UP AND ADAM posted:Watch yourself, that's a legendary poet Soon to be a legendary poet necromancer.
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# ? Jan 3, 2023 15:57 |
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# ? Jun 4, 2024 02:29 |
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I have one of those guys too. I’m pretty sure he ate a guy but nobody saw him. He likes to get as close as he can to my artifacts..
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# ? Jan 3, 2023 15:58 |
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are old graphics tilesets compatible with the new steam release? should i just wait for brand new graphics releases?
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# ? Jan 3, 2023 16:03 |
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Jinnigan posted:first of all, thats hilarious That's my Gorlak monster slayer resident. I didn't know they could be full, intelligent units until he showed up one day. I thought they were just friendly wild animals - I even had one chained up in my entry hallway in my old fort as a greeter... Edit: here's his sheet
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# ? Jan 3, 2023 16:25 |
i miss dwarf therapist
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# ? Jan 3, 2023 16:38 |
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ChickenWing posted:i miss dwarf therapist I really, really, really don't.
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# ? Jan 3, 2023 16:41 |
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i hope the codebase for this game isnt too broken to add search functions to every list. that and not have a "remove furniture" painter are the two big issues for me rn. might also be nice to not have to select material every single time you place an object.
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# ? Jan 3, 2023 16:48 |
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I always struggle to find the right dwarves to train for military. Are people really going through their 10+ new immigrants each time and picking out the ones with armor/martial skills? Is there any potential downside to training 24/7 like dwarves not getting to socialize or something worse? I think the biggest military I've ever had was like 20 dwarves and I only had them training every other month like weekend warriors.
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# ? Jan 3, 2023 16:52 |
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My QoL request is the ability to save preset profiles of work orders/standing orders/squad equipment & schedules/etc and transfer them between saves. For how frequently you're expected to start new fortresses, I feel like the tedium of doing that could be alleviated somewhat. Or at the very least, create a task that's just "smelt all ore" so I don't have to make orders for all 16 different kinds or whatever
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# ? Jan 3, 2023 16:53 |
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punishedkissinger posted:i hope the codebase for this game isnt too broken to add search functions to every list. that and not have a "remove furniture" painter are the two big issues for me rn. might also be nice to not have to select material every single time you place an object. You can already check the big box that says "use nearest material" when you place an object, but I would love if I could only select all my obsidian doors when building bedrooms.
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# ? Jan 3, 2023 16:53 |
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punishedkissinger posted:i hope the codebase for this game isnt too broken to add search functions to every list. that and not have a "remove furniture" painter are the two big issues for me rn. might also be nice to not have to select material every single time you place an object. For the latter you can select "use closest" and just place object after object, if you don't care which one gets used. edit: efb, there's also an "all" selector for constructions now that was just recently added and is helpful poemdexter posted:You can already check the big box that says "use nearest material" when you place an object, but I would love if I could only select all my obsidian doors when building bedrooms. Best way to do that is probably to temporarily forbid all other doors from the stocks screen
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# ? Jan 3, 2023 16:54 |
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but i DO care. i just want it to keep using dolomite
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# ? Jan 3, 2023 16:55 |
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On the topic of Fashion Fortress, I'd also really like the ability to paint walls so I don't have to mine them out and replace them with constructed ones for consistency. Just let us use dye
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# ? Jan 3, 2023 16:57 |
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my dad posted:I really, really, really don't. I miss it for being able to quickly see everyone's thoughts for sure. And kills, so I can identify vampires or whatever I really miss my dfhack. My kingdom for fastdwarf
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# ? Jan 3, 2023 16:59 |
johnny park posted:My QoL request is the ability to save preset profiles of work orders/standing orders/squad equipment & schedules/etc and transfer them between saves. For how frequently you're expected to start new fortresses, I feel like the tedium of doing that could be alleviated somewhat. Or at the very least, create a task that's just "smelt all ore" so I don't have to make orders for all 16 different kinds or whatever Strong agree here, it is rather tedious to set up a bunch of squad profiles with nice armor setups and specific weapon types, etc, every fortress
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# ? Jan 3, 2023 17:03 |
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Comrade Koba posted:No. It keeps showing up in random locations, not only near water. This has been going on for several years now. Dwarves or creatures who get what's called a contaminate (blood, mud, water, other fluids) on them will periodically shed it onto a tile as they move around. This can cause an issue when a forgotten beast has dangerous blood or other secretion and suddenly you have a hazmat situation going on where dwarves keep tracking blood around that causes hemorrhagic bleeding, necrosis, blisters etc etc. Which is why soap and baths are somewhat important.
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# ? Jan 3, 2023 17:05 |
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"smelt all ore" ain't happening due to the fact that you can smelt a lot of ore into multiple different alloys.
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# ? Jan 3, 2023 17:05 |
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Appoda posted:Are beak dogs useful for anything besides food/bones/leather? I suddenly have almost 20 of them. I thought dwarves could ride them but not seeing any of that in the wiki. Are mounts usable at all in fortress mode? Mounts are not usable in fortress mode for the player. Only enemies can ride mounts. Beak dogs are not RAW trainable but that's a super easy mod since it's just a single token that gets added to their entry. They lay a decent amount of eggs and give a decent amount of butchery goods which are also worth twice baseline animal values. So you get meat, craft goods and eggs.
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# ? Jan 3, 2023 17:09 |
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my dad posted:"smelt all ore" ain't happening due to the fact that you can smelt a lot of ore into multiple different alloys. Don't you do that with already-smelted bars and not ore?
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# ? Jan 3, 2023 17:11 |
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johnny park posted:Don't you do that with already-smelted bars and not ore? You can smelt copper + tin ores directly into bronze bars at least (I like to spend some embark points on copper + tin ores to have some bronze to start with). There may be some other examples, I believe you can also smelt electrum from ores of silver. Magil Zeal fucked around with this message at 17:19 on Jan 3, 2023 |
# ? Jan 3, 2023 17:12 |
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A hell of a lot more labor and fuel efficient, too, since alloying out of ores gets you 8 bars out of a single job and unit of fuel. Also lets you get a lot of billon out of ores like tetrahedrite which is an ore of both copper and silver, but can only be directly smelted into copper if you don't use it for an alloy, with silver normally being a low chance byproduct. It's part of why bronze is generally the most cost-effective metal to bring ingredients for on embark. my dad fucked around with this message at 17:20 on Jan 3, 2023 |
# ? Jan 3, 2023 17:15 |
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poemdexter posted:I always struggle to find the right dwarves to train for military. Are people really going through their 10+ new immigrants each time and picking out the ones with armor/martial skills? Is there any potential downside to training 24/7 like dwarves not getting to socialize or something worse? I think the biggest military I've ever had was like 20 dwarves and I only had them training every other month like weekend warriors. Generally I don't bother going that deep in, maybe if the same UI that showed me their skills also showed me if they liked martial training I would, but as is I just pick dwarves that have some skill in the weapon for their chosen uniform if available. If not, I pick random dwarves that don't have an assigned labor detail and without a labor I foresee utilizing in the future. So far I've been assigning custom labor details to skills where quality matters, and for everything else I just let everyone handle it, and there's always a ton of millers/threshers/milkers/gelders/fish dissectors around that can be drafted. At first I set them all on constant training until they start to become elites. Then I switch to a staggered training schedule, but always wearing their uniform. For marksdwarves I do 10x orders of Train (minimum 1), and for everyone else I do 5x orders of Train (minimum 2). The idea is to encourage archery training and sparring in particular. I don't know if this is necessarily the best way to do it but it seems effective.
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# ? Jan 3, 2023 17:50 |
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poemdexter posted:I always struggle to find the right dwarves to train for military. Are people really going through their 10+ new immigrants each time and picking out the ones with armor/martial skills? Is there any potential downside to training 24/7 like dwarves not getting to socialize or something worse? I think the biggest military I've ever had was like 20 dwarves and I only had them training every other month like weekend warriors. I've heard if you have them train 24/7 they won't replace broken clothing
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# ? Jan 3, 2023 18:06 |
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For people using the labor tab judiciously, what are some of the important jobs where it makes sense to specify a subset of dwarves to doing it? I think the only ones I ever create are armorsmith and weaponsmith for obvious reasons. Also, how does the encrusting/decorating work? Do they just pick up nearby items to decorate? Will they decorate the same item multiple times? Do I need to set a stockpile of items to decorate near the crafter/jeweler to ensure those get decorated first?
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# ? Jan 3, 2023 18:08 |
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For decorating, yeah I like to set up a separate jeweler's workshop and two stockpiles. The first stockpile takes undecorated furniture and cut gems from my primary stockpiles, and the workshop is set to only take items from the first stockpile and only move items to the second stockpile (for 'finished' furniture). I don't specify types of gem but I do specify types of furniture so they don't waste time decorating barrels and bags and stepladders. I usually limit it to statues/beds/cabinets/other stuff you can use to increase room value
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# ? Jan 3, 2023 18:15 |
I build my military by adding Fish Dissectors, Gelders, Gem Setters and other lesser professions into their new career as Troop. I also include a necromancer for luck.
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# ? Jan 3, 2023 18:18 |
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Gem setters are great tho
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# ? Jan 3, 2023 18:19 |
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poemdexter posted:For people using the labor tab judiciously, what are some of the important jobs where it makes sense to specify a subset of dwarves to doing it? I think the only ones I ever create are armorsmith and weaponsmith for obvious reasons. I tend to set up specific work details for stone carving (not cutting, though if you don't want your entire fortress to start smoothing floors when you give the order you can do that), planting, cooking, engraving, carpentry, weaponsmithing, armorsmithing, glassmaking, clothesmaking (not weaving), doctoring labors that are not covered by "orderlies", and leatherworking (edit oh and gem cutters/setters). Others may be situational, like I wouldn't set up a dedicated bone carver or stonecrafter unless I got a very skilled one from a fey mood or migration, and metalcrafting/blacksmithing may get added if I'm getting a lot of lead or copper from smelting galena and tetrahedrite (which I mostly smelt for the silver for hammers/maces) and have a somewhat-skilled migrant up to the job. I typically also have dedicated brewers just because it's a job I have going almost all the time for the first few years of the fortress, but it's probably not necessary. That may seem like a lot of labors but really it's not because DF has so many drat skills and labors. Most jobs still get done by "everybody". Magil Zeal fucked around with this message at 20:30 on Jan 3, 2023 |
# ? Jan 3, 2023 18:21 |
Azhais posted:Gem setters are great tho
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# ? Jan 3, 2023 18:26 |
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I set up forges and assign them to a weapon/armor smith and make the work orders local to those forges Same with my furniture making carpenters/stone cutters Miners get to be engravers and vice versa Cooks are dedicated because that's all I export Planters and gatherers are dedicated Everything else just sort of happens
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# ? Jan 3, 2023 18:26 |
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I've liked the trick from earlier in the thread where cleaning is made into its own job detail. Not so much for any specialization, but for easily turning off the cleaning labor. Combined with standing orders it lets me keep the paths to the caverns open for trapping and such, since dwarves won't wander off.
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# ? Jan 3, 2023 18:36 |
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Nessus posted:You know what’s even better? Killing. Armok wants blood on the floor, not gems on the door. Why choose? Put gems on your axes so you can look good while you kill good
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# ? Jan 3, 2023 18:43 |
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Ok, I solved my problem with the food. I cracked open the caverns without knowing what they were and a ton of monsters came out and killed everybody.
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# ? Jan 3, 2023 18:44 |
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Telsa Cola posted:Dwarves or creatures who get what's called a contaminate (blood, mud, water, other fluids) on them will periodically shed it onto a tile as they move around. I have fully functional bath facilities and my dwarves have no problem washing blood and other stuff from themselves. It’s just this one dwarfs blood that keeps showing up, year after year. I might pop into Legends anyway just to see what’s up.
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# ? Jan 3, 2023 19:04 |
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I have the same problem with hungry head blood from the first year of my fort. I haven't had one since then but 3 years later I'm still seeing pools of its blood everywhere I think cleaning blood drips a pool of it on the ground that's never itself cleaned? at least that's what I assumed
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# ? Jan 3, 2023 19:12 |
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I posted a few weeks ago about "DoomQuake" a fort on the edge of a haunted wasteland, constantly harassed by zombie carp. Fort is now at 200 dorfs and just got made a Duchy, steel and food production is incredibly strong, though I cant seem to get people to wear clothes that I make for them.. As for the undead.. Well so I had founded the fort with the mind that it would be a bulwark against the undead, I had a Necromancer mayor but still. To show the world I meant buisness I sent out 2 squads of hardened fighters (some incredibly tough ex-miners in the mix too) to raid a tower right at the heart of my civ's territory. Well I guess I should have paid a bit more attention to what they brought back and now half of my fort are purple. A whole fort of dwarf necromancers, all trained in the dark arts thanks to a tome in my library, "First The Secret, Then the World!" a not very well written manual on necromancy. This has caused surprisingly few problems, but I decided this would alter the tone of my fort a bit. Now I launch regular raids on all neighbouring sites, I'm at war with the dwarves and elves, I've taken over a few goblin settlements, we've yet to take any artifacts but I have space for them set up to display in my feasting hall. Eventually a much bigger goblin force showed up to besiege the fort, but I had 4 squads sitting in the corner they usually spawn from. It was, like all the other sieges before, a massacre. But something was different this time. Squads are drafted from new migrants and sent to train constantly. None of them had had the chance to peer into the secrets of life and death because they were sparring 24/7. Until I gave them all a holiday to go de-stress, and a good few of them decided to curl up with a good book.. Now I've had some of my haulers raise up some bodyparts while cleaning up a siege before, but it wasn't too much of a mess, usually a miner would walk by and demolish an animated head or arm and walk off, but this time someone raised each successive kill in the siege as friendly stalkers and somehow that buried my FPS. It was running at 9 fps for several minutes trying to sort this all out and I eventually had to have a squad put them down. Things have been getting weirder and weirder lately. Atm there's a named undead ogre walking around one of my caverns. He got the name because he killed everything in them including a forgotten beast, who is now zombified (partially?). All behind a wall thankfully but I will have to deal with them all eventually.
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# ? Jan 3, 2023 19:16 |
Comrade Koba posted:I have fully functional bath facilities and my dwarves have no problem washing blood and other stuff from themselves. Save to an alternate timeline, look at that timeline in legends.
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# ? Jan 3, 2023 19:20 |
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For some reason when a caged creature gets dumped into lava, the game records their cause of death as "Bled to death", but it does blame the dwarf that dumped them.
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# ? Jan 3, 2023 19:28 |
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tak posted:I have the same problem with hungry head blood from the first year of my fort. I haven't had one since then but 3 years later I'm still seeing pools of its blood everywhere Cleaning blood or stuff off you makes a pool which us then completely cleaned up with the clean task.
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# ? Jan 3, 2023 19:35 |
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# ? Jun 4, 2024 02:29 |
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Alright, so I opened up legends mode and the dwarf who's been bleeding all over my fortress straight up doesn't exist.
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# ? Jan 3, 2023 19:47 |