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Bad Munki posted:Dangit my fortress just will not finish failing. You might already know this, but you can manually succumb to a siege from the esc menu if you really want.
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# ? Dec 24, 2022 21:58 |
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# ? May 24, 2024 15:30 |
There’s no siege, the bears dealt with that. I’m thinking I’ll just unpause and let nature take its course, one way or another. Either the fortress will fall, or eventually a few migrants will survive and the dwarves will get back on track. Don’t need to worry about most industries for many years, so I can just speed run this thing to whatever its fate ultimately is.
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# ? Dec 24, 2022 22:04 |
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Is there a way to increase my list of actions and objects available in the "create a new image" menu? I've really been enjoying making some custom room decorations for my dwarves according to their preferences, but there's only so many combinations of "dwarf rejoicing at miserable elf". Also, is there any way to create custom art forms or books about specific topics?
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# ? Dec 24, 2022 22:05 |
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Ursine Catastrophe posted:I'm moderately curious if the outcome is "pleasant misting waterfall" or "dwarves perpetually concussed by water" I'm excited to see, when I briefly turned it on earlier there didn't seem to be any problems other than the lowest level flooding a bit too fast for my liking. If it turns out to be a problem, I figure I'll just invert it for next time, with a hole for the waterfall in the middle, and iron bars or fortifications around it. Edit: Turned it on again, doesn't seem to be any problems. The water falls down on top of the pillars at the top, so it spreads out and ensures that there'll never be any 7/7 water falling down. Broken Cog fucked around with this message at 22:18 on Dec 24, 2022 |
# ? Dec 24, 2022 22:08 |
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Bad Munki posted:Dangit my fortress just will not finish failing. that's amazing
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# ? Dec 24, 2022 22:16 |
I've got a real piece of poo poo dwarven child that's on a constant tantrum spiral, disassembling my workshops constantly, and is responsible for instigating several massive fist fights on the central staircase. One of which turned into an all out tornado brawl between 30 members of the fort. I had to double the size of my hospital. The little poo poo has earned a few rounds in my caged goblin octagon. Hope you're wrestling skills are up to the task because he's still wearing armor.
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# ? Dec 24, 2022 22:19 |
wilderthanmild posted:So if you embark on an area that's roughly half terrifying reanimator biome and half normal untamed wilds, does stuff only reanimate on the terrifying side? Seems like the nasty snow is only landing there. Yes, same thing with aquafers, there will be a border between biomes where it transitions.
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# ? Dec 24, 2022 22:25 |
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I tried to set up a wagon only entrance and got bypassed. I was probably too optimistic starting trusting that it'd work 100 z-levels down, but before I start trial and erroring it 1 level at a time, has anyone had any success with this on the steam version?
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# ? Dec 24, 2022 22:30 |
I normally don't care about Steam Points profile/emoticons but I bought all the Dwarf Fortress stuff.
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# ? Dec 24, 2022 22:33 |
Dr. Fraiser Chain posted:I've got a real piece of poo poo dwarven child that's on a constant tantrum spiral, disassembling my workshops constantly, and is responsible for instigating several massive fist fights on the central staircase. One of which turned into an all out tornado brawl between 30 members of the fort. I had to double the size of my hospital. The little poo poo has earned a few rounds in my caged goblin octagon. Hope you're wrestling skills are up to the task because he's still wearing armor. I feel like lovely children are way more common in this release than they used to be, is that a bug or do kids just suck now? Bad enough they only become adults at 18 now...
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# ? Dec 24, 2022 22:36 |
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I really wish there was a way to assign wheelbarrows to other non-stockpile hauling jobs. Sometimes when a dwarf is off installing some furniture somewhere it takes them SO long to haul the item slowly that they're practically ready to tantrum or starve when they reach their destination. Same with dumping stone. It would be so nice to have general use wheelbarrows that can be used for any heavy job. Or even have a fortress wide policy to ALWAYS use a wheelbarrow if the weight of an item is over X.
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# ? Dec 24, 2022 22:42 |
An easy way to do that is to set up interim stockpiles near your dump or where you want to build the furniture (assuming you can move furniture with wheelbarrows - I didn't know that was a thing).
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# ? Dec 24, 2022 22:43 |
Gnoman posted:An easy way to do that is to set up interim stockpiles near your dump or where you want to build the furniture (assuming you can move furniture with wheelbarrows - I didn't know that was a thing). Pro option is build a mine cart route to the construction site to fill up the materials piles.
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# ? Dec 24, 2022 22:48 |
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woke kaczynski posted:I feel like lovely children are way more common in this release than they used to be, is that a bug or do kids just suck now? Bad enough they only become adults at 18 now... I think being carried into battle as babies by their parents is making them into psychopaths since they experience a ton of negative thoughts without much to balance it out in their infancy. Maybe the new release tweaked the way experiences effect dwarf personalities
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# ? Dec 24, 2022 22:48 |
woke kaczynski posted:I feel like lovely children are way more common in this release than they used to be, is that a bug or do kids just suck now? Bad enough they only become adults at 18 now... The Moon Monster posted:I think being carried into battle as babies by their parents is making them into psychopaths since they experience a ton of negative thoughts without much to balance it out in their infancy. Maybe the new release tweaked the way experiences effect dwarf personalities
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# ? Dec 24, 2022 23:00 |
Oh, did I mention the Great Hall of Bears is perpetually filled with smoke from the fires set by the beasts? That’s right. It’s the Smokey Bear hall. e: more migrants, back up to 13.
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# ? Dec 24, 2022 23:01 |
The Moon Monster posted:You might already know this, but you can manually succumb to a siege from the esc menu if you really want. Surrender is not an option. e: quote:The Forgotten Beast Gulshebnagnod has come! An enormous hairy mite. It has two short horns and fidgets. Its dark green hair is very curly. Beware its poisonous bite! e: quote:Stray Grizzly Bear (Tame) Population: 10 Bad Munki fucked around with this message at 23:09 on Dec 24, 2022 |
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# ? Dec 24, 2022 23:02 |
Baronjutter posted:I really wish there was a way to assign wheelbarrows to other non-stockpile hauling jobs. Sometimes when a dwarf is off installing some furniture somewhere it takes them SO long to haul the item slowly that they're practically ready to tantrum or starve when they reach their destination. Same with dumping stone. It would be so nice to have general use wheelbarrows that can be used for any heavy job. Or even have a fortress wide policy to ALWAYS use a wheelbarrow if the weight of an item is over X. Even worse is when off-duty militia forget to take their armor off (I do make sure to assign it this way) and they're hauling a lead cage or something in full plate, with their armor wearing skill still at "dabbling" or "novice."
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# ? Dec 24, 2022 23:04 |
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I'm down to -60 on this ocean embark, still not found any caverns yet. I've even tried digging out every 5 levels or so in case I dug through, but nothing.
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# ? Dec 24, 2022 23:09 |
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Had three dwarves including a child enter a strange mood and go mad, berserk, and berserk causing chaos and ultimately the death of a fortress. In the first year. these little psychopaths
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# ? Dec 24, 2022 23:24 |
I think the rodent folk have finally broken the great bear wall. It appears they brought a necromancer, or one was about, because now there a bunch of purple dwarf and bear corpses running amok, causing havoc and death. Fighting fire with fire, they turned out bears against us. quote:Withered RIP Speartip
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# ? Dec 24, 2022 23:41 |
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Bad Munki posted:I think the rodent folk have finally broken the great bear wall. It appears they brought a necromancer, or one was about, because now there a bunch of purple dwarf and bear corpses running amok, causing havoc and death. Fighting fire with fire, they turned out bears against us. F Pop into Legends and see if you discover anything cool!
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# ? Dec 24, 2022 23:42 |
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So I found some caverns in the end... past -100 depth, and completely devoid of any life besides cave spiders. Is this normal? Is it because I embarked on the coast? Edit: Yeah this is definitely a bit iffy. There was a thin layer between this empty cavern and the next, and the next has every sort of underground tree type from the top 3 caverns. Feels like they've been generated on top of each other. Broken Cog fucked around with this message at 00:20 on Dec 25, 2022 |
# ? Dec 25, 2022 00:12 |
Were you on an Island type? Islands apparently often go down like 80 levels before hitting the caverns. Regions it tends to be more like -10 or -15, depending. You can usually expect not to hit them in the first few, anyway.
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# ? Dec 25, 2022 00:31 |
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Has anyone had an issue when infiltrators (with the message they come to steal an artifact) show up your military starts murdering most of your of visitors and merchants? I would be fine with the seasonal bloodletting if it didn’t kill trading merchants and visiting nobles. I keep ending up with like 8 noble inheritances in my fort every time an infiltrator shows up, which now all need appointments under a raised bridge.
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# ? Dec 25, 2022 00:37 |
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Broken Cog posted:I'm down to -60 on this ocean embark, still not found any caverns yet. I've even tried digging out every 5 levels or so in case I dug through, but nothing. I hit it 6 levels down on my current ocean. Loam, a level of claystone, caverns + downward ramp. Kind of awkward for building up
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# ? Dec 25, 2022 00:40 |
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I've started scrolling down all the way to the lowest z-level on new embarks, and if it's lower than like -60 I start looking for a different embark.
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# ? Dec 25, 2022 00:42 |
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Nessus posted:Were you on an Island type? Islands apparently often go down like 80 levels before hitting the caverns. Regions it tends to be more like -10 or -15, depending. You can usually expect not to hit them in the first few, anyway. Nah, just a normal coast in a good biome. Though I am also barely getting any visitors, even though there are elven and human settlements close by, so something is definitely up with this embark.
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# ? Dec 25, 2022 00:57 |
Broken Cog posted:Nah, just a normal coast in a good biome. Though I am also barely getting any visitors, even though there are elven and human settlements close by, so something is definitely up with this embark.
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# ? Dec 25, 2022 01:03 |
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Nessus posted:Yeah I mean if you were using detailed/advanced generation. I'm not sure what the default does since I haven't used it since Obama was President Think I'm just gonna dig for some fun stuff, and push this fort to an early end. Bit of a shame though, as I put a lot of work into digging an artificial waterfall.
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# ? Dec 25, 2022 01:07 |
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Ok I’m new and dumb. I have a shitload of creepy crawler corpses in my food storage. I have a shitload of dogs and cats and the cats are pretty much immediately killing the creepy crawlers. How do I clear out their carcasses?
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# ? Dec 25, 2022 01:17 |
Broken Cog posted:
My previous fort had a second cavern layer just like this one - completely empty (no trees or anything). The first and third layers were just fine, though. It was not coastal at all, no. My current fort hit the first cavern layer early down, which was actually slightly bad for my planning (in a fun way) but then I found the third cavern on like literally -110 which is worse than ever. Luckily this map had both lignite and coal (and some trees) so I don't need magma forges but, like, drat. Is there some kind of advanced world parameter for how deep worlds go? I think I'd rather stuff was more compact than spread out over 150 z-layers unfortunately.
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# ? Dec 25, 2022 01:20 |
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Out of curiosity, do people prefer to generate older or younger worlds? I usually just do 100 years, but I've heard people say that in younger worlds you're more likely to find megabeasts, while in older worlds you'll have more advanced civilizations, and usually more undead and vampires around. Are the differences noticeable?
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# ? Dec 25, 2022 01:40 |
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Broken Cog posted:Out of curiosity, do people prefer to generate older or younger worlds? I noticed that in my 50 year old world the caravans pretty much never had any literature because not a lot had been written, copied and distributed in such a short amount of time.
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# ? Dec 25, 2022 01:45 |
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I do younger worlds so that the good embark spots aren't taken I'm kinda burned out on the actual game though. I'm having more fun with the world generator currently. Here's a new one. Two screenshots of the minimap, both from the same embark. Maybe I should try a fort in a 400+ year old world and see how it goes. All of my forts are very uneventful, even in savage evil biomes. e: This one feels like such a quintessential Dwarf Mountainside Fortress embark that I am compelled to build here. e2: And look at this perfect thing deep dish peat moss fucked around with this message at 01:59 on Dec 25, 2022 |
# ? Dec 25, 2022 01:46 |
My cavern layer started at 6 z's above sea level. :U And my embark is fairly flat, with just a 1-z soil hill to carve out an entrance. It's actually kind of a problem -- my third cavern layer starts at -12, and the second cavern is filled with water, so it all counts as damp stone whenever I dig down. Wouldn't be a problem to smooth it all off, but I have to re-order the dig every time 'cause they freak out. I wish there was a setting for "ignore damp stone" or something
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# ? Dec 25, 2022 01:48 |
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El Spamo posted:For a while I had a fortress that was absolutely swimming in tetrahedrite. I made EVERYTHING out of billon. I generally let goblins and elves stay and tell humans to take a hike. Immigrant bards/soldiers/sages/monster hunters/etc will file a second petition to get proper citizenship after a couple of years of living in your fort. Once this happens, you can assign them into labor pools and militia units. Elves and goblins make good citizens if you don't mind occasionally having to make special clothes and armor for them; this becomes less burdensome the more elves and goblins you have. Humans are okay but they are short-lived and the really old ones aren't very useful. One of the things I've noticed is that human monster hunters are often extremely old people who have clearly just come to the fortress to die. I generally refuse visitor petitions if they're dwarves because I'd rather get dwarves in migrant waves instead tbh Clocks posted:My previous fort had a second cavern layer just like this one - completely empty (no trees or anything). The first and third layers were just fine, though. It was not coastal at all, no. There's a bunch of different settings that impact this but from what I understand all the basic worldgen worlds will generate very deep. DFWiki suggests this is because the worlds are generating as islands rather than regions, which apparently have many more z-levels for some reason. In general, I don't have this problem in advanced worldgen created worlds and I don't alter any settings specific to elevation/depth. I also don't use any of the "Island" presets fwiw. In my current world, I started out at around Elevation 46; Hell is at about Elevation -1. Most embarks are around a 40-50 z-level depth in any advanced worldgen setting "Region" preset, same goes for the default "New" preset in advanced worldgen when you create a new set of settings.
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# ? Dec 25, 2022 01:56 |
Broken Cog posted:Out of curiosity, do people prefer to generate older or younger worlds? I have two worlds gen'd up to 420 and 666; the 420 one has a good mix of races, but I get ghoul visitors all the time. The 666 one was a smaller world (127x127 region) and there's hardly anyone in it except elves and towers. There were only two dwarven civilizations. Is there a knob for turning down frequency for necromancy? I don't think I want to be rid of it entirely, but half of the worlds I make end up looking like Dark Souls
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# ? Dec 25, 2022 02:20 |
deep dish peat moss posted:I do younger worlds so that the good embark spots aren't taken Yeah, older worlds tend to have more problems -- either one race or another has taken everything over and killed off everyone else, or all the good spots are taken, or there's some other annoying issue.
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# ? Dec 25, 2022 02:25 |
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# ? May 24, 2024 15:30 |
Hieronymous Alloy posted:Yeah, older worlds tend to have more problems -- either one race or another has taken everything over and killed off everyone else, or all the good spots are taken, or there's some other annoying issue.
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# ? Dec 25, 2022 02:32 |