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What is the best way to stop a tantrum spiral? The game feels pretty unplayable at the moment since as soon as 3 dwarfs die all 90 of them beat the hell out of eachother until there's just 1 babbling child left and some sane migrants come to clean up the mess. It just happened now whilst my drawbridge was up and some idiot had smashed the lever the bits. Meaning the new migrants had to build a siege tower so to speak just to get over the walls.
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# ? Sep 5, 2014 16:08 |
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# ? May 25, 2024 21:31 |
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unicr0n posted: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. Nope. I think it may have been some weirdness with stockpiles giving/taking or something. That fort died to wererabbit-related shenanagins anyways. I haven't encountered it in 40.11 so it either was a bug or me being dumb with stockpiles, who knows.
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# ? Sep 5, 2014 16:11 |
Subjunctive posted:OK, my save/restore stockpile settings thing seems to work now. In case that's useful to someone else as well: Just want to bring up this useful script that everyone should have, and also point out a bug in the save-stockpile script. Line 58 should instead read: code:
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# ? Sep 5, 2014 17:39 |
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Faithless posted:What is the best way to stop a tantrum spiral? The game feels pretty unplayable at the moment since as soon as 3 dwarfs die all 90 of them beat the hell out of eachother until there's just 1 babbling child left and some sane migrants come to clean up the mess. Were your dwarves living in a dirt hole in the ground, sleeping in a giant communal bedroom and frequently encountering hunger, thirst, vermin etc.? Or were they living in a masterfully smoothed and engraved palatial fortress with high-quality statues, tables, traps etc. all over the place? Edit: I ask because I throw unwanted babies into volcanoes for fun and don't get tantrum spirals.
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# ? Sep 5, 2014 18:12 |
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Dreggon posted:a camel just killed four of my guys, since when are those dangerous Bactrian or Dromedary?
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# ? Sep 5, 2014 18:22 |
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Dreggon posted:
If it's related to the pasturing/caging a hostile creature making dwarves hostile, I found saving , quitting and reloading seemed to remove the hostile flag in some cases (a pastured kingsnake and chinchilla went rogue, causing some dwarves in my fort to turn on the animal trainer - saved, quit and came back later and it was over with no fatalities.) Faithless posted:What is the best way to stop a tantrum spiral? The game feels pretty unplayable at the moment since as soon as 3 dwarfs die all 90 of them beat the hell out of eachother until there's just 1 babbling child left and some sane migrants come to clean up the mess. Like already said, well - crafted buildings and statues. Gen windows are another good one - often overlooked but easy to build as I rarely ever use all my gems for trade. Your meeting areas should be covered in statues and the like - have your best mason confined to a workshop where he does nothing but that. As long as Urist has admired a fine Building lately (x20) he won't care much if he has been caught in the rain recently (x1) or been forced to endure the decay of a Friend (x3) while upset to be wearing tattered clothing(x2) and eating his fingers for food (x10). If the tantrums have already started, it's probably too late to build anything in time. One way to fix it is by quickly acquiring some new types of food or (even better), booze. I recently saved a fort where a hammerdwarf was about to go postal after witnessing the Mayor getting beheaded by a weregecko. Slaughtering the elves when they showed up next month and turning all their fruit into booze gave happy thoughts all round and building all their pansy yet well crafted <--grown highwood chests--> does the same.
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# ? Sep 5, 2014 18:33 |
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You can also boost general happiness by getting one guy trained up by smoothing the dining hall, which you should do anyway to raise its value, and then sending him to engrave all the bedrooms. Dwarves will barely be able to sleep so happy are they to be surrounded by a dwarf and dwarves relating to the ascension of Beefle Bimblebrom to the position of mayor in 408. Getting everyone a double dose of "dined in a magnificent dining hall lately" and "slept in a very good bedroom lately" every single work cycle will basically keep your entire legions grinning forever. If you don't favor personal bedrooms, you can do some sneaky stuff with room boundaries.code:
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# ? Sep 5, 2014 19:22 |
Also don't forget that a room sharing tiles with another room cuts value by something like 1/4th. No matter how many rooms are using that same tile, so if you make a few nice statues to put in the middle o your dorm and then make every bed a room covering the entire area and the statues the dwarves will probably think it's pretty neat.
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# ? Sep 5, 2014 19:27 |
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Neurion posted:Just want to bring up this useful script that everyone should have, and also point out a bug in the save-stockpile script. Line 58 should instead read: Oop, thanks!
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# ? Sep 5, 2014 22:08 |
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I added new toys in the toys raw, but they never ever show up. What's the deal? I did name one of them figurine, but I think the game already has figurines hard coded as a craft. Is that messing it up? My new food items get used.
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# ? Sep 6, 2014 04:38 |
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reading posted:I added new toys in the toys raw, but they never ever show up. What's the deal? New "figurines" are fine; the game doesn't care about duplication or ambiguity of user-facing strings. Your new item would be something like ITEM_TOY:ITEM_TOY_FIGURINE, which can exist alongside FIGURINE:NONE. If you intend to stockpile them separately then you'll run into some confusion, but that's a self-inflicted injury so :meh:.
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# ? Sep 6, 2014 04:50 |
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Are you allowed to make completely new raw files, or do you have to append to the existing files?
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# ? Sep 6, 2014 05:34 |
You can make completely new ones. I believe they always start with the filename and [OBJECT:X] so the game can tell what's up.
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# ? Sep 6, 2014 05:59 |
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Thanks. I was experimenting based on some cavern critters, and I couldn't get my new guys to show up in the arena, even though I removed the arena_restricted tag. Back to the drawing board, I guess.
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# ? Sep 6, 2014 06:16 |
The file naming convention is very rigid. For example, body detail plan files must always be named "b_detail_plan_XYZ.txt" or the game just ignores them completely.
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# ? Sep 6, 2014 06:41 |
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So Math posted:Are you allowed to make completely new raw files, or do you have to append to the existing files? Just copy the text at the top of the type of raw you want to create and change it slightly and change it slightly, like: b_detail_plan_SoMath [OBJECT:BODY_DETAIL_PLAN]
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# ? Sep 6, 2014 12:53 |
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yeah ok now a bunch of my dwarves are killing each other, one of my hunters went berserk and i sent the military to kill him and now i guess everyone just wants to murder everyone else? i don't even know e: it's at least one rear end in a top hat if not more who's systematically beating the poo poo out of as many of my dwarves as he can find, he's getting better and better at fighting i think my fortress has turned into one of those survivor-type stories where there can be only one and you have to kill all other competitors where the red fern gropes fucked around with this message at 13:17 on Sep 6, 2014 |
# ? Sep 6, 2014 12:56 |
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Dreggon posted:yeah ok now a bunch of my dwarves are killing each other, one of my hunters went berserk and i sent the military to kill him and now i guess everyone just wants to murder everyone else? If you have a sheriff and a justice room with chains, you can convict people of disorderly conduct in the justice screen. (z) - justice It doesn't happen automatically now, the only crimes that auto-convict are failing to meet noble's production mandates. That can get the tantruming people locked up to either calm down or go insane out of the way of the people who are still useful. If you told your soldiers to attack the dwarf caravan or any member or your civilization you may be locked into a loyalty cascade. http://dwarffortresswiki.org/index.php/DF2014:Faction#Loyalty_cascade A berzerk dwarf ought to be safe to attack, but who knows.
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# ? Sep 6, 2014 13:30 |
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any way to get water if my map has none? i can dig down to the underground tunnels if that'll get me some, apparently my dwarves want to be "clean" which is stupid but they're dwarves e: also now they're dying of dehydration. just drink booze? stupid dwarves
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# ? Sep 6, 2014 13:34 |
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Dreggon posted:any way to get water if my map has none? i can dig down to the underground tunnels if that'll get me some, apparently my dwarves want to be "clean" which is stupid but they're dwarves There should be water in the caverns, yes. Once you locate underground water you can build a well to bring it up to your main level. http://dwarffortresswiki.org/index.php/DF2014:Well It takes time for the bucket to move up and down, so if the water is many levels down you may need more than one well to provide enough water. Note: If your water source is only one level deep you'll be getting "muddy water" which generates bad thoughts. You can dig out a cistern filled to at least two levels to get clean water. If your dwarfs are dying of dehydration you don't have enough booze. Check your stocks screen. If you still have some booze stocks, make sure they are accessible. If you have only a little booze left, it is possible that each barrel is in use right now, because only one dwarf can use a barrel at a time.
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# ? Sep 6, 2014 13:41 |
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an eleven-year old has hospitalised three people
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# ? Sep 6, 2014 13:45 |
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Dreggon posted:an eleven-year old has hospitalised three people Dwarves turn to adults at 12 so it's just his angry teenage punk phase.
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# ? Sep 6, 2014 15:05 |
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Dwarves will only bring water to injured, not booze, so that's another potential source of dehydration despite ample alcohol stocks.
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# ? Sep 6, 2014 16:17 |
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Why won't dwarves use their booze to disinfect wounds? it's so logical, but nope, let's use mud-laced water from that puddle over there to wash those cuts.
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# ? Sep 6, 2014 16:24 |
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Logical? All of this delicious alcohol and you're going to pour it on your sores? That's not how things work around here.
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# ? Sep 6, 2014 16:27 |
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So, housing. Usually I do a 48-unit Greek cross, because I can do it from memory and practice at this point, but it's pretty boring IMO. I'd like to know if anyone has some good modular/expandable layouts that let dwarfs have at least a bed, cabinet, and chest.
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# ? Sep 6, 2014 16:36 |
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I built a room to release caged hostiles in so my archers can get some good training in, with a wall of fortifications for them to shoot through and a locked door. (by building cages and linking to a lever not by pitting them). It works fine, but the last time I did it out of nowhere an axedwarf I had standing by in case a troll broke through the door started bashing an elite crossbowman. The combat log doesn't have anything at all to suggest why it happened, just a bunch of shooting at goblins and then he's dead, and the justice screen doesn't show a murder or anything related to the incident. Anyone have an idea as to what caused this? The only thing that comes to mind is that some of the caged creatures were invading dwarves that came with the goblins (around half of all invaders have been dwarves or humans). But I checked and all of the dwarf invaders had already been hit by other archers, so I don't think that caused a loyalty cascade or whatever it's called.
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# ? Sep 6, 2014 17:36 |
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Faithless posted:What is the best way to stop a tantrum spiral? I seem to keep any and every dwarf constantly ecstatic if I place golden statues in my dining room. I'm not exactly sure if metals of less value will do this but I'm sure it helps.
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# ? Sep 6, 2014 18:08 |
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tak posted:I built a room to release caged hostiles in so my archers can get some good training in, with a wall of fortifications for them to shoot through and a locked door. (by building cages and linking to a lever not by pitting them). It works fine, but the last time I did it out of nowhere an axedwarf I had standing by in case a troll broke through the door started bashing an elite crossbowman. The combat log doesn't have anything at all to suggest why it happened, just a bunch of shooting at goblins and then he's dead, and the justice screen doesn't show a murder or anything related to the incident. There was a problem way back earlier in the game where attacking some things would cause nearby beings to just go "gently caress it, I want a piece of that guy too. I'll help you, ground squirrel!". Maybe it's something like that.
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# ? Sep 6, 2014 18:51 |
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Crimson Harvest posted:So, housing. Usually I do a 48-unit Greek cross, because I can do it from memory and practice at this point, but it's pretty boring IMO. I'd like to know if anyone has some good modular/expandable layouts that let dwarfs have at least a bed, cabinet, and chest. Okay so picture this. 3-wide hallway, and on either side of the hallway are 4-long bedrooms. X is empty space, # is wall. I do Bed at the far end, then Cabinet, then Coffer, then a nice Door. Dwarves have no problems stepping over their cabinets and coffers. This is a classic space saving bedroom setup that I have been using since the 2D version. I tend to build 20 bedrooms at a time and expand the apartment complex upward or downward in Z-levels, creating a stacked bedroom area for all non-noble dwarves. It is easy to designate all this for mining because from the top X of the top bedroom to the bottom X of the bottom bedroom is one shift-movement of the cursor. code:
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# ? Sep 6, 2014 19:11 |
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the greek cross design is exactly that, spread out in all 4 directions from a central staircase to miminize distance. e:
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# ? Sep 6, 2014 19:13 |
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I tend to make rooms like this.code:
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# ? Sep 6, 2014 19:16 |
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I almost always go with this design from the wiki. Can be built in stages, is infinitely expandable and fits well with my usual vertical pillar fort design. You can also remove the walls between any two adjacent bedrooms for easy 3x3 noble housing. e: Bit annoying to set up, so here is a quickfort blueprint for it. Mygna fucked around with this message at 19:48 on Sep 6, 2014 |
# ? Sep 6, 2014 19:38 |
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Vertical levels are a thing, why aren't you using them? Dorfs aren't too fat to climb stairs, and using the vertical lets you build some really cool stuff. e: To clarify, these designs may be able to use vertical space, but they use it as a mere connector instead of a dimension of its own. my dad fucked around with this message at 19:52 on Sep 6, 2014 |
# ? Sep 6, 2014 19:49 |
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Lately I've been doing a variation on a 3x3 bedroom design, with 3-wide hallways. It's not super fancy but it's functional. Right now since the economy isn't in, I just make every bedroom super fancy instead of making economy hovels for the poorer dwarves. It also has the benefit of being similar to my crypt design, which are 3x3 rooms with the dwarf's individual possessions inside, then sealed up with a slab outside, so there is a poetic connection between where they sleep in life and where they sleep in death. Hell maybe in the future I'll just give everyone a crypt and combine their bedrooms and their crypt into one.
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# ? Sep 6, 2014 19:53 |
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my dad posted:Vertical levels are a thing, why aren't you using them? Dorfs aren't too fat to climb stairs, and using the vertical lets you build some really cool stuff. I'm not sure what you mean besides maybe something like the "living pods" designs, can you elaborate?
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# ? Sep 6, 2014 19:56 |
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It really depends on how the rest of your fortress is laid out, I think. If it's mostly horizontal with a few central hallways, then vertical bedroom or workshop designs are the logical, efficient choice. But if you're like me and build your entire fortress around a giant central staircase, vertical designs just waste a lot of space.
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# ? Sep 6, 2014 20:06 |
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Excelzior posted:I'm not sure what you mean besides maybe something like the "living pods" designs, can you elaborate? Ugh, it's actually hard to describe. For example, using stuff like trapdoors as room entrances instead of using doors. Placing rooms above (or below) your hallways can make for a neat visual, and depending on how you do it can be quite efficient. In addition, under-rooms let you lock away a troublesome dwarf, and above-rooms let you protect your dwarf from building destroying menaces. But the big deal is that trying to think vertically forces you to come up with new ideas. Horizontal room design is pretty much plopping rooms next to a hallway and adding stairs once in a while, and that's really boring.
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# ? Sep 6, 2014 20:13 |
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I don't like heavily vertical designs because moving and seeing horizontally is easier than moving and seeing vertically.
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# ? Sep 6, 2014 20:35 |
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# ? May 25, 2024 21:31 |
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Don't forget diagonal movement too. Then you can end up with something like thiscode:
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# ? Sep 6, 2014 20:39 |