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Cant wait to fudge/ace a roll and be turned into a cursed/blessed fish and then immediately begin to air drown.
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# ? Jul 26, 2019 01:19 |
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# ? Jun 10, 2024 03:13 |
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So in that blog he mentioned spreading evil, which is a cool way for you to have an effect on the world. He mentions disaster forts, so I assume this means if something evil takes over your fort, it will then spread it's evil from there, allowing a future hero to quest into an old fort and defeat that evil. Sounds like an amazing way to link fortress and adventure modes.
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# ? Jul 26, 2019 06:53 |
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gently caress I got into Kruggsmash's fortresses and I'm installing DF and generating a new world aaaaaa IT BEGINS AGAIN
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# ? Jul 26, 2019 07:00 |
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Moridin920 posted:I don't have much to add to the preceding good FPS discussion other than this sounds bugged as hell right here. Dunno that the normal FPS alleviation tactics are going to do much. It takes hours in real time for the season to tick over? What's your actual FPS? You can turn the counter on via the init settings. I waited to respond until I got home and could actually mess around. The slow fort's FPS swings between 15-30 FPS, with an average around 20. My processor is an i7-6700K @ 4GHz; it's not the newest but it's far from a potato. I believe the fort play area is 4x4; it was whatever the default size is because I didn't realize I could adjust it. I ran "clean map units items" in DFHack. It looks like it blipped up to 27FPS for a few seconds before settling back around 20FPS. I am taking these measurements with the default window size. I get more like 15FPS if I expand it to 1920x1200. The report from the command: quote:Cleaned 157 of 26784 map blocks. I also tried cleanowned and got nothing a similar boost before settling at 20FPS. Note I'm not saving the results of all this.
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# ? Jul 26, 2019 07:01 |
I had a bunch of crossbowgobs attack my two squads of trained and fully armored axe-dwarves which went about like you'd expect. However, I was surprised to see one goblin had its neck amputated - as in, there was a distinct body part, the neck, two tiles away from the main gob corpse (and head).
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# ? Jul 26, 2019 07:01 |
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the toadyone really should just set the default caps at something lower. i like playing with forts of sub 100 dwarves and it's nice. no complaints!
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# ? Jul 26, 2019 07:20 |
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Nice! While you guys got that pathfinding figured out, I added growths to the hemp plant that can be processed at the "Budsmokers Lounge" I'll push this on up to master
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# ? Jul 26, 2019 07:44 |
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Rocko Bonaparte posted:I waited to respond until I got home and could actually mess around. The slow fort's FPS swings between 15-30 FPS, with an average around 20. My processor is an i7-6700K @ 4GHz; it's not the newest but it's far from a potato. I believe the fort play area is 4x4; it was whatever the default size is because I didn't realize I could adjust it. I ran "clean map units items" in DFHack. It looks like it blipped up to 27FPS for a few seconds before settling back around 20FPS. I am taking these measurements with the default window size. I get more like 15FPS if I expand it to 1920x1200. The report from the command: if you upload a save itd be fun to screw around with just to see if theres room for improvement at that level tbh i strongly suspect there's lurking dumb things eating up frames in the code because thats what it always is. like that one ck2 update where they admitted that ai castration checks was responsible for 70% of ai decision processing usage
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# ? Jul 26, 2019 08:12 |
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Nessus posted:I had a bunch of crossbowgobs attack my two squads of trained and fully armored axe-dwarves which went about like you'd expect. However, I was surprised to see one goblin had its neck amputated - as in, there was a distinct body part, the neck, two tiles away from the main gob corpse (and head). As funny as the mental image is, the "neck" body part you see severed includes the head, the same way a severed "lower torso" also inludes the legs.
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# ? Jul 26, 2019 12:26 |
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Thunder Sheep posted:Nice! While you guys got that pathfinding figured out, I added growths to the hemp plant that can be processed at the "Budsmokers Lounge" Urist Weedian Dopesmoker cancels job: hitting bong.
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# ? Jul 26, 2019 13:20 |
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So i'm playing with Masterwork but this seems like a vanilla feature mixed with a bug. Maybe someone can clarify. A named "werewolf bard" (Seriously, that's what his job was called.) showed up in the middle of a blizzard at the outskirts of my human fortress-city-in-construction while playing on a world that is mostly iced over to the point that civilizations scrabble for survival 500 years in. This...motherfucker shows up, appears friendly at first glance, and begins walking to my fort to perform at the tavern. "Cool!", I think. I've never seen what a werewolf considers to be culture and music. Usually they just gently caress things up. Still, I do wonder why he's not listed as hostile or berserk. Maybe it was because he was already transformed and was a bard when he first showed up at the edge of the map? Regardless, I turn my attention to other matters having seen he isn't an immediate threat. So this furry bastard gets into the tavern. All eyes stop and rest on him! Perhaps as somewhat of an omen of what's to come the tavern keeper suddenly makes himself scarce, vanishing behind the bar to work on preparing meals in the kitchen. Even the dancers twirling about on the dance floor come to a halt and watch this hulking creature. It's like a scene straight out of a cheesy western. With an awkward pause the werewolf bard strolls to the center of the common room and clears his throat before beginning to sing us the song of his people. One howl later and he goes ape poo poo on the inhabitants, ripping and tearing like the Doom Guy just burrowed his way into Hell. Turns out culture for werewolves means loving poo poo up in increasingly gory and over the top ways. Looking at his state in the unit screen reveals it has changed from friendly to berserk like most were-creatures tend to do. When it's done, the werewolf strolls out into the blizzard and disappears into the ether. For some reason despite still being berserk he ignores any of the citizens. He leaves the torn and mutilated remains of a visiting dwarf baroness's personal guard alongside a succubus dancer that was also performing before he showed up. The baroness flees the city soon after, almost certainly carrying the contagion of lycanthropy back to her people. I'm guessing that whatever code that handles bards and musicians glitched out and took precedence over him starting a performance instead of being a werewolf. So once he started performing it defaulted back to him going berserk. But still, it was hilariously badass nonetheless. Dude just straight up infiltrated a fortress under good intentions before assassinating the personal guards of a noble and leaving her all kinds of hosed up. And then he just wanders off into the storm (Presumably to his next "performance".) like it was no big deal. Fuckin' metal.
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# ? Jul 26, 2019 13:54 |
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Masterwork has a werewolf race addition along with the succubus stuff. But that's a great werewolf right there.
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# ? Jul 26, 2019 14:37 |
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Yooper posted:Is there a good size to make taverns, temples, and libraries? My dwarves just gently caress off all day getting shitfaced, pondering darkness, or reading. Like three dwarves are doing all the damned work. This is what taverns, temples, and libraries do. You used to be able to avoid it by just not building them, but that eventually drives dwarves insane now. (And before that they start to get "distracted" which makes them work slower anyways.) If you waited a really long time before building them I think the amount of time dwarves spend partying goes down slightly as their need for recreation/worship/etc. decreases but I haven't really tested it extensively. Tuxedo Catfish fucked around with this message at 15:46 on Jul 26, 2019 |
# ? Jul 26, 2019 15:34 |
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Gambling, eh? Can't wait for military dwarfs getting slaughtered because they lost their adamantine sword to some bard in a game of dice.
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# ? Jul 26, 2019 15:41 |
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Siljmonster posted:Urist Weedian Dopesmoker cancels job: hitting bong. The Forgotten Beast Weedlord Bonerhitler has arrived! A great smoke colossus, it flies through the air! Beware the dank vapors!
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# ? Jul 26, 2019 16:15 |
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A Dropbox link to my save if you want to see what I've been up to: https://www.dropbox.com/s/phwunfxlo83jhvn/region1.zip?dl=1 I'll take general tips too. I don't think I've been managing piles too well.
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# ? Jul 26, 2019 23:49 |
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I started penning up livestock in 3x3 boxes (outside) with the males in a cage in the center. The 3x3 area was designated as a pasture. It's closed with a door. Now dfhack is warning me that they're all starving. I don't think I did this right.
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# ? Jul 27, 2019 00:56 |
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Rocko Bonaparte posted:I started penning up livestock in 3x3 boxes (outside) with the males in a cage in the center. The 3x3 area was designated as a pasture. It's closed with a door. Now dfhack is warning me that they're all starving. I don't think I did this right. Bigger animals need bigger pastures to not starve. 3×3 miiiight be enough for a single goat but I'd not risk it usually grazing space is pretty easy to come by
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# ? Jul 27, 2019 01:02 |
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if you look on the wiki there should be some deal telling you how many squares of grazeable land each grazing animal needs to not starve, on average back when i last saw it it still had elephants listed as an animal that will still starve if given infinite land, due to being unable to eat faster than it gains hunger, so idk where the table is now or how well kept it is
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# ? Jul 27, 2019 03:16 |
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my dad posted:As funny as the mental image is, the "neck" body part you see severed includes the head, the same way a severed "lower torso" also inludes the legs.
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# ? Jul 27, 2019 04:12 |
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ninjewtsu posted:if you look on the wiki there should be some deal telling you how many squares of grazeable land each grazing animal needs to not starve, on average There are no longer any animals that will starve with infinite land. (Except maybe pandas, and only because of bamboo scarcity not because it's physically impossible to give them a large enough pasture to cover their energy needs.)
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# ? Jul 27, 2019 04:37 |
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Tuxedo Catfish posted:There are no longer any animals that will starve with infinite land. The simulation is perfect.
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# ? Jul 27, 2019 05:02 |
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I usually set the grazing ratio or whatever it is in the init to 2x so it's not such a huge concern but yeah the grazing behavior has been improved a lot lately anyway I think.Rocko Bonaparte posted:A Dropbox link to my save if you want to see what I've been up to: https://www.dropbox.com/s/phwunfxlo83jhvn/region1.zip?dl=1 Nice, I'll play around with it. Most recent version on the DF website I'm assuming? Moridin920 fucked around with this message at 05:56 on Jul 27, 2019 |
# ? Jul 27, 2019 05:53 |
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Edit: I just looked up grazing ratios hahaha. I have 7 cows in a 3x3 area. Yap, that'll work. And that's disregarding the yak cows, the water buffalo cows, the reindeer cows, the calfs, and the bulls. I wonder if this fort's making GBS threads out just from all the livestock. General question about aquifer: Can't I just start digging into them and just try to pump it out faster than it comes in? I was trying to understand the methods for getting around them and it's all a bunch of really tedious bullshit. I can't imagine that's the idea behind it. Moridin920 posted:Nice, I'll play around with it. Most recent version on the DF website I'm assuming? 0.44.12. DFHack reports 0.44.12-r2. I think it's the latest, but the moment we talk about this stuff is when a new release comes out or whatever. Rocko Bonaparte fucked around with this message at 06:07 on Jul 27, 2019 |
# ? Jul 27, 2019 06:04 |
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Rocko Bonaparte posted:General question about aquifer: Can't I just start digging into them and just try to pump it out faster than it comes in? Yeah that's what I usually do to keep a square dry enough to smooth/remove the aquifer but you'll likely need 2 pumps per square because it fills up fast.
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# ? Jul 27, 2019 06:06 |
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Yeah, aquifer removal is tedious. The more elaborate designs generally exist to address more complicated aquifer scenarios. First, if the aquifer is in soil rather than stone, you can't smooth the aquifer tiles away; that requires building boundary walls, which means a larger digging footprint, which means more active aquifer tiles adjacent to the dig site, which means more water has to be pumped out. Secondly, you can have multiple levels of aquifer on top of each other. This means you need to be able to place a pump on the first aquifer level, which means an even larger and more elaborate digging footprint and more aquifer tiles to contend with, and for traditional aquifers the flow rate means you'll need a large number of pumps which means the available digging footprint for each successive aquifer layer is smaller than the last because you need room for all of the pumps. A traditional high-flowrate aquifer that extends through three or four layers of soil can be a massive undertaking to punch through and is an engineering project in its own right. With the new slower aquifers, the complexity should be significantly alleviated, and it helps when smoothing the walls shut is an option. Of course, I highly encourage anyone curious who hasn't tried it go ahead and punch through some multi-layer soil aquifers, the inevitable complaints about job cancellation spam will keep the thread buoyed between updates.
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# ? Jul 27, 2019 06:27 |
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Yeap, I just tried a site that I think has two layers of sand for its aquifer. There's a river nearby so I'm wondering if I can power pumps from it. Edit: Roughly how many pumps can a water wheel power? Rocko Bonaparte fucked around with this message at 16:26 on Jul 27, 2019 |
# ? Jul 27, 2019 08:10 |
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Rocko Bonaparte posted:Yeap, I just tried a site that I think has two layers of sand for its aquifer. There's a river nearby so I'm wondering if I can power pumps from it.
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# ? Jul 27, 2019 16:49 |
Shady Amish Terror posted:Yeah, aquifer removal is tedious. The more elaborate designs generally exist to address more complicated aquifer scenarios. Mind you, I have also used this method to drop sand down to the magma forges for glass production. I like cave-ins.
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# ? Jul 27, 2019 17:51 |
How do you fix clutter at a workshop?
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# ? Jul 27, 2019 17:58 |
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Make sure you have appropriate stockpiles and haulers.
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# ? Jul 27, 2019 18:05 |
Yeah, workshop clutter is caused by too much crap (generally finished products or byproducts) sitting around in the workshop building with nowhere to be hauled to or no one to haul it. Some workshops have products that can be slightly confusing to try to stockpile correctly, so if it's stuff you think you have space designated for and you have plenty of non-busy, non-tavern-loafing haulers, it might be worth double-checking the wiki for stockpile category assignments.
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# ? Jul 27, 2019 18:14 |
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Sometimes I just de-construct the workshop in question and re-build it in the same place. This forces dwarves to haul all of the poo poo off the 3x3 workshop space before they can build it again. Doesn't address the key issue and could interfere if you have complicated "haul this from here to there" logistics chains set up, but works in a pinch. Same for the Trade Depot. e: They don't haul the clutter where it is supposed to go, they just chuck it 1 square to the side or into the doorway but at least your workshop speed will stop incurring the cluttered speed penalty. Asimov fucked around with this message at 18:41 on Jul 27, 2019 |
# ? Jul 27, 2019 18:36 |
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So, dwarves don't play stationary instruments right? Like I need instruments for my tavern so I just built like six solid gold accordion-tubas, but apparently they don't count? Little disappointed tbh.
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# ? Jul 27, 2019 20:46 |
Spanish Matlock posted:So, dwarves don't play stationary instruments right? Like I need instruments for my tavern so I just built like six solid gold accordion-tubas, but apparently they don't count? Little disappointed tbh.
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# ? Jul 27, 2019 22:12 |
Rocko Bonaparte posted:Yeap, I just tried a site that I think has two layers of sand for its aquifer. There's a river nearby so I'm wondering if I can power pumps from it.
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# ? Jul 28, 2019 00:19 |
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The Laws of Thermodynamics have no hold on your fortress.
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# ? Jul 28, 2019 00:32 |
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Waterwheels produce "90" power (the wheel produces 100 but 10 is also spent by the wheel), and a screw pump takes 10 power to run. Axles and gearboxes needed to transfer the power will take some, so if you don't make a perpetual motion machine you can run up to 8 screw pumps per wheel depending on how far away your power is being generated. Remember you can stack multiple waterwheels on the same gear assembly. Keep in mind you'll need stone for your mechanisms, so consider embarking with some raw stone so that you can make some - all the stone on site is probably going to be under the aquifer.
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# ? Jul 28, 2019 01:31 |
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Mzbundifund posted:Keep in mind you'll need stone for your mechanisms, so consider embarking with some raw stone so that you can make some - all the stone on site is probably going to be under the aquifer. Well, there goes my most recent attempt... Edit: Is there a way to sort out civilizations when embarking? I have had at least two cases of just two dwarven civilizations. Or is that normal at first? Rocko Bonaparte fucked around with this message at 04:21 on Jul 28, 2019 |
# ? Jul 28, 2019 04:19 |
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# ? Jun 10, 2024 03:13 |
Mzbundifund posted:Waterwheels produce "90" power (the wheel produces 100 but 10 is also spent by the wheel), and a screw pump takes 10 power to run. Axles and gearboxes needed to transfer the power will take some, so if you don't make a perpetual motion machine you can run up to 8 screw pumps per wheel depending on how far away your power is being generated. Remember you can stack multiple waterwheels on the same gear assembly.
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# ? Jul 28, 2019 04:29 |