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the honour of the miner prevents him from turning his humble tool into a horrible weapon. likewise, the honour of the axedorf prevents him from turning his glorious weapon into a mere tool.
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# ? Mar 26, 2019 03:27 |
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# ? Jun 8, 2024 22:09 |
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Honestly I thought I was in the mil hist thread or something when I read the post because I got really confused during the second paragraph, but thats what I get for mindlessly browsing my bookmarks
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# ? Mar 26, 2019 03:44 |
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abrosheen posted:I don't understand the conflict between a job that requires a weapon (mining and tree cutting) and the military. Some things I read online made me think that if you manually assign an axe to a squad member, for example, they should be able to go about their duties as a lumberjack and be in the military too. "Like some invisible tree cutting uniform exists" Yes, that's almost exactly it. The game treats woodcutting axes, mining picks, and weapons as different concepts even if they are the same thing. What you CAN do is assign your woodcutters to a squad with NO weapon. That should prevent the conflict. (Or I think that's how it will work? It's been a while for me since I last messed with this.) EDIT: Nope, sorry. I did some research and apparently ANY military uniform interferes with the woodcutter uniform. So ignore this bit. Also my suggestion, for every non-military and non-miner dwarf you have: Enable woodcutting and build like 200 steel axes. This will arm your average dwarf so when they randomly get attacked by that giant bat or whatever, they have something to defend themselves with. (They'll probably still die but it at least gives them a slightly better chance of survival.) TheCIASentMe fucked around with this message at 20:09 on Mar 26, 2019 |
# ? Mar 26, 2019 20:01 |
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TheCIASentMe posted:"Like some invisible tree cutting uniform exists" Or ay least injure the beast slightly so that the glorious military is in less danger when they respond (after finishing this beer).
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# ? Mar 26, 2019 20:05 |
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TheCIASentMe posted:
Thank you, I was going to try this next, glad to know in advance it doesn't work! I think instead of making everyone else axedwarves, I'm going to put everyone but the miners/choppers in military units with leather armor and shields at least. Then maybe they can block a few attacks while the military dwarves finish their beers. The fact that any part of this sounds like the military in real life is hilarious and frightening.
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# ? Mar 26, 2019 20:39 |
Dieting Hippo posted:I thought an even trade with barrels of fish would be fine, but they got real mad at me and left.
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# ? Mar 27, 2019 05:45 |
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Not only that, give them a bit more value than what you're taking in. Exporting wealth is supposed to be the goal.
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# ? Mar 27, 2019 06:25 |
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No one had trader skills, so I picked one of my six fisherdwarfs. He was probably not happy about not fishing. Next time I'll definitely trade them at a profit. I was watching other videos and saw ~25% more than cost of goods made a good deal. Is that a good guideline or can I stiff 'em a bit more?
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# ? Mar 27, 2019 06:44 |
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Dieting Hippo posted:one of my six fisherdwarfs. You monster. You could drain the ocean with that many.
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# ? Mar 27, 2019 07:28 |
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Dieting Hippo posted:No one had trader skills, so I picked one of my six fisherdwarfs. He was probably not happy about not fishing. realistically you're just trying to justify your existence by trading for stuff that helps you exist. most of the stuff you want to trade away doesn't have any real practical value for you, and the more profit you give traders, the more poo poo they bring to entice you to do it again (iirc). stiffing them by 10% doesn't do anything except leave 10% more trade goods in your pile to... trade away next time. crafting stuff that has surplus 'value' is trivially easy, so its not like you need to be frugal to get the best deal sometimes i'll just dump my entire stockpile of poo poo i dont want at a huge "loss" because by the time the next caravan rolls around, i'll have created more, and it gets it off the map
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# ? Mar 27, 2019 07:59 |
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Verviticus posted:realistically you're just trying to justify your existence by trading for stuff that helps you exist. most of the stuff you want to trade away doesn't have any real practical value for you, and the more profit you give traders, the more poo poo they bring to entice you to do it again (iirc). stiffing them by 10% doesn't do anything except leave 10% more trade goods in your pile to... trade away next time. crafting stuff that has surplus 'value' is trivially easy, so its not like you need to be frugal to get the best deal Yeah a shitload of stuff you're trading away is like, rocks which you have thousands of that your crafters turned into mugs. There's no need to really be stingy.
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# ? Mar 27, 2019 08:12 |
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Dieting Hippo posted:~25% more than cost of goods made a good deal. In the real world 20% profit margin is considered normal, 30% if you maintain any kind of physical retail presence
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# ? Mar 27, 2019 12:01 |
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Hadlock posted:In the real world 20% profit margin is considered normal, 30% if you maintain any kind of physical retail presence Is the assumption that either side is pricing at their cost to manufacture?
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# ? Mar 27, 2019 12:21 |
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Steam release will ruin Dwarf Fortress because normies ruin everything
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# ? Mar 27, 2019 18:51 |
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I'm either being sincere or mocking people who sincerely predict the above depending on how and if the game actually changes, but there absolutely will be people saying the above about every tiny change
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# ? Mar 27, 2019 18:52 |
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Tarn's good people.quote:I ask about what I think is a real possibility: Dwarf Fortress sells a million copies at $20 each. What is his life after that? quote:He does see money changing a few things. They might hire someone to help with graphics programming in the future so he can focus on developing Dwarf Fortress’s upcoming features, like a long-gestating magic system. He wants to keep paying the artists to work on the game after the initial Steam release. And if money as a concern really does go away for life, he says, why not release the source code?
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# ? Mar 27, 2019 20:05 |
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[ECONOMY:NO]
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# ? Mar 28, 2019 00:10 |
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that's cool as hell and makes my decision to buy it day 1 even more concrete
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# ? Mar 28, 2019 00:27 |
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Subjunctive posted:Is the assumption that either side is pricing at their cost to manufacture? The 20% rule has been in effect since at least the middle ages, probably predating the Roman era, for manufacturers, middle men and retailers. The main exception to this is luxuries. If you are getting more than 30% you're probably in a regulated market of some kind, like an artificial monopoly. Pan-Am was for ~50 years the only airline allowed to make international flights from the US, and were guaranteed 50% profit on every seat... a large reason why they were able to fund a huge portion of the 747s development in partnership with Boeing If your civilization has a monopoly on a particular luxury good you can charge more for it and use it to research a particular tech tree, etc; but you might not be able to mark up a commodity like shirts 50% and get away with it
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# ? Mar 28, 2019 00:31 |
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I love how this hits right as notch gets Damnatio Memoraie'd out of Minecraft. Tarn definitely has the better mindset.
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# ? Mar 28, 2019 15:31 |
Angry_Ed posted:I love how this hits right as notch gets Damnatio Memoraie'd out of Minecraft. Tarn definitely has the better mindset. Wow, I hadn't realized Notch had been struck from the official lore. ...replace him with Zach Barth.
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# ? Mar 28, 2019 15:44 |
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Dude just put it in a Vanguard so you can survive retirement without running out of money and getting put in the furnaces.
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# ? Mar 28, 2019 17:12 |
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Hadlock posted:The 20% rule has been in effect since at least the middle ages, probably predating the Roman era, for manufacturers, middle men and retailers. The main exception to this is luxuries. It's kinda crazy how many luxury goods there are that pretty much spit on the idea of the 20% rule, despite how much it otherwise works.
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# ? Mar 28, 2019 18:09 |
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My dwarves are going to kill themselves with unhappiness because they insist on cramming raw plump helmets into their stupid mouths when I have 10 bajillion masterpiece animal gut roasts or whatever, UGH! I used to just ignore it in the previous version, but it's driving me nuts with the new happiness changes. I have done so much to make them happy, and that one drat thought is pissing me off. I'm trying to build more stills to brew literally everything. Maybe I should stop farming.
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# ? Mar 28, 2019 22:34 |
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abrosheen posted:My dwarves are going to kill themselves with unhappiness because they insist on cramming raw plump helmets into their stupid mouths when I have 10 bajillion masterpiece animal gut roasts or whatever, UGH! I used to just ignore it in the previous version, but it's driving me nuts with the new happiness changes. I have done so much to make them happy, and that one drat thought is pissing me off. IIRC wasn't there some math where something like 1 or 2 5x5 plots can technically feed a whole fortress of over 100 dwarves? You don't really need to farm much at all. Hell, even just foraging areas can produce a lot of edibles and poo poo to keep most of the fort happy. And if you've got any fruit trees sitting around, hoo boy, are you in for some good wine. How much are you farming, and how many plump helmets do you have? Can you set them into their own stockpile, forbid them from being cooked, and set your stills to brew forever and sell the excess? Or maybe dump a bunch of it outside to rot? Do you have access to lava?
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# ? Mar 28, 2019 22:48 |
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abrosheen posted:My dwarves are going to kill themselves with unhappiness because they insist on cramming raw plump helmets into their stupid mouths when I have 10 bajillion masterpiece animal gut roasts or whatever, UGH! I used to just ignore it in the previous version, but it's driving me nuts with the new happiness changes. I have done so much to make them happy, and that one drat thought is pissing me off. This won't really help in the short term but just forbid raw foods from the stockpile closest to your dining room? If it's really really bad lock your chef into a separate section of the fort with all the plump helmets and let him just work all day making meals until he runs out of supplies, move all the prepared food out restock the raw materials and then lock him back in again.
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# ? Mar 28, 2019 22:56 |
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Dwarves need a healthy varied diet of booze so obviously you need a diverse set of every single brewable/cookable plant growing.
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# ? Mar 28, 2019 22:59 |
Cooking destroys the seeds right? I feel like I can never cook the press R to repeat because I dont want to risk running out of seeds
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# ? Mar 28, 2019 23:09 |
Hihohe posted:Cooking destroys the seeds right? I feel like I can never cook the press R to repeat because I dont want to risk running out of seeds If you cook seeds, yeah. So don't add seeds to your list of permissible ingredients in your kitchen sub-menu.
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# ? Mar 28, 2019 23:15 |
I mean if you cook a plump helmet will it destroy the seed of a plump helmet? Is it like brewing where it will also produce a seed?
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# ? Mar 28, 2019 23:24 |
Hihohe posted:I mean if you cook a plump helmet will it destroy the seed of a plump helmet? Seeds are also produced at harvest, to a fortress wide cap of 200 per seed type. You don't get a bonus seed from cooking, so if you're hurting for grain or sugar seeds, you can mill the plant first. But since you have to harvest the plant to cook it, you won't run out of seeds completely unless you're eating them.
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# ? Mar 28, 2019 23:29 |
Mystic Mongol posted:Seeds are also produced at harvest, to a fortress wide cap of 200 per seed type. You don't get a bonus seed from cooking, so if you're hurting for grain or sugar seeds, you can mill the plant first. Oh! Sweet poo poo!
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# ? Mar 28, 2019 23:34 |
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neogeo0823 posted:IIRC wasn't there some math where something like 1 or 2 5x5 plots can technically feed a whole fortress of over 100 dwarves? You don't really need to farm much at all. Hell, even just foraging areas can produce a lot of edibles and poo poo to keep most of the fort happy. And if you've got any fruit trees sitting around, hoo boy, are you in for some good wine. How much are you farming, and how many plump helmets do you have? Can you set them into their own stockpile, forbid them from being cooked, and set your stills to brew forever and sell the excess? Or maybe dump a bunch of it outside to rot? Do you have access to lava? Yeah I'll probably stop farming for now. I am running a fort with 50ish dwarf cap right now, and I think I still set up farm plots like I was going to have 200 people here. I stopped the farming, and started cooking and brewing like crazy, I'll dump tons of stuff to the next caravan because things are starting to rot. New unhappy thoughts! reignofevil posted:This won't really help in the short term but just forbid raw foods from the stockpile closest to your dining room? If it's really really bad lock your chef into a separate section of the fort with all the plump helmets and let him just work all day making meals until he runs out of supplies, move all the prepared food out restock the raw materials and then lock him back in again. I made a raw food stockpile next to the kitchen multiple z levels away from the tavern, and then put a prepared food stockpile inside the tavern, and they still find the raw poo poo. Drives me nuts! Locking the chef away is an interesting idea though
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# ? Mar 29, 2019 01:08 |
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abrosheen posted:I made a raw food stockpile next to the kitchen multiple z levels away from the tavern, and then put a prepared food stockpile inside the tavern, and they still find the raw poo poo. Drives me nuts! Locking the chef away is an interesting idea though yyyyeeeaahhh, that might be part of the problem: z-levels aren't a good way of guesstimating or controlling dwarven item proximity. Unless I'm sorely mistaken and something has radically changed, the check for a job item often relies on a straight-line absolute-shortest-distance calculation where a z-level only counts as one unit of distance (so an item that's located five z-levels below a workshop through an absolute maze of convoluted tunnels that takes days to walk to is technically 'closer' than an item seven tiles away in the same room), or in some cases the z-level might not matter at all, and dwarves ONLY care about x-y coords??? Additionally, I think the jobs for eating and drinking check for the closest item when they fire; if dwarves are working closer to the kitchen than the tavern stockpile, they'll head there first, because it's closest. You would probably need to put the kitchen pretty far from any other activity zone on an absolute x-y basis to ensure that dwarves only rarely snatch raw ingredients out of the hands of the chef and then complain about how awful it is that they were forced to subsist on little more than dirt. My vague recollection on handling such things is to make the items you never want dwarves to touch reside in stockpiles farthest from the central activity zones of the fort, and then directly in front of those stockpiles make the stockpiles you actually want dwarves to take from; that way the desired items are always closer on average if they're present. If the two stockpiles are farther away from each other, then there's a larger zone where a dwarf wandering to or working in the kitchen would be closest to the raw ingredients when they want to have (or serve?) comestibles. I'm pretty sure I came by this dumb workaround primarily for messing around with artifact ingredients instead of the more useful and logical food solution. Shady Amish Terror fucked around with this message at 04:47 on Mar 29, 2019 |
# ? Mar 29, 2019 04:43 |
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abrosheen posted:My dwarves are going to kill themselves with unhappiness because they insist on cramming raw plump helmets into their stupid mouths when I have 10 bajillion masterpiece animal gut roasts or whatever, UGH! I used to just ignore it in the previous version, but it's driving me nuts with the new happiness changes. I have done so much to make them happy, and that one drat thought is pissing me off. Put the plump helmet stockpile further away than the prepared foods stockpile.
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# ? Mar 29, 2019 06:42 |
Dieting Hippo posted:No one had trader skills, so I picked one of my six fisherdwarfs. He was probably not happy about not fishing.
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# ? Mar 29, 2019 08:02 |
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Zereth posted:Okay, if nobody around had Appraisal, you weren't seeing the values of things, you were looking at the weight. The value totals at the bottom of the screen changed accordingly when I picked items to trade, so maybe that dwarf did?
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# ? Mar 29, 2019 08:07 |
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Dieting Hippo posted:The value totals at the bottom of the screen changed accordingly when I picked items to trade, so maybe that dwarf did? If it was a star symbol, it was value (and your trader had some appraisal skill), if it was a gamma symbol it was weight.
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# ? Mar 29, 2019 11:14 |
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Shady Amish Terror posted:yyyyeeeaahhh, that might be part of the problem: z-levels aren't a good way of guesstimating or controlling dwarven item proximity. Unless I'm sorely mistaken and something has radically changed, the check for a job item often relies on a straight-line absolute-shortest-distance calculation where a z-level only counts as one unit of distance (so an item that's located five z-levels below a workshop through an absolute maze of convoluted tunnels that takes days to walk to is technically 'closer' than an item seven tiles away in the same room), or in some cases the z-level might not matter at all, and dwarves ONLY care about x-y coords??? Additionally, I think the jobs for eating and drinking check for the closest item when they fire; if dwarves are working closer to the kitchen than the tavern stockpile, they'll head there first, because it's closest. You would probably need to put the kitchen pretty far from any other activity zone on an absolute x-y basis to ensure that dwarves only rarely snatch raw ingredients out of the hands of the chef and then complain about how awful it is that they were forced to subsist on little more than dirt. This....makes sense. drat. Ok, I have some work to do! This fort is getting pretty unhappy, but at least it has been a learning experience.
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# ? Mar 29, 2019 14:56 |
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# ? Jun 8, 2024 22:09 |
"huh, that world generated almost instantly..."
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# ? Mar 29, 2019 21:35 |