thunderspanks posted:Hello friends, I come bearing a gift. Replace your existing announcements.txt file (BACK IT UP FIRST located at install dir>data>init) with this and you will have the full Classic DF Announcement Pausing/Recentering Experience. maybe put this up as a steam workshop mod?
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# ? Dec 8, 2022 09:22 |
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# ? May 23, 2024 10:49 |
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I got heresy coming up: back then I once tried to make a mod that vastly cut down on the various subtypes of everything: wood, stone, animals, plants, you name it. I was sick of menus getting bloated to gently caress by all the various meats and leathers you could get, and things of that nature. I wonder if anyone made a mod like that and if it'll find its way to Steam eventually...
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# ? Dec 8, 2022 09:29 |
A zombie has arrived, and I don't know how to set equipment past uniforms for a squad. I'm hosed, aren't I oh god it's like 4 zombies and a necromancer stringless fucked around with this message at 09:34 on Dec 8, 2022 |
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# ? Dec 8, 2022 09:30 |
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one dorf waved a sharp stick at it and it got spooked and jumped in the lava bath it might not make it to the bottom e: cooked to death around layer -115, but its poison dust claimed the life of the dwarf that battled him Tiler Kiwi fucked around with this message at 09:53 on Dec 8, 2022 |
# ? Dec 8, 2022 09:33 |
i just noticed that one of my hospitalized dwarf has turned into a living corpse. he was also bitten by werehorse, but didnt turn because he was already dead. he also needed crutch. so now he is limping around helping dorfs haul stuff.
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# ? Dec 8, 2022 09:34 |
what is this what do they want from me water skins, and... baggies? what kind of baggies do they want and why do they need them to brain a goblin with a hammer
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# ? Dec 8, 2022 09:40 |
FFT posted:A zombie has arrived, and I don't know how to set equipment past uniforms for a squad. Time to try again and actually set up training/make weapons and armor and whatnot
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# ? Dec 8, 2022 09:40 |
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Getting used to the new controls is hard
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# ? Dec 8, 2022 09:46 |
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Any reason why my wood burning furnace isnt being built? The only one requiring an anvil is a smithy right? Also whats a good way to set up a clothing production if I forgot to embark with pig tail seed?
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# ? Dec 8, 2022 09:48 |
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Gosts posted:
Backpacks, for carrying food
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# ? Dec 8, 2022 09:49 |
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RBA-Wintrow posted:Free meat, leather and trauma for the dwarves! Cats adopt people and that's a good way to start a tantrum spiral for your, admittedly well fed and dressed, dwarves. Hey now I'm not a monster. I get the kittens and puppies before anyone forms attachments. fermun posted:How do you slaughter animals anyway? I have a horse problem and I can not figure out where to mark an animal for slaughter I just stopped playing and turned off my computer but: Go to your list of dwarfs then you'll see a tab for creatures/livestock and from there you can just toggle a switch as you go down the list. Or something like that.
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# ? Dec 8, 2022 09:51 |
fermun posted:How do you slaughter animals anyway? I have a horse problem and I can not figure out where to mark an animal for slaughter So you may have to turn off interface scaling in your options to interact with the slaughter menus properly. For me, pet/livestock will scroll straight off the menu, and the icons on the right (pet owner dwarf, cleaver, knife thing) are buggy when the menus are scaled. Unscaled, it should work properly.
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# ? Dec 8, 2022 09:53 |
Camels cut the reign short: /e: oh, multiple reigns, I've got one living dwarf left
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# ? Dec 8, 2022 09:54 |
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Wasn't there a way to make the miner not stop because of damp stone and go on through?
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# ? Dec 8, 2022 09:55 |
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So do workshops not have R for repeat previous task now? Guess I gotta get a manager up sooner.
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# ? Dec 8, 2022 09:59 |
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Appoda posted:So you may have to turn off interface scaling in your options to interact with the slaughter menus properly. For me, pet/livestock will scroll straight off the menu, and the icons on the right (pet owner dwarf, cleaver, knife thing) are buggy when the menus are scaled. Unscaled, it should work properly. Thank you, jesus that's stupid
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# ? Dec 8, 2022 10:00 |
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# ? Dec 8, 2022 10:04 |
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finally getting to play the steam version a bit it's already getting sassy about the tutorial btw any way to have it display # of idlers?
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# ? Dec 8, 2022 10:05 |
Are we still doing gang tags? I'm 10+ hours into my first fort, I still haven't dug my mayor a proper bedroom! Somebody just asked me for a temple to some god or other but I cannot find out who it was. Other than that, not much has happened. I accidently flooded my indoor fishery and the bottom of my stairwell is now literally a stair-well. I lost a miner when the pond outside froze, right as I was in the middle of draining it, and then more when it unfroze, flooded the room below and washed several people into the fish pond. It seems there's no DRM, so my partner can also play it without it using my steam account, which is pretty cool. I woke up the other day and he came in like "I made a broker and a manager and a bookkeeper!" My favourite thing I've done in DF over the years was catching a demon so I could make a demon-silk industry, but there's just been so much. Nettle Soup fucked around with this message at 10:29 on Dec 8, 2022 |
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# ? Dec 8, 2022 10:10 |
Can anyone confirm if dwarves will just use built wheelbarrows, or do I need to assign them to each individual stockpile?
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# ? Dec 8, 2022 10:18 |
Appoda posted:Can anyone confirm if dwarves will just use built wheelbarrows, or do I need to assign them to each individual stockpile? Yeah they do, generally if you have a stockpile set up that wheelbarrows are useful for, like in the case of stone and ores, they'll automatically grab them once they're built and take them to the relevant stockpile. You can customise the stockpiles to set the maximum number of bins, barrels and wheelbarrows each stockpile is allowed to use if necessary.
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# ? Dec 8, 2022 10:22 |
Fort #1 is done. The Momentous Realms had nearly existed for 1000 years. In the year 1001, a small crew set out from mountainhome to found Torishmebzuth, or Crownoars as it was more commonly known. Nestled near a calm volcano to its north, a river that had dug a large canyon to the east, its surroundings were diverse area with everything to make a successful living. It was a time of great experimentation -- the citizens' skills rusty from things being just a bit different from how they had been practicing for so long back in the mountainhomes. Nevertheless, it was like how you crafted a stone goblet or built a comfy bed before. The memories flowed back and plans begin to take shape. Like a fever dream, the first year was awash with non-stop projects. Rooms to dig out, simple amenities to help keep their spirits up, and of course they began to setup stills for the finest brews. After all winter was coming -- you couldn't expect them to eat off the floor or drink water from a river. Crownoar's brave militia began to train and setup defenses as well. They knew there where "things" in this unforgiving world best left unmentioned -- they were not foolish enough to believe they would be safe forever. Everything was going to plan. A small wave of migrants even came in the summer to raise their numbers slightly, helping them spread the workload. Everyone had bedroom, a job, and a collective purpose. And by fall when the liaison from the mountainhome arrived with a small caravan to trade, the fortress was well on its way to a solid foundation. Nothing new had changed was the report and they gave a trade request to the liaison on what they could use more of. In turn, the liaison mentioned they were low on large gems and would pay a premium next year if they could supply some. The gem cutter that had arrived in the summer would be useful -- and they quickly ordered the design for a jeweler area to cash in on trade next year. Pleasanties done, it was all beards on hand to accelerate the construction of the fortress. The first winter arrived, and the river quickly froze. The bookkeeper assured them they had food and drink to last well into the next year, confirming that the manager had done a good job. The tavern was established, a temple as well, and plans for farms, and furnaces and metalworks powered by the calm lava were drafted. All winter they worked. The stockpile of masterful crafts flowed in. Deposits of clay were found outlined for future use. And then, just before Obsidian was upon them, the war dogs spotted it. Shambling near the river, a creature with three eyes, a pair of fan-like antennae and skin black and warty. A zombie no doubt -- work of a foul necromancer for certain. The war dogs and the fledgling militia made quick work of the abomination, but not without a cost. Not all dwarves have strong constitutions, and the gem cutter that joined them was disturbed by the incident and frequently lost sleep over the memories. Spring came sooner than expected. While most of the fortress, was busy executing the plans to secure their prosperity, the inability of the gem cutter to sleep drove him mad. For weeks he crawled around the fortress babbling nonsense. Try as they might to pull him from the abyss, they found him dead from dehydration midspring. It was an ill omen for sure -- the zombie, the insanity, and the failure of any new migrants to come as expected. Late spring came and with it the sounds they had heard before. The undead returned -- the small force number just a handful, but well equipped. The attackers were well established, long veterans that didn't seem to age. The attackers, founded by a human necromancer nearly 200 years before, were responsible for the destruction of many. Thier organization numbers were large and varied -- dwarves, humans and elves. The wholesale slaughter of Crownoars was swift. And the fledgling group was quickly nothing more than a small footnote in the legends of the realm.
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# ? Dec 8, 2022 10:22 |
my merchants will NOT leave, they have a bunch of poo poo on my depot, i don't want to take it apart because then there profit is -10000 and they never come back. god drat. what do i do.
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# ? Dec 8, 2022 10:33 |
Okay so trip report. Fort 1 is dead in early year *2* by undead invasion. Brutal. UI needs some more polish (too many instances of a bottom window taking input when a top window is over it) There needs to be some hotkey adds for many menu things that don't have it (like a select "any" button instead of having to pick which rock door when multi placing) The labor assignments are just annoying how. If you want specialized dwarves you have to create tons of new specialized custom groups and then assign the groups the units. There are some labors that are mismatched in names making things a bit confusing (find the Mansonary labor for examples) -- it's just weird. Necromancers seem to end up taking over everything still. My 1000 year realm basically was crawling with undead everywhere, even the home region. Longer world gens are going to have to cap sites and #num necro stuffs down. This is like it was back in the 2d days when megabeast would kill off the world often, except now undead were just everywhere killing of things and establishing undeadness all around. This version is a pretty big improvement in many ways -- very solid foundation. Zone repainting options are great. I wish multi zone creation was a thing though. Next fort....
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# ? Dec 8, 2022 10:34 |
So here's something for new players (even if the keyboard shortcuts no longer match). Once you can follow this to a tee, mastering soap making is your final test. If you can consistently make soap, you're a Dwarf Fortress expert. I'm also sure it's good for returning players to familiarize themselves with it (it's helped me several times), because if nothing else, it helps re-learning where things are by having to find them in the new menus. Danaru posted:How long before you guys usually see goblins? The dwarf caravan just came for the second time and I have yet to see any StarkRavingMad posted:Me too before this performance troupe showed up. thunderspanks posted:Hello friends, I come bearing a gift. Replace your existing announcements.txt file (BACK IT UP FIRST located at install dir>data>init) with this and you will have the full Classic DF Announcement Pausing/Recentering Experience. Skyl3lazer posted:New post for different thing: Maybe it'd make sense to do custom work profiles for everything, since then you know exactly what each job does - but it seems like a lot of work, unless it can be shared so everyone doesn't have to repeat it? Tiler Kiwi posted:how do i get these dumb dwarfs to do something useful with this pile of amphibian person bones Tiler Kiwi posted:well i can throw them into the lava and watch as they splash i guess Bad Munki posted:Uh oh, just got an immigrant, this is like first or second wave: junan_paalla posted:How do you see if a moody dwarf needs a certain resource to "get it out of their system"? My mason went from moody to insane, stripped naked and ran around the fort babbling incoherently until he died of dehydration and I'm not sure if I could've done something to sate his craftlust. BlankSystemDaemon fucked around with this message at 11:04 on Dec 8, 2022 |
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# ? Dec 8, 2022 10:35 |
I am at my absolute loving wit's end. I started digging out my fortress, ramped a Z-level down to start carving out space for my workshop, and by doing so I have completely broken all of my dwarves' AI. Here the miners are on the lower level, still having a lot of mining to do on the upper layer, but are both milling around with "no job" and complaining of being extremely thirsty. One of the three ramps somehow collapsed on the way down and I figured, okay, maybe I didn't dig them properly so I built a staircase. It has an upper and a lower level, and the upper level has a floor attached, but they aren't using that either. Moreover, with the carpenter's workshop finally built I am desperately trying to assign beds to be built but my carpenter up on the surface level keeps canceling the tasks because there are "no logs". MOTHERFUCKER THERE ARE DOZENS OF LOGS IF NOT HUNDREDS. WHAT THE gently caress IS GOING ON
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# ? Dec 8, 2022 10:44 |
I picked this up because I had fun doing a few runs back in highschool, but one thing that immediately threw me was that my tutorial fort had a dwarf blood typhoon that completely swamped the map in dwarf blood within the first month. My original dwarves aren't super stoked on this, is it going to be a significant problem? Is this a common world Gen thing?
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# ? Dec 8, 2022 10:53 |
Seizon posted:I picked this up because I had fun doing a few runs back in highschool, but one thing that immediately threw me was that my tutorial fort had a dwarf blood typhoon that completely swamped the map in dwarf blood within the first month. My original dwarves aren't super stoked on this, is it going to be a significant problem? Is this a common world Gen thing? the tutorial dropped you in an evil biome. Have you noticed any ambulate corpses about
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# ? Dec 8, 2022 10:58 |
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Seizon posted:I picked this up because I had fun doing a few runs back in highschool, but one thing that immediately threw me was that my tutorial fort had a dwarf blood typhoon that completely swamped the map in dwarf blood within the first month. My original dwarves aren't super stoked on this, is it going to be a significant problem? Is this a common world Gen thing? I am thrilled that the tutorial saw fit to throw you into a Blood Ocean, it's probably the best intro to this game yet.
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# ? Dec 8, 2022 11:04 |
Very cool. Love to see it. The stray dog that died skeletonized without turning into a zombie or whatever and killing my fisherman so hopefully it's not *that* evil, but it's only been a season. I just thought that it was exceptionally weird that most of the map became a river of blood
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# ? Dec 8, 2022 11:07 |
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Seizon posted:I picked this up because I had fun doing a few runs back in highschool, but one thing that immediately threw me was that my tutorial fort had a dwarf blood typhoon that completely swamped the map in dwarf blood within the first month. My original dwarves aren't super stoked on this, is it going to be a significant problem? Is this a common world Gen thing?
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# ? Dec 8, 2022 11:08 |
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Some more questions from relearning the game: - Whats the prerequisites to catching live / small animals? - Why are the bones from corpse piles not being used for making stuff? - Can you somehow inspect stuff on a tile? if its a creature or item you can check it but sometimes there are small critters and other things you cant click and get info about.
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# ? Dec 8, 2022 11:11 |
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Okay, I just found out that the reason I missed so many caravans is because they were falling into the river and dying. I didn't even know they died, so I never memorialized them and now they're coming back as ghosts to haunt me Is there anything I can do to retrieve all their goods and corpses that are on the bottom of a 2 tile deep river at the bottom of a waterfall? and how can I get rid of the ghosts? e: this is the river: It seems like they got swept in and then carried to the left until it reaches this waterfall And now... deep dish peat moss fucked around with this message at 11:15 on Dec 8, 2022 |
# ? Dec 8, 2022 11:11 |
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I'm fairly sure Good Dwarfish Engineering can solve that problem!
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# ? Dec 8, 2022 11:21 |
In the old versions you would solve this by pumping out the river upstream and damming it with a wall, or else bring magma up to cast a dam. I don't yet know if this is still the way.
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# ? Dec 8, 2022 11:25 |
sebmojo posted:I'm fairly sure Good Dwarfish Engineering can solve that problem!
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# ? Dec 8, 2022 11:43 |
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BlankSystemDaemon posted:Or create more and bigger problems. Which can in turn be solved by Additional Good Dwarfish Engineering!
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# ? Dec 8, 2022 11:44 |
sebmojo posted:Which can in turn be solved by Additional Good Dwarfish Engineering!
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# ? Dec 8, 2022 11:44 |
toasterwarrior posted:I got heresy coming up: back then I once tried to make a mod that vastly cut down on the various subtypes of everything: wood, stone, animals, plants, you name it. I was sick of menus getting bloated to gently caress by all the various meats and leathers you could get, and things of that nature. I wonder if anyone made a mod like that and if it'll find its way to Steam eventually... Modest Mod had an optional set of raws for such a thing, keep an eye out for its re-emergence and I get it to a degree, that's why I've been working on a creature variation that takes giant creatures and makes them use the materials of their original root critters instead
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# ? Dec 8, 2022 11:45 |
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# ? May 23, 2024 10:49 |
I'm gonna have to trade for a cat because I forgot embark with one.
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# ? Dec 8, 2022 11:46 |