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do you have stepladders
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# ? Jun 2, 2022 13:07 |
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# ? May 26, 2024 00:48 |
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Yes, 6 dwarves have the labor turned on. I'll try the zone, see what happens.. Shoot, it works! Weird stuff, I never had this problem before, but if they keep using the zone I'm good.
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# ? Jun 2, 2022 13:15 |
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that sounds like bad news, better check mother of god e: Nosfereefer fucked around with this message at 17:59 on Jun 2, 2022 |
# ? Jun 2, 2022 17:55 |
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quick, make them think of ants!
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# ? Jun 2, 2022 19:13 |
Do you have a place for the gathered plants to go?
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# ? Jun 2, 2022 22:28 |
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Tias posted:Yes, 6 dwarves have the labor turned on. I'll try the zone, see what happens.. Shoot, it works! glad that worked around it at least
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# ? Jun 2, 2022 23:30 |
I didn't even know there were plant gathering zones till this page
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# ? Jun 4, 2022 08:27 |
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How are the zone mechanics supposed to work? I always assumed that if you had designated a zone for plant gathering/fishing, any dwarves with that labor enabled would use that zone exclusively, but if there weren’t any zones they’d just gather/fish wherever they felt like.
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# ? Jun 4, 2022 08:32 |
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fishing is a little different, fishers will go fish from a well if there isn't a zone but plant gathering by zone is newer and doesn't behave the same way. if you don't designate specific plants and also don't have a zone then workers with herbalist labor enabled won't ever do it (as far as I've experienced at least). as somebody else mentioned if you make stepladders, they'll also climb up in trees and collect fruit! and often get stuck!
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# ? Jun 4, 2022 14:12 |
Toadyone posted:
(Is it useful sharing the Dev logs on here? I don't know much everyone in the thread keeps up on these)
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# ? Jun 7, 2022 02:17 |
Wolfechu posted:(Is it useful sharing the Dev logs on here? I don't know much everyone in the thread keeps up on these) This is the only place I read them
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# ? Jun 7, 2022 02:25 |
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SSJ_naruto_2003 posted:This is the only place I read them Seconded. I only read DF stuff here, and I greatly appreciate the dev logs and news tidbits and the like. And if anyone knows where to post something that toady will actually see, please suggest some means of resetting the "don't show this again" checkboxes at, say, world gen. I know I go for months between plays, so if I spend a ton of time on a particular fort, click a few of those checkboxes, drop that fort, and come back to a new one the next year or whatever, I'll have forgotten the now-hidden tutorial stuff by that point.
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# ? Jun 7, 2022 03:03 |
neogeo0823 posted:Seconded. I only read DF stuff here, and I greatly appreciate the dev logs and news tidbits and the like. I put this in the Future of the Fortress thread over on Bay12. He tends to read that if properly formatted. http://www.bay12forums.com/smf/index.php?topic=169696.msg8379884#msg8379884 EDIT: Toady's expanded on the interface changes in that thread Toady One posted:Keyboard stuff: There was some confusion over in the linked suggestions thread above and elsewhere about hotkeys etc., and generally I should clarify the different pieces of keyboard support and where we are at: Gnoman fucked around with this message at 22:11 on Jun 9, 2022 |
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# ? Jun 7, 2022 04:57 |
https://twitter.com/Kotaku/status/1534927803983986690 Kotaku article which kinda makes it sound like the brothers are begging for money (I don't think they are, if you read past the headline, just that donations have fallen a bit) Amused by the guy in the comments who's not putting his money into a game until it's finished. Gonna be a long wait for you, pal
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# ? Jun 10, 2022 22:31 |
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He'll pay $600 bucks ($50 in modern dollars) in 2078 when Robo Tarn finally releases the final version of DF into Cyberspace.
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# ? Jun 10, 2022 22:40 |
Oh, and a threetoe devlog:Threetoe posted:A game with this level of complexity can be confusing and overwhelming for the average gamer. It already has a reputation for being one of the most obtuse games every created. That ends here. As we go through the UI overhaul, we are adding short guides for the crucial mechanics on top of the tooltips that are already there. These can be dismissed and disabled in order not to annoy, but we are on a mission. There are so many aspects of this game that are hidden inside menus or info screens. We are going to shed a light on these tools and show the world the result of twenty plus years of work they have only seen a glimpse of.
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# ? Jun 10, 2022 22:42 |
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Wolfechu posted:Oh, and a threetoe devlog: no loving way lol. good for them
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# ? Jun 11, 2022 06:16 |
I love the "it only took 28 minutes" bit. Like I understand that it's probably really good progress, and most people are more likely to do a worldgen that only takes a few minutes, but imagine reading that with no familiarity with DF.
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# ? Jun 11, 2022 11:56 |
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Appoda posted:I love the "it only took 28 minutes" bit. In context, that sounds like great progress. With no context, it sounds kinda like "Oh, yeah, we built our castle on the wreckage of the 5th attempt, and this time, it stayed up for 28 minutes! Progress."
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# ? Jun 11, 2022 17:24 |
To anyone who doesn't have the context of Dwarf Fortress 1000 years is also an impressive length of time
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# ? Jun 11, 2022 17:37 |
Yeah, I mean it takes me almost as long to generate a world for 250 years right now, and all the time is in the last half of that. 1000 years would normally be a 'set it running before you go to bed and hope it doesn't crash overnight' situation
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# ? Jun 11, 2022 18:43 |
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probably would be reasonable to ship with a pregenned tutorial world with interesting things already happening
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# ? Jun 11, 2022 18:56 |
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Tunicate posted:probably would be reasonable to ship with a pregenned tutorial world with interesting things already happening
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# ? Jun 11, 2022 19:00 |
They could do a lot worse than having something like PeridexisErrant's walkthrough included (the guy who does the Lazy Newb Pack). I never went through it, but I know a few people who did and it helped them get into the game. There's a pregenned world and specific embark site so people can follow along the steps. https://df-walkthrough.readthedocs.io/en/latest/
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# ? Jun 12, 2022 03:17 |
Another Toady Devlog. These aren't usually this frequent, which is encouraging. I think Threetoe has posted more in the last month than he ever has total, because he's doing the bulk of playtesting right now. ToadyOne posted:The continuing efforts. One side of it as we've mentioned is setting up the framework for further tutorials and instruction sheets and filling them with text. Another is fixing up bugs as they arise to keep the upcoming Stage 3 manageable.
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# ? Jun 14, 2022 00:05 |
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quote:Turns out megabeast prophets weren't generating properly quote:our planned solution for that was to have religions organize the destruction of the secret scrolls and the keeping of forbidden slabs, and the rise of undead-hunting orders and such I can not imagine any other game where these are perfectly normal things to see in developer updates.
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# ? Jun 14, 2022 00:37 |
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really want to get a fort full of dragon-worshipers going. i think that's possible now, technically, it just relies on a bunch of very uncertain semi-random events
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# ? Jun 14, 2022 00:38 |
I wonder if Toadyy couldn't just generate a hundred worlds, pick the dozen most interesting, and then include them in some kind of quick start selection for people who dont wanna sit through a fresh worldgen and honestly for any generated game i often look up seeds to use anyway so nice if some interesting ones are in by default.
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# ? Jun 14, 2022 00:42 |
I got to admit, half the time I just mod in dwarves worshipping the Force like loving elves just so I don't have to juggle a pantheon of thirty powers that two dwarves worship each it's one of the bigger things I wish weren't randomly generated
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# ? Jun 14, 2022 04:21 |
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I thought you could make ecumenical temples these days to deal with that?
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# ? Jun 14, 2022 06:48 |
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Pharnakes posted:I thought you could make ecumenical temples these days to deal with that? extremely religious dwarves won't worship alongside heathens
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# ? Jun 14, 2022 06:51 |
I haven't played much in recent years. You mean to tell me there's a God aside from Armok?
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# ? Jun 14, 2022 08:19 |
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Wolfechu posted:Another Toady Devlog. These aren't usually this frequent, which is encouraging. I think Threetoe has posted more in the last month than he ever has total, because he's doing the bulk of playtesting right now. I gotta say, it kinda DOES make sense for a game subtitled "God of Blood" to canonically end with the world being overrun by necromancers. Feature, not bug?
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# ? Jun 14, 2022 12:42 |
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Have there been any timeline update on the steam release yet, or is it still possibly years away?
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# ? Jun 15, 2022 13:02 |
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I believe it's a few more years of framework building and bug fixing, a weekend of adding cool undead-slaying religious organizations, and then the Steam Release, and then a month of intense bug fixing before it's playable.
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# ? Jun 15, 2022 13:18 |
Dante posted:Have there been any timeline update on the steam release yet, or is it still possibly years away? They recently stated that quote:Work has now progressed to the point that we feel like we can share a plan for the next several months of development, all the way up to the release. . . . https://store.steampowered.com/news/app/975370/view/3099043827445055732
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# ? Jun 15, 2022 13:30 |
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Hieronymous Alloy posted:They recently stated that Ok but fall of which year?
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# ? Jun 15, 2022 18:26 |
nobody knows the date of the fall of mankind yet
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# ? Jun 15, 2022 18:33 |
Wolfechu posted:https://twitter.com/Kotaku/status/1534927803983986690 Seems like it worked, either way Patreon is up $2k at least
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# ? Jun 15, 2022 19:45 |
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# ? May 26, 2024 00:48 |
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Sankis posted:Seems like it worked, either way I’ve been donating to them for years now and I don’t even play the game. I just really appreciate their work and wish they’d be more rewarded for it. They definitely deserve it and then some.
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# ? Jun 15, 2022 19:52 |