If the trader profit turns green I am pretty sure they will accept 100% (barring something like elves rejecting your poo poo because you selected one thing that was decorated with a mussel shell).They will typically want a sizable amount of profit which changes with value. 1000 profit might be good if you have a trade worth 500 or something, but it's pointless for them to come for that amount when you're buying 25000 worth of goods instead. I kind of agree with the goon who said that prepared meals should probably be nerfed in value a bit. It's not even like my previous fort where I had something like 400 single meals worth 10k value EACH, but even without that the stacking of good ingredients + a good cook will make super valuable poo poo worth more than most crafts + decorations.
|
|
# ? Dec 17, 2022 00:50 |
|
|
# ? Jun 13, 2024 07:01 |
that was some FUN that just happened: I decided to finally unleash a forgotten beast I'd locked in a cellar, and it killed almost all of my veteran troops before it died of blood loss - no idea who got the killing blow, but they probably got murdered - and then immediately as it was dead, another forgotten beast attacked on the same layer, although this one wasn't too bad - it only killed 2 dwarves instead of 30ish! then cave dwelling ant people attacked! then cave dwelling ant people attacked! i think all told like 40-50 citizens died before the deaths stopped happening, including my broker, hammerer, champion, captain of the guard and of course a whole bunch of non-important people as well. it was probably the champion that gave the killing blow, he was the only one who got some real hits in that i saw - not even my psycho worst mom of the year who kept murdering dwarves managed to do anything. i am considering sealing off the caves for good. at least my countess survived it all, but maaan there's a lot of loving dead. i hope i have enough tombs for all of them. might need to just start engraving memorial slabs to stem the tide a bit.
|
|
# ? Dec 17, 2022 00:58 |
Badly trained brokers really overestimate the price of gems.
|
|
# ? Dec 17, 2022 00:58 |
Nettle Soup posted:Badly trained brokers really overestimate the price of gems. Near everything, I find. A Steel Anvil went from "~1000" to "oh its 333 lol"
|
|
# ? Dec 17, 2022 01:01 |
Started a new world + fort, looking for interesting volcanos the only one that wasnt near hostile poo poo was at the edge of the freezing wastes.. well, fuckit lets go. No trees, little bit of river but its frozen year round so I dug to the caverns pretty early (earlier than I'm comfortable with, anyway...). Well first getting all my stuff setup I forgot to start brewing drinks so half my dwarves died of dehydration.. oops. And my farm is kinda far from the rest of my fort so it feels like production is slower than it should be. Now that the caverns are open I've access to wood finally but there's just a neverending trickle of Troglodytes wandering into my poo poo and loving people up, ugh. I can't easily wall the place off cuz its multiple levels high and they can climb, too. But I'm back up to 30ish dwarves and things are... not doomed yet, so I'll keep going. Also haven't found any iron yet so I can't make good gear, my dudes are mucking about with copper axes for now. Won't be able to play for a few days probably so when I come back I'll have forgotten everything I was working on.
|
|
# ? Dec 17, 2022 01:06 |
|
I just hit a weird bug, when I loaded my save my refuse pile immediately combusted and started a wildfire covering the entire zone. I had to disable temperature to make it stop. I think what happened is some of the body parts that previously burnt up from the forgotten beast breath attack are still at a high temperature and are spontaneously reigniting upon load.
|
# ? Dec 17, 2022 01:09 |
space uncle posted:I just hit a weird bug, when I loaded my save my refuse pile immediately combusted and started a wildfire covering the entire zone. I had this exact thing happen to me also. Fought a flame beast, once it was dead I was tired so I saved and exited. On load some parts the dwarves were hauling to the corpse/refuse tile ignited and set the entire map ablaze.
|
|
# ? Dec 17, 2022 01:18 |
|
I have found the temperature system to be, consistently, one of the most tiresome parts of the game to deal with -It's only half implemented -It's the "combustion point of fat" half, rather than the "temperature meaningfully impacts the environment" half -the performance overhead is absolutely insane for something that provides no meaningful impact to the game -you can't shut it off, though, because magma and fire no longer work if you do, lol Fire monsters and stuff are cool but I feel like they could be accomplished without having to constantly calculate the exact temperature of every blade of grass Mirthless fucked around with this message at 01:31 on Dec 17, 2022 |
# ? Dec 17, 2022 01:29 |
Yeah, there's a thread on the bay12 forums right now where someone profiled the game and the performance issues aren't from pathfinding. They're from temperature checks, contaminant tracking, and line-of-sight checks, in roughly that order.
|
|
# ? Dec 17, 2022 01:38 |
|
Hi thread, first time reader first time poster. My current fortress' cavern is really interesting and I thought I'd share: It's basically a torus starting around -10, and extends at the very least to -70, but I can't yet even see the bottom yet, and my fort stabs right through the middle of it. I'm thinking that I can manage to drop my river from the surface and basically make a step waterfall all the way down. It's neat! Game good!
|
# ? Dec 17, 2022 01:41 |
|
Is there a way to check depot accesibility like you could before the steam release? The lack of wagons is really bugging me and I'm thinking it might be everything coming from a weird map edge that's not wide enough or something
|
# ? Dec 17, 2022 01:48 |
Well.... it wasn't my intention, but somehow, while genning a world I found a dwarf civ that had tamed unicorns. So I guess instead of trapping them, I'm buying them. Seriously though, I've never had that happen without adding a common-domestic tag to them.
|
|
# ? Dec 17, 2022 02:27 |
|
Mirthless posted:Tavern visitors seem to like to take their clothes off when they get drunk, and elves aren't generally modest, so they do it a lot lmao filthy leaf lovers
|
# ? Dec 17, 2022 02:28 |
|
God damnit why am I not finding a single block of coal stone!! I've dug to the cavern layer and have an otherwise successful fort going but I haven't found literally any lignite or coal all map and it is a big bummer to keep having to use wood for my smelting needs
|
# ? Dec 17, 2022 02:29 |
I'm fairly certain coal's not guaranteed to spawn so yeah you're probably gonna be stuck with charcoal until you hit magma
|
|
# ? Dec 17, 2022 02:31 |
Well, sold a couple barrels of prepared meals and bought half a dozen each of elephants and grizzly bears, they’ve been pastured, now we wait for babies and start training war animals e: Can I make armor for war animals? Can I put an elephant in steel plate?
|
|
# ? Dec 17, 2022 02:33 |
there used to be some tool to make a 3d visualization of your fortress, wonder if we'll get updates for that sorta thing eventually. Would love to poke around the 3d space of my forts, especially if I could maybe convert them to a mesh for blender or even something to import into minecraft to check out in first person.
|
|
# ? Dec 17, 2022 02:45 |
Took a few days off, but came back to my fortress. After 30 minutes of more aggressive mining, we've struck adamantine. Praise the miners!
|
|
# ? Dec 17, 2022 02:47 |
Chic Trombone posted:God damnit why am I not finding a single block of coal stone!! I've dug to the cavern layer and have an otherwise successful fort going but I haven't found literally any lignite or coal all map and it is a big bummer to keep having to use wood for my smelting needs I'm in the opposite boat. I can probably make 10000+ bricks of coke with all the lignite and bituminous coal I'm digging through, and my bedrock is 90% flux. But I have yet to encounter a single square of iron down to the third layer of the cavern. I've had more luck killing cavefishmen and melting down their iron spears. On the topic of long-term visitors... If a group is accepted as a troupe or w/e, can I kick out individual members, or will they all get pissed? I imagine they'll get bad thoughts from losing friends/not having companions around, but I dunno if they'll just up and leave. Maybe I'll try savescumming it before I go to bed Bad Munki posted:Well, sold a couple barrels of prepared meals and bought half a dozen each of elephants and grizzly bears, they’ve been pastured, now we wait for babies and start training war animals I don't think you can make armor for war animals yet. It'd be sweet if you could. Maybe that's something on the modding docket?
|
|
# ? Dec 17, 2022 02:48 |
|
Admiral Joeslop posted:Make sure someone has the Beekeeping labor assigned. That sounds like a 70's horror movie
|
# ? Dec 17, 2022 02:51 |
deep dish peat moss posted:Figured it out, there was another request in there for raw green glass I missed Managed to scrape some together then he went and gathered the rest of the materials Demanding a tomb? Well, that's one request I don't mind filling. A Tomb is nothing without its honored guest
|
|
# ? Dec 17, 2022 02:56 |
I've been carving nobles dining rooms that are split with their tomb, no wall between it, with their table and chair facing their tomb and fancy statues of dead dwarves.
|
|
# ? Dec 17, 2022 02:57 |
Mirthless posted:I have found the temperature system to be, consistently, one of the most tiresome parts of the game to deal with at least in a Rimworld style of temp calculation, you can see the temperature for starters, and it affects the mood of pawns and food spoilage. For DF it may as well be onFire==true/false
|
|
# ? Dec 17, 2022 03:00 |
skooma512 posted:For DF it may as well be onFire==true/false Look, have you ever been on fire? Because I’m pretty sure that’s the response, there’s a pretty narrow window where you’re like “well, I’m only a little bit on fire, I think I’ll go have a pint at the tavern and then worry about this.”
|
|
# ? Dec 17, 2022 03:10 |
|
I legit can't remember the last time I saw coal on any map
|
# ? Dec 17, 2022 03:15 |
|
I've been using a minecart quantum stockpile and want to keep iterating on it for moving stuff around. It seems like they're worth it for moving stones in particular, so establishing a rail line to my stone workshops and my furnaces would be worth it. I have questions about laying down track though: 1) Will minecarts being guided by dwarfs manually collide with other minecarts on the same track? Do I need to run parallel lines instead? 2) That said, are automated minecarts as much of a trap as they seem to be, at least for logistical purposes? Maybe I can set some up for deep mining but if I'm planning the route in my actual fortress, having them guided seems to be a much safer option for not that much cost (idle dorf with nothing to do).
|
# ? Dec 17, 2022 03:16 |
Danaru posted:I legit can't remember the last time I saw coal on any map My embark has loads of it, also lots of magnetite. I have 700 iron between that and the goblins.
|
|
# ? Dec 17, 2022 03:17 |
Minecarts seem like a lot of effort to set up for relatively little gain tbh when wheelbarrows exist. Like, maybe useful for megaproject construction?
|
|
# ? Dec 17, 2022 03:28 |
they mostly just seem like an atmospheric toy / way to play with spare power
|
|
# ? Dec 17, 2022 03:30 |
Welp. Lost 30 dwarves to a demon. Those things move fast as hell. Time to put in some workorders for coffins.
|
|
# ? Dec 17, 2022 03:32 |
oh yeah, i saw a funny named book and had to go check it out in legends mode:
|
|
# ? Dec 17, 2022 03:32 |
I actually have minecart problem; I tried setting one up to reduce the travel time between the front and end of a large stockpile, but a bunch of items got shoved in it and there doesn't seem to be a way to get them back out of the cart. How do I deconstruct it? Or at least get all the goods offloaded so I can finally use the spare anvil that ended up inside it
|
|
# ? Dec 17, 2022 03:35 |
Does anyone have worldgen tips for getting proper rivers? I feel like all I ever end up with are brooks and streams
|
|
# ? Dec 17, 2022 03:42 |
|
Alright half this goddamn map is a light aquifer even 20 z levels below the surface, aquifers are getting disabled this went from fun thing to work around to I hate digging real quick
|
# ? Dec 17, 2022 03:50 |
|
I ran into a strange problem with dwarves and fire. I got sick of watching dwarves carry stuff up and down 100 z levels to my magma layer so I settled on building one of two solutions: minecart system or lava pumps. I settled on the lava pumps. So, after building 100 pumps, excavating a three tier pump stack to snake around the cavern layers, and building a controllable artificial underground river lined with waterwheels to power the pumps, I had nice layer of magma under my industrial area and all the magma furnaces I could want. Except for a few fire imps who made it through before I completely buttoned up the system that I quickly killed, everthing was fine. And then I noticed how many of my dwarves now had multi colored flashing names. Apparently, while walking through the random fires created by the imps, several dwarves had their clothing catch fire. Only one had a fire sprite on the map, the rest just seemed to be content to go about their day as normal with flaming pants or cloaks. Every now and then one would drop dead leaving behind a pile of flaming clothes, but the remaining ten or so were fine for at least a couple of seasons. Is there any way to force a dwarf to drop an article of clothing that's on fire? Also, is there any way to put out a fire? The clothing that gets dropped when they die just sits there burning forever.
|
# ? Dec 17, 2022 03:52 |
Finally found out my windmill/water wheel woes: you need a carpenter to build them, and apparently mine was dead 4 z levels up in a tree.
|
|
# ? Dec 17, 2022 03:57 |
Weembles posted:I ran into a strange problem with dwarves and fire. Maybe try forbidding the clothing? Not sure if the game lets you forbid something being worn. E: if they're not burning to death quickly, you could try squadding them and moving them through some shallow water or a waterfall. Stick em out in the rain, maybe Appoda fucked around with this message at 04:03 on Dec 17, 2022 |
|
# ? Dec 17, 2022 04:00 |
|
Danaru posted:Alright half this goddamn map is a light aquifer even 20 z levels below the surface, aquifers are getting disabled this went from fun thing to work around to I hate digging real quick I'm glad I'm not the only one running into this, but also sorry, lol. I really don't remember aquifers being so absurdly thick in previous versions I played, though admittedly I haven't played since a year or so after the z-levels came out in the first place, but I've also read plenty of stories!
|
# ? Dec 17, 2022 04:03 |
All those dead dwarves freed up a lot of clothes! Gotta find the bright side.
|
|
# ? Dec 17, 2022 04:08 |
|
|
# ? Jun 13, 2024 07:01 |
Danaru posted:Alright half this goddamn map is a light aquifer even 20 z levels below the surface, aquifers are getting disabled this went from fun thing to work around to I hate digging real quick Aquifer tiles leak out the bottom into the z level below them. It took me ages to figure this out and fix it in my entrance ramp. The best solution I can think of is to hope that the entire formation is within your map, and then excavate it entirely. That being said, minerals and gems in a deep light aquifer can be mined out pretty easily by simply digging everything out and then walling it off. They flood extremely slowly.
|
|
# ? Dec 17, 2022 04:08 |