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In the bay 12 forums, people found the addresses required for Dwarf Therapist to work with 0.42.06. All I need is dfhack so the game will automatically give jobs to my dwarves so nobody has nothing to do.
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# ? Feb 21, 2016 18:37 |
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# ? May 23, 2024 11:43 |
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Telsa Cola posted:Im curious, what do the bolts do? code:
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# ? Feb 21, 2016 22:42 |
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Inheritance just screwed me on my current fort. The first mayor was elected in the past season and something must have happened in the world because three dwarves inherited noble titles. I instantly got a king and two barons who are going to be very pissed off while I build quarters for them.
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# ? Feb 21, 2016 22:56 |
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As the game gets more and more complex I find it less and less enjoyable. I keep coming back to play it but every time I do I spend less time enjoying and more time fighting with the interface and such. So today I want to try again. I haven't played in well over a year though so I don't recall how poo poo works very well. You still only mine like 1 stone every few tiles, right? And you have to convert stones to blocks to get the most use out of them? When making crafts for trade do I make crafts from raw stones or from blocks? Likewise, when making furniture you make them from blocks not stones, correct? khy fucked around with this message at 23:58 on Feb 21, 2016 |
# ? Feb 21, 2016 23:56 |
khy posted:You still only mine like 1 stone every few tiles, right? And you have to convert stones to blocks to get the most use out of them? When making crafts for trade do I make crafts from raw stones or from blocks? Likewise, when making furniture you make them from blocks not stones, correct? Every given tile has a 25% chance of leaving a boulder behind when mined out. Small clusters (gems etc.) are the exception, those always pay out. You make the things from raw rock. Blocks are strictly construction fare that makes wells and smooth brickwork. Cobblestone walls made from unprocessed stones not only take longer to build due to the heavy materials, but they're also easy to climb.
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# ? Feb 22, 2016 00:05 |
Blocks are only used for constructing buildings (or, rarely, artifacts), furniture and items are made from raw stones. A mined tile has a set chance of dropping a stone independent of mining skill. Stones are carved into multiple blocks that weigh less than stones and fit into bins. Ore is smelted into multiple bars these days.
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# ? Feb 22, 2016 00:06 |
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khy posted:As the game gets more and more complex I find it less and less enjoyable. I keep coming back to play it but every time I do I spend less time enjoying and more time fighting with the interface and such. Unfirtunately I agree. Instead of fixing broken features, he's just adding more broken features that don't really interact well with the core gameplay elements. You should gget 4 blocks for a stone. It really only matters for constructions, where walls etc. made from blocks get the smooth description, and of course you can make 4× more constructions out of a single boulder worth of blocks than from raw boulders. not to mention hauling and storing blocks is much more convenient and fast. steinrokkan fucked around with this message at 00:13 on Feb 22, 2016 |
# ? Feb 22, 2016 00:11 |
PublicOpinion posted:Blocks are only used for constructing buildings (or, rarely, artifacts), furniture and items are made from raw stones. A mined tile has a set chance of dropping a stone independent of mining skill. Stones are carved into multiple blocks that weigh less than stones and fit into bins. Ore is smelted into multiple bars these days. khy posted:You still only mine like 1 stone every few tiles, right? And you have to convert stones to blocks to get the most use out of them? When making crafts for trade do I make crafts from raw stones or from blocks? Likewise, when making furniture you make them from blocks not stones, correct? You'll usually end up with a decent amount of stone from excavating your fortress so you don't have to worry.
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# ? Feb 22, 2016 00:16 |
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I still roll ore-miser style like in older versions and frequently end up with thousands of unused bars. FPS heat death kills me long before running out of ore even conceivably becomes a factor. Meanwhile trees explode into dozens of wood and there's so many easy options for plant growing that there's no reason to go plump helmets only. All that is to say that I feel the newer versions are way less finicky than the old versions. There's certainly more systems, but none of them are really mandatory, and overall the workload has decreased significantly.
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# ? Feb 22, 2016 00:28 |
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There is a Forgotten Beast running around in the caverns that I blocked off, he can't fly so all he is doing now is slaughtering troglodytes, cave toads, and cave spiders. The Beast enjoys spitting poison onto their tongues, which is hilarious to read in the battle reports. I got 3 squads of okay-ish equipped soldiers (still need metal gloves/legs for most) that are mercenaries or guys who have practiced enough to be good at smashing stuff and I'll probably send an expedition down to fight soon after I buy out the next trade caravan of everything metal they got. At this point I can just trade them a bunch of masterpiece rock mugs for everything. If I don't find a water source down in the caverns everyone who gets injured is dead, though, and I haven't seen one by the little bit of area I can see on the map. I'm pretty sure that's also why people seem to be randomly sleeping on the floor, they just get exhausted and I see the carry water command get cancelled for not having a water source. The embark screen said there was a brook around, but I haven't found anything and thought that would be like a stream, but I guess it is different. Can I dig a pit and have it fill up with rainwater and become a lake? I also have an egg industry and pig farm set up inside and they are surprisingly easy to make, and I don't have to worry about random raids killing all of them like the outside animals.
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# ? Feb 22, 2016 00:32 |
Tars Tarkas posted:Can I dig a pit and have it fill up with rainwater and become a lake? Rainwater only fills/refills pre-existing murky pools.
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# ? Feb 22, 2016 00:41 |
I attempted to find the dwarf that wrote "The Wizard's Guide to Self Control" but alas, I do not have the patience to find them. I did find a lot of horses and had some fun as a Moose-man though. Edit: if anyone wants the save I can upload it, but its for 42.01 Jyrraeth fucked around with this message at 01:44 on Feb 22, 2016 |
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# ? Feb 22, 2016 01:40 |
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I've had 3 crashes in the last 10 minutes while I've been trying to set up a couple of flood gates. Is there something wonky going on with them? Edit: Well it happened a 4th time so on the 5th try I waited a couple seconds before each key press and it didn't crash. I guess I was just hitting the keys too quickly or who knows what happened... Edit 2: 5 more crashes at random times doing random things. I swear I can play DF for hours and not encounter a problem and then all of a sudden the game gives me the double middle finger salute and says nope you don't get to play right now. FalloutGod fucked around with this message at 05:37 on Feb 22, 2016 |
# ? Feb 22, 2016 04:50 |
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Neurion posted:Rainwater only fills/refills pre-existing murky pools. How hard is it to modify in a floor that acts as a murky pool bottom?
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# ? Feb 22, 2016 06:22 |
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how do i make my hunters carry more than 25 bolts? they keep running out of ammo.
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# ? Feb 22, 2016 08:41 |
25 is the max capacity for a quiver. Once an animal is slightly injured just have your militia go stab it.
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# ? Feb 22, 2016 08:45 |
Spanish Matlock posted:How hard is it to modify in a floor that acts as a murky pool bottom? I... think you might be able to wrangle something with tiletypes? Not sure though, ponds have lot of moving parts under the bonnet. I identified a data structure recently that's nothing but coordinates that plot squares where pools can be "dug" when the map is first resolved or something.
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# ? Feb 22, 2016 08:59 |
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scamtank posted:I... think you might be able to wrangle something with tiletypes? Not sure though, ponds have lot of moving parts under the bonnet. I identified a data structure recently that's nothing but coordinates that plot squares where pools can be "dug" when the map is first resolved or something. I ask because in cases where there's no accessible water I usually dig trenches between pools and use them to catch water like that.
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# ? Feb 22, 2016 09:21 |
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Shibawanko posted:I can't stand it if my fortress entrance doesn't look like a boar or dragon's face with fangs hewn from rock leading into a pillared hallway so I don't think I'm one to make fun of this post. Have you got any pictures? I never know what to do with my fort entrances.
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# ? Feb 22, 2016 10:59 |
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my entrances tend to just be slightly bent lines i'm looking to kick off my metal industry so i can start plonking down traps. is melting bolts still the way to go?
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# ? Feb 22, 2016 11:06 |
hey Toady One posted:Here's an image of what we've got so far for an adventurer's camp. Maybe I'm just making something out of nothing, but do I smell some more spontaneous UI upgrades for Dwarf mode?
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# ? Feb 22, 2016 13:11 |
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You might just be getting hopeful. I love the idea though, being able to build yourself a house is one step to dwarf fortress survival mode. once you can woo yourself a partner. You will be able to set up a nice family life - as long as things like farming become automated like this blueprint system. Then a Dragon will turn up, eat your significant other, and spawn a quest of epic revenge.
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# ? Feb 22, 2016 16:25 |
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Sounds like you could start treating Adventure Mode like a first-person version of Fortress Mode, which might make me finally want to play it!
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# ? Feb 22, 2016 16:37 |
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Oh my god. Elves brought a male and female elephant in my first caravan. Uh, since I've never had the pleasure are elephants better War beasts or Hunting beasts?
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# ? Feb 22, 2016 20:31 |
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I think it takes like 10 years for a baby elephant to mature, so unless you're in for the absurdly long haul, it probably doesn't matter.
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# ? Feb 22, 2016 20:41 |
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Trundel posted:Oh my god. Elves brought a male and female elephant in my first caravan. Are you kidding?
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# ? Feb 22, 2016 20:41 |
There's a tag in one of the init files that scales the amount of food needed by grazers, I'd crank that down a whole bunch because I'm not sure if elephants are still doomed to starve by default.
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# ? Feb 22, 2016 20:51 |
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PublicOpinion posted:There's a tag in one of the init files that scales the amount of food needed by grazers, I'd crank that down a whole bunch because I'm not sure if elephants are still doomed to starve by default. Toady adjusted them, and they were right on the borderline even before the change, but it doesn't hurt to adjust it further, especially if you want a large herd.
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# ? Feb 22, 2016 20:54 |
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i think i need to set up private bedroom/dining rooms for my specific job dwarves (e.g. grower, chef, brewer, smith) right next to their respective workshops and stockpiles work is your life now! will burrows help this work better?
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# ? Feb 23, 2016 09:05 |
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Do dwarves still get pissed off by loud noises next to where they live (workshops, mining, engraving, etc)?
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# ? Feb 23, 2016 09:15 |
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Haerc posted:Do dwarves still get pissed off by loud noises next to where they live (workshops, mining, engraving, etc)? Yep. Of course if you lock a workshop to only legendary whatever and the only legendary xxx lives right next door, it will never be making noise while he's trying to sleep.
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# ? Feb 23, 2016 09:16 |
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It's been proven that workshops do not cause noise. Here's what causes noise: Digging - 8 tiles Wood cutting - 8 tiles Engraving - 4 tiles Fortification carving - 4 tiles Removing constructions - 8 tiles
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# ? Feb 23, 2016 09:33 |
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i can't work out how happy my dwarves are anymore
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# ? Feb 23, 2016 10:57 |
Hunter/Gatherer Mode fleshing out nicely:Toady posted:Here's a house. You can see the upper floor in the z-window on the right. The carpenter's workshop is outside, where I made a couple of doors, a table, a chest, a cabinet, a chair and a bed. You can now place items in unheld container buildings/items, and you can also put them on tables (where they become displayed as in dwarf mode, like my copper dagger in the image). I hope this means that you can somehow assign items to be displayed on tables in fortress mode and he isn't just referring to how NPC shops can display their items on tables.
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# ? Feb 23, 2016 11:11 |
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I just want to build my own house and live a quaint boring life with a nice garden and maybe a companion. That's my adventure mode goals.
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# ? Feb 23, 2016 18:59 |
Dreggon posted:i can't work out how happy my dwarves are anymore In my experience, dwarves have two moods, drunken indifference and riots in the streets.
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# ? Feb 23, 2016 21:03 |
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Hmm... Looks like there's headway on a .06 compatible version of dfhack. I'm wondering if I should start preparations on a new LP fort. After all, there's no rule forbidding one goon from running two LPs, right? I can be a baseball general manager and a dwarven overseer... right?
Danny Glands fucked around with this message at 06:15 on Feb 24, 2016 |
# ? Feb 23, 2016 23:21 |
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I started with the 40_24 Starter Pack r20 because I thought it would be pretty stable but I'm averaging a crash a hour. Is this normal?
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# ? Feb 24, 2016 00:09 |
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Danny Glands posted:After all, there's no rule forbidding one goon from running two RPs, right? Have you ever heard of Grey Hunter?
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# ? Feb 24, 2016 00:26 |
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# ? May 23, 2024 11:43 |
FalloutGod posted:I started with the 40_24 Starter Pack r20 because I thought it would be pretty stable but I'm averaging a crash a hour. Is this normal? No, not really. When does it happen? The last crashes I remember have always been from rapid-fire world generating.
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# ? Feb 24, 2016 01:36 |