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but how do i solder good then?????
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# ? Jan 2, 2023 18:27 |
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# ? Jun 12, 2024 14:40 |
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Pierson posted:Is flux stone treated like gems/other ores and I get pop-ups about it that I can zoom to? I know the furnace will let me know if I don't have it but I definitely embarked on a flux stone layer and have dug out a poo poo-ton of space and not seen any so far. Could be just unlucky I guess. In addition to what others mentioned, be aware that flux is found almost exclusively close to the surface, in my experience between 0-20 layers below the soil layer.
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# ? Jan 2, 2023 18:30 |
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Asterite34 posted:Go to the Units menu and look at the tab with all the animals, and check the box with the meat cleaver for the ones you want to turn into steaks, then go tell the butcher workshop to get chopping. That last part isn’t even necessary in my experience, any animals tagged for slaughter will be led to the butcher and put down as soon as there’s a dwarf available to do the hauling.
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# ? Jan 2, 2023 18:41 |
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Arts and crafts anger management program for dwarf
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# ? Jan 2, 2023 18:44 |
Gooses and Geeses posted:I'm confused by the behaviour of my marksdwarves. I'm gonna go ahead and guess there's no ceiling and they're straight up jumping/climbing over the wall, build a staircase up another z-level and construct some floors above, that should keep them in place, place a hatch over the stairs on the upper level and lock it if you wanna be sure and are still having trouble. Most creatures can climb at least two z levels so something to bear in mind when constructing your defences. They shouldn't be able move through the fortification itself though so if it's set up as I described, I'm sorry but I have no idea what's happening that sounds more like a bug. Only other thing I can think of is, are they actually training with the crossbows at an archery range? If they don't have any training with them they'll often prefer to bite or wrestle or use the weapon as a blunt instrument, though that still shouldn't let them teleport through walls but they should shoot through them assuming they know which end of the crossbow to point toward the enemy.
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# ? Jan 2, 2023 18:46 |
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AnarkiJ posted:I'm gonna go ahead and guess there's no ceiling and they're straight up jumping/climbing over the wall, build a staircase up another z-level and construct some floors above, that should keep them in place, place a hatch over the stairs on the upper level and lock it if you wanna be sure and are still having trouble. Most creatures can climb at least two z levels so something to bear in mind when constructing your defences. Ah! I think this is going to be the problem. Thank you! I'll get to building.
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# ? Jan 2, 2023 18:47 |
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Archers are just also super broken from my experience so good luck getting them to actually fire an arrow
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# ? Jan 2, 2023 18:57 |
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Comrade Koba posted:That last part isn’t even necessary in my experience, any animals tagged for slaughter will be led to the butcher and put down as soon as there’s a dwarf available to do the hauling. There's a toggle for this (and a ton of other very useful things) in the "Standing Orders" tab of the labor menu
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# ? Jan 2, 2023 19:27 |
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I use a burrow to have the archers positioned right at the battlements, too, not a station command. It worked alright in one goblin invasion. The roof is definitely key though. I also roofed around the outside square so nothing can climb up.
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# ? Jan 2, 2023 19:28 |
Big Mackson posted:how do i butcher things? it says i need a corpse but i dont know how to kill my own animals help, my family is starving
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# ? Jan 2, 2023 19:53 |
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Zereth posted:Don't cut gems except Large ones not have quality? It's the setting them that generates quality? So you should swap the levels of Cutter and Setter. Worth noting that sometimes cutting a gem will produce an item like a scepter/amulet/other craft instead of a gem, and gem cutter does affect quality in that case. Might not be worth investing in early though, since mostly you just get cut gems.
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# ? Jan 2, 2023 20:03 |
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Redeye Flight posted:Ooh, and that even looks nice, too. How're you getting the power out of those ones, though, they don't look like they're hooked up to anything? Griz posted:both tiles of the pump can transmit and receive power, and will connect to other machine parts vertically Yup, on those I had channels above them with gear assemblies connected to axles running to the stuff they powered.
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# ? Jan 2, 2023 20:09 |
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Automine is phenomenal until suddenly it's not, drat. Started a new fort on a map with a lonely limestone outcropping sticking up out of the dirt. Got a notification I'd discovered a cave, and sure enough in the face of this outcropping there's an entrance. I decided to use it as the entrance to my fort, going au naturel with no stairs, just the upward/downward ramps of the cave as the path through my fortress. Set up my usual rooms and workshops, things are going great. Some exploratory digging later I chance upon noticing that my miner toiling away in the depths is starving, dehydrated, and "hunting for small animals". It seems that although inching my way downwards in the cave and tagging all the silver, gold, and gems I could find with the automine option seemed like a good way to check out the lower levels, that feature can have the miner accidentally wipe out of existence the upward ramp that provides their path back to the surface (i.e. booze). I scrambled to dig new access to get them back, and although it was tense I managed to save the day! Most importantly, of course, I learned a valuable lesson and took it to heart. Just kidding it happened again and they died. From the surface level of -1, I had made it down to -104 and had the game running in the background waiting for the fog of war to lift when the miners got close enough. After a suspicious lack of progress I checked and found both dwarves listed as missing, after which I manually scrolled through Z levels to find their washed out, sad little corpses myself. I can't see the actual up/down ramp that's missing this time, so either it's just hard to see or I really did get greedy and dig too deep, so far that they couldn't get back to the food and drink in time. Neither would surprise me. I have fewer than 30 dwarves so far, and hadn't planned on burial chambers just yet, but no time like the present! Stupid mistakes still put a smile on my face after all these years, and I still cannot believe how much I love to suck at this game.
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# ? Jan 2, 2023 20:15 |
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I need to make a malachite statue for my mayor and I have 20 malachite, including a piece in the stockpile directly outside my stoneworker. They will not start it, canceling the job over and over for "needs malachite." Any way of troubleshooting this?
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# ? Jan 2, 2023 20:16 |
Is the workshop set to only take stone from a different pile? Is the pile set to only give stone to another workshop? e: oh yeah, malachite is an ore, not a regular stone. Not sure they’ll do that, you may have an impossible mandate. I think you might be able to put malachite studs on a statue and it’ll count? e: vvv there ya go
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# ? Jan 2, 2023 20:19 |
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emdash posted:I need to make a malachite statue for my mayor and I have 20 malachite, including a piece in the stockpile directly outside my stoneworker. They will not start it, canceling the job over and over for "needs malachite." Any way of troubleshooting this? Malachite is an ore for copper and thus starts off restricted from any craft uses (I think, Im at work and cant check). Go to the stone submenu and remove the restriction.
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# ? Jan 2, 2023 20:20 |
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emdash posted:I need to make a malachite statue for my mayor and I have 20 malachite, including a piece in the stockpile directly outside my stoneworker. They will not start it, canceling the job over and over for "needs malachite." Any way of troubleshooting this? Is the workshop set to take from a specific stockpile? If it is, it will not take from anywhere else.
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# ? Jan 2, 2023 20:21 |
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Telsa Cola posted:Malachite is an ore for copper and thus starts off restricted from any craft uses (I think, Im at work and cant check). Go to the stone submenu and remove the restriction. Awesome, that worked, thank you
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# ? Jan 2, 2023 20:21 |
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Gooses and Geeses posted:I'm confused by the behaviour of my marksdwarves. Marksdwarves need to be of a skill level of accomplished or higher to fire through fortifications unless they are right next to it. I would make a gently caress ton of bone bolts and set up a range or capture enemies for target practice as you gain a huge amount more firing at a live enemy then you do at targets. Not super helpful in the mean time though. A lot of folk will make arenas where they will strip captured goblins or put hostile creatures in the pit and then have their military practice fighting with them since you gain a poo poo ton more combat skills through actual combat over training. If you are worried about the cave bear mauling your dwarves you can have a pit zone set up and drop them in from a height which should break a few bones on them. With marks dwarves you can just have them across a gap or something. Telsa Cola fucked around with this message at 20:26 on Jan 2, 2023 |
# ? Jan 2, 2023 20:22 |
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Pierson posted:Is flux stone treated like gems/other ores and I get pop-ups about it that I can zoom to? I know the furnace will let me know if I don't have it but I definitely embarked on a flux stone layer and have dug out a poo poo-ton of space and not seen any so far. Could be just unlucky I guess. Flux stone is all considered economic stone, I forget if you get an announcement for it but you can set up a small economic stone only stockpile near your forge and that way your dwarves can haul poo poo there and you can see at a glance what you got. If they put poo poo there it's either a flux stone, a source of coal, used for porcelain, or used to make plaster. You can fine tune as you need.
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# ? Jan 2, 2023 20:28 |
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Are targets still in the game or do you just throw down a range?
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# ? Jan 2, 2023 20:29 |
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Benagain posted:Are targets still in the game or do you just throw down a range? I think they are under the military building tab. But you need the zone too. I don't know if they patched it or not, but I remember it being more efficient (had to do with how the task/training got assigned) to have a narrow range assigned to each target rather than one large range with several targets. But I might just have been imagining things.
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# ? Jan 2, 2023 20:31 |
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Crackmaster posted:Automine is phenomenal until suddenly it's not, drat. Started a new fort on a map with a lonely limestone outcropping sticking up out of the dirt. Got a notification I'd discovered a cave, and sure enough in the face of this outcropping there's an entrance. I decided to use it as the entrance to my fort, going au naturel with no stairs, just the upward/downward ramps of the cave as the path through my fortress. Set up my usual rooms and workshops, things are going great. I'm curious how you did the designations, because I've not yet had a dwarf follow a vein "down"-- they've only followed automine designations horizontally, and I don't know if that means I got lucky with no veins running across z-levels or what
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# ? Jan 2, 2023 20:35 |
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Ursine Catastrophe posted:I'm curious how you did the designations, because I've not yet had a dwarf follow a vein "down"-- they've only followed automine designations horizontally, and I don't know if that means I got lucky with no veins running across z-levels or what To be fair I sort of designated a few individual tiles and moved on, then came back later to discover the issue, but as I recall their digging only ever expanded horizontally, they never moved up or down. The problem I think is that on the same level there was a naturally occurring upward ramp that was made of the same material I wanted them to mine (I moused over the walls but never really paid attention to what the floors were made of). I had expected automine to only give out "dig" designations, not the kind that eliminate ramps or carved stairs, but I think I was wrong. If it's not that then I'm doing some other dumb thing, which honestly I wouldn't put past me.
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# ? Jan 2, 2023 20:45 |
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Crackmaster posted:To be fair I sort of designated a few individual tiles and moved on, then came back later to discover the issue, but as I recall their digging only ever expanded horizontally, they never moved up or down. The problem I think is that on the same level there was a naturally occurring upward ramp that was made of the same material I wanted them to mine (I moused over the walls but never really paid attention to what the floors were made of). I had expected automine to only give out "dig" designations, not the kind that eliminate ramps or carved stairs, but I think I was wrong. I forget exactly how it works (probably on the wiki) but if you dig out certain normal squares around ramps it reverts the ramp to an open/nonramp space. Which is possibly what happened. Telsa Cola fucked around with this message at 20:53 on Jan 2, 2023 |
# ? Jan 2, 2023 20:49 |
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Auto will mine out anything the normal mining designation will get rid of, so not stairs What auto will happily do is mine out damp/warm stone that you already know about, I barely stopped my miners from breaching a volcano because a hematite vein stretched 70 tiles from where it started
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# ? Jan 2, 2023 20:51 |
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wait, there's auto mine? gently caress
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# ? Jan 2, 2023 20:55 |
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Some tasks you can look up additional information on with the magnifying glass in the Citizens tab. Specific performance information is hilariously over detailed. Oh. Sure, yeah, I see.
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# ? Jan 2, 2023 20:58 |
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Azhais posted:Auto will mine out anything the normal mining designation will get rid of, so not stairs Yeah, they'll also drill right into the caverns which is something to watch out for if you keep them walled off. I pretty much only use automine if I'm going to actively keep an eye on what they're doing.
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# ? Jan 2, 2023 20:59 |
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Azhais posted:Auto will mine out anything the normal mining designation will get rid of, so not stairs why the gently caress will automine dig those out, but there's no option to say "yes I know you're one z-level above the magma sea, please for the love of god just dig this hallway out without me having to lock you in and babysit you"
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# ? Jan 2, 2023 21:00 |
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I do kind of wish there was a mining mode which would let you automine any stone, not just economic stones. Like you don't want to have the autominer be able to select granite by default but I'd love to be able to declare bauxite and kimberlite autominable to get at the gems they're hiding.
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# ? Jan 2, 2023 21:00 |
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You can always use the advanced form of automine: designating a non-auto mining box around an entire floor
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# ? Jan 2, 2023 21:06 |
The described interaction can occur with purely horizontal digging. If you're using ramps to move between Z-levels, it is very possible for your automine designation to remove the walls around the ramp. This not only makes it unusable, but usually makes it cease to exist.
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# ? Jan 2, 2023 21:06 |
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It doesn't make you fully immune to automine shenannigans but recently I've been creating a mineshaft entrance separate from my base, that way if anything goes wrong, it's easy to just seal the entire thing off and dig in somewhere else.
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# ? Jan 2, 2023 21:15 |
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Can always just make a pocket around the stairwell when you dig out a level, very easy to wall up if something should go wrong.
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# ? Jan 2, 2023 21:16 |
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Ursine Catastrophe posted:why the gently caress will automine dig those out, but there's no option to say "yes I know you're one z-level above the magma sea, please for the love of god just dig this hallway out without me having to lock you in and babysit you" please god yes this was a nightmare when I was making my magma gun setup on another topic, this minotaur has no chill
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# ? Jan 2, 2023 21:19 |
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Horizontal hall way after like 20 or so levels full of traps and doors you can lock, hallway leads to another shaft down. Also decent place to stage a squad if a big bad is coming up.
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# ? Jan 2, 2023 21:19 |
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Ursine Catastrophe posted:why the gently caress will automine dig those out, but there's no option to say "yes I know you're one z-level above the magma sea, please for the love of god just dig this hallway out without me having to lock you in and babysit you" Only known dangerous stones. It'll stop same as normal mining if it uncovers a new warm stone. Volcanos mark the whole shaft as warm stone the second you embark so it's extra dangerous to auto (fortunately 99% of those blocks are obsidian and won't get auto mined, I just happened to have a z-level with 4 hematite blocks as volcano wall) e: also auto doesn't seem to mine out tiles marked as blueprints
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# ? Jan 2, 2023 21:33 |
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Most recent fort is my most successful yet. Danger-wise, there have been no raids, no monsters, and no plague of agitated wildlife for over three years. Occasionally, a human or two will defy us to keep him from something called the Anvilworks, and we always manage to kill them quite handily. Naturally, I'm going to start building up my military to raid surrounding areas.
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# ? Jan 2, 2023 21:35 |
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# ? Jun 12, 2024 14:40 |
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Just had a weird bug. Noticed some merchants meandering around a field, upset for having not done [everything] in a long time. Then I realized I hadn't had merchants (or migrants) visit in ages. Checked my trade depot and it was full of goods that were not mine. Destroyed it and built a new one and lo and behold I finally got some migrants soon after. Hope nobody gets mad I stole their forgotten wares!
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# ? Jan 2, 2023 21:41 |