|
The next LP should be Dwarf Cheers.
|
# ? Dec 18, 2014 20:50 |
|
|
# ? May 18, 2024 02:09 |
|
Glory of Arioch posted:I have always wanted dwarves to be able to carry flasks around, and let them use them when they get thirsty to slake their thirst once before they need to refill it. In my head, they'd only be able to be made from metal, too, which would add some additional pressure to get a metalworks up (as dwarves who can just drink their flask on the spot and get back to work would be more efficient.) You... you know this is already a thing, right? You can, in fact, assign flasks to dwarves, and they will drink from them and refill them just like you're describing? It's pretty essential military gear for border patrols.
|
# ? Dec 18, 2014 20:54 |
|
I believe drafted dwarves take a flask and a backpack for drinks and food as part of their uniform automatically. It's pretty cool.
|
# ? Dec 18, 2014 21:11 |
|
GlyphGryph posted:You... you know this is already a thing, right? You can, in fact, assign flasks to dwarves, and they will drink from them and refill them just like you're describing? Yeah, but civilians don't do this.
|
# ? Dec 18, 2014 21:55 |
|
That's why the entire fort gets drafted as reserves. Train 'em in pairs of two to avoid draining the labor pool and assign leather armor and spears.
|
# ? Dec 18, 2014 23:05 |
|
Job overhaul update released!
|
# ? Dec 18, 2014 23:48 |
|
Tenebrais posted:Job overhaul update released! Dwarf Fortress 0.40.20 (Decemeber 18, 2014). Toady One posted:Here is the job priorities release. It should work fine with old saves, though existing hauling jobs may need to work themselves out for a bit. Further job prioritization work can be done when we get through the framework for start scenarios, since we'll better understand how dwarves fit into the fortress at that time. I am downloading and installing this right the gently caress now. I don't have any existing DF2014 save games, but I am looking forward to stories of fortresses grinding to a halt because of something to do with old hauling jobs.
|
# ? Dec 19, 2014 00:16 |
|
Nietzschean posted:Dwarf Fortress 0.40.20 (Decemeber 18, 2014). All hail the great and powerful Toady One! ---- For content... Nietzschean posted:I don't have any existing DF2014 save games I do, but I was just about to try and rig up a pumpstack over 100 z-levels high for magma, despite the fact that I haven't even been getting attacked in any fashion that would require better armor. So... Downloading now. Alehkhs fucked around with this message at 00:39 on Dec 19, 2014 |
# ? Dec 19, 2014 00:32 |
|
Magma is always the answer even when there is no question.
|
# ? Dec 19, 2014 00:46 |
From the Twitter: "One small step towards the sensible dwarf."
|
|
# ? Dec 19, 2014 00:48 |
I'm actually going to download this and give it a whirl tonight. Haven't touched DF in I don't even know how long, this is craziness.
|
|
# ? Dec 19, 2014 02:21 |
|
Alehkhs posted:I do, but I was just about to try and rig up a pumpstack over 100 z-levels high for magma, despite the fact that I haven't even been getting attacked in any fashion that would require better armor. So... I really hate pump stacks. Just let me build one (1) pump and have the power requirements increase the further down the pipe goes, that way I don't have to rip the loving thing up because I accidentally put one of the pumps backwards or whatever. I built one massive 100-level pumpstack to prove I could do it, and now every game since then I just spawn my own magma pool because gently caress doing that twice.
|
# ? Dec 19, 2014 03:00 |
|
Vengarr posted:I really hate pump stacks. Just let me build one (1) pump and have the power requirements increase the further down the pipe goes, that way I don't have to rip the loving thing up because I accidentally put one of the pumps backwards or whatever. That would be pretty cool. There could be a whole plumbing mechanic with pipe sections
|
# ? Dec 19, 2014 03:05 |
|
gently caress no do NOT give magma crabs another path of entry. Urist interrupts rest : Hit by spinning basalt. Excelzior fucked around with this message at 04:53 on Dec 19, 2014 |
# ? Dec 19, 2014 03:47 |
Pump stacks are kind of cool in that DF pumps aren't reciprocating pumps like we tend to think about when we picture old-timey pumps, they're incredibly simple screw pumps that draw fluid from a lower basin to a basin one z-level higher. A giant stack of Archimedes Screws going back and forth down to the magma is dorfy as gently caress. It's not very efficient, though.
|
|
# ? Dec 19, 2014 04:12 |
As an intolerable non-df-hack using grog, I'm incredibly pleased with this new automining designation. Or I was until a webbing beast murdered everyone. Oh well, on to the next one.
|
|
# ? Dec 19, 2014 08:48 |
Hooray, I was wrong!!
|
|
# ? Dec 19, 2014 09:26 |
The new prioritised designations system is really good to use. I can sit back and know my miners aren't making a hash of things and I don't need to do so much on the spot micromanagement in the opening stages of a fort (Which is where I usually lose interest). I had a bunch of miners cut the entrance, then mine out each stockpile in sequence and complete the hallway when they were done. Of course, if I had paid more attention to the embark screen, I would have known my embark had no trees and that I should bring some bloody wood. I now have 24 dwarves hot bunking with three beds and my dogs have been kicked to death by angry Yaks. Need to get to the caverns soon.
|
|
# ? Dec 19, 2014 10:15 |
|
PublicOpinion posted:As an intolerable non-df-hack using grog, I'm incredibly pleased with this new automining designation. Or I was until a webbing beast murdered everyone. Oh well, on to the next one. Not using dfhack makes you a grog now? I find Dwarf Therapist to be a needless complication most of the time. what in god's name am I
|
# ? Dec 19, 2014 10:16 |
|
atomicthumbs posted:Not using dfhack makes you a grog now? Stockholm syndrome.
|
# ? Dec 19, 2014 10:52 |
|
atomicthumbs posted:I find Dwarf Therapist to be a needless complication most of the time. what in god's name am I
|
# ? Dec 19, 2014 12:15 |
Yeah, the DFHack Dwarf Organizer is where it's at, no loving around with external windows that need deliberate refreshing
|
|
# ? Dec 19, 2014 12:32 |
|
I've never made a pump stack and I'm scared. What's a good babby guide for flooding my fortress with magma?
|
# ? Dec 19, 2014 14:49 |
|
scamtank posted:Yeah, the DFHack Dwarf Organizer is where it's at, no loving around with external windows that need deliberate refreshing Can you change profession names from that screen? I like to use custom ones, but I couldn't figure it out last time I used it.
|
# ? Dec 19, 2014 18:19 |
Hmm... not directly, but it's two keystrokes to the normal customization menu and it backs away gracefully to the Manipulator screen again.
|
|
# ? Dec 19, 2014 19:58 |
|
RedTonic posted:I've never made a pump stack and I'm scared. What's a good babby guide for flooding my fortress with magma? Pump stacks are much easier than they sound. The simplest pump stack involves plopping them one down on top of the other in a giant tower, alternating left/right (or up/down). You'll want to mine a straight shot downward using channels, so you can stack the impassable block of the pump on top of the impassable block of the previous pump, so they all share power, and you'll want a channel next to them on the side they draw FROM (which is the passable block) so they can scoop up fluid from the previous pump's level. I believe they'll work fine even if your arrangement is open, but I believe you get more efficiency if the fluid can't run down to a lower level. I think you'll want to use magma-safe materials for this if you're pumping lava, and it's easy to get a hold of such if you have sand on your map, since glass is, surprisingly enough, magma-safe. Personally, when I set up pump stacks, I'll frequently do something like: code:
I'm going to feel stupid if I hosed up explaining this considering I built one of these like twenty z-levels high a couple of days ago. E: And, oh yeah, you will need to power this monstrosity once it's all built. The simplest way if you're on a map with wind is to use windmills. Most maps do have wind, and you can build a Windmill by itself to see how much power each will generate. Your wind-power plant may end up occupying an entire outdoor pavilion all its own. To hook it all up, you can build a gearbox from the (t)mechanics menu on TOP of the impassible block of the highest pump, then connect it to your power plant using horizontal axles and more gearboxes. Your power plant can just be a fuckload of unsupported windmills built on top of a single gearbox each; they'll transmit their power generation to that gearbox, and if it's hooked up to other gearboxes and axles and screw-pumps, it'll share its power with all of them. All a gearbox or axle has to do to be hooked up to the system is to be touching adjacently gearbox-to-gearbox, or end-of-axle-to-gearbox. If this is still intimidating, the wiki has an in-depth page on power ( http://dwarffortresswiki.org/index.php/DF2014:Power ), and a maybe-too-much-information page on screw-pumps ( http://dwarffortresswiki.org/index.php/DF2014:Screw_pump ) and there's several guides strewn across the relevant articles. There may be a better guide on there as well, though guides on that wiki aren't well-organised outside of individual articles for a given building. Shady Amish Terror fucked around with this message at 20:40 on Dec 19, 2014 |
# ? Dec 19, 2014 20:28 |
|
Pump stacks are less difficult, and more tedious.
|
# ? Dec 19, 2014 20:30 |
|
I've only gotten far enough to discover magma once. The rest of the time the fort has a tantrum spiral first or an update comes out and I decide to make a more "efficient" fort in the latest release. I'll do it this time, I swear.
|
# ? Dec 19, 2014 20:36 |
|
scamtank posted:Hmm... not directly, but it's two keystrokes to the normal customization menu and it backs away gracefully to the Manipulator screen again. That's not too bad, then. I need to play around with it some more then.
|
# ? Dec 19, 2014 21:09 |
|
And then there's the magma piston - which is arguably an exploit of cave-in/liquid interaction, but is just so drat dwarfy that I hope Toady One officially makes it a thing when he does his cave-in rewrite.
|
# ? Dec 19, 2014 21:58 |
|
Doesn't DF hack set up a thing where they'll set up tasks based on what dwarf is best for it? Won't that be like 100x more efficient with the job overhaul now? How do those two things interact now?
|
# ? Dec 19, 2014 22:18 |
Considering how DFHack isn't compatible yet, we could speculate until judgment day. Chances are good they're just kicking each other in the shins.
|
|
# ? Dec 19, 2014 22:19 |
Turns out 40.20 had some serious save-corrupting and crashing bugs that have been addressed with the fresh release of 40.21!
|
|
# ? Dec 20, 2014 01:13 |
|
PublicOpinion posted:Turns out 40.20 had some serious save-corrupting and crashing bugs that have been addressed with the fresh release of 40.21! Somehow this could not be predicted with the addition of many new features.
|
# ? Dec 20, 2014 01:19 |
Am I the only person having moods breaking? I've had two moods now in two different fortresses where the dwarf is unable to move on to collect their second component for the project. In this case he wants leather and blocks. I have tons of leather and twelve bins full of blocks of all stripes including wooden ones, but when he takes the leather to the workshop he just stands there with it in his inventory hauled, or if he does add it to the workshop, he still just stands there behaving the same way.
|
|
# ? Dec 20, 2014 09:41 |
Anyone know why I can't get the workflow front end to pop up in the latest LNP? It says the hotkey is alt+w but it doesn't seem to do anything.
|
|
# ? Dec 20, 2014 22:44 |
Pickled Tink posted:Am I the only person having moods breaking? I've had two moods now in two different fortresses where the dwarf is unable to move on to collect their second component for the project. In this case he wants leather and blocks. I have tons of leather and twelve bins full of blocks of all stripes including wooden ones, but when he takes the leather to the workshop he just stands there with it in his inventory hauled, or if he does add it to the workshop, he still just stands there behaving the same way. I've had one mood work but it only needed a few items. Then I had another mood that needs a bunch of items, he's gathered 4 of them and is just kind of waiting. I think he would have gathered everything or snapped by now if things were working, yeah.
|
|
# ? Dec 20, 2014 23:16 |
|
cheesetriangles posted:Anyone know why I can't get the workflow front end to pop up in the latest LNP? It says the hotkey is alt+w but it doesn't seem to do anything. The LNP isn't yet updated. Windows/Mac versions are still 40.19. Only the Linux version is up to date. The dude who keeps it up to date may wait a few more days for bugfixes idk
|
# ? Dec 21, 2014 00:06 |
|
The last version I've played was before fruit collection was implemented. In the past, my main issue with DF was that any fortress I made would just overflow with food and booze. Has fruit made my bane even worse, or is it just a marginal addition to the economy?
|
# ? Dec 21, 2014 00:53 |
|
|
# ? May 18, 2024 02:09 |
I was playing 40.19 and not trying to use the latest DF version.
|
|
# ? Dec 21, 2014 01:03 |