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Lumpen posted:Get snow (or ice) into your inventory. Note: this does not work in real life.
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# ? Jul 18, 2014 06:11 |
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# ? May 10, 2024 06:24 |
PublicOpinion posted:You used to be able to slake your thirst by drinking the water covering off yourself after hopping in a pond or getting rained on, but it looks like that's been nerfed. It still satisfies, but not very well. And there's a danger of getting so full on slurped up water that you can't fit anything else in, and still not have your thirst quenched.
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# ? Jul 18, 2014 06:15 |
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So... invasions automatically win still right? I retired a fort, made another mini fort, game back not even a year later to find that 1 human attack later (for unknown reasons I was peaceful with them...), all the dwarfs living at the first fort got beheaded or impaled on copper spikes and now there's a poo poo ton of humans there. Kind of a barrier to letting forts retire if the first people to come by can take it over and kill everyone living there. e: and the game crashes when I try to reclaim the first fort. Oh well time to gen a new world. loving humans. Moridin920 fucked around with this message at 07:24 on Jul 18, 2014 |
# ? Jul 18, 2014 07:20 |
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Trying to properly outfit my military dudes and wanted to do this odd "first use minimal clothing uniform then real uniform" thing to make sure they got it all on them. Then I realized I dunno some facets of the screen. So.. 1. Is there some trick to changing the uniform set completely from one to another that I'm not seeing? I don't want to go through each guy individually, but I guess just removing them from the squad and making another with the proper uniform might work. 2. This is hard to word. In the military screen, is the option CURRENTLY visible (like replace clothing/over clothing) the one they are working under, or not? The squads all have a weird mishmash of clothing so its hard to tell either way.
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# ? Jul 18, 2014 10:33 |
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Are the vaults with the divine metals in them adventure mode only, or can you embark near them in fortress mode?
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# ? Jul 18, 2014 11:34 |
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So I started playing again, not the new version...yet..and I have this odd quirky thing about my fortress. Every once in a while the entire fortress goes on a puke fit to end all puke fits. Like one dwarf will get nauseous and projectile vomit and then eventually it'll make the rounds to all 100+ of them and the entire place will turn into a vomit slicked nightmare. I narrowed it down and it seems to happen whenever I have my brewmaster make another huge batch of spirits for the winter season.. Kinda like the pie eating scene in Stand By Me except in bizarro world with dwarves. Anyone ever experience anything like this?
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# ? Jul 18, 2014 12:12 |
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Was your brewmaster ever contaminated by forgotten beasts?
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# ? Jul 18, 2014 12:26 |
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Nah, none spawned at that point. It's just this occasional vomit wave when I start brewing. Everyone seems happy enough, they just get all pukey sometimes.
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# ? Jul 18, 2014 13:24 |
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TyroneGoldstein posted:Nah, none spawned at that point. It's just this occasional vomit wave when I start brewing. Everyone seems happy enough, they just get all pukey sometimes. Might be cave adaptation. Does it happen near your entrances? Did you recently build some skylights in the dining hall?
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# ? Jul 18, 2014 13:49 |
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Cave adaptation also adds an entry to the dwarves' recent thoughts list that's something like "was nauseated by the sun lately".
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# ? Jul 18, 2014 14:24 |
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Have you brewed any cave plants lately? I remember reading about how someone brewed up a bunch of poisonous cave plants and it created a sea of vomit.
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# ? Jul 18, 2014 16:00 |
Since Therapist is working, I decided to try a fortress again. My embark was immediately slaughtered by some undead ravens. Tried a SECOND fort, and things started going a bit strange. For one, I'd keep getting messages that something has collapsed on the surface. My best guess is that the twigs in the trees couldn't support the weight of blossoms. The second odd thing is that it started raining elf blood. And I'm nowhere near an evil biome.
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# ? Jul 18, 2014 16:46 |
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StrangeAeon posted:Tried a SECOND fort, and things started going a bit strange. For one, I'd keep getting messages that something has collapsed on the surface. My best guess is that the twigs in the trees couldn't support the weight of blossoms. I got this when I accidentally dug into some tree roots. The trees survived but I'm not sure if they lost some branches or what.
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# ? Jul 18, 2014 17:15 |
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I have a new arrival dwarf who is a proficient speardwarf, but she won't show up in the military list. She's checked in at the meeting hall and everything, I can assign her to a room, but she just doesn't show up on the screen where you assign dwarves to squads. Can dwarves be pacifists now?
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# ? Jul 18, 2014 17:39 |
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Speaking of vaults, how do you find a vault? Do you have to stumble across it, or can you look up its name in legends mode and hope someone can at least give you directions?
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# ? Jul 18, 2014 17:43 |
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Are there any bugs related to training crossbowmen? I set up a room with archery targets, I have enough crossbows and ammo, all my ammo is set as "okay for training AND combat," my squad is active/training, they're assigned to the room... but they're just not doing anything.
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# ? Jul 18, 2014 17:45 |
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Roctavian posted:Are there any bugs related to training crossbowmen? I set up a room with archery targets, I have enough crossbows and ammo, all my ammo is set as "okay for training AND combat," my squad is active/training, they're assigned to the room... but they're just not doing anything. The archery training area can overlap with a normal barracks-training area, but that probably isn't a good idea - especially if you're using metal bolts. A pair of sparring dwarves might grapple each other right into the line-of-fire and get punctured. Other stuff:
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# ? Jul 18, 2014 18:05 |
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GulMadred posted:The final point (which is tedious/annoying) is that you must do the whole q-menu thing for each Archery Target independently. Ooooooh, thanks for this. I noticed occasional archery shooting the last time I made a barracks but I didn't pay enough attention to notice only one was being used.
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# ? Jul 18, 2014 18:40 |
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40.03 DT memory layouts for linux are up. https://raw.githubusercontent.com/splintermind/Dwarf-Therapist/DF2014/etc/memory_layouts/linux/v040.03.ini
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# ? Jul 18, 2014 18:51 |
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ful posted:40.03 DT memory layouts for linux are up. Dammit, I was just coming here to post that. Get to work you lazy bastards!
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# ? Jul 18, 2014 18:58 |
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Embarking on a populated cave crashes the game
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# ? Jul 18, 2014 19:26 |
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Just a reminder (mostly to myself as I am rediscovering Dwarf Fortress) that embark points-wise most efficient industry is glassmaking. Let's take an example: I want to make some large pots because they store twice as much as barrels and look better. I assume here you have a fire-safe building material such as can be made by deconstructing a wagon and making ash. Metal pots. Bring 2 bituminous coal (cost 3 per unit), 1 wood (to booststrap coke production, cost 3), 3 units of native copper (cost 3*6). Bituminous coal gives 9 fuel per unit giving you 17 fuel that melts 3 ore into 12 bars of copper. From 12 bars you make 12 pots and there's two fuel bars left over. 12 pots for the cost of 27 embark points. Glass pots. Bring coal and fuel same as before (cost 9), and 16 units of sand (cost 1*16). 16 fuel gives you 16 pots. As a bonus you get 16 bags previously used for sand. 16 pots for the cost of 25 embark points. Stone pots. Bring 9 stone (cost 3*9). 9 pots for the cost of 27 embark points. And other industries just get more efficient since you need wood only to start coke production, and this doesn't even take into account larger items that require several metal bars such as doors. nudipedalia fucked around with this message at 19:40 on Jul 18, 2014 |
# ? Jul 18, 2014 19:36 |
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That sure is a post about pots, all right.
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# ? Jul 18, 2014 19:48 |
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nudipedalia posted:Just a reminder (mostly to myself as I am rediscovering Dwarf Fortress) that embark points-wise most efficient industry is glassmaking. You can make wood large pots, and you can get 9 logs from chopping down one tree. For free. Rock pots made sense in previous versions because wood was limited. Now you usually have a shitload so use it up.
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# ? Jul 18, 2014 19:56 |
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I wish I could find iron
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# ? Jul 18, 2014 20:03 |
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nudipedalia posted:Stone pots. Bring 9 stone (cost 3*9). 9 pots for the cost of 27 embark points. I'm not super experienced here, but are rocks really something you need to embark with? I was rather under the impression that most areas don't exactly have a shortage of them, so in practice you get ∞ pots for the cost of 0 embark points. I really don't understand what you're getting at here.
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# ? Jul 18, 2014 20:06 |
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esquilax posted:You can make wood large pots, and you can get 9 logs from chopping down one tree. For free. Well, look at this fancy dwarf with trees and poo poo <>. You might as well ask for stone you can dig or actual trading caravans. e: Really this is for special projects like embarking on an isolated island and other ideas when dfhack works again. nudipedalia fucked around with this message at 20:14 on Jul 18, 2014 |
# ? Jul 18, 2014 20:12 |
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amuayse posted:I wish I could find iron Keep going down
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# ? Jul 18, 2014 20:20 |
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Iny posted:I'm not super experienced here, but are rocks really something you need to embark with? I was rather under the impression that most areas don't exactly have a shortage of them, so in practice you get ∞ pots for the cost of 0 embark points. If you are doing some serious min-maxing you need to bring a few rocks with you to build fire-safe buildings from so you can smelt your first picks, and not having rocks when you are trying to pierce an aquifer can suck.
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# ? Jul 18, 2014 20:22 |
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I haven't had a hard time with embark points since the 2d version. You can bring enough supplies to feed and outfit dozens of dwarves now, let alone 7.
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# ? Jul 18, 2014 20:40 |
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Iny posted:I'm not super experienced here, but are rocks really something you need to embark with? I was rather under the impression that most areas don't exactly have a shortage of them, so in practice you get ∞ pots for the cost of 0 embark points. I actually do bring a big heap of stone with me because it's nice to get an early start on a walled courtyard before you get underground. But if you're at the point where you need pots, yeah I'm not sure if you need to worry about embark efficiency, just refill the old ones.
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# ? Jul 18, 2014 20:44 |
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Gus Hobbleton posted:I haven't had a hard time with embark points since the 2d version. You can bring enough supplies to feed and outfit dozens of dwarves now, let alone 7. If people are putting many points into skills, the number of points decreases quite dramatically. Same if you're trying to bring a decent set of armor or something. Other than pitfalls like that though, yeah, never had much trouble with it.
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# ? Jul 18, 2014 20:54 |
I think the only time you really need to this hard is if you're embarking onto a glacier with an aquifer between the ice layer and the stone layer.
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# ? Jul 18, 2014 20:56 |
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Mister Adequate posted:If people are putting many points into skills, the number of points decreases quite dramatically. Same if you're trying to bring a decent set of armor or something. Other than pitfalls like that though, yeah, never had much trouble with it. It's really for special projects where every point counts. Long time ago when I tried some DF I did this (ignore the name). Then I tried embarking without anything at all on an isolated island where all edges are water. Once I had built some green glass and horse fat spires I got bored again. It's really like Nethack conducts where the fun is in the limitations (and I'm still pissed about losing illiterate on my rogue when zap-iding wands).
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# ? Jul 18, 2014 21:08 |
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Wow, my latest dwarven home-civ is pretty progressive. Despite only containing seven hundred goblins to over seven thousand dwarves, it's ruled by a 125 year old goblin queen. I'm kind of surprised that the goblin outpost liaison I was visited by didn't cause any problems, but if this fortress ever becomes the mountain home, I fully expect things to break.
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# ? Jul 18, 2014 21:09 |
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I will do things like bring a little bit of every type of milk I can so I can make it all into cheese for cheap and have a bunch of spare barrels, but that's about as far as I'll go with regards to min-maxing. I could get bags of sand and dump the sand for cheaper bags... or I could just bring more bags, or make my own, or whatever. But milking is annoying and a pain and a lot of dwarves like cheese so it works well? I just like having a designated cheeselord.
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# ? Jul 18, 2014 21:16 |
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Mygna posted:Wow, my latest dwarven home-civ is pretty progressive. Despite only containing seven hundred goblins to over seven thousand dwarves, it's ruled by a 125 year old goblin queen. Then some dwarf ultranationalist starts going "Down with the 10%!"
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# ? Jul 18, 2014 21:26 |
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I always seem to be overrun by baddies before I have a functioning military, no matter how much I try to be-line for it. Necromancer hordes spiralling out of control are particularly annoying, and I have no idea how to fight them. Should I start with coal/ore and immediately forge a set of equipment from the start?
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# ? Jul 18, 2014 21:35 |
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ProfessorCurly posted:I always seem to be overrun by baddies before I have a functioning military, no matter how much I try to be-line for it. Necromancer hordes spiralling out of control are particularly annoying, and I have no idea how to fight them. Should I start with coal/ore and immediately forge a set of equipment from the start? I haven't played the new version yet but... Walls, moats, traps, and disposing of bodies properly = dwarf fortress easy mode. First step of safety should be to channel out a moat surrounding the entrance to your fort. Be sure to remove the ramps up and build a bridge. Second step is to set up traps around said bridge. Third step is to construct walls. Disposing of bodies properly, unless this has changed you should be able to dump bodies in magma and then set up an engraved slab in their honor. Or if you want to have even more fun, build catacombs and wall off coffins after they're filled.
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# ? Jul 18, 2014 21:56 |
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# ? May 10, 2024 06:24 |
nudipedalia posted:Just a reminder (mostly to myself as I am rediscovering Dwarf Fortress) that embark points-wise most efficient industry is glassmaking.
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# ? Jul 18, 2014 21:57 |