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I love the CLA set, it stays true to ASCII but doesn't look like rear end either.
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# ? Aug 5, 2019 00:49 |
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# ? Jun 5, 2024 22:20 |
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I just had a bowyer create an artifact: a blowgun. This dwarf must have an interesting backstory. All I see is "she personally is disgusted by the idea of fairness and will freely cheat anybody at any time and finds friendship burdensome."
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# ? Aug 5, 2019 05:17 |
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Rocko Bonaparte posted:I just had a bowyer create an artifact: a blowgun. This dwarf must have an interesting backstory. All I see is "she personally is disgusted by the idea of fairness and will freely cheat anybody at any time and finds friendship burdensome." Pretty sure that means raised with Goblin ethics! Probably got goblin-napped and raised in a dark tower then eventually was freed or somehow assimilated then migrated to the dwarven civs. From there likely made it to your fort in a migrant wave, neat!
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# ? Aug 5, 2019 05:23 |
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If it helps explain her personality any further, she has a cat as a pet and felt nothing after seeing a dead dog.
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# ? Aug 5, 2019 06:11 |
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Rocko Bonaparte posted:I just had a bowyer create an artifact: a blowgun. This dwarf must have an interesting backstory. All I see is "she personally is disgusted by the idea of fairness and will freely cheat anybody at any time and finds friendship burdensome." Congrats on your libertarian dwarf.
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# ? Aug 5, 2019 08:08 |
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Rocko Bonaparte posted:Well, since you asked: For fortress defense, I would suggest moving the entrance to your fort over to one of those open flat areas to the left and right of where your current entrance is. Just dig a stairwell straight down out in the middle. Then you can build walls and moats around there without having to dig out a hill side. You could build a bridge in front of your current entrance and keep it in the raised position or just wall it off.
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# ? Aug 5, 2019 14:08 |
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Some interesting bugs in my latest fortress: I provoked human sieges by failing to save enough caravans from goblin invaders, so I get human sieges too now. In the last siege, the humans arrived with a "Horse Recruit" -- a horse who was named and behaved exactly like a human soldier (no rider, aggressive AI, never appeared on the livestock list after being captured unlike regular mounts). Also, my dwarves all have the maximum possible value for cave adaptation... but going outside doesn't cause vomiting or irritation. This might actually be a case of depth of simulation rather than a bug, but I haven't confirmed it for certain yet: I'm embarked in a biome where it rains almost constantly, and I suspect that in Dwarf Fortress you can't be nauseated by the sun if it's rainy out.
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# ? Aug 5, 2019 19:40 |
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Other practical stuff I learned this game: Happiness and focus management are actually fairly valuable now, as well as more interactive than in previous versions. Dwarves that become stressed easily or have particular stressors that are common in your fortress should be expelled or sent to nearby holdings, and in particular, you should pick your military dwarves and expert craftsmen based on the likelihood that they'll be as happy as possible. Once a dwarf gets below the tantrum threshold, they very rarely recover. The factors that make a dwarf happy or unhappy still don't really seem to be something you can fix -- they either spiral out of control, reinforce happiness to the point where it's unlikely that anything will ever break them, or reach a barely-neutral equilibrium that will turn into a negative spiral as soon as anything really bad happens to them. Soldiers and haulers likely to see a lot of death may flip from happy to unhappy, but will eventually become deadened to fear of corpses (although it never seems to reach an actual zero point -- a quantum stockpile with hundreds of corpses will drive even the most hardened dwarf insane if exposed enough times / for long enough, even though each individual corpse only provokes a 50/50 chance of either no reaction or mere "uneasiness") but this is also the one situation where eventually stabilizing is possible, if difficult. The best thing to do is to recruit soldiers whose stress is as negative as possible, so when the worst, initial shock of death and trauma hits they have a huge buffer to absorb it. Focus -- which is almost completely separate from happiness, although they share some of the same triggers -- affects how fast a dwarf works and, more importantly, the quality of their work. Racking up a huge negative score in one particular focus isn't actually that big of a problem; the issue, and the thing that causes "distracted" dwarves (who do garbage work and do it slowly) is having more unfilled needs than filled ones. There's a weighted distribution of needs and some are more important than others on an individualized basis. One of the easiest and frequently most impactful effects on focus is religiosity -- a dwarf who's extremely religious gets a massive boost from praying, often 5-10 times stronger than any of the other factors in terms of focus. If possible, pick extremely religious dwarves to be your crafters (especially in cases where quality and/or speed are important). As an addendum to this, extremely religious dwarves also tend to be the ones who are unsatisfied with interfaith temples and want a temple specifically dedicated to their god, so be sure to supply that; this will help offset all the idiotic focus needs / preferences that are basically impossible to fulfill (like "a decent meal" which requires you to obtain individualized food and drink items for every dwarf in your fortress if you want it to be consistently positive -- completely goddamn stupid.) As of 0.44.x, becoming a barony (or being promoted up from baron) no longer depends on your fortress's generated wealth (at least, not directly -- there's still some connection, which I'll get to in a moment) but rather on the number of holdings associated with your fortress. There are several ways to acquire holdings: nearby sites may become associated with you automatically if you export enough materials to their civilization, your parent civ may establish holdings near your fortress and assign them to you, or you can send squads of military dwarves out to conquer your neighbors. An additional wrinkle is that no civilization will establish new holdings in Untamed Wilds or other high-savagery areas. (I need to test this more carefully, but I'm fairly confident this is the reason.) So if you want to completely avoid dwarven nobility ever triggering? There's your answer. Technically it's still possible for a member of your fort to inherit noble positions but this is extremely rare, it happened once in 13 years of my current fort, and if you're really determined you can probably screen dwarves based on their relationships to avoid it altogether. And if you change your mind, you can always try conquest to gain holdings and get the requirements to trigger. Overall, while it's still entirely possible to play the game without giving a poo poo about any of this and more or less get by, it feels like this version gives you more of a reason to get to know and to care about your dwarves' personality traits than any previous version. It also gives you at least some rudimentary tools for taking advantage of positive traits and ameliorating negative ones, which was also absent in previous versions -- although I can't praise this aspect quite as highly because unfortunately the optimal behavior that the game's mechanics push you towards is "exile all the depressed and anxious dwarves" which is both kind of unsettling and, from a gameplay perspective, your one and only blunt solution to a complicated problem. Tuxedo Catfish fucked around with this message at 20:16 on Aug 5, 2019 |
# ? Aug 5, 2019 20:14 |
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Also while it's not much I'm genuinely thrilled to have anything that meaningfully expands or alters the gameplay of fortress mode. I wish it were more of a priority.
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# ? Aug 5, 2019 20:21 |
Tuxedo Catfish posted:Also, my dwarves all have the maximum possible value for cave adaptation... but going outside doesn't cause vomiting or irritation. This might actually be a case of depth of simulation rather than a bug, but I haven't confirmed it for certain yet: I'm embarked in a biome where it rains almost constantly, and I suspect that in Dwarf Fortress you can't be nauseated by the sun if it's rainy out. Correct.
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# ? Aug 5, 2019 20:46 |
I gotta say, just reading Toady's "working on" updates is basically as good as the game itself. I mean the guy went from villains to making abomination experiments to different types of dice so you can gamble with your God of choice. I love it.
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# ? Aug 5, 2019 22:38 |
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How can i use the new souped up manager screen to monitor fuel items? I'm trying to make it give the order to burn wood into charcoal if there are less than 50, but in the "change item type" menu i can't find charcoal, fuel or anything i can come up with so the order never starts. Also having same problem with making coke from lignite and the other one.
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# ? Aug 5, 2019 22:42 |
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Dongattack posted:How can i use the new souped up manager screen to monitor fuel items? I'm trying to make it give the order to burn wood into charcoal if there are less than 50, but in the "change item type" menu i can't find charcoal, fuel or anything i can come up with so the order never starts. You may have the option to press "r" to add reagent-specific conditions from the main conditions screen. This is also available when making food/drink work orders. For those, it'll add a condition where "unrotten drinkmat materials" is at least 10, and the number of empty containers is at least 10. Change the numbers to your liking and you should be set.
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# ? Aug 5, 2019 22:48 |
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Ah yeah, i think i got it. I didn't use the reagent menu, but the add conditions from products menu instead and now it seems to be operating. Thanks!
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# ? Aug 5, 2019 23:01 |
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Did anybody ever poke that save I posted with a stick to see why I was slowing down so much? This new fort is starting to poo poo itself too. I'm playing around with pumping out an aquifer, but it wasn't this bad when I had half the population. I don't think it's the water mechanics... although I did flood a cavern. I'll be sad if I simply cannot run this game with 500 entities (between dwarves and animals). It's dying right when things get good.
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# ? Aug 6, 2019 00:19 |
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temperature disabled weather disabled not overproducing items and trading away or atom smashing stuff i don't need 500 entities including dwarves and animals no active water flows somebody please help me my processor is dying
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# ? Aug 6, 2019 00:22 |
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Well I asked about the animals before and people weren't too convinced.
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# ? Aug 6, 2019 00:24 |
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Rocko Bonaparte posted:Did anybody ever poke that save I posted with a stick to see why I was slowing down so much? This new fort is starting to poo poo itself too. I'm playing around with pumping out an aquifer, but it wasn't this bad when I had half the population. I don't think it's the water mechanics... although I did flood a cavern. I'll be sad if I simply cannot run this game with 500 entities (between dwarves and animals). It's dying right when things get good. have you tried mass slaughter of cats and setting LNP to allow a max of 0 children
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# ? Aug 6, 2019 00:28 |
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Rocko Bonaparte posted:Well I asked about the animals before and people weren't too convinced. In all seriousness, you're talking about more than double the number of critters the game's default (and already incredibly generous) maximum limit is designed to handle. Even if the thread's collective experts wrack their brains for some of the lesser-known optimization cases, there's still a practical limit on how much it can possibly help. How big is your military? Sparring sessions, for some reason I've never been entirely clear on, is a major drain on FPS even in microforts. If you've got 50 or 60 dwarves in training I could definitely see that making matters worse than 50 or 60 dwarves spending most of their time idling or pathing between a workshop and the nearest stockpile.
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# ? Aug 6, 2019 00:29 |
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Tuxedo Catfish posted:In all seriousness, you're talking about more than double the number of critters the game's default (and already incredibly generous) maximum limit is designed to handle. I don't think I even have 50 dogs, which was my main target. I was setting up war dogs in pastures around the map as an early-warning helper for werejackals. I will add that it worked... What is the more FPS-sustainable means of animal husbandry? If it's really the animals, it sounds like I have to pick one dairy/leather/meat/fat/bone-producing animal and just leave it with that. I just figured out an appropriate experiment for this. I can just embark somewhere with hacked points and bring along lots of livestock. If I start out in a hopeless mess then I think I know what's up. Tuxedo Catfish posted:How big is your military? Sparring sessions, for some reason I've never been entirely clear on, is a major drain on FPS even in microforts. If you've got 50 or 60 dwarves in training I could definitely see that making matters worse than 50 or 60 dwarves spending most of their time idling or pathing between a workshop and the nearest stockpile. Skyl3lazer posted:have you tried mass slaughter of cats and setting LNP to allow a max of 0 children I'm not using the LNP but I do have Dwarf Therapist and DFHack. I think I set them up the hard way. That being said, I have something like 15 cats after a culling. It was kind of awkward to queue up cats for slaughter in the game while my cuddle cat was watching on from my lap. I think it actually made him happy, BTW.
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# ? Aug 6, 2019 00:56 |
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Rocko Bonaparte posted:How does one override that? I don't recall toying with anything like that. I know about the 50 cap per species, but is there some global cap? df_init normally limits you to, I think, 220 dwarves, a couple of visitors, and something like 40? invaders and their mounts. in fairness i don't think there's a global animal limit so if you're just exactly up to cap on dwarves and the other ~300 entities are all animals, then i was just wrong about that. Rocko Bonaparte posted:What is the more FPS-sustainable means of animal husbandry? If it's really the animals, it sounds like I have to pick one dairy/leather/meat/fat/bone-producing animal and just leave it with that. Limit their movement. I forget if animals can breed in cages currently but if they can, do that. If not, put them in the smallest pasture they can fit in without overcrowding causing fights, make the room a dead end and make sure that any doors to it are set non-pet-passable -- basically animals have a tendency to meander out of pastures sometimes for reasons that are hard to pin down, and you want to avoid that because animals wandering around your fortress spend a great deal more time doing pathfinding than animals stuck in a closet. I would also just suggest having fewer of each animal. DFHack's Autobutcher script might be helpful -- the default settings are pretty strict (5 females of a species, 1 male, butcher everything else) so you might want to adjust it up a little bit, but definitely don't go around with like 30+ of any one species either. Tuxedo Catfish fucked around with this message at 01:42 on Aug 6, 2019 |
# ? Aug 6, 2019 01:38 |
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Tuxedo Catfish posted:I would also just suggest having fewer of each animal. DFHack's Autobutcher script might be helpful -- the default settings are pretty strict (5 females of a species, 1 male, butcher everything else) so you might want to adjust it up a little bit, but definitely don't go around with like 30+ of any one species either. Well I decided to start The Dwarven Fortress of Cheesetest The Slow Frames with 300 cows, 50 bulls, and 50 war dogs. It dropped right down to 16 FPS so I'm going to go out on a limb and saw that maybe I should rein in the animals a little bit. I did an experiment with caging a bull and got a DFHack warning about it starving. I'll worry about that after I do something about all the... rabbits, bunnies, donkeys, horses, pigs, piglets, boars, llamas, goats, lambs... and narrow myself to main 1-2 types of cows for now, alpacas, and the poultry. Edit: Also whacking the ews and rams...
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# ? Aug 6, 2019 02:26 |
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yeah you can't cage grazers, they have to be pastured to eat similarly, poultry and other egg-layers aren't always grazers, but they need nest boxes to reproduce (or even just to lay eggs for your egg industry if that's what you're going for) so they can't be caged either carnivores and omnivores are fine indefinitely though, you can stick a pig or a dog in a cage forever and they'll be fine
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# ? Aug 6, 2019 02:29 |
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Rocko Bonaparte posted:Well I asked about the animals before and people weren't too convinced. I'm pretty sure I did mention that 140 Dwarves should be your cap for all game features. Even that's pretty hard on low-end computers.
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# ? Aug 6, 2019 02:36 |
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also, those requirements no longer exist at least they definitely don't for Barons, Counts, and Dukes, none of whom require a population larger than 20 any more, while the requirements for becoming the capital and the arrival of the monarch in DF 44.12 is... obscure, at best, but probably doesn't require 140 dwarves invasions and megabeast attacks still have population requirements but those cap out at 80 by default and are very easy to adjust downward in the raws if you want to be invaded and still have a decent framerate
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# ? Aug 6, 2019 02:44 |
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How many of what different kind of animals do you tend to keep around then?
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# ? Aug 6, 2019 03:20 |
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Butcher everything.
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# ? Aug 6, 2019 03:22 |
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Rocko Bonaparte posted:How many of what different kind of animals do you tend to keep around then? I keep about 7-8 adult pigs and their piglets (I don't keep track of how many of those -- it's just that you don't get any leather if you slaughter them before adulthood) for meat, and 1-2 of various unusual animals purchased from elves or captured in exotic biomes as curiosities. Once I breach the underground I keep an eye out for Cave Dragons or Jabberers (both massive, cool-sounding, and capable of being war trained, which makes them ideal bodyguards for important dwarves) and keep just enough to keep a breeding population going if all the ones in active guard duty die in combat, and if I'm lucky enough to get a breeding pair of Giant Cave Spiders I set them up for silk production and/or placing webbing as an element of fortress defense.
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# ? Aug 6, 2019 03:26 |
I like keeping a few llamas for milk and wool, a couple dogs for training/emergency meat, and a couple cats for vermin control. Maybe a few geese for eggs. Leather I buy off the caravans and supplement with cavern critters. Then I just periodically go through and butcher everything else I end up with. And yeah, anything important, make sure you have a breeding pair stashed but pastured separately. Immigrants often show up with pets and you can't really do anything about that except try to limit breeding through gelding or keeping non-pet animals of the same species separate.
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# ? Aug 6, 2019 03:37 |
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So... uhhh... I got the fortress up for the night and saw I actually had 444 animals. I started the slaughtering binge. I now have 445 animals. Send help.
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# ? Aug 6, 2019 03:54 |
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Have you considered magma, nature's butcher
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# ? Aug 6, 2019 05:43 |
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I think I would want to try something before that. Something that... closes the gap. Like a bridge, you might say.
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# ? Aug 6, 2019 06:38 |
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Get a gelder? Put butcher workshop in your pen to reduce time between?
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# ? Aug 6, 2019 14:56 |
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It's starting to finally work down... after putting in five more butcher shops. I am down to 381 after about six game months. The FPS has gone up from 8 to 16. The interesting thing is I think I've gotten more migrants since then than animals butchered in absolute terms, but performance has increased. So it might be very specific to animals. I should have also done an experiment starting with 350 dwarves.
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# ? Aug 6, 2019 16:58 |
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There's no real benefit from keeping farm animals, unless something changed so you can't just cook plump helmets with plump helmet juice anymore. Like, I get that there's no real need to min/max to get anywhere, but afaik they mainly graze on cpu time.
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# ? Aug 6, 2019 20:35 |
There's no need to, since yeah you can subsist forever on infinite plump helmets and pig tails, but I, personally, like having a few. They definitely are really bad for performance though.
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# ? Aug 6, 2019 21:11 |
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Rocko Bonaparte posted:How many of what different kind of animals do you tend to keep around then? 30 dogs (20 trained war dogs / 10 puppies) if you find your map has a bigger problem with werebeasts then of course adjust this as necessary. At most 10 of other animals and I aim for this to be sheep. Slaughter everything else. Exceptions abound of course. If you manage to get cave dragons and breed them, then let them replace your dogs. Sheep are the better livestock grazers to keep since they provide a bit of everything and don't require too big of a pen. I don't bother to keep horses, cows, yaks, or really any of the bigger grazers if I have sheep. I MIGHT keep up to 3 wild boars if I find them for their ivory but that's not likely and usually not a needed material.
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# ? Aug 6, 2019 21:18 |
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the eternal conundrum of dwarf fort is seeing how many cool and varied things you can balance with the screaming of your processor as it struggles to simulate them all
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# ? Aug 6, 2019 21:50 |
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Urist Stonefingers cancels store item in depot: Not enough CPU cycles.
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# ? Aug 6, 2019 22:18 |
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# ? Jun 5, 2024 22:20 |
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anyone here ever build a computer optimized for DF? been playing it a lil bit on a frankensteined computer I'm using after my venerable desktop died, runnin a dual-core predecessor to the i3 and a GPU from 2005 (replacing an older Core2Duo and a newer GPU that, alas, my PSU won't power)- does the new code use the GPU for calculations or something? FPS seems a lot lower than on my old compy, but that could just be that DF is a couple versions newer, or even just placebo from 'older GPU = slower than'
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# ? Aug 6, 2019 22:26 |