|
Subjunctive posted:I am not an expert, but I recommend not turning on "harder" anything, leaving research off, and maybe disabling the slag pit. (You can use slag to make concrete from ash, which is its only redeeming feature. Otherwise it's really heavy clutter, though I guess you could decorate with it.) quote:You can make beds with stone blocks once you make the furniture workshop, in sets with door/cabinet/chest. Pretty handy when your expanding empire needs sleepytimes, and the furniture is worth more.
|
# ? Aug 17, 2014 03:06 |
|
|
# ? May 11, 2024 15:55 |
|
Bad Munki posted:Sup beakdawgs, how do I get dfhack on my mac, has anyone wrapped it all up for me so I can be lazy? The MacNewbie pack 0.9.6 has DFHack included, it works well for my needs. Anyways, my current fort is one I started in 40.03 and have moved up through the releases to 40.08. I just became aware of the fact that 2 of the dwarves in my veteran all wrestling military squad are permanently stuck sleeping(or at least that's the job they have). They are both very drowsy, starving, and dehydrated. Removing the bed they are in just causes them to find another unassigned bed to sleep in. Anyone know how to fix this? I tried messing with the training schedule, uniforms, active/inactive, and some other settings. At least when they tantrum the are too busy refusing to do anything to hurt anyone. This could have interesting consequences!
|
# ? Aug 17, 2014 05:05 |
|
Bad Munki posted:Sup beakdawgs, how do I get dfhack on my mac, has anyone wrapped it all up for me so I can be lazy? The dfhack thread links to this build. There's also a version included in the latest MacNewbie pack, but the thread says that this version might have a problem, so the author is recompiling it. edit: the version included in MacNewbie 0.9.6 is the apparently buggy 0.40.08-r0, not the latest 0.40.08-r2. scissorman fucked around with this message at 05:15 on Aug 17, 2014 |
# ? Aug 17, 2014 05:10 |
|
Boo, the 40.x Windows starter pack doesn't seem to have TWBT in it. I guess I'll learn how to configure that stuff manually.
|
# ? Aug 17, 2014 05:18 |
|
scamtank posted:You can't make dwarves not take the bins along, but you can make them not bother over long distances. Find these lines in d_init.txt: What are people using for these? Will dwarves eventually compact stuff into fewer bins? If a stockpile is full of half-full bins then someone bringing a lone item will stick it in a bin, right?
|
# ? Aug 17, 2014 05:34 |
|
I just put everything down to 1, and use two stockpiles. One has no bins allowed, and that one gives to the stockpile that does allow bins. When there are enough things there, they grab a bin and pull from the other stockpile. It doesn't fix the problem entirely but it stops them from hauling the entire bin full of lead bars across the fortress to pick a single item up.
|
# ? Aug 17, 2014 06:10 |
|
Gus Hobbleton posted:I just put everything down to 1, and use two stockpiles. One has no bins allowed, and that one gives to the stockpile that does allow bins. When there are enough things there, they grab a bin and pull from the other stockpile. It doesn't fix the problem entirely but it stops them from hauling the entire bin full of lead bars across the fortress to pick a single item up. Cool, I can see that working out well with twinned stockpiles. Thanks. Did "hotkeys" go away in dfhack for 40.08? It's not a recognized command any more, and I'm not sure how to list the current hotkeys in-game now.
|
# ? Aug 17, 2014 06:54 |
|
plscks posted:The MacNewbie pack 0.9.6 has DFHack included, it works well for my needs. have you tried the siren command in dfhack, it'll wake every sleeper, break up parties, etc.
|
# ? Aug 17, 2014 06:59 |
|
Shuffle posted:have you tried the siren command in dfhack, it'll wake every sleeper, break up parties, etc. Yeah, I tried that one. Unfortunately in this build of dfhack that command doesn't work apparently. I might try the build that Subjunctive linked to though as it's more up to date.
|
# ? Aug 17, 2014 07:04 |
RoboChrist 9000 posted:So I'm going to finally get around to giving Masterwork a try later today and I was just wondering, two things. 1. I would recommend turning off the "Harder" everything options, as said. However, I tend to leave on "harder learning", which just makes it so it takes longer for all your dwarves to be legendary. It's nice. Gives them more of a omf then a given. I also heavily recommend ticking off the slag pit! The way it works "all in" is that forge manufactories produce slag as a byproduct, which clutters up the place until you process it. Getting rid of the pit gets rid of all the slag, too. The only other thing I'd say is possibly Guild Halls. Guild Halls disable the caste system, which set Dwarves in vague job groups (Stone workers, Gem workers, Wood etc) letting them skill up faster, though I think it might reduce the speed of unrelated skills. Sounds okay? This effects all dwarves, including immigrants and your starting seven. I personally find it rather annoying and even if you have harder learning on you don't exactly gain much. Beyond that, I'd recommend turning off Banshees and Hermit. Banshees are siege ghost dudes that have a significant chance to just straight up kill a guy, which is lame as hell. Hermit just removes the hermit "civilization" to prevent it from busying up the civ screen. Make sure you turn on fort-mode for everything. 2. Just vague radioactive stuff that gets your dwarves sick, sorry. No five armed miners.
|
|
# ? Aug 17, 2014 08:05 |
Moridin920 posted:
How did you miss the thing two lines down? Devlog posted:Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
|
|
# ? Aug 17, 2014 08:50 |
Wait, "will probably release this tomorrow"? Thank goodness I haven't gotten that re-attached to DFHack yet.
|
|
# ? Aug 17, 2014 08:55 |
|
Crimson Harvest posted:This might be a big request but can anyone provide a brief overview of the things I can do with DFHack, as it stands now for 40.08? There seems to be tons of stuff and I don't even know what I'm doing. Way back when, I really only used it for prospect and digv, so beyond that I'm just swamped with things. Excellent question... I'd like to see an answer myself. Perhaps we're all lost!
|
# ? Aug 17, 2014 11:44 |
Oh hey mifki's true TWBT works with 40.08 now, Windows and OSX. Go hog wild!
|
|
# ? Aug 17, 2014 13:22 |
|
scamtank posted:Oh hey mifki's true TWBT works with 40.08 now, Windows and OSX. Go hog wild! So if I'm running the starter pack launcher, do I just drop these into the appropriate folders and run with it?
|
# ? Aug 17, 2014 13:45 |
Depends on whether that starter pack is still using the busted DFHack r0 or not. If you've got version r2, sure. Whatever frontends you're using doesn't affect what's under the bonnet. Not even Masterwork does things any different. Its raws are just formatted so the main menu can activate or comment out whatever's necessary.
|
|
# ? Aug 17, 2014 13:47 |
|
Since I am honestly bothered with the fact that I sometimes embark without literally any ironore, I have no problem using changevein from now on.
|
# ? Aug 17, 2014 14:12 |
|
When I turn on "multilevel" and "mousequery track", using -r2 and the latest-as-of-yesterday TWBT, mouse selection fucks up and operates on wrong Z-levels and so forth. It's quite bizarre. Falconne suggested it might be an SDL problem on my machine (Windows 8), and given that I also see it with Masterwork V6 I guess that could be the case. I miss multilevel already. Anyone have thoughts on how to debug something like this? Edit: also, does anyone have a recommended set of tiles/overrides for 40.08 and TWBT? I'm getting } for worms and such when using Phoebus, but I think it's just that the overrides are out of date. Subjunctive fucked around with this message at 15:34 on Aug 17, 2014 |
# ? Aug 17, 2014 14:28 |
|
I was trying to get into Masterwork last night to build a kobold fortress but as soon as I got down to the layer where I wanted my main fortress to be I realized I had no idea how I wanted to lay it out and then my aesthetics sperg kicked in and I couldn't go any further. I'm so used to having pretty looking dwarf fortresses I don't know how to do anything else.
|
# ? Aug 17, 2014 16:15 |
Subjunctive posted:When I turn on "multilevel" and "mousequery track", using -r2 and the latest-as-of-yesterday TWBT, mouse selection fucks up and operates on wrong Z-levels and so forth. It's quite bizarre. Falconne suggested it might be an SDL problem on my machine (Windows 8), and given that I also see it with Masterwork V6 I guess that could be the case. I miss multilevel already. Anyone have thoughts on how to debug something like this? There's something rotten with how SDL works right now. I can't fullscreen my game at all. It just minimizes instantly. I can't say anything for competently done override sets, but I'm currently pretty partial to Victor 9000 10x16 for text and Taffer's doubled 20x20 for a neat square ASCII map.
|
|
# ? Aug 17, 2014 16:51 |
|
My SDL thing was not using the right mousequery plugin for TWBT. All is well, except my daughter has commandeered my computer for Minecraft.
|
# ? Aug 17, 2014 17:48 |
I never ever thought I'd say this, but I so hope there's a skilled spinner in my future. A normal ram puts out about 7 units of wool per shearing and every single one of those units is a separate thread-spinning job for a single bumble of thread.
|
|
# ? Aug 17, 2014 17:48 |
|
Masterwork question: are kobolds just plain not finished yet or something? The manual lists a whole bunch of things that simply don't exist, and whose lack makes certain things impossible. I want to get clay production going so I can build rock-like things, but the kiln which is listed in the manual can't be built, so I can't collect clay. I could build a default clay oven, but that requires rock blocks, which kobolds can't get. Am I missing something here, or is this just not something you can do at all? *EDIT* Same question goes for traps. I can't build mechanisms without rocks. I assume I have to use clay for those? Can you even use clay boulders for mechanisms? Gus Hobbleton fucked around with this message at 18:48 on Aug 17, 2014 |
# ? Aug 17, 2014 18:40 |
|
Gus Hobbleton posted:Masterwork question: are kobolds just plain not finished yet or something? The manual lists a whole bunch of things that simply don't exist, and whose lack makes certain things impossible. I want to get clay production going so I can build rock-like things, but the kiln which is listed in the manual can't be built, so I can't collect clay. I could build a default clay oven, but that requires rock blocks, which kobolds can't get. Am I missing something here, or is this just not something you can do at all? Bone blocks are fire safe. Everything else can be built out of wood. You should embark with an anvil tough, because otherwise you'll have to trade for one.
|
# ? Aug 17, 2014 19:28 |
|
Ahhh, I didn't know bone blocks were in Masterwork. Thanks!
|
# ? Aug 17, 2014 20:53 |
|
you can also use the Bone Workshop to make bone mechanisms
|
# ? Aug 17, 2014 20:57 |
Oh, hey, more science.
Also, a new version that nobody will touch for a while!!! Toady One re: v40.09 posted:The cleaning continues with this release! scamtank fucked around with this message at 21:14 on Aug 17, 2014 |
|
# ? Aug 17, 2014 21:07 |
|
So I'm very new to actually playing DF. How is it that my carpenter has no job- -when all of this is queued up(and carpentry is turned on, of course)?
|
# ? Aug 17, 2014 22:19 |
|
1. make sure he has the labor set 2. make sure he can actually reach the workshop If you think you've done both and its still not doing anything, check again. I don't recall any other potential cause.
|
# ? Aug 17, 2014 22:24 |
|
So does the new release mean that you can actually use Quarry Bushes now? I swear, processing them was leaving behind no rock nuts and I'd just plain run out. The only other possibility was that they were getting cooked, but I kinda doubt that as seeds are turned off from cooking by default.
|
# ? Aug 17, 2014 22:27 |
|
Tiler Kiwi posted:1. make sure he has the labor set Not that it applies in this case but the workshop could be set to only allow carpenters above his skill level.
|
# ? Aug 17, 2014 22:29 |
|
Make sure you haven't forbidden or otherwise limited access to the workshop, too, if you've been fiddling with things. You might also be out of wood, or wood might not be accessible?
|
# ? Aug 17, 2014 22:32 |
|
AXE COP posted:Not that it applies in this case but the workshop could be set to only allow carpenters above his skill level. Man, you can do that now? Sheesh, I haven't really sat down and played out a fortress in a long time.
|
# ? Aug 17, 2014 22:32 |
Glory of Arioch posted:So does the new release mean that you can actually use Quarry Bushes now? I swear, processing them was leaving behind no rock nuts and I'd just plain run out. The only other possibility was that they were getting cooked, but I kinda doubt that as seeds are turned off from cooking by default. Yeah, he just forgot to make the reaction produce seeds. I posted a way to fix that ages ago.
|
|
# ? Aug 17, 2014 22:37 |
|
Tiler Kiwi posted:Man, you can do that now? Sheesh, I haven't really sat down and played out a fortress in a long time. yeah it's really nice; in my bigger forts where I build stuff outside, I usually have block-carving Masonry workshops available for everyone, and a workshop restricted to Adept or whatever the highwater mark for Masonry is in my fort
|
# ? Aug 17, 2014 22:39 |
|
GlyphGryph posted:Make sure you haven't forbidden or otherwise limited access to the workshop, too, if you've been fiddling with things. Also quickly realizing that I don't need anywhere near as much farmspace as I'd assumed I would, I should probably not be too ambitious considering that this is literally my first fort ever.
|
# ? Aug 17, 2014 22:47 |
|
Tiler Kiwi posted:Man, you can do that now? Sheesh, I haven't really sat down and played out a fortress in a long time. Been in since at least 2010, probably earlier.
|
# ? Aug 17, 2014 22:52 |
|
Seriously? I've just never messed with it then, I guess. Never really cared about the quality of stuff or micromanagement much, as opposed to just having around a dozen workshops and two dozen laborers on any task I feel like doing.
|
# ? Aug 17, 2014 23:00 |
|
IronicDongz posted:So I'm very new to actually playing DF. How is it that my carpenter has no job- Check the workshop profile (q menu, capital P) and make sure that you haven't somehow restricted access to the workshop to someone of super high skill level. (EDIT: you don't have a managed so this won't have happened, but keep it in mind for future reference if it happens again) Check the materials the shop has been built with (t menu) and make sure the stuff the workshop has been [B]uilt with isnt scheduled to be [D]umped for {forbidden}. If it is, you can highlight it and use d or f to undo them. Make sure that a door leading to the workshop hasn't been locked (again, with the q menu) Check to make sure your carpenter has carpentry enabled in his labor preferences (v menu, highlight the dwarf, p, then l) Those are the big ones I can think of off the top of my head. If all of those check out, try dismantling the workshop and rebuilding it. In other news, I generated the Reddit World
|
# ? Aug 17, 2014 23:09 |
|
|
# ? May 11, 2024 15:55 |
|
is there a reason I'm still getting mass migrations of dwarven children even though my [BABY_CHILD_CAP] is set to 5:5? Of my total 92 dwarves atm 35 are children. I'm using the 40.08 r3 starter pack
|
# ? Aug 18, 2014 01:00 |