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Did you guys COMPLETELY miss that this will now allow dwarves to get drunk, hop on top of tables, and fight until one of them falls?
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# ? Oct 14, 2014 04:04 |
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# ? May 12, 2024 08:42 |
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Urist cancels bar fight: needs throwable object.
jizzy sillage fucked around with this message at 05:24 on Oct 14, 2014 |
# ? Oct 14, 2014 04:15 |
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Urist cancels bar fight: bar fight.
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# ? Oct 14, 2014 04:19 |
Urist Is in a pretty good mood lately. He watched a good bar fight recently. He took a masterwork pine chair to the face recently. He admired a fine chair lately.
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# ? Oct 14, 2014 19:11 |
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First Question: Speaking of bar fights, what the heck is this "Misc. Object User" skill that my military dwarves sometimes accumulate? Is that when they decide to grab a llama wool left sock and hit someone with it? Second question: I gave my dwarves the "eat sentient" ability in the raws, and started a fort. They butchered and ate a human that I killed, but when a Minotaur came by, they still ignored its body completely. How can I get them to butcher and eat a minotaur? Does it count as a titan or something, and that changes the category? If I kill a minotaur, by god, I want a Minotaur Skull Totem to show for it! Third Question: If I change [CHILD:12] to [CHILD:4] in the dwarve's raws, that will make children turn into useful adults at age 4, right?
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# ? Oct 14, 2014 20:42 |
1.) If they're military dwarves, it's usually from that shield they've got in their other hand, but yeah that's the gist of it. 2.) I dunno. Did they both die in similar circumstances? Is the corpse close enough to the butcher's shop? About the only per-creature difference I can see is that humans have [INTELLIGENT] while minotaurs get [CAN_LEARN][CAN_SPEAK]. Perhaps the entity thing is bugged that it only recognizes the first one? 3.) YES !!
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# ? Oct 14, 2014 20:50 |
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reading posted:Third Question: If I change [CHILD:12] to [CHILD:4] in the dwarve's raws, that will make children turn into useful adults at age 4, right? yes. it's really useful to do something like that. I think Masterwork bumps down the age where they become adults to 7. I've seen tons of posts on Reddit and the Bay12 forums consisting of 'if you do that you are promoting PEDOPHILIA in your forts!' and it's really funny to me because they think making the dwarf kids grow up at a younger age means they are still kids that are working and loving like adults (instead of you know just growing up faster) and they get really mad about it.
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# ? Oct 14, 2014 21:05 |
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Well, 1. 14 is still a bit young... 2. If I recall the raws, wouldn't changing the child age literally cause them to grow to adulthood in that many years?
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# ? Oct 14, 2014 21:48 |
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Has anyone else run into a problem when declaring multiple enemies to be killed? I got invaded by some elves from a goblin civ and when I designated my 5 squads of all Legendary fighters they ran outside and then just milled around while the elves attacked them. I finally got one squad to fight back after sending them all away and trying to attack with just one squad.
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# ? Oct 14, 2014 21:59 |
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I thought dwarves reproduced via spores or something anyway?
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# ? Oct 14, 2014 22:06 |
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OwlFancier posted:2. If I recall the raws, wouldn't changing the child age literally cause them to grow to adulthood in that many years? I believe so.
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# ? Oct 14, 2014 22:11 |
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I'm pretty sure the KILL command interacts a little oddly with Dwarves' mono-maniacal need to fight the first thing they engage to the death before picking another target; I suspect from my own experiences that using the move/station command is a lot more reliable for group fights than the kill command.
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# ? Oct 14, 2014 22:44 |
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Shady Amish Terror posted:I'm pretty sure the KILL command interacts a little oddly with Dwarves' mono-maniacal need to fight the first thing they engage to the death before picking another target; I suspect from my own experiences that using the move/station command is a lot more reliable for group fights than the kill command. I use the move command near what I want dead to get everyone massed up (far away enough that they won't aggro obviously) then a second move command into the enemy once the squad is all together. I use kill sometimes when I need something chased down though (titan running around) and it works okay for that.
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# ? Oct 14, 2014 23:36 |
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Is there any way to stop dwarves from taking away barrels/bins from a stockpile in order to bring new items there? I keep getting spammed with planting cancellations because they're taking away the entire barrel of seeds instead of just bringing their seed back and dumping it in.
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# ? Oct 15, 2014 00:45 |
Strudel Man posted:Is there any way to stop dwarves from taking away barrels/bins from a stockpile in order to bring new items there? I keep getting spammed with planting cancellations because they're taking away the entire barrel of seeds instead of just bringing their seed back and dumping it in. Forbid barrels from your seed stockpile. Bags can hold quite a lot of seeds as it is, so you don't even need the barrels to put the bags in. You'll still get some cancel spam, but not quite as much.
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# ? Oct 15, 2014 00:48 |
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Neurion posted:Forbid barrels from your seed stockpile. Bags can hold quite a lot of seeds as it is, so you don't even need the barrels to put the bags in. You'll still get some cancel spam, but not quite as much.
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# ? Oct 15, 2014 01:10 |
It's a one step forward and just over one step back, the barrel/bin hoovering thing. It's utterly neato when it works, but when the volumes are small, you really have to think twice about stockpile arrangements and whether to use bins at all.
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# ? Oct 15, 2014 01:19 |
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Quantum stockpiles and never look back. Embrace them.
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# ? Oct 15, 2014 02:02 |
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Excelzior posted:Quantum stockpiles and never look back. Embrace them. I use the gently caress out of quantum stockpiles, and will be completely screwed if they ever get "fixed". The only non-quantum stockpiles I make are for the initial "move poo poo out of the cart"*, but wood and stone and poo poo just hang out until I get quantums setup (which is usually pretty quick). * Also food/drink stuffs.
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# ? Oct 15, 2014 05:25 |
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On the subject of barrels and bins, I've got an issue with dwarves in my military not picking out armor pieces and weapons out of the bins in the armor/weapon stockpiles that are inside their own barracks. Is this just a bug, or is it part of the experience to find the one option I haven't enabled/disabled? If it helps, I'm using the latest version of the game that uses the Phoebus tileset, and my experience with DF is this is my first fort that's gotten into several years in length without it either failing or me abandoning the fort for reasons. The wiki's been a huge help, but I'm stumped in this regard.
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# ? Oct 15, 2014 06:38 |
Bay12/Modding posted:Hello fellow Urists. what spawns these people tlarn posted:On the subject of barrels and bins, I've got an issue with dwarves in my military not picking out armor pieces and weapons out of the bins in the armor/weapon stockpiles that are inside their own barracks. Is this just a bug, or is it part of the experience to find the one option I haven't enabled/disabled? There's no real way to dedicate a stockpile to "armory" behavior. That's handled by the (currently broken) racks and stands. If you let them decide, soldiers will beeline straight for the best choices instead of the nearest ones, adjusted by the current position of the stars and the moon.
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# ? Oct 15, 2014 12:10 |
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scamtank posted:what spawns these people Who on earth hopes to do video games in college without knowing how to edit a markup language or use any image editor?
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# ? Oct 15, 2014 14:09 |
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Just had 3 dwarfs die in unknown circumstances. One alone in his room, one on the staircase, one pushing a minecart around. No indication of how they died, no notification to say they have died by vampire or old age. Any ideas?
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# ? Oct 15, 2014 15:28 |
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Engrave a slab to their memory, it'll say what their immediate cause of death was at least.
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# ? Oct 15, 2014 15:37 |
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GenericOverusedName posted:Engrave a slab to their memory, it'll say what their immediate cause of death was at least. This is a great tip.
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# ? Oct 15, 2014 15:48 |
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They're all dying of infected wounds.
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# ? Oct 15, 2014 15:51 |
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Soap is necessary in the current version for a completely effective, efficient fort. Lots and lots and lots and lots and LOTS of soap. I pretty much just accept that a few deaths are inevitable, because soap-making seems to be such a MASSIVE pain in the rear end; about half the time the dwarves don't seem to recognize the ingredients are on hand, for some reason, so I can't even queue the job up. My dwarves also happily stole the soap from the hospital in order to take baths, so no one got their wounds cleaned, although at least being clean lowers their chance for infection in the first place. C'est la DF.
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# ? Oct 15, 2014 16:43 |
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Huh. Never seen this before.
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# ? Oct 15, 2014 17:49 |
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Strudel Man posted:Huh. Never seen this before. That sounds more like a dwarven justice proceedings than a doctor's report.
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# ? Oct 15, 2014 17:50 |
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Strudel Man posted:Huh. Never seen this before. What surgery do they prescribe to cure it? Gonadoplasty?
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# ? Oct 15, 2014 17:51 |
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OwlFancier posted:What surgery do they prescribe to cure it?
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# ? Oct 15, 2014 18:08 |
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cowardice is just something toady put in as an analogue for ptsd
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# ? Oct 15, 2014 18:10 |
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Strudel Man posted:Nothing cowardice-specific, sadly. He was fairly badly injured in an encounter with an orcish thief. I guess the coward bit could be a masterwork addition as well, but it's difficult to tell. This came up earlier in the thread and yeah I'm pretty sure it's a masterwork thing since so many of its mechanics rely on using the syndrome system.
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# ? Oct 15, 2014 22:19 |
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I'm somewhat new to Dwarf Fortress and I'm having a ton of fun. I'm also having two major problems: a) animals keep starving in my fortress and dying and nobody is hauling their corpses away. I have a refuse, corpse, and animal stockpile as well as a butcher with "butcher things" on repeat. What am I missing? b) first year dwarven traders are here and when I go to trade with them no goods show up on my side of the menu, only things on his side. I made a bunch of stone goods + have some cut gems and it appears they were all hauled to the depot.
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# ? Oct 16, 2014 02:23 |
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Another noob question: I've punched down to the water level of the caversn after cancelling all other mining. However, my dwarves still don't have a valid water source. Is it because there's no ramp to the water, or is it because mud does not count as a water source even though it's Water [7/7]? Pictures attached in case there's something I've missed. Z-level 42: Z-level 43:
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# ? Oct 16, 2014 02:35 |
Parasara posted:I'm somewhat new to Dwarf Fortress and I'm having a ton of fun. I'm also having two major problems: a) check if the corpses are forbidden and unforbid them b) select the depot and instead of trading hit g to look at your list of goods and select them for trade, then wait until they're delivered to the depot and you'll be able to see them in your half of the trade screen vibratingsheep posted:Another noob question: Try making a flat space they can stand directly next to the water, unless I'm mistaken that slope is underwater so they're not gonna go for a swim so they can fill up a bucket. Also you can use zones to designate a water source you want dwarves to use. Or you could just build a well there. my kinda ape fucked around with this message at 02:47 on Oct 16, 2014 |
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# ? Oct 16, 2014 02:39 |
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ghetto wormhole posted:a) check if the corpses are forbidden and unforbid them a)That's not the problem. All of them are unforbidden, nothing is happening. b)that worked, but all my stone goods have disappeared? they used to be in a stockpile and they still show up if I search for them through the z menu but I can't select them from the trade window
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# ? Oct 16, 2014 03:01 |
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Set up a pasture zone for them to graze with and they wont die in the first place
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# ? Oct 16, 2014 03:08 |
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Excelzior posted:Quantum stockpiles and never look back. Embrace them. For real the only barrels/bins/storage in my fort is at the hospital and at the drink stockpile (empties go there too). Helps with the FPS too because you're not digging out vast areas just to stockpile stuff. My finished goods stockpiles would get gargantuan.
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# ? Oct 16, 2014 03:13 |
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# ? May 12, 2024 08:42 |
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Huh. Is there some special requirement for plants to be, well, plantable? I finally embarked in a location that has some of the cold-weather fruits probably added by masterwork, boreal berries and such. But they don't appear on the list of crops I can raise. Also, are there any other such requirements for a biome to grow evil plants in the first place? That's actually what I was aiming for, to find and grow some black roses, but despite it being a 'sinister' tiaga, there were no glumprongs or any other evil plants. edit: Nor are any appearing when I embark over in a haunted broadleaf forest, instead. Hrm. edit2: Hey, found the evil plants AND them listed as plantable when I made a new world and embarked in a sinister swamp. Don't really get the reason for the difference, but at least it works. Excelzior posted:Quantum stockpiles and never look back. Embrace them. Strudel Man fucked around with this message at 04:16 on Oct 16, 2014 |
# ? Oct 16, 2014 04:04 |