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El Disco posted:If the pack animal falls unconscious for even an instant, it drops everything it was carrying. You do get blamed for the loss, but that looks like dwarven poo poo. There aren't any consequences for that, as you'll never be sieged by your own civ. Elves and Humans do get a little pissed off. How would it even fall unconscious? Admittedly it's right next to my refuse pile and there's tons of corpses in there, but still.
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# ? Sep 14, 2014 00:58 |
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# ? May 18, 2024 05:44 |
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Dreggon posted:How would it even fall unconscious? Admittedly it's right next to my refuse pile and there's tons of corpses in there, but still. They might've just gotten spooked by all the corpses and dropped everything and ran.
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# ? Sep 14, 2014 01:06 |
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There does seem to be more issues with caravans and traders dropping their poo poo or just straight up exploding/disappearing since morale was introduced and it's possible for them to get horrified by corpses or whatever. Even without that it wasn't unusual for them to path through water and drown due to their slow movement. Still got a pile of goods in my moat that my dwarves can't get, including a nannygoat that is kept in perpetual stasis in its cage. I like to think it just has its goatee'd little lips above the water, filling the quiet moors with eerie bleating as the goat stubbornly treads water in its submerged cage, pausing every so often to glug down a gulp of water or munch a passing carp for sustenance.
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# ? Sep 14, 2014 01:06 |
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Dreggon posted:How would it even fall unconscious? Admittedly it's right next to my refuse pile and there's tons of corpses in there, but still. Once you have some stability it is really worthwhile to build a little fence (walls made of stone blocks) around your outdoor refuse pile. Since the fence isn't to keep out enemies but just to prevent caravans from seeing scary things, you can just use regular doors for access, you don't need to seal it with bridges or whatever.
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# ? Sep 14, 2014 01:37 |
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Angela Christine posted:Once you have some stability it is really worthwhile to build a little fence (walls made of stone blocks) around your outdoor refuse pile. Since the fence isn't to keep out enemies but just to prevent caravans from seeing scary things, you can just use regular doors for access, you don't need to seal it with bridges or whatever. Yeah in fairness I am at the point where I am exploiting melting orders to duplicate metal so this shouldn't be too tough. The thing that dropped all its stuff seems to have dropped my offerings as well so I won't get a monarch till at least next year, but he's basically useless so who cares. Also does the baron get promoted to count/duke automatically or do I have to do something special? e: since when do noble mandates automatically generate arrests? I thought I could just ignore this poo poo but apparently they get arrested automatically? where the red fern gropes fucked around with this message at 08:37 on Sep 14, 2014 |
# ? Sep 14, 2014 02:10 |
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Someone is putting up readings of Boatmurdered on Youtube: https://www.youtube.com/watch?v=CZF59Dkk73g
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# ? Sep 14, 2014 09:04 |
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Dreggon posted:How would it even fall unconscious? Admittedly it's right next to my refuse pile and there's tons of corpses in there, but still. In all likelihood if the bonus goods are next to your refuse pile, you killed (or stunned) a caravan animal by hitting it in the head with garbage. IDK why stone traps are laughably useless, but hit someone with stray mule cartilage and you're lucky if they don't die. I recommend walling off most of your refuse square to make it less likely to be traveled.
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# ? Sep 14, 2014 12:36 |
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Suicide Sam E. posted:In all likelihood if the bonus goods are next to your refuse pile, you killed (or stunned) a caravan animal by hitting it in the head with garbage. IDK why stone traps are laughably useless, but hit someone with stray mule cartilage and you're lucky if they don't die. the refuse pile is on a couple of ramps and all the items that have dropped in the past have been on ramps maybe the motionless item hits them from above while they're going down or some poo poo
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# ? Sep 14, 2014 13:18 |
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Dreggon posted:the refuse pile is on a couple of ramps and all the items that have dropped in the past have been on ramps Ramps are inexplicably deadly. I don't know how or why, but sometimes things on ramps slip or something and "slam into an obstacle" for no reason. Sometimes stuff gets dropped on ramps, falls through to the floor below, and just destroys whoever it hits. Hatch covers make ramps more (rather than less) dangerous, but I doubt you had hatch covers on ramps used by trade caravans.
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# ? Sep 14, 2014 14:06 |
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Looks like you'll have to go to the default DF option, the only sane solution; drop all trade caravans from a drawbridge into a pit of spikes, flood pit to wash away blood and drown the inevitable survivors, loot pit, flood pit again but this time through an opening leading into a second pit. Finally, fill the second pit with lava. You'll spend more time than average with masons and engravers making memorials for "missing" dwarves, but after a while you'll wonder why you ever bothered trying to trade legitimately. Unrelated: Didn't elves used to offer lumber and booze for trade? These new elves are somehow even worse than before.
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# ? Sep 14, 2014 14:30 |
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Suicide Sam E. posted:Unrelated: Yeah http://www.bay12games.com/dwarves/mantisbt/view.php?id=7863
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# ? Sep 14, 2014 14:34 |
Hey hey hey, devlog!quote:Fixed item storage crash related to minecart being destroyed That amused me for some reason.
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# ? Sep 14, 2014 21:32 |
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"Why is this heart always so bloody? It's a godamn mess!"
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# ? Sep 14, 2014 21:36 |
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Darth Various posted:Hey hey hey, devlog! This bug was pretty horrifying to watch. It was usually a result of surgery without soap, and the dwarves would just scrub themselves constantly, as if they felt unclean
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# ? Sep 14, 2014 22:50 |
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Splode posted:This bug was pretty horrifying to watch. It was usually a result of surgery without soap, and the dwarves would just scrub themselves constantly, as if they felt unclean They saw a dead goblin and it freaked them out and the dirt won't come off! By the way, if anyone else is playing Masterwork, don't bother with Trebuchets. The siege operator will transform fine, but if there is a fortification they need to be manually pastured next to it to fire through (the operator counts as a pet while transformed). That's annoying enough, but they'll also never transform back. At least not before they die of thirst/hunger. I'm not sure if Arbalests have the same transform bug.
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# ? Sep 14, 2014 23:18 |
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I decided to give this a go so built the little fort in the OP. After I figured out how to dig down, I built a room with a bunch of beds in it because I noticed that my dwarfs were just passing out in the barracks or in corridors when they got tired. I then dug out towards an underground lake thinking that maybe I could get fish out of it because the farm doesn't look like it's working. Now my miner's drowning and a couple of other dwarfs are stuck in the new bedroom which is full of water. I tried to build a floodgate, but I feel like that may be shutting the stable door after the horse has bolted because the guy carrying it refuses to go downstairs to install it underwater.
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# ? Sep 15, 2014 00:58 |
...Yeah digging a tunnel into a lake isn't a good way to get fish. If you have enough dwarves and picks to continue the fort, block the flooding by constructing some sort of barrier where it's still dry enough for dwarves to go. Then you can drain the water by either digging an underground 'drain field' of sorts (a large open area for the water to flow into until the water level gets low enough for it to evaporate), or digging a passage to the edge of the map, then smoothing the rocks at the edge, and then carving fortifications into them. Which method depends on how close you are to the map edge and how much water you have to drain. You won't be able to save the drowning dwarves, though.
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# ? Sep 15, 2014 01:06 |
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Chances are you won't be able to build anything to plug the water. If you dug into it sideways, then the place you'd need to build the wall will be flooded. You may just have to abandon that part of the fort and dig somewhere else.
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# ? Sep 15, 2014 01:26 |
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hailthefish posted:...Yeah digging a tunnel into a lake isn't a good way to get fish. I wish it was. Rods and nets are so inefficient, the dwarven way to fish would totally be with an elaborate grate/drainage mechanism that dumps fish directly into the dissector's shop.
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# ? Sep 15, 2014 01:31 |
Boing posted:I wish it was. Rods and nets are so inefficient, the dwarven way to fish would totally be with an elaborate grate/drainage mechanism that dumps fish directly into the dissector's shop. That would be amazing.
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# ? Sep 15, 2014 01:41 |
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hailthefish posted:That would be amazing. A sufficiently sharp grating and/or sufficiently pressurized water would make an excellent dwarvern fishing methodology.
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# ? Sep 15, 2014 01:48 |
Wouldn't even need to be sharp, just have the water fall from a pipe in the ceiling onto a floor grate and then be pumped out from under back up into the lake. Then you'd get a big pile of fish on the floor grate!
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# ? Sep 15, 2014 01:52 |
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hailthefish posted:...Yeah digging a tunnel into a lake isn't a good way to get fish. For some reason I thought that digging into the blue would put me on the edge of an underground lakeshore, which in retrospect was dumb as hell. I've only got 4 guys left so I think I might just try again somewhere else.
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# ? Sep 15, 2014 01:53 |
Crewmine posted:For some reason I thought that digging into the blue would put me on the edge of an underground lakeshore, which in retrospect was dumb as hell. It actually is possible to do that, you just have to make sure you're not under the waterline.
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# ? Sep 15, 2014 02:00 |
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Crewmine posted:For some reason I thought that digging into the blue would put me on the edge of an underground lakeshore, which in retrospect was dumb as hell. I've only got 4 guys left so I think I might just try again somewhere else. Yeah, that was digging into the water itself. You can fish from the level above where the water is, so if it was a river or something on the surface then dwarves will fish from there. It isn't as safe because they're outside, but it can be done. *EDIT* One of these days I need to do a dwarf fortress tutorial LP in the same vein as that very helpful CK2 LP. Has anyone else done something like that?
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# ? Sep 15, 2014 02:25 |
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ghetto wormhole posted:Wouldn't even need to be sharp, just have the water fall from a pipe in the ceiling onto a floor grate and then be pumped out from under back up into the lake. Then you'd get a big pile of fish on the floor grate! I'd still prefer a Burns Omni-net apparatus sweeping the ocean clean.
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# ? Sep 15, 2014 02:59 |
hailthefish posted:...Yeah digging a tunnel into a lake isn't a good way to get fish. But man that is some dwarfy thinking.
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# ? Sep 15, 2014 04:47 |
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Games > Dwarf Fortress 2014: Digging a tunnel into a lake isn't a good way to get fish.
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# ? Sep 15, 2014 04:57 |
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Sultan Tarquin posted:"Why is this heart always so bloody? It's a godamn mess!" If my dwarves get in a cloud of wicked vapor, they have pus covering for life. Even their organs. Small price to pay for sinister real estate, though. ghetto wormhole posted:Wouldn't even need to be sharp, just have the water fall from a pipe in the ceiling onto a floor grate and then be pumped out from under back up into the lake. Then you'd get a big pile of fish on the floor grate! This would be terrific. I'm still okay with being able to fish in a well they built, though. Progress! I'm not sure how turtles survived going through three screw pumps, but I'm not going to argue.
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# ? Sep 15, 2014 05:39 |
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Excelzior posted:I'd still prefer a Burns Omni-net apparatus sweeping the ocean clean. Do dwarves fish the ocean yet? I've only had a couple of forts on the ocean. In one of them the entire ocean froze solid every winter. Lot of drowned dwarves from trying to make a water inlet to the fort. Digging into the ocean is not that great of an idea, not if you don't know yet when the thaw is.
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# ? Sep 15, 2014 05:45 |
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legendary clothier asked to create large amount of clothing for increasingly-naked fortress assigned workshop, plenty of materials does not work told to construct additional clothing shop does so, then goes on break gently caress you, clothier e: dwarves are actually getting upset because their clothes are rotting, i swear to god if this fucker going on break causes a tantrum spiral he's going in the volcano where the red fern gropes fucked around with this message at 11:18 on Sep 15, 2014 |
# ? Sep 15, 2014 11:00 |
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Dreggon posted:legendary clothier asked to create large amount of clothing for increasingly-naked fortress
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# ? Sep 15, 2014 11:22 |
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turns out he was just being an rear end in a top hat
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# ? Sep 15, 2014 11:28 |
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If he is an rear end in a top hat, gently caress 'em. Legendary clothiers are completely unnecessary for fortress clothing. Just have some peasant or cheesemaker take up tailoring. Dwarves don't get good thoughts from wearing really good clothes, and they don't last longer than standard or anything. Fancy clothes just inflate your fortress value which encourages meaner things to attack you. If you've gotten to the point where dwarfs are mad about their tattered clothing it is worthwhile to have several clothier shops and several tailors to produce as quickly as possible. Volume matters more than skill. The only case where a legendary clothier is particularly useful is if you are producing socks for export. With a good weaver, a good dyer, and a good clothier you can make absurdly valuable socks. Weave the cloth yourself, dye the cloth, make the cloth into socks, use some of the heaps of useless horse/donkey/muskox/whatever hair you have lying around to embroider the socks. It is the most absurd trade good ever. Speaking of socks, everything except socks can be made from leather instead. Leather is cheaper than cloth. Leather counts as armor in battle even if it is a shoe or tunic, so civilians that get into fights while wearing leather clothes can earn points in armor use. Asking the outpost liaison to send you lots of leather is a pro move. To make it easier to identify items, ask for 3 or 4 letter leathers. Cow, emu, cat, dog, elk, fox, etc., are all great. "Cow leather quiver" is much tidier than "naked mole dog leather quiver". Facebook Aunt fucked around with this message at 12:42 on Sep 15, 2014 |
# ? Sep 15, 2014 12:31 |
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Clothes are for squares. My fortresses were mostly nude until I realized dwarves' clothes decayed (regardless of their activity, too). Now dwarves get all uppity about old clothes and being naked. Just make them some shirts, pants, and shoes and do your best to forget that for some reason clothes are now a reason to lose a grip on sanity. Having nice clothes made out of material a dwarf likes doesn't make them happier, though. Also, better clothes decaying at the same rate is another lame oversight.
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# ? Sep 15, 2014 13:51 |
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Trade cloth to the caravan for leather. Make leather clothes. That's my strategy and it works great!* *n.b. Weavers searching for spider silk may be eaten by cave crocodiles, crundles, floating eyes, blind cave ogres, flesh balls, forgotten beasts, etc., etc. It is inevitable.
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# ? Sep 15, 2014 15:03 |
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After modding the raws to make butchered animals produce a pile of skin, I really like having leather robes etc for everyone. Protects a bit from stuff hitting them, and covers almost the whole body.
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# ? Sep 15, 2014 16:00 |
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is it also valid to make a full set of masterwork steel armor for every dwarf
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# ? Sep 15, 2014 16:06 |
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Leather industry needs a major overhaul. Every animal only creates one leather and every leather is equally effective as armor. I would like to see things like drakes giving a bunch of leather that is comparable to steel armor.
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# ? Sep 15, 2014 16:34 |
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# ? May 18, 2024 05:44 |
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I'm reasonably confident Masterwork does just that.
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# ? Sep 15, 2014 16:38 |