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Hihohe posted:Do elves still tell you to stop Chopping down trees? Cuz this is the only response. Pre battle speeches from TW: Warhammer looking good.
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# ? Jan 19, 2016 18:46 |
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# ? May 9, 2024 22:15 |
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Work continues...posted:So far for the next release: I fixed the exported wealth count, made dwarves stop dumping dye/flour/seed/etc. bags out into barrels improperly, allowed intelligent captives to be moved around to other cages etc. again, and stopped dwarves from claiming objects like goblets and minecarts that you need to use around the fort. They should also store owned objects a little better. You can view the travel map in adventure mode even when you can't travel. I fixed a problem causing certain sites with underground layers to be disconnected from the surface. In other related news, PC Gamer included Dwarf Fortress in its list of "the 50 most important PC games of all time." PC Gamer posted:Why it's important: Proof that on PC there’s no such thing as ‘too hardcore’. NASA has less complicated simulations than this, a game so ludicrously complicated that cats splashed with booze can be poisoned when they try to lick themselves clean.
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# ? Jan 20, 2016 03:20 |
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I just realized I don't have sand on my embark. I need the sand to make the glass corkscrews that gets put in the screw pumps that pumps the magma so I can finally forge stuff without using up all my wood. Now I have to make the corkscrews out of either nethercap wood(which is guarded by serpent men) or out of metal which will use up twice as much charcoal as the glass would've. I could potentially solve that by making the forge way way down at the bottom where the magma is but that is incredibly inefficient considering my dwarves live up top. Can't be worse than using up all my possible wood just to make some goddamned corkscrews.
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# ? Jan 20, 2016 03:31 |
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Lareine posted:I just realized I don't have sand on my embark. I need the sand to make the glass corkscrews that gets put in the screw pumps that pumps the magma so I can finally forge stuff without using up all my wood. Now I have to make the corkscrews out of either nethercap wood(which is guarded by serpent men) or out of metal which will use up twice as much charcoal as the glass would've. I could potentially solve that by making the forge way way down at the bottom where the magma is but that is incredibly inefficient considering my dwarves live up top. Can't be worse than using up all my possible wood just to make some goddamned corkscrews. Do you have a working marksdwarves squad and some spare miners?
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# ? Jan 20, 2016 04:15 |
Just build a whole new fortress down at the bottom! Simple!
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# ? Jan 20, 2016 05:22 |
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Lawman 0 posted:Do you have a working marksdwarves squad and some spare miners? I could probably manage but there are a shitload of them and someone's probably going to have to die to do it.
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# ? Jan 20, 2016 05:54 |
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Lareine posted:I just realized I don't have sand on my embark. I need the sand to make the glass corkscrews that gets put in the screw pumps that pumps the magma so I can finally forge stuff without using up all my wood. Now I have to make the corkscrews out of either nethercap wood(which is guarded by serpent men) or out of metal which will use up twice as much charcoal as the glass would've. I could potentially solve that by making the forge way way down at the bottom where the magma is but that is incredibly inefficient considering my dwarves live up top. Can't be worse than using up all my possible wood just to make some goddamned corkscrews. It really isn't. A vertical stair down will be like 30 blocks. It's probably more than 30 blocks between your bedrooms and main dining room.
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# ? Jan 20, 2016 08:50 |
hailthefish posted:Just build a whole new fortress down at the bottom! Simple! Hell, once you find/pump water down there to irrigate a few excavated caverns you can move your agriculture down there and tell the surface world to piss off entirely.
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# ? Jan 20, 2016 08:59 |
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Never not 0/100 tunnel density/cave openness. Humans build villages in the surface. Dwarves build them in the caves!
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# ? Jan 20, 2016 09:03 |
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Demiurge4 posted:Never not 0/100 tunnel density/cave openness. Humans build villages in the surface. Dwarves build them in the caves! Then periodically come to the surface to vomit on caravans and drown them.
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# ? Jan 20, 2016 09:10 |
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ToxicSlurpee posted:Then periodically come to the surface to vomit on caravans and drown them. I like to make a 5x wide tunnel with ramps that goes deep into the earth. None of it's trapped and anyone who wants to enter my fortress has to brave whatever is out on the surface to reach it
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# ? Jan 20, 2016 09:27 |
Ehh, they uhh, they uh might have already compiled an unofficial Windows pile of DFHack and TWBT for 42.05??? And it appears to be working?!
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# ? Jan 20, 2016 10:48 |
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What the gently caress did I just watch?
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# ? Jan 20, 2016 11:38 |
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Kenlon posted:What the gently caress did I just watch? A goon's obsession with hurting elves that over time went from a funny joke into "dude, this is starting to look like a fetish" land.
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# ? Jan 20, 2016 12:22 |
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Kenlon posted:What the gently caress did I just watch? The elves' terms for limits on tree cutting were rejected.
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# ? Jan 20, 2016 12:24 |
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I hosed up. I wanted a well in my hospital so I dug a shaft next to a stream and then dug a tunnel that goes from the bottom of the shaft to the tile that is directly beneath the well. The thing is that the well is built on a slope and now the hospital is flooded and the tiles around the well are 7/7 so my dwarves don't want to go near the well. Any suggestions?
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# ? Jan 20, 2016 16:22 |
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Construct a small tower over top of the flooded area and put the well in the tower.
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# ? Jan 20, 2016 16:33 |
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It's not the slope. Water pressure exists in the game, and if you just use water from the river without any obstacles like floodgates and stuff, it's going to try to flow up to the level of the river. There's a specific exploit you can use to avoid this from happening again: Going through a diagonal passage depressurizes water, and it won't flow above the level it was depressurized on. As for your flooded hospital, it is now a lake. Build a well on top of it. e: The above suggestion is a joke, by the way, for obvious reasons. my dad fucked around with this message at 16:45 on Jan 20, 2016 |
# ? Jan 20, 2016 16:38 |
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If you really really want to reclaim your flooded hospital, you can build a number of wind-powered pumps upstream and temporarily drain the river to the point that you can plug the channel and try again. Just make sure those pumps have somewhere to drain to so they don't flood something else.
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# ? Jan 20, 2016 16:58 |
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Lareine posted:I could probably manage but there are a shitload of them and someone's probably going to have to die to do it. No no no. Are they in a completely open area or are they near any pillars you could hollow out and convert into pillboxes to shoot them from?
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# ? Jan 20, 2016 18:27 |
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Thanks for the help!
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# ? Jan 20, 2016 19:00 |
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Lareine posted:I could probably manage but there are a shitload of them and someone's probably going to have to die to do it. Nah dude. Serpent men may not even be hostile to your dwarves. I bet if you move a squad near them they'll flee rather than fight. Even if they do fight a squad of 10 marksdwarves with leather armor should be able to take them out easily.... Also why are you concerned about a death? Send some dwarves from your newest wave to die wrestling them. Repeat again as necessary with new waves of expendable recruits. It's first come first promoted up in this bitch. Find the dwarves that have the highest skills in the specific areas you need. Press gang anyone else into squads. Send them in to fight something. Any survivors get equipped with weapons and armor and the privilege to train.
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# ? Jan 20, 2016 19:12 |
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TheCIASentMe posted:Nah dude. Serpent men may not even be hostile to your dwarves. I bet if you move a squad near them they'll flee rather than fight. They are listed in the unit screen as Hostile though you are right that they are likely to flee. I'm just not at the point where dwarves are disposable yet though I'm rapidly getting there thanks to Migrant Waves sending me Soapers. I could try to dig out to them and plink them to death through fortifications. I kind of forgot that was even an option. Speaking of death, I've only had one so far. A dwarf just up and dying in the dining room in front of everybody. No injuries, no vampires. Just dead. It's really a shame that the system doesn't really allow you to investigate these things thoroughly after death.
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# ? Jan 20, 2016 22:48 |
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Met posted:Aquifers should just be removed. We have underground tunnels now which provide water and the same tunnels make a Z-level roadblock that's much more fun to work around. Are you referring to the tunnels that form during worldgen between dwarven settlements? I've never built over one of those but I should. Can you enable seeing them during site selection in vanilla DF or do you need a mod?
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# ? Jan 20, 2016 23:49 |
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reading posted:Are you referring to the tunnels that form during worldgen between dwarven settlements? I've never built over one of those but I should. Can you enable seeing them during site selection in vanilla DF or do you need a mod?
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# ? Jan 21, 2016 00:40 |
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Every site in the world has caves now, just like they all have magma.
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# ? Jan 21, 2016 01:23 |
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Gus Hobbleton posted:Every site in the world has caves now, just like they all have magma. Right. Now Aquifers are redundant. They've always been unfun anyhow.
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# ? Jan 21, 2016 01:35 |
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As someone that hasn't played since 2012, what are the new things I need to do to protect my fps? I only know of deforesting the surface?
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# ? Jan 21, 2016 01:54 |
Met posted:Right. Now Aquifers are redundant. They've always been unfun anyhow.
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# ? Jan 21, 2016 03:07 |
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I like rivers. They have a source of shells. Also an infinite source of water without having to deal with aquifers.
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# ? Jan 21, 2016 04:55 |
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It is possible, though very unlikely, to generate caverns that don't have any water. They also won't have mud and associated underground plants aside from blood thorns. I always put the minimum cavern water parameter up to about 10% for that reason. No water sucks, a lot. Too much water is bad in the other way.
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# ? Jan 21, 2016 14:26 |
Lareine posted:I like rivers. They have a source of shells. Also an infinite source of water without having to deal with aquifers. Yeah when I first learned to play my tutorial told me to always embark next to a river
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# ? Jan 21, 2016 14:41 |
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Something really bizzare just happened. I saved my game just as a Goblin Invasion arrived. I just loaded it up to fight them off, only to realize my population had dropped from 100 to 6. I unpaused for a few seconds, then paused again. A solitary dwarven child remained. Unpause for a few more seconds and my fortress falls. 100 Dwarves just up and vanished into the either after unpausing a save game. I'm a version behind, but that was really weird. Time to update and start a new world I think.
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# ? Jan 21, 2016 17:30 |
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If you still have the save before it crumbled, send it to the bug tracker. That's weird as hell.
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# ? Jan 21, 2016 20:16 |
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Grey Hunter posted:Something really bizzare just happened. Toady must have snuck goblin ninjas into this update.
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# ? Jan 21, 2016 21:29 |
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Grey Hunter posted:Something really bizzare just happened. Have you possibly been researching Dwemer artifacts?
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# ? Jan 22, 2016 20:22 |
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it's starting to get a bit ridiculous how many visitors I'm getting now.
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# ? Jan 23, 2016 01:17 |
So uh is there a way to stop dwarves from spending every waking moment in the bar Kinda puts a damper on me having taverns
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# ? Jan 23, 2016 07:22 |
scamtank posted:So uh is there a way to stop dwarves from spending every waking moment in the bar
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# ? Jan 23, 2016 07:51 |
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# ? May 9, 2024 22:15 |
A lesbian couple in anguish after both of them suffer almost simultaneous miscarriages, one mopes around until starvation looms. She hunts down a rat and eats it. Then she is cheered up by a wave of relief after being forced to eat vermin to survive.
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# ? Jan 23, 2016 11:24 |