Well, the queen finally showed up, and she's a necromancer, go figure. (It's a 100 year world just so I wouldn't be inundated with friendly undead.) Apparently one of her daughters is my fort's cook — didn't know I had a princess already. Anyway, the queen showed up with just one other person - the outpost liaison who expects their own set of rooms. Just those two, though, maybe because I've been at migrant cap for ages. I also have an extra count and baron for some reason. Between the ~5 nobles, I am constantly producing random stupid poo poo like floodgates of all things. To be honest I am not sure why random counts/barons don't move out to go look after their own lands.
|
|
# ? Dec 25, 2022 12:08 |
|
|
# ? Jun 3, 2024 13:06 |
Clocks posted:To be honest I am not sure why random counts/barons don't move out to go look after their own lands. It's like Dwarf Versailles. Would *you* want to live in some random drafty cave somewhere when instead you could be surrounded by all the plump helmet roasts you could eat and more green glass than you can shake a goblin at?
|
|
# ? Dec 25, 2022 12:17 |
|
tak posted:use the "adjective" button to add "sand containing items" iirc Sand-bearing
|
# ? Dec 25, 2022 13:01 |
|
Speaking of other lands, sometimes you get messages of nearby sites popping up "Economically linked to your settlement", does that do anything?
|
# ? Dec 25, 2022 13:02 |
I think you can appoint Messenger positions from the nobles screen and dispatch them to make requests, but I've not yet managed to get it to work.
|
|
# ? Dec 25, 2022 13:04 |
|
So according to Putnam the pathfinding is basically a negligible part of FPS death for fortresses now. Have anyone tried a 5x5 fort over a longer timespan in the steam version yet? I'm curious to see how a larger embark size than 4x4 holds up over time now. Are rivers still terrible for FPS?
Dante fucked around with this message at 15:20 on Dec 25, 2022 |
# ? Dec 25, 2022 15:13 |
|
Is there a way to permanently disable the help pop ups on new forts? Getting kinda tired of having to click them away every time, and couldn't find anything in options.
|
# ? Dec 25, 2022 15:17 |
Broken Cog posted:Is there a way to permanently disable the help pop ups on new forts? Getting kinda tired of having to click them away every time, and couldn't find anything in options.
|
|
# ? Dec 25, 2022 15:36 |
|
Dante posted:So according to Putnam the pathfinding is basically a negligible part of FPS death for fortresses now. Have anyone tried a 5x5 fort over a longer timespan in the steam version yet? I'm curious to see how a larger embark size than 4x4 holds up over time now. Are rivers still terrible for FPS? My current embark is a 5x5 and it's been running at FPS cap except for when I dumped my entire reservoir into the caverns to recover poo poo that got dropped in there, which about halved the FPS for a season or two while all that resolved.
|
# ? Dec 25, 2022 15:38 |
|
Broken Cog posted:Is there a way to permanently disable the help pop ups on new forts? Getting kinda tired of having to click them away every time, and couldn't find anything in options. Don't they have a "Don't show me this again" checkbox at the bottom?
|
# ? Dec 25, 2022 15:40 |
DawnOfMinstrel posted:Don't they have a "Don't show me this again" checkbox at the bottom? That only works for the current save/maybe world and resets with new.
|
|
# ? Dec 25, 2022 15:42 |
|
I was incautious while moving my workshops and now a fey-mood dwarf is standing where a workshop used to be I'm sure this won't be a problem e: building a replacement directly on top of them fixed it, I'm honestly shocked Ursine Catastrophe fucked around with this message at 16:09 on Dec 25, 2022 |
# ? Dec 25, 2022 16:05 |
|
merry christmas dorfs, enjoy some vintage SA DF content I found on randomwaffle
|
# ? Dec 25, 2022 17:01 |
|
If I had to pick one bit of micro-managey bullshit that needs to go away for QoL, it's: just move the loving rock so you can construct the floor/table/throne/whatever so I don't have to click resume construction 400 times. This is maddening.
|
# ? Dec 25, 2022 17:15 |
|
Dante posted:So according to Putnam the pathfinding is basically a negligible part of FPS death for fortresses now. Have anyone tried a 5x5 fort over a longer timespan in the steam version yet? I'm curious to see how a larger embark size than 4x4 holds up over time now. Are rivers still terrible for FPS? i play on a 6x6 volcano + river embark with all my caverns and the magma sea open with no regular fps issues and 200 dwarves plus another 70ish guests. the only time i get big fps dips is either when i get job cancel spam for something inaccessible in the caves (i just go forbid it, even if i can't see it and it solves the issue) or when i am doing a huge dwarven engineering project and the liquids haven't settled. i have a few ring mist generators and they don't seem to hurt the fps much.
|
# ? Dec 25, 2022 17:19 |
|
So I realized a bunch of wierdness from not seeing some important alerts was because of that alert pause fix someone posted here a while ago. I wanted to be able to pause when certain events happened and to zoom in (like migrants and caravans and such, like it used to as far as I remember). But having used that fix for a while I started missing a ton of important things, like a dwarf apparently being found dead, and some merchants who've showed up at the edge of the map but won't come and trade for some reason. I just didn't get alert pop ups for them at all, as well as not getting any popups for fights and probably a ton of other important things. I don't even know if the fix actually did what it was supposed to because I never saw anything pause the game, and I haven't gotten migrants in a loooong time (not sure if it's because I bugged my game out with these merchants that are stuck forever or if it just takes a long time for migrants to get to me now or something). Anyway I swapped the alert fix back to the original file and I'm seeing a ton more alerts again (but no pauses ). Just wanted to post this in case other people tried that same fix and are wondering what the hell is actually going on in their fort anymore.
|
# ? Dec 25, 2022 17:23 |
|
deep dish peat moss posted:My problem is I haven't really been able to have any Problems happen i would recommend a few things to spice up your game while still following your optimal play style: Artifact Hunter: - turn your tavern keeper back on so you start getting rumors about the outside world - go to the world map and start raiding for any artifacts your dwarves have a claim on, it'll be in yellow on that artifact's entry - this will bring "fun" to your fort and also round out your collection for your completionism min-maxer brain Steam Endgame: - you've probably already got your monarch but if not build and export wealth via caravans until your fort becomes your civ capital and your queen/king moves in - satisfy their demands and they will tell you to go get the seven symbols of office, which are divine items you need to dig out of those special formations on the lower z-levels, then set them as the monarch's symbol each, also you must build them a throne of raw adamantine and assign it to them in their throne room the endgame continues after this but this is as far as i've gotten so far, and all of this is new to the steam version. You will get vague pop ups guiding you further. I have some more suggestions but these are good starting points.
|
# ? Dec 25, 2022 17:28 |
|
Dr. Clockwork posted:If I had to pick one bit of micro-managey bullshit that needs to go away for QoL, it's: just move the loving rock so you can construct the floor/table/throne/whatever so I don't have to click resume construction 400 times. This is maddening. tbh I'd just accept a button next to "forbid" and "trash" that's "prioritize picking this bullshit up, immediately, you goddamn rear end in a top hat" nothing says fun like having a project delayed because the person who installed the floodgate just dropped their coat in the doorway and prevented it from being closed
|
# ? Dec 25, 2022 17:33 |
|
wtf is this elf doing in my cave? Also I managed to convert "puppygeddon" into basically a goblin grinder. I dont even pay attention to the goblin invasions anymore, the dogs just loving shred them to pieces. duck monster fucked around with this message at 17:55 on Dec 25, 2022 |
# ? Dec 25, 2022 17:49 |
|
duck monster posted:wtf is this elf doing in my cave? If a map exit is closer from your tavern through the caves, your visitors will path there when leaving.
|
# ? Dec 25, 2022 17:54 |
|
Broken Cog posted:If a map exit is closer from your tavern through the caves, your visitors will path there when leaving. Its not though. Top floor you enter my base through the tavern in the side of the mountain witih the trader zone. Maybe too many dogs?
|
# ? Dec 25, 2022 17:56 |
Mad Wack posted:i play on a 6x6 volcano + river embark with all my caverns and the magma sea open with no regular fps issues and 200 dwarves plus another 70ish guests. the only time i get big fps dips is either when i get job cancel spam for something inaccessible in the caves (i just go forbid it, even if i can't see it and it solves the issue) or when i am doing a huge dwarven engineering project and the liquids haven't settled. i have a few ring mist generators and they don't seem to hurt the fps much. That’s pretty crazy, what processor do you have?
|
|
# ? Dec 25, 2022 18:20 |
DarkAvenger211 posted:So I realized a bunch of wierdness from not seeing some important alerts was because of that alert pause fix someone posted here a while ago. I wanted to be able to pause when certain events happened and to zoom in (like migrants and caravans and such, like it used to as far as I remember). But having used that fix for a while I started missing a ton of important things, like a dwarf apparently being found dead, and some merchants who've showed up at the edge of the map but won't come and trade for some reason. I just didn't get alert pop ups for them at all, as well as not getting any popups for fights and probably a ton of other important things. The first time I tried this I deleted the old file and replaced it with the downloaded one. That didn’t work- but pasting the contents over the original file DID work. I don’t know if the original file has some special flag a regular .txt file doesn’t have or what but I had another person with the same issue and doing it this way fixed it for them as well.
|
|
# ? Dec 25, 2022 18:23 |
deep dish peat moss posted:My problem is I haven't really been able to have any Problems happen, the worst I've done is accidentally flooded an empty room with magma once or twice. It seems like a half-squad training full-time in steel gear can take on anything after they get a year of training under their belt. I had a legendary wrestler/dodger fight a forgotten beast 1v1 the other day and it was the most uneventful fight, he never got hit and he punched the thing's bones out in a dozen or so hits I get that, there are a ton of games where I am the same way. I think DF is one where you end up working against yourself, pre-steam I would spend hours generating world's to find perfect spots and build a perfect fortress and it gets boring once I got my hit of "perfection" since everyone else is getting make janky solutions to real problems they need to deal with. DF definitely a game you can optimize away the Fun Problems quite easily, even as a new player if you prepare and be efficient and whatnot. Especially as the game develops, like used to be random critters would be an absolute menace but over time things get balanced and simulated better which cuts off some of the nutso stuff. The magic update in X years will be amazing, the systems allow for a ton of weird poo poo, but mostly the game is mundane and you interact normally, fight stuff with weapons, use traps other physical objects etc. Shits gonna be wild when you can do magic to turn flesh into lava or whatever crazy stuff. If you can't turn off your min/max instinct to embrace Chaos then I'm glad you've found another way to still enjoy the game.
|
|
# ? Dec 25, 2022 18:54 |
Mr E posted:That only works for the current save/maybe world and resets with new. Definitely resets between forts. I reclaimed a fort I lost and had to re-click all tutorials to go away.
|
|
# ? Dec 25, 2022 18:58 |
|
GruntyThrst posted:That’s pretty crazy, what processor do you have? AMD Ryzen 7 5800X that I bought early last year
|
# ? Dec 25, 2022 19:03 |
I wonder if that agitated animal thing from earlier, supposedly patched out, if I needed to Regen my world? Because this embark is non stop attacks by agitated everything. The Ravens my dwarves just deal with, but the herds of agitated yaks will splat my herbalists and need the militia to come out
|
|
# ? Dec 25, 2022 19:09 |
|
Any ideas as to what causes all merchants/settlers from showing up? My trade depot is in the middle of a field and I see random merchants wandering around on the surface. I have an assigned broker. No trading or new dwarfs for about two years. If there's a stuck merchant somewhere holding things up how do I go about finding them? I get an infinite number of scholars and bards visiting and so many petitions from monster hunters that they're getting annoying to deny over and over. That would seem to imply that pathing isn't an issue?
|
# ? Dec 25, 2022 19:12 |
|
Is there a trick to marksdwarves I'm missing? I made a squad and they immediately started shooting all my iron bolts into archery targets. I thought they'd use wooden/bone bolts for training.PDP-1 posted:Any ideas as to what causes all merchants/settlers from showing up? My trade depot is in the middle of a field and I see random merchants wandering around on the surface. I have an assigned broker. No trading or new dwarfs for about two years. This happened to me early in my first new fortress, I think they got stuck because the escorts starting shooting a giant lovebird flying overhead and it made everyone around them panic. Missed about a year's worth of migrants and caravans.
|
# ? Dec 25, 2022 19:18 |
|
Ursine Catastrophe posted: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? Are you moving the unusable slopes askew by 1 tile every level transition? Here's mine that passes through a light aquifer https://i.imgur.com/6nJAmjy.mp4
|
# ? Dec 25, 2022 19:37 |
GruntyThrst posted:The first time I tried this I deleted the old file and replaced it with the downloaded one. That didn’t work- but pasting the contents over the original file DID work. I don’t know if the original file has some special flag a regular .txt file doesn’t have or what but I had another person with the same issue and doing it this way fixed it for them as well. It's strange that this has occured, the file itself was a right click > copy/paste job of the file itself, and then the modifications made to individual strings. Anyway, glad there's a workaround for anyone having problems with it.
|
|
# ? Dec 25, 2022 19:37 |
|
What exactly do I have to do to make dwarves respect burrows? A wereape showed up, so I made a burrow, added everyone, and ordered them to hide inside behind some closed doors, but my dwarves instead immediately started running out to haul all the dead animals the wereape was slaughtering on the surface. Edit: That was with gather mats outside of burrow disabled. Broken Cog fucked around with this message at 20:03 on Dec 25, 2022 |
# ? Dec 25, 2022 19:59 |
|
First fort: Started the tutorial, accidentally closed the prompt. No problem, I kind of have an idea of what to do... And 4 dwarves killed by giant crows, 2 severely injured. I guess I should have put in a front door. Second fort: Started the tutorial (kept the prompts open) dug a hole straight down because it said to, built a little tower with a door to protect it. Things going pretty well, a couple years in but I'm not getting any migrants or caravans, lots of guests coming and joining though. Retired the fort and saw it was because my civilization was on the other side of the map from me. Unretired the fort and all my zones and work orders are messed up, dwarves moved furniture in weird spots and built random workshops. Ok, I don't want to deal with this, time for another. Third fort: Going strong, drawbridge entrance, played around with making a cistern for a fresh water well (the pond well in the tavern was full of blood, dirt, wine, and the patrons kept swimming in it). Didn't flood the fort due to coincidentally seeing a post on controlling water pressure. Most workshops up and running, figured out how to make soap and clothes, still figuring out books for my library but I got scrolls. Forgotten beast popped it's heads in to say hi and left, only issue are occasional cavern beasties running up my stairs. Fixed that by having my dwarves train in the caverns at the foot of the stairs, fighting off any seiges with ease. 200 pop, got a barony, nearby settlements under me, Nobles happy, most dwarves happy. Went to load it up and the game crashes... Every time. Not quite the FUN I was expecting, going to take a break and see if a hotfix resolves this, otherwise going to reroll and take my new knowledge into a bigger and better fort. EDIT: this is a Gangtag application if that is still happening monkay fucked around with this message at 20:28 on Dec 25, 2022 |
# ? Dec 25, 2022 20:06 |
|
Broken Cog posted:What exactly do I have to do to make dwarves respect burrows? Burrows don't seem to be the "stay here no matter what" that everyone thinks they are, they're just...."heavy recommendations" to stay in the area as long as there's a job for you in it. Dwarves with no jobs won't just go to a burrow automatically, they'll just look for jobs they can do in the burrow and if there's no jobs for them in the burrow oh well Useful for stuff like making sure people working in workshop A don't go traipsing across the map for wood or stone, but it's not the old civilian alarm thing, at least right now. One option someone mentioned earlier was set up the burrow and also set up a bunch of stone smoothing tasks but it doesn't even seem to cancel anyone's current job, if they're already locked into "pick up loot near the deadly werebeast" jobs.
|
# ? Dec 25, 2022 20:44 |
|
Gyoru posted:Are you moving the unusable slopes askew by 1 tile every level transition? Here's mine that passes through a light aquifer I actually figured it out; it was either - The game doesn't like 180 switchbacks from one level to the next, or - Having an actually usable-by-people ramp ironically wasn't seen as passable I fixed those two issues and the next caravan passing found it fine so
|
# ? Dec 25, 2022 21:04 |
|
The elves have brought a grown lignite pedestal. That would be a time consuming process.
|
# ? Dec 25, 2022 21:25 |
I feel like the elves are just lying at this point. "Oh yeah this is totally grown. Absolutely. Yup. Right out the ground saw it myself - ignore the sawdust. Cut down any trees and I'll have your head okay bye."
|
|
# ? Dec 25, 2022 21:28 |
|
It's more like, "Well we dig a hole in the ground, throw some rotten kitchen scraps in there and cover it with a huge boulder. Then we let it sit for, ohhhh, say 30 or 40 million years."
|
# ? Dec 25, 2022 21:32 |
resistentialism posted:It's more like, "Well we dig a hole in the ground, throw some rotten kitchen scraps in there and cover it with a huge boulder. Then we let it sit for, ohhhh, say 30 or 40 million years."
|
|
# ? Dec 25, 2022 21:37 |
|
|
# ? Jun 3, 2024 13:06 |
|
Got an interesting visitor They're stuck in a nearby stream Edit: Actually, how do I get people out of streams? There's 2 poets and a zombie dwarf stuck in one near my fort. Digging channels or downward staircases doesn't seem to work. Broken Cog fucked around with this message at 21:59 on Dec 25, 2022 |
# ? Dec 25, 2022 21:52 |