My first migrant wave I got 4 dwarves, 3 of them children. I swear this game wants you to turn into a murdering psychopath.
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# ? Feb 7, 2021 04:48 |
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# ? May 25, 2024 00:21 |
So some elven merchants came to my fort and one of them apparently slipped and fell into a small lake and all their goods are laying on the shore. My dwarves immediately started collecting all these items which I think effected my fort value enough that the migrant wave that hit me shortly afterwards was 30+ dwarves. Are there any repercussions to taking these merchant goods? The other elf merchant made it to my trade depot but it doesn't look like they have anything to actually trade so I offered them a few of their own things back.
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# ? Feb 7, 2021 08:32 |
Popete posted:Are there any repercussions to taking these merchant goods? in a word? no things lost by caravans in your territory, be it from banditry, your active theft in the depot or bugs, affect their disposition the same way. they're written off as losses and the next traders coming in will be more reserved in their stock to account for the menace that is thieves, highwaymen and dwarven water features you can't un-crime the incident once the milk is on the ground, but you'll be fine as long as it doesn't happen repeatedly e: actually answered the right half of the question: there's no harm in grabbing the loot once it's free-for-all scamtank fucked around with this message at 10:28 on Feb 7, 2021 |
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# ? Feb 7, 2021 09:51 |
new fort update on patch update: no major issues with stress/tantrum spirals a couple years in. wereshit is still a huge issue so don't forget to turn that garbage off.
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# ? Feb 7, 2021 21:24 |
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xylo posted:new fort update on patch update: Werebeast are fun to have in my opinion, beside if I played with them off I wouldn't have lost a 100 dwarf fort to a giant were-snail.
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# ? Feb 8, 2021 00:10 |
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I had a werebeast explosion while I was fighting off a necromancer army, and things went real bad. And I loved it.
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# ? Feb 8, 2021 00:18 |
xylo posted:new fort update on patch update: I think Threetoe said something very recently about they'd only recently realized werebeasts might be better showing up a little later in the game on average, and that they'd be addressing that next version. And he said that recently enough that it'd probably mean the next next version, not the one they just put out.
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# ? Feb 8, 2021 00:27 |
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Werebeasts really just need some sort of way to handle them besides quarantining every immigrant that might enter your fortress. I don't mind them conceptually, it's just that they tend to spread like a zombie invasion when they don't simply kill you. Like, I don't know, make the bites treatable for a few day-equivalents to prevent infection or whatever
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# ? Feb 8, 2021 00:32 |
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Or just make them vulnerable to, and somewhat afraid of, silver (or a randomly determined weapon-suitable metal). Use doors made of that metal to ward off lycanthropes. Encrust clothing in it. Arm your guards with it. Make all the hospital beds out of it so that if someone turns they immediately have a grand mal seizure instead of infecting half the fortress
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# ? Feb 8, 2021 00:43 |
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Treat the injuries with powered [substance] to prevent changing at the next night cycle. That could work, as long as there's some kind of simple way to figure out what kind of substance the were-foozle is weak to.
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# ? Feb 8, 2021 00:45 |
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I'd like the new version to come out with expansive caverns as a standard instead of the tiny itty bitty tunnels we get currently.
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# ? Feb 8, 2021 00:47 |
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Demiurge4 posted:I'd like the new version to come out with expansive caverns as a standard instead of the tiny itty bitty tunnels we get currently. you can have this right now set cavern layer openness to 100-100 and cavern layer passage density to 0-0. optionally turn down cavern layer water probability, although this can also lead to completely dead caverns with no plant life. i usually set it to like 25-50 and just reroll embarks until i get one that isn't completely flooded or dessicated.
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# ? Feb 8, 2021 00:50 |
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Demiurge4 posted:I'd like the new version to come out with expansive caverns as a standard instead of the tiny itty bitty tunnels we get currently. I'm pretty sure you can change that in the worldgen options.
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# ? Feb 8, 2021 00:51 |
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I have rarely, almost never, played with the advanced worldgen options because there's just so many of them and I don't know what the realistic effect of tweaking them will be. I've read through the list on the wiki but it would be nice if there was some comprehensive guide to "these are the worldgen settings you should tweak to make better worlds".
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# ? Feb 8, 2021 20:32 |
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Roflex posted:I have rarely, almost never, played with the advanced worldgen options because there's just so many of them and I don't know what the realistic effect of tweaking them will be. I've read through the list on the wiki but it would be nice if there was some comprehensive guide to "these are the worldgen settings you should tweak to make better worlds". What are you looking for in a better world. Common ones to tweak are mineral occurance, the ones that effect how open the underground caverns generate, night beast amount and such.
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# ? Feb 8, 2021 20:37 |
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Telsa Cola posted:What are you looking for in a better world. Common ones to tweak are mineral occurance, the ones that effect how open the underground caverns generate, night beast amount and such. Maximum volcanoes.
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# ? Feb 8, 2021 20:52 |
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some things are really complicated because of how many different factors are involved (for example i once spent literal days trying to tweak the settings to produce surface-level magma tubes in otherwise flat terrain) but conversely a lot of them are just "crank this single number up or down and it does exactly what you'd expect it to do" useful things you can do with worldgen without getting too in-depth: - turn off vampires, werebeasts, and necromancers ("secrets") by setting their # of unique types to zero - set the exact age of the world to whatever you want (i like 100 years, it's just long enough for civilizations to start expanding, trading, going to war, etc. while preserving nearly the entire original population of megabeasts) - set the mineral density more precisely than the standard gen (lower = more minerals, go figure) - crank up megabeast, semi-megabeast, and titan counts so that you can actually get them to show up reliably in-game - the aforementioned cavern openness stuff and with slightly more effort: - modify the terrain distribution so that e.g. there's lots of flat, relatively dry land (or whatever combination of factors you're looking for) giving you way more chances at finding an ideal embark in a single world instead of having to generate worlds over and over and then only check the 10% of them that matches your goals
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# ? Feb 8, 2021 20:53 |
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reignofevil posted:Maximum volcanoes. volcanism is unfortunately one of the most ludicrously interrelated things in worldgen. you can do this, and if you JUST want "lots of volcanoes" it isn't too bad, but e.g. "lots of volcanoes in the middle of otherwise flat terrain" or "lots of volcanoes and also plenty of space for non-dwarven civilizations to build and expand" can get pretty hairy this reddit thread gives a simple recipe for it, although it's still likely to take some time to get a non-rejected world Tuxedo Catfish fucked around with this message at 20:56 on Feb 8, 2021 |
# ? Feb 8, 2021 20:54 |
So the elf caravan is stuck at my trade depot. The one elf is still stuck at the bottom of a small lake, I tried to dig a ramp down to them to see if they would climb out but they are just stuck there seemingly alive and fine. I got the message that the caravan was packing up to leave but the other elf is just hanging out at my trade depot still. Anyone know how I can fix this?
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# ? Feb 8, 2021 20:59 |
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Popete posted:So the elf caravan is stuck at my trade depot. The one elf is still stuck at the bottom of a small lake, I tried to dig a ramp down to them to see if they would climb out but they are just stuck there seemingly alive and fine. I got the message that the caravan was packing up to leave but the other elf is just hanging out at my trade depot still.
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# ? Feb 8, 2021 21:04 |
Cardiovorax posted:Just pave over the lake and forget the elf is there. The problem will solve itself eventually. That's the weird thing, I'd have thought they'd drown by now but they're just chilling out down there. Seems like their trade partner won't leave cause they are still alive but idk if that's how it works. I still don't understand how they fell down there, do creatures just randomly lose their footing and fall into water sometimes?
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# ? Feb 8, 2021 21:05 |
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Back up your save and then do a dfhack exterminate on him and see if that unsticks the caravan? You might end up at war with the hippies
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# ? Feb 8, 2021 21:06 |
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Roflex posted:I have rarely, almost never, played with the advanced worldgen options because there's just so many of them and I don't know what the realistic effect of tweaking them will be. I've read through the list on the wiki but it would be nice if there was some comprehensive guide to "these are the worldgen settings you should tweak to make better worlds". Turn Secrets up to 1000 and #volcanoes to 200
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# ? Feb 8, 2021 22:14 |
The fix for stuck traders appears to be deleting your trade depot. Both elf's took after that.
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# ? Feb 10, 2021 01:25 |
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Really gigantic NB if you like early, convenient access to magma but would rather not actually embark on a volcano tile for various reasons, or you'd rather not have the opening exposed to the surface: the DFHack site finder can locate embark sites that are guaranteed to have a magma vent in a specified cavern layer, e.g. first. Just about all the convenience of having a volcano but without the usual downsides of sparse soil/trees or uneven terrain. Also this means no guaranteed obsidian so it's not completely good, but whatever
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# ? Feb 11, 2021 03:49 |
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If you have magma and water you can always just make your own through. I don't think you can ever have totally dry caverns can you?
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# ? Feb 11, 2021 11:20 |
you can ever, yes, but with the basic 0-100 spread having totally bone-dry is very unlikely.
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# ? Feb 11, 2021 14:04 |
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I've been having a lot of fun on my latest embark - tons of iron, coal, magma, and gold. I was getting a decent fort set up with minimal defenses and got invaded about 1 or 2 years in and got absolutely crushed by some undead led by dwarves. I didn't close the gate fast enough and the 4 dwarves swept my entire 15 man army and killed my fort. Feeling a little put out, I decided to reclaim the fortress and brought in a full squad of trained soldiers only to find all of the invaders dead and the caverns exploding with magma. There may have been a magma crab or a forgotten beast involved but somehow the magma pool in my first cavern layer got breached and started spewing magma everywhere. After a couple years rebuilding, I finally got around to piping some water to the cavern to dam up the pool only to discover that, once it was dammed up, the magma level just kept rising. It's now safely contained but it's risen like 10 z levels above where it originally was. I just checked the wiki and apparently magma pools constantly fill available space on reclaimed forts. I'm tempted to make use of this somehow but I've already learned some hard lessons recently about the dangers of magma. Even though a magma moat look cool, your dwarves absolutely will jump into it for no discernible reason.
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# ? Feb 12, 2021 21:20 |
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So? Since when has dwarf safety ever been a factor is deciding whether or not to do something?
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# ? Feb 13, 2021 00:24 |
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As if the Dwarves wouldn't chuck you into a lava pipe with nary a second thought
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# ? Feb 13, 2021 02:05 |
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Couldn't you use lava safe grates as a floor? I guess it's not a good most that way but ymmv ???
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# ? Feb 13, 2021 02:44 |
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Pharnakes posted:So? Since when has dwarf safety ever been a factor is deciding whether or not to do something? Yeah this run has been marked by some very risky antics. I didn't get migrants for over a year so I was stuck with 7 dwarves for a long time. 2 of them were drowned by some runaway water pumps driven by a windmill before I could fix it so I barely kept the fort together initially. I have killed so many dwarves building cisterns and wells, I wish I could come up with a poetic memorial for them. Like, I'd love to have some engraved slabs lining the walls of my cistern to honor the dwarves that died building it but unfortunately its usually the flooding water that kills them and once the cistern is full of water, you can't exactly put memorials in it. It'd be nice to actually have a planned out crypt with themed sections for each type of death: the flooded chamber for victims of drowning, a hall of warriors, etc. This fort I had to scramble quickly to build a crypt just to get rid of all the drat ghosts.
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# ? Feb 13, 2021 02:58 |
You have them put up the memorials before filling the cistern, duh.
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# ? Feb 13, 2021 03:10 |
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Urist, we need you to go install your tombstone into the wall down there. Don't think about it too hard
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# ? Feb 13, 2021 03:34 |
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The Cask of Uristillado
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# ? Feb 13, 2021 03:39 |
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For the love of Armok, Uristressor!
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# ? Feb 13, 2021 03:45 |
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Can you have engravers pre-engrave tombstones for themselves? Uh, just, out of... idle curiosity, you know
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# ? Feb 13, 2021 03:47 |
megane posted:Can you have engravers pre-engrave tombstones for themselves? Uh, just, out of... idle curiosity, you know I think you can. It auto puts dead dwarves at the top i think but shows everyone else. They do it because sometimes nobles ask for a Tomb and it would make sense to pre engrave a tomb before the guy is dead.
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# ? Feb 13, 2021 03:51 |
Lazy Newb Pack got updated for 0.47.05, if anyone's been waiting on it https://dffd.bay12games.com/file.php?id=7622
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# ? Feb 13, 2021 03:55 |
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# ? May 25, 2024 00:21 |
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mercenarynuker posted:Urist, we need you to go install your tombstone into the wall down there. Don't think about it too hard Giving some strong RE1 vibes where the architect of the mansion got caught in his own trap and there was a tombstone with his name on it waiting for him.
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# ? Feb 13, 2021 07:04 |