Arrath posted:Not forgetting to go into your creatures screen for a while only to be greeted by "Holy Armok that's a lot of puppies/kittens" But if you're already at the pet screen, why not just slaughter the dang things?
|
|
# ? Dec 13, 2022 22:15 |
|
|
# ? May 24, 2024 13:50 |
Kenning posted:But if you're already at the pet screen, why not just slaughter the dang things? Oh no that's what I mean, when you go in to slaughter 'em only to realize holy gently caress there's a bunch no wonder my frames have been trending down.
|
|
# ? Dec 13, 2022 22:17 |
Kenning posted:But if you're already at the pet screen, why not just slaughter the dang things? it's for animals that are pets. livestock you can just slaughter
|
|
# ? Dec 13, 2022 22:18 |
|
Yes definitely slaughter most of your cats, preferably in a short amount of time so they cant, uh, cant breed more yeah.
|
# ? Dec 13, 2022 22:18 |
You can slaughter dogges and cats. But cats are really prone to bonding with dwarfs. Neutering goes over better than sending Mr. meow meow to the shambles and the kitchen.
|
|
# ? Dec 13, 2022 22:20 |
|
Cup Runneth Over posted:AFAIK you cannot tell them what to do so they are not free cannon fodder. "Soldiering" visitors are free cannon fodder. Monster slayers don't do all that much in my experience. Monster slayers hunt monsters in the caverns and are generally useful at dealing with all the random monsters that are constantly patrolling onto the map If you are doing a lot in the caverns, they are worth hiring.
|
# ? Dec 13, 2022 22:24 |
|
Is there any way to say no to migrants? I get so overwhelmed with population so fast and have no time to really get to know any individual dwarf.
|
# ? Dec 13, 2022 22:24 |
Baronjutter posted:Is there any way to say no to migrants? I get so overwhelmed with population so fast and have no time to really get to know any individual dwarf. Go into game settings and turn down the population cap settings, there are 3 or 4 for tuning various aspects, like overall cap, visitors, children, etc. I get annoyed at having another 27 idiots show up just about the time I build the last bedroom to accommodate the previous wave of migrants, so I turn it way down. You can increase it any time you want more folks.
|
|
# ? Dec 13, 2022 22:24 |
Baronjutter posted:Is there any way to say no to migrants? I get so overwhelmed with population so fast and have no time to really get to know any individual dwarf. You can also expel any individual citizen, there is a button in their info sheet top right for that. (Someone upthread also said children accompanied by parents can only be expelled together with their family.)
|
|
# ? Dec 13, 2022 22:34 |
|
I'm really warming up to the idea of having a big rear end dormitory for all the losers to sleep in until I can be added to carve out more individual rooms. I got seven big rooms for the founders, 24 rooms for subsequent migrants, and the rest get the room made entirely of beds until I run out of fun things to build
|
# ? Dec 13, 2022 22:39 |
|
Bad Munki posted:Can uniforms be edited or is it strictly delete-and-recreate? Not quite but you can edit an existing uniform by assigning to a dwarf, editing, and saving as a new uniform. Then delete the old version.
|
# ? Dec 13, 2022 22:42 |
|
Nessus posted:You may wish to chop the nuts off of pet cats to prevent catspolsions. you had a chance to say "catastrophes" and went with "catsplosions"
|
# ? Dec 13, 2022 22:43 |
|
Posted something about this last night but here's a screenshot If you offered to build a temple and you don't remember what sect it's for: Designate a temple zone and select any sect and look for this "agreed to build temple" text: If you don't see it, select another sect until you do. It's annoying but until there's an actual menu for this stuff that seems to be the only way to see requests you promised.
|
# ? Dec 13, 2022 22:50 |
|
That also works for guilds, which thank god because the second I agree to a petition I instantly forget what it was
|
# ? Dec 13, 2022 22:53 |
well my tutorial fort finally died out, one rogue were-tapir infected a dwarf who a couple months later turned + infected another dwarf, rinse + repeat until there's multiple at a time and everyone is dead. Gotta be the least interesting fort death imaginable, might disable were-beasts on the next go-round. I'd much rather die to a megabeast or invasion or something. At least I got my fort-building-hat dusted off and lots of ideas for ways to do things in the future.
|
|
# ? Dec 13, 2022 22:54 |
LET THEM FIGHT Edit: Zomus won and got a new last name from it. LegionAreI fucked around with this message at 22:58 on Dec 13, 2022 |
|
# ? Dec 13, 2022 22:54 |
IcePhoenix posted:you had a chance to say "catastrophes" and went with "catsplosions" Established term of art
|
|
# ? Dec 13, 2022 22:56 |
|
Tried my hand on a semi-vertical bedroom layout: Fairly compact, 42 rooms per z-level, and I think it looks pretty neat.
|
# ? Dec 13, 2022 23:01 |
|
Is there a reason to build tombs for anyone besides nobles? I've just been engraving slabs and hucking the corpse into the volcano
|
# ? Dec 13, 2022 23:04 |
Nessus posted:You may wish to chop the nuts off of pet cats to prevent catspolsions. Thinking about a mod to make those nuts plantable, which grow trees, that grow fruits, which can be gathered, and are in fact cats I don’t know why anyone would want this
|
|
# ? Dec 13, 2022 23:05 |
|
Bad Munki posted:Okay I went and linked the grate to a lever and popped it open and STILL water won't flow up through it. Is pressure just, like off?! From a few pages back, but pressure won't force water back up to its original level; it'll force it up to the level that the pressure was originally exerted on. https://dwarffortresswiki.org/index.php/DF2014:Pressure#A_demonstration_of_pressure_using_U-Bends Diagram A is your current setup. If you wanted to fill the pond through a U bend tunnel, you'd need the source to sit a level above the pond.
|
# ? Dec 13, 2022 23:05 |
|
Danaru posted:Is there a reason to build tombs for anyone besides nobles? I've just been engraving slabs and hucking the corpse into the volcano
|
# ? Dec 13, 2022 23:05 |
|
Nessus posted:https://dwarffortresswiki.org/index.php/DF2014:Catsplosion established as lesser maybe because puns are the ultimate art form
|
# ? Dec 13, 2022 23:05 |
Danaru posted:Is there a reason to build tombs for anyone besides nobles? I've just been engraving slabs and hucking the corpse into the volcano Can’t you make a slab to put a dwarf to rest, and then huck that in the volcano with the body? I think once they’re satisfied, it sticks, so all you really need is a stone shop next to a slab pile next to an installation tile next to a volcano dump.
|
|
# ? Dec 13, 2022 23:07 |
Loden Taylor posted:From a few pages back, but pressure won't force water back up to its original level; it'll force it up to the level that the pressure was originally exerted on. Huh, so I was off by one. Oh well, I just made my pond a level lower than I had planned. Sloped all the edges so it looks kinda nicer this way anyhow.
|
|
# ? Dec 13, 2022 23:08 |
|
Indecisive posted:well my tutorial fort finally died out, one rogue were-tapir infected a dwarf who a couple months later turned + infected another dwarf, rinse + repeat until there's multiple at a time and everyone is dead. Gotta be the least interesting fort death imaginable, might disable were-beasts on the next go-round. I'd much rather die to a megabeast or invasion or something. At least I got my fort-building-hat dusted off and lots of ideas for ways to do things in the future. The best way to deal with an infection spiral is to draft everyone who fought a werebeast into your military, and then segregate the military in a barracks away from uninfected dwarves. This will solve the problem in a year or two generally I would like this experience to be a little more interesting, the easily visible moon phase indicator is maybe the best gameplay improvement we have had in this area since it was implemented. I'd like it a lot if were-creature residents could eventually train some level of self control. You can infect your entire fort with lycanthropy if you want, but all you get out if it is dead livestock and broken workshops. Sure, there's a healing effect but it's not really outweighing going berserk. I don't need lycanthropy to be competitive with vampirism or necromancy, but it'd sure be nice if it wasn't so, so much worse Mirthless fucked around with this message at 23:15 on Dec 13, 2022 |
# ? Dec 13, 2022 23:11 |
|
So most of my dorfs are very very very happy but there's always a few that are extremely mad all the time and I can't quite figure out why. They often have unmet needs for hanging out with their family. How do I make them spend family time? Also do the incredibly detailed personality traits of each dwarf influence much?
|
# ? Dec 13, 2022 23:16 |
|
Bad Munki posted:Thinking about a mod to make those nuts plantable, which grow trees, that grow fruits, which can be gathered, and are in fact cats there was a day 0 milkable gorillas mod in the workshop; there are people out there who don't just want this mod, they need this mod
|
# ? Dec 13, 2022 23:16 |
|
Broken Cog posted:Tried my hand on a semi-vertical bedroom layout: This is called a point access block, very popular around the world but illegal in north america.
|
# ? Dec 13, 2022 23:17 |
Nessus posted:You may wish to chop the nuts off of pet cats to prevent catspolsions. Why would I want to prevent a catsplosion when I could instead ruin the catleather market singlehandedly ?
|
|
# ? Dec 13, 2022 23:24 |
|
My volcano fort started out pretty well, magma workshops save a lot of time and construction is going nicely. I think I embarked as a really small or distant faction however, because almost 2 years in I'm still at 19 population with a few migrant waves of 0, even though I offloaded thousands of mugs of profit for the caravan, I could really use a militia and some more mining, crafting and hauling pairs of hands. I made one of my less skilled crafters into a hunter, but turns out he's clumsy and very quick to tire, making even the skittish and cowardly elephants very tricky to hunt which thoroughly soured his mood. A bit of Fun occurred when a magma spider (crab? I can't remember) hopped out of the volcano and swiftly killed one of my crafters, hopping back into the lava before I had a chance to react. I'm still digging down and hoping to give that aquifer for some fresh water to get a hospital set up, but so far I'm at -10 with no sign of water. Let's hope for a good group of migrants to fill up my fort and round out my dwarves' skill set in the next wave, don't worry guys, the sauna fortress isn't THAT hot! I'd appreciate a gang tag too, if they're still being handed out. I can't believe I've already sunk around 40 hours into this, even if a chunk of it is having the game paused while I'm dealing with work. I tried and bounced off the original pretty hard a while back, but this release has me hooked.
|
# ? Dec 13, 2022 23:27 |
Does aerial space count for room value, or does the game only calculate things on the same z-level? Wondering if I need to go through the trouble of smoothing the upper floors of a vaulted dining hall before digging down.
|
|
# ? Dec 13, 2022 23:29 |
I feel like something is going to eventually go wrong with my fort now that it is stable, seemingly world famous for its many temples and its huge tavern full of random elves and goblins drinking themselves to death. Apparantely the local goblins even made peace with my civilization so the only significant thread is the absolutely baller ant queen woman somewhere in the caverns who keeps popping up in combat logs killing trolls, cave crocodiles and so on. None of my dwarves have run into them so far, but I think my miners would be in trouble if they met her. the elves did just send me a "stop killing trees fucker" message though. do they count the underground mushroom stuff as trees too?
|
|
# ? Dec 13, 2022 23:29 |
|
I already have the gang tag, but here's the tale of Ida the Cyclops regardless. I mentioned in thread a few days ago that a cyclops came to attack us and was promptly snatched up by one of my cage traps. I put the cyclops cage in my tavern. I figured some of the guests might enjoy looking at her, and maybe Ida would get a kick out of watching performances and stuff. Maybe she'd mellow out. Ida did not get a kick out of watching performances. She just sat there, miserable and hateful. After awhile, I started to feel bad about this. I mean, Ida is a horrible creature... But she is a sentient being, and having her caged up and miserable in my tavern made me feel bad. So I decided to free Ida. I'd release her down in the caverns so she wouldn't just beeline back to my fortress and get caught again or killed. So I built a little airlock down near the cavern entrance. I put up two forbidden doors so no one would go down in the caverns, put Ida's cage down there with a lever attached to it, and then built a wall so she couldn't get back in the fortress. And after two years, Ida was finally free. Free to wander the caverns, see new sights, maybe leave the edge of the map and go off to see the world. I went back to my fortress, happy that I had done a good deed and...oh god dammit We made a slab for Ida. She was a horrible, hateful, miserable creature, and no one would have called her our friend, but...at least she will be remembered. We put it up in her old spot at the inn. "Went missing." Yes, that's right kids. Ida is off on a big farm up north, where she can run free and play with all the other cyclopses.
|
# ? Dec 13, 2022 23:35 |
|
Keeping up with bedrooms is rough on top of everything else I want to do but I think I’m at the point now where there’s enough labor to just make 30 beds at once. What should I do once I’m kinda just surviving well enough? My plump helmet farm seems to keep up with the amount of drinks needed and my fisher dwarves have given us a consistent food supply. I have a drawbridge, some Macedwarves, and some archers. I built a petitioned temple and there’s another one for the other big religion. I suppose a hospital is next. What’s the easiest way to find magma? Getting away from needing trees for fuel seems nice.
|
# ? Dec 13, 2022 23:36 |
|
Elderbean posted:Keeping up with bedrooms is rough on top of everything else I want to do but I think I’m at the point now where there’s enough labor to just make 30 beds at once. You should dig. Greedily and deeply, as is the dwarven way.
|
# ? Dec 13, 2022 23:38 |
|
Nancy posted:Does aerial space count for room value, or does the game only calculate things on the same z-level? Wondering if I need to go through the trouble of smoothing the upper floors of a vaulted dining hall before digging down. No, but come on, you know you want to. Personally I leave the outer layer as stairs rather than channelled to act as scaffolding for engravers to catch up with the backlog, then you can tear the stairs down when they're finished.
|
# ? Dec 13, 2022 23:40 |
Pharnakes posted:No, but come on, you know you want to. Smart
|
|
# ? Dec 13, 2022 23:40 |
I'm sorry dude I'm just not into youStarkRavingMad posted:"Went missing." Yes, that's right kids. Ida is off on a big farm up north, where she can run free and play with all the other cyclopses.
|
|
# ? Dec 13, 2022 23:42 |
|
|
# ? May 24, 2024 13:50 |
|
StarkRavingMad posted:You should dig. Greedily and deeply, as is the dwarven way. Thats dangerous. You should design a massive contraption to flood the mineshafts in case of emergency.
|
# ? Dec 13, 2022 23:45 |