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reignofevil posted:Have you been linking stockpiles to your craft shops? In my (limited) experience a lot of the time the biggest issue is that materials are being stored in the library but aren't finished to write on and they can only be finished by a craftshop that wasn't assigned specific stockpiles (since the shop then ONLY looks at those piles) I haven't messed with books in awhile. guess I could try it again. that was the advice last time too. I always have supplies, scholars, scribes, etc... they just never do poo poo. they don't even copy existing books. i thought I double-checked the linked stockpiles but maybe I didn't. Me, from November 2016 posted:What's the secret to scribes and scholars? I have a library and quire for them, but all they do is drink, socialize, and have No Job. lazy fucks.
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# ? Jul 14, 2017 04:52 |
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# ? May 31, 2024 18:54 |
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Shout out to the elves because they traded me a Giant Lion for a bunch of rock salt figurines I hope the next update comes sooner rather than later. The trap component bug just made my current fort unplayable because I stupidly saved in the middle of a goblin siege.
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# ? Jul 14, 2017 04:52 |
Also scrolls are WAY easier than books to get set up. Books you make the paper and sew the quires and they go to the library to be written on and once they're written they go back out to get the cover put on and that's the step that tends to get weird if you have stockpile fuckery going on. Another thing is dwarves tend to spend way too much time at the goddamn tavern if you have one, so it's possible that everything on the materials end is fine, they're just spending all day drinking themselves to death and fighting.
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# ? Jul 14, 2017 05:44 |
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Put a library in your tavern then.
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# ? Jul 14, 2017 06:03 |
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TheHoosier posted:What's the secret to scribes and scholars? I have a library and quire for them, but all they do is drink, socialize, and have No Job. That sounds like scholars, sure enough.
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# ? Jul 14, 2017 14:23 |
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hailthefish posted:they're just spending all day drinking themselves to death and fighting. Eric the Mauve posted:That sounds like scholars, sure enough.
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# ? Jul 14, 2017 14:28 |
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TheHoosier posted:What's the secret to scribes and scholars? I have a library and quire for them, but all they do is drink, socialize, and have No Job. Eric the Mauve posted:That sounds like scholars, sure enough. It's scary how closely this game can mimic real life sometimes.
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# ? Jul 15, 2017 01:19 |
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Art imitates life.
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# ? Jul 15, 2017 02:29 |
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I resorted to making my library a burrow, putting drink and food stockpiles and a dormitory in it, and restricting all my scholars to it. They still aren't writing, but at least they're doing scholar stuff instead of dicking around in the tavern all day every day
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# ? Jul 15, 2017 03:44 |
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Interesting choice of leader
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# ? Jul 24, 2017 00:39 |
moot4king posted:Interesting choice of leader Quite common for Goblin civs, actually.
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# ? Jul 24, 2017 02:51 |
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moot4king posted:Interesting choice of leader Sounds like the name The Outrageous Maxis lost the vote.
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# ? Jul 24, 2017 09:04 |
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Isn't that the bad end from Emperor's New Groove?
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# ? Jul 24, 2017 16:25 |
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monolithburger posted:Sounds like the name The Outrageous Maxis lost the vote. goddamn i haven't heard a Maxis llama joke since SimAnt was new and exciting
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# ? Jul 24, 2017 19:59 |
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So in my latest fortress I'm not getting the outpost liaison showing up. My civ isn't extinct, it has plenty of sites and there's no shortage of migrants, but this is the second caravan and still no liaison. This is proving something of a pain in the rear end as this is a really interesting map but seems to lack weapon grade metal apart from silver. I'm planning on relying on traps with glass components for now, but is there any chance a liaison will eventually arrive?
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# ? Jul 25, 2017 23:46 |
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Double check your location on the embark screen. Do you have neighbor access to dwarves?
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# ? Jul 26, 2017 00:16 |
Zesty posted:Double check your location on the embark screen. Do you have neighbor access to dwarves? Afaik your dwarven civ always has access regardless of any obstructions.
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# ? Jul 26, 2017 00:23 |
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That's not true.
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# ? Jul 26, 2017 12:29 |
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If your dwarven civ doesn't have access to the site, how did you settle there in the first place?
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# ? Jul 26, 2017 16:23 |
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Literally Kermit posted:If your dwarven civ doesn't have access to the site, how did you settle there in the first place? very carefully
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# ? Jul 26, 2017 16:32 |
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Literally Kermit posted:If your dwarven civ doesn't have access to the site, how did you settle there in the first place? They load your dwarves and the wagon into a big catapult.
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# ? Jul 26, 2017 18:36 |
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Zesty posted:Double check your location on the embark screen. Do you have neighbor access to dwarves? I'm sure I had neighbour access to dwarves, humans elves and goblins. Plus the caravans and migrants arrive fine, just there's no liaison accompanying them. Is there. Under the civs screen my civ has a liaison listed, could he be stuck somewhere somehow? Can I use legends viewer or something to track him down and see what he's up to? Also I seem to have a whole lot of aquifers in non sedimentary layers, what's up with that?
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# ? Jul 26, 2017 20:07 |
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Pharnakes posted:Also I seem to have a whole lot of aquifers in non sedimentary layers, what's up with that? I am not a geologist but I bet you it's because that's where groundwater forms the most in real life. Just turn 'em off. There's no middle ground between aquifers being a huge ordeal the first time you try to figure them out, and then just a mild nuisance once you've got it down.
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# ? Jul 26, 2017 20:27 |
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Yeah sure it's just the wiki strongly implies they would only be found in sedimentary layers. I think I'll just use DF hack to get rid of the ones I don't want, I don't care about most of them but some of them are in the middle of my grand hall and digging out a large area of aquifer seems like it would be a major pain in the dick.
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# ? Jul 26, 2017 20:35 |
I'm getting the feeling that by "sedimentary layers" you mean just sand and dirt and by "non-sedimentary" you mean certain sediment rocks like the sandstone family
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# ? Jul 26, 2017 20:43 |
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scamtank posted:I'm getting the feeling that by "sedimentary layers" you mean just sand and dirt and by "non-sedimentary" you mean certain sediment rocks like the sandstone family I may be no geologist either but I do at least know what sedimentary stone is. According to the wiki: dfwiki posted:Layers which can contain aquifers: All that list looks pretty sedimentary to me. I've got them showing up in gabbro and granite and quartzite, although the last two might be something to do with them being behind a waterfall, I don't know.
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# ? Jul 26, 2017 20:51 |
Yeah, that explains things. There's less than zero percent possibility of your gabbroes and granites and poo poo harboring aquifers, tiles can be moist for other, less dangerous reasons too. Like being directly beneath a pond.
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# ? Jul 26, 2017 21:17 |
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the damp gabbro I found is deep underground though, but I suppose it's possible there's a cavern with a pond on the level above.
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# ? Jul 26, 2017 21:32 |
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Is it possible to have a glass roof with water running over it but still get sunlight? How far will sunlight penetrate through glass anyway?
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# ? Jul 26, 2017 22:08 |
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No and not at all.
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# ? Jul 26, 2017 22:14 |
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I'm looking forward to light sim being improved and being able to build giant crystal greenhouses and let my dwarves get sunlight adapted in a nice covered statue garden. This will definitely happen within the next fifteen years.
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# ? Jul 26, 2017 22:30 |
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I thought once a tile was sunlit it would always be sunlit, so you could build a roof over it afterwards and run water and it would technically work?
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# ? Jul 26, 2017 22:35 |
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counterfeitsaint posted:I thought once a tile was sunlit it would always be sunlit, so you could build a roof over it afterwards and run water and it would technically work? Light and "outsideness" are handled differently; I think what you're describing works for the latter but not the former. Not sure though, I usually just let cave adaptation run its course. e: Wait, no, looks like you were right: http://dwarffortresswiki.org/index.php/DF2014:Tile_attributes quote:Currently these two attributes are determined in exactly the same way. Once an area is exposed to the outside world, it is Above Ground and Light (and thus channeling this tile will make the tile below it also Above Ground and Light). Even after being covered up again, it will remain this way. This allows growing outdoor crops inside safely.
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# ? Jul 26, 2017 22:39 |
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Once the accursed sun touches a tile it will remain there forever.
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# ? Jul 26, 2017 22:44 |
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Literally Kermit posted:If your dwarven civ doesn't have access to the site, how did you settle there in the first place? You can settle anywhere that's not 100% ocean. But your civ can't reach islands, I believe.
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# ? Jul 26, 2017 22:45 |
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I'm pretty sure sure the two tile properties are inside/outside and light-above ground/dark-subterranean, respectively. The former is determined by whether or not there's some kind of roof above the tile and can be freely changed by building and removing roofs, the second can only be altered in one direction, with any tile that becomes light-above ground staying that way forever, even if you later build twenty layers of slade flooring over it. The actual effects of these properties are primarily related to crops and cave adaptation; any dark-subterranean tile will allow you to grow cave crops, any light-above ground tile only offers surface crops; cave adaptation will increase in tiles which are inside/dark subterranean, stay the same in tiles which are inside/light-above ground and decrease only in tiles which are outside/light-above ground.
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# ? Jul 26, 2017 22:52 |
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There are three properties: Outside/Inside Light/Dark Above Ground/Subterranean Any tile that's ever been exposed to the sun becomes permanently Light and Above Ground, but not Outside, even if you subsequently cover it back up with floors. Grass will grow on these tiles if it's dirt (useful for pasturing grazing animals where goblins can't easily murder them) and you can grow above ground crops on them. But these tiles are neutral for cave adaptation purposes--dwarves that hang out in such an area won't be cured of adaptation, but it won't get worse either. The only way to cure/prevent cave adaptation is for dwarves to actually be Outside, i.e. directly exposed to the sun.
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# ? Jul 27, 2017 02:10 |
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It takes 2 full years of being inside in the dark to gain full cave adaptation. A month outside where the sun can touch the dwarf directly will counteract 10 months inside in the dark. Non-dwarves do not have this penalty.
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# ? Jul 27, 2017 08:07 |
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Eric the Mauve posted:There are three properties: Oh. That would explain why my random glass covered shafts of lift into my fort were so bad at removing cave adaption.
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# ? Jul 27, 2017 08:15 |
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# ? May 31, 2024 18:54 |
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I've been getting that dwarf fortress itch again. Big single layer main levels are inefficient as hell but I still make them every time so I have an ant farm z level where most of the important action happens. This is my basic blueprint so far, how do you guys have your main areas set up?
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# ? Jul 27, 2017 17:28 |