Dang, Meph posted my description screen linebreak stuff in the Suggestion forum. Also, blevdogs:Toady One, August 5 posted:Happy birthday to Zach! Toady One, August 6 posted:Got a crayon art envelope returned today -- I sent it to L.R. in Austin. If you sent a physical letter asking for a crayon art recently, and you are L.R. in Austin, I think I need an apartment number or something to complete the address, perhaps. Please send me an email!
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# ? Aug 7, 2014 12:12 |
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# ? May 28, 2024 00:04 |
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DF2014 : Stopped dwarves from breeding like animals, technically speaking
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# ? Aug 7, 2014 12:30 |
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Mmmm, spores.
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# ? Aug 7, 2014 13:03 |
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Jackson Taus posted:I got a good gen and I built a fortress and everything was going OK, but my population is exploding. First my dwarves are literally breeding faster than rabbits, and now in the Spring of my second year my migrants basically doubled my size! So I'm sort of overwhelmed because (a) I need to double my food/drink production and I was already short on seeds and (b) now I've got to branch into new industries all of a sudden so that those guys have stuff to do. Looking around, this appears to be a common problem. Jackson Taus posted:How do I slaughter my monkey captives? I went into the z-menu and set them to "Ready To Slaughter" but none of my butchers will do it no matter where I put the cage... Any ideas on this? Or should I let them out of their cages in a room by my militia and let them have fun?
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# ? Aug 7, 2014 13:30 |
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Jackson Taus posted:Looking around, this appears to be a common problem. Have you trained them? Dwarves won't drag wild animals to be slaughtered. It doesn't take long, just assign someone to animal training and hit t all down the list. They'll be briefly trained and then dragged off to the butcher.
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# ? Aug 7, 2014 13:44 |
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Fargo Fukes posted:Have you trained them? Dwarves won't drag wild animals to be slaughtered. It doesn't take long, just assign someone to animal training and hit t all down the list. They'll be briefly trained and then dragged off to the butcher. Huh, I didn't know that. That makes no freaking sense - if animals bust into my fortress and steal my poo poo, I've got to teach them to behave before executing them?
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# ? Aug 7, 2014 14:59 |
Jackson Taus posted:Huh, I didn't know that. That makes no freaking sense - if animals bust into my fortress and steal my poo poo, I've got to teach them to behave before executing them? Well also imagine trying to drag an angry monkey to the butchers after pullling it out of a cage.
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# ? Aug 7, 2014 15:00 |
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Can forest titans swim? I want to let my dwarves out of their fort but not if he can just float around in a lake shooting fireballs all over them.
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# ? Aug 7, 2014 15:00 |
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GreyPowerVan posted:Well also imagine trying to drag an angry monkey to the butchers after pullling it out of a cage. How far do I have to train them?
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# ? Aug 7, 2014 15:04 |
Jackson Taus posted:How far do I have to train them? I think even semi-wild will do, just set the stockpile as a zone and put it as a training zone.
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# ? Aug 7, 2014 15:07 |
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Budget Dracula posted:Can forest titans swim? I want to let my dwarves out of their fort but not if he can just float around in a lake shooting fireballs all over them. Most megabeasts seem to be perfectly content wading through, swimming across, or floating over water, in my experience. It also depends on what they're made of and possibly other factors. I tried flooding Hell with water and while the ash fiends seemed slightly put off by it, the blizzard wraiths didn't give a gently caress and the inferno demons just turned all of the water into steam. All of it. I thought for sure it would extinguish them.
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# ? Aug 7, 2014 15:07 |
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Jackson Taus posted:Huh, I didn't know that. That makes no freaking sense - if animals bust into my fortress and steal my poo poo, I've got to teach them to behave before executing them? It works out ok, your animal trainers will gain experience that is otherwise pretty difficult to come by, which helps when the time comes to train war animals!
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# ? Aug 7, 2014 15:36 |
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Hey guys, the only nice wildlife I have on my current map are some Ravens floating around at Z-level 27 or so. I'm considering building a tall tower and putting some cage traps on it. Any other ideas for capturing them? My other idea is that perhaps there is a DFHack command that will let me instantly tame them?
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# ? Aug 7, 2014 16:11 |
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Angry Diplomat posted:Most megabeasts seem to be perfectly content wading through, swimming across, or floating over water, in my experience. It also depends on what they're made of and possibly other factors. I tried flooding Hell with water and while the ash fiends seemed slightly put off by it, the blizzard wraiths didn't give a gently caress and the inferno demons just turned all of the water into steam. All of it. I thought for sure it would extinguish them. Yes he didn't stay in the pond for long. Now I am being inundated with collapse warnings due to the forest fire he started.
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# ? Aug 7, 2014 16:11 |
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Prop Wash posted:It works out ok, your animal trainers will gain experience that is otherwise pretty difficult to come by, which helps when the time comes to train war animals! The only tricky bit is if the animals are herbivores, they may be fed a plant that will leave a seed in the cage. The cage can't be used in cage traps until you get the seed out, but there is no command for that. d-b-d to dump items, select all the cages with seeds. Look [k] at the cages and [d] each one to remove the dump designation. Now the seeds inside will be dumped, but the cages will not. This also works to remove corpses from cages if something dies in there.
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# ? Aug 7, 2014 16:14 |
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You can also [t] the cage and select its contents for [d]umping from there. Either way works.scamtank posted:Dang, Meph posted my description screen linebreak stuff in the Suggestion forum. Also, blevdogs: Thank loving god. Having my population double every season even without migration was really annoying, specially since it means the vast majority of my population is completely worthless.
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# ? Aug 7, 2014 16:26 |
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Turpitude posted:Hey guys, the only nice wildlife I have on my current map are some Ravens floating around at Z-level 27 or so. I'm considering building a tall tower and putting some cage traps on it. Any other ideas for capturing them? My other idea is that perhaps there is a DFHack command that will let me instantly tame them? The easiest way is to avoid the problem of high fliers in the first place. When you generate a world by default it continues 15 levels above the ground, if you don't plan to be building any towers, you can lower that to 3-5 and still have plenty of room for basic walls and stuff, but fewer things flying above the range of your archers. The downside being that you can't decide to build a castle later. You can try to lure them down. Ravens may try to attack babies and children, and may also try to steal food. Some birds also seem to like to harass small animals like rabbits, cavies, and baby birds. You can set an above ground meeting zone, statue garden or zoo (walled in to protect from kidnappers, if you like). Include some food stockpiles that do not accept barrels, so food is accessible. Put lots of cage traps in and around the bait zone. If you catch on make sure that cage remains in the trap area, because other members of the group will repeatedly approach the caged one. Birds suck.
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# ? Aug 7, 2014 16:26 |
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Oh no! I glance back and blue ! everywhere, what has happened? There is no report of anyone throwing the chair, as near as I can tell while going up a ramp someone dropped a chair? And it hit this lady and squished her baby.
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# ? Aug 7, 2014 17:02 |
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Angela Christine posted:Oh no! I glance back and blue ! everywhere, what has happened? Clearly the baby should have been wearing a cloak.
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# ? Aug 7, 2014 17:11 |
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Angela Christine posted:Oh no! I glance back and blue ! everywhere, what has happened? Denial, Anger, Depression, Acceptance. Someeone needs to file a bug to make Toady include Bargaining with God(s) in the dwarven grief process.
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# ? Aug 7, 2014 17:13 |
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In DF2012, I was a big fan of settling in the untamed wilds as giant versions of mundane creatures were great sources of food and hilarity. On my first migrant wave, disaster struck in the form of a flock of Giant Keas. Keas on their own are real pains in the rear end who steal precious ammunition before I can even get it underground, but these Keas instead opted to pick up the children in the migrant wave and drop them several z-levels to their death. It was a great way for the new migrants to be welcomed to the fortress.
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# ? Aug 7, 2014 17:21 |
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Thranguy posted:Denial, Anger, Depression, Acceptance. Your most skilled dwarf, finds a dead bird. "No, gods! Take me instead!" God: Offer accepted.
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# ? Aug 7, 2014 17:25 |
Angela Christine posted:Oh no! I glance back and blue ! everywhere, what has happened? I had a couple random reports of people getting hit with beds on a ramp. No injuries in my case, but no idea what caused it.
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# ? Aug 7, 2014 18:07 |
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Started a new fort on a new world. All was going good until I suddenly had a queen and no migrants showed up for 4 years. Anyone know what happened? In the end a giant forgotten beast made of snow came and killed everyone before a human pikeman who was at the trade depo stabbed its head off.
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# ? Aug 7, 2014 18:42 |
You probably started as a steamrolled civilization.
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# ? Aug 7, 2014 18:47 |
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Moridin920 posted:I've made a huge mistake What am I looking at here?
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# ? Aug 7, 2014 18:59 |
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I'm running into an issue that I don't know how to solve. My brewer suddenly stopped working, giving me an alert that I was out of distillable food items, and yet when I checked the stocks I still had 50+ plump helmets able to be brewed. I have plenty of barrels, and none of the items are forbidden. Is this a bug, and am I completely hosed due to inability to produce booze?
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# ? Aug 7, 2014 19:02 |
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The Shortest Path posted:I'm running into an issue that I don't know how to solve. My brewer suddenly stopped working, giving me an alert that I was out of distillable food items, and yet when I checked the stocks I still had 50+ plump helmets able to be brewed. I have plenty of barrels, and none of the items are forbidden. Is this a bug, and am I completely hosed due to inability to produce booze? Check your Kitchen screen ([z] -> Kitchen) and make sure plump helmets are available for brewing. e: if that doesn't work, go to the stocks screen, expand the list so you can see each individual plump helmet, then zoom in on one of them to see where it is. It might be being hauled from somewhere, or might belong to a merchant, or be in an inaccessible part of the map. ee: Also, if your stills are set to take from a specific stockpile, they will not take from any OTHER stockpiles, so if you've been messing around with stockpile sourcing and providing nonsense, you may need to find where your plump helmets are and allow them to be given to the still. Gwyneth Palpate fucked around with this message at 19:13 on Aug 7, 2014 |
# ? Aug 7, 2014 19:05 |
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The Shortest Path posted:I'm running into an issue that I don't know how to solve. My brewer suddenly stopped working, giving me an alert that I was out of distillable food items, and yet when I checked the stocks I still had 50+ plump helmets able to be brewed. I have plenty of barrels, and none of the items are forbidden. Is this a bug, and am I completely hosed due to inability to produce booze?
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# ? Aug 7, 2014 19:06 |
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scamtank posted:You probably started as a steamrolled civilization. Am I best remaking the whole world then?
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# ? Aug 7, 2014 19:41 |
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Faithless posted:Started a new fort on a new world. All was going good until I suddenly had a queen and no migrants showed up for 4 years. Anyone know what happened? In the end a giant forgotten beast made of snow came and killed everyone before a human pikeman who was at the trade depo stabbed its head off. If some random dwarf became queen it might have been because your home civilization got wrecked and you were all that was left.
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# ? Aug 7, 2014 19:56 |
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They are able to be brewed in the stock screen, and they're in several different barrels all in the same stockpile. I've found that the few plump helmets I've been able to grow since this started happening (I'm very low on seeds) are able to be brewed, but none of the previous ones are.
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# ? Aug 7, 2014 20:01 |
Faithless posted:Am I best remaking the whole world then? If that particular civ was the only option in the embark screen (it being a pocket world or something), then maybe, yeah.
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# ? Aug 7, 2014 20:16 |
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The Shortest Path posted:They are able to be brewed in the stock screen, and they're in several different barrels all in the same stockpile. Is that stockpile [g]iving to the still? If so, is there also a barrel stock pile doing the same?
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# ? Aug 7, 2014 20:36 |
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Met posted:What am I looking at here? imagine each of those those greenish blobs is a grey "T"
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# ? Aug 7, 2014 21:57 |
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Has there been a dfhack release for a version newer than 40.04? Having to choose between dfhack and random cave-ins interrupting poo poo every thirty seconds or no dfhack at all is hard.
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# ? Aug 7, 2014 22:04 |
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Zwingley posted:Has there been a dfhack release for a version newer than 40.04? Having to choose between dfhack and random cave-ins interrupting poo poo every thirty seconds or no dfhack at all is hard. Not yet. Every bug fix release requires DF Hack to have to semi-start over in terms of indexing memory locations. Semi, in that they do know the shape of the structures, so they shouldn't have to redo those, but they need to find where the structures have moved to in the new build. And, as the predicted standard part of the cycle of Toady development, people start complaining about Toady fixing bugs so fast because it prevents 3rd party tools from working properly...
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# ? Aug 7, 2014 22:09 |
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Angry Diplomat posted:Most megabeasts seem to be perfectly content wading through, swimming across, or floating over water, in my experience. It also depends on what they're made of and possibly other factors. I tried flooding Hell with water and while the ash fiends seemed slightly put off by it, the blizzard wraiths didn't give a gently caress and the inferno demons just turned all of the water into steam. All of it. I thought for sure it would extinguish them. I'm pretty sure at one point water that made it to hell just instantly evaporated, don't know if that's still the case. e: was thinking of Terraria
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# ? Aug 7, 2014 22:10 |
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Iunnrais posted:Not yet. Every bug fix release requires DF Hack to have to semi-start over in terms of indexing memory locations. Semi, in that they do know the shape of the structures, so they shouldn't have to redo those, but they need to find where the structures have moved to in the new build. That's fair, I suppose; I asked because it seemed like the dfhack releases for 40.04 and before came out quicker than the newer ones have been cooking for, now. I'm not remotely complaining about Toady fixing bugs, because preventing these random surface collapses is fantastic. I guess the next logical question is if there's a way to disable the automatic pause for "something has collapsed on the surface!"? Because no it hasn't, Dwarf Fortress. e: vv Excellent. Thanks kindly! vv Zwingley fucked around with this message at 22:21 on Aug 7, 2014 |
# ? Aug 7, 2014 22:12 |
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# ? May 28, 2024 00:04 |
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Zwingley posted:I guess the next logical question is if there's a way to disable the automatic pause for "something has collapsed on the surface!"? Because no it hasn't, Dwarf Fortress. Yes: http://dwarffortresswiki.org/index.php/DF2014:Announcements.txt
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# ? Aug 7, 2014 22:13 |