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Zereth
Jul 9, 2003



Tunicate posted:

My basement is full of forges made out of gold nuggets and iron thrones.
Oh, gold nuggets sounds like the raw smeltable "stone". And even if it isn't, you can melt down metals. If it's magma down there you can even melt all that poo poo down without using a ton of fuel!

When they use something you want in its raw form as blocks for structural purposes, on the other hand...

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HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Michaellaneous posted:

I think I may have taken that a bit out of context.
For an LP it sounds awful, especially a succession.

I'd love to see even a normal Adventure Mode LP, let alone a succession one, guaranteeing many adventures with different styles. I personally rather like the idea.

Outcast Spy
May 7, 2007

How could you be both?

reading posted:

How long does it take for a beekeeper dwarf to put some drat bees into my dang hives? They've been sitting there outside for a year! And several dwarves have beekeeping. I just have to wait for a wild hive to spawn, then they'll automatically grab it?

Also, how do I use nest boxes and pastures? Always put nest boxes inside pastures? Are nest boxes necessary to get my meal-birds breeding?

Actually it's better if you only have one hivekeeper. Assuming the bug is still present, if two hivekeepers attempt to install colonies in the same hive, they'll get stuck and just sit there at the colony hungry and thirsty until you temporarily change the hive options to "do not install". Change it back once you have disabled the labor on all but one dwarf. I think I noticed this bug in the latest version but I can't remember.

If you want to breed your birds, you need to forbid the eggs from the "t" menu over a nest box with a bird sitting on it, or keep your food stockpiles from accepting eggs, or lock the dwarves out of a dedicated chicken coop room. Pastures aren't needed for nest boxes but can keep your birds near them/out of your meeting areas. The nest boxes would have to be within those pastures for the birds to use them, though.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




reading posted:

How long does it take for a beekeeper dwarf to put some drat bees into my dang hives? They've been sitting there outside for a year! And several dwarves have beekeeping. I just have to wait for a wild hive to spawn, then they'll automatically grab it?

Also, how do I use nest boxes and pastures? Always put nest boxes inside pastures? Are nest boxes necessary to get my meal-birds breeding?


Not sure how long it takes, the right kind of bees have to spawn. I haven't done it in a while because honey production is dumb. The hives need to be outside above ground, are your hives outside?

Make sure you have exactly one (1) beekeeper though. Unless it has been fixed, all beekeepers will go after the same beejob and then they all stand there being dumb until they are exhausted and hungry. One beekeeper can easily manage 30 hives, it isn't an intensive job.

Why is honey production dumb? You need jugs, which will each be filled with a single unit of Royal Jelly or honey, and the cook hates usinging royal jelly (unless fixed now?) so you wind up with a stockpile full of royal jelly jugs and you constantly need to make more jugs in order to keep processing honey. You also get a wax honeycomb, which you have to process at a screw press, resulting in a single unit of honey and single glob of wax. A single unit of honey can be made into a single unit of mead, which is no more valuable or desirable than the cheapest of drinks. You now have an almost worthless glob of wax worth 1 dwarfbuck (the same as the cheapest stone), if you have a wax worker you can craft it into an almost worthless craft to sell. If mead was valuable it might be worth it, but it is one of the very cheapest drinks. If wax could be made into unique crafts like valuable candles or something that would be great, but you just get dumb worthless wax figurines. If Royal Jelly had medicinal properties or was valuable that could be good, but it is simply one of the cheapest meal ingredients and since it is in single units it leads to tiny stacks of meals when the cooks use it. The system is kind of cool, but the end products are all worthless.




On the other hand, egg production is fantastic. I like turkeys the best. They lay 10-14 eggs at a go, and can be butchered for 9 meat. You can build your nest boxes anywhere, as soon as eggs are laid someone will snatch them and put them in a food stockpile. Eggs won't be eaten raw, they need to be cooked, so it is helpful if you have a small stockpile that accepts eggs right next to the kitchen, and disallow eggs from more distant food stockpiles.

If you actually want to breed birds it is a bit more complicated and kind of pointless. The easiest way is to carve out a room with a door, make the room a pasture, and pasture the birds you want to breed inside. You'll need 1 nest box for each female. You need at least one male to get fertile eggs. Once your breeding stock is inside the room, lock the door or dwarfs will keep stealing the eggs. Now wait and wait and wait some more. They hatched, yay! Okay, unlock the door. Now build a cage and lock all the baby birds inside, because they are useless for like a year and will just tank your frame rate. When they finally grow up you can slaughter all the useless males for meat (you could kill them as babies, but since you don't need to feed them there is no harm in leaving them in a cage until they grow more meat). I've never actually timed it, but from when you lock away your breeders until you finally get more mature egg layers seems to take years. You are honestly much better off just buying new females whenever you want them, as both human and dwarven caravans bring them often.

Basically the only reason to breed your own is if you have acquired something rare and exotic. If you have a pair of tame cave crocodiles it is well worth the trouble to breed them. Chickens, not so much.

The Moon Monster
Dec 30, 2005

Bitter Mushroom posted:

If you dump a barrel of booze onto a bit of lava, will it explode like a bomb?

People are always saying "Woah, don't let fire near your liquor stash", but unless it's changed recently it doesn't actually react to fire in any special way. If you dump a barrel of rum or whatever into lava the barrel will burn and the rum will evaporate.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Zereth posted:

Hm, maybe a reaction which takes more than one block to produce the corresponding amount of what you'd get from a full boulder.

code:
[REACTION:BLOCK_RECYCLE]
	[NAME:reclaim mineral blocks]
	[BUILDING:KILN:NONE]
	[REAGENT:bricks:4:BLOCKS:NONE:NONE:NONE]
		[REACTION_CLASS:KILN_RECYCLABLE]
	[PRODUCT:100:1:BOULDER:NONE:GET_MATERIAL_FROM_REAGENT:bricks:NONE]
	[FUEL]
	[SKILL:SMELT]
The tricky bit is deciding where you put the other half of the REACTION_CLASS so it takes the right things.

If you can live with the reaction snagging clayware bricks and rendering them into useless lumps (eh, I can forbid that poo poo/not make my fortress out of soil), put the other [REACTION_CLASS:KILN_RECYCLABLE] straight under MATERIAL_TEMPLATE:STONE_TEMPLATE and don't look back.
If you want it to be absolutely perfect, you need to either separate the weird plasters and porcelains in inorganic_other.txt into their own material template instead of STONE_TEMPLATE or put that reaction class into each ore, stone and mineral entry separately.

Vengarr
Jun 17, 2010

Smashed before noon

DrMelon posted:

The succession is avenging the untimely death of the previous player and/or taking over worldgen sites to make a warlord bandit civilisation composed entirely of adventurers. Then you could upset the civ in fortress mode and try to survive the pummeling of adventurers.

Have people gen adventurers and have them travel to a remote site, without using fast travel, and document the journey.

First seven adventurers who make it there get to be the first seven dwarves/overseers of the first DF2014 succession LP.

So sort of like the Amazing Race, only with dwarves.

The Moon Monster
Dec 30, 2005

Does anyone know if there's a way to make a plant create thread that isn't named [plant] thread? Like have flax make linen thread or something. Also, is there a way to make an egg layer lay eggs that aren't called [animal] eggs? Like making a giant bug lay giant bug larva.

It's been forever since I've done any modding but just looking through the raws I want to say no to both of those.

reading
Jul 27, 2013

Angela Christine posted:

Not sure how long it takes, the right kind of bees have to spawn. I haven't done it in a while because honey production is dumb. The hives need to be outside above ground, are your hives outside?

Make sure you have exactly one (1) beekeeper though. Unless it has been fixed, all beekeepers will go after the same beejob and then they all stand there being dumb until they are exhausted and hungry. One beekeeper can easily manage 30 hives, it isn't an intensive job.

Why is honey production dumb? You need jugs, which will each be filled with a single unit of Royal Jelly or honey, and the cook hates usinging royal jelly (unless fixed now?) so you wind up with a stockpile full of royal jelly jugs and you constantly need to make more jugs in order to keep processing honey. You also get a wax honeycomb, which you have to process at a screw press, resulting in a single unit of honey and single glob of wax. A single unit of honey can be made into a single unit of mead, which is no more valuable or desirable than the cheapest of drinks. You now have an almost worthless glob of wax worth 1 dwarfbuck (the same as the cheapest stone), if you have a wax worker you can craft it into an almost worthless craft to sell. If mead was valuable it might be worth it, but it is one of the very cheapest drinks. If wax could be made into unique crafts like valuable candles or something that would be great, but you just get dumb worthless wax figurines. If Royal Jelly had medicinal properties or was valuable that could be good, but it is simply one of the cheapest meal ingredients and since it is in single units it leads to tiny stacks of meals when the cooks use it. The system is kind of cool, but the end products are all worthless.




On the other hand, egg production is fantastic. I like turkeys the best. They lay 10-14 eggs at a go, and can be butchered for 9 meat. You can build your nest boxes anywhere, as soon as eggs are laid someone will snatch them and put them in a food stockpile. Eggs won't be eaten raw, they need to be cooked, so it is helpful if you have a small stockpile that accepts eggs right next to the kitchen, and disallow eggs from more distant food stockpiles.

If you actually want to breed birds it is a bit more complicated and kind of pointless. The easiest way is to carve out a room with a door, make the room a pasture, and pasture the birds you want to breed inside. You'll need 1 nest box for each female. You need at least one male to get fertile eggs. Once your breeding stock is inside the room, lock the door or dwarfs will keep stealing the eggs. Now wait and wait and wait some more. They hatched, yay! Okay, unlock the door. Now build a cage and lock all the baby birds inside, because they are useless for like a year and will just tank your frame rate. When they finally grow up you can slaughter all the useless males for meat (you could kill them as babies, but since you don't need to feed them there is no harm in leaving them in a cage until they grow more meat). I've never actually timed it, but from when you lock away your breeders until you finally get more mature egg layers seems to take years. You are honestly much better off just buying new females whenever you want them, as both human and dwarven caravans bring them often.

Basically the only reason to breed your own is if you have acquired something rare and exotic. If you have a pair of tame cave crocodiles it is well worth the trouble to breed them. Chickens, not so much.

I really wish Toady would iron out stuff like this even though it isnt one specific bug that can be easily tracked and solved. This sort of ultra extreme micromanagement is really irritating because it takes a feature (bee keeping, and bird breeding) and wrecks it.

Moridin920
Nov 15, 2007

by FactsAreUseless
All you have to do to breed birds is forbid eggs from food stockpiles.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


The Moon Monster posted:

Does anyone know if there's a way to make a plant create thread that isn't named [plant] thread? Like have flax make linen thread or something. Also, is there a way to make an egg layer lay eggs that aren't called [animal] eggs? Like making a giant bug lay giant bug larva.

It's been forever since I've done any modding but just looking through the raws I want to say no to both of those.

Pretty sure you can't gently caress with eggs. Eggs are just eggs.

As for plant thread, I did just that to the default plants ages ago:

code:
[PLANT:GRASS_TAIL_PIG]
	...
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]
		[STATE_NAME:ALL_SOLID:cave cotton]
		[STATE_ADJ:ALL_SOLID:linen]
		[THREAD:LOCAL_PLANT_MAT:THREAD]
		[MATERIAL_VALUE:2]
		[PREFIX:NONE]
The STATE_NAME and STATE_ADJ are both "fiber" by default. STATE_NAME is used in description screens to report that the bands or rings are made from %stuff%. STATE_ADJ gets used when some whole item is made of the stuff, turning pig tail fiber thread into linen thread. PREFIX:NONE squelches the name of the plant going in front, so it doesn't figure out to a dumb "pig tail cave cotton".

e: I've been toying with the idea of making sterling silver the "household silver" that everything silvery is actually made of, weapons and all. STATE_NAME default, STATE_ADJ into just "silver" to denote it being the more normal of the two. The super-soft and precious silver bullion would get its names adjusted to "pure silver" that'd underline the fact if someone was crazy enough to make a hammer out of the stuff.

scamtank fucked around with this message at 23:10 on Jul 29, 2014

thewonderidiot
Mar 29, 2014

Moridin920 posted:

All you have to do to breed birds is forbid eggs from food stockpiles.

Or, better yet, just forbid the single clutch of eggs that you want to hatch. That lets all of your other nestboxes produce eggs normally, without impacting any stockpile settings or slowing down the industry. I typically just lock the door, wait for eggs to be laid, forbid the eggs, and then unlock the door.

The Moon Monster
Dec 30, 2005

scamtank posted:

Pretty sure you can't gently caress with eggs. Eggs are just eggs.

As for plant thread, I did just that to the default plants ages ago:
:words:

Ah, thanks. And I guess there's still no way to make a new category of furniture, just more workshops.

The Moon Monster fucked around with this message at 23:11 on Jul 29, 2014

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Moridin920 posted:

All you have to do to breed birds is forbid eggs from food stockpiles.

Yes, but if you want to have a couple birds breed more birds, while some other birds produce a steady supply of eggs to feed your dwarfs, then the locked "chicken coop" works better. It is also less prone to failure, like when you lay down a new stockpile and momentarily forget to forbid eggs so your dwarfs go snatch all the eggs and you have to start over.

Xand_Man
Mar 2, 2004

If what you say is true
Wutang might be dangerous


scamtank posted:


e: I've been toying with the idea of making sterling silver the "household silver" that everything silvery is actually made of, weapons and all. STATE_NAME default, STATE_ADJ into just "silver" to denote it being the more normal of the two. The super-soft and precious silver bullion would get its names adjusted to "pure silver" that'd underline the fact if someone was crazy enough to make a hammer out of the stuff.

This will ruin the Beatles jokes. :colbert:

Mr. Glass
May 1, 2009
is Dwarf Therapist for Mac out for 40.05 yet?

xylo
Feb 21, 2007
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>

Literally Kermit posted:

I'm having the same no-migrant bug - not even the obligitory "couple early stragglers then a migrant rush in the fall" you'd get even with a dead dwarf civ. Also while my yak cows are birthing, none of my bitches have whelped yet. No puppies. :saddowns:. Oddly, no dwarven births, either.
Same here. I had one migrant wave in the first year, and since then nothing. Not even a message saying no migrants arrived.

I'm also having issues with unexpected nobility. One of my dwarves randomly (and unannounced) declared herself Queen, banned all exports of beds, figurines, and helms (and started demanding I produce lots of them). She then started to demand poo poo for her bismuth bronze fetish before I've even found poo poo to make it with. So naturally I'm starting to rack up criminal charges early game.

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!
So I just installed DF2014 on my little Linux notebook (Ubuntu 12.04) and started a little fort, pleasantly surprised that my muscle memory form hours and hours and hours of dying over and over still remains. However I'm kinda hosed now without Dwarf Therapist as I forgot how ball breakingly counter intuitive it is to assign labours without it, I need help please!

While there is apparently a version of DT 23.2 that works for Linux with 40.05, downloading it and extracting it I can't seem to open the execcutable, nor run it with sudo.

Figuring I was doing something wrong and being a Linux amateur I downloaded the Lazy Newb Pack for Linux, copied my save across, and tried again to run DF with Therapist using the LNP box. Same thing. All the other utilities seem to be working (or at least opening some sort of box), but Dwarf Therapist is just completely inert, no box, error message, anything.

Also its not helping that half the documentaion still says there's no actual distibution for Linux, even though that same readme file came in the distribution I just downloaded?

Anybody know what I'm doing wrong or anything I can try? It's annoying because you sure as hell need Therapist once you've got more than the starting 7 dwarves running around. Cheers.

Verviticus
Mar 13, 2006

I'm just a total piece of shit and I'm not sure why I keep posting on this site. Christ, I have spent years with idiots giving me bad advice about online dating and haven't noticed that the thread I'm in selects for people that can't talk to people worth a damn.

Vengarr posted:

Have people gen adventurers and have them travel to a remote site, without using fast travel, and document the journey.

First seven adventurers who make it there get to be the first seven dwarves/overseers of the first DF2014 succession LP.

So sort of like the Amazing Race, only with dwarves.

i really like this, though some people might get lucky and just start beside it

that said, wait until he fixes the bugs over the next couple weeks i think

Lawman 0
Aug 17, 2010

Boing posted:

I don't think you get adventure mode. Or roguelikes.

Don't tell him about ADOM or his brain might explode.

Subjunctive
Sep 12, 2006

✨sparkle and shine✨

Dashticle posted:

While there is apparently a version of DT 23.2 that works for Linux with 40.05, downloading it and extracting it I can't seem to open the execcutable, nor run it with sudo.

What happens when you try?

Spoggerific
May 28, 2009
I decided to start a new fortress for 40.05 with a new design philosophy, since I felt like my old forts were all boring and same-y in design. I found a great place with a sedimentary flux layer, river, and sand. After embark, I spend probably 15 minutes before unpausing, planning out the fortress and putting down some preliminary designations. I also spent a significant amount of time making custom stockpiles instead of just piling everything into one big room and then putting all of my workshops directly below it. Everything's going well, and I'm pleased with my new fortress until I hit fall, and I get the message about there being no outpost liaison. Turns out the default dwarf civilization choice for that world was apparently the only dead dwarf civ in the entire world. I spent over an hour planning out and building a large, thought-out fortress for a place that will never get more than the original seven. :smith:

So I decided to embark somewhere else. One good candidate has salt water. The wiki mentions that salt water collected from a well will be drinkable and given to sick dwarves. Is this true? I could also dig out and line a cistern with constructions, then purify it with a screw pump, but if I only need to build a well over a normal cistern...

Lawman 0
Aug 17, 2010

Spoggerific posted:

I decided to start a new fortress for 40.05 with a new design philosophy, since I felt like my old forts were all boring and same-y in design. I found a great place with a sedimentary flux layer, river, and sand. After embark, I spend probably 15 minutes before unpausing, planning out the fortress and putting down some preliminary designations. I also spent a significant amount of time making custom stockpiles instead of just piling everything into one big room and then putting all of my workshops directly below it. Everything's going well, and I'm pleased with my new fortress until I hit fall, and I get the message about there being no outpost liaison. Turns out the default dwarf civilization choice for that world was apparently the only dead dwarf civ in the entire world. I spent over an hour planning out and building a large, thought-out fortress for a place that will never get more than the original seven. :smith:

So I decided to embark somewhere else. One good candidate has salt water. The wiki mentions that salt water collected from a well will be drinkable and given to sick dwarves. Is this true? I could also dig out and line a cistern with constructions, then purify it with a screw pump, but if I only need to build a well over a normal cistern...

Just dig down to the caverns and hope you get a lake.

Moridin920
Nov 15, 2007

by FactsAreUseless
I don't know but a cistern filled by a opening bridge and or screwpump that is activated when a dwarf hits the pressure plate switch by the well sounds like something I'm putting into my next fort.

The bridge is for nasties that swim and destroy buildings. I usually use a lever that gets pulled when the cistern is running low.

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!

Subjunctive posted:

What happens when you try?

code:
~/DF2014/pack/LNP/utilities/dwarf_therapist$ sudo ./DwarfTherapist
./DwarfTherapist: error while loading shared libraries: libQt5Widgets.so.5: cannot open shared object file: No such file or directory
From the command window. I'm looking into fixes via throwing this into google but I feel most of what I'm reading is over my head.

Apart from that nothing happens whatsoever.

skasion
Feb 13, 2012

Why don't you perform zazen, facing a wall?

Mr. Glass posted:

is Dwarf Therapist for Mac out for 40.05 yet?

Yeah, the current Mac Newbie pack has it.

Unrelatedly, I've been trying to fix the raws by comparison to 0.34.11 to get the Process Plant to Bag reaction to work again, but I guess I just suck at messing with the raws because the option is still red even after messing with both reaction_other.txt and plant_standard.txt. Will I need to gen a new world to see any effect, or will modifying the raw files under the region save get it to work?

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


You can freely modify existing reactions, it's just the connections to the civilizations that are iffy to my knowledge. I'm not sure about those reaction hooks into existing plants, though.

Post it here, I might be able to tell what you're doing wrong.

Jazzimus Prime
May 16, 2002

The Brothers Autobot

Dashticle posted:

code:
~/DF2014/pack/LNP/utilities/dwarf_therapist$ sudo ./DwarfTherapist
./DwarfTherapist: error while loading shared libraries: libQt5Widgets.so.5: cannot open shared object file: No such file or directory
From the command window. I'm looking into fixes via throwing this into google but I feel most of what I'm reading is over my head.

Apart from that nothing happens whatsoever.

It sounds like maybe your Ubuntu installation is missing a QT library, or can't find it?

Maybe you could try running something like sudo apt-get install libqt5 or sudo apt-get install libqt5widgets5 or something to try to install the library?

Or maybe the library is there, but its location isn't in the default library search path?

I'm kind of pulling this out of my rear end here, I've never used Ubuntu but I've used several other Linux distros and seen similar errors before.

The Moon Monster
Dec 30, 2005

Do plants with the [EVIL] tag only grow in Terrifying biomes? I was trying to test an evil plant I had created, and after checking several haunted and sinister biomes not only did I not see it, I didn't see any sliver barb, staring eyeball, wormy tendril or glumprong either. The only sign it was an evil biome was that about half of the plants were dead.

Negative Entropy
Nov 30, 2009

scamtank posted:

And you'll never have enough seeds that you'd need a barrel to store all the bags. A 3x3 dedicated pile for seeds is good enough for any underground farm.

Maybe if you want to keep all the worthless aboveground seeds in a single place for easy merchant fob-off.

Oh, so surface farming of strawberries and the like doesnt work? So I bought all those bilberry seeds for nothing? :psydwarf:

The Moon Monster
Dec 30, 2005

Kommando posted:

Oh, so surface farming of strawberries and the like doesnt work? So I bought all those bilberry seeds for nothing? :psydwarf:

You can farm surface plants, but which ones you'll be able to farm depends on your biome while you'll always be able to farm all underground plants.

Negative Entropy
Nov 30, 2009

Angela Christine posted:

Not sure how long it takes, the right kind of bees have to spawn. I haven't done it in a while because honey production is dumb. The hives need to be outside above ground, are your hives outside?

Make sure you have exactly one (1) beekeeper though. Unless it has been fixed, all beekeepers will go after the same beejob and then they all stand there being dumb until they are exhausted and hungry. One beekeeper can easily manage 30 hives, it isn't an intensive job.

Why is honey production dumb? You need jugs, which will each be filled with a single unit of Royal Jelly or honey, and the cook hates usinging royal jelly (unless fixed now?) so you wind up with a stockpile full of royal jelly jugs and you constantly need to make more jugs in order to keep processing honey. You also get a wax honeycomb, which you have to process at a screw press, resulting in a single unit of honey and single glob of wax. A single unit of honey can be made into a single unit of mead, which is no more valuable or desirable than the cheapest of drinks. You now have an almost worthless glob of wax worth 1 dwarfbuck (the same as the cheapest stone), if you have a wax worker you can craft it into an almost worthless craft to sell. If mead was valuable it might be worth it, but it is one of the very cheapest drinks. If wax could be made into unique crafts like valuable candles or something that would be great, but you just get dumb worthless wax figurines. If Royal Jelly had medicinal properties or was valuable that could be good, but it is simply one of the cheapest meal ingredients and since it is in single units it leads to tiny stacks of meals when the cooks use it. The system is kind of cool, but the end products are all worthless.

Is this editable in the raws. Can you change the reactions to make Tallow and Wax candles? Multiple globs of wax or increase the value of Mead? The Jug problem might remain but is it moddable to be worthwhile?

StrangeAeon
Jul 11, 2011


Something curious is happening at my fort.

A year ago now, a goblin siege (in the first year, wtf) wiped out all but a handful of my dwarves. I survived the tantrum spiral, and after a few migrant waves, am back in working order. For the past few waves, it's been "Migrants have arrived, despite the danger" but I figured that was word of the siege, or the fact that I failed to trade anything with the liaison (who happened to be the baroness consort) last year.

Except now, it's autumn, and the dwarven caravan has arrived, and I get the message "No liaison? How curious..."

What would cause the no-show? Did... did something happen to the mountainhomes?


Edit: Oh god it did, I didn't even get an announcement but my broker became King. I am the Mountainhome.

StrangeAeon fucked around with this message at 02:43 on Jul 30, 2014

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Kommando posted:

Is this editable in the raws. Can you change the reactions to make Tallow and Wax candles? Multiple globs of wax or increase the value of Mead? The Jug problem might remain but is it moddable to be worthwhile?

It is. Yup (although merchants really liked bringing metallic ones in trade), done, done, yeah.

The only reason you need jugs is because there's the royal jelly comes out as liquid and can't be handled without a vessel. Getting rid of it in the honey bee definition (another point for common sense in itself) makes them essentially obsolete, because you can modify all the other pressing reactions to output straight into buckets or barrels instead.

Buckets are a little problematic on the brewing side, though. When you're really piling up the honey into a single barrel, it's really easy to end up with a cask of honey whose total mead yield won't fit into any pot or barrel you can muster and will just spill into a puddle on the floor.

That's why I have my screw pumps place the fresh honey straight into barrels. Nut oils and other strictly cookery products don't have that problem, though. Piling up that stuff from buckets into a single container really helps with cooking, too.

scamtank fucked around with this message at 02:49 on Jul 30, 2014

Negative Entropy
Nov 30, 2009

scamtank posted:

It is. Yup (although merchants really liked bringing metallic ones in trade), done, done, yeah.

The only reason you need jugs is because there's the royal jelly comes out as liquid and can't be handled without a vessel. Getting rid of it in the honey bee definition (another point for common sense in itself) makes them essentially obsolete, because you can modify all the other pressing reactions to output straight into buckets or barrels instead.

Buckets are a little problematic on the brewing side, though. When you're really piling up the honey into a single barrel, it's really easy to end up with a cask of honey whose total mead yield won't fit into any pot or barrel you can muster and will just spill into a puddle on the floor.

That's why I have my screw pumps place the fresh honey straight into barrels. Nut oils and other strictly cookery products don't have that problem, though. Piling up that stuff from buckets into a single container really helps with cooking, too.

Could you possibly post the RAW edit that makes candles and fixes mead production. Pleeeease :allears:

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

Could someone post some embark profiles? I'm not really sure what you need to bring with you any more with the new version. :shobon:

Negative Entropy
Nov 30, 2009

Glory of Arioch posted:

Could someone post some embark profiles? I'm not really sure what you need to bring with you any more with the new version. :shobon:

There was a discussion on this a few pages back. my takeaway message was +dicipline, one miltia teacher, turkeys, no miner, no anvil, and one of every type of meat product.

Mr. Glass
May 1, 2009

skasion posted:

Yeah, the current Mac Newbie pack has it.

awesome, thanks!

Daynab
Aug 5, 2008

Moridin920 posted:

And then post it here so I can use it too!

That looks like a terrific embark. Bridge over the lava to the entrance.

From two pages back but I had the chance to do it.

code:
[WORLD_GEN]
	[TITLE:CREATE WORLD NOW = 2233333]
	[SEED:Ym4IIy8g4G6yCm6gqu6u]
	[HISTORY_SEED:seK8YAaWWyeSEIyOUWqU]
	[NAME_SEED:4QMKkgW4IiMw20CSIkkm]
	[CREATURE_SEED:saass08q24uGGG0e0K6a]
	[DIM:33:33]
	[EMBARK_POINTS:1324]
	[END_YEAR:125]
	[BEAST_END_YEAR:125:-1]
	[REVEAL_ALL_HISTORY:1]
	[CULL_HISTORICAL_FIGURES:0]
	[ELEVATION:1:400:401:401]
	[RAINFALL:0:100:51:51]
	[TEMPERATURE:25:75:51:51]
	[DRAINAGE:0:100:51:51]
	[VOLCANISM:0:100:51:51]
	[SAVAGERY:0:100:51:51]
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]
	[RAIN_FREQUENCY:1:1:1:1:1:1]
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
	[MINERAL_SCARCITY:2500]
	[MEGABEAST_CAP:1]
	[SEMIMEGABEAST_CAP:2]
	[TITAN_NUMBER:1]
	[TITAN_ATTACK_TRIGGER:80:0:100000]
	[DEMON_NUMBER:20]
	[NIGHT_TROLL_NUMBER:10]
	[BOGEYMAN_NUMBER:10]
	[VAMPIRE_NUMBER:10]
	[WEREBEAST_NUMBER:10]
	[SECRET_NUMBER:20]
	[REGIONAL_INTERACTION_NUMBER:20]
	[DISTURBANCE_INTERACTION_NUMBER:20]
	[EVIL_CLOUD_NUMBER:10]
	[EVIL_RAIN_NUMBER:10]
	[GENERATE_DIVINE_MATERIALS:1]
	[GOOD_SQ_COUNTS:1:0:0]
	[EVIL_SQ_COUNTS:1:0:0]
	[PEAK_NUMBER_MIN:1]
	[PARTIAL_OCEAN_EDGE_MIN:0]
	[COMPLETE_OCEAN_EDGE_MIN:4]
	[VOLCANO_MIN:1]
	[REGION_COUNTS:SWAMP:0:0:0]
	[REGION_COUNTS:DESERT:0:0:0]
	[REGION_COUNTS:FOREST:0:0:0]
	[REGION_COUNTS:MOUNTAINS:0:0:0]
	[REGION_COUNTS:OCEAN:0:0:0]
	[REGION_COUNTS:GLACIER:0:0:0]
	[REGION_COUNTS:TUNDRA:0:0:0]
	[REGION_COUNTS:GRASSLAND:0:0:0]
	[REGION_COUNTS:HILLS:0:0:0]
	[EROSION_CYCLE_COUNT:250]
	[RIVER_MINS:1:1]
	[PERIODICALLY_ERODE_EXTREMES:1]
	[OROGRAPHIC_PRECIPITATION:1]
	[SUBREGION_MAX:2750]
	[CAVERN_LAYER_COUNT:3]
	[CAVERN_LAYER_OPENNESS_MIN:0]
	[CAVERN_LAYER_OPENNESS_MAX:100]
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
	[CAVERN_LAYER_WATER_MIN:0]
	[CAVERN_LAYER_WATER_MAX:100]
	[HAVE_BOTTOM_LAYER_1:1]
	[HAVE_BOTTOM_LAYER_2:1]
	[LEVELS_ABOVE_GROUND:15]
	[LEVELS_ABOVE_LAYER_1:5]
	[LEVELS_ABOVE_LAYER_2:1]
	[LEVELS_ABOVE_LAYER_3:1]
	[LEVELS_ABOVE_LAYER_4:1]
	[LEVELS_ABOVE_LAYER_5:2]
	[LEVELS_AT_BOTTOM:1]
	[CAVE_MIN_SIZE:5]
	[CAVE_MAX_SIZE:25]
	[MOUNTAIN_CAVE_MIN:1]
	[NON_MOUNTAIN_CAVE_MIN:1]
	[ALL_CAVES_VISIBLE:0]
	[SHOW_EMBARK_TUNNEL:2]
	[TOTAL_CIV_NUMBER:5]
	[TOTAL_CIV_POPULATION:15000]
	[SITE_CAP:68]
	[PLAYABLE_CIVILIZATION_REQUIRED:1]
	[ELEVATION_RANGES:36:72:36]
	[RAIN_RANGES:0:0:0]
	[DRAINAGE_RANGES:0:0:0]
	[SAVAGERY_RANGES:0:0:0]
	[VOLCANISM_RANGES:0:0:0]
Put that in data/init/world_gen.txt, then open the "Design a world with advanced parameters" and it should be at the bottom. Press e to go into advanced parameters and disable the seed for history since mine had no elves or goblins. Try a few times till you get what you want.

For anyone else interested, this was the interesting part:

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TildeATH
Oct 21, 2010

by Lowtax

Michaellaneous posted:

Restarting over and over does not sound really fun, nor like a succession.

That's because you're thinking it's fortress mode but instead of one year with an overseer you get one life with an adventurer or some other arbitrary thing.

The best way a 2014 DF LP could go is if each successive player got 7 days of real time to do whatever the hell they wanted in the shared world. If they want to create a series of forts to make the Great Wall of Dwarfdom, then that's fine. If they want to found a fort and play classic overseer, that's fine, and if they want to reclaim a previous player's fort, that's fine.

And if they want to spend their week adventuring and dying to sponges over and over again, I bet that would make a good turn, too.

And the added benefit is that if the turns are in real time instead of dwarf time, then we don't run into the plague of all DF LPs: turns that consist of weeks of nothing but posts by the current player apologizing for not having the time to finish their turn.

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