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scamtank posted:Not before multi-tile creatures come into play, probably. I'm excited for "The Borrowers -- The Game" with Bronze Colossus civs.
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# ? Jan 3, 2018 07:57 |
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# ? May 28, 2024 16:13 |
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Spanish Matlock posted:Those are down ramps, not up ramps. D'oh. Montalvo posted:Yeah, the channeling was a dumb idea. I'll just seal this one off when it freezes in the winter and make a new one. When you have some idle workers it might be a good idea to construct a floor over the top of the channel as well, unless you intend it to be a murder moat. Dwarfs are dumb and will happily walk across ice and then in the spring the ice melts instantly and now someone is drowning. Alternately you could use traffic priority designations to discourage them from walking across the top of the murder moat. Ponds are a menace too, but with the trench being 2 levels deep it is exceedingly unlikely anyone will get out if they fall in.
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# ? Jan 3, 2018 08:17 |
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Nowadays I put all workshops in series of three of the same kind in a big 9x6 room where the bottom 3x6 squares are for relevant stockpiles, plus a stairway linking it to an identical room producing something else that may be necessary for the first room, so I have a bunch of wood furnaces right on top of my metal forges and so on. Now I'm building a new fort, from the beginning I'm trying to make it so that there's a minecart route between my farm area and the main fort, since dwarves walking to eat and drink all the way in the farm area is a pain in the rear end. It sort of works but not really as well as I'd like.
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# ? Jan 3, 2018 09:40 |
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Facebook Aunt posted:D'oh. It's actually kind of interesting to me that with all of Toady's realism obsession he never got around to implementing buoyancy.
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# ? Jan 3, 2018 09:43 |
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Spanish Matlock posted:It's actually kind of interesting to me that with all of Toady's realism obsession he never got around to implementing buoyancy. All the heavy metals the dwarfs ingest and inhale make them super dense.
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# ? Jan 3, 2018 10:08 |
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Internet Kraken posted:I wonder if Toady is ever gonna change cage traps being able to magically ensnare everything from a capybara to a bronze colossus. Honestly a cage trap should be functionality a strength check
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# ? Jan 3, 2018 13:59 |
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Lawman 0 posted:Honestly a cage trap should be functionality a strength check Cage traps are a stand in for a bunch of trap types. Could be pit traps. Net traps. It ought to be fairly simple to build a pit trap that will capture huge things and nothing else using floor materials that will collapse under X weight -- digging a big hole and covering it is well within the capabilities of first year forts but unfortunately that isn't a construction option. (You can build pit traps involving a pressure plate and retracting bridge, but that's much more complex.) Boulder traps are weird too. For a while there it seemed like everything could easily dodge the boulder with little or no damage, a whole corridor of them was more likely to skill up the enemy than kill them (don't know if that has changed I haven't tried one in years). How the gently caress do they work anyway? I mean, you can set them outside. Where is the boulder? How does no one notice they are walking under precariously suspended big rocks? They are cheap and simple to build, but you hardly ever see anyone using them these days. Since weapons take damage now, the weapon traps aren't as good as they used to be either. Is it even worth putting glass disks or obsidian swords in them anymore?
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# ? Jan 3, 2018 14:30 |
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Yeah better traps would be a major improvement to the game, maybe even things like pressure plate triggered circular saws and swinging axes moving along hallways, like something from Orcs Must Die. I just use cage traps for everything. The fun is in creating arenas and pit drops and dungeons where gobbos get chased by a giant earthworm or something. Shibawanko fucked around with this message at 14:54 on Jan 3, 2018 |
# ? Jan 3, 2018 14:52 |
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I'm having trouble with grazing pets starving to death. They seem to just wander off into a temple while their owners do other stuff, and then eventually starve. This hasn't ever been a problem before, and I have plenty of food available, so I don't see why it happens. Can the pets still eat if I pasture them on grass, or are they completely reliant on their owners? I tried it briefly, and they still looked hungry, but maybe they just needed more time.
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# ? Jan 3, 2018 16:39 |
You should still be able to assign pets to a pasture. If there is not enough grazing area in the pasture though you might be in for trouble.
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# ? Jan 3, 2018 16:48 |
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The correct solution to pets is lock the owner somewhere and butcher them
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# ? Jan 3, 2018 16:51 |
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M_Gargantua posted:You should still be able to assign pets to a pasture. If there is not enough grazing area in the pasture though you might be in for trouble. I could assign them, they just didn't seem to be eating. I'll throw them back in and let them stay there until the problem goes away, one way or the other.
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# ? Jan 3, 2018 17:04 |
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Eric the Mauve posted:The correct solution to pets is lock the owner somewhere and butcher them Idk the owner would probably still be more useful for hauling than burger filling
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# ? Jan 3, 2018 17:09 |
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Make sure you have n for pasture and not p for pond selected. That got me earlier.
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# ? Jan 3, 2018 17:10 |
Facebook Aunt posted:Since weapons take damage now, the weapon traps aren't as good as they used to be either. Is it even worth putting glass disks or obsidian swords in them anymore?
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# ? Jan 3, 2018 17:17 |
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Two questions: Why do my miners constantly lose their picks, particularly when removing ramps? I quite often see a job cancellation alert about it, "Urist McMiner, Miner cancels Remove Stairs/Ramps: Lost pick". Do I need to actively do anything about old, worn clothing or can I ignore it? I've set up a production line, with conditions like this, and it seems to produce enough clothing for everyone at least. I assume the check for "available" things only looks for unused stuff in stockpiles, and doesn't count the stuff people are wearing/using?
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# ? Jan 3, 2018 19:20 |
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So I am working on a kind of Wiki thing for legends mode. The xml export is a mess so the going is slow so I am working on just getting the data linked all together and then I will work on presentation. View all the sites and a little info (more will be added like population, number of artifacts held etc.) Site details Entity details I am working on getting historical events right now, so that will be fun
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# ? Jan 3, 2018 19:44 |
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After getting bored to death in my evil desert that gets no migrants or caravans(but gets an alarming number of people wanting to visit the tavern and sometimes live there permanently, loving hipsters), I started on a lake with sand desert and rocky badlands around it. Iron, flux, and coal found within the first 5 non-soil z-levels. I feel like it's been ages since I've had a fort with more than one of the three, so it's refreshing to have all three from the get-go. Apoffys posted:Do I need to actively do anything about old, worn clothing or can I ignore it? I've set up a production line, with conditions like this, and it seems to produce enough clothing for everyone at least. I assume the check for "available" things only looks for unused stuff in stockpiles, and doesn't count the stuff people are wearing/using? Worn clothing in stockpiles makes ideal trading fodder, if you want to get it out of your fort.
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# ? Jan 3, 2018 19:45 |
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Haifisch posted:As long as your dwarfs aren't wearing more than one or two pieces of worn clothing each(they should automatically replace worn clothes with new clothes as they're produced), you're fine. If they have more worn clothes than that, something's gone wrong in your production chain and you aren't keeping up with demand. Although nothing super bad happens as long as their feet, upper body, and lower body are still covered, so you can theoretically get away with just producing dresses(which cover both upper and lower body, iirc) and shoes(or socks) and dealing with the inital complaints as all the other clothing types rot away. There do seem to be a few dwarves wandering around with worn clothes, but they're mostly fine. I'm guessing they're just slow to switch it out or something, I seem to have a small inventory of the things they're missing. Trading away worn clothing seems a bit tedious, because it's all mixed with the good stuff I want to keep. Is there a quick way to separate worn clothing? I just noticed my manager has been hoarding clothes in his office for some inexplicable reason though. 18 pieces of various clothing, both worn and unworn, literally covering the floor of his 3x3 office. Perhaps they all want to hoard clothes, and he was the only one with a space of his own to keep it in? I only just started handing out bedrooms to the working classes.
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# ? Jan 3, 2018 19:58 |
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Some random things: Despite the meetings topping once I hit a population big enough a mayor was elected, they started happening again after I killed some of the people who wandered into a lake. There used to be an old bug where meetings would stop if someone who was supposed to go to a meeting just didn't and then resume if they were killed, it looked like that happened. I did save most of the people in the lake but some of them didn't bother to go out the exit I made so I killed them so they'd make room for non-stupid fort visitors (yeah, right!) A Honey Badger Lady was so enamored with a book she stole it. Nothing showed up in crimes (not surprising, as visitors that leave no longer show up there), but she returned a year later and still wasn't listed as a criminal, which seems like there is no real punishment for stealing the book. Weirdly, she brought the book back and requested to be a resident, which I granted because why not? We finally got sieged after 7 years and before I rebuilt all the traps after the dragon fire, the army completely destroyed them with zero casualties, the only person in the hospital was someone who basically fell asleep while fighting and was dragged their to finish their nap.
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# ? Jan 3, 2018 20:00 |
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Tars Tarkas posted:Some random things: clearly she had her library card and remembered to pay back the late fee
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# ? Jan 3, 2018 21:01 |
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As far as I know visitors to a library can and frequently do take your books with them when they leave, and also occasionally bring books with them and leave them in your library.
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# ? Jan 3, 2018 21:15 |
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If I recall right people taking books out of libraries is so they can take them to other libraries where they can be copied. Supposed to simulate the spread of written knowledge.
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# ? Jan 4, 2018 01:48 |
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In other words, if you're really attached to your books, make sure you have a scribe making copies of them and enough scrolls(or actual books, but that's a lot of extra work for no gain) for them to copy with. Or just accept that your library will be a gradually changing stock of books. It's a net gain since it gives your dwarves a steady way to satisfy their needs for abstract thought and learning.
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# ? Jan 4, 2018 02:23 |
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Apoffys posted:Two questions: Are there any animals around? Picks get stuck in things easily. There is also the occasional z-level shenanigans.
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# ? Jan 4, 2018 07:54 |
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I can't believe my dwarves have an entire god dedicated to russian roulette.
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# ? Jan 4, 2018 07:58 |
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It always seems like all of the dwarves will worship gods that take the form of dwarves but then you have the few contrarian assholes that are following a loving ant instead.
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# ? Jan 4, 2018 08:12 |
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I embarked with a ton of drakes, will they eventually get big enough for my dwarves to ride and breathe fire and poo poo?
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# ? Jan 4, 2018 08:21 |
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Haifisch posted:
“The Tournament of Diamonds” does sound like some kind of badass fantasy Russian Roullete game with religious significance. Something the plucky underdog hero needs to win to earn the dwarves’ trust.
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# ? Jan 4, 2018 08:23 |
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Turtlicious posted:I embarked with a ton of drakes, will they eventually get big enough for my dwarves to ride and breathe fire and poo poo? Uh... I think those are probably drakes as in "male ducks"
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# ? Jan 4, 2018 08:25 |
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I have never been more disappointed in my life.
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# ? Jan 4, 2018 08:26 |
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Turtlicious posted:I embarked with a ton of drakes, will they eventually get big enough for my dwarves to ride and breathe fire and poo poo? I've got good news and bad news. The good news is, through modding the RAWs, anything is possible. E: That joke would have been a little punchier if I could draw just a little quicker.
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# ? Jan 4, 2018 08:36 |
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CassandraSupreme posted:Are there any animals around? Picks get stuck in things easily. There is also the occasional z-level shenanigans. There are animals around, but they don't seem to be fighting the miners. I'm guessing it's something to do with z-level shenanigans then, since it usually happens when they're working on ramps. Are sieges still not back in the game by the way? I'm 3 years into my new fort and I still haven't seen a single goblin. The only attackers so far have been wildlife and a single human werebear child. Giant Keas were quite annoying, since they just wanted to scare my dwarves away from working and refused to fight. That problem disappeared once I managed to hand out some crossbows and bolts though. Actually, it seems like the goblins might have been destroyed after I founded my fort, because they're not in the list of civilizations anymore. I'm fairly sure they were listed as neighbours when I started the fort though. I guess I'll just have to provoke the elves instead...
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# ? Jan 4, 2018 12:15 |
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Turtlicious posted:I have never been more disappointed in my life. i feel you bro a few DRUNK BONERS posted:A monitor is a lizard
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# ? Jan 4, 2018 14:22 |
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If you are itching for a fight, go start one. You can be the invader, do it enough and it starts a war.
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# ? Jan 4, 2018 17:45 |
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Does that also start a war with your own civ? Just wondering, if your own civ reacts to the loose cannon among it's fortresses in any way.
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# ? Jan 4, 2018 18:54 |
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Internet Kraken posted:Tried doing that. Still sometimes burst into flames. Temperature, like many things in Dwarf Fortress, is beyond my understanding. Try adding [SPEC_HEAT:0] to your material. It will still come out super hot, but it will be unable to actually heat anything.
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# ? Jan 4, 2018 21:19 |
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Internet Kraken posted:It always seems like all of the dwarves will worship gods that take the form of dwarves but then you have the few contrarian assholes that are following a loving ant instead. Turtlicious posted:I have never been more disappointed in my life. Nosfereefer posted:i feel you bro As in donkeys.
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# ? Jan 4, 2018 22:40 |
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Internet Kraken posted:I'm about ready to give up on making TRAILING_VAPOR_FLOW breath attacks work. No matter what properties I give the material it uses it always seems to create a cloud of scalding liquid flame. But hey, at least I got confirmation I made the breath properly manipulate the victim's emotions. I believe you posted a pastebin for this breath attack before, but I can't seem to find it. Mind posting it again so I can have a look, please?
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# ? Jan 4, 2018 23:15 |
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# ? May 28, 2024 16:13 |
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Solid Poopsnake posted:I believe you posted a pastebin for this breath attack before, but I can't seem to find it. Mind posting it again so I can have a look, please? https://pastebin.com/5SBTZzdW I changed it to a gas attack because I gave up on trying to make it work, but you can switch it back to a vapor if you want to try making it not ignite.
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# ? Jan 4, 2018 23:28 |