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Tuxedo Catfish posted:The only way this should happen is if you left your wagon intact, since it's the default meeting zone. I suggest not leaving it intact, especially since you get free wood out of the deal. I never leave my wagon intact, and always define some form of meeting zone (usually in the food stockpile), but I have always had this intermittent thing with a dude wanting to go on break way the gently caress out there somewhere. Pretty sure it is guys who are in the military and wanting to go visit the last site they were stationed at.
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# ? Jan 23, 2015 01:52 |
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# ? Jun 7, 2024 00:43 |
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Don't your dorfs stomp on poo poo and break it? I'm always paranoid I'm murdering my food whenever I don't have dorfs path around it properly, putting the meeting zone on top of the food would drive me crazy.
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# ? Jan 23, 2015 07:10 |
So I'm probably being really stupid, but is there a way to get underground wells that doesn't involve digging a million miles down? I really don't want my dwarves to go outside at all if I can help it, they keep getting nauseous and then grumpy.
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# ? Jan 23, 2015 07:22 |
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Lurdiak posted:So I'm probably being really stupid, but is there a way to get underground wells that doesn't involve digging a million miles down? I really don't want my dwarves to go outside at all if I can help it, they keep getting nauseous and then grumpy. Redirect some water from the surface to an underground cistern. You can depressurize it with a diagonal.
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# ? Jan 23, 2015 07:32 |
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Crimson Harvest posted:Redirect some water from the surface to an underground cistern. You can depressurize it with a diagonal. Or from an aquifer. Be ready for it, though.
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# ? Jan 23, 2015 07:47 |
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Crimson Harvest posted:You can depressurize it with a diagonal. Wait, as in no matter how much pressure there is coming in if you make it go into your reservoir through a diagonal it won't flood a higher level? Or am I reading you wrong? Hmm guess so. Just double-checked the wiki and somehow totally missed that in the well guide. Good to know.
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# ? Jan 23, 2015 08:06 |
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If you're a paranoiac like me you would also put a bridge in the aqueduct going from the surface water to your cistern so you can block it off when your cistern has water. Extra points: put a pressure plate in it near the bottom set to keep the bridge open if there's no water on the plate - refills automatically. This will prevent invaders who can swim somehow getting in there and then getting in the fort through your well. It's gotta be a bridge though, building destroyers will break a floodgate down.
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# ? Jan 23, 2015 08:26 |
Babe Magnet posted:Don't your dorfs stomp on poo poo and break it? I'm always paranoid I'm murdering my food whenever I don't have dorfs path around it properly, putting the meeting zone on top of the food would drive me crazy. They'll tread grass, shrubs and saplings dead, but they can't hurt actual items on the ground.
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# ? Jan 23, 2015 08:34 |
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Oh, was that an old feature or something? Or was I informed incorrectly long ago and just never questioned it? how much of my life is a lie
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# ? Jan 23, 2015 08:39 |
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Babe Magnet posted:Oh, was that an old feature or something? Or was I informed incorrectly long ago and just never questioned it? If food is stored in stockpiles on the ground (not in barrels) and you have rats or other vermin running around, the vermin can damage the food. A situation that is quite likely when you first start playing and don't understand cat management. You might not even notice the vermin token blinking into view occasionally among the chaos. So newbie you sees "xxPlump Helmet Roastxx" and assumes the food on the floor has been damaged by all the dwarfs stomping through the food stockpile.
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# ? Jan 23, 2015 08:50 |
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That's probably it, then. All these years I've been going out of my way making neat little paths around my food piles. Oh well, I guess it was good practice. My hallway management and civic pathing game is on point.
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# ? Jan 23, 2015 08:58 |
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Babe Magnet posted:That's probably it, then. All these years I've been going out of my way making neat little paths around my food piles. I do it too. It should matter. I don't have roaches or rats, but I'm sure that if I tried to store piles of sandwiches on my kitchen floor bad things would happen.
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# ? Jan 23, 2015 09:04 |
But what if your sandwich is made of tallow, tallow, tallow, and a yak's lung? Would storing it on the floor make it worse, or just different?
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# ? Jan 23, 2015 09:16 |
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defeating a sandwich only makes it tastier
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# ? Jan 23, 2015 09:22 |
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RedTonic posted:What the hell? I want to quit work and enroll at your school. The only caged animals here are rats and postdocs. Hey. The rats get daily meals. The postdocs only get coffee.
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# ? Jan 23, 2015 09:35 |
VDay posted:Wait, as in no matter how much pressure there is coming in if you make it go into your reservoir through a diagonal it won't flood a higher level? Or am I reading you wrong? Moridin920 posted:If you're a paranoiac like me you would also put a bridge in the aqueduct going from the surface water to your cistern so you can block it off when your cistern has water. Extra points: put a pressure plate in it near the bottom set to keep the bridge open if there's no water on the plate - refills automatically.
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# ? Jan 23, 2015 14:34 |
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Helical Nightmares posted:Hey. The rats get daily meals. The postdocs only get coffee. The postdoc writes the grant app or it doesn't get the xx hemp cookie xx. PublicOpinion posted:But what if your sandwich is made of tallow, tallow, tallow, and a yak's lung? Would storing it on the floor make it worse, or just different? Aging doesn't add charm to a yak lung confit sandwich. Kinda waiting for Starter Pack to update to 40.24 before carrying on with the great fort rear end Chantdye. Since this location is so, uh, eventful, I would really like a semi-functional military.
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# ? Jan 23, 2015 15:05 |
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What does .24 add in the way of functional military?
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# ? Jan 23, 2015 16:35 |
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Nietzschean posted:What does .24 add in the way of functional military? Bug fix. In earlier versions sometimes dwarves would just stand there and not actually attack. Also in terms of securing your well, it is worth remembering that building destroyers can't destroy up. So before doing the horizontal thing, I put in a p-trap and a floor grate.
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# ? Jan 23, 2015 17:05 |
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Sub Rosa posted:Bug fix. In earlier versions sometimes dwarves would just stand there and not actually attack. I suppose that is a big deal when you are playing purely for solo enjoyment, but I always just wrote it off when reading or playing a succession fort as those dwarfs being cowards. Glad to see it fixed, though! Maybe sometime soon we will get basic RTS-style commands for troops; e.g., hold position or melee-versus-ranged toggle, formations, the ability to actually command dwarfs and squads to move to a certain spot without running off to attack, etc.
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# ? Jan 23, 2015 17:45 |
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Moridin920 posted:If you're a paranoiac like me you would also put a bridge in the aqueduct going from the surface water to your cistern so you can block it off when your cistern has water. Extra points: put a pressure plate in it near the bottom set to keep the bridge open if there's no water on the plate - refills automatically. I always just put a couple fortifications around the floodgate, so nothing can actually get to it. Or can creatures, including building destroyers, swim through fortifications?
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# ? Jan 23, 2015 18:46 |
Taiga hunter status: ran out of bolts, called upon the sheriff to strangle a wounded deer with his bare hands
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# ? Jan 23, 2015 18:51 |
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There really needs to be a way to play DF from work without installing it.
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# ? Jan 23, 2015 18:52 |
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Turtlicious posted:There really needs to be a way to play DF from work without installing it. You could remote desktop? Anyway back on the topic of military! This video randomly popped up in my related videos suggestions on YouTube. It features a guy using a gimmicky "drunken Irish dwarf" accent, using the default tileset and explaining how to set up a military. Since that seems to be a pretty common series of questions, I figured people might want to be able to reference it. e: forgot to add the link: https://www.youtube.com/watch?v=tWe07WZ9Tws Addamere fucked around with this message at 21:25 on Jan 23, 2015 |
# ? Jan 23, 2015 18:55 |
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darthbob88 posted:I always just put a couple fortifications around the floodgate, so nothing can actually get to it. Or can creatures, including building destroyers, swim through fortifications? They can be pushed through fortifications by water flow, but I am unsure whether they can just straight up swim through.
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# ? Jan 23, 2015 20:45 |
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HerrBrau posted:I'm surprised there aren't more recommendations to use the keypad. It really seems like Toady designed the UI around having one hand on the keyboard proper and one on the keypad - left for choosing alpha hotkeys, right for navigation, designation, menus, etc. Ctrl+5 and Shift+5 solve the <> vs ? problem, for one. Many menus use 2389 for paging. On others, +-*/ are all right there too. Navigating in all directions, designation, etc via 12346789, enter is right there to start/stop designation. After reading this post I have started trying to use the keypad. Perhaps it is a modification to the default keybinds made by the starter pack, but while Ctrl+Num5 gives me "down one z-level," Shift+Num5 does not give me "up one z-level". How would I modify this to do that? Random question: can trade caravan wagons pass over stockpiles? Addamere fucked around with this message at 21:33 on Jan 23, 2015 |
# ? Jan 23, 2015 21:24 |
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Nietzschean posted:After reading this post I have started trying to use the keypad. Perhaps it is a modification to the default keybinds made by the starter pack, but while Ctrl+Num5 gives me "down one z-level," Shift+Num5 does not give me "up one z-level". How would I modify this to do that?
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# ? Jan 24, 2015 06:05 |
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HerrBrau posted:You may need to toggle NumLock and/or use the default key bindings. Toggling numlock did it. Thanks!
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# ? Jan 24, 2015 06:13 |
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Sub Rosa posted:Why did it take me so long to realize that DFHack lets me Ctrl+A to choose what material will be used for a job? This. Changes. Everything. How do you do this?
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# ? Jan 24, 2015 06:18 |
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Zereth posted:Pumping it through a screw pump does the same thing, and is less likely to have its behavior suddenly changed in an update. Significantly more complicated to set up, of course. All you need is a pressure plate in the cistern; I usually just have a tile that isn't channeled out fully (so it's just a 1x1 floor spot for the plate) near the top. Set the pressure plate to activate with liquids, and set it to be activated on 0/7 water. Attach it to the floodgate or bridge, but the floodgate/bridge has to be in the open position when you hook it up. That way when water gets on the plate, it toggles it and closes the floodgate/bridge. When the water goes away, the plate activates and toggles the floodgate/bridge. If you're using a bridge it's fairly simple as they get built in the open position. If you're using a floodgate you'll have to attach the gate to a lever and open it manually to get the pressure plate set up to work. I don't think it matters what order you do it in but I would hook it up to the lever first, open it, then hook it up to the plate just in case. darthbob88 posted:I always just put a couple fortifications around the floodgate, so nothing can actually get to it. Or can creatures, including building destroyers, swim through fortifications? Creatures have been able to swim through fully submerged (7/7) fortifications for a while. The wiki has it listed as a bug but I'm not so sure it isn't intended. Wall grates and vertical bars can't be swum through but they can get knocked down. Also listed as a bug at the moment: creatures can jump through fortifications. http://www.bay12games.com/dwarves/mantisbt/view.php?id=8160 Not really sure that is a bug either though, depends on how small your arrow slits are I guess.
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# ? Jan 24, 2015 06:26 |
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Sub Rosa posted:Why did it take me so long to realize that DFHack lets me Ctrl+A to choose what material will be used for a job? This. Changes. Everything. Nietzschean posted:How do you do this? Sub Rosa posted:Ctrl+A
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# ? Jan 24, 2015 06:48 |
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DFHack for v0.40.24 is out! https://github.com/DFHack/dfhack/releases/tag/0.40.24-r0 It's an r0 as apparently some globals are missing, but most plugins should work.
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# ? Jan 24, 2015 06:58 |
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On what screen or with what plugin running? I do not see it from either the manager screen or the workshop screen.
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# ? Jan 24, 2015 07:14 |
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Nietzschean posted:On what screen or with what plugin running? I do not see it from either the manager screen or the workshop screen. I was giving you poo poo, I don't actually know. I can't check right this second, but I expect maybe CTRL+a/A instead of "a" to add a job at the shop in question? So where you'd q>a>d over a mason's workshop to make a door, try q>ctrl+a>? I assume a workflow or other production plugin listen man i just open the starter pack and try not to get everyone killed
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# ? Jan 24, 2015 07:39 |
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just constantly hit ctrl a at all times
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# ? Jan 24, 2015 07:47 |
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Babe Magnet posted:just constantly hit ctrl a at all times This is how I play.
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# ? Jan 24, 2015 07:48 |
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The best part of you jokingly quoting that is that it isn't even the correct answer. It's actually Alt+a. You do it while having a job selected in a workshop after you create said job. ie: press 'q', hover over the workshop, -/+ to select what job you want to edit, press Alt+a. Also according to the DFHack readme you apparently need to select an item type if you set the material, otherwise there's a chance it screws up or tries to use an inappropriate input item or something.
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# ? Jan 24, 2015 07:49 |
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VDay posted:The best part of you jokingly quoting that is that it isn't even the correct answer. I just successfully made a series of Rock Salt Doors, testing this out. Thanks!
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# ? Jan 24, 2015 07:52 |
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I would still just hit ctrl a at all times, just in case
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# ? Jan 24, 2015 07:52 |
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# ? Jun 7, 2024 00:43 |
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Babe Magnet posted:I would still just hit ctrl a at all times, just in case This is just good sense.
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# ? Jan 24, 2015 08:01 |