Flesh Forge posted:Look at this poo poo that is in the help for DFhack that you already looked at and know about but I did not: Man, all that GUI magic makes me wish someone would finally get around to coding a smelter stock screen. They keep neat track of all the fractional amounts of a metal bar they have in store from melted stuff, but there's no way to see it by default.
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# ? Feb 15, 2015 20:51 |
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# ? Jun 7, 2024 11:52 |
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Is there a way to fill in downward stairs that you accidentally put in when you thought your designation was on mine?
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# ? Feb 15, 2015 20:52 |
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Pave over them with floor constructions
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# ? Feb 15, 2015 20:53 |
You can construct a floor on top of it. The stairs will still totally be there if and when you pry the tiles off, though. If it still makes your sperg flare up (I know the feeling!!) you can use the DFHack tiletypes parser to turn the tile from a STAIRS_DOWN into a simple FLOOR again.
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# ? Feb 15, 2015 20:56 |
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Sergeant_Crunch posted:Honestly, I'm at a loss on what to do next. I should probably set my military up a bit better, but other than that I'm not sure what I should do. Is everything on one level? Dig down! Get those dwarves out of the dirt! Alternately, build up! Make a giant tower!
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# ? Feb 15, 2015 20:57 |
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SynthOrange posted:Pave over them with floor constructions Thanks! I wish we had a specific hauling designation to mark things that need to be hauled immediately like stones in bedrooms and whatnot. It seems like that would solve a lot of issues I have with hauling in general.
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# ? Feb 15, 2015 20:58 |
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Esme posted:Is everything on one level? Dig down! Get those dwarves out of the dirt! It can be fun to try restricting yourself to a single level for living space. Still need to dig around for raw materials and stuff though.
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# ? Feb 15, 2015 21:00 |
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Esme posted:Is everything on one level? That picture is a bit old by now, but yeah, when I started pretty much everything was on the same z level. I've built a lot up and down since then though.
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# ? Feb 15, 2015 21:08 |
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How do you guys generally organize your bases? I figure I'd probably have my entrance, which would have a bunch of traps, the trade depot, farms, kennels, and military structures, then a single grand staircase that would lead down. As it goes down, it'd pass through the dining room, meeting hall, and dormitory level, then through several levels of bedrooms, then a couple of workshop and stockpile levels, and then end in essentially another entrance that's more heavily fortified, after which would be the mines. If/when I get enough dwarves, I'd make another military training area on the floor above the mines for when fast response times are needed to deal with things from the caverns and below.
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# ? Feb 15, 2015 21:18 |
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SynthOrange posted:Pave over them with floor constructions Stairs Up work just as well.
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# ? Feb 15, 2015 21:26 |
I dunno if this is common knowledge, and this thread would be an absolute drag to try and read through, but I came across an interesting thing. Fall damage isn't calculated by you falling onto something, it's calculated via throwing the ENTIRE FLOOR at you. This obviously means featherwood floors are insanely great landing pads, being less than half the density of adamantine, and slade/platinum floors are a death sentence, even at mild heights.
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# ? Feb 15, 2015 22:53 |
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neogeo0823 posted:How do you guys generally organize your bases? I figure I'd probably have my entrance, which would have a bunch of traps, the trade depot, farms, kennels, and military structures, then a single grand staircase that would lead down. As it goes down, it'd pass through the dining room, meeting hall, and dormitory level, then through several levels of bedrooms, then a couple of workshop and stockpile levels, and then end in essentially another entrance that's more heavily fortified, after which would be the mines. If/when I get enough dwarves, I'd make another military training area on the floor above the mines for when fast response times are needed to deal with things from the caverns and below. At or very near where the wagon spawns, which is always the center of the embark map, I have a 3x3 primary staircase which goes down into the earth and this also eventually becomes the site of an above-ground tower and space for above-ground farms and pastures. I usually have a 20-wide above-ground plot walled off, centered on this staircase. If there is a cliff nearby where the wagon spawns, then I will dig into it and do the thing you are discussing: a bunch of traps that eventually leads down to the trade depot; but, I will then later actually make a depot access ramp, which can be shut with a bridge. My level immediately beneath the surface is always my stockpiles for drinks, food, plants, and seeds, and my level below that is my underground farms. This puts the farm inputs and outputs on the level adjacent to them, for both the above-ground and below-ground farms. My trade depot is always on the first stone layer, and my initial dormitory and manager's office are usually right in the middle of my entrance tunnel. Housing is a series of 5x5 rooms that are built around the central staircase and accessed via stairs; i.e., they do not have doors, just an up/down stair connecting them to the rooms above and below. Every few levels I add a dining room, statue garden, or some other common area; i.e., barracks, hospital, memorial, which spans the horizontal width of those rooms and allows horizontal movement without having to climb all the way to the bottom or top of the stack of bedrooms. As soon as I have a good supply of uniform building materials—clay and sand are great for this both because they are infinite and because they are uniform—I begin constructing a tower on the surface. The first order of business is to wall in my surface plots, which in the beginning is done with wood but once I begin in earnest is usually made of earthenware blocks or the like, and put a roof over it; then, build up one more level, put a roof on top of that and carve fortifications on all the exterior walls. I usually position this embark tower right outside the trap hallway entrance, and simultaneously overlooking the caravan ramp entrance, so that in any siege my marksdwarves can shoot down on enemies as they are trying to path into the fortress. I try to have my Trade Depot entrance tunnel as close to the middle of the map as possible, for smooth pathing.
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# ? Feb 15, 2015 22:56 |
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Bobert Bobertson posted:I dunno if this is common knowledge, and this thread would be an absolute drag to try and read through, but I came across an interesting thing. Fall damage isn't calculated by you falling onto something, it's calculated via throwing the ENTIRE FLOOR at you. This obviously means featherwood floors are insanely great landing pads, being less than half the density of adamantine, and slade/platinum floors are a death sentence, even at mild heights. Since I'm playing Masterwork succubus side right now I can actually experiment with slade, so I'll try that, thanks.
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# ? Feb 15, 2015 23:11 |
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This should work as a training room for melee dwarves right? I'm trying to keep my military section as compact as possible. I don't have any specified barracks with beds right now, but you don't need beds for just a training room right?
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# ? Feb 15, 2015 23:37 |
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Sergeant_Crunch posted:This should work as a training room for melee dwarves right? I'm trying to keep my military section as compact as possible. I don't have any specified barracks with beds right now, but you don't need beds for just a training room right? Absolutely. As long as you have either a single armor or weapon rack in the room, it can be a barracks. There aren't really any other requirements to speak of.
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# ? Feb 15, 2015 23:48 |
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Awesome! I just got through redoing my military ward, and I'm pretty happy with how it all turned out. I've got my guard captain's quarters decked out with flooring, multiple rooms, and even her own little statuary that she and her fisherdwarf husband seem to enjoy relaxing at. My marksdwarves have plenty of wooden crossbows and bolts to practice with on the archery range, not sure how effective it'll be in a serious conflict, but it's certainly better than nothing. My melee dwarves will train in the little dojo area I posted earlier which is one floor above the main floor, though decent melee gear is pretty scarce right now. Finally in the basement I have a massive stockpile of wooden ammo and some meager quarters for my militia commander. Am I missing anything important for a good military base?
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# ? Feb 16, 2015 00:02 |
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Sergeant_Crunch posted:Awesome! I just got through redoing my military ward, and I'm pretty happy with how it all turned out. I've got my guard captain's quarters decked out with flooring, multiple rooms, and even her own little statuary that she and her fisherdwarf husband seem to enjoy relaxing at. My marksdwarves have plenty of wooden crossbows and bolts to practice with on the archery range, not sure how effective it'll be in a serious conflict, but it's certainly better than nothing.
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# ? Feb 16, 2015 00:08 |
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She seems pretty content to lug her baby around when training or killing dwarven children that have gone insane. I think I'll be just fine.
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# ? Feb 16, 2015 00:43 |
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It is a dwarven tradition to use babies as melee weapons, and occasionally as projectiles or shields.
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# ? Feb 16, 2015 03:30 |
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Nietzschean posted:It is a dwarven tradition to use babies as melee weapons, and occasionally as projectiles or shields.
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# ? Feb 16, 2015 03:43 |
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I've got another issue. My melee squad trains fine with no fuss, but my archer squad refuses to train except for the guard captain who leads the squad, who will train regularly for whatever reason. The other guys just do whatever they feel like doing around the fort. I've got them all equipped with crossbows in their uniforms, I have their ammo set to usable in training or combat, and I have a decent range for them to train at. Here's a picture of the range in case it's the issue. I set each target as a separate range, each one has training enabled for my archer squad, each one reaches back10 tiles to the tile before the wall, not into the wall itself. I'm completely stumped on this one
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# ? Feb 16, 2015 03:49 |
Sounds like you checked all the usual things, but just to be sure: they're set to shoot from west to east, right? e: since you said the guard captain trains regularly I'm assuming the direction is fine, so now I don't know.
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# ? Feb 16, 2015 03:52 |
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which roles are essential to a fortress? I've just gotten up to about 20 dwarves, and I wanna make sure I'm not leaving anything out.
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# ? Feb 16, 2015 03:56 |
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neogeo0823 posted:which roles are essential to a fortress? I've just gotten up to about 20 dwarves, and I wanna make sure I'm not leaving anything out. https://www.youtube.com/watch?v=-xLUEMj6cwA
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# ? Feb 16, 2015 04:01 |
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I really should get a cheesemaker going on all that milk I've got, yeah. But seriously, I know I need at least a couple farmers, carpenters, masons/miners, cooks, brewers, and... what else? Also, I've got a dwarf smoothing out all the stone on what will be my first bedroom level, but he's taking forever at it. Am I ok to begin building beds and doors and poo poo in there while he's working, or will that interrupt him?
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# ? Feb 16, 2015 04:26 |
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neogeo0823 posted:I really should get a cheesemaker going on all that milk I've got, yeah. But seriously, I know I need at least a couple farmers, carpenters, masons/miners, cooks, brewers, and... what else? Engravers are only blocked by things that they can't be in the same tile as, so beds are fine but not statues.
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# ? Feb 16, 2015 04:28 |
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Music Theory posted:Engravers are only blocked by things that they can't be in the same tile as, so beds are fine but not statues. Ok, good. Also, what's the easiest way to dig out a very deep pit? Just channel all the way down? I want to create a trap pit for any invaders to potentially fall into.
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# ? Feb 16, 2015 04:32 |
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neogeo0823 posted:I really should get a cheesemaker going on all that milk I've got, yeah. But seriously, I know I need at least a couple farmers, carpenters, masons/miners, cooks, brewers, and... what else? I mean really food and drink are the big things, but you should also think of it in terms of industries that you want to go for. You probably want an industry for furniture and structures (wood, stone, glass, or metal), a clothing industry (leather, silk or plant), a valuables industry (stonecrafting, metalcrafting, bonecrafting, encrusting). Defense industry, in the form of traps and weapons. Also this is only my technique, but when it comes to stone detailing, I normally wait until I can grab two or three dwarves at once. I like having more than one engraver, and that way they all hit legendary at about the same time, so you don't have one legendary and two novice engravers making engravings of wildly varying quality.
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# ? Feb 16, 2015 04:38 |
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Prop Wash posted:I mean really food and drink are the big things, but you should also think of it in terms of industries that you want to go for. You probably want an industry for furniture and structures (wood, stone, glass, or metal), a clothing industry (leather, silk or plant), a valuables industry (stonecrafting, metalcrafting, bonecrafting, encrusting). Defense industry, in the form of traps and weapons. I see. I really need to think about what direction I'm gonna take this thing in now that I've got food and drink settled. How do you guys go about setting up who has what roles? Obviously the dwarves all come preset with roles, but I what I've got is a random mish-mash of talents, and I'd like to sort out what I have into more easily recognizable castes. Do I just reassign duties by hand in Dwarf Therapist? Or should I throw caution to the wind and pick random dwarves to do all the duties in a category until I have what I feel is enough?
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# ? Feb 16, 2015 04:43 |
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Prop Wash posted:I mean really food and drink are the big things, but you should also think of it in terms of industries that you want to go for. You probably want an industry for furniture and structures (wood, stone, glass, or metal), a clothing industry (leather, silk or plant), a valuables industry (stonecrafting, metalcrafting, bonecrafting, encrusting). Defense industry, in the form of traps and weapons. In addition to the industries, you should be able to to crank out: mechanisms, rock pots, wooden bins, and wooden barrels.
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# ? Feb 16, 2015 05:03 |
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neogeo0823 posted:Ok, good. Also, what's the easiest way to dig out a very deep pit? Just channel all the way down? I want to create a trap pit for any invaders to potentially fall into.
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# ? Feb 16, 2015 05:18 |
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Why can't you build ladders in this game? I feel like that would make a ton of sense, or just a retractable slope.
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# ? Feb 16, 2015 05:19 |
Sergeant_Crunch posted:I've got another issue. My melee squad trains fine with no fuss, but my archer squad refuses to train except for the guard captain who leads the squad, who will train regularly for whatever reason. The other guys just do whatever they feel like doing around the fort. try making each target a separate archery range, that used to help
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# ? Feb 16, 2015 05:20 |
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Sergeant_Crunch posted:I've got another issue. My melee squad trains fine with no fuss, but my archer squad refuses to train except for the guard captain who leads the squad, who will train regularly for whatever reason. The other guys just do whatever they feel like doing around the fort. Try removing that one extra line, so that it's only the bit inside the lane.
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# ? Feb 16, 2015 05:23 |
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HerrBrau posted:Basically, yes, but be very careful with your channel designation priorities. Ideally, you want them to channel one z-level at a time. Also, miners do get thirsty, tired, etc, so they will climb out of your pit, but they can't climb down - I've started digging a vertical stairway/access tunnel. Combine that with managing designation priority on a per z-level basis, you can mostly avoid any tragic falls and collapses. Yeah, I'm building a trapped walkway that will eventually be the main by-foot-entrance into my base. The idea will be that invaders will have to walk along a 1 tile wide winding path that'll be laden with all kinds of traps. If they manage to dodge one of the traps, there's a good chance they'll dodge into a 10 level deep pit. If they don't splat instantly, there will be a staircase that they can walk up to get right back to the beginning of the walkway. I've already dug the staircase out, so now I just need to channel my way down 10 levels. How does structural integrity work in this game? Is it basically "if it's connected to the main body that makes up the planet, it'll hold up"? I just wanna know if I can hollow out the whole area under the floor of the walkway, or if I need to have a good support structure underneath to prevent collapse.
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# ? Feb 16, 2015 05:23 |
neogeo0823 posted:Yeah, I'm building a trapped walkway that will eventually be the main by-foot-entrance into my base. The idea will be that invaders will have to walk along a 1 tile wide winding path that'll be laden with all kinds of traps. If they manage to dodge one of the traps, there's a good chance they'll dodge into a 10 level deep pit. If they don't splat instantly, there will be a staircase that they can walk up to get right back to the beginning of the walkway. I've already dug the staircase out, so now I just need to channel my way down 10 levels. As long as it's connected somewhere to some land it should be fine.
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# ? Feb 16, 2015 05:24 |
are you READY for some POETRYToady One posted:Here are some of the forms generated for a single large world: right here. They can be repetitive, but there's also a lot in the game that didn't appear on that page, so it should be okay overall. There are several problems to work out (sometimes it demanded some specific hundreds of thousands of stanzas). I need to name them. Then we'll be on to the next stuff! In which liquors quote:A solemn poetic form concerning alcoholic beverages, originating in The Lyric of Coal. The poem is divided into two distinct septets. Use of simile is characteristic of the form. Each line has five feet with a tone pattern of uneven-even. In which rocks fall quote:A solemn poetic form intended to express grief over mining, originating in The Splattered Confederations. The poem is a single octet. Use of internal rhyme, assonance and vivid imagery is characteristic of the form. Each line has six feet with an accent pattern of unstressed-unstressed-stressed (qualitative anapaestic hexameter). The ending of every line of the poem rhymes with every other. The fifth line of the octet contrasts the underlying meaning of the second line. The second line of the octet is required to maintain the phrasing of the first line. The eighth line of the octet uses the same placement of allusions as the first line. In which everybody dies quote:A dramatic poetic form concerning death, originating in The Icy Nightmares. The poem is a single tercet. Use of allegory and metaphor is characteristic of the form. A form of parallelism is common throughout the poem, in that certain lines often share an underlying meaning. The ending of every line of the poem rhymes with every other. The third line of the tercet is required to maintain the phrasing of the second line. The first line is intended to complain about the subject of the poem. It has four feet with an accent pattern of stressed-unstressed-stressed (qualitative cretic tetrameter). The second line is intended to develop the previous idea. It has two feet with an accent pattern of stressed-unstressed-stressed (qualitative cretic dimeter). It has a medial caesura. The third line is intended to move away from previous ideas. It has four feet with an accent pattern of stressed-unstressed-stressed (qualitative cretic tetrameter). I'm out of words
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# ? Feb 16, 2015 05:29 |
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scamtank posted:I'm out of words It's okay, all your posts can now be generated in anaphylactic pentameter from now.
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# ? Feb 16, 2015 05:35 |
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I like that the generated poems are just generated descriptions of poems. I was genuinely afraid he was going to include randomly generated word salad.
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# ? Feb 16, 2015 05:49 |
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# ? Jun 7, 2024 11:52 |
One of them is a "poetic riddle intended to express pleasure with immortality" and is only a few couplets long. If I'm writing a poem about my own immortality it's going to be thousands of lines long because I've got all the time in the world.
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# ? Feb 16, 2015 06:05 |