|
Do priests have to have a specific skill? If so, could be that none of the worshippers of that religion have the required skills to be a priest.
|
# ? Sep 23, 2023 04:14 |
|
|
# ? May 20, 2024 22:23 |
|
I am playing on a metal rich embark and have an abundance of copper. My bar/block stockpile is full and is causing my smelters to be deeply cluttered. I made 100 copper bins and have the stockpile set to maximum bins, but it is only accepting wooden bins. The copper bins are just sitting idle in another stockpile. The stockpile settings are to accept all bars/blocks and both "additional options" are enabld. Why are my dwarfs only using wood bins and ignoring the copper bins?
|
# ? Sep 23, 2023 18:00 |
|
Skunkduster posted:I am playing on a metal rich embark and have an abundance of copper. My bar/block stockpile is full and is causing my smelters to be deeply cluttered. I made 100 copper bins and have the stockpile set to maximum bins, but it is only accepting wooden bins. The copper bins are just sitting idle in another stockpile. The stockpile settings are to accept all bars/blocks and both "additional options" are enabld. Why are my dwarfs only using wood bins and ignoring the copper bins? I dunno, but I made the leap to quantum stockpiles to save myself this kind of trouble.
|
# ? Sep 23, 2023 21:52 |
|
Trade all the copper bins to the mountainhome for more wood to make bins out of
|
# ? Sep 24, 2023 00:34 |
|
Skunkduster posted:I am playing on a metal rich embark and have an abundance of copper. My bar/block stockpile is full and is causing my smelters to be deeply cluttered. I made 100 copper bins and have the stockpile set to maximum bins, but it is only accepting wooden bins. The copper bins are just sitting idle in another stockpile. The stockpile settings are to accept all bars/blocks and both "additional options" are enabld. Why are my dwarfs only using wood bins and ignoring the copper bins? I think dwarves will only put a bin on an empty tile in the stockpile, so if you've got a bunch of tiles with say, a single bar of coke or copper or silver on it, until those get used for something and the tile gets cleared the dwarves won't see they can fit another bin in the stockpile.
|
# ? Sep 24, 2023 00:54 |
|
reignofevil posted:I think dwarves will only put a bin on an empty tile in the stockpile, so if you've got a bunch of tiles with say, a single bar of coke or copper or silver on it, until those get used for something and the tile gets cleared the dwarves won't see they can fit another bin in the stockpile. I know I've seen situations where a bin gets added to a stockpile, and then dwarves will swarm the pile and fill the bin with loose items from that pile. I kinda wish that that'd happen before the bin gets placed in the pile.
|
# ? Sep 24, 2023 01:13 |
Gnoman posted:Something odd is going on in my current fort. One of the religions requested a dedicated temple, which I promptly dug out and started furnishing. Got the popup that it had reached Temple status and a priest could be appointed, but when I went to do that the list was blank. I can appoint performers, but not the priest. On the screen where you add dancers etc, but up a bit, there should be a button for something that'll add priest to the list of jobs below it - you're basically sanctioning the church existing once it's fancy enough. THEN you can pick who's going to be priest. I forget exactly what the button's called, below the information about how many chests and instruments you have, but above the + signs for the performers etc.
|
|
# ? Sep 24, 2023 01:52 |
|
reignofevil posted:I think dwarves will only put a bin on an empty tile in the stockpile, so if you've got a bunch of tiles with say, a single bar of coke or copper or silver on it, until those get used for something and the tile gets cleared the dwarves won't see they can fit another bin in the stockpile. I think that may have been it - or maybe the wood bins were closer. Eventually, they started using the copper bins and all is well in the fort again.
|
# ? Sep 24, 2023 03:21 |
Wolfechu posted:On the screen where you add dancers etc, but up a bit, there should be a button for something that'll add priest to the list of jobs below it - you're basically sanctioning the church existing once it's fancy enough. THEN you can pick who's going to be priest. Yeah, I know that. My issue is once the Priest position is available there's nobody in the list, which I've not seen before and is preventing me from fulfilling the mandate.
|
|
# ? Sep 24, 2023 06:26 |
Gnoman posted:Yeah, I know that. My issue is once the Priest position is available there's nobody in the list, which I've not seen before and is preventing me from fulfilling the mandate.
|
|
# ? Sep 24, 2023 08:33 |
Nope, I'm thriving.
|
|
# ? Sep 24, 2023 10:23 |
Hello thread I'm gonna be dipping my toes in again after not playing since around release. These are the only mods I have right now, plus DFHack. Are there any other major mods that are cool and good? Any big changes to gameplay from the patches previous to 50.10? I skimmed through all the notes and didn't see a whole lot of gameplay changes besides bug fixes, though I'll also count multi-threading as a gameplay change.
|
|
# ? Sep 26, 2023 15:59 |
|
i haven't played in a minute myself, did they ever restore the ability to manually specify up and down stairs and if not is there a mod for that
|
# ? Sep 26, 2023 16:32 |
|
Admiral Joeslop posted:Hello thread I'm gonna be dipping my toes in again after not playing since around release. there is a mod that removes all aquifers that I cannot personally play without. here's hoping the ammo fix in the patch notes makes marksdwarves functional
|
# ? Sep 26, 2023 17:21 |
Admiral Joeslop posted:These are the only mods I have right now, plus DFHack. Are there any other major mods that are cool and good? Any big changes to gameplay from the patches previous to 50.10? I skimmed through all the notes and didn't see a whole lot of gameplay changes besides bug fixes, though I'll also count multi-threading as a gameplay change. https://steamcommunity.com/sharedfiles/filedetails/?id=2922749253&searchtext= I like this one a lot, minor but makes leather from butchery more reasonably scale to animal size.
|
|
# ? Sep 26, 2023 17:50 |
My first migrant wave, three of the six Dwarves are Doctors. Edit: Also a Legendary Stone Crafter, hell yeah. Admiral Joeslop fucked around with this message at 17:54 on Sep 26, 2023 |
|
# ? Sep 26, 2023 17:50 |
|
Admiral Joeslop posted:My first migrant wave, three of the six Dwarves are Doctors. The elites of your society are fleeing something terrible
|
# ? Sep 26, 2023 19:45 |
I should've bought it just to see what would happen.
|
|
# ? Sep 26, 2023 22:44 |
|
Admiral Joeslop posted:
I believe it would have sat in your stockpile until you happened to have a dwarf that was really into worms. Then they would adopt it and carry it around on their shoulder.
|
# ? Sep 27, 2023 02:32 |
I've always interpreted 'menaces with spikes of silk' as having tassels, pennants, ribbons or similar elements but the dwarves are very insistent to the human traders that it isn't a scepter with tassels but a scepter menacing with spikes of silk
|
|
# ? Sep 27, 2023 04:27 |
Captainicus posted:I've always interpreted 'menaces with spikes of silk' as having tassels, pennants, ribbons or similar elements but the dwarves are very insistent to the human traders that it isn't a scepter with tassels but a scepter menacing with spikes of silk I'm just tickled that they put a drawing of the scepter itself, on the scepter, in case someone didn't understand what it was.
|
|
# ? Sep 27, 2023 04:34 |
Admiral Joeslop posted:I'm just tickled that they put a drawing of the scepter itself, on the scepter, in case someone didn't understand what it was. Oh right I didn't put two and two together that this was Oceanic Valinto
|
|
# ? Sep 27, 2023 04:36 |
Is there a mod or a way with DF Hack to save my entire work detail set up and load it on a fresh save? I hate redoing the whole thing every time I start anew.
|
|
# ? Sep 27, 2023 05:12 |
|
I decided to get back into DF after taking some months off, started off with a cute volcano fort and everything was going nicely. I settled far away from my civilization so I played with a low population fort for a couple of years, then got 30+ migrants in one wave. There I was, happily carving up more bedrooms, trying to rush out as many doors and beds as I can to get my new dwarfs settled in, when the wereelephant attacked. It didn't even make it inside, only managed to slaughter my grazing animals, a child and a huntsdwarf before getting bested by a member of my militia, no big deal, right? Prepare some coffins, carve up some tombs and make sure my hospital is stocked up? Yeah, now the wereelephant outbreaks started. This fort is hosed.
|
# ? Sep 30, 2023 21:14 |
Werelephants is the most amazing curse. You are absolutely blessed.
|
|
# ? Sep 30, 2023 21:24 |
|
After one more wave of migrants into the meatgrinder I decided to pull the plug - lift the drawbridge and flood the fort with magma. Only two survivors remained, an uninfected miller stuck in my trade depot who I managed to send away before she perished, and my infected expedition leader, still doing tasks at the surviving upper level of the fort, haunted by his dead comrade, occasionally turning full elephant and rushing outside to gore wild animals or passerbys. A short but sweet run, never letting anyone who touched a werebeast back into the fort ever again.
|
# ? Sep 30, 2023 22:14 |
Started a third fortress and realized I had been leaving Plant gatherers/Stonecutters/Engravers/Haulers/Orderlies work details on, despite having custom orders that are supposed to handle that. Explains why my labor was so bad..
|
|
# ? Sep 30, 2023 22:21 |
Does a dwarf need to be able to access a thing to attach a lever to it if the thing is locked in a room & the lever is outside the room? (trying to release something into the caverns for recon without opening the door it took way too long to fkn lock because if kids are going to play anywhere it'll be in the godsforsaken doorways).
|
|
# ? Sep 30, 2023 23:57 |
|
Tambaloneus posted:Does a dwarf need to be able to access a thing to attach a lever to it if the thing is locked in a room & the lever is outside the room? (trying to release something into the caverns for recon without opening the door it took way too long to fkn lock because if kids are going to play anywhere it'll be in the godsforsaken doorways). They need to be able to physically reach the thing to install the mechanisms into it.
|
# ? Oct 1, 2023 04:19 |
Jawnycat posted:They need to be able to physically reach the thing to install the mechanisms into it. I figured, cheers for the reply. ahh well time to install an air-lock or 'dumbass lock' wall & second doorway.
|
|
# ? Oct 1, 2023 04:28 |
|
Haven't played for a while. Is adventure mode out?
|
# ? Oct 1, 2023 07:48 |
|
All You Can Eat posted:Haven't played for a while. Is adventure mode out? Nope.
|
# ? Oct 1, 2023 07:57 |
|
nuts
|
# ? Oct 1, 2023 08:00 |
|
DF keeps winning. Anyone else agree?
|
# ? Oct 1, 2023 10:53 |
|
Lpzie posted:DF keeps winning. Anyone else agree? I'm nearing the end of the novice stage of understanding this game and let me tell you, the whole 'losing is fun' mantra, whilst I imagine is true, needs to be a bit clearer about how that actually works. Personally sepaking, I find there's a hump in the game where it decides to ramp up the insanity and it's at that point you have to think of it as a comedic simulator that you have only semi control over. You spend a lot of effort getting the early planning part right and are encouraged to get your bedrooms and booze sorted asap, then you have a bit of breathing room for a few migrant waves before some if the wilder stuff starts happening. And that's the bit where the magic of the game starts to reveal itself, at least in my opinion. You still need to manage and mine and plan etc. but you start to let go a lot more as you're now juggling SO much stuff that you actually stop sweating it as much as there's only so much you actually can do. I'm looking forward to improving at this game but it does ask a lot in the beginning. Having said that, I can completely see that once you have your industry, military, accommodation and all the rest sorted as second nature, DF offers a pretty incredible and very funny experience that's worth the effort.
|
# ? Oct 1, 2023 11:22 |
|
losing is fun because DF is actually very easy once you actually know how to play, so it's not terribly competitive, and the enjoyment is in getting as far ahead of yourself as possible before you reach your limit and get your rear end beat
|
# ? Oct 1, 2023 11:55 |
|
The fun really ramps up once you have the basics down, then you can focus on silly projects, try and solve whatever problems the RNG throws your way, attempt embarks in more terrifying biomes and figure out more and more unique and fun ways to lose.
|
# ? Oct 1, 2023 12:07 |
|
Same world, new fort, AGAIN a wereelephant shows up two years in. This time everyone even slightly injured in the battle got exiled, tough luck but I'm not taking any chances.
|
# ? Oct 1, 2023 17:23 |
|
Werebeasts are broken, if you dont turn them down to 0 in world gen then every fort goes into a death spiral when they show up. Just poo poo design
|
# ? Oct 1, 2023 17:55 |
|
|
# ? May 20, 2024 22:23 |
|
junan_paalla posted:Same world, new fort, AGAIN a wereelephant shows up two years in. This time everyone even slightly injured in the battle got exiled, tough luck but I'm not taking any chances. You do realize you are feeding werefants to the world by exiling them? I highly advice naming every exile ”SUS WERE” So you notice If they immigrate to your future fortress.
|
# ? Oct 1, 2023 17:55 |