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Solid Poopsnake posted:"Hey Urist where can I put this basket full of eyeballs I just plucked off a goddamned tree like some kind of maniac?" "Right by the still!" Fixed for more plausible outcome.
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# ? Oct 11, 2014 12:51 |
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# ? May 28, 2024 13:27 |
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Literally Kermit posted:Fixed for more plausible outcome. hm, that's good whiskeye
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# ? Oct 11, 2014 14:53 |
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You're all terrible dwarflords and this thread has given me some wicked ideas. Is there any way to instigate goblin violence? My fortress is on year 5 without even a sign of goblin kidnappers. We've had a handful of kobold thieves. The only explanations I can think of for the lack of goblins are they are busily conquering the rest of dwarfdom and haven't made time for us, or that the sinister, undead-choked mountains nearby serve to interrupt any would-be conquerors on their way to my fort. Anyone else encounter this problem?
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# ? Oct 11, 2014 15:11 |
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Suicide Sam E. posted:You're all terrible dwarflords and this thread has given me some wicked ideas. When you placed your fort did you check for goblin access? In this version it is entirely possible to generate a world with no goblins at all.
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# ? Oct 11, 2014 15:27 |
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Suicide Sam E. posted:You're all terrible dwarflords and this thread has given me some wicked ideas. You can institute Kobold violence but letting them steal from you successfully a few times.
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# ? Oct 11, 2014 16:00 |
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Is there a current LNP with mouse + dwarf therapist support? I've not played in a while.
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# ? Oct 11, 2014 16:00 |
Version .13 has been around for a good while now. Everything that's still supported has had plenty of time to catch up. I dunno about mouse support, but Peridexis probably has packed up whatever there is.
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# ? Oct 11, 2014 16:06 |
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That gathering zone update itself has just a minimal effect on gameplay, but multi-item hauls would be very useful.
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# ? Oct 11, 2014 16:24 |
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Faithless posted:So I need to pull the ramps back a square to give the track a straight line rather than having the ramp also be the bend? This seems to be the easier way of doing it from the last track I fiddled with. Otherwise you have to deal with the ramps potentially being asinine and refusing to cooperate for whatever reasons. As for hauling, I'm just incredibly amused by the behaviors that, as far as I can tell, came with this version, like a dwarf who needs to haul a seed running over to it, staring at it, running away to grab a bag out of a barrel, running back with the bag, putting the seed in the bag, dropping the bag, running back to the stockpile, picking up the five-ton lead barrel the seedbag came in, laboriously dragging the barrel to the bag over the course of hours or days, putting the bag in the barrel, dropping the barrel, picking the barrel back up, and then laboriously dragging it back to the stockpile, only to dump it off halfway because they're dehydrated and another dwarf ends up moving it to a different stockpile. I mean, I sort of get the idea of having the dwarves carry containers around as a setup for hauling multiple things, but it's a hilarious Rube Goldberg device right now.
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# ? Oct 11, 2014 16:51 |
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I have a lot of desk work and so I tend to run a bunch of video LPs as background noise. Are there any good informative video LPs of this around? Preferably ones that have already had a fair few videos.
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# ? Oct 11, 2014 17:24 |
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Eifert Posting posted:I have a lot of desk work and so I tend to run a bunch of video LPs as background noise. Are there any good informative video LPs of this around? Preferably ones that have already had a fair few videos. Arumba does a lot of nice one, has a good voice, some humor and decent video length. Dwarf Fortress 2014: http://www.youtube.com/playlist?list=PLH-huzMEgGWDDRyM4FWpBOZWMMKVBBdCT
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# ? Oct 11, 2014 17:27 |
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Eifert Posting posted:I have a lot of desk work and so I tend to run a bunch of video LPs as background noise. Are there any good informative video LPs of this around? Preferably ones that have already had a fair few videos. Quill18 does DF pretty frequently. Don't have link to post because cell phone.
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# ? Oct 11, 2014 19:57 |
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https://www.youtube.com/playlist?list=PLs3acGYgI1-vl2mctusLle-ViXg4YoNgZ His latest run.
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# ? Oct 11, 2014 20:07 |
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Angela Christine posted:When you placed your fort did you check for goblin access? In this version it is entirely possible to generate a world with no goblins at all. I didn't check specifically for this. I know there are goblins, however, because a few notable goblins are routinely wiping out other dwarven civilizations. The Moon Monster posted:You can institute Kobold violence but letting them steal from you successfully a few times. I will try this. I guess I'll put something valuable in a stupid location. So far kobolds have been unable to penetrate my defenses and make off with goodies. Mostly I've had werecreatures attacking me every couple of years.
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# ? Oct 11, 2014 20:10 |
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Werecreatures and vampirism are shockingly common in the current version. I guess it's preferable to them being virtually non-existent, but it's pretty funny how dealing with them is just part of the routine function of a fortress.
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# ? Oct 11, 2014 20:18 |
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Suicide Sam E. posted:I didn't check specifically for this. I know there are goblins, however, because a few notable goblins are routinely wiping out other dwarven civilizations. Goblins might exist in the world, but be blocked from reaching you.
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# ? Oct 11, 2014 20:38 |
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The immigration thing I posted before must have been some odd bug. I started a new fortress in the same world in a different location - end of summer year one I got a five migrant wave before any caravans, even.
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# ? Oct 11, 2014 22:27 |
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scamtank posted:I dunno about mouse support, but Peridexis probably has packed up whatever there is. Thanks, this is great, but does anyone know how to toggle multi-layered view, and if I can change scroll wheel from zoom in/out to z level up/down, oh and where the hauling labours in dwarf therapist have gone?
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# ? Oct 11, 2014 23:33 |
1.) multilevel x for the number of layers in the DFHack console, assuming that you've got TWBT going on correctly. Mind you, it eats up cycles. 2.) Not sure, probably not. I've seen plenty of people struggling to get the mouse wheel to do things on the Bay12 side. 3.) i dunno lol
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# ? Oct 11, 2014 23:49 |
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Personally I've found keeping multilevel at 5 to have a minimal impact on FPS while still giving a good amount of viewing depth.Faithless posted:So I need to pull the ramps back a square to give the track a straight line rather than having the ramp also be the bend? Ramp turns work, but they are finicky as hell. If you can't pinpoint the problem then yeah try doing that. Ramp then the next tile on the next level is the bend.
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# ? Oct 12, 2014 00:30 |
Shady Amish Terror posted:Werecreatures and vampirism are shockingly common in the current version. I guess it's preferable to them being virtually non-existent, but it's pretty funny how dealing with them is just part of the routine function of a fortress. I've had the inverse issue. Nearly all of my forts since early 0.34 have been devoid of vampires, and only occasionally will a werecreature stumble onto the map before transforming into a naked human and fleeing in terror.
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# ? Oct 12, 2014 03:44 |
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Kennel posted:That gathering zone update itself has just a minimal effect on gameplay, but multi-item hauls would be very useful. Agreed, but I fully expect it to be implemented such that all your dwarves try to pick up every loose stone in the fortress until they're carrying 10000000 pounds of rocks two squares before getting tired out and going to sleep, then waking up and moving them another two squares...
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# ? Oct 12, 2014 04:41 |
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Neurion posted:I've had the inverse issue. Nearly all of my forts since early 0.34 have been devoid of vampires, and only occasionally will a werecreature stumble onto the map before transforming into a naked human and fleeing in terror. I have also suffered a lack of vampires. And yeah, the were-creature thing is kind of BS. Werecreature comes and takes out a lot of your inexperienced dwarves. You chase it down in the woods and then while hiding in a tree it turns into a naked human/amphibian woman. Then it gets recorded as you killing one of those instead of putting down a dangerous weretortoise and avenging the deaths of its victims. Although at least once you have an organized militia good enough to kill a were before it transforms back, it is a little accomplishment.
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# ? Oct 12, 2014 11:53 |
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Neurion posted:I've had the inverse issue. Nearly all of my forts since early 0.34 have been devoid of vampires, and only occasionally will a werecreature stumble onto the map before transforming into a naked human and fleeing in terror. Same, I've only had one vampire ever (started with .34).
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# ? Oct 13, 2014 01:29 |
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Moridin920 posted:Same, I've only had one vampire ever (started with .34). I was just alerted that a child's body was found, drained of blood. Never had this happen before so now I get to try my hand at vampire hunting! Also has anyone else noticed that even if you really try to avoid piercing any caverns, if you go for the lava you eventually puncture one or more somehow? And no matter what you do to immediately seal any breach, your dwarves will at some point find their way in there? In all of my 40.## forts I have had groups of dwarves somehow get "stuck" in the caverns, and I can never figure out how they get in there. It'll be a group and no matter what I do I can't get them back out. It's like they slid between the cracks of a floor panel or sealed hallway. I think it's because I always pierce them with a down staircase, since that's how I move downwards, and even if I put a hatch cover or build a floor over it, at some point there's a gap. The way things fit together in this game in the vertical direction is always really unclear.
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# ? Oct 13, 2014 06:53 |
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I made my first 2014 fortress this weekend and the brewer became king of the entire dwarven civilization before the first trade caravan showed up.
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# ? Oct 13, 2014 07:18 |
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Sounds like a good move.
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# ? Oct 13, 2014 07:21 |
Faithless posted:Can anyone explain to me what I am doing wrong? My minecart set up is a spiral running from the top area of my fort to the bottom. However it will not connect the two stops. This gives you an idea of what I'm going for, I'm sure i'm missing something really stupid here... Keep in mind that ramps need a wall on the lower level in the "walking up" direction to allow you to walk up at all. pre:seen from the side / ramp __ floor ## wall will work: __ __ __/## won't work: __ __ __/__
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# ? Oct 13, 2014 08:14 |
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nielsm posted:From last page, but those ramps aren't navigable by foot, I wouldn't expect them to work for minecarts either. Thanks for this! Lets hope that building a constructed wall behind the ramps will fix this issue. It's not very well explained on the wiki.
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# ? Oct 13, 2014 08:53 |
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oh snap I can't believe I didn't notice that. Yeah the ramp needs a wall against it in the direction it is going up otherwise it won't work.
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# ? Oct 13, 2014 08:58 |
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Is there any way in the base game or DFhack to view what can be pathed to and what can't be pathed to? I dug down to the caverns level while waiting out a siege, and my miners are now unable to make it back down to the cavern level they discovered. I keep getting announcements that they have cancelled their Dig action because they can't find a path.
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# ? Oct 13, 2014 09:25 |
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reading posted:
This is probably it. Move vertically with up/down staircases unless you're only moving one Z. Dwarves can only move down off a down staircase. If it helps, think of a down stair as a few steps hanging off the floor above - the dwarves have no problem tumbling down from it, but are too drunk to pull themselves back up onto it from the floor below.
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# ? Oct 13, 2014 10:08 |
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vibratingsheep posted:Is there any way in the base game or DFhack to view what can be pathed to and what can't be pathed to? I dug down to the caverns level while waiting out a siege, and my miners are now unable to make it back down to the cavern level they discovered. I keep getting announcements that they have cancelled their Dig action because they can't find a path. Is there a usable staircase? Remember, there needs to be a staircase (up, down or up/down) on every level for a dwarf to get there. If you just punctured the roof of the cavern, they probably won't jump down to the floor and they certainly can't get back up. reading posted:Also has anyone else noticed that even if you really try to avoid piercing any caverns, if you go for the lava you eventually puncture one or more somehow? And no matter what you do to immediately seal any breach, your dwarves will at some point find their way in there? In all of my 40.## forts I have had groups of dwarves somehow get "stuck" in the caverns, and I can never figure out how they get in there. It'll be a group and no matter what I do I can't get them back out. It's like they slid between the cracks of a floor panel or sealed hallway. What I usually do to avoid this is to interrupt my staircase every 10-20 z-levels. Just dig a little corridor off from the (current) lowest level of stairs, blocking it off with doors and ideally a remote-triggered drawbridge, before digging down again on the other side of the door/drawbridge. The corridor is an ideal place to put some cage traps too, just in case something nasty from the caverns manages to get in.
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# ? Oct 13, 2014 10:41 |
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Apoffys posted:Is there a usable staircase? Remember, there needs to be a staircase (up, down or up/down) on every level for a dwarf to get there. If you just punctured the roof of the cavern, they probably won't jump down to the floor and they certainly can't get back up. This is as far as they've gotten (this is the level above the water level): This is the Z level directly above that. My miner got to the space just to the left of the pair of up/down staircases, and then became confused before eventually climbing back up to the dormitory level and then becoming unable to dig anything new. Next level above that, for posterity.
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# ? Oct 13, 2014 15:59 |
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Then unless you're using burrows/civilian alert, I have no idea. That looks fine. If there wasn't a path available at all though, you shouldn't be getting any errors I think (they wouldn't even bother trying). That you're getting errors suggests that there was a path and a dwarf set out to do the job, but the path became blocked/unavailable before he got there. If you designate stuff to be mined where the miners are slacking, are they able to do that? If you try to construct a floor or something between the staircases in the second picture, does that job get done?
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# ? Oct 13, 2014 17:07 |
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Does cancelling a designation work on the Z axis like designating burrows does? I suspect that I got too excited at a "You have struck <vein name>!" announcement and designated a vein in the ceiling to be mined, but I honestly don't know where that is. So I'm gonna drag a big ol' dx through the whole cavern level and try to start the digging plans over.
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# ? Oct 13, 2014 17:56 |
vibratingsheep posted:Does cancelling a designation work on the Z axis like designating burrows does? I suspect that I got too excited at a "You have struck <vein name>!" announcement and designated a vein in the ceiling to be mined, but I honestly don't know where that is. So I'm gonna drag a big ol' dx through the whole cavern level and try to start the digging plans over. Yeah, "remove designation" is also a designation, and making designations was made using Z-axis too a couple years ago.
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# ? Oct 13, 2014 21:08 |
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Dev blog!quote:I decided to go with a stepladder tool. Dwarves can build them, carry them around and climb up on them to access an extra 3x3x2 block of potential fruit above their heads (not including whatever is sitting around in the 3x3 on the ground). When a dwarf is standing on the ladder, they appear one z-level above it, and they have a hold on it in a way which'll hopefully translate to things like climbing statues or standing on tables in the future. I allowed reach from the ladder to go up 2 levels since many trees don't end up with fruit-bearing branches 1 level above the ground (and the higher fruit will still be inaccessible even with this system, though you could build a platform or something). I still have a bit more to do to keep the system moving quickly and allowing dwarves to retain the ladder between jobs if they aren't returning with their fruit haul. We need a "balance" attribute of some kind, I want my baddy dwarves to fall off a ladder and knock themselves out.
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# ? Oct 14, 2014 02:56 |
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Urist cancels pick fruit: no ladder. Urist cancels pick fruit: no ladder. Urist cancels pick fruit: no ladder.
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# ? Oct 14, 2014 03:23 |
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# ? May 28, 2024 13:27 |
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Urist has been sad lately. He has experienced vertigo lately.
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# ? Oct 14, 2014 03:28 |