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Cardiovorax posted:Maybe you used to? The way it works right now you just have to toggle your hives as valid targets for colony placement and/or harvest and your beekeepers will automatically harvest the honey and replace empty hives as necessary by fetching more bees from any hives that are currently ready to split. You just need to make sure that you keep enough breeder hives around that don't get harvested so you don't run out of colonies, but the rest more or less takes care of itself. Yeah - you set up a couple of "master" hives that are marked for splitting, then leave the rest of the hives marked for harvest, and your dorfs will cheerfully generate and harvest infinite hives forever. The real disadvantage of a honey-based food economy, in my experience, is that it steadily tanks your FPS, occasionally annoys passersby with bee stings, and periodically causes your small animals to become afflicted by lasting (possibly permanent) brain/nerve damage - because bee venom is a neurotoxin, and DF very earnestly implements this in the form of a syndrome that causes the victim's nerves to be damaged by toxins (unless they're big or tough enough to shrug it off, which dwarves are but kittens are not). Angry Diplomat fucked around with this message at 19:04 on Dec 22, 2020 |
# ? Dec 22, 2020 18:57 |
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# ? May 31, 2024 15:18 |
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Zereth posted:Hang on, I was looking up alcohol in dwarf fortress for a reason, and mead is bottom-tier next t sewer brew and gutter cruror? Isn't beekeeping a huge pain in the rear end which requires a bunch of manual intervention from the player? Mead? That sounds like something an elf would drink
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# ? Dec 22, 2020 21:03 |
Clark Nova posted:Mead? That sounds like something an elf would drink I imagine Dwarfs have a complicated relationship with bees. On the one hand, they admire their drive and industry, their ability to produce alcohol, their love of vomiting, and their defending of their homes via seemingly haphazard swarming and suicidal violence. On the other hand, they love flowers and sunlight and hate smoke and fire, which all seem pretty... elvish. If only there was some sort of underground-dwelling ant that also produced honey, they'd be the perfect organism.
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# ? Dec 22, 2020 21:17 |
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Well, do I have some good news for you, then! https://en.wikipedia.org/wiki/Honeypot_ant
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# ? Dec 22, 2020 21:21 |
Cardiovorax posted:Well, do I have some good news for you, then! Okay but can you make booze out of them?
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# ? Dec 22, 2020 21:26 |
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Sure. You can make booze out of literally anything that has sugars in it.
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# ? Dec 22, 2020 21:30 |
and the pool is widened even further if you're galaxy brain enough to disassemble polysaccharides, but the flavor leaves something to be desired (and before you theorycraft: naw, underground biomes cannot spawn any insect hives)
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# ? Dec 23, 2020 15:03 |
Purring maggots should be and underground hive creature
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# ? Dec 23, 2020 17:07 |
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i always wanted to make an expanded hivetending mod that would add a bunch of new things to keep in hives that would do various things but i'm dumb at computer and would have no clue how to do coding things
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# ? Dec 23, 2020 19:43 |
Hihohe posted:Purring maggots should be and underground hive creature how else do you think i discovered (banged my head into) the limitations in the code, if not trying to do exactly this Johnny Joestar posted:i always wanted to make an expanded hivetending mod that would add a bunch of new things to keep in hives that would do various things but i'm dumb at computer and would have no clue how to do coding things putting in new things which live on hives on the surface that can be brought in like normal and allowed to slowly emit some kind of thing or goo in hives is, fortunately, in the camp of "intended to be modifiable" sort of stuff doesn't require a deep understanding of the memory layout and a handle on C coding
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# ? Dec 23, 2020 20:48 |
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On a similar note, toady tested the eggs code moddability by having geese lay silver chairs.
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# ? Dec 24, 2020 08:16 |
Can reptiles get lycantropy?
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# ? Dec 26, 2020 02:00 |
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I'm fairly sure lizard-beastmen can. Animals can't, though. It only works on people.
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# ? Dec 26, 2020 02:02 |
New developer diary and holy poo poo I love that UI.Tarn posted:Happy New Year!
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# ? Jan 14, 2021 16:55 |
so detailed
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# ? Jan 14, 2021 17:19 |
Holy gently caress, DF has a GUI now?
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# ? Jan 14, 2021 17:29 |
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Aeble posted:Holy gently caress, DF has a GUI now? The Steam version will.
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# ? Jan 14, 2021 17:32 |
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drat this is looking really good. I got into this game a little bit a year or so ago, and was impressed both by it's depth and that it wasn't as hard to learn as it was made out to be. However, even with external utilities and graphics packs, it still feels cumbersome to actually play, so I'm really looking forward to this.
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# ? Jan 14, 2021 17:40 |
I know, right? personally all I want out of the deal is the TWBT functionality baked in the code without all the crash ballast
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# ? Jan 14, 2021 17:48 |
I'm kinda hoping the revamp includes, like, a bug sweep to make sure the game generally "works"
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# ? Jan 14, 2021 17:52 |
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Dwarf Fortress is usually pretty stable except right after a new release, honestly. The problem is that in the long term there are a lot of (at least nominally) intended behaviors that cause a fort to degrade, bog down, or become unsustainable over time, which is more of a design/vision problem and less likely to be a priority if they ever get fixed at all.
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# ? Jan 14, 2021 20:31 |
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like, for instance, the old one-tile trees meant that you got a decent crop of wood every year, it was enough to easily keep a fortress going, you sometimes ran out in the winter or if you were making tons of charcoal, then you filled up again in the spring in new DF you get a massive, multi-year overabundance of wood when you first clear-cut a forest, but afterwards trees take so long to grow that unless you plan on waiting literal in-game decades between harvests you'll be forced to rely on trade to actually have usable amounts of timber (which means engaging with the awful trade UI on a regular basis, having to do stupid game-y poo poo like using up all your wood so the psychic merchants bring the extra emergency wood stockpile they only bring if you're out, etc.) this is arguably more realistic, and it's definitely a logical consequence of trees taking X years to grow -- it's not a logic error -- but it's terrible for gameplay. will it ever be adjusted? maybe an IRL decade from now when Toady stops adding new subsystems and does an economy balance pass, i guess vv
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# ? Jan 14, 2021 20:35 |
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Yet another reason to make everything out of metal and glass, instead of wrangling plant bones like some sort of nature-loving elf
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# ? Jan 15, 2021 01:01 |
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I don't think I have every really ran into wood shortage, I imagine that its fairly easy to do f you rely on charcoal but Magma is right gently caress there.
Telsa Cola fucked around with this message at 07:29 on Jan 15, 2021 |
# ? Jan 15, 2021 01:09 |
Only thing I use wood for is beds and bins, and I could probably forego bins if I had to. But I embrace the truth of magma and do not crank out thousand unit pig iron/steel bar runs, typically
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# ? Jan 15, 2021 01:26 |
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bling bins made out of gold, barrels made out of gold they are very heavy, true, but think of your incredible gains
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# ? Jan 15, 2021 01:41 |
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You can make pretty much any furniture out of glass or lightweight metals. If you have access to neither, rock and fuckoff heavy metals are dwarfier anyway.
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# ? Jan 15, 2021 01:56 |
Tuxedo Catfish posted:The problem is that in the long term there are a lot of (at least nominally) intended behaviors that cause a fort to degrade, bog down, or become unsustainable over time, which is more of a design/vision problem and less likely to be a priority if they ever get fixed at all. Yeah, that's my concern with coming back to the game with the steam launch. I feel like the current version seems to have a lot of sleeping traps in its design. Woops, your fort is all vampires! etc
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# ? Jan 15, 2021 02:06 |
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Telsa Cola posted:I don't think I have every really ran into wood shortage, I imagine that its fairly easy to due if you rely on charcoal but Magma is right gently caress there. With the way trees work now evem with entire charcoal driven economies for 80 dwarves I still had more logs than I knew what to do with
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# ? Jan 15, 2021 03:07 |
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Tuxedo Catfish posted:this is arguably more realistic, and it's definitely a logical consequence of trees taking X years to grow -- it's not a logic error -- but it's terrible for gameplay. I like buying foods from traders because the idea of dwarves that otherwise don't have a lot of choice buying a bunch of varied food from a passing caravan is really cute and flavorful(no pun intended), but it's fairly pointless right now. Not to mention there's not much difference between a fortress that specializes in food production since food is so plentiful anyways. Likewise I like the idea of being low on building materials and needing to purchase them from traders-like being low on wood, or iron, or whatever. And if you trade more the status of surrounding civilizations matters more. The actual issue here is that the trade UI is bad, not trees being a semi-limited resource.
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# ? Jan 15, 2021 03:29 |
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I would like the game to not slow to a crawl after 2-3 in-game years.
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# ? Jan 15, 2021 09:15 |
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That is definitely something I wouldn't bet on happening any time soon.
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# ? Jan 15, 2021 09:25 |
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Personally I'd prefer my CPU not exploding under the strain of discarded xXpig tail socksXx anymore at some point in the future.
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# ? Jan 15, 2021 10:14 |
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Maybe clean up your computer room every so often, then.
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# ? Jan 15, 2021 12:03 |
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promising carl posted:I would like the game to not slow to a crawl after 2-3 in-game years. i'd like a real optimization patch or two myself, but in the mean time, i strongly recommend trying microforts. not only is it better for FPS (there are other factors but creature pathfinding absolutely dwarfs everything else) it's actually really fun to have a small enough number of dwarves that you get to know each of them individually, as it were
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# ? Jan 15, 2021 14:10 |
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Speaking of creature pathfinding: even making sure that no more of the map than is absolutely necessary is revealed and accessible at any one time makes a surprising difference for that. When I played around with DF Hackit, I found very quickly that uncovering the map absolutely killed framerates, even when you're not even looking at one of the revealed levels. Just flagging all that space as "this is something you need to keep in mind now" for the game increases the overhead to a pretty crazy level. Extensive use of burrows and hard barriers like floodgates (maybe even locked doors) can do a lot to minimize that in my experience, because it basically excludes parts of the map as viable for wayfinding, so the game doesn't even need to try.
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# ? Jan 15, 2021 14:29 |
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On that note, building solely aboveground - with no digging or mining at all - can be interesting. You have to consider shelter, siege defensibility, snatcher security, water access, and more, all using only the materials you bring, harvest, or trade for. Settling in a forest area will generally get you enough wood to set up a little walled compound or ring of houses (long walls are bad for FPS in my experience), and you can brew foraged plants for seeds to set up a couple of little farm plots in a central location. I guess you could import stone blocks on your wagon if you don't want to anger the elves - which is fair, since elf raids are incredibly brutal in a surface fort without a hardened chokepoint to retreat through. Actual sieges are extremely hard to survive unless you've got a crack military kitted out in bartered gear.
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# ? Jan 15, 2021 16:09 |
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One weird thing about this version is that I’ve seen a ton of weird zombie/cursed humans and elves showing up at my fortress. They’re not hostile and usually hang out a while then leave, but they seem to be connected to artifact thefts because when I look in legends viewer they’re usually “recruiting” fortress dwarves to help steal things. That’s fine but since it’s my dwarves doing the stealing there’s no way to really protect the artifacts except by walling them off in display cases behind glass, which is fun and atmospheric but kind of a pain. This is dwarf fort so I’m not even sure it’s a bug per se - but if your poo poo’s getting stolen and you can’t figure out why, it might be weird undead visitors trying to get your dwarves to steal it. Also man masterwork got weird and bloaty but I would so love a “craft full set of clothes” interaction in vanilla.
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# ? Jan 16, 2021 04:18 |
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Tuxedo Catfish posted:i'd like a real optimization patch or two myself, but in the mean time, i strongly recommend trying microforts. not only is it better for FPS (there are other factors but creature pathfinding absolutely dwarfs everything else) it's actually really fun to have a small enough number of dwarves that you get to know each of them individually, as it were What's a good population cap? 20-30ish?
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# ? Jan 16, 2021 05:39 |
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# ? May 31, 2024 15:18 |
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I can't wait for the GUI version to be released. I've never been able to stick to DF but I've played pretty much everything that was clearly DF-inspired but with a decent-ish GUI and been disappointed by the lack of depth.
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# ? Jan 16, 2021 17:54 |