Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Telarra
Oct 9, 2012

The Moon Monster posted:

Maybe your parent civilization is just really lovely at dwarfing and has no metal available?

Yeah it's gotta be something like this, I just loaded up a fresh world and a pair of copper battle axes are still in the default prepare carefully list.

Adbot
ADBOT LOVES YOU

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


b-but that's like a whole 67 points against like ten for the bars and change for the fuel (if your civilization doesn't know how to dig things, multiply by 2.5x for prevailing bronze prices)

steinrokkan
Apr 2, 2011



Soiled Meat
The default profile expects your to pay for super expensive crap like wheelbarrows, stepladders, thread and fabrics... lol if u can't budget for two axes and a bunch of picks after getting rid of all the bourgeois luxuries

Tenebrais
Sep 2, 2011

I don't understand how you could have access to the metal bars but not weapons made from them on embark.

Inexplicable Humblebrag
Sep 20, 2003

maybe your civilisation is very small and doesn't have any forges

steinrokkan
Apr 2, 2011



Soiled Meat

DOWN JACKET FETISH posted:

maybe your civilisation is very small and doesn't have any forges

If that were possible, and the case--- wouldn't you end up with an anvil-less embark, thus making any production of metal goods, including axes, impossible?

Mygna
Sep 12, 2011
Eagerly awaiting the first release that allows for actual holy wars sparked by conflicting myths about where the First Anvil came from.

Marxalot
Dec 24, 2008

Appropriator of
Dan Crenshaw's Eyepatch
I'd just be happy with a V43.* LNP.

Zesty
Jan 17, 2012

The Great Twist

steinrokkan posted:

Metal axes are no longer available on start? That makes no sense, and sounds EXTREMELY annoying. So I guess the exploration party is happy to bring metal picks and an anvil with them, but taking an axe would bee too much for them?

I had to go check just to make sure. Copper axes were available and were in the default embark. Dwarves used them just fine.

Meldonox
Jan 13, 2006

Hey, are you listening to a word I'm saying?
Now that I've got my Dwarfort legs back and suffered a couple hilarious failures, I need to think a little on fortress design for my next (hopefully moderately successful) attempt.

How do you guys usually do yours, and how do you prepare for it in the early game? Do you long-time veterans at the game still start out with a minimal utilitarian setup like what's outlined in the primer and repurpose rooms or carve them out into new facilities as the game progresses, or do you have some idea of what you want your fort to look like and dive right in, or do you just do whatever the hell you feel like and wind up with a jumbled mess like I usually do?

aphid_licker
Jan 7, 2009


Would adding

code:
[MEAT]
[BUTCHER_SPECIAL:MEAT:NONE]
[MEAT_NAME:stuffed:sausage:sausage]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
to the material_template entries for cartilage and nervous tissue break something? I'm trying to cut back on the amount of stuff I have to dump-designate. What do you do about useless stuff? Cartilage, nervous tissue, vermin remains, scales, feathers etc.?

There are a bunch of mods with custom reactions to automatically turn vermin remains into ash at a smelter and I guess feathers could be dealt with that way too. Or am I thinking too circuitously and there's a command for autodumping item categories? I have a magma-filled burn pit to get rid of stuff but having to continually dump-designate everything is annoying me.

Siljmonster
Dec 16, 2005

by LITERALLY AN ADMIN

Moddington posted:

Yeah it's gotta be something like this, I just loaded up a fresh world and a pair of copper battle axes are still in the default prepare carefully list.

If there's a way to find out but this world is huge and old but if none of the dwarves know then what the gently caress happened to this world. How are the dwarves still alive?!

Telarra
Oct 9, 2012

It is possible for dwarven civilizations to be completely wiped out, but they'll still be selectable on the embark screen. Last time I tried it you even still got migrants, though I'm pretty sure the caravan never showed up.

TildeATH
Oct 21, 2010

by Lowtax

Moddington posted:

It is possible for dwarven civilizations to be completely wiped out, but they'll still be selectable on the embark screen. Last time I tried it you even still got migrants, though I'm pretty sure the caravan never showed up.

The first wave (or two?) are magic and always show up, even with an extinct civ. After that you've got to grow your own stock, as the hillbillies used to say.

Zereth
Jul 9, 2003



aphid_licker posted:

There are a bunch of mods with custom reactions to automatically turn vermin remains into ash at a smelter and I guess feathers could be dealt with that way too. Or am I thinking too circuitously and there's a command for autodumping item categories? I have a magma-filled burn pit to get rid of stuff but having to continually dump-designate everything is annoying me.
You could set up a minecart quantum dump, except instead of a 1x1 stockpile it dumps into a hole into the magma, and set it to pick up poo poo like vermin and so on.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


aphid_licker posted:

Or am I thinking too circuitously and there's a command for autodumping item categories? I have a magma-filled burn pit to get rid of stuff but having to continually dump-designate everything is annoying me.

the "Save/Dump Other" category in the orders menu is specifically for these

I'm getting this gnawing feeling in the back of my mind that there was something useful that'd get thrown out with the bathwater, as it were, but that's the way to deal with the inedibles where I fort

aphid_licker
Jan 7, 2009


There's gotta be something because I don't know why else I would have acquired the habit of setting the menu to save everything but I'll be damned if I can remember. :dwarffortress:

Forward_Bee
May 31, 2011

I have no idea.
64 bit version just dropped. Is it time to get excited?

necrotic
Aug 2, 2005
I owe my brother big time for this!
No more than any other release. Unless you always wanted to do that 32x32 embark (or whatever the hell the max is now).

Meldonox
Jan 13, 2006

Hey, are you listening to a word I'm saying?
Just think of how much more ~fun~ you can have in 32x32.

Really I kinda thought this would be less quiet a release because of it. From a technical standpoint it seems like a pretty big deal.

necrotic
Aug 2, 2005
I owe my brother big time for this!

Meldonox posted:

Just think of how much more ~fun~ you can have in 32x32.

Really I kinda thought this would be less quiet a release because of it. From a technical standpoint it seems like a pretty big deal.

It's a good thing for sure, but not for performance reasons really. Tarn will be able to shove a lot more into the simulation now, so if anything it will just get worse :v:

reading
Jul 27, 2013
People in the testing thread said they saw substantial speedups at certain points with the 64 bit version.

necrotic
Aug 2, 2005
I owe my brother big time for this!

reading posted:

People in the testing thread said they saw substantial speedups at certain points with the 64 bit version.

Nice! Was it trees? Faster trees would be cool.

Johnny Joestar
Oct 21, 2010

Don't shoot him?

...
...




he'd have to somehow massively gently caress things up for a 64-bit version to not make things at least somewhat faster

Maarak
May 23, 2007

"Go for it!"
Is there an optimal strategy for maximizing adamatine mining w/o opening a portal to hell? I always seem to misjudge where the center of the tube is, and that's the end of another fort.

Mirthless
Mar 27, 2011

by the sex ghost

TildeATH posted:

The first wave (or two?) are magic and always show up, even with an extinct civ. After that you've got to grow your own stock, as the hillbillies used to say.

An interesting thing about this, as I've been playing dead dwarf civs almost exclusively lately: After a few years, your civ will start re-claiming old sites if they can and will re-establish over time. I had caravans restart for my civs after about three or four years.

I suspect what is happening here is that the dwarves generated as escorts are re-founding civs after they are created and have left your map.

Maarak posted:

Is there an optimal strategy for maximizing adamatine mining w/o opening a portal to hell? I always seem to misjudge where the center of the tube is, and that's the end of another fort.

Compare to other layers. And you can still get hosed that way. Don't touch adamantium until you're ready to start a new fort. (Because even if you crack it safely Hell is going to ruin your FPS regardless

Mirthless fucked around with this message at 18:50 on Jul 6, 2016

TheCIASentMe
Jul 11, 2003

I'll get you! Just you wait and see!

Maarak posted:

Is there an optimal strategy for maximizing adamatine mining w/o opening a portal to hell? I always seem to misjudge where the center of the tube is, and that's the end of another fort.

Put a small pile of bricks, food, booze, bed, next to your tube.
Put a burrow around those items and the tube.
Assign a mason (or 5) to the burrow. Wait until they are there.

Dig straight down a 1x1 shaft along one side of the spire. Make sure that the area you're digging has easy access to the Mason. If you do not break into the center of the spire repeat this step.

The INSTANT that you break into the center of the spire; wall the poo poo out of any holes leading to hell. Your FPS will go to poo poo for a while but if you can seal up the holes before any demons escape they'll eventually stop trying to path into your fortress and you should get a lot of the FPS back.

Now you should know the exact limits of your spire.

Or use DF Hack.

Meldonox
Jan 13, 2006

Hey, are you listening to a word I'm saying?
Is there anything interesting you can do with hell other than have fun and unleash fun unto the world?

Mzbundifund
Nov 5, 2011

I'm afraid so.

Meldonox posted:

Is there anything interesting you can do with hell other than have fun and unleash fun unto the world?

There's some outlandishly fiddly way to harvest slade and use it to make pit traps with absurdly dense floors that instantly obliterates anyone who falls onto them. Getting the slade without having either your dwarves or FPS die from all the demons is pretty unlikely though. If you can manage it a single boulder of slade weighs 20 tons, which is pretty funny. Bring a wheelbarrow.

Imapanda
Sep 12, 2008

Majoris Felidae Peditum
Is defeating the demons even possible? or do they flood out nonstop until your fort is doomed?

Inspecting it with dfhack shows that some of the hellforts might contain some loot.

Mzbundifund
Nov 5, 2011

I'm afraid so.
They still can't get through a locked hatch from below, nor can they burrow through an obsidian wall, so it's theoretically possible to reseal hell at some point after opening it. Your FPS would probably die forever though, because the demons would never stop making pathfinding checks.

nielsm
Jun 1, 2009



I think I've read a story of someone defeating hell, killing all demons and having no more appear. Some years ago, but definitely with the current model of it.

a few DRUNK BONERS
Mar 25, 2016

You can kill the initial demons but more will spawn from the map edges the same way other wildlife does

Facebook Aunt
Oct 4, 2008

wiggle wiggle




a few DRUNK BONERS posted:

You can kill the initial demons but more will spawn from the map edges the same way other wildlife does

Maybe you can seal up those edges with obsidian?

Excelzior
Jun 24, 2013

Facebook Aunt posted:

Maybe you can seal up those edges with obsidian?

can seal them up with featherwood blocks if you want. spawns can only occur on valid empty spots

and yes this means you can colonize Hell

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

All this talk of hell makes me wish for a cloud level that you could build up to. Only instead of it being filled with eternal rewards, it's filled with endless ghosts of dead beings, keas, and harpies. Watch that you don't dodge off the side of a cloud.

Tunicate
May 15, 2012

Excelzior posted:

can seal them up with featherwood blocks if you want. spawns can only occur on valid empty spots

and yes this means you can colonize Hell

The problem is that you can't construct on squares on map boundaries

Excelzior
Jun 24, 2013

Tunicate posted:

The problem is that you can't construct on squares on map boundaries

:ssh: the "map boundaries" only exist on the surface layer

try it, you can easily seal up the caverns.

TildeATH
Oct 21, 2010

by Lowtax

Excelzior posted:

:ssh: the "map boundaries" only exist on the surface layer

WHAT???????

Adbot
ADBOT LOVES YOU

Zomborgon
Feb 19, 2014

I don't even want to see what happens if you gain CHIM outside of a pre-coded system.

Excelzior posted:

:ssh: the "map boundaries" only exist on the surface layer

try it, you can easily seal up the caverns.

How did I never notice this?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply