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Alright, I've got a few thousand food, plants, and etc in stash, but for some reason I just cannot brew anything. I've plenty of barrels and pots, so I'm not sure what's going on?
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# ? May 8, 2023 02:28 |
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# ? May 27, 2024 21:23 |
The Demilich posted:Alright, I've got a few thousand food, plants, and etc in stash, but for some reason I just cannot brew anything. I've plenty of barrels and pots, so I'm not sure what's going on? you sure the Food has been marked for brewing?
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# ? May 8, 2023 02:34 |
What’s the alert when your brew job gets canceled?
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# ? May 8, 2023 02:34 |
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Have you accidentally set the brewery to take from a specific stockpile? If so it may well be ignoring 99% of everything you have available to brew because it's not in some prechosen stockpile- you may have even misclicked- alternatively it may be that you've got it set so that it can get food from the stockpile but now it is excluding all the furniture stockpiles that have barrels in them because you didn't set those on the workshop's list of available stockpiles..
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# ? May 8, 2023 02:48 |
What are you growing? Not everything can be brewed, and there are different jobs for brew from plant and brew from fruit so you might be using the wrong one. Also, in the kitchen menu some plants may be marked not for brewing.
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# ? May 8, 2023 04:32 |
Some plants also process into stuff (like flour or dye), depending on the plant so having some mills might reduce the stockpile.
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# ? May 8, 2023 05:08 |
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Welp, went from 140 population to 12, then to 30 as I got an immediate migration. Thanks Forgotten Beast! For the brewing, I've been using this setup listed under dining areas, leading to 3x stockpiles.
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# ? May 8, 2023 05:49 |
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Do folks have stockpile / workshop layout suggestions + work orders they'd recommend? I've been experimenting with a pull / kanban style that I like a lot (maintain minimal inventory, build on demand), especially coupled with dfhack's buildingplan which lets me place items without having to build them first (great for laying out bedrooms). dfhack's blueprint and quickfort is great for saving and reusing layouts, including digging and what goes where. (e.g. So I just need to create one bedroom / office properly layout and then I can copy paste it to repeat, then save that whole thing as a blue print). Still wrapping my head how to optimally layout and organize the "core" of my fort -- came across the amazing dreamfort, but it isn't updated for the steam version -- and I don't have a good sense of the "production chains" yet or what I need. explored dfhack's import orders library but I want to better understand what gets made (and importantly, not make too much stuff) really loving the steam version -- it's made this game far more accessible than it used to be, and the emergent gameplay / storygen is incredible --
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# ? May 8, 2023 16:12 |
These are my go-to work orders every time: - build beds, tables, chairs, cabinets, coffers, coffins, etc. when they fall under a certain amount, so that I always have some for placing down new rooms. - create new clothing every season - brew drinks if they fall under a certain amount - create specific pieces that are needed for moods, like cut gems, blocks, leather, just to have a few on hand - melt metal object, as often as possible I wish there was a way to say "don't report any issues if this work order's jobs cannot be completed", they absolutely flood my notifications. I also wish you could have a stockpile auto-designate any meltable items put into it for melting.
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# ? May 8, 2023 16:58 |
alcaras posted:Do folks have stockpile / workshop layout suggestions + work orders they'd recommend? I posted the "first draft" version of my fort a few pages back, you can see an approximate layout there: https://imgur.com/gallery/GfJACTN Basically everything's around a central staircase, but the workshop level also has lots of individual stairs up to BIG stockpiles for raw materials directly above. I'll post the "second draft" version of this soon; I've gotten to the point now where I'm using quantum stockpiles and minecarts and so forth now. Still a LOT of room for optimization though but the basic idea works well; make sure your stockpiles are above or below your workshops with stairs nearby for optimal workflow. edit: DOH in those screenshots i hadn't cut the workshop steps yet. Basically each little four-way shop intersection, there's four extra nodes, those get carved into stairs up. I'll post later tonight. Hieronymous Alloy fucked around with this message at 17:31 on May 8, 2023 |
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# ? May 8, 2023 17:29 |
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Hieronymous Alloy posted:I posted the "first draft" version of my fort a few pages back, you can see an approximate layout there: whoa, i am blown away by the intricacy of your design -- so pretty -- do you do them by hand or use stuff like df/design or blueprints? also i see no starter fort -- or was it above ground somewhere? for farming and initial workshops? (i tried carving into stone right away and it's too slow to get everything set up at start) i'm still trying to wrap my head around dwarven engineering -- got a simple mist generator working in my last fort (before it died to fps death, I think i made too many giant rooms with too many things in it ... and also had a lot of deaths) next project is to better to understand water power (trying to redirect a river on this new fort that is a more temperate clime so the river doesn't freeze) and then figure out how to bring magma up from the magma sea -- open to any great resources to learn how to do these things alcaras fucked around with this message at 20:54 on May 8, 2023 |
# ? May 8, 2023 20:46 |
Has something changed with non citizen residents lately? A lot of the poets and such that are here to entertain seem to do a lot of hauling and stone smoothing, and I'm nowhere near the two year citizenship thing. Not complaining, just wondering when they became less useless
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# ? May 8, 2023 20:55 |
Of late, I have been of the opinion that walls are only for blocking access to things and otherwise should be avoided as causing dwarves to have to walk further to do their jobs. Thus, unless the thing I am building actually requires a zone designation, or needs to keep intruders out of somewhere, I just don't have walls anymore. Workshops? Stockpiles? Farms? All these wonderful things are freed from the claustrophobic embrace of vertical masonry. It also saves on doors.
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# ? May 8, 2023 21:01 |
alcaras posted:whoa, i am blown away by the intricacy of your design -- so pretty -- do you do them by hand or use stuff like df/design or blueprints? Most of those layouts I first programmed into Quickfort like ten years ago, and I still had the .csv files saved. They're mostly modified versions of things I found on the wiki or other places online, very little of it is novel with me. I did find that some patterns "emerged" from other patterns -- e.g., once I put the lava channels below the workshops, I then found the maple leaf rooms sortof emerged from the available space on that z-level, etc. I didn't bother with a starter fort, no. One "wing" of the fractal was plenty to get started. Dwarves are plenty happy for the first few years regardless. Pickled Tink posted:Of late, I have been of the opinion that walls are only for blocking access to things and otherwise should be avoided as causing dwarves to have to walk further to do their jobs. This is perfectly valid but, y'know, miasma
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# ? May 8, 2023 21:02 |
Hieronymous Alloy posted:This is perfectly valid but, y'know, miasma
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# ? May 8, 2023 21:07 |
Pickled Tink posted:Why would there be miasma indoors? I put the butchers shops outside with the enclosed surface farms. Any miasma indoors is the mark of a failure to plan properly. Right out in the open? Under the sun? In the rain?!?]
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# ? May 8, 2023 21:10 |
I had a dwarf go berserk from a failed mood once and now I have doors all over my forts. The dwarf managed to get into my dining room and nearly wiped the fort. Plus poo poo gets in the way of doors closing so I like to have them everywhere to avoid that problem.
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# ? May 8, 2023 21:10 |
Hieronymous Alloy posted:Right out in the open? Under the sun? In the rain?!?] I should also note that I have literally chopped down an entire surface forest and used the resulting logs to pave the entire wilderness around the fortress in question. I think I have demonstrated my dwarven disrespect for nature credentials well enough.
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# ? May 8, 2023 23:07 |
OK, here's a snapshot .gif of my current fort as of the most recent save: https://imgur.com/gallery/MZ1WUnG
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# ? May 8, 2023 23:40 |
Dwarves also get nice thoughts for walking through a high quality door.
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# ? May 8, 2023 23:40 |
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alcaras posted:Do folks have stockpile / workshop layout suggestions + work orders they'd recommend? quote:* 1 absurdly large stockpile, takes overflow from just about everything else, gives to all stockpiles below. My stone stockpiles consist of one massive stockpile which feeds a quantum stockpile with a minecart, and another stockpile by the mechanic/mason/stonecrafter workshops set to take from the quantum stockpile. I generally go in heavy on decorating as a source of wealth, so I have a selective finished goods stockpile on my crafter level, and designate at least one each of forge/jeweler/craftdwarf to only take from that stockpile and their materials. This guarantees that they only decorate the goods I want them to, rather than grabbing mechanisms or w/e. I also generally have a non-magma kiln/glassmaker near the surface, set to collect materials if they dip too low, and take no other jobs, so my magma workshops don't have to stop for that.
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# ? May 9, 2023 03:40 |
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Hieronymous Alloy posted:OK, here's a snapshot .gif of my current fort as of the most recent save: the active forest fire is a nice touch
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# ? May 9, 2023 12:57 |
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darthbob88 posted:My stone stockpiles consist of one massive stockpile which feeds a quantum stockpile with a minecart, and another stockpile by the mechanic/mason/stonecrafter workshops set to take from the quantum stockpile. A few dumb questions -- QSPs -- I've figured out how to set them up -- I think -- using a minecart stop with no config settings (basically clearing out everything in the green submenu), pointing at where I want it to go, and set to take the same items as are in the stockpile. (It is somewhat annoying to have to configure Source stockpile, QSP Destination stockpile, _and_ minecart with the same settings -- would love some sort of presets or easier way of viewing what goes where). Things don't always seem to move over though -- sometimes they just sit there in the Source stockpile. Do they only get QSP'd when _added_ to a stockpile? i.e. if the Source stockpile has stuff in it when the QSP starts, that stuff won't move? .. Related question around how things move around between stockpiles -- I'm trying to set up encrusting gems on bone crafts (have way too many bonecrafts -- they seem light and thus good to encrust for trade caravans -- though open to ideas as to what to trade -- I mostly ignore the trade caravan's requests of what they need since I'm not going to reconfigure my entire production just to make what they need, though maybe I should if it's something that isn't too hard?) -- I have a bunch of bonecrafts in my original "catch-all" stockpile. I went into finished goods and disabled bone as a material there, and made a new stockpile with just finished goods + good enabled. Yet my dwarves are not moving stuff from the old stockpile to the new stockpile. I guess what I'm asking is -- when do things move between stockpiles and why? Is it just up to a free hauling labor? And for encrusting, is it okay if items are in bins? Or will the linked workshop not find them if they're in a bin? I have yet to successfully set up an encrusting workflow. .. As for raw materials, after you set up your n-floors of fortress necessities (n seems to be 10-15 floors?), do you just strip mine other floors for gems / stone? Take over part of the caverns and farm down there? (Need to figure out how to vertically wall off, I guess I use ramps?) Dive down deep for magma and bring it up (somehow? "via minecart" seems to be the least effortful way of doing it, since a huge pump stack seems like a lot of busywork and is fragile, esp. since you can't easily specify use of magma-proof mechanisms when crafting apart from forbidding everything else). Fascinated by this game -- the steam version makes it much more accessible, though I find myself wishing for even more UI improvements -- hopefully those are on the way now that they have an additional programmer. Esp. excited for the SDL2 update which looks to have a lot better graphics performance. -- Hieronymous Alloy posted:OK, here's a snapshot .gif of my current fort as of the most recent save: You should submit this save file to Blindirl's discord -- he's doing a community fortress series on his YouTube channel and it'd be awesome to showcase this before more people since it's so cool! (As an aside, Blindirl's quick tutorials playlist and your first fortress let's play have been incredibly helpful in learning how to better play the game). Very high information density -- and I say that as someone who usually eschews videos. alcaras fucked around with this message at 14:58 on May 9, 2023 |
# ? May 9, 2023 14:54 |
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I started my first world with DFHack installed and I have no idea how to use these tools lol there so drat many haha. The manual on the site is still setup for the old one which does not help me since I rely on visuals. I want to learn to use minecarts and maybe water pumps this fortress, anyone got good tutorials for that?
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# ? May 9, 2023 15:23 |
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MacheteZombie posted:I started my first world with DFHack installed and I have no idea how to use these tools lol there so drat many haha. The manual on the site is still setup for the old one which does not help me since I rely on visuals. DFHack is like just play around with it. You never need it, its for when you want things easier This tutorial helped me so much with water. https://www.youtube.com/watch?v=-rY1T1Fh5ug
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# ? May 9, 2023 15:33 |
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alcaras posted:A few dumb questions -- quote:And for encrusting, is it okay if items are in bins? Or will the linked workshop not find them if they're in a bin? I have yet to successfully set up an encrusting workflow.
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# ? May 9, 2023 16:38 |
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alcaras posted:Related question around how things move around between stockpiles -- I'm trying to set up encrusting gems on bone crafts (have way too many bonecrafts -- they seem light and thus good to encrust for trade caravans -- though open to ideas as to what to trade -- I mostly ignore the trade caravan's requests of what they need since I'm not going to reconfigure my entire production just to make what they need, though maybe I should if it's something that isn't too hard?) -- I have a bunch of bonecrafts in my original "catch-all" stockpile. I went into finished goods and disabled bone as a material there, and made a new stockpile with just finished goods + good enabled. Yet my dwarves are not moving stuff from the old stockpile to the new stockpile. I guess what I'm asking is -- when do things move between stockpiles and why? Is it just up to a free hauling labor? Stockpiles are fairly passive if not explicitly set to give or take. If something was valid for a stockpile when it went in, moving it out when the stockpile definition is updated seems to be pretty low priority. If it's in a container (especially if it's mixed in with things that are still valid for the stockpile) I don't think it will ever get relocated of its own volition. What you need to do is set your new stockpile to take from the old stockpile. That will make your haulers actually actively root around in the bins for stuff the new stockpile wants. (Setting the old stockpile to give to the new one probably works too.)
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# ? May 9, 2023 18:52 |
Freakazoid_ posted:the active forest fire is a nice touch Uhh, I believe you mean “charcoal production at scale”
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# ? May 10, 2023 17:37 |
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Pickled Tink posted:Of late, I have been of the opinion that walls are only for blocking access to things and otherwise should be avoided as causing dwarves to have to walk further to do their jobs. I used to love open concept and then the magma men came. Or the dragon. One dragon ruins your whole day.
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# ? May 11, 2023 23:41 |
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MacheteZombie posted:I started my first world with DFHack installed and I have no idea how to use these tools lol there so drat many haha. The manual on the site is still setup for the old one which does not help me since I rely on visuals. You use them sparingly. If at all. It kinda sucks half the fun out of things if you can just click your fingers and the hard thing becomes easy.
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# ? May 12, 2023 16:06 |
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I mostly want to use the blueprint tools and some of the autojob stuff. E: one of my fav things to do in the game is just load up the world, pick a dwarf and auto follow them for awhile and watch their thoughts n actions play out, but it gets interrupted by having to go fix up some jobs
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# ? May 12, 2023 16:33 |
I use dfhack extensively. It automates all thr fiddly bits so I can plan things out like I like and have a pretty fort where cool stuff happens. Minecarts are fun but mostly not worth the effort unless you're using quantum stockpiles for pretty organization.
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# ? May 12, 2023 16:47 |
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What is this quantum stockpile business I hear about? For mine carts I just want to bring magma up to higher levels so my dwarves don't have to walk 100 floors to get to the magma workshops. Maybe make one of those elaborate deathtraps yall have shown off lol.
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# ? May 12, 2023 16:51 |
MacheteZombie posted:What is this quantum stockpile business I hear about? If you *drop* items into a stockpile, from either a minecart or a height, you can pile up endless stuff in a single tile. Great way to clear up all the junk stone in your forts, etc.
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# ? May 12, 2023 16:59 |
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Well well well
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# ? May 12, 2023 17:08 |
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MacheteZombie posted:What is this quantum stockpile business I hear about? https://youtu.be/GCEVegl_VPQ
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# ? May 12, 2023 21:40 |
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This video has a bunch of inaccuracies. For one, you don't need to kick the minecart to empty it. If a minecart is on a track stop with dump orders, any item placed in it will be immediately dropped to the adjacent tile. It's a little bit less fiddly because you can just delete the three default orders. Also, the size of the feeder stockpile governs how many workers hunt for resources. Each empty tile in a stockpile spawns a single job for moving items into it. This can be used to limit haulers, but you still usually want the feeder stockpile to be larger than one tile. (edit:) For moving heavy things like boulders or furniture (but not logs, they are surprisingly light), it's a good idea to add wheelbarrows to the feeder stockpile. When you do that, the size of the feeder pile should be larger than the amount of wheelbarrows assigned to it. If a stockpile is assigned wheelbarrows, instead of spawning one job per empty stockpile tile, it spawns one job per wheelbarrow in the stockpile, but it can only do that if there are also empty tiles in it, and for some reason tiles with empty wheelbarrows don't always count as empty tiles. Stockpiles for light goods should not use wheelbarrows because when there's a wheelbarrow, a dwarf will travel to the stockpile to pick up the tool, go pick up the good and deliver it back to the stockpile. This is potentially much longer than just going straight to the good and returning with it to the stockpile. Tuna-Fish fucked around with this message at 23:56 on May 12, 2023 |
# ? May 12, 2023 23:01 |
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Well poo poo. I was wondering why sometimes my cart would get kicked past the stop/output area.
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# ? May 12, 2023 23:05 |
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How many diagnol squares are needed to alleviate built up water pressure? I dumped a river into an underground reservoir and am just wondering how to safely tap it for some wells that won't overflow that are sitting on top of it by one z level. The Demilich fucked around with this message at 18:40 on May 13, 2023 |
# ? May 13, 2023 17:14 |
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# ? May 27, 2024 21:23 |
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Tuna-Fish posted:Also, the size of the feeder stockpile governs how many workers hunt for resources. Each empty tile in a stockpile spawns a single job for moving items into it. This can be used to limit haulers, but you still usually want the feeder stockpile to be larger than one tile. I never knew that! That's great, thank you, this changes my entire logistics chain approach...
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# ? May 13, 2023 18:34 |