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Splode posted:I guess considering the big stone walls, it sort of makes sense the only thing they can hear is someone literally hammering away on the opposite side of the wall. Doesn't explain trees falling but I guess dwarves hate natural noises so it disturbs them. When a dwarf fells a tree properly, the screams can be heard throughout the embark.
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# ? Sep 10, 2014 09:07 |
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# ? May 31, 2024 09:40 |
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# ? Sep 10, 2014 14:23 |
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Way to go, Beatrix Kiddo
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# ? Sep 10, 2014 18:12 |
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I love doing something incredibly metal and then getting one shot by an elf with a whip the next day.
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# ? Sep 10, 2014 18:20 |
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Met posted:I love doing something incredibly metal and then getting one shot by an elf with a whip the next day. In fairness an elf whipping your skull into a pulp with one shot is also fairly metal.
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# ? Sep 10, 2014 18:26 |
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Dwarf Fortress 0.40.12 Released quote:This release has some more bug fixes in it, mostly related to healthcare, prisoners and morale.
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# ? Sep 10, 2014 21:23 |
Dang, and DFHack updated only yesterday. AH WELL
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# ? Sep 10, 2014 21:27 |
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poo poo, toady, fix the forum server. I want to steal some interesting worldgens.
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# ? Sep 11, 2014 01:11 |
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I'm trying to pierce an aquifer for the first time, using the double-slit method, and I'm not seeing a layer drain into the layer below it. The topmost layer that I drained worked fine -- I pumped out the slits, dug the stairs below the now-dry lower slit, and then the top layer drained and I was able to wall it in. Repeating the procedure for the next layer, though, I'm not seeing the now-uppermost layer drain. I have a two Z-levels of up/down stairs atop each other, and both are staying at 7/7. I can pump out the top one again, but I don't think that'll be enough to let me wall it out, and I didn't have to do that for the previous layer. My understanding is that if I have 2 stories of stairs atop each other (both in aquifer layers), the upper one should drain out into the lower one leaving me a workable 1/7 or so on the upper area. Is that not the case? I'm running 40.11, FWIW. Edit: I'm now seeing the same thing on another embark in the same world, except now even the top level isn't draining into the second. Have I maybe hit a bug? I've never done anything with aquifers before... I also hit a bug where I had a repeating job on a carpenter workshop, marked it for deconstruction, stopped the removal, and then the workshop got stuck in a state where it was waiting for a carpenter to construct, but the carpenter was still cranking out the blocks from the repeating job. It continues to be the case after saving and reloading, so I'll probably file that tomorrow. Subjunctive fucked around with this message at 04:41 on Sep 11, 2014 |
# ? Sep 11, 2014 04:07 |
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I'm having some trouble with the military. I ordered my dwarves to kill a goblin during a siege. After they killed it, they are all just standing around its corpse doing nothing. Orders to move the squad, send them to kill other goblins a bit away, or even to make them inactive result in them doing nothing but standing around. How do I get them to move again?
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# ? Sep 11, 2014 04:34 |
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Glory of Arioch posted:I'm having some trouble with the military. I ordered my dwarves to kill a goblin during a siege. After they killed it, they are all just standing around its corpse doing nothing. Orders to move the squad, send them to kill other goblins a bit away, or even to make them inactive result in them doing nothing but standing around. How do I get them to move again? I had that happen a while back and I ended up disbanding the squad and reforming it.
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# ? Sep 11, 2014 04:42 |
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Here is a trick that probably most of you don't know: As soon as you embarked, assign a manager. As long as the fortress has less than 20 dwarves - iirc - the manager will not interrupt it's job and doesn't need a study to work. And using the manager is just so much better. The quickest way to access the manager is U-M-Q. At that point you can start typing the item you want to build, and after enter you can input the amount you want built. The manager will automatically assign it to the appropiate workshop and life is so much easier.
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# ? Sep 11, 2014 11:24 |
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I think the manager still gets upset if he doesn't have an office, even with only 7 dwarves. I'm surprised he'll still process jobs without one, that's good to know! Another nice thing about the manager is that you can profile your workshops. This lets me set the workshops to only be usable by dwarves with some skill, and then I can leave masonry/carpentry/mechanics enabled on all my dwarves, so they all chip in with building constructions and loading traps.
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# ? Sep 11, 2014 12:47 |
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Subjunctive posted:I think the manager still gets upset if he doesn't have an office, even with only 7 dwarves. I'm surprised he'll still process jobs without one, that's good to know! He gets a bit upset, but not enough to cause any problem by the point you hit the 20 dwarf mark. Which should be the second wave.
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# ? Sep 11, 2014 16:16 |
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I think you're all forgetting that all your manager needs is an assigned chair stuck somewhere indoors. That's it. That's all the "office" he needs. The office room can literally be 1x1.
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# ? Sep 11, 2014 22:28 |
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Excelzior posted:I think you're all forgetting that all your manager needs is an assigned chair stuck somewhere indoors. That's it. That's all the "office" he needs. Yes but here is the thing. After 20 he interrupts his job and goes to the chair and completes the manager order before going back. Before 20 he doesn't do that, he will do his manager work while doing something else, thus there is no need for a room. e: Also streamlining man. That's a chair and a table that would be much better used for a dining hall.
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# ? Sep 11, 2014 22:31 |
Michaellaneous posted:Yes but here is the thing. After 20 he interrupts his job and goes to the chair and completes the manager order before going back. What table? Why would you need a table to do office work? Also you can probably have the office chair share space with the dining hall if you want to.
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# ? Sep 11, 2014 22:35 |
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Ambaire posted:Is there such a thing as a graphical tileset for the old 2d dwarf fortress version 23_130_23a? My google-fu is failing me today. I've been re-reading boatmurdered and I have this strange urge to try playing that version but the ascii is impenetrable. Yup, check it. http://dffd.wimbli.com/file.php?id=1572
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# ? Sep 11, 2014 22:46 |
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nielsm posted:What table? Why would you need a table to do office work? Oh yeah, you are right. Welp. I still enjoy not worrying about that for the first year.
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# ? Sep 11, 2014 22:56 |
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I don't understand, I read the wiki and I still don't get it what do Managers do? In other news, I had 150 dwarf fort just die to a magma leak.
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# ? Sep 11, 2014 23:03 |
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Turtlicious posted:I don't understand, I read the wiki and I still don't get it what do Managers do? Manager do this: If you have one assigned, you can create a new order with U-M-Q You can type in what you want. Let's say you want 30 doors. You type in rock doors, input 30 and the manager will automatically create those jobs at all available workshops, Basically you don't have to Q over a workshop and task every item indiviudally. e: How can you run 150 dwarf fortress and not go crazy without a manager
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# ? Sep 11, 2014 23:08 |
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Michaellaneous posted:
Making the 700 menacing spikes I wanted for my last fort would have been a far bigger pain in the rear end without that little bugger and his chair.
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# ? Sep 11, 2014 23:25 |
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Isn't it J M Q? I might be misremembering, I just sort of mash buttons instinctively when I play DF these days and don't actually know what I'm doing most of the time. Things just work.
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# ? Sep 12, 2014 00:15 |
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Gus Hobbleton posted:Isn't it J M Q? Nah it's units, manager, queue. e: To cut gems all the time use workflow. Create a job that cuts all gems if the stockpile is lower than a thousand or something. Does not work with putting cut stuff onto stuff tho, sadly. Michaellaneous fucked around with this message at 00:22 on Sep 12, 2014 |
# ? Sep 12, 2014 00:19 |
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Michaellaneous posted:Nah it's units, manager, queue. both key paths work, actually. You can *also* access the manager from the jobs screen.
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# ? Sep 12, 2014 00:25 |
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Michaellaneous posted:e: To cut gems all the time use workflow. Create a job that cuts all gems if the stockpile is lower than a thousand or something. Does not work with putting cut stuff onto stuff tho, sadly. Don't you need standing jobs for each gem type, though? That gets unwieldy. It seems like stockflow should be able to do this, but no. Maybe I need to learn more dfhack.
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# ? Sep 12, 2014 00:27 |
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Subjunctive posted:Don't you need standing jobs for each gem type, though? That gets unwieldy. No, you can tell workflow to cut gems of any kind.
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# ? Sep 12, 2014 00:27 |
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Excelzior posted:I think you're all forgetting that all your manager needs is an assigned chair stuck somewhere indoors. That's it. That's all the "office" he needs. A dwarf is dumb and will prefer to eat at an office chair he owns than the common dining room. If his office doesn't have a table he'll get a bad thought about the lack of tables. Any dwarf that has an office but not a private dining room should get a table in his office.
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# ? Sep 12, 2014 00:43 |
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J-M-Q is the path I use too. Didn't know you could get there from Unit screen. Have no experience using dfhack for workflow or some of the other fixes like siege weapons, will give it a go though now that it's finally out for Linux. Especially if it has a 'cut all gems' function because that's the least intuitive thing I have right now that I'm constantly in need of.
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# ? Sep 12, 2014 00:46 |
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Dashticle posted:J-M-Q is the path I use too. Didn't know you could get there from Unit screen. Basically all you have to do is q over a workshop, dfhack "gui/workflow", and then you have everything you need presented to you. Trying around a bit and you figured it out. You should also bind gui/workflow to a key if you are going to use it more often. Which you should because workflow is literally the best thing.
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# ? Sep 12, 2014 00:55 |
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Michaellaneous posted:No, you can tell workflow to cut gems of any kind. What job does it unpause, though? AIUI you have to have a job for it to manage, and I don't know start a job that isn't gem-specific. Fake edit: oh, are you changing the job material with dfhack to make it generic over gems?
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# ? Sep 12, 2014 01:16 |
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Subjunctive posted:What job does it unpause, though? AIUI you have to have a job for it to manage, and I don't know start a job that isn't gem-specific. No, I am not ding that. You just use workflow on any cut gem job, and that can be turned into "Cut any available" gem, or something, iirc. Let me try it out quickly. e: Okay, here it how it works in detail. 1. Go to any Jewler Workshop and create a Cut Gem job for any gem. You don't even need one. Just don't unpause the game. 2. Set the job to repeat. 3. Select the job and dfhack "gui/workflow", without the "" 4. Type A and select Cut gem of any material 5. Set your limits however you want. Set them high if you just want all of your gems cut. Done, this workshop will now cut any uncut gem that is available to you. This is by the way the single most usefull thing after managers. Stuff like making charcoal and smelting iron is so much easier, and the entire micromanagement is removed. Same goes for beds and barreles, etc. Try to get used to it, and it will make you happy. While you work in the GUI you can press S to bring up a quick overview over all your workflow jobs with graphs and all. Michaellaneous fucked around with this message at 01:25 on Sep 12, 2014 |
# ? Sep 12, 2014 01:18 |
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Oh cool. Yeah, I love workflow a lot.
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# ? Sep 12, 2014 02:41 |
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Has the initial goblin rush been buffed recently? I haven't played in a couple of years but goblins are running in and buttfucking my dwarfs in about a year or less every time. In the last game I played they showed up in 6 months, ran through about 24 stonefall traps and killed my 7 dwarfs. It goes without saying none of my settlers can fight for poo poo. Is it just bad luck or has this changed big time?
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# ? Sep 12, 2014 04:12 |
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trashcangammy posted:Has the initial goblin rush been buffed recently? I haven't played in a couple of years but goblins are running in and buttfucking my dwarfs in about a year or less every time. In the last game I played they showed up in 6 months, ran through about 24 stonefall traps and killed my 7 dwarfs. It goes without saying none of my settlers can fight for poo poo. Is it just bad luck or has this changed big time? Are you using a version older than 0.40.12?
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# ? Sep 12, 2014 04:16 |
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No I downloaded it just yesterday. I'm gonna start a new world and try again from scratch. This time I'll go all out to make sure I survive. It's just weird, in the versions a couple of years ago it was almost impossible for goblins to kill more than a couple of people.
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# ? Sep 12, 2014 04:21 |
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Don't make stonefall traps? Or if you do find some way to control the kind of stone they get loaded with. Otherwise you just showered those goblins with pumice and exfoliated the poo poo out of them on their merry murdering way. Cage traps are preferable because then you get free military training later. The most efficient trap is the 1-tile wide entranceway with pits on either side and x10 wooden training spears weapon trap. code:
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# ? Sep 12, 2014 04:49 |
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Spanish Matlock posted:Don't make stonefall traps? Yeah I'm gonna set up 30 or so cage traps they have to run through. Once I'm more established I'll probably use more sophisticated setups but these guys show up before I have a decent squad together. If these cage traps don't work I'll go apeshit.
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# ? Sep 12, 2014 05:16 |
trashcangammy posted:Yeah I'm gonna set up 30 or so cage traps they have to run through. Once I'm more established I'll probably use more sophisticated setups but these guys show up before I have a decent squad together. If these cage traps don't work I'll go apeshit.
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# ? Sep 12, 2014 05:21 |
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# ? May 31, 2024 09:40 |
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Is it possible to dam rivers in current version? I tried it with a bunch of pumps in like .32, the game kept crashing before my dwarves managed to put a single block of dam wall.
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# ? Sep 12, 2014 05:44 |