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Oh yeah also, while I've been kind of distracted by the whole thing going on, I'm pretty sure there's no flux stone anywhere on the drat map. Admittedly there's a LOT of map to search through with the hundred layers of solid rock, so hopefully I'll find some, but so far, not so much. My militia is rocking around in bronze because I'm so iron-starved. I love artifacts like this
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# ? Jan 6, 2023 13:11 |
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# ? May 10, 2024 07:48 |
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Flux stone is usually relatively close to the surface. Before embarking, you can sweep around the place you want to embark in with a smaller embark square to figure out exactly which part of your embark site has the stone/ore you're interested in.
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# ? Jan 6, 2023 13:14 |
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Zeruel posted:Is there a way to guarantee starting with elephants? Or is it a crapshoot at embark. anything depending on surface animals relies on your civ's location. thats one way to prevent embark profiles from screwing up, use materials only available underground like fungiwood or from domestic animal leather, or else leather and wood errors are very prominent.
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# ? Jan 6, 2023 13:23 |
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Synthbuttrange posted:anything depending on surface animals relies on your civ's location. hmmmmmmmmmmmmmm thats a good tip. all my profiles poo poo out errors because ive got like a million different types of meat to get the most barrels I can use.
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# ? Jan 6, 2023 13:32 |
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This is why I didn't provide an embark profile when you asked for one.
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# ? Jan 6, 2023 13:35 |
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there's a "goblin fort" on one part of the world map, but goblins aren't listed as neighbours near it. does that mean it's an abandoned site or something?
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# ? Jan 6, 2023 14:23 |
Nessus posted:"Commander dragged up tree by duck; unconscious; savaged" The terrible drake has come!
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# ? Jan 6, 2023 15:11 |
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I kinda hate that dustings of mud can permanently turn rock floors into dirt/loam/sand if you let fungus grow on them.
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# ? Jan 6, 2023 15:14 |
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Hm this haunted area is a bit disappointing. the worst i have to deal with is no surface plants growing or harvestable at all. Even the trees are dead.
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# ? Jan 6, 2023 15:21 |
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Broken Cog posted:I kinda hate that dustings of mud can permanently turn rock floors into dirt/loam/sand if you let fungus grow on them. Ive noticed that building floors on floors isnt a problem apparently. I wonder how many floors i can build and what happens to the components underneath.
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# ? Jan 6, 2023 15:22 |
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Redeye Flight posted:Finally, at LEVEL MINUS ONE HUNDRED, I breach through the roof of the first cavern. We're only 29 levels above the bottom of the map. Fungiwood and tower-cap have never looked so beautiful. Just before I do this, the elves show up and declare that they've finally gotten sick of me cutting down what few trees existed on the mountain. They can go to Hell. I'm going to buzzcut this cavern's trees down and finally have some wood supply. There appear to be ant-men and troglodytes fighting it out down there so I may need to deploy the military just to protect said buzz-cutting. So the thing is that when you generate a world using the island template, you get ridiculously deep worlds. On the other template you'll have the first cavern layer around 28-30 down.
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# ? Jan 6, 2023 15:22 |
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Synthbuttrange posted:Ive noticed that building floors on floors isnt a problem apparently. I wonder how many floors i can build and what happens to the components underneath. I assumed I'd get the old floor back but it just disappeared
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# ? Jan 6, 2023 15:24 |
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lih posted:there's a "goblin fort" on one part of the world map, but goblins aren't listed as neighbours near it. does that mean it's an abandoned site or something? You should be able to see the population by mousing over it.
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# ? Jan 6, 2023 15:25 |
Zeruel posted:good god is there a way for your broker to actually go to the trade depot instead of drink -> trade depot -> conduct meeting -> trade depot -> eat -> trade depot -> sleep ... etc? If your broker is getting caught in conduct meeting, it sounds like they may be filling multiple roles, such as mayor/expedition leader, and getting roped into disruptive meetings with both the liaison and possibly random complainy dwarves. Pick a dwarf to be your broker, and ONLY your broker, and set them to specialize to only assigned labors, and assign none. They’ll be ready to go at the drop of a hat then. If you want to add a few extra non-disruptive tasks to fill the time between caravans, also making that dwarf your manager fits very nicely even in large forts. Just not anything that generates meetings, as even a small number of cranky dwarves can make for unending consolation sessions. I’d also avoid having them set do do any hauling, as that can eat an entire fort’s population for a bit if you’re not careful. Bad Munki fucked around with this message at 15:28 on Jan 6, 2023 |
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# ? Jan 6, 2023 15:26 |
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Wafflecopper posted:Haven't had any luck with the workshop or google: anyone know of any mods to make it so you can put ores in crates? It seems really weird that bars can go in crates but ores can't. I'll probably just end up figuring out quantum stockpiles instead but I'd rather do something a bit less exploity if possible i dont think there's anything explicitly preventing stones from being put in bins- the issue is the weight limit on bins is lower than most stones in the game. i haven't seen an exact number on the bin weight limit, but I think it's around 1000 units, whereas most rocks have weights ranging from 2500 to 5000. if you could find the bin weight limit in the raws, you could update the number yourself, just beware that it may result in hilariously slow hauling tasks whenever dwarves try to move the bins around edit: i just checked in game and i'm completely wrong. rocks do completely outweigh everything else in the game, but i have several bins in my current fort with weight more weight allocated than the weight of a specific stone. no idea what the actual issue is, then. there might be an object size factor at play note that this is also why stone stockpiles should be treated very carefully in general. designating giant stone stockpiles tends to grind the entire fortress to a halt as everybody ditches their jobs to move rocks around at painfully slow speeds. I would instead recommend designating a small stockpile (15-20 slots) for stone with a large number of wheelbarrows assigned (5 to 10). This will give stoneworkers a short hauling trip while minimizing the number of dwarves caught up in hauling tasks. there's really no need to move all the rocks in the fortress to one location, and as long as your stone workshops are near the rest of your fortress, all the loose rocks lying around will be consumed eventually anyway. Venuz Patrol fucked around with this message at 16:09 on Jan 6, 2023 |
# ? Jan 6, 2023 15:50 |
are you though? [edit] apparently that was grabbed just as a bone (invader pieces count as mundane bone apparently?). So it's just a door, but decorated with dwarf-bone Nosre fucked around with this message at 16:14 on Jan 6, 2023 |
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# ? Jan 6, 2023 16:09 |
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I got a forbidden beast yesterday that was a blob made of flame that shoots webs moments after I breached the first caverns. I eventually realized webs start on fire so it was essentially a sticky flamethrower. That didn't seem fair. The only reason it hasn't killed everyone in my fort yet is because all that fire caused the FPS to drop to about 2. Might be time to abandon that one.
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# ? Jan 6, 2023 16:19 |
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cheetah7071 posted:just had a legendary gelder migrate in
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# ? Jan 6, 2023 16:23 |
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You can just assign like 10 wheelbarrows to your stone stockpile and then designate the stock pile as the source stockpile for your workshops. The wheel barrows basically make your dwarves move at normal speeds while moving stones and generally there won't be more hauling jobs assigned then wheel barrows, and if it's the assigned stockpile for the workshop your dwarves will just grab those instead of walking forever to grab distant ones.
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# ? Jan 6, 2023 16:34 |
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Yeah, just set up some stockpiles with wheelbarrows for ores and non-economic rocks next to your smelters/workshops, and hauling is not a big issue anymore. If you want to tidy up your base, there's a hide tool for that. Click on the rightmost option on the bottom menu, then the crossed out eye.
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# ? Jan 6, 2023 16:37 |
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beta for new Dwarf Therapist is out. no i dont know what it does. i expect that some of you will be highly excited for it though. https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/df0.50-test1
Jinnigan fucked around with this message at 16:46 on Jan 6, 2023 |
# ? Jan 6, 2023 16:44 |
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picked this up yesterday on steam and i got a couple of quick q: should I just keep the kitchen doing meals infinitely and my jeweler decorating until my stock of mussel shells empties out? I also laid down a nest box but apparently that doesnt magically spawn a chicken so I tried having the butcher catch a live animal, but none of the butcher tasks seems to stick, like there's no materials to do them?
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# ? Jan 6, 2023 17:07 |
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Honest Thief posted:picked this up yesterday on steam and i got a couple of quick q: re nest boxes, you can bring a chicken on embark or buy one from a trader (they come around yearly, depending on other factors). they you can give the hen a nest box and theyll start laying eggs
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# ? Jan 6, 2023 17:09 |
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A legendary beast carried a printer all the way to my fortress
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# ? Jan 6, 2023 17:11 |
Honest Thief posted:picked this up yesterday on steam and i got a couple of quick q: The only downside to constantly cooking is that it uses up ingredients. Which is a bad thing because it will by default use up all your booze and bookmaking material. You want to go into the labors menu and disable cooking for all drinks, as well as all brewable plants. If your fort does not have any shells, Fun might happen. To get large enough birds into be useful, you will have to catch them in cage traps or buy them from merchants.
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# ? Jan 6, 2023 17:11 |
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Gnoman posted:The only downside to constantly cooking is that it uses up ingredients. Which is a bad thing because it will by default use up all your booze and bookmaking material. You want to go into the labors menu and disable cooking for all drinks, as well as all brewable plants. how do I check if a plant's breweable btw? the Ui has been very good and intuitive except for when trying to figure out what something can be used for Jinnigan posted:re nest boxes, you can bring a chicken on embark or buy one from a trader (they come around yearly, depending on other factors). they you can give the hen a nest box and theyll start laying eggs and to give her a nest box it's just like assigning a room?
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# ? Jan 6, 2023 17:15 |
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Honest Thief posted:should I just keep the kitchen doing meals infinitely and my jeweler decorating until my stock of mussel shells empties out? Infinite meals is a great way to break the economy because they sell for quite a bit, but the tradeoff is the need to make barrels to store them. I would keep pop x2 meals on hand minimum, but past that, I'd say resource availability and your willingness to piss off elves (if using wood barrels) is a factor in this decision. I personally don't decorate with animal byproducts, because it can make formerly elf-safe products no longer elf-safe without the issue becoming obvious at a glance on the trade screen. Instead, I'll do shell/bone crafts, which I can tell isn't for elves at a glance, even after decorating. Honest Thief posted:I also laid down a nest box but apparently that doesnt magically spawn a chicken so I tried having the butcher catch a live animal, but none of the butcher tasks seems to stick, like there's no materials to do them? Do you have cages? Animal traps? Easier to trade for birds or embark with them, personally. Honest Thief posted:how do I check if a plant's breweable btw? the Ui has been very good and intuitive except for when trying to figure out what something can be used for If you look in the Labor screen, the standing orders for kitchen ingredients let you control what gets cooked and brewed, and only brewables can be given permission to brew. You may want to turn off cooking with seeds and booze, by the way, because that ends in shortages. Plump helmets especially don't want to be cooked, because you can't get more spawn to plant if you do. Nest boxes are auto claimed. BurntCornMuffin fucked around with this message at 17:26 on Jan 6, 2023 |
# ? Jan 6, 2023 17:20 |
Honest Thief posted:how do I check if a plant's breweable btw? the Ui has been very good and intuitive except for when trying to figure out what something can be used for Check the Kitchen settings, it's one of the sub-tabs on the Labor screen. It'll show all the things you have that can be involved in cooking, and let you toggle whether they may be used for cooking and/or brewing. Nest boxes don't get assigned, they just get taken. The best is to designate a Pen zone including the nest boxes and put your egg layers in that. If you want the eggs to hatch, you also need to prevent your dwarves from collecting them, either with a locked door, or by forbidding the eggs after they are laid but before they are picked up.
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# ? Jan 6, 2023 17:21 |
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i have a question for youse guys. what's your rule of thumb for having 'enough' food for your dwarves? like in a supply chain i might think "oh i just got 10 more immigrants, i should plop down 2 more food buildings."
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# ? Jan 6, 2023 17:25 |
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Be sure to take a glance at all the options under the labor tab, especially under standing orders. A lot of very common headaches, like dwarves running off to haul bodies in the middle of a fight, can be solved by fiddling with those.
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# ? Jan 6, 2023 17:26 |
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once again plugging this series of short tutorials, which are super handy for new playersJinnigan posted:Blind's "short tutorial" series is superb. Little 5-10minute explanations of how a mechanic works. It's what I've been using to grow my ambitions from "survive for a year" to "build a self-sustaining fortress that can start pumping out tons of blocks, for megaproject and defenses."
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# ? Jan 6, 2023 17:29 |
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Jinnigan posted:i have a question for youse guys. what's your rule of thumb for having 'enough' food for your dwarves? like in a supply chain i might think "oh i just got 10 more immigrants, i should plop down 2 more food buildings." Dwarves eat approximately 2 units of food per season (so 8 per year) on average according to the wiki, and 5 (20) drinks. Speaking to things like farm plots is a lot more complicated since skill has an immense effect on yield and the Steam patch changed food production a bunch, but that should at least give you a target stock level to shoot for.
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# ? Jan 6, 2023 17:31 |
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BurntCornMuffin posted:Infinite meals is a great way to break the economy because they sell for quite a bit, but the tradeoff is the need to make barrels to store them. I would keep pop x2 meals on hand minimum, but past that, I'd say resource availability and your willingness to piss off elves (if using wood barrels) is a factor in this decision. Jinnigan posted:once again plugging this series of short tutorials, which are super handy for new players oh sweet, thanks I was trying to figure how to make a bridge
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# ? Jan 6, 2023 17:34 |
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of course it was completely logical, but the first time I got a caravan when I started playing recently, I had my dwarves haul a lot of excess ore I couldn't do anything with to the trader depot thinking I could sell it off for a quick buck or two, not realizing that the caravan had a very low weight limit in comparison. distraught after making my dwarves haul 70 tons of stone for no reason, I then made them haul it back. I feel very sorry for them
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# ? Jan 6, 2023 17:35 |
Tosk posted:of course it was completely logical, but the first time I got a caravan when I started playing recently, I had my dwarves haul a lot of excess ore I couldn't do anything with to the trader depot thinking I could sell it off for a quick buck or two, not realizing that the caravan had a very low weight limit in comparison. distraught after making my dwarves haul 70 tons of stone for no reason, I then made them haul it back. I feel very sorry for them
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# ? Jan 6, 2023 17:36 |
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Tambaloneus posted:Let's pretend someone was lazy at the start of the fort building process and just assigned stockpiles as "what-loving-ever" and now has a bunch of bins they need to sort before the rsi of "I have to click every damnable thing in here so the king wont bash my doods for selling a loving earring" I set up stockpiles but only new stuff ever goes in there. All the old stuff is on the floor rn. I figure that they only move a bin if everything in the bin can go in the stockpile. I tried setting 'dump' on some stuff figuring I'd undump it later but it never got moved, even after a year. I haven't had much luck getting dwarves to take items out of containers using "hauling" type tasks. I had a similar issue where a bin that had ropes and mugs was sitting in my trade depot for years because I didn't have any stockpiles that could accept both, and the dwarves just wouldn't take the items out of the bin to move them to the right stockpile individually no matter what I did. Similarly when I tried to set up a food stockpile that didn't use barrels that was fed by a food stockpile that DID use barrels, the dwarves never actually moved food from the feeder stockpile to the destination. Only thing I can think of that you might try to separate them is decorating them by using stockpile/workshop-link related shenanigans. Dwarves seem okay with taking individual items out of barrels/bins it it's for a workshop-related task. So they should take the items out of the bin to decorate them, and then if you set the workshop to output to the correct types of stockpiles they shouldn't end up back in the bin. Just make sure the workshop can access the bin by putting it in a stockpile for that purpose first.
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# ? Jan 6, 2023 17:53 |
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Jinnigan posted:i have a question for youse guys. what's your rule of thumb for having 'enough' food for your dwarves? like in a supply chain i might think "oh i just got 10 more immigrants, i should plop down 2 more food buildings." I start the game with one dedicated cook (who doesn't really do anything but cook) and one dedicated brewer (who doesn't really do anything but make booze) and I build a kitchen and still ASAP. After that, I keep "prepare a [blank] meal" and "brew drink from [blank]" on repeat, checking periodically to make sure that I haven't run out of barrels or whatever. I make fairly small farm plots (maybe 10x10 or so) one downstairs for plump helmets, one upstairs (surrounded by a wall, accessible by a staircase) for strawberries or whatever. I raise chickens, sheep, and goats for meat. I buy lots of meat, fish, and produce from caravans. When the population hits 100 or so, I make a second kitchen and a second still. When I can, I buy out the caravan's supply of meat, fish, drinks, and brewable produce. This is overkill, but nobody starves and nobody dies of thirst.
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# ? Jan 6, 2023 17:53 |
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Until your drat cooks turn everything into dwarven ale roasts. I always make sure to turn off cooking plump helmets and at least one booze type
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# ? Jan 6, 2023 17:55 |
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I've got mountains of lye but no one wants to make potash even when I assign them the labor. What gives?
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# ? Jan 6, 2023 17:57 |
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# ? May 10, 2024 07:48 |
Famethrowa posted:I've got mountains of lye but no one wants to make potash even when I assign them the labor. What gives?
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# ? Jan 6, 2023 18:03 |