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So I had sealed off the caverns because of this monster Was afraid he was gonna rule for awhile, but then a glass beast showed up and uh.. green glass = ultimate killing machine
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# ? Dec 30, 2022 23:04 |
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# ? Jun 13, 2024 06:15 |
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my dad posted:Oh, right, iirc leather armor lets you train armor skill, which is pretty much its best use outside of the leather torso armor also being decent padding to have under mail before you start making plate. The problem with such "training" armor is that the dwarves might get attached to it. Mail first and then adding other stuff is good also because all the pieces are things you want to keep. Also, I really want someone to have a long talk with Tarn about the historical purpose and importance of linen/cotton armor. A padded jack is just much better armor than anything you can make out of leather, and also much better than mail only (although once you are wearing a jack, mail is a great improvement), and completely ignored by popular culture, probably largely because it looks stupid.
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# ? Dec 30, 2022 23:06 |
Affi posted:I have the most misanthropic dwarf ever. In my experience, not much. I had a militia commander (due to skills) that hated everything and wanted to spend time with a non-existant family, eventually started tantruming and "being dizzy" and I just kicked her out. She had like 4 best friends she could have spent any time with at all if she wanted to be happy.
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# ? Dec 30, 2022 23:08 |
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When I found the cavern in my current game, I noticed it was remarkably chill. Now I know why. Come to the world's safest fort! Pay no mind to the bored olm stuck on tower caps.
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# ? Dec 30, 2022 23:18 |
Affi posted:I have the most misanthropic dwarf ever.
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# ? Dec 30, 2022 23:26 |
Broken Cog posted:Speaking of, anyone tried out the screw pump training stat for new squads? I tried this with a particularly weak recruit who couldn't even carry a crossbow without being massively slowed down. after like a year they were expert pump operator and still weak so they got undrafted.
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# ? Dec 30, 2022 23:33 |
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Griz posted:I tried this with a particularly weak recruit who couldn't even carry a crossbow without being massively slowed down. Ah, shame, I seem to remember it being a thing once upon a time, might not have made it into the steam version. Thanks for testing though!
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# ? Dec 30, 2022 23:39 |
Try doing it with a reservoir of some kind not just the open air? Just in case it's somehow using that.
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# ? Dec 30, 2022 23:42 |
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Had my first big caravan come through today. I thought wagons straight-up weren't implemented in the Steam version but gently caress me, they actually went and did it. I guess you have to be a barony first before they start showing up? Overall I am really impressed by how good the performance on the Steam version is so far. I have been playing DF on/off for like a decade now but I've never had a fort go over roughly 110 dorfs because it just turns into a slideshow past that point. I'm up to about 150 now and its still chugging along mostly fine.
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# ? Dec 30, 2022 23:43 |
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Also I uncovered the first cavern layer while I was excavating the main shaft of my fort; I quickly walled it up since I didn't have a military yet and didn't want every dwarf and their cat running down there to gather thread until I cleared it out. I'm in the process of setting up a proper guard now, but its been a few in-game years since then and its been pretty funny and horrifying watching the uncovered parts get progressively wrecked. There used to be a peaceful ant-man tribe just chilling out in one corner. Used to be. They slowly got whittled down by herds of crocodiles, trolls and troglodytes edging in on their turf until all that was left was a bunch of rotting corpses and a layer of viscera coating every available surface in their old den. The most recent shake-up was a forgotten beast rolling in; a giant three-eyed spider with a venomous sting that proceeded to mulch every trog it came across, leaving a bloody trail of destruction in its wake. Somehow the little fuckers actually managed to take it down just through the sheer number of injuries in wracked up after a while. Turns out even literal cavemen can still take down ancient horrors from the depths!
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# ? Dec 30, 2022 23:59 |
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hmm how many z-levels tall should i make this guard tower
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# ? Dec 31, 2022 00:00 |
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Broken Cog posted:Ah, shame, I seem to remember it being a thing once upon a time, might not have made it into the steam version. Thanks for testing though! I'm not sure if it trains strength, but I found an issue with quantum stockpiles that potentially leads to great strength training. deep dish peat moss posted:I tried to stick furniture, gems, and finished goods all in a quantum stockpile but I didn't really think it through; since gems and finished goods get stored in bins and you can only set a maximum of 1 bin to a 1x1 tile storage, my dwarves have been in a constant loop of shuffling these bins around for over a year that I've been too lazy to fix Unfortunately I no longer have that save to check if everyone has super high Strength, but basically with this quantum stockpile setup they repeatedly haul bins full of gems or finished goods between the two stockpiles shown in the screenshot - they haul it to the big one, minecart it into the small one, then haul it back into the big one. deep dish peat moss fucked around with this message at 00:08 on Dec 31, 2022 |
# ? Dec 31, 2022 00:04 |
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MechanicalTomPetty posted:Overall I am really impressed by how good the performance on the Steam version is so far. I have been playing DF on/off for like a decade now but I've never had a fort go over roughly 110 dorfs because it just turns into a slideshow past that point. I'm up to about 150 now and its still chugging along mostly fine. Same here, but also my computer today is more powerful than the one I was playing DF on long ago. In a few ways DF was ahead of it's time
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# ? Dec 31, 2022 00:09 |
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is there a way in the work orders to set a MAKE ROCK CRAFTS order to repeat, as long as there are, let's say, "less than 200 rock crafts"? i can do it for "200 rock figurines" but i was wondering if there's some kind of "trade good" or "craft" category broadly
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# ? Dec 31, 2022 00:19 |
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hbag posted:hmm how many z-levels tall should i make this guard tower A few at a time.
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# ? Dec 31, 2022 00:19 |
Love the Highlander nature of forgotten beasts. I started using the Tavern as my militias training area since I've been getting loads of loving were-creatures. One of them got bit because he wasn't wearing his issued boots. I designated him a lone squad member and banished him to patrol the magma chamber beneath a locked hatch
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# ? Dec 31, 2022 00:25 |
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Jinnigan posted:is there a way in the work orders to set a MAKE ROCK CRAFTS order to repeat, as long as there are, let's say, "less than 200 rock crafts"? i can do it for "200 rock figurines" but i was wondering if there's some kind of "trade good" or "craft" category broadly You could try making your trade good rock mugs instead of 'crafts'. They're the same value per rock IIRC and they're only a single consistent item type.
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# ? Dec 31, 2022 00:30 |
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i asked in the discord and this was someone's example. maniacs. these are all AND conditions so if any one of those hits 100 then none of it goes. alright e: i tried to do this for rock but you can't do "rock." you have to do "dolomite" or whatever. argh just gonna have to brute force it with 999 rock crafts every once in a while Arcvasti posted:You could try making your trade good rock mugs instead of 'crafts'. They're the same value per rock IIRC and they're only a single consistent item type. Jinnigan fucked around with this message at 00:45 on Dec 31, 2022 |
# ? Dec 31, 2022 00:32 |
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Jinnigan posted:i asked in the discord and this was someone's example. maniacs. the less-insane method would just be set a workshop to your good crafter doing rock crafts on repeat, I could have sworn there was a generic "rock craft" work order though...
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# ? Dec 31, 2022 01:08 |
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First I got a cavern invasion of what appeared to be eight amphibian men, but they each seemed to spawn two cavern crawlers upon engaging. I lost about 30 of 150 dwarves to this and all my squads were hosed. A single martial trance saved the day. Then the game crashed deep into my next seasonal save, killing over an hour of rebuilding work. Ah well. Time to roll up a new one with all my new knowledge.
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# ? Dec 31, 2022 01:33 |
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Veryslightlymad posted:A few at a time. ? im not sure what you mean im building a tower for my crossbow guys to shoot from
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# ? Dec 31, 2022 01:37 |
This guy was convicted of espionage against Coallancer. Sentence: 300 days in jail. He's a ghoul so he won't starve or die of thirst, so I decided to take matters into my own hands and immure his rear end. Because he can't die, he will be chained up in that dark little room forever. Dwarven justice.
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# ? Dec 31, 2022 01:42 |
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hbag posted:hmm how many z-levels tall should i make this guard tower goblins can jump at least 2-levels in my experience so a little higher than that. Keep in mind that each z-level counts against your range, theres no benefit to height other than LOS and safety. anyone have any success with siege weapons?
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# ? Dec 31, 2022 01:43 |
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I got the crash on "Loading Units" bug the people think come from either cavern invasions or forgotten beasts and it really sucks. I was at least able to go to an autosave and retire the fort so I can still use the world
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# ? Dec 31, 2022 01:47 |
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hbag posted:? im not sure what you mean It was a bad joke. The idea being "keep building".
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# ? Dec 31, 2022 01:54 |
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when looking at personality traits of possible military recruits, I'm assuming I should avoid things like "actively avoids exciting or stressful situations", and "doesn't stick with things if even minor difficulties arise"? Basically anything that sounds like "this dude would not like to fight" should be reason to pass on them? Or am I overthinking it?
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# ? Dec 31, 2022 01:54 |
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Buschmaki posted:I got the crash on "Loading Units" bug the people think come from either cavern invasions or forgotten beasts and it really sucks. I was at least able to go to an autosave and retire the fort so I can still use the world If you can still load that autosave before you retired your fort, you can disable cavern dwellers (settings>difficulty>custom settings and set both cavern dweller scale and cavern dweller maximum attackers to 0) and it should be okay to proceed forward from there without running into the generation of units that cause the crash. I had do that on mine, lost about three hours of game, but better than starting over and I was able to get past the year/season that was consistently corrupting my save.
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# ? Dec 31, 2022 01:55 |
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A goblin shot a visitor's nose clean off with a crossbow. That is a hell of a shot. I'm also impressed there is a specific icon for this. (edit): this rear end in a top hat was stealing one of my artifacts! He deserved the nose-ectomy
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# ? Dec 31, 2022 02:04 |
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Buschmaki posted:I got the crash on "Loading Units" bug the people think come from either cavern invasions or forgotten beasts and it really sucks. I was at least able to go to an autosave and retire the fort so I can still use the world I had a load crash, ironically, when I tried to load back into my "real" timeline after doing those aggro tests upthread I've got invaders turned off and I'm hoping it doesn't turn into A Thing for this fort, but here's hoping they can suss out what's going on under the hood (or at least get a save mod app going to fix it manually)
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# ? Dec 31, 2022 02:04 |
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neogeo0823 posted:when looking at personality traits of possible military recruits, I'm assuming I should avoid things like "actively avoids exciting or stressful situations", and "doesn't stick with things if even minor difficulties arise"? Basically anything that sounds like "this dude would not like to fight" should be reason to pass on them? Or am I overthinking it? afaik any dwarf in a squad will fight to the death, to the point where you can just slap all nearby dwarfs in an ambush into a squad to force them to go after the thing they were running away from seconds prior I'm also fairly sure minmaxing like that in this game doesn't matter remotely as much as their training and equipment, unless they've put hard caps on how superdwarvenly godlike a dwarf can train up to be
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# ? Dec 31, 2022 02:07 |
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I spent half an hour today messing around with labors trying to figure out why my dwarves weren't hauling food, only to discover in the end that I had accidentally clicked the toggle in the stockpile to only accept goods from certain workshops, which, if you don't specify anything, means dwarves will never haul to it.
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# ? Dec 31, 2022 02:26 |
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Arcvasti posted:You could try making your trade good rock mugs instead of 'crafts'. They're the same value per rock IIRC and they're only a single consistent item type. You can also just specify a specific type of craft like crowns or bracelets. (Ideally two in case of an export ban). But you still have to deal with the annoying materials stuff with rock. e: I am dumb and this is literally what you are suggesting Side note: Is there any benefit to giving dwarves both a tomb and an engraved slab? Like if I'm mass-designating tombs for everyone, is there any reason I should also engrave slabs when they die? Also, is there a way that I can get my dwarves to switch out bins that goods are stored in for different bins? I'm sick of my trade screen having 500 different tabs of bins for different bin materials and I want to switch everything to one single material type. deep dish peat moss fucked around with this message at 02:52 on Dec 31, 2022 |
# ? Dec 31, 2022 02:32 |
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# ? Dec 31, 2022 03:10 |
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deep dish peat moss posted:Side note: Is there any benefit to giving dwarves both a tomb and an engraved slab? Like if I'm mass-designating tombs for everyone, is there any reason I should also engrave slabs when they die? There's no requirement for both, you just want a slab engraved if you can't get their body in their coffin for reasons of corpse-destruction or generally being not accessible. I have noticed that even with slabs engraved, sometimes nearby tombs will still be auto-designated for a dead dwarf even if the coffin is empty, but with the crashiness of tomb designation I haven't wanted to actually gently caress with it Swapping out bins would be finicky, but if all you care about is literally everything being one bin type you could probably do it by - Tossing all your existing, empty bins of the wrong type - Designating a new stock pile, 0 bins allowed, sourcing only from an existing stockpile with bins - Continue to toss empty "incorrect" bins until they're gone, as your dwarves uncompress the old stockpile - Delete the intermediary binless stockpile and let the dwarves drag things back into the old stockpile, with only the correct bins available If you want to get really finicky and have a type of bin per type of stockpile, I don't know if that would be feasible without extreme micromanagement, since I think containers used in a stockpile ignore source/destination requirements set up for the stockpile itself, outside of "making sure bins of the right type are always the closest one to that stockpile and praying" Ursine Catastrophe fucked around with this message at 03:18 on Dec 31, 2022 |
# ? Dec 31, 2022 03:16 |
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the only big naturals I'll accept as canon is beards
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# ? Dec 31, 2022 03:17 |
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My tavern gets some good visitors.
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# ? Dec 31, 2022 03:20 |
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punishedkissinger posted:goblins can jump at least 2-levels in my experience Are goblin thieves an exception to that? I only had a 1 level high surrounding a 2 level “keep” over the stairs into the fort proper. I spotted some thieves heading in so I raised the drawbridge in the curtain wall and they immediately gave up and walked back off the map
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# ? Dec 31, 2022 03:49 |
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So I need to get rid of some... children. I looked up that making a burrow on a spike trap is the way to go, but I've assigned them to the burrow and they're not moving to it. What do?
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# ? Dec 31, 2022 03:52 |
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jeepers theres a lot to learn. does anyone have recommended 5-10 minute videos on: 1. managing your animals? from gelding to pasturing to leatherworking? 2. the squad system. man what 3. getting a metal economy going i still haven't found my cave dwelling yet so im still farming in surface soil. how does fertilizing work? i've got ash and potash production going, to just need to make sure the field 'has' fertilizer, and re-up every few seasons?
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# ? Dec 31, 2022 03:58 |
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# ? Jun 13, 2024 06:15 |
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neogeo0823 posted:when looking at personality traits of possible military recruits, I'm assuming I should avoid things like "actively avoids exciting or stressful situations", and "doesn't stick with things if even minor difficulties arise"? Basically anything that sounds like "this dude would not like to fight" should be reason to pass on them? Or am I overthinking it? they'll fight but you might traumatize them slightly more than you would with other soldiers, probably
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# ? Dec 31, 2022 04:02 |