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what the hell
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# ? Dec 10, 2014 23:39 |
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# ? May 10, 2024 09:46 |
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king salmon posted:what the hell loving fat Ingish, Lord of the Ham Hock is what he is.
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# ? Dec 10, 2014 23:41 |
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Literally Kermit posted:loving fat Ingish, Lord of the Ham Hock is what he is. Goddamn deviant just sitting there watching stripping demonstrations all day, I tells ya.
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# ? Dec 10, 2014 23:54 |
Toady One posted:After many delinquent miners pottering around mining halves of rooms and being otherwise pesky, all the numeric mining stuff seems to be working, so they can carve out a hallway and then the rooms, etc., without much trouble. It applies to each of the different mining designations, and also engraving, chopping down trees, gathering plants, carving tracks and removing constructions, since those are all designations too. Somebody asked for the marker designation to be toggle-able and independent of the priority numbers, and that all works now -- so you can plan out several sections and then turn them on as needed. What's left... managing the priorities of the important/rare jobs, vein mining stuff, do-this-now prioritizations, further toying around... it's going well so far. I thought this labor prioritization was going to be in the next content update, not this one
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# ? Dec 11, 2014 07:51 |
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Holy hell building above ground stuff is going to be a much smaller pain in the rear end than before. e: probably not, actually. Building a second level on top of a first, nonbuilt one, using sequential designations would require the game understanding that the first level would already be done, thus it could check the unbuilt prior constructions for pathing up to the second level when seeing if there is available material. Digging will be simpler now, anyways. Tiler Kiwi fucked around with this message at 08:33 on Dec 11, 2014 |
# ? Dec 11, 2014 08:30 |
gently caress my face, this is great.
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# ? Dec 11, 2014 08:32 |
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I can't wait to designate my entire fortress in one go! One giant macro and I'm done!
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# ? Dec 11, 2014 20:32 |
Toady One descended from the caverns to say things re: mifki's iOS API:Toady One posted:I was asked to come in and weigh in on this. I don't have a problem with the app as it regards "gutting" DF. Looks cool! The main problem we have with people selling "Dwarf Fortress" stuff is that sometimes people assume we are seeing part of the money, which is bad for us. Along those lines, we'd not want people to be confused that they are buying a complete mobile version of DF, as people might again assume they are contributing to Bay 12 when it is not the case. The sale of DF apps/mods in general gives me an uncomfortable feeling, but that's probably all it amounts to. On the other hand, overall, these sorts of efforts are good for the game. These are the issues, anyway. If somebody had something specific they wanted permission for now or when the time is right, I can handle that via email or PMs. Just in case anyone forgot that Toady isn't a poo poo for a moment.
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# ? Dec 13, 2014 16:22 |
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I think it's a valid concern. Apps/bundles like LNP are a huge boon to the game, but the minute the creators start taking money for it an issue arises. KSP recently had issues with something similar to the point of having to rewrite their rules for modding the game and posting about it on their forums. That being said, I don't see huge Paypal donate buttons in the interface and the LNP isn't installing malware on my machine without asking. Edit- Me no gud at reading comprehenshun Warbird fucked around with this message at 19:10 on Dec 13, 2014 |
# ? Dec 13, 2014 17:52 |
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Warbird posted:I think it's a valid concern. Apps/bundles like LNP are a huge boon to the game, but the minute the creators start taking money for it an issue arises. KSP recently had issues with something similar to the point of having to rewrite their rules for modding the game and posting about it on their forums. That being said, I don't see huge Paypal donate buttons in the interface and the LNP isn't installing malware on my machine without asking. "forgot that Toady isn't a poo poo". I keep misreading that double negative too (assuming that's what you did).
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# ? Dec 13, 2014 17:54 |
Somebody brought up the whole click-revenue cancer that Minecraft mods have been infested by some time ago in the modding forum. There was a reassuring wave of anger against the concept. That topic went down in flames.
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# ? Dec 13, 2014 17:55 |
That's weird. I also read it as calling toady a poo poo. I can't see why I did, but yeah.
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# ? Dec 13, 2014 17:57 |
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I read it as "is the poo poo" so I can't read either.
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# ? Dec 13, 2014 18:11 |
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Bad Munki posted:That's weird. I also read it as calling toady a poo poo. I can't see why I did, but yeah. Because Scamtank's an rear end in a top hat that insults us every time he posts a devlog update and we've grown to assume he's a pulsating ball of impotent misanthropic rage of the kind that being the OP of the Dwarf Fortress thread inevitably creates?
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# ? Dec 13, 2014 19:54 |
Oh, right. Man, gently caress that guy. This thread sucks. I liked it better before it sold out. e: hey wait a second
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# ? Dec 14, 2014 00:50 |
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Bad Munki posted:Oh, right. Man, gently caress that guy. That's the spirit. We can only hope he goes amusingly bonkers, like the last one did just before he dwindled away into self-parody and Spermy Smurf feuds.
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# ? Dec 14, 2014 05:06 |
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More progress:posted:Still continuing without any real trouble. I've updated all the medical jobs to the new invisible job posting/application system... sort of invisible. You can see the next medical job that has been posted for each patient now, even when they are inactive, which is probably useful. I had a carpenter on repeat bed construction surrounded by tempting stockpiles loaded with irrelevant hauling jobs, and the little hero kept working on beds without interruption while idle dwarves hauled, so that all seems to work. Next up I'll make sure meeting activities and depot trade jobs are attended to. Additionally, I spied this summary of the devProcess for Dwarf Fortress that Toady gave in the Future of the Fortress thread: posted:Just watching dwarves make poor decisions repeatedly as I fix their little minds... Dwarf Fortress 2014: Just watching dwarves make poor decisions repeatedly as I fix their little minds...
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# ? Dec 14, 2014 05:36 |
Neurion has been ecstatic lately. He has been happy with work lately. He received a Secret Santa gift from his coworkers lately. He admired a fine cotton T-shirt lately. This is a fine cotton T-shirt. On the T-shirt is an image of a dwarf in ASCII. The dwarf is mining. On the T-shirt is text. The text reads "Neurion recently admired a quality T-shirt."
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# ? Dec 14, 2014 05:53 |
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i like the thought of a dwarf walking down the hall and the rocks around him call out "there is an empty space in the stone stockpile, haul me! haul me!" and he just grits his teeth and moves on.
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# ? Dec 14, 2014 08:47 |
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Tiler Kiwi posted:i like the thought of a dwarf walking down the hall and the rocks around him call out "there is an empty space in the stone stockpile, haul me! haul me!" and he just grits his teeth and moves on. Maybe the obsessive-compulsive dwarves just can't help themselves, and thats what makes them such great stone haulers.
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# ? Dec 14, 2014 10:55 |
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-lowtax, 1999
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# ? Dec 14, 2014 22:43 |
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Is it possible to set a stockpile to give to more than one workshop, or does the stockpile only supply the last workshop selected? e.g. Scenario A: I set up a wood stockpile. I rule that the stockpile will give to a carpentry shop, a wood furnace, and a bowyery. All three workshops take wood from this pile. Scenario B: I set up a wood stockpile and make the same supply designation. The woodpile supplies only the last destination selected, the bowyery.
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# ? Dec 15, 2014 00:23 |
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I've always found the system for giving / taking from stockpiles is really unintuitive and I've really never gotten it to work. If you put a wood stockpile next to each of those workshops, just RIGHT next to it, the dwarves will pull from that stockpile first. This way you can change that stockpile to only accept certain types of wood or whatever. Just the way I do it is all. Works great in masterwork, when you want to have someone engrave a specific type of armor you've made, you just make a stockpile right next to the craftsdwarfs workshop that only includes Wolfram Hammers, or whatever.
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# ? Dec 15, 2014 00:30 |
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RedTonic posted:Is it possible to set a stockpile to give to more than one workshop Yes. The selected workshops will all be listed.
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# ? Dec 15, 2014 01:23 |
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So if I want to view the notable kills of a dead dwarf, how would I go about doing that? I know that the personality view can still be accessed after death, because I've done it a few times, but I have no idea how. Finding the dwarf in question in the units menu under dead and deceased doesn't work, all the options are greyed out
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# ? Dec 15, 2014 05:02 |
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ninjewtsu posted:So if I want to view the notable kills of a dead dwarf, how would I go about doing that? I know that the personality view can still be accessed after death, because I've done it a few times, but I have no idea how. Finding the dwarf in question in the units menu under dead and deceased doesn't work, all the options are greyed out Can you get to it from the relationships screen?
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# ? Dec 15, 2014 05:12 |
I don't know if you can get at their kills, but if you can the way to get at their screen is by going through the relationships screen of a dwarf they were acquainted with.
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# ? Dec 15, 2014 05:14 |
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Perfect! Thanks guys, that worked
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# ? Dec 15, 2014 06:18 |
my psychiatrist told me this morning that devlogs are irrelevant to my treatment plan, the piece of poo pooToady One posted:I finished the prioritization for meetings, depot trading and a few other important jobs. I've allowed some critical tasks to snatch up a working dwarf (provided they aren't carrying something), while another available dwarf without something better to do will eventually handle the first worker's job (it isn't cancelled). I've also put in the do-it-now prioritization for building tasks, which'll let you manually tell a specific building job to similarly steal dwarves from any non-critical task that isn't also do-it-now'd. This can be used on lever pulling, for instance. I was going to make this instantly assign a dwarf and add possible stress, but the application process runs often enough that the do-it-nows are assigned quickly by the regular loop, and it feels less like invasive dwarf mind surgery that way.
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# ? Dec 15, 2014 08:42 |
Get your loving head in the game Scamps.
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# ? Dec 15, 2014 08:45 |
"Weird, musty obstacles" is such a poetic, and accurate, way of describing that particular phenomenon.
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# ? Dec 15, 2014 08:47 |
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Has anyone had a problem with dorfs not respecting burrows? I've got one fisherdwarf who never seems to leave the riverside ever, no matter what. He's been out there for like 10 consecutive months now. I don't think he sleeps. He just fishes. When he's thirsty, he drinks from the river and complains that it's not a well. When he's hungry, I think he just eats a raw fish. Another fish cleaner goes out with a barrel to pick up the catch and bring it back to the fishery workshop within the palisades. The only reason this arrangement is a problem is because the fort-rear end was attacked by a were-gila monster. I assigned everyone to a burrow, but the fisherdwarf never came inside. He stayed by the river. I know I assigned him to the burrow. While I did lose a couple slowpokes, the were-gila monster never bothered the fisherdwarf. He's still out there... Fishing.
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# ? Dec 15, 2014 15:10 |
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The Legends Viewer is great. Makes looking through the legends data way easier. about 400 years ago in my world a group of goblins attacked a dwarven hillocks. The goblins were successful but out of 553 attackers, 458 were killed. There were only 11 dwarves defending - they died to a dwarf but that's still impressive.
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# ? Dec 16, 2014 11:39 |
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Scamps is a level 2 code destroyer. He bristles with menacing spikes.
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# ? Dec 16, 2014 12:26 |
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RedTonic posted:Has anyone had a problem with dorfs not respecting burrows? I've got one fisherdwarf who never seems to leave the riverside ever, no matter what. He's been out there for like 10 consecutive months now. I don't think he sleeps. He just fishes. When he's thirsty, he drinks from the river and complains that it's not a well. When he's hungry, I think he just eats a raw fish. Another fish cleaner goes out with a barrel to pick up the catch and bring it back to the fishery workshop within the palisades. The only reason this arrangement is a problem is because the fort-rear end was attacked by a were-gila monster. I assigned everyone to a burrow, but the fisherdwarf never came inside. He stayed by the river. I know I assigned him to the burrow. While I did lose a couple slowpokes, the were-gila monster never bothered the fisherdwarf. He's still out there... Fishing. If you've ever fished irl, think about it : would YOU give it up to go back to society and end up having to craft 3 more earrings for Baron Urist ''Harkonnen" McFatfuck under penalty of hammering?
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# ? Dec 16, 2014 13:35 |
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Excelzior posted:If you've ever fished irl, think about it : would YOU give it up to go back to society and end up having to craft 3 more earrings for Baron Urist ''Harkonnen" McFatfuck under penalty of hammering? I mean, you've got a point here, but the fort is too young to even have a mayor (and thank Urist McDeity for that). Update on the eternal fisherdwarf: still fishin'. Fortunately the river didn't freeze in the winter. He might have gone mad. I guess I'll just build him a shelter and a booze stockpile.
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# ? Dec 16, 2014 14:36 |
RedTonic posted:I guess I'll just build him a shelter and a booze stockpile. Good overseer.
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# ? Dec 16, 2014 15:16 |
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"Bad day of fishing is better than a good day of being maimed by a were-gila monster" -Fisherdwarf proverb
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# ? Dec 16, 2014 16:55 |
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I thought a bad day of fishing had the same end result.
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# ? Dec 16, 2014 22:14 |
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# ? May 10, 2024 09:46 |
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Bad Munki posted:Good overseer. I gotta admit this gave me an actual smile. NuminaXLT posted:"Bad day of fishing is better than a good day of being maimed by a were-gila monster" Saitorr posted:I thought a bad day of fishing had the same end result. Only if you get a were-carp on the line, I guess! e: has anyone seen a were-carp
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# ? Dec 16, 2014 22:17 |