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Clocks
Oct 2, 2007



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.

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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

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?

Valtonen
May 13, 2014

Tanks still suck but you don't gotta hand it to the Axis either.

tak posted:

use the "adjective" button to add "sand containing items" iirc

Sand-bearing

Broken Cog
Dec 29, 2009

We're all friends here
Speaking of other lands, sometimes you get messages of nearby sites popping up "Economically linked to your settlement", does that do anything?

nielsm
Jun 1, 2009



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.

Dante
Feb 8, 2003

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

Broken Cog
Dec 29, 2009

We're all friends here
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.

BlankSystemDaemon
Mar 13, 2009



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.
If you find it, I'd love to hear about it.

corgski
Feb 6, 2007

Silly goose, you're here forever.

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.

DawnOfMinstrel
Jun 27, 2013

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?

Mr E
Sep 18, 2007

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.

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum
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

HiroProtagonist
May 7, 2007
merry christmas dorfs, enjoy some vintage SA DF content I found on randomwaffle

Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!
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.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

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.

DarkAvenger211
Jun 29, 2011

Damnit Steve, you know I'm a sucker for Back to the Future references.
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.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

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.

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum

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

duck monster
Dec 15, 2004

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

Broken Cog
Dec 29, 2009

We're all friends here

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.

duck monster
Dec 15, 2004

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?

GruntyThrst
Oct 9, 2007

*clang*

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?

GruntyThrst
Oct 9, 2007

*clang*

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.

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.

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.

Khanstant
Apr 5, 2007

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 :(

From what I understand the only real threat would be large enough goblin raids that my dwarves pass out before killing them all. I am fully 100% incapable of not min/maxing everything in games though, so I also have archer dwarves training and ballistas lining the roof and I don't think large goblin raids would be much more than an annoying slog.

That being said I don't exactly want more combat difficulty, I want Things To Go Wrong, which I think my min/max playstyle pretty much prevents. Like, I'm not capable of not placing a fortification barracks at the entrance to my base so that fully-geared soldiers are always standing at the entrance training and will spot and solve any problems on their own as soon as I get the notification. I can't bring myself to build my barracks anywhere else because that would just be inefficient and poor design :colbert: I set up guard patrols around the tavern and around anywhere my artifacts are stored, which means they never get stolen. I don't have a tavernkeeper so there are no drunken antics because no one ever drinks to excess. I've never had necromancers or vampires act up which I assume is because they're under the watchful eye of the town guard 24/7. And the idea of "not doing that" is anathema to how I play videogames (optimizing everything) so :shrug:

Not saying any of that as a knock against Dwarf Fortress but that's just why the world generator is becoming more interesting to me than the game itself, the ways that things get put together are pretty fascinating here and gives me ideas for cool fort gimmicks which I'll spend a couple hours building then be done with :v:

e: The only consistent Problem I've had is werebeasts which aren't fun because it doesn't seem like there's anything you can do about them - like I can't figure out who's infected before they transform (?). Other people have clever solutions like locking them in rooms before they transform but the only way werebeasts play out for me is: They appear, they get decapitated, then a bunch of my dwarves spontaneously transform into them at a later point in time and also get decapitated. But that's just a dumb chain reaction thing where they infect more and more dwarves each time and no one ever survives their time transformed because my military is too strong and eliminating them from my population is the only optimal choice.

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.

Khanstant
Apr 5, 2007

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.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

GruntyThrst posted:

That’s pretty crazy, what processor do you have?

AMD Ryzen 7 5800X that I bought early last year

Dr. Fraiser Chain
May 18, 2004

Redlining my shit posting machine


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

PDP-1
Oct 12, 2004

It's a beautiful day in the neighborhood.
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?

Magil Zeal
Nov 24, 2008

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.

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?

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.

Gyoru
Jul 13, 2004



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

thunderspanks
Nov 5, 2003

crucify this


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.

Broken Cog
Dec 29, 2009

We're all friends here
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

monkay
Aug 5, 2012

The official sad poster
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

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum

Broken Cog posted:

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.

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.

Ursine Catastrophe
Nov 9, 2009

It's a lovely morning in the void and you are a horrible lady-in-waiting.



don't ask how i know

Dinosaur Gum

Gyoru posted:

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

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

resistentialism
Aug 13, 2007

The elves have brought a grown lignite pedestal. That would be a time consuming process.

Macdoo
Jul 24, 2012

Bad Tabletop Opinions Haver
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."

resistentialism
Aug 13, 2007

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."

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



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."
They import it from Valinor, where it's being mined out of the ground by dwarfs

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Broken Cog
Dec 29, 2009

We're all friends here
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

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