Cerebulon posted:You don't get wagons immediately now, because you're supposed to be too insignificant to warrant it. They start showing up with caravans around when you're recognised as an actual settlement and elect a mayor iirc. Really? I got the usual pre winter caravan in my current Fort.
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# ? Dec 7, 2022 21:52 |
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# ? May 17, 2024 11:20 |
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Getting rid of the shortcuts has broken my brain. Everything's taking twice as long to do. The mouse implementation is nice but is there some way to have that and the old shortcuts??
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# ? Dec 7, 2022 21:53 |
Arrath posted:Really? I got the usual pre winter caravan in my current Fort.
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# ? Dec 7, 2022 22:02 |
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titty_baby_ posted:Getting rid of the shortcuts has broken my brain. Everything's taking twice as long to do. The mouse implementation is nice but is there some way to have that and the old shortcuts?? It's weird it's the opposite for me, everything feels so fast now. I only played for 1.5hr because I ran out of things I remembered how to do, which was a surprising amount given that I last played in 2007/pre z levels. Things I remembered to do - Designate stockpiles - Juggle/assign miner/cutter/fisher/haulers - Assign bookkeeper, manager, designate office for same - Make wood/stone/mech shops, build beds/blocks/mech - Site a well - Designate bedrooms, place beds - Make fishery/kitchen, make crap meals for training I'm amazed no one's tantrumed but I haven't seen migrants or caravan yet. In looking at the list above it's really not that much but I guess involves a bunch concepts total newbies wouldn't be exposed to like zoning, labour management, room planning, construction placement, etc.
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# ? Dec 7, 2022 22:12 |
They've posted an update on post launch plans and an FAQ herequote:Post-Launch FAQ and Next Steps 🎉Dwarf Fortress Update News
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# ? Dec 7, 2022 22:20 |
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I just got attacked by a bunch of goblins and kobolds, and a dwarf died... and fell into a pond, meaning his body will never be recovered, but I can see the corpse from within my fortress. It's very morbid. Just checked the tomb, though, and they appear to have put the dwarf's right hand in the coffin. Guess it got severed somehow.
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# ? Dec 7, 2022 22:22 |
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Oh wow, just noticed you can geld your male cats and dogs at the butcher shop if you want to keep that population down.
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# ? Dec 7, 2022 22:22 |
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Cholfo posted:Define a meeting area zone, then click the icon that looks like a hanging sign with a + on it. This lets you define a zone as belonging to a location, in your case a new Temple. You can then add other zones to that location by clicking that same button and choosing your existing temple's icon. You also get to the location-specific stocks from this menu, so things like however many gypsum plaster bags your hospital wants or what performers are dancing at your temples and such. It turns out I missed the bit where you have to get the value of the room up!
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# ? Dec 7, 2022 22:24 |
A previous title of this very thread referenced the catsplosion that happens if you don't geld your cats. They breed fast! And you need a few at least to keep the vermin down.
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# ? Dec 7, 2022 22:25 |
Do you need food to feed animals?
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# ? Dec 7, 2022 22:32 |
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Arist posted:I just got attacked by a bunch of goblins and kobolds, and a dwarf died... and fell into a pond, meaning his body will never be recovered, but I can see the corpse from within my fortress. It's very morbid. "Ehhh close enough"
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# ? Dec 7, 2022 22:32 |
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Popete posted:Do you need food to feed animals? only grazers and only ones that "belong" to your fortress, e.g. domesticated or tamed ones carnivorous, wild, and enemy civ animals ignore hunger entirely
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# ? Dec 7, 2022 22:34 |
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RBA-Wintrow posted:A previous title of this very thread referenced the catsplosion that happens if you don't geld your cats. They breed fast! And you need a few at least to keep the vermin down. Don't geld your cats! Suffer the FPS drop! It is the way.
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# ? Dec 7, 2022 22:36 |
Catsplosion posted:Don't geld your cats! Suffer the FPS drop! Post/username on point.
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# ? Dec 7, 2022 22:37 |
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Velocity Raptor posted:Set up a stockpile inside and when choosing what kind of stockpile it is, first click "All" but then click on Custom and remove Stone and Wood from it. Dorfs should then start moving stuff away from the wagon. Thank you. Several pages behind but this is super helpful.
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# ? Dec 7, 2022 22:38 |
Arrath posted:My first brush with hostilities!!! A meandering wereskink appears, oh crap! Let this be my gangtag submission: I, uh, I didn't act fast enough. The entry to my fort, and its very un-dwarfy above ground fortifications, is quickly becoming a bloodbath. My militia commander makes her debut, assisted again by handy noncombatants. It seems the children cannot be denied their bloodlust. Our plucky commander loses a finger to a bite in the scuffle, I expect she will turn on us in the next wave. Things are looking grim. I fear this plague will only spread, and it is but a matter of time until everyone succumbs to the blight. I had a good couple years. Got work orders fairly well figured out. I misused the legendary weaponsmith I got in my second migrant wave, and spent too long making serrated steel disks for my trap hallway. I should have put at least a few dwarves in armor for an event like this. Advance time a little bit, and... Oh, right. There was a human caravan here. Welp, that's it. Rest in pieces, residents of Mansionnoble.
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# ? Dec 7, 2022 22:55 |
Started up my first fortress in ~10 years. Was having a blast, everything going great! Then I notice a little combat alert on the far left. Oh no, I look at the front of my fort and there is a blood bath going on. Giant Agitated Sparrows have taken to swooping in and dismembering my animals, knocking their teeth around the entire lawn. Just severed arms and legs and loose teeth cover the entrance. Several dwarves are now maimed as well. RIP to this fort, gonna try again tomorrow. Any suggestions on how to prevent this in the future? Also, is there a wiki or helpful guide to the new steam release? Was trying to find out how to prevent the plump helmets from getting cooked but still able to be brewed and couldn't find it.
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# ? Dec 7, 2022 23:02 |
Gods, picking the starting setup is as big of a wall as I remember. Spent a while fiddling with skills, but having to decide what to bring other than the bare necessities I know was just too much. Gonna go with a standard loadout, gently caress it. Also, I *always* start in a place without aquifers, guess I'll continue that tradition.
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# ? Dec 7, 2022 23:04 |
Give this goon their gangtag
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# ? Dec 7, 2022 23:05 |
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Flatulance-a-lot posted:
It's in the labor menu under cooking.
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# ? Dec 7, 2022 23:06 |
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RBA-Wintrow posted:A previous title of this very thread referenced the catsplosion that happens if you don't geld your cats. They breed fast! And you need a few at least to keep the vermin down. No, no don't geld them: periodically slaughter them for the free meat and leather.
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# ? Dec 7, 2022 23:08 |
FrickenMoron posted:It's in the labor menu under cooking. Thank you!
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# ? Dec 7, 2022 23:08 |
I never really paid attention to my wagon being unloaded. Do items start the game in containers already? If i bring extra food etc. should I bring more bags on embark?
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# ? Dec 7, 2022 23:12 |
Decrepus posted:I never really paid attention to my wagon being unloaded. Do items start the game in containers already? If i bring extra food etc. should I bring more bags on embark? You don’t start with bins though. Unless you buy them I guess.
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# ? Dec 7, 2022 23:14 |
Neurion posted:QSPs still work, you just cannot make them out of a single track stop any more. The way I've got mine working is with a 3-tile long minecart route that uses a track stop to dump its contents onto the quantum stockpile. Because it relies on someone pushing it along, you may need to tweak the stop conditions to happen more frequently, especially for QSPs that store smaller items like bars or cloth. A minecart will be full after maybe 8 boulders, but it could take dozens of bars to reach 100%, and so far it seems like items in minecarts are considered inaccessible for the purposes of crafting and construction. It took a lot of frustrating fiddling before I realized that and finally said "gently caress it, I'll use a traditional stockpile for stone blocks." The Good Queen Clitoris posted:Thanks for the tag!
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# ? Dec 7, 2022 23:16 |
So after getting my bearings a little bit on the tutorial fort in the pleasant tutorial land full of pears and persimmons and cherries that largely takes care of the food and booze micromanagement, I was hoping to embark a real fort somewhere a little more ambitious. I see my world has no less than three volcanos, with one having deep soil, multiple metals and a flux layer. However, all these volcanos are volcanic islands. If I actually settled there, am I just never going to have migrants or trade caravans or invasions or whatnot, since there's no connection to the mainland civilizations? Am I gonna have to Dwarf Family Robinson this poo poo?
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# ? Dec 7, 2022 23:21 |
Got my first somewhat successful fort going. No real threats so far, but my hunter does keep getting knocked out while trying to go hunting, usually from a tree falling or falling into sand or something. I have some questions since I don't really remember much about the game. First, since I have a pretty good sized river I've been using that for a water source, but it is getting bad to have to go outside to get water. Is there a method to find a source of water for a well or should I just dig around til I find some? Second, also to do with digging - is there a recommended way to mine, or should I just go down levels until I find something or a cavern? Not sure how much I should be digging out z levels, I'm at about elevation 35-40 starting out so I have a ways to go to get negative.
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# ? Dec 7, 2022 23:28 |
Zereth posted:Oh, I mostly want it for like, wood or stone. I'll experiment more later, thanks! Can't let any dwarf get too comfortable, my expedition leader was my manager but he sucked at everything else.
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# ? Dec 7, 2022 23:29 |
Mr E posted:Got my first somewhat successful fort going. No real threats so far, but my hunter does keep getting knocked out while trying to go hunting, usually from a tree falling or falling into sand or something. Just keep digging down, nothing bad can happen... The Good Queen Clitoris fucked around with this message at 23:34 on Dec 7, 2022 |
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# ? Dec 7, 2022 23:30 |
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Okay I think I've got everyone since page 644 queued up to get a tag that told a story that wanted one, it won't appear until an admin comes along and presses the approval button. If you think you got missed in a day or two or would like adjustments made please PM me or sebmojo or any of the other Video Games mods and admins (such as, Video Games, the admin)
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# ? Dec 7, 2022 23:35 |
Had my first crash shortly after fending off a sizable siege in which a legendary speardwarf got stabbed through the head because she'd apparently picked out a nice hefty mace to fight with despite having no mace skill and there being plenty of steel spears. I think this place got too cushy too quick, I need to settle on a glacier or something for old times' sake. Can't expect much from the wiki after not even 48 hours from a major overhaul release but I'd be interested to learn what the difficulty config settings actually do. Things have felt a little too safe ever since sieges became reliant on 'real' populations and map activity years back, and then again since dwarves learned to cope with their emotions in more or less the most recent previous version.
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# ? Dec 7, 2022 23:37 |
Asterite34 posted:So after getting my bearings a little bit on the tutorial fort in the pleasant tutorial land full of pears and persimmons and cherries that largely takes care of the food and booze micromanagement, I was hoping to embark a real fort somewhere a little more ambitious. I see my world has no less than three volcanos, with one having deep soil, multiple metals and a flux layer. However, all these volcanos are volcanic islands. If I actually settled there, am I just never going to have migrants or trade caravans or invasions or whatnot, since there's no connection to the mainland civilizations? Am I gonna have to Dwarf Family Robinson this poo poo? Yeah boats don't exist currently so if there's no land connection you'll be completely cut off from caravans and migrants. I think you will still get the first two migrant waves because iirc those are hard coded to happen. At least they used to be
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# ? Dec 7, 2022 23:54 |
VideoWitch posted:Yeah boats don't exist currently so if there's no land connection you'll be completely cut off from caravans and migrants. I think you will still get the first two migrant waves because iirc those are hard coded to happen. At least they used to be Okay, so Dwarven sounds like the thing to do to get used to playing with magma without worrying too much about an exploding population or goblin/necromancer bullshit. Here's hoping it's not Monster Island
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# ? Dec 7, 2022 23:57 |
I never tried my hand at pastures. You have to do it outside, unless you got some funky underground cavern setup, no? That seems rediculously vulnerable to getting slaughtered in a siege. (Just spent like 20 minutes visualizing how I want to do the internal layout. There *has* to be lots empty space and tiers, the 'central 3x3 stairecase' is just too efficient and boring. Did settle on a simple model of widening tiers from 'stockpile', 'workshop', 'entry', levels. Bedrooms will come further up.) Aeble fucked around with this message at 00:03 on Dec 8, 2022 |
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# ? Dec 7, 2022 23:59 |
I know it’s sort of the point but I hadn’t played since right before medicine was a thing and man the game is a lot more complicated now, huh? Also if you live in a heavy forested area the entire ground becomes fruit, it’s maybe a bit busted.
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# ? Dec 8, 2022 00:03 |
Mr E posted:I have some questions since I don't really remember much about the game. First, since I have a pretty good sized river I've been using that for a water source, but it is getting bad to have to go outside to get water. Is there a method to find a source of water for a well or should I just dig around til I find some? Couldn't you dig a reservoir and channel river water into it, then build a well over the reservoir?
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# ? Dec 8, 2022 00:06 |
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So, I think the old Wiki tutorial doesn't make sense (even ignoring the keystrokes) currently? For instance, I dug a channel above my mushroom beds to water them, but the flavor text says I mustn't let light in. How irrigate beds?quote:Near the middle of the entry tunnel, build a 5x5 room, and link it to the entrance tunnel with a 3-tile-wide passageway. Expand the main entry tunnel to three tiles wide from the entrance of the new room to the outside entry. At the end of the entry tunnel, dig a small room, which will later become your main stairwell. Two tiles past that, dig a larger room, which will later become your general stockpile, and connect it to the stairwell with a narrow passageway. General questions: To put it in Rimworld terms, dwarves aren't hauling things; I have lots of rooms with rocks in the middle of them. Is there a role I assign dwarves so that they schlep things? I set up pens on the surface, but my animals starved to death in the meeting room. How do I prevent this?
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# ? Dec 8, 2022 00:08 |
If you have a pool inside the fort proper you don’t even need the well. If it’s inside it shouldn’t even freeze. Might want to put a grate in the channel before you flood it tho.
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# ? Dec 8, 2022 00:09 |
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How do I see what's being picked up/consumed/produced during brewing? The whole process seems wholly opaque and I have no idea what's being taken and what's being created. Also, how do you see how large a farm plot is? It seems like if you create two plots next to each other, they act as two fully separate plots, but there's no way to see where the edge is.
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# ? Dec 8, 2022 00:10 |
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# ? May 17, 2024 11:20 |
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Aeble posted:I never tried my hand at pastures. You have to do it outside, unless you got some funky underground cavern setup, no? That seems rediculously vulnerable to getting slaughtered in a siege. This is older knowledge from a few versions ago, still have not got this far on my new attempts, but once you breached the caverns it seeded your fortress for growing cave flora wherever it could, so if you made a big chamber, flooded and drained it like you would for farmland, but just left it empty, it'll eventually caverninize into an area you could use as a underground pasture without all the danger of actually using the caverns. Punching a large hole in the ceiling and walling around the hole on the surface also works for above ground flora with dirt floors, but leaves you at risk from flyers.
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# ? Dec 8, 2022 00:11 |