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cheesetriangles posted:Is there a way to force my miners to dig damp/warm stone? Theres an ocean above the tiles I am trying to dig out and I keep having to give the dig order every time they hit a new tile. Is there a way to do it in df hack or the base game? Use dfhack's code:
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# ? Sep 3, 2014 19:07 |
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# ? May 11, 2024 08:44 |
Thanks that worked. Also turns out there is no caves on my map until nearly the bottom Z only a few levels above the magma seas. Which I don't know if this is good or bad.
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# ? Sep 3, 2014 19:07 |
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GenericOverusedName posted:I've been running into a strange sort of bug. Sometimes my stockpiles/workshops aren't recognizing usable objects. Forbidding/dumping/unforbidding, changing stockpile settings, etc doesn't seem to work. Deconstructing / undesignating and rebuilding/reallocating seems to fix it, however. Are you telling stockpiles to give to a specific workshop? Doing this makes the workshop unable to use any material the stockpile holds except what's in the stockpile. If you have, say, a small bag stockpile that is giving its bags to the farmer's workshop, it will only use bags that are in that small stockpile. If you tell the large stockpiles to give to the small stockpile, dwarves will move bags from the large stockpile to the smaller one, which will, in turn, allow the workshop to continue work.
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# ? Sep 3, 2014 19:08 |
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Bad Munki posted:Ever since the RNG named one of my forts "Catballs," every one of my forts has been named "Catballs." Mine is "Craterpillars"
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# ? Sep 3, 2014 19:11 |
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Neurion posted:It seems the warning appears when damp/warm stone is discovered, so maybe try using reveal and dig out your stuff, then unreveal afterwards?
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# ? Sep 3, 2014 19:36 |
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Tom Smykowski posted:I think if you do this, the dwarfs can't path in the area after you unreveal. just redesignate the tiles to be dug after unreveal and they should zip through them pretty fast revealing them with each inappropriate dig site error
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# ? Sep 3, 2014 19:52 |
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Bad Munki posted:Ever since the RNG named one of my forts "Catballs," every one of my forts has been named "Catballs." it's probably cliché at this point, but I can't resist naming my forts "[Word describing the general environment]murdered" Glacier fort? Frostmurdered. Desert fort? Sandalmurdered. Evil forest? Horrormurdered
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# ? Sep 3, 2014 20:13 |
Tower nearby? Murdermurdered.
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# ? Sep 3, 2014 20:16 |
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I finally started playing the new version again, after DF Hack was functioning.quote:In 2, The Lesser Fly of The Folded Spider founded Minttorment. This is going to be a good world.
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# ? Sep 3, 2014 23:58 |
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Never seen this before It came in on an elven caravan, breaking out of one of their clearly inferior grown wood cages I sure hope it only happens with vermin, cause I tend to be pretty negligent with letting lots of caged goblins and trolls pile up
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# ? Sep 4, 2014 00:43 |
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super fart shooter posted:Never seen this before I've had naked mole dogs break out of cages. I left some cage traps in the cavern when I decided to wall it off for later. The cages held for at least a season before they broke out.
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# ? Sep 4, 2014 01:10 |
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super fart shooter posted:Never seen this before One of the bugfix releases after the most recent version included a fix for a (very) longstanding bug where vermin could only break out of artifact traps. Most people probably never trap their own vermin, let alone use artifact traps for it, so most people have probably never seen the message before. As far as I know, this only applies to vermin in traps and not prisoners in cages.
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# ? Sep 4, 2014 01:15 |
I realized that trying to make a 150 z layer deep minecart track was never going to work. A bunch of the layers of track had digging errors in them leading to non functional ramps. I should have used a macro to dig all that poo poo.
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# ? Sep 4, 2014 01:36 |
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Are any of the 3D visualizers updated for DF2014 yet?
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# ? Sep 4, 2014 01:50 |
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A_Raving_Loon posted:Are any of the 3D visualizers updated for DF2014 yet? Danny Gland's using something in the new DF Let's Play, Fogwall. Probably Stonesense.
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# ? Sep 4, 2014 06:30 |
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It is indeed stonesense.
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# ? Sep 4, 2014 07:11 |
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Man this game. No other game can make me forget to eat while I'm trying to figure something out. And the feeling you get when you finally solve some little problem in what you're trying to do reminds me a lot of programming. Anyway, I feel like I finally got the hang of minecarts now, and naturally instead of using it to perhaps ease the load of hauling tons of ore down 150 z-levels, or finished goods back up from the forges, bee-lined for a 5(+) round semi automatic shotgun defense of the main hallway. Click here for the full 1280x744 image Seen here in the aftermath of spraying captured goblins and elves at some invading trolls, followed by about 80 lead bars and then 10 statues. Still more micromanagement than I'd like to stop a pileup that prevents fast firing, but good enough. My dwarves are on the verge of mutiny from carrying minecarts and bins hundreds of z-levels with no assistance from the forges but really, can you put a price on securing dwarven freedoms through over-wrought Rube Goldberg type schemes? No, you can't.
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# ? Sep 4, 2014 10:37 |
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So, a friend of mine was looking at Worst Things for Sale, and he found this Amazon review. What does this have to do with Dwarf Fortress? Well, let's just say it's Life imitating art... They dug too deep.
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# ? Sep 4, 2014 13:13 |
Hey, check it out! Another version we're not going to touch for a while!Toady One, 0.40.11 posted:Here is the first release for September! As usual, a few bugs like sleep screwups, cowardly companions and wandering children might persist for a while into old saves until the system clears itself out. Band names bolded.
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# ? Sep 4, 2014 15:05 |
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some family of like their parents showed up too, the relationship list would put a vampire to shame his ONLY SKILL is potter, am i meant to feed all these guys
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# ? Sep 4, 2014 17:13 |
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Dreggon posted:some family of like How many of the children are close enough to adulthood that it would be worth keeping them? Keep those. The rest are forfeit.
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# ? Sep 4, 2014 17:18 |
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So I turned on fastdwarf in dfhack dats a lotta fish
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# ? Sep 4, 2014 19:06 |
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Glory of Arioch posted:So I turned on fastdwarf in dfhack Man I love fastdwarf for actually getting poo poo done in Masterwork but the gargantuan piles of fish always make me feel like a cheater. That and everyone moving 10x faster in combat making all fights trivial. But maybe that's fixed now that combat and movement speed are seperate.
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# ? Sep 4, 2014 19:41 |
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Dreggon posted:some family of like no, you're meant to build a dwarven school of magic
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# ? Sep 4, 2014 19:46 |
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Is there any way to make my dwarves practice climbing? I never see it happen in fort mode. I had a miner dwarf stay at the bottom of the pit s/he had mined out, from soil, which should have been climbable but they didn't even try.
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# ? Sep 4, 2014 20:16 |
I dunno, I've had miners climb out of open quarries just fine. With soil walls, too. Do physical characteristics affect climbing? Could they possibly have just been too frail to hold own their bodyweight?
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# ? Sep 4, 2014 20:27 |
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GenericOverusedName posted:I've been running into a strange sort of bug. Sometimes my stockpiles/workshops aren't recognizing usable objects. Forbidding/dumping/unforbidding, changing stockpile settings, etc doesn't seem to work. Deconstructing / undesignating and rebuilding/reallocating seems to fix it, however. Are you using burrow's at all? I had a similar issue recently with my brewer saying he did not have any brewable items available despite a full plump helmet stockpile nearby. Turns out an inactive burrow was covering the brewery but did not extend across plant stockpile. Deleting the burrow fixed it straight away.
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# ? Sep 5, 2014 02:16 |
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6 months in, i've gotten about 40 dwarven children immigrants, not a single one of the adult migrants had a skill above adequate/novice EXCEPT for a Great Animal Trainer (thanks that really doesn't help) and im already being sieged by goblins i thought these guys weren't meant to show up for at leaast a year or two, it's like i'm playing the orc mod except that's probably easier
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# ? Sep 5, 2014 10:12 |
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Dreggon posted:6 months in, i've gotten about 40 dwarven children immigrants, not a single one of the adult migrants had a skill above adequate/novice EXCEPT for a Great Animal Trainer (thanks that really doesn't help) and im already being sieged by goblins That has been confirmed to be a bug of sorts.
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# ? Sep 5, 2014 10:13 |
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Dreggon posted:6 months in, i've gotten about 40 dwarven children immigrants, not a single one of the adult migrants had a skill above adequate/novice EXCEPT for a Great Animal Trainer (thanks that really doesn't help) and im already being sieged by goblins I've had invaders the first year in this version, yeah. Sometimes just recruits with no weapons or armor at all, sometimes skilled fighters with iron arms and armor. Before turning off secrets I had a necromancer with a fully armored zombie fighter show up the first year. The living world seems to have supplanted the difficulty curve entirely. Titans still won't arrive until you have 80 dwarfs and big wealth, but everything else just shows up whenever. You can just wait them out though. So far I haven't gotten any trolls in the first couple years, and without building destroyers all you need is a locked door or hatch to keep out the goblin invaders. Lock your front entrance with a bridge and even trolls can't get in. They hang around for a season, kill any animals you've left outside and maybe some wildlife, and then leave on their own. At worst you miss a single caravan. If you are low on food you can break into the first cavern layer. Plant gathering and fishing don't take much skill to produce lots of food. Seeds from cavern plants can be used to expand your farms. Just hope that you don't get an early forgotten beast.
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# ? Sep 5, 2014 10:49 |
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I don't think the non-lethal stuff is really working as intended. I met a strange guy living alone in a house in the woods, he was a spearman. I pinched him to wake him up and he didn't wake up, so I went to sleep next to him. When he woke up he was SUPER PISSED OFF at me. I tried calming him down with a friendly headlock, but to no avail. After he regained consciousness I asked if he would like to yield. "NEVER!" So I started kicking him in the rear end. Eventually he got freaked out and tried to run away. I chased after him shouting for him to cease this violence (the friendliest option?) He refused. Finally I kicked his legs out from under him and begin to slowly stave in his kidneys with my boot. He refused to yield until my companion returned from murdering a stray buzzard and stuck a spear in his skull, shouting "Ast StormTrumpets has slain Udil SwampWasps! This is great!".
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# ? Sep 5, 2014 12:23 |
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a camel just killed four of my guys, since when are those dangerous
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# ? Sep 5, 2014 12:54 |
Bite and shake until the dude passes out from the pain and bleeding, then trample the skull in. Efficient and effective. Anything 1.) bigger than you that 2.) can bite is a menace to anything not wearing plate mail.
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# ? Sep 5, 2014 12:58 |
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Dreggon posted:a camel just killed four of my guys, since when are those dangerous Since some bugger thought it would be a good idea to try and ride a spitting lumbering humped thing.
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# ? Sep 5, 2014 13:40 |
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the goblins came back and most of them died to some traps i set up now the rest of them are just standing there and not leaving i can't meet any humans because they keep invading me in spring e: one of my dwarves is now beating the poo poo out of another dwarf and I have no idea who started the fight or why, they're both content where the red fern gropes fucked around with this message at 15:07 on Sep 5, 2014 |
# ? Sep 5, 2014 14:06 |
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Dreggon posted:the goblins came back and most of them died to some traps i set up Probably this bug that was fixed in .11 http://www.bay12games.com/dwarves/mantisbt/view.php?id=7979
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# ? Sep 5, 2014 15:23 |
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We are feasting on unicorn meats and organs, and wearing their hides as robes. Times are good.
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# ? Sep 5, 2014 15:27 |
I learned the wonders of the clothing industry when half my fort was naked. Some dwarf who was really mad about being naked just started beating the poo poo out of everybody. I hadn't setup a prison either at that point had no idea how to deal with him. I had realized my mistake a while earlier and had 2 clothiers making clothing full time and had mostly caught up with the back log but it was too late for this one guy. By the time he went berserk all he was missing was shoes but had so many bad thoughts from earlier on his mood was really bad.
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# ? Sep 5, 2014 15:32 |
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You may have been able to make a burrow and assign him to it, then lock him in a room until he calms down, I don't know.
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# ? Sep 5, 2014 15:37 |
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# ? May 11, 2024 08:44 |
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hepatizon posted:Probably this bug that was fixed in .11 http://www.bay12games.com/dwarves/mantisbt/view.php?id=7979 It's a .11 fort, neither one of these two guys has any negative thoughts, I stationed the military in the room and they didn't do anything, and both of them have family members and fortress mood is on the way down already I'm tempted to just kill the one I don't need before he kills the grower (who is losing btw) but I get the feeling that would cause one of those "enemy of the fort/civ" bugs and then I'd really be hosed
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# ? Sep 5, 2014 16:06 |