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nielsm posted:Fairy parchment? Either that's some tiny writing, a really large fairy, or they caught a darn lot of them to make it. Hahaha, I see you've never embarked with a barrel of mosquito brains, or butterfly eyes! Also fairy parchment for that book was no doubt chosen to make it as soft and silky-smooth as possible. I bet as soon as you open it smooth jazz starts playing. Edit: Also I bet the dwarf that wrote that book refers to men and women as "males" and "females" like a true redditor.
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# ? Dec 7, 2015 06:34 |
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# ? May 31, 2024 16:57 |
reading posted:Hahaha, I see you've never embarked with a barrel of mosquito brains, or butterfly eyes! Nah, it's "guys" or "dudes" or "men" and "females", naturally. Can't wait for dfhack to get updated so I can actually play. Life without therapist and twbt-powered tilesets is just unimaginable.
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# ? Dec 7, 2015 06:48 |
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The biggest thing I miss is workflow. I hate having to go back to the still every once in a while and set a new repeating job to brew until all the barrels are full.
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# ? Dec 7, 2015 07:27 |
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Maugrim posted:It rose like a phallus; Urist wept. It was inevitable.
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# ? Dec 7, 2015 08:24 |
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Does this mean masterwork has to be rewritten again? God drat stupid bike man make my good mod
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# ? Dec 7, 2015 10:21 |
If only they'd let the studious monster keep hold of its book, it might not have actually bitten anyone. Instead, it bit four of my citizens and possibly some traders (I didn't check, they're someone else's problem now). I quarantined the victims succesfully and it turned out only one of them was actually infected. When the poor infected dwarf turned, he killed one of his fellows (luckily choosing to bash about with an item of clothing instead of biting), but the other two were able to survive until he turned back. One of them was knocked unconscious in the fight, so it fell to the other survivor to bash in the weremonster's head with her crutch. It took forever. PublicOpinion fucked around with this message at 11:05 on Dec 7, 2015 |
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# ? Dec 7, 2015 11:03 |
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Prop Wash posted:http://dffd.bay12games.com/file.php?id=11309 Thanks.
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# ? Dec 7, 2015 13:29 |
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I am sure it has been noted by now but I am actually a bit frustrated that using workshops by accessing them individually with q has been slightly broken. Previous to this update when you entered the list for items the shop could make; it would remain on the last item you selected so that you could pump out three barrels so long as you didn't mind selecting it first. These days the list is defaulting back to the top and while I tend to have a manager available to mitigate the problem old habits die hard and I often end up having to go back and fix mistakes now.
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# ? Dec 7, 2015 16:24 |
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I finally figured out papermaking. All this time I was frustrated because the farmer's workshop had "make paper from plants" available, but it turns out that's exclusively for papyrus, which is a have it or don't proposition. I had plant slurry, so I thought I was good to go. Nope! You need a screw press to form paper from the slurry (which is itself made at a quern or mill). e: I'm also having problems with fighters going into battle wielding mugs and toy hammers. One of my hammerdwarves is attached to a masterwork diorite toy hammer.
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# ? Dec 7, 2015 16:28 |
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RedTonic posted:I finally figured out papermaking. All this time I was frustrated because the farmer's workshop had "make paper from plants" available, but it turns out that's exclusively for papyrus, which is a have it or don't proposition. I had plant slurry, so I thought I was good to go. Nope! You need a screw press to form paper from the slurry (which is itself made at a quern or mill). Also be very careful if you are messing around with stockpiles being assigned to workshops. Right now workshops assume that if a stockpile is assigned to it that it is also the only stockpile on the earth it can take anything from. I don't typically bother assigning my finished goods pile (To say nothing of the new Sheet stockpile) to give directly to craftsdwarf shops and as a result it took me a bit to figure out where all my paper went and why I couldn't make anything. Eventually I just gave up and let my craft shops take from anywhere by de-assigning all of the stockpiles that were assigned to them. (Another thing that needs a handy button from a workshop menu)
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# ? Dec 7, 2015 16:33 |
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reignofevil posted:Also be very careful if you are messing around with stockpiles being assigned to workshops. Right now workshops assume that if a stockpile is assigned to it that it is also the only stockpile on the earth it can take anything from. Yeah, I had this issue with a clay stockpile and an unprocessed plants stockpile. Whatever's going on with give/take isn't working at all. It's not a useful tool. I'm having some slowdown in a 140-citizen fortress with about ~60 guests & long-term residents. This embark had sparse trees when I started out, but they've gone nuts and there now stands a full blown forest outside of the fort's external pillbox. I've designated hundreds for the axe. Still, it's not as bad as it used to be. Toady must have changed something. I started turning down petitions because I already have a poo poo load of layabout bards. I wish more scholars and mercenaries would petition for citizenship.
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# ? Dec 7, 2015 16:39 |
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RedTonic posted:I'm having some slowdown in a 140-citizen fortress with about ~60 guests & long-term residents. This embark had sparse trees when I started out, but they've gone nuts and there now stands a full blown forest outside of the fort's external pillbox. I've designated hundreds for the axe. Still, it's not as bad as it used to be. Toady must have changed something. I didn't play much of the last version, but I distinctly remember in earlier versions wood being at least semi-rare... kinda nice that it's much more renewable now. I can make charcoal without having to worry about literally burning through all the trees on the map or setting up tree farms underground.
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# ? Dec 7, 2015 17:02 |
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wall monitor posted:I didn't play much of the last version, but I distinctly remember in earlier versions wood being at least semi-rare... kinda nice that it's much more renewable now. I can make charcoal without having to worry about literally burning through all the trees on the map or setting up tree farms underground. God no, you're going to be racing to chop down trees to keep the framerates manageable. If I could start a surface world fire without having to make a pumpstack, I would. I need a dragon attack.
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# ? Dec 7, 2015 17:08 |
So is there a therapist that works with the new version? I just came back to DF after a few years off.
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# ? Dec 7, 2015 17:11 |
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Decrepus posted:So is there a therapist that works with the new version? I just came back to DF after a few years off. Not yet.
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# ? Dec 7, 2015 17:48 |
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Decrepus posted:So is there a therapist that works with the new version? I just came back to DF after a few years off. The new version is radically different than previous ones, and just off the assembly line, give it a couple of weeks.
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# ? Dec 7, 2015 17:51 |
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reignofevil posted:I am sure it has been noted by now but I am actually a bit frustrated that using workshops by accessing them individually with q has been slightly broken. Previous to this update when you entered the list for items the shop could make; it would remain on the last item you selected so that you could pump out three barrels so long as you didn't mind selecting it first. I'm fairly sure that's not a feature that broke, that was dfhack helping you out. I could be wrong though. But yeah, that was a quality of life improvement I'm really missing. The search function, too. Scrolling through my unit list looking for a specific dwarf sucks.
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# ? Dec 7, 2015 19:41 |
I hardly ever used dfhack and that issue (place in workshop lists not being saved) keeps throwing me off so it must have been in vanilla. Hopefully Toady changes it back.
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# ? Dec 7, 2015 19:43 |
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Apparently cats can randomly die and there's a theory that they are poisoned after licking their fur clean from alcohol spills.
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# ? Dec 7, 2015 19:57 |
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You'd think cats living with dwarves would have evolved a tolerance for alcohol.
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# ? Dec 7, 2015 20:00 |
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Kennel posted:Apparently cats can randomly die and there's a theory that they are poisoned after licking their fur clean from alcohol spills. It seems to be spontaneous suffocation arising from internal injuries after being struck. Though I had a bunch of cats die in the room where I store barrels of booze... I'm pretty sure someone was going on a bender and kicking the poo poo out of cats. The random deaths stopped when I relocated the cattery to the farm. I'm getting a lot of "found dead" messages for dorfs without any combat logs, too. I'm pretty sure there's a domestic violence offender somewhere in the fort.
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# ? Dec 7, 2015 20:06 |
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All my food gets dumped into a quantum stockpile from the food production area 1 level above. The stockpile is in a 4x4 low traffic room that's connected to the dining hall. There's a cat stationed in there for pest control (since I can't use barrels). There's a 1/4 chance that at any given dump of food from the cart the cat will get hit and maybe get injured/killed. It's an acceptable rate of loss, though. The cat doesn't actually die more than a couple times a year.
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# ? Dec 7, 2015 20:12 |
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My newish (1.5yr, 90 citizen) fort was struck by a nasty werehorse attack. Now nobody wants to do anything. I can't get anyone to haul corpses or get my miners to dig me out a space for a hospital or to put coffins. I can't even get my masons to build coffins. Most dwarves are standing around doing nothing. A few are still doing hauling labors, but the others are drinking or sleeping. It's only been about 1 or 2 months since the attack. Do I just need to give them more time? I'm running 40.24.
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# ? Dec 7, 2015 20:19 |
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Internet Kraken posted:You'd think cats living with dwarves would have evolved a tolerance for alcohol. I wonder when Toady's going to add evolution.
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# ? Dec 7, 2015 20:39 |
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Music Theory posted:I wonder when Toady's going to add evolution. Evolution (or at least Natural Selection) seems like it'd be a lot of work to design and code for very little meaningful gameplay impact. So yeah, it's probably on his todo list already.
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# ? Dec 7, 2015 21:01 |
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Music Theory posted:I wonder when Toady's going to add evolution. wall monitor posted:Evolution (or at least Natural Selection) seems like it'd be a lot of work to design and code for very little meaningful gameplay impact. Can't you already selectively breed animals for traits?
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# ? Dec 7, 2015 21:27 |
mr. why posted:My newish (1.5yr, 90 citizen) fort was struck by a nasty werehorse attack. Now nobody wants to do anything. I can't get anyone to haul corpses or get my miners to dig me out a space for a hospital or to put coffins. I can't even get my masons to build coffins. Most dwarves are standing around doing nothing. A few are still doing hauling labors, but the others are drinking or sleeping. Are they actually doing "no job" nothing, or just doing non-productive things? If they're doing non-work things where the job is listed in purple, I think the deal is they're not willing to be interrupted by work.
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# ? Dec 7, 2015 21:27 |
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Alehkhs posted:Can't you already selectively breed animals for traits? I think the only important trait in animals is muscle mass, for more meat when butchering. I don't recall exactly if that's passed down to offspring but it might be. Too bad descriptions are hosed and every animal shows up as "gigantic".
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# ? Dec 7, 2015 22:23 |
oh.
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# ? Dec 7, 2015 22:51 |
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I, too, would probably keel over and pass out if someone tore my nuts off. E: btw, is there a video tutorial on how to play this game? Something to watch on my goddamn 2 hour train ride home? Rotten Cookies fucked around with this message at 23:04 on Dec 7, 2015 |
# ? Dec 7, 2015 23:01 |
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Elth posted:I think the only important trait in animals is muscle mass, for more meat when butchering. I don't recall exactly if that's passed down to offspring but it might be. Too bad descriptions are hosed and every animal shows up as "gigantic". Dunno, there's definitely scrawny dogs versus muscular dogs. I thought that size issue was fixed and it really only affected undeads? That is a trait that gets passed down though iirc.
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# ? Dec 7, 2015 23:17 |
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Decrepus posted:
That's an interesting word choice. As tasteful as it could be, i guess
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# ? Dec 7, 2015 23:20 |
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Oh poo poo, your expedition leader is a lot less predictable now. I usually give my starting mason a point of appraisal and a few points of negotiator to cover the social skills, then make him the broker, too. Now all my dwarves who want to complain have to listen to this random rear end in a top hat recite his lovely poetry while he is supposed to be mining you poo poo.
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# ? Dec 7, 2015 23:42 |
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Elth posted:I think the only important trait in animals is muscle mass, for more meat when butchering. I don't recall exactly if that's passed down to offspring but it might be. Too bad descriptions are hosed and every animal shows up as "gigantic". Yes of course genetics are tracked what game do you think this is
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# ? Dec 7, 2015 23:42 |
Elth posted:Too bad descriptions are hosed and every animal shows up as "gigantic". This only happens when an animal's size is affected by two conflicting body appearance modifiers at the same time, LENGTH and HEIGHT. Disable one (tracking the first one seems like it only makes sense for snakes) and they're perfectly truthful again.
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# ? Dec 7, 2015 23:53 |
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Is world gen guaranteed to crash in this version after going on too long? Normally I stop it early but I thought I'd let it run its full 1000 year course and poke around in legends mode, but it crashed at some point.Decrepus posted:
What the hell are geldabl- oh oh
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# ? Dec 8, 2015 00:20 |
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Internet Kraken posted:Is world gen guaranteed to crash in this version after going on too long? Normally I stop it early but I thought I'd let it run its full 1000 year course and poke around in legends mode, but it crashed at some point. Internet Kraken posted:What the hell are geldabl- oh
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# ? Dec 8, 2015 00:42 |
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Cherry Fruit Geldables ®, made with "real" """fruit"""
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# ? Dec 8, 2015 01:16 |
So what am I supposed to do if a Dark Gnome zombie attacked my fort and his head was cleaved off and flew 5 Z levels atop a tree and scares everyone as they try to leave the fort?
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# ? Dec 8, 2015 01:39 |
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# ? May 31, 2024 16:57 |
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Decrepus posted:So what am I supposed to do if a Dark Gnome zombie attacked my fort and his head was cleaved off and flew 5 Z levels atop a tree and scares everyone as they try to leave the fort? Take screenshots and post them here.
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# ? Dec 8, 2015 01:48 |