|
Can collapsing structures destroy floors? I didn't know that. That will definitely work. Do they have to be natural walls (i.e., cast obsidian since I need them floating over the lake) or will constructed walls still destroy floors before collapsing? e: just watched the video about draining the ocean and, lmao. That's probably the most general solution, though it would take a long time. It does conveniently avoid the need to cast any obsidian at all though, which is a major engineering project in its own right. cheetah7071 fucked around with this message at 20:24 on Apr 24, 2024 |
# ? Apr 24, 2024 19:44 |
|
|
# ? May 5, 2024 15:42 |
|
cheetah7071 posted:Can collapsing structures destroy floors? I didn't know that. That will definitely work. Do they have to be natural walls (i.e., cast obsidian since I need them floating over the lake) or will constructed walls still destroy floors before collapsing? Any collapse will go right through any floors until they hit a full block, all the way to the magma sea if there's nothing solid before that. You don't need to cast the thing you want to cave in, for taking out the floors a constructed floor made out of a featherwood block will work just as well as thousands of tons of heavy natural rock. The downside of using constructs is that a natural wall would fill up the hole you leave in the seabed, while a construct will just turn into a log or block or something, and litter the seafloor with both the channel you made there and the items. I strongly recommend everyone playing around with megaprojects to read the cave-in page in the wiki, caveins are a really general tool that fix a lot of problems.
|
# ? Apr 24, 2024 21:43 |
|
Teriyaki Koinku posted:With the release of the Steam Adventure Mode beta, I’m surprised there haven’t been more adventure mode stories written up lately. Right now the only real gameplay difference between the Adventure Mode Steam beta and the latest free ASCII version is that the Steam version has most of its functionality disabled, so the novelty of graphics wears off pretty quickly. In particular the lack of the log and most map functionality makes searching for anything specific extremely difficult unless it is very nearby, which makes it hard to both find things to do and also accomplish those goals once you have them. I messed around in it for a couple hours and then set it down to wait for the full release. During that time I did discover the fun of elephant seal men, who are large enough and strong enough to bite the heads clean off kobolds, dwarves, goblins, elves, and humans by biting the neck, which may stop being hilarious eventually but probably not for a very long time. I did have a couple amusing experiences in testing. One run I started in the middle of an ongoing insurrection, in which it was not clear which side anyone was on and the mead hall was full of dozens of people kicking, biting, and punching each other in a chaotic melee. For some reason like half of them had books on them, which they all elected to wield and use as weapons, resulting in multiple book duels in which two people beat each other to a pulp with books until one of them eventually died. This continued for about half an hour with me just standing to the side watching, until eventually a mercenary with a halberd showed up and waded in and singlehandedly killed absolutely everyone on one side of the fight. I then went around prying every single dropped book from the owners' fingers and stuffing them in my backpack. No one tried to stop me. I took all 40 or so books to the nearest library and stuck them on the shelves, then boasted about doing so to everyone who would listen for a while, gaining a reputation as a preserver of knowledge. The other notable experience was that, while visiting a tavern, I found an artifact amulet just...sitting on the floor. I grabbed it and put it on and then left, and later checked Legends mode and discovered that amulet was over 300 years old and had changed hands dozens of times, with many, many people dying for it over the years, multiple successful plots to steal it from one person or another, and most recently a criminal group stealing it, then storing it in that tavern. I guess they decided the best place to store it was on the ground in the front room. Popete posted:Is there an up to date guide on worldgen? I created a new world that I think simulated for 100 years so I could play adventure mode but just about every hillock is abandoned. I didn't mess with any of the default settings except maybe mineral availability I turned down slightly. Almost every worldgen I've run since necromancers were added inevitably ends in an undead apocalypse if allowed to run for long enough, with necromancers absolutely everywhere, most other civilizations nearly completely depopulated, and most sites either abandoned or inhabited by very few people, with the remaining civilizations all having large populations of intelligent undead and escaped experiments. I am considering turning necromancers completely off in my next world to see what happens if they are simply not present, maybe that will result in a less empty world.
|
# ? Apr 24, 2024 21:49 |
|
I have noticed in most of the worlds that I've made that getting just straight up zombies at your bar is pretty common. It's... weird? Maybe not exactly working as intended.
|
# ? Apr 24, 2024 22:22 |
|
The intelligent undead still want love and booze too.
|
# ? Apr 24, 2024 22:44 |
|
all of this theorycrafting turned out to be completely unnecessary because once I hit my first winter I realized the sea freezes over e: it only freezes for like a week so draining it might still be easier cheetah7071 fucked around with this message at 04:28 on Apr 25, 2024 |
# ? Apr 25, 2024 03:46 |
|
Synthbuttrange posted:The intelligent undead still want love and booze too. Strong alcohol helps preserve their flesh and keep it intact. Consider it self-embalming.
|
# ? Apr 25, 2024 04:52 |
|
cheetah7071 posted:all of this theorycrafting turned out to be completely unnecessary because once I hit my first winter I realized the sea freezes over Turn off temperature while its frozen
|
# ? Apr 25, 2024 05:02 |
Mister Bates posted:Right now the only real gameplay difference between the Adventure Mode Steam beta and the latest free ASCII version is that the Steam version has most of its functionality disabled, so the novelty of graphics wears off pretty quickly. In particular the lack of the log and most map functionality makes searching for anything specific extremely difficult unless it is very nearby, which makes it hard to both find things to do and also accomplish those goals once you have them. I messed around in it for a couple hours and then set it down to wait for the full release.
|
|
# ? Apr 25, 2024 05:24 |
|
The only real use I've had for minecarts so far is quantum stockpiling of ores and rocks because you can't bin them. Other things are mostly fine because they can be moved around in bins and is only really a problem when you've got a bin with 30 lead bars.
|
# ? Apr 25, 2024 06:18 |
|
I did the water draining contraption in the video, but it didn't really work. The fundamental limitation is that while the minecarts can destroy a very large amount of water very rapidly, they can only destroy water which flows into them. The water comes in from the edges of the map much faster than it flows into the destruction chamber. Onto another plan. Turning off temperature feels kinda cheesy, but the obsidian plan should still work. Just very involves to get enough magma up to the surface. Fortunately the lake is only one Z level deep so I only need one layer of obsidian and, upon saying that, I realize I'm an idiot and if it's only one layer I can just channel it out from above. lol
|
# ? Apr 25, 2024 07:22 |
Only one deep, you can just clear a space with pumps.
|
|
# ? Apr 25, 2024 08:40 |
Being only one z-level deep massively simplifies things yeah
|
|
# ? Apr 25, 2024 19:51 |
|
elephant seal man vs. bandit camp I still nearly died because I collapsed from exhaustion, giving them an opportunity to wail on me for a while, but eventually I regained enough strength to bite the last guy's head off Mister Bates fucked around with this message at 02:15 on Apr 26, 2024 |
# ? Apr 26, 2024 01:49 |
|
I was building a fort for later retirement/adventure mode stuff in my 500 year old world and things were going well minus a werecoati invader in year one. I trapped that guy without anyone getting got. Unfortunately the weremammoth invasion of 504 didn’t go as well. Eighty dwarves were lost in the early spring. Only two remain uninfected. A new migrant wave just arrived. Even hellbeasts are no match for them.
|
# ? Apr 26, 2024 04:30 |
|
Just embrace it and run a mammoth fort tbh that sounds dope
|
# ? Apr 26, 2024 07:30 |
|
Cup Runneth Over posted:Just embrace it and run a mammoth fort tbh that sounds dope That’s the plan for now. If I keep getting migrant waves I’ll just slowly build up the weremammoth legion. I was wondering last night if the game simulates their transformations when I send them on expeditions…
|
# ? Apr 26, 2024 12:40 |
|
Tuna-Fish posted:Cave-ins are a really general tool that fix a lot of problems.
|
# ? Apr 26, 2024 16:09 |
|
Well, now my weremammoth colony is haunted. I’m trying to drain the caverns into the magma layer to see what happens.
|
# ? Apr 27, 2024 16:37 |
I sold about 500 stacks of bolts despite being prohibited for export simply because I was tired of having them around. I thought only a few dwarves would be punished but apparently it's every dwarf that hauled them. My 20 chain jail quickly filled up and now the fortress guard is going room to room punching people to death. Before I figured out what was happening I sent my military out on a mission to get it to stop and now they're stuck with the travel bug 😢. Hope that gets fixed soon.
|
|
# ? Apr 27, 2024 21:17 |
|
Alas, the weremammoth colony found the hidden fun stuff and was lost. Rip
|
# ? Apr 28, 2024 02:18 |
|
cheetah7071 posted:Thinking of coming back in (after discovering that the cool embark I had been saving is safe, since I was wrong that adventure mode broke save compatibility). The embark is on a lake, and I thought I'd build out on the water. I want to have stairs connecting the surface structures to the underground. This is an imposing engineering challenge, but I think I know how to do it; it just involves controlled magma. The real question is: is there any way to have the walls around the stairs be made of something other than obsidian? Ideally glass. The problem as I see it is that there's no good way to remove the obsidian walls after you cast them in place. Attempting to dig them out will get your dwarf drowned by the lake. Is there some non-magma solution that produced a more destructible outer wall? Is the water layer one z-level? If so you can use an exploit to safely destroy the obsidian walls around your glass walls. It works like this (blue is water, black is obsidian, green is glass and grey is solid rock): Basically, a dwarf can mine through a closed bridge to the z level above, and a ramp will destroy the wall on its z level and the z level above. So first at z-1 you make a channel to z-2, but put it right under the water next to the wall you want destroyed on the lake bed z-level. Then you build a bridge over that channel and make sure its sealed off. Then you tell your dwarves to make a ramp on z-1 right below the obsidian wall you want to destroy. If there is no way to get to z-1, they'll stand on the ramp at z-2 and dig upwards. They'll destroy the walls on both z-1 and z=0, leaving the glass at z=0 exposed to the water around it.
|
# ? Apr 28, 2024 16:23 |
|
Yes, but have you considered if the water is one Z level the dam can simply be channeled out?
|
# ? Apr 28, 2024 17:19 |
|
Yeah I did end up discovering it was 1 z level deep and just channeled out the obsidian. Glass walls have a disappointingly opaque sprite lol.
|
# ? Apr 28, 2024 17:29 |
|
Glass floors on the other hand let you gaze upon the horrors below
|
# ? Apr 28, 2024 22:37 |
|
Did I tell you all about the time I put a grated cistern at the bottom of the ramp running through my fortress to catch water coming from light aquifiers and that ended up in all the cargo going to the lowest level ending up in the inaccessible cistern including a baby?
|
# ? Apr 29, 2024 04:55 |
Sounds painfully close to my last fortress, where I think I lost more dwarves to aquifer-related drownings than to any other cause of death those light aquifers really catch up with you fast
|
|
# ? Apr 29, 2024 18:18 |
|
On the other hand, if you drain into a large enough room, your dwarves can enjoy a nice misting any time they head down into the mines
|
# ? Apr 29, 2024 18:26 |
If you have water pouring from the surface but flowing into a cavern body of water that touches the map edge, will it drain off or gradually drown the cavern
|
|
# ? Apr 29, 2024 18:32 |
|
Nessus posted:If you have water pouring from the surface but flowing into a cavern body of water that touches the map edge, will it drain off or gradually drown the cavern If you have it flowing into a large enough room on any level that touches the map edge wall, and you smooth and carve fortifications into that wall, the water will drain off the map. Where does it go? That's some other guy's problem.
|
# ? Apr 29, 2024 18:56 |
|
The fortification trick is only needed if you want to water to leave through a wall (since you can't mine out the tiles at the edge of the map, but you can carve them). If the water is draining into a cavern that has empty space at the edge of the map, water will happily exit through that.
|
# ? Apr 29, 2024 19:12 |
ChickenWing posted:Sounds painfully close to my last fortress, where I think I lost more dwarves to aquifer-related drownings than to any other cause of death
|
|
# ? Apr 29, 2024 19:14 |
If you have a big enough room, the water will just evaporate.
|
|
# ? Apr 29, 2024 19:19 |
|
How does the edge of the map work for trade caravans? Can I just make sure there is a space wide enough to enter on every side, or does it have to be a specific spot, etc?
|
# ? Apr 29, 2024 19:37 |
It seems like it just needs enough space open along one of the map edges. I recall seeing somebody mention once even that the caravan came in through the caverns below the fortress after they had blocked off the surface entirely from the trade depot.
|
|
# ? Apr 29, 2024 19:39 |
|
Slashrat posted:It seems like it just needs enough space open along one of the map edges. I recall seeing somebody mention once even that the caravan came in through the caverns below the fortress after they had blocked off the surface entirely from the trade depot. Awesome, I want to build my fortress up and just magma the whole surface with a bridge.
|
# ? Apr 29, 2024 20:01 |
|
Does anyone know what happens if you let a zone you built because of a petition dip below the promised value? I'm moving a lot of my fort to more permanent quarters which means carrying the valuable objects propping up my guild and temple value into new homes, and at least temporarily breaking the petition
|
# ? Apr 29, 2024 20:45 |
|
cheetah7071 posted:Does anyone know what happens if you let a zone you built because of a petition dip below the promised value? I'm moving a lot of my fort to more permanent quarters which means carrying the valuable objects propping up my guild and temple value into new homes, and at least temporarily breaking the petition I don't know for sure, but I bet they get mad. Unless it has changed, all rooms assigned to a given temple or guild count toward the total value. So you can build the new room and build the nice floors and walls and add it as part of the temple/guild complex before you start moving the furniture. Don't close the old room until you're sure the new room is lux enough.
|
# ? Apr 29, 2024 22:35 |
cheetah7071 posted:Does anyone know what happens if you let a zone you built because of a petition dip below the promised value? I'm moving a lot of my fort to more permanent quarters which means carrying the valuable objects propping up my guild and temple value into new homes, and at least temporarily breaking the petition Had this happen and I don't recall seeing any unhappy thoughts, you just get the petition again
|
|
# ? Apr 30, 2024 02:54 |
|
|
# ? May 5, 2024 15:42 |
Man I am struggling with fortress design lately. I feel like I always plan one step too short and then I figure out that I need access to water in the middle of the giant thing I just dug out and suddenly my Beautiful Design is now A Heaping Mountain Of Garbage. Also I cannot stop using https://dwarffortresswiki.org/index.php/Workshop_design#Organics_processing_complex as my workshop layout, to the point that I started using grid-based diagramming tools to figure out how to integrate that with all the rest of my industry
|
|
# ? Apr 30, 2024 03:12 |