Appoda posted:Does that mean a region with a fairly static climate (the desert, or the arctic) will have a lower FPS hit? I'm not sure if that's been tested. It does mean that the more exposed or visible tiles you have, and definitely the more random items you have, the more FPS slowdown you'll get, as the game continuously recalculates whether or not each random pigtail sock is on fire or not. Function of exposed surface area. Magma dumping and/or atom smashing seem highly recommended.
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# ? Dec 21, 2022 17:54 |
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# ? May 24, 2024 15:43 |
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# ? Dec 21, 2022 18:11 |
Mmm. I do have a lot of cave fishman bones. If I build a drawbridge underground, do I need to make space for the above tiles?
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# ? Dec 21, 2022 18:13 |
Appoda posted:Mmm. I do have a lot of cave fishman bones. If I build a drawbridge underground, do I need to make space for the above tiles? Drawbridges are still only one tile tall when raised, regardless of how long they are.
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# ? Dec 21, 2022 18:14 |
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Appoda posted:Mmm. I do have a lot of cave fishman bones. If I build a drawbridge underground, do I need to make space for the above tiles? No, raised bridges are effectively just 1 level high walls. No need to carve out clearance above them.
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# ? Dec 21, 2022 18:16 |
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Jesus, I started a new fort in a new, older world to get away from my megafort, and found a lovely mountain stream next to a homey volcano. Too bad the location ended up being too good to be true, because it was already occupied by a hydra that drove by just a minute after my embark and ate my woodworker. Let's see if we can get a fort going before all of my dwarves turn into hydra food.
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# ? Dec 21, 2022 18:39 |
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Is there any way to see if a site has coal or a sedimentary layer? All the volcano starts I've found lack coal.
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# ? Dec 21, 2022 18:50 |
nielsm posted:Drawbridges are still only one tile tall when raised, regardless of how long they are. nielsm posted:Drawbridges are still only one tile tall when raised, regardless of how long they are. That explains why two of my marksdwarves were able to leap into melee with a bunch of goblin siegers Guess I know to brick that off now, thanks
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# ? Dec 21, 2022 18:55 |
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So I had my FPS mysteriously drop to about six to eight frames per second after about a decade in a fort. No big water movements. Temperatures turned off. About one hundred creatures in the cavern who hate me but that was nothing new. And only fifty dwarves left in the fort (we had some... losses). Anyway as best I can tell I actually managed to get the issue under control, one theory is that the fps drop was caused by a loyalty cascade in the tavern and the issue may have been fixed by setting all of my meeting zones to fortress only and displacing as many of the remaining guests as possible (in case they had some kinda processing voodoo that might exit with them when they left the map) The other possible culprit is I had about thirty bee hives built and the game spawned in tens of thousands of bees per hive, those are being disassembled as we speak. Anyway my FPS has been restored now back to around 50 frames per second which was pretty much what it was before the issue occured.
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# ? Dec 21, 2022 18:56 |
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Total noob to this game and it's a handful (in a good way!). Is there a reason my militia won't sleep in the barracks? I've created the zone, assigned it to the squad and all the options are selected (train, sleep & store items). There's beds, cabinets and chests in the room. What gives?
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# ? Dec 21, 2022 18:57 |
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now that fungus started growing everywhere should i like delete my old farms on the silty clay
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# ? Dec 21, 2022 19:00 |
Are they sleeping on the floor, or returning to their rooms? There's also an option to select personal bedroom or barracks only when you set training orders, so maybe that's the problem
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# ? Dec 21, 2022 19:00 |
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Big L posted:Total noob to this game and it's a handful (in a good way!). In the squad or schedule screen there's a "Sleep in Room at will" button that you click to switch it to "Sleep in barracks at need"
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# ? Dec 21, 2022 19:01 |
Super No Vacancy posted:now that fungus started growing everywhere should i like delete my old farms on the silty clay There's no benefit for output unless it's specifically in a cavern. You will get the same yield as silty clay. It literally has to be inside of a discovered cavern on a tile that has dense fungus cover. Then it will not say "poor" under the plot yield.
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# ? Dec 21, 2022 19:05 |
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hmph well that's all water as far as i can tell
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# ? Dec 21, 2022 19:06 |
Super No Vacancy posted:hmph well that's all water as far as i can tell There should be three cavern levels. Maybe the next one won't be?
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# ? Dec 21, 2022 19:08 |
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Appoda posted:Are they sleeping on the floor, or returning to their rooms? There's also an option to select personal bedroom or barracks only when you set training orders, so maybe that's the problem Buschmaki posted:In the squad or schedule screen there's a "Sleep in Room at will" button that you click to switch it to "Sleep in barracks at need" Ah, gotcha, found it. They were in the middle of a snooze when I changed the schedule so I will have to monitor them later. Thanks!
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# ? Dec 21, 2022 19:17 |
Had a second forgotten beast attack. Initial experiments on bards showed that exposure to its gas caused imminent death. So I decided since I have so many "monster hunters" who have never stepped foot outside the tavern that they'd appreciate the once-in-lifetime experience of a real forgotten beast. I locked the fortress side doors and left the cavern side doors open. Some of them even survived! And the free armour to toss into the smelters wasn't too bad either.
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# ? Dec 21, 2022 19:27 |
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If I've got extremely unhappy dwarves that are "somewhat focused with satisfied needs", is that enough to get them happy as long as they maintain that or is it not enough if they're already that pissed Their only regularly "unmet need" at this point is "Be with family" and they've got no family so uh
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# ? Dec 21, 2022 19:30 |
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Started my tutorial and was following along until a tree collapsed and generated a sea of blood apparently from killing the majority of my dwarves. The tutorial gave no shits and just kept telling me to continue. 10/10 would do it again
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# ? Dec 21, 2022 19:35 |
Lol, I've yet to have one of these tree fatalities. Is it based on the skill of the woodcutter, or is it just some unlucky dwarf standing in the path of a falling tree?
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# ? Dec 21, 2022 19:47 |
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Legit no idea but i have learned not to cut trees near the wagon. At least initially
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# ? Dec 21, 2022 19:51 |
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AFAIK dwarf woodcutters always fell the trees away from where they're standing, but if there's someone on the other side, well...
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# ? Dec 21, 2022 19:51 |
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I had a veteran monster hunter show up to the tavern, and shortly after she was followed by her niece, also a monster hunter, who disdains skills related to fighting, values peace, is timid, doesn't do well in stressful situations, has barely any combat skills, and has never killed anything. The niece went down into the caverns, stabbed a troll to death with a spear, and was immediately traumatized and overwhelmed with horror, sitting there crying on the cavern floor next to the dead troll. She has not returned to the caverns since and is just hanging out in the tavern months later.
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# ? Dec 21, 2022 19:53 |
Trees fall away from dwarves but if it's a giant multi z level tree or there's branches to fall your dwarf will happily fall or get crushed. I lost my last fort because I had 3-4 dwarves that couldn't walk due to tree injuries, then a bunch of giant lovebirds, mosquitos, and flies kept attacking my dwarves trying to get them to the hospital and refused to listen to anything I told them to do while giving thousands of "interrupted action" or "can't get water to dwarf" errors until my FPS slowed down and most of my dwarves were too maimed to accomplish anything. Next time I'm just gonna lock the fortress if I see that many giant animals.
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# ? Dec 21, 2022 19:54 |
Broken Cog posted:AFAIK dwarf woodcutters always fell the trees away from where they're standing, but if there's someone on the other side, well... They always fall away from the cutter but particularly dense growths of trees can sometimes be fucky and logs from previous trees get caught on the branches of others, and those can fall straight down and crush your woodcutter.
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# ? Dec 21, 2022 19:54 |
Mister Bates posted:I had a veteran monster hunter show up to the tavern, and shortly after she was followed by her niece, also a monster hunter, who disdains skills related to fighting, values peace, is timid, doesn't do well in stressful situations, has barely any combat skills, and has never killed anything. I think two anime main characters just showed up at your fortress. I've yet to have any monster hunters do anything except hang around and drink, or get killed by the first monster they encounter. Soldiers will at least join your squads and pull their weight.
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# ? Dec 21, 2022 20:01 |
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What’s an easy way of keeping my dwarves from cleaning up all the dead bodies in the caverns? Forbid everything? Burrows? If so …. drat because there was a forgotten beast down there for ages setting everything on fire.
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# ? Dec 21, 2022 20:25 |
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Create a "cleaner" role for cleaning and claiming bodies, then set it to "Nobody do this" whenever the caverns aren't walled off or forbidden
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# ? Dec 21, 2022 20:28 |
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Ursine Catastrophe posted:Create a "cleaner" role for cleaning and claiming bodies, then set it to "Nobody do this" whenever the caverns aren't walled off or forbidden Perfect!
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# ? Dec 21, 2022 20:34 |
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Is there any way to clean fungus off my floor when I don't want it?
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# ? Dec 21, 2022 20:35 |
Baronjutter posted:Is there any way to clean fungus off my floor when I don't want it? Build a floor over it
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# ? Dec 21, 2022 20:39 |
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Here's a hot tip for instantly getting your temples and guildhalls above the 2000 value mark early on. Place some pedestals, toss on some of those 800 worth cut gems you probably have lying around if you're digging and cutting. Bam, instant adequate meeting hall value. I also don't think thieves go for non-artifact items on display, so it should be fairly safe.
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# ? Dec 21, 2022 20:44 |
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Similarly, now that totems are useless as elven trade fodder, put those up on cheap pedestals around the fort for some easy mood boosts.
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# ? Dec 21, 2022 20:53 |
mst4k posted:What’s an easy way of keeping my dwarves from cleaning up all the dead bodies in the caverns? Forbid everything? Burrows? If so …. drat because there was a forgotten beast down there for ages setting everything on fire. If they're picking up all the dead spiders they can find, you can mass-forbid them from the stocks screen. I can't remember if it's under corpses, or body parts.
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# ? Dec 21, 2022 20:55 |
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Some snakeman "leader" whose main attributes seemed to "criminal" and "legendary butcher" decided to visit. By which I mean he slithered into a stagnant pond and stayed their until he starved to death. The second elf caravan brought me a breeding pair of giant blue jays, so that's pretty cool. Good way to kick off my poultry sector. I haven't had any migrants past my initial 20 or so for over a year. I do have a lot of unhappy dwarfs, maybe they're leaving bad yelp reviews? No moods yet either.
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# ? Dec 21, 2022 21:07 |
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GruntyThrst posted:They always fall away from the cutter but particularly dense growths of trees can sometimes be fucky and logs from previous trees get caught on the branches of others, and those can fall straight down and crush your woodcutter. Yeah, felled trees never hurt anyone when they come down, but layers they were supporting, like bits of other trees do. Not a problem if your fort is somewhere without dense trees, otherwise
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# ? Dec 21, 2022 21:13 |
The Moon Monster posted:
Given all the recent stories about agitated giant birds decimating dwarves settling in high savagery areas, it might be effective to train these as war animals. Dwarven Air Force!
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# ? Dec 21, 2022 21:14 |
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Appoda posted:If they're picking up all the dead spiders they can find, you can mass-forbid them from the stocks screen. I can't remember if it's under corpses, or body parts. A bunch of trolls and ogres and jabbers and flesh balls and whatever else is on cavern 3. I’ll check this.. thanks man. The Moon Monster posted:I haven't had any migrants past my initial 20 or so for over a year. I do have a lot of unhappy dwarfs, maybe they're leaving bad yelp reviews? No moods yet either. I stayed around 20-30 for maybe the first two years then went to 200 in no time at all, it was crazy!
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# ? Dec 21, 2022 21:15 |
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# ? May 24, 2024 15:43 |
An elephant pulled my wagon to my embark site
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# ? Dec 21, 2022 21:19 |