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After being started by hand, screw pumps can be powered via their own output using water wheels. Over unity dwarf device.
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# ? Jan 28, 2015 05:20 |
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# ? May 18, 2024 22:25 |
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moller posted:After being started by hand, screw pumps can be powered via their own output using water wheels. Over unity dwarf device. My FPS isn't that great though soooo.
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# ? Jan 28, 2015 06:32 |
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If my archer dwarves are already legendary +5 archers, should I disable the archery range and just keep them in the barracks to train in order to not waste bolts? Or do they still gain beneficial attributes from archery practice that they wouldn't otherwise get practicing melee in the barracks?
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# ? Jan 28, 2015 10:47 |
It keeps improving. A few versions ago in adventure mode I got an elf up to legendary +50 swordsman and was regularly poking peoples eyes out, knocking out teeth, etc despite it always showing as an "impossible" shot.
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# ? Jan 28, 2015 12:31 |
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I don't believe that's the case in Fortress Mode. I'd save the bolts if they are +5 Archer and +5 Marksdwarf. Sometimes I actually have a trainer squad that just shoots wood/bone bolts until then, at which point they graduate to the real squad that uses metal bolts and doesn't use the range.
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# ? Jan 28, 2015 13:03 |
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moller posted:After being started by hand, screw pumps can be powered via their own output using water wheels. Over unity dwarf device. This is the one exploit in Dwarf Fortress that just makes me feel dirty whenever I use it. I feel like it says something troubling about my brain that I can suspend my disbelief for quantum stockpiles and the weird time stuff in Dwarf Mode but I draw the line at perpetual motion machines.
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# ? Jan 28, 2015 19:03 |
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Does anyone know the correct workflow command for processing quarry bushes to bags at the farmers workshop?
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# ? Jan 28, 2015 19:13 |
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It seems that Warlock Fortress in Masterwork got a few changes since I last played it, did they fix the issue with ghouls and hospitals where making a hospital will instantly make every ghoul rest and stay bedridden cause they are rotting forever?
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# ? Jan 28, 2015 20:17 |
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Mygna posted:Does anyone know the correct workflow command for processing quarry bushes to bags at the farmers workshop? You can just create the job in the workshop and then press Alt+W to get to the workflow window.
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# ? Jan 28, 2015 20:34 |
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Mygna posted:Does anyone know the correct workflow command for processing quarry bushes to bags at the farmers workshop? From memory:
The only way workflow will manage stocks of specific types is if there is a job setup for that specific type already.
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# ? Jan 28, 2015 20:35 |
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Is there a better guide to military than the Wiki guide? I'm trying to get a military started because I've got 4 "peasants" who all have Adequate weapon skill or better. They're training, but they're all becoming wrestlers because they refuse to put on armor or weapons (except the Hammerdwarf militia commander who for some stupid reason found and is using an axe). I have them set to use the Metal uniform but none of them will equip any of the armor or weapons lying around doing nothing.
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# ? Jan 28, 2015 20:41 |
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AbrahamLincolnLog posted:Is there a better guide to military than the Wiki guide? I'm trying to get a military started because I've got 4 "peasants" who all have Adequate weapon skill or better. They're training, but they're all becoming wrestlers because they refuse to put on armor or weapons (except the Hammerdwarf militia commander who for some stupid reason found and is using an axe). I have them set to use the Metal uniform but none of them will equip any of the armor or weapons lying around doing nothing. Check that the uniform replaces their clothing and doesn't go over the top of it (somewhere in the squad equipment page IIRC)
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# ? Jan 28, 2015 20:45 |
AbrahamLincolnLog posted:Is there a better guide to military than the Wiki guide? I'm trying to get a military started because I've got 4 "peasants" who all have Adequate weapon skill or better. They're training, but they're all becoming wrestlers because they refuse to put on armor or weapons (except the Hammerdwarf militia commander who for some stupid reason found and is using an axe). I have them set to use the Metal uniform but none of them will equip any of the armor or weapons lying around doing nothing. set them to use specific weapons.
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# ? Jan 28, 2015 20:51 |
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necrotic posted:From memory: Yeah, that doesn't seem to work anymore, the first entry workflow offers is "any item of any material" even after specifying the input materials. Setting up a range for rock nuts instead on the "Process plants to bag" job seems like a decent workaraound, though
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# ? Jan 28, 2015 21:04 |
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So my crossbow squad just sits in the barracks all day training, even when the schedule doesn't have any orders for them. I want them to go work pumps in their off-time like my axe squad does and have them both set up the same as far as I can tell. Am I missing something that seems to have gotten the crossbow squad stuck in the barracks?
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# ? Jan 28, 2015 21:36 |
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Mygna posted:Yeah, that doesn't seem to work anymore, the first entry workflow offers is "any item of any material" even after specifying the input materials. Setting up a range for rock nuts instead on the "Process plants to bag" job seems like a decent workaraound, though Hm, weird. I'll have to mess around with it later. At least you found a work around!
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# ? Jan 28, 2015 21:45 |
Whelp, I don't know if this is a gamebreaking bug, or if once again the obscure military mechanics have somehow screwed me over: I breached the caverns and started drilling downwards for the magma, and set up a number of mining areas along the way to dig for minerals. Before I could get very far, a troll wandered up the staircase and I quickly drafted my miners to dispatch it. They did, with no trouble, but now that the dust has settled... nobody will mine. At all. I even disbanded their squads, but nope-- everyone sits with the No Job status when there's tons of ore to be hewn.
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# ? Jan 28, 2015 23:41 |
You did check their labors, right? Drafting might straight up disable their "uniformed" jobs.
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# ? Jan 28, 2015 23:42 |
Yeah, I always have Therapist running. I've even disabled and re-enabled the Mining job a few times, but no dice. It's like the entire fortress just decided that the underground life wasn't for them.
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# ? Jan 28, 2015 23:45 |
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StrangeAeon posted:Whelp, I don't know if this is a gamebreaking bug, or if once again the obscure military mechanics have somehow screwed me over: Another question; do they still have their picks?
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# ? Jan 28, 2015 23:47 |
I actually have someone set to making new picks, so there's no shortage. Not sure how to force someone to pick up equipment for a non-killing related job.
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# ? Jan 28, 2015 23:48 |
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StrangeAeon posted:I actually have someone set to making new picks, so there's no shortage. Not sure how to force someone to pick up equipment for a non-killing related job. Try assigning them to tree chopping, wait for them to throw their picks and pick up axes, then assign them back to mining.
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# ? Jan 28, 2015 23:49 |
They won't chop down trees, either...
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# ? Jan 29, 2015 00:10 |
Even the new migrants have refused to work. This settlement is ruined.
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# ? Jan 29, 2015 00:16 |
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start a new fort and strike the earth. Pray the rockfear does not strike again
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# ? Jan 29, 2015 00:17 |
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StrangeAeon posted:Even the new migrants have refused to work. This settlement is ruined. pull the lever
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# ? Jan 29, 2015 00:20 |
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StrangeAeon posted:everyone sits with the No Job status when there's tons of ore to be hewn. I've been running into problems with work never getting done and lots of idle dwarves as well. Some of it has seemed related to workflow somehow. Disabling workflow entirely and then cancelling all designated work / jobs in workshops (because they will never be worked) then creating new jobs/designations that then are correctly worked. But honestly for me, being without workflow may as well be considered gamebreaking.
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# ? Jan 29, 2015 00:39 |
The workflow plugin wasn't revised or updated at all after the uprooting of the job allocation system. I'd wager it's the main culprit.
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# ? Jan 29, 2015 00:54 |
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There hasn't been an update in over 5 days... Is it safe to play now?
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# ? Jan 29, 2015 01:40 |
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Gibbo posted:There hasn't been an update in over 5 days... Is it safe to play now? Safe? 'Course it isn’t safe. But it's good. Toady's the king, I tell you.
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# ? Jan 29, 2015 01:42 |
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Gibbo posted:There hasn't been an update in over 5 days... Is it safe to play now? I just started a new fortress with the current newbie pack, using the dfdivtuts2015 embark profile. Everything is working great.
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# ? Jan 29, 2015 02:11 |
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StrangeAeon posted:They won't chop down trees, either... I had this happen to me recently. I saw a post on a forum (or the bug tracker) from a couple of years ago about it where it was mentioned that this could happen when you set mining or woodcutting with Dwarf Therapist. I had woodcutting set through therapist (and committed the changes) but when I checked the dwarf's labours it wasn't set. Try manually enabling/re-enabling woodcutting and mining for those dwarves (if you haven't abandoned yet).
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# ? Jan 29, 2015 02:47 |
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i JUST started looking at workflow, and it seems to work okay so far... the only issue i had was the auto chopping of trees which seemed to designate ALL trees on the map for chopping (expected) but did not respect my limits.
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# ? Jan 29, 2015 03:16 |
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Spring is here and love is in the air! These all happened pretty much one after the other. EDIT: And after unpausing another marriage happened
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# ? Jan 29, 2015 07:56 |
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That just reminds me of the Necro Larry bit from the PHB PSAs. https://www.youtube.com/watch?v=vcU2-Fm8wVQ&t=52s
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# ? Jan 29, 2015 08:04 |
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Turtlicious posted:If it took place right after the point where you have your farms and mining and really start laying down the groundwork (managers, smeleteries, digging deep etc. etc.) That would be really cool as there doesn't seem to be a lot of that on the internet right now. "Cool, you know how to make it past your first year, now here's how to strike back," sort of thing. It looks like capnduck will soon be putting out a DFVIDTUTS2015 series, so I will leave the YouTubing to someone far better at it than I am likely to be! But, I'll throw a few tips into here real quick. Most people like to start on a map with a cliff or hill nearby that you can tunnel into, because that provides a quick and simple defensive tunnel. But what if you start out in a flat area like this one? First thing's first: disable literally every other labour on your miners, and get safely underground. The above ground stockpiles and workshops can eventually be destroyed or walled off. You can see I've already got a staircase dug out, which will do for now. But assuming you already know how to get your farms, stockpiles, workshops, and so on dug out and set up, we turn to the question of defense. What good is a hole in the ground for defending? None. This is when you start looking at making your own tunnel. You can see two 5x1 channel designations to the east of my staircase, north and south of it respectively. These will allow wagons enough room to pass each other going either way. A few levels down, ramps lead to the circular-ish room on the right. You can make the room smaller or larger if you want, so long as it is at least 5x5 to allow room for a trade depot. This is your main entrance! To the left is the very first step in your fledgling defense design which can be up and running within a couple of months assuming you have access to glass, metal, and/or wood: two trap corridors which are immune to building destroyers. Between each pair of up-ramps, a pair of doors will be on the next level up. As you can read here, building destroyers who are presented a door surrounded on two sides by a ramp cannot damage it—whether it is locked or not. To the left of these corridors will be your military barracks. The corridors are each 2 tiles wide to avoid potential pathing issues which single-tile corridors have been known to present. There are two corridors so that they may be individually opened and closed to direct the pathing of monsters. A more advanced design involves putting doors at both ends of the corridors and turning the tunnels into drowning chambers. The key element here, assuming that you want to use your soldiers to fight the monsters, is that there is some number of traps on both sides of the doors and that the military is by default on the opposite side of them relative to the path of approach for monsters. Having (forbidden) doors some distance between the dwarves and the monsters will allow you to assemble your dwarves at your barracks (to the left of the corridor somewhere), without having them run in one by one as they arrive; and, since your barracks is some distance from the doors, unlocking one of them to fiddle with hostile pathing will not immediately lead to an engagement. This design also conveniently limits the effectiveness of hostile archers by allowing only short lines of sight, both prior to and after the doors. You can of course throw this tunnel design into any fortress, including ones built into the side of a hill or mountain. I'll post later today with some screenshots of setting up a functional military, but in most biomes this simple trap hallway will handle all threats for the first couple of years at least: with this design, a monster must pass through at least ten tiles of traps (that is 100 individual weapons, up to 300 individual attacks if you're using serrated blades and/or spiked balls), and even low-quality spiked balls are enough to massacre small sieges. Your only issue will be trapavoid critters, which I will address in a second post.
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# ? Jan 29, 2015 16:31 |
VDay posted:Looks like the startdwarf command in DFHack is one of the ones that still needs to have an address found Hey yo guess what? They've actually known the Windows address for a while, someone just forgot to tack it on the latest commits. The happy news is that it's a really simple fix-up. No recompiling needed. Just open up \hack\symbols.xml, find the empty start_dwarf_count address label and aping the fashion of the ones above, give it the value 0xB4C833. That'll make the script work like nothing happened.
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# ? Jan 29, 2015 21:21 |
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scamtank posted:Hey yo guess what? They've actually known the Windows address for a while, someone just forgot to tack it on the latest commits. My loving hero
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# ? Jan 29, 2015 21:53 |
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Leal posted:Spring is here and love is in the air!
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# ? Jan 30, 2015 00:59 |
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# ? May 18, 2024 22:25 |
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# ? Jan 30, 2015 02:55 |