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Nessus posted:Couldn't you Iron Chef it up if need be and sell huge stacks of prepared meals to the outpost in order to get stoned up? I know they always bring blocks... just not many unless you ask. I don't think you can make mechanisms out of blocks, only out of raw stone, I confess I don't remember at all if caravans bring raw stone because I've never actually wanted to trade for such a ubiquitous resource. You can make mechanisms out of metal too if you're really desperate, using wood for fuel in the metalsmith's forge, and you might want to trade for a stone block to make the forge itself.
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# ? Jul 28, 2019 04:41 |
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# ? May 18, 2024 23:15 |
Mzbundifund posted:I don't think you can make mechanisms out of blocks, only out of raw stone, I confess I don't remember at all if caravans bring raw stone because I've never actually wanted to trade for such a ubiquitous resource. You can make mechanisms out of metal too if you're really desperate, using wood for fuel in the metalsmith's forge, and you might want to trade for a stone block to make the forge itself.
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# ? Jul 28, 2019 04:48 |
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same dwarf. same.
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# ? Jul 28, 2019 06:49 |
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Assign the dwarf's job away from retail.
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# ? Jul 29, 2019 00:15 |
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Nessus posted:They do if you request it, I've asked for flux stone occasionally. Raw stone is super heavy so they can never bring very much
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# ? Jul 29, 2019 02:08 |
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Stone is a deprecated trade good. Dwarves and, occasionally (I think), humans will bring it of their own accord, but it's rare and there's never much of it. Even the massive trade caravans you can build up to after several years won't feature much raw stone, even if you request it. In my experience, requesting raw stone gets you a handful of additional boulders at the expense of at least doubling the cost for each. It is pretty much the only way to build up a supply of the more exotic ores, though, so if you want a pretty, purple, radioactive retainer wall around your entrance or a garish red-orange fence made out of petrified wood, you're probably just going to have to get your supply from the Dwarven caravan, which might take years for a larger project. It's always wise to bring some raw stone in your initial expedition supplies, since you never know when you might need a mechanism or some blocks to deal with some particular early need. Bringing along magma-safe stone can even be a good investment for early, lazy lava management projects before you can begin using iron. Otherwise, it can be very difficult to get a hold of stone from outside your site. Blocks aren't as bad; their more manageable weight and better value ratio means that caravans will happily supply large loads of bricks if requested, and humans will bring them from time to time as well. I think even elves may occasionally have grown wood blocks for sale, which is an intriguing concept for a race so hellbent on respecting everything arboreal at any cost.
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# ? Jul 29, 2019 03:24 |
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Sustainably logged, fallen-lumber artisanal hand-crafted wood blocks. I'll trade you this entire cartload for your plate of =*Beak Dog Tripe Biscuits*=
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# ? Jul 29, 2019 03:37 |
I think the theory is that the elves are convincing the trees to grow blocks (or bows, or swords, or whatever it is the elves need) that can be harvested without harming the tree.
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# ? Jul 29, 2019 15:42 |
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Right, but 'blocks' somehow gives me pause, among the items in that list. Cages make plenty of sense. Grown wooden instruments and weapons and armor are actually kind of hella rad and fit perfectly in a fantasy setting. But then there's...blocks. Mundane, seemingly useless to the elves, would require an intense amount of effort on the plant's part and....I dunno man. blocks Like, maybe the elves look at how dwarves like to carve stone up into squarish shapes and assume that they have some kind of mystical significance so as to be worth several times their normal value as a trade good, because any construction that's not a glade you gently negotiated into growing into a house for you is just that alien to them.
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# ? Jul 29, 2019 15:49 |
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I treat blocks in my head more like slabs since that is more in line with how they end up getting used. So a wooden blocks is just thick, natural, wood sheets.
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# ? Jul 29, 2019 15:54 |
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Zereth posted:I think the theory is that the elves are convincing the trees to grow blocks (or bows, or swords, or whatever it is the elves need) that can be harvested without harming the tree. "Remember kids, don't climb on the sword tree, you could get hurt"
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# ? Jul 29, 2019 15:58 |
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The elves are just growing Minecraft trees and chopping up the ones that die or fall naturally.
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# ? Jul 29, 2019 16:54 |
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Chopping up how? You ever tried to cut a plank with a -Grown Wood Saw-?
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# ? Jul 29, 2019 20:28 |
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Karate chopped, like minecraft guy does.
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# ? Jul 29, 2019 20:33 |
ninjewtsu posted:Animals aren't going to be going on across the fortress adventures or finding new places to be as often as dwarves are, but they do generate pathfinding calls as well so yeah. Depending on where they are they can also cause blockages, which will result in many pathfinding calls being made. birds are also extremely restless. your guineafowl pens are generating a lot of pathfinding calls - performance really tanks if you try to have lots of domestic birds. Shady Amish Terror posted:It's always wise to bring some raw stone in your initial expedition supplies, since you never know when you might need a mechanism or some blocks to deal with some particular early need. Bringing along magma-safe stone can even be a good investment for early, lazy lava management projects before you can begin using iron. Otherwise, it can be very difficult to get a hold of stone from outside your site. Blocks aren't as bad; their more manageable weight and better value ratio means that caravans will happily supply large loads of bricks if requested, and humans will bring them from time to time as well. I think even elves may occasionally have grown wood blocks for sale, which is an intriguing concept for a race so hellbent on respecting everything arboreal at any cost. elves hate how other species obtain wood, not its use. presumably they can ask the trees to drop branches voluntarily or some other elfy nonsense that makes the wood ethically-sourced Jazerus fucked around with this message at 20:44 on Jul 29, 2019 |
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# ? Jul 29, 2019 20:39 |
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Pharnakes posted:Chopping up how? You ever tried to cut a plank with a -Grown Wood Saw-? With their blocky fists, obviously
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# ? Jul 29, 2019 22:24 |
I have embark paralysis and would spends hours looking for a cool location. One that looked cool but had lot of nearby enemies. Even enemies directly on the starting area as long as I could scramble into a hole before having my face ripped off by a zombified owl... Or its zombified feather which still possessed superhuman combat abilities. Finally I had found an amazing start. One with a resident Roc. Visions of tamed rocs flooded through my brain and I declared it the finest start I had ever found. Zombies showed up and punched the thing to death and I abandoned the fort.
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# ? Jul 29, 2019 22:30 |
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Decrepus posted:I have embark paralysis and would spends hours looking for a cool location. One that looked cool but had lot of nearby enemies. Even enemies directly on the starting area as long as I could scramble into a hole before having my face ripped off by a zombified owl... Or its zombified feather which still possessed superhuman combat abilities. Yeah same it takes me hours and hours and hours to be satisfied.
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# ? Jul 29, 2019 22:43 |
On the topic of embark sites, I've had a rash of forts lately where I play a few years, get bored, make another (possibly with a new world). And I've noticed you get a shitload of freeloading bards if you set up an inn or tavern in a desert biome vs. other areas. Is there a reason for this? I'm annoyed because these hewmons are showing up and drinking my beer. What the gently caress am I, the Stone Pony?
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# ? Jul 29, 2019 23:19 |
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Jazerus posted:elves hate how other species obtain wood, not its use. presumably they can ask the trees to drop branches voluntarily or some other elfy nonsense that makes the wood ethically-sourced Yes, absolutely, I get that, as mentioned above. And it's very, very cool, and I like that about DF's elves. but blocks though Apologies for the tangent, even though I enjoyed the wealth of very educational responses. E: Nessus posted:On the topic of embark sites, I've had a rash of forts lately where I play a few years, get bored, make another (possibly with a new world). And I've noticed you get a shitload of freeloading bards if you set up an inn or tavern in a desert biome vs. other areas. Looking at the wiki, I don't see an obvious reason why this might be, other than perhaps human civs having a slightly greater tolerance for desert biomes than elves or dwarves, which still wouldn't explain the prevalence of bards. Monster hunters supposedly won't show up until you breach the caverns, though, and due to the number of characters in performance troupes that might visit you, perhaps the tavern is simply filling up your visitor cap much quicker than libraries or temples. You could try restricting your first tavern to citizens only for a while and seeing if you get more visiting priests and librarians before opening up the tavern to visitation. Obviously this doesn't explain the desert connection, but that could be a fluke. DF is weird. Shady Amish Terror fucked around with this message at 23:38 on Jul 29, 2019 |
# ? Jul 29, 2019 23:25 |
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I always figured the grown wooden items were a nature magic supercharged version of this:
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# ? Jul 30, 2019 04:50 |
there's a special tag that makes "blocks" of a certain material have another name toady only used it to show it off when ceramics went in, clayware turns into "bricks" instead metal panels, wood boards and porcelain tiles for me
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# ? Jul 30, 2019 10:38 |
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Okay, I think I've sited myself well for learning how to pump the old-fashioned way--with brute force. I had tweaked terrain generation with a focus on rivers and many altitude variations. I eventually located a good site that is something like a gorge cut by a huge river. I want a 3x3 hole, so it looks like I'm pumping out for 5x5. The river is roughly 33 units wide. The hole is about 15 blocks away from the river. The aquifer is 4 blocks below the shore line. Thanks to this gorge, I actually have rock--obsidian and schist. Unfortunately, I haven't found iron in it, but I have gold for trading. It is forested, although not extremely densely. However, I have enough to make many, many pumps. How should I site this? I was thinking of using a water wheel as my primary driver for a ton of pumps.
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# ? Jul 31, 2019 01:43 |
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Okay. I literally have not played this in years so this is the first time I'm coming to grips with a lot of systems, including justice. I thought I was asking the queen to come give testimony about an assault. What happened was the queen was jailed for the assault instead. e: oh god i forgot I put the prisoner chains with the dog chains. Synthbuttrange fucked around with this message at 10:20 on Jul 31, 2019 |
# ? Jul 31, 2019 09:07 |
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Synthbuttrange posted:Okay. I love this game
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# ? Jul 31, 2019 12:03 |
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Rocko Bonaparte posted:Okay, I think I've sited myself well for learning how to pump the old-fashioned way--with brute force. I had tweaked terrain generation with a focus on rivers and many altitude variations. I eventually located a good site that is something like a gorge cut by a huge river. I want a 3x3 hole, so it looks like I'm pumping out for 5x5. The river is roughly 33 units wide. The hole is about 15 blocks away from the river. The aquifer is 4 blocks below the shore line. Thanks to this gorge, I actually have rock--obsidian and schist. Unfortunately, I haven't found iron in it, but I have gold for trading. It is forested, although not extremely densely. However, I have enough to make many, many pumps. How should I site this? I see that nobody responded because they had the foresight to know that a werejackal epidemic would break out in my fort, kill 70 dwarves, and leave me with 3 adults and 5 children.
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# ? Jul 31, 2019 17:27 |
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Rocko Bonaparte posted:I see that nobody responded because they had the foresight to know that a werejackal epidemic would break out in my fort, kill 70 dwarves, and leave me with 3 adults and 5 children. Apologies, it did sound like you had the right of it though. It's worth mentioning that if you're on a map with wind, windmills can also provide auxiliary startup power to get larger water-wheel powerplants jump-started. E: And I am firmly in the 'set werecurses to 0' camp for pretty much the scenario you described. If you have werecurses in your world, every fort needs to treat preventing outbreaks and killing anything up to a werelephant as its very first priorities, which is somewhat tedious.
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# ? Jul 31, 2019 18:38 |
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Rocko Bonaparte posted:I see that nobody responded because they had the foresight to know that a werejackal epidemic would break out in my fort, kill 70 dwarves, and leave me with 3 adults and 5 children. I’ve played this game for ten years and have never messed with pumps. Haven’t gotten a King yet either. And I’m terrible with the military. I am not good at this game. I just like it a lot.
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# ? Jul 31, 2019 18:49 |
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Trying to decide if I should start a fort or wait for the Steam release....... Or even just the next patch dang I didn't realize that it's been a year since the last update.
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# ? Jul 31, 2019 20:09 |
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Nessus posted:On the topic of embark sites, I've had a rash of forts lately where I play a few years, get bored, make another (possibly with a new world). And I've noticed you get a shitload of freeloading bards if you set up an inn or tavern in a desert biome vs. other areas. Well, you are offering free beverages in a literal desert. Everyone planning to travel through the blasted hellscape would be an idiot not to pay you a visit.
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# ? Jul 31, 2019 21:09 |
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Moridin920 posted:Trying to decide if I should start a fort or wait for the Steam release....... The Steam release is likely a year or more away and we won't be getting it after the next major update, which itself is probably months away. May as well start a fort!
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# ? Jul 31, 2019 22:19 |
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Shady Amish Terror posted:E: And I am firmly in the 'set werecurses to 0' camp for pretty much the scenario you described. If you have werecurses in your world, every fort needs to treat preventing outbreaks and killing anything up to a werelephant as its very first priorities, which is somewhat tedious.
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# ? Aug 1, 2019 01:27 |
I don't know of a way to retroactively disable it, not saying there isn't, just if there is, I don't know it. But you can definitely use dfhack to 'exterminate it' the werewhatevers the second they show up.
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# ? Aug 1, 2019 01:37 |
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You can also use dfhack to find out which dwarves are "cursed" and kill them on sight if they already got bit.
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# ? Aug 1, 2019 01:59 |
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Moridin920 posted:Trying to decide if I should start a fort or wait for the Steam release....... Start a fort. Play very intensely for a couple days. Come back to it in a year.
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# ? Aug 1, 2019 03:19 |
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Dieting Hippo posted:You can also use dfhack to find out which dwarves are "cursed" and kill them on sight if they already got bit. There's a command I tried (cursecheck) that absolutely did not work. It reported no cursed creatures whether they were currently in there wereform or not. It didn't even work on specific tiles. What I ended up doing was editing the properties of all the dwarves. Specifically, I disabled all of their syndromes regardless of what they were. I just don't want to go through that again with many more dwarves.
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# ? Aug 1, 2019 06:19 |
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After setting up a communal area to sleep and a farm/still every dwarf society is best served by the construction of a nice moat and drawbridge.
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# ? Aug 1, 2019 06:21 |
I suspect this lingering flock of keas is why the merchants aren't finishing unloading. And yet it's maddening! Why do these little bastards plague me so.
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# ? Aug 1, 2019 06:22 |
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Nessus posted:I suspect this lingering flock of keas is why the merchants aren't finishing unloading. And yet it's maddening! Why do these little bastards plague me so. Verisimilitude. https://www.youtube.com/watch?v=fBdvRCkCNfo Keas have very little chill to go around. reignofevil posted:After setting up a communal area to sleep and a farm/still every dwarf society is best served by the construction of a nice moat and drawbridge. Fort construction order for me, last I played, was 'get into the ground, make a door you can lock', followed by farms and living space, followed by drawbridges and traps and a moat and a wall. The military is so incredibly hit or miss unless you very carefully micromanage everything that I'd rather just be able to set an alarm burrow and close three layers of airlocks with a single lever anytime something remotely threatening shows up.
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# ? Aug 1, 2019 06:57 |
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# ? May 18, 2024 23:15 |
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Ah an aquifier. Should be good practice to get back into DF. Let's wait til winter and try dig a ramp through. *three miners are frozen in ice*
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# ? Aug 1, 2019 14:10 |