Peewi posted:Minecart tracks seem to automatically be marked low traffic areas. Ok, but like, I wouldn't want to run a minecart down my main hallway?
|
|
# ? Dec 10, 2022 14:03 |
|
|
# ? Jun 10, 2024 11:58 |
Of course someone would make things weird, when it's canon that dorfs reproduce in the same asexual way that fungi do.Cup Runneth Over posted:One stone creates 4 blocks and the constructing dwarf can move with the block without being slowed down. So it's better to use blocks. deep dish peat moss posted:I tried starting in some Joyous Wilds but within a few days a Giant Crow came in and ate every one of my dwarves IronicDongz posted:
Unlike many other fantasy settings, affinity is not placed along faction lines - so you can be at war with dwarves and friends with other night creatures, and no creature is inheritly war-like. BlankSystemDaemon fucked around with this message at 14:27 on Dec 10, 2022 |
|
# ? Dec 10, 2022 14:25 |
|
Gnoman posted:No deaths except for the werelizard itself, and only two bites that were quickly expelled. Turned out there were actually four bit dwarves, and the two that were missed exploded into violence in the temple soon afterward. This was put down, but it was effectively impossible to track down everybody *they* bit, inevitably resulting in over forty dwarves slaughtered in an instant when the time of the change came around once more. The handful of survivors fled into the wilderness. Why not stay on and let nature run its course? Lizard Fortress sounds like a pretty good time.
|
# ? Dec 10, 2022 14:26 |
For people having migrant issues, there's a variety of things that affect it, but I find that trading generously to the dwarf caravans (their profit number turns green) seems to attract well. And just having higher wealth in general. If you can get basic safety and 'not starving immediately' down, sometimes just smoothing out the rock and having someone on making rock crafts on repeat can help out. Also my wardogs are like a bee swarm now. About every person of the military has 5 dogs following them at all times. I send one squad out on a raid to steal books from a goblin conquered forest, and it took almost a season to get all the dogs out of the map. There's casualties, sure. But they breed way faster. And they rip out goblin throats real good. Drakenel fucked around with this message at 15:06 on Dec 10, 2022 |
|
# ? Dec 10, 2022 15:02 |
Drakenel posted:For people having migrant issues, there's a variety of things that affect it, but I find that trading generously to the dwarf caravans (their profit number turns green) seems to attract well. And just having higher wealth in general. If you can get basic safety and 'not starving immediately' down, sometimes just smoothing out the rock and having someone on making rock crafts on repeat can help out.
|
|
# ? Dec 10, 2022 15:06 |
|
In my experience the #1 way to ensure you get migrants is to let worldgen run a little longer so populations are higher, and embark near-ish to high population civs.
|
# ? Dec 10, 2022 15:10 |
yeah but I like my small world I can actually influence. Drive the goblins back to their fortresses. Bring civilizations to ruin. The wardog program works better than I thought. Give an attack order to the squad and they're like furry little missiles. They just jump on and knock the enemy down while the soldier casually walks up and puts them out of their misery.
|
|
# ? Dec 10, 2022 15:13 |
Nosre posted:I'm at 120 residents now and more stuff just seems to be breaking, I'm going to retire this and restart. Is it possible it's due to framerate? Check the tasks menu (second from the left, on the bottom left) and see what everyone is doing instead, might give a clue. If I build a roof over a pasture, will grass grow back for the animals pastured there? I usually bring a handful of breeding turkeys but don't like leaving them exposed. Edit: Oh make sure your "Refuse" stockpile outside also has a Dumping zone on top of it, that's usually worked for me. Remember that the Corpse stockpile is for friendly corpses, Refuse is for non-friendly/animals. Admiral Joeslop fucked around with this message at 15:18 on Dec 10, 2022 |
|
# ? Dec 10, 2022 15:16 |
|
Drakenel posted:yeah but I like my small world I can actually influence. Drive the goblins back to their fortresses. Bring civilizations to ruin. Warcat program when https://www.youtube.com/watch?v=CwaD9tb1P50
|
# ? Dec 10, 2022 15:17 |
I bought a tame grizzly bear from the elves yesterday, sitting it in a pasture at the front gate was great for exposing kobolds.
|
|
# ? Dec 10, 2022 15:19 |
|
This is a really dumb question, but Google couldn't help me. I tried to dig a three tile-wide channel, but messed up one of the edges, and now there's an open space there and I can't order my dwarves to dig down. I tried building a wall and a floor on that spot and one level below to reset it, but nothing works. Any ideas? Visual representation: https://imgur.com/a/UkEfSGl Beecheese fucked around with this message at 15:26 on Dec 10, 2022 |
# ? Dec 10, 2022 15:23 |
|
|
# ? Dec 10, 2022 15:28 |
|
Beecheese posted:This is a really dumb question, but Google couldn't help me. I tried to dig a three tile-wide channel, but messed up one of the edges, and now there's an open space there and I can't order my dwarves to dig down. I tried building a wall and a floor on that spot and one level below to reset it, but nothing works. Any ideas? I don't get what you have or what you want. Do you have a natural wall on the lower level and open space without floor on the top level? The easiest way to deal with that would be to send someone down into the channel and dig out the wall normally. You should have safety ramps or stairs anyway in case your dwarves fall into the channel.
|
# ? Dec 10, 2022 15:30 |
|
VictualSquid posted:I don't get what you have or what you want. Sorry, let me try to be clearer. I was trying to build the 3-tile-wide entrance ramp for wagons mentioned in the wiki Quickstart guide. You basically got it right, except it's a built floor on the lower level instead of a wall, and open space without floor on the top level. When I try to dig a channel on the open space, nothing happens. This is what it looks like in the lower level, in case that helps: Beecheese fucked around with this message at 15:43 on Dec 10, 2022 |
# ? Dec 10, 2022 15:39 |
|
Whats the best way to get and store water? So many years since i played this but i had to get it now.
|
# ? Dec 10, 2022 15:41 |
|
Oh holy crap ok I got my Marksdwarves to FINALLY pick up ammo. You need to set them to the default archer uniform and not touch anything else, it's definitely bugged for new uniforms
|
# ? Dec 10, 2022 15:50 |
Hieronymous Alloy posted:Ok, but like, I wouldn't want to run a minecart down my main hallway? it will turn dwarves into a cloud of red particles, yes
|
|
# ? Dec 10, 2022 16:05 |
|
Beecheese posted:Sorry, let me try to be clearer. I was trying to build the 3-tile-wide entrance ramp for wagons mentioned in the wiki Quickstart guide. You just have to construct an artificial ramp in the lower space from the construction menu.
|
# ? Dec 10, 2022 16:22 |
|
Nosre posted:I'm at 120 residents now and more stuff just seems to be breaking, I'm going to retire this and restart. Is it possible it's due to framerate? In your butcher shop the items being left behind are refuse and corpses which generally go into a refuse/corpses stockpile - however, you have flagged them for dumping, so they are marked to be moved into a garbage dump instead. If you haven't designated a garbage dump zone, these items will never be moved because they have no destination to be moved to. Remove the dump flag from these items and they will be moved into an available refuse stockpile. If you create a garbage dump zone (using the zone menu) it will move these items to the garbage dump you designate. This isn't generally a good idea for volatile trash unless the garbage dump is set up to be a pit over a magma source, however. the wall job is being cancelled because the builder is getting startled by something, you probably have some giant birds around, or something dangerous in the moat that is scaring them off. dwarves have a bad habit of claiming items (making it their property) and then dropping them in random places, once something belongs to a dwarf other dwarves will generally avoid picking it up, I believe this can apply to food items. Dwarves seem to do this more often when the food stockpile fills up, even if it's only temporarily full. I don't think there's anything you can proactively do about this, cleaning up unwanted personal items is one of the main reasons people use DFHack sometimes outdoor corpses can be marked as dangerous / forbidden, this can happen if a dwarf carrying the corpse back gets startled and drops it, for example. If a corpse is forbidden, the dwarves won't get around to burying it. If you can't get a corpse buried, you can make a slab and then engrave it at a stonecarver to create a memorial for the dead dwarf. Placing the memorial anywhere in your fort after it has been engraved will get rid of the ghost. Mirthless fucked around with this message at 16:40 on Dec 10, 2022 |
# ? Dec 10, 2022 16:24 |
Appoda posted:What's the easiest way to access a cavern layer? I built my fort near the sea and it seems like no matter where I dig, I end up with a "flood everything" level aquifer or w/e. I guess next time I'll just build in the continent and dig deeeeep down. Pickled Tink posted:<snip>
|
|
# ? Dec 10, 2022 16:33 |
|
Nosre posted:I'm having the same problem, rotten meals just left lying on the ground for months with no one doing anything to it, either before I specifically designed it as trash, or after. Doesn't make a difference Check your labor settings again, I had this problem and it finally improved after I realized I had the hauling detail set to "only selected do this" combined with every single piece of fallen tree fruit on the entire surface generating a "haul item to stockpile" job
|
# ? Dec 10, 2022 16:45 |
Admiral Joeslop posted:Check the tasks menu (second from the left, on the bottom left) and see what everyone is doing instead, might give a clue. shame on an IGA posted:Check your labor settings again, I had this problem and it finally improved after I realized I had the hauling detail set to "only selected do this" combined with every single piece of fallen tree fruit on the entire surface generating a "haul item to stockpile" job Mirthless posted:In your butcher shop the items being left behind are refuse and corpses which need to go into a refuse/corpses stockpile (not a garbage dump) - if the refuse pile is full, they will ignore anything in the butcher's shop. Likewise if the butcher shop is outside. I think the nearly fully enclosed shop may also be contributing to this problem tbh, it appears like they have largely done away with impassable workshop squares but it was such a constant problem in earlier builds that I generally build 3x3 shops in 5x5 rooms and if I need to space save for multiple workshops I will build a much larger room than I need and cluster the workshops in the center, with plenty of buffer room for movement around the edges. Likewise for the corpses, I checked a bunch of times that they were not forbidden and that the outside collection labour options were toggled on. Maybe it was the 'only selected do this' thing On the plus side, my new embark looks kicking rad The wagon, with a curving small river cutting around it, cliffs to the south, and a big chasm The smaller river waterfalls 23 levels down to the big one in the gorge below Dwarves need to not have a fear of heights to enter this fort. Also, the defensive possibilities are endless!
|
|
# ? Dec 10, 2022 16:48 |
|
VictualSquid posted:You just have to construct an artificial ramp in the lower space from the construction menu. That worked, thanks!
|
# ? Dec 10, 2022 16:51 |
|
Affi posted:Whats the best way to get and store water? If you have a river nearby, you dig a tunnel to the edge of the river, set up floodgates and use it to flood a location underneath your living area so you can hook up wells to it If you don't have a river nearby, you will probably need to dig to the cave to actually get a reliable fresh water source. You can kind of rely on surface ponds, but dwarves don't like drinking stagnant water. in either the case of a river or surface ponds, you really want to divert it into a below-ground cistern so your dwarves can safely access their water supply without having to leave the fort, for ponds you want these rooms to be slightly smaller than the pond they are draining from or you will end up evaporating it all away. For rivers, you need floodgates on both sides, and probably some wall grates to keep the floodgates from getting clogged. Overfilling a cistern is generally a fortress ending screwup so be very careful if you are diverting a river for fresh water.
|
# ? Dec 10, 2022 16:58 |
|
Things have been pretty tense in the burrow; every few minutes a dwarf storms into the manager's office and yells at him for a while before going back to the tavern across the hall. It's just Glengarry Glen Dwarf down here, everyone taking out their poo poo on that rear end in a top hat Williamson.
|
# ? Dec 10, 2022 17:00 |
|
Ah, nevermind, the turtle shells are being organised now. Holy drat I got a lot of pond turtle shells. Been making everything out of them.
|
# ? Dec 10, 2022 17:16 |
are dwarves just not sexual? ive had a few had kids but never noticed anyone having sex or having sex as an unmet need or anything like that
|
|
# ? Dec 10, 2022 17:20 |
|
dwarfs propagate via spores
|
# ? Dec 10, 2022 17:21 |
|
I just dug deep enough to find my first big cave system, is there a way to stop randos from going past a certain point or is it just inevitable that kids are going to make their way down there and get stuck eventually?
|
# ? Dec 10, 2022 17:23 |
so be it. still seems like they should occasionally have "unmet needs: shoot spores"
|
|
# ? Dec 10, 2022 17:23 |
explosivo posted:I just dug deep enough to find my first big cave system, is there a way to stop randos from going past a certain point or is it just inevitable that kids are going to make their way down there and get stuck eventually? you can install a door or hatch and forbid it/lock it.
|
|
# ? Dec 10, 2022 17:23 |
Just starting to play after a hectic week. Will report back with my weekend adventure for gang tag. Has water pressure mechanics changed at all in v50? Or can I still make a 45 degree jog in a tunnel to drop the pressure back to ambient for filling a cistern?
|
|
# ? Dec 10, 2022 17:26 |
Khanstant posted:are dwarves just not sexual? ive had a few had kids but never noticed anyone having sex or having sex as an unmet need or anything like that You'll notice married dwarves will sleep in the same bed. This as close as you'll get to titillation. A very deliberate design choice due to the expectations of nerd behavior.
|
|
# ? Dec 10, 2022 17:27 |
|
Shoehead posted:Oh holy crap ok I got my Marksdwarves to FINALLY pick up ammo. You need to set them to the default archer uniform and not touch anything else, it's definitely bugged for new uniforms I have my marksdwarves using ammo under a new uniform so it's not that entirely. But I wonder if it is maybe related to whether you had quivers and ammo at the time you created the uniform or something.
|
# ? Dec 10, 2022 17:32 |
|
Let's keep that kind of vulgarity out of the game. I dont want to see my dwarfs loving or pooping
|
# ? Dec 10, 2022 17:32 |
guess dwarves dont piss or poo poo either which is good because im not good at plumbing
|
|
# ? Dec 10, 2022 17:33 |
|
do not question how the dwarven cloaca works
|
# ? Dec 10, 2022 17:37 |
Can you mine to the edge of the map to let water run off?
|
|
# ? Dec 10, 2022 17:38 |
|
wilderthanmild posted:Can you mine to the edge of the map to let water run off? You used to be able to. I haven't tried it in the new version. Presumably it still works, as it is actually part of the system of how rivers work.
|
# ? Dec 10, 2022 17:41 |
|
|
# ? Jun 10, 2024 11:58 |
|
Khanstant posted:you can install a door or hatch and forbid it/lock it. This'll do, thanks!
|
# ? Dec 10, 2022 17:41 |