the invaders to trigger a pressure plate that closes the door behind them, and can only be opened by a lever the dwarves control. Minecarts, track rollers, and pressure plates. There's a decent guide to minecart logic on the wiki.
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# ? Apr 21, 2014 07:41 |
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A way to make a drop trap work in MW has occurred to me: just leave some stairs back up to the start of the drop area at the bottom of the shaft, so invaders will have to path through it until they either a) make it through your line of dodge-proving traps without actually dodging off the bridge, or b) splatter
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# ? Apr 21, 2014 11:38 |
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I learned the hard way that water flow barely deters invaders. What it mostly does is train them to be champion swimmers in a few days. Thanks, Toad.
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# ? Apr 21, 2014 12:08 |
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Deki posted:Is there a way to mod/dfhack water wheels to work with magma? Because I've got a proof of concept megaproject weapon that I just finished, and I want to upgrade from water to magma. Nether-cap wood is magma safe. http://dwarffortresswiki.org/index.php/DF2012:Nether-cap
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# ? Apr 22, 2014 00:36 |
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Suicide Sam E. posted:Currently lava does not generate flow and water wheels can only be made out of wood, so you have a lot of modding to do if you're going to make this work. He could change the base properties of whatever wood the wheel is made out of to make it magma safe. Pretty sure that would even work in an active save once you reload it. There's no way to make magma flow like water does though.
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# ? Apr 22, 2014 23:01 |
dfhack/liquids lets you force the "flowing stream" flag on any given tiles. Does it only work with water?
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# ? Apr 22, 2014 23:04 |
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Today I realized I had left a dwarf impaled on a spike trap for several years. He's a vampire, though. So he was not too bad off. Spoilers: So I was trying to make a vampire well, that way if I found my fortress in adventure mode my dwarf could become a vampire by drinking the vampire's blood. Made a well, set up spike traps all along the bottom, lure the vampire in there, and then the fortress threw enough water on them to make certain it wouldn't just evaporate out (3/7). I thought I had retracted the copper spikes after injuring the vampire. I guess not. Or if I did, I tried impaling it again later to get it to move from the bottom of the well or react in any way, but then the second time I forgot? Either way, not so much vampire blood as I hoped, and a lot of dwarf pus in the bottom of the well.
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# ? Apr 23, 2014 06:46 |
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Eh, a little pus never killed anybody. Worst the dwarves will get is a bad thought, which should be countered by the masterwork statues of history's great vampires you'll no doubt install in the well room. Or put in some tables and chairs and have an unholy cafe!
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# ? Apr 23, 2014 06:55 |
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Today the drows brought an axe with an image of a blood soaked elf corpse on it. One of my sergeants is now wielding it. I like to pretend she's going to show it off to the elf merchant guards next time they visit.
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# ? Apr 23, 2014 07:00 |
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I've watched a few "Let's Play" episodes of the Masterwork mod and everything about this game looks great. Is it even feasible to jump straight in to Masterwork or should I look in to the LNP first? The depth of Masterwork looks pretty amazing, but would it be easy to be overwhelmed if I jumped straight in to that?
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# ? Apr 24, 2014 19:55 |
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JBtheman posted:I've watched a few "Let's Play" episodes of the Masterwork mod and everything about this game looks great. Is it even feasible to jump straight in to Masterwork or should I look in to the LNP first? The depth of Masterwork looks pretty amazing, but would it be easy to be overwhelmed if I jumped straight in to that? Best way is to jump into it for sure. It will be frustrating at first but you'll get it, it clicks after a while Try plump helmet men for food. Just be sure to bring a couple ropes to rope them in...
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# ? Apr 24, 2014 19:59 |
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I dunno, I'd recommend you start with vanilla and at least get a grip on how the base game works. Masterwork doesn't exactly make the game harder but it takes an already-complex game and makes it dramatically more complicated, and not always in good ways.
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# ? Apr 24, 2014 20:42 |
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JBtheman posted:I've watched a few "Let's Play" episodes of the Masterwork mod and everything about this game looks great. Is it even feasible to jump straight in to Masterwork or should I look in to the LNP first? The depth of Masterwork looks pretty amazing, but would it be easy to be overwhelmed if I jumped straight in to that? I recommend starting with the Starter Pack (basically an updated LNP). Masterwork is great, but it adds quite a lot to the game and additional complexity is the last thing you want as a new player. http://dffd.wimbli.com/file.php?id=7622
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# ? Apr 24, 2014 21:08 |
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Just start playing it, fiddle with settings to your liking. I like to turn harder mining, smelting, learning, and farming off, and also warlocks, automatons, and frost giants, because that stuff is just bullshit imo. If you have a reasonable idea of what you're doing with vanilla you should be fine with Masterwork. If you're totally new to the game I'd still say just jump in and try it, the worst that will happen is your dwarves will die. Moridin920 fucked around with this message at 00:30 on Apr 25, 2014 |
# ? Apr 25, 2014 00:27 |
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Anyone have any tips to keep dwarves from drowning? There's a shallow brook (easily walked through) in my region. During winter I usually mine the ice for free mining experience. I have had a few dwarves drown this way and from what I can tell they sometimes just decide to loiter in the cold mud for no reason. I wouldn't care except that my original (embark) miner just managed to drown himself and it's kind of bumming me out. Also, are arrow traps or spear traps a better way to spray blood? I'm trying to "decorate" a little, but I'm not necessarily trying to kill the source of blood.
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# ? Apr 25, 2014 00:53 |
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Suicide Sam E. posted:Anyone have any tips to keep dwarves from drowning? There's a shallow brook (easily walked through) in my region. During winter I usually mine the ice for free mining experience. I have had a few dwarves drown this way and from what I can tell they sometimes just decide to loiter in the cold mud for no reason. I wouldn't care except that my original (embark) miner just managed to drown himself and it's kind of bumming me out. Build some flood gates so when the brook melts you have time to get your dwarves out. I recommend building them both upstream and downstream, but just upstream would probably be fine.
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# ? Apr 25, 2014 01:05 |
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Any ETA on the next big update? It's what I'm waiting for before I get back into the game
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# ? Apr 25, 2014 01:12 |
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Sometime this year or maybe sometime next year. It's the answer you'll always get.
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# ? Apr 25, 2014 01:20 |
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Saith posted:Sometime this year or maybe sometime next year. It's the answer you'll always get. Thanks, I appreciate getting an answer fullstop. I think I may just bite the bullet and play again, I miss this drat game too much. Is Military still borked? Or has that largely been bugfixed. I remember there being a rather large issue with Military.
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# ? Apr 25, 2014 02:24 |
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Splode posted:Build some flood gates so when the brook melts you have time to get your dwarves out. I recommend building them both upstream and downstream, but just upstream would probably be fine. In my experience rivers/streams flood from both ends at thaw. I was hoping to avoid any more floodgates; my fortress is lousy with 'em. Loopoo posted:Thanks, I appreciate getting an answer fullstop. I think I may just bite the bullet and play again, I miss this drat game too much. I think militia got mostly fixed before the last release, but soap and ton of other things are still bugged to Hell. I'm not sure whether he left contagion/deadly dust in the game as a Forgotten Beast effect, though. I've just been avoiding them.
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# ? Apr 25, 2014 02:29 |
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Suicide Sam E. posted:In my experience rivers/streams flood from both ends at thaw. I was hoping to avoid any more floodgates; my fortress is lousy with 'em. I've had soap working again somehow, but I do remember when it used to end with a bunch of dwarves comically slipping on the soap cancelling their clean self job forever.
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# ? Apr 25, 2014 02:40 |
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Suicide Sam E. posted:In my experience rivers/streams flood from both ends at thaw. I was hoping to avoid any more floodgates; my fortress is lousy with 'em. You could designate the traffic area on the river floor as restricted. That way they will path there to mine and then hopefully leave ASAP without hanging around.
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# ? Apr 25, 2014 05:56 |
Loopoo posted:Any ETA on the next big update? It's what I'm waiting for before I get back into the game HONK HONK HONK HONK HONK Toady One posted:I finished the options I needed to handle on the information screens today. That leaves me with my "issues" text file to work through. That's the next and final step for this release -- getting it up to a state where it isn't an utter and fundamental degradation of the currently released version. There are crashes, optimizations that need doing, dwarves that seem to potter off without thinking in between certain jobs, and all manner of other trouble.
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# ? Apr 25, 2014 09:57 |
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I'd be happy if dwarves didn't frequently pick the longer route if given more than one option for moving through the fortress. I am happy that dwarves are no longer constantly deconstructing/constructing walls, etc. in a manner which traps them until 1. you notice them or, 2. they die of thirst.
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# ? Apr 25, 2014 10:17 |
They always take the route with the lowest pathfinding cost. The catch is the method they use for determining which of a series of possible destinations is closest doesn't account for the pathfinding cost of getting there. If you have a workshop, and a relevant stockpile in the same spot one Z-level lower or higher, that stockpile will always be perceived as 'closest' even if your Dwarves have to walk 500 tiles to get there, versus a stockpile on the same z-level, 20 tiles away.
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# ? Apr 25, 2014 10:23 |
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Just got the latest masterwork release and it's great. But one thing, is living stone bugged? I can't seem to get any actual living stone to come out of mining. Even the "fun" stuff isn't there!
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# ? Apr 26, 2014 01:03 |
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hailthefish posted:They always take the route with the lowest pathfinding cost. The catch is the method they use for determining which of a series of possible destinations is closest doesn't account for the pathfinding cost of getting there. There is a little exception in that dwarves bumping into other friendly creatures often stop and find a different path to avoid crowding? I guess? Whatever the exact reason if you have a 1x1 choke point in a high traffic area with alternate routes that's probably going to be a problem. Kayle7 posted:Just got the latest masterwork release and it's great. But one thing, is living stone bugged? I can't seem to get any actual living stone to come out of mining. Even the "fun" stuff isn't there! I can't either actually.
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# ? Apr 26, 2014 01:22 |
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Kayle7 posted:Just got the latest masterwork release and it's great. But one thing, is living stone bugged? I can't seem to get any actual living stone to come out of mining. Even the "fun" stuff isn't there! You need to have the extra ! FUN! option enabled, I think?
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# ? Apr 27, 2014 09:53 |
Is there any way to stop dwarves getting resources from other workshops of the same type? I have 2 furniture shops with the dwarves stealing the blocks from each other in an infinite loop.
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# ? Apr 27, 2014 12:39 |
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# ? May 13, 2024 09:58 |
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canepazzo posted:Is there any way to stop dwarves getting resources from other workshops of the same type? I have 2 furniture shops with the dwarves stealing the blocks from each other in an infinite loop. You can assign workshops to only pull from a certain stockpile?
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# ? Apr 27, 2014 13:39 |