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Makaris posted:I have fortifications overlooking the entrance of my base, but when I station my units on the inside near them they don't shoot out from it. I thought to put the station marker right flush with the wall, but then some of my units go outside, which isn't the point. Easiest way to fudge your way around this is to build a wall directly within your fortifications, like so: code:
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# ¿ Mar 21, 2014 21:28 |
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# ¿ Apr 28, 2024 00:32 |
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Considering downloading this again and surrendering myself to Armok, but on two conditions: 1. Do military dwarves still spiral down into unending depression because they're unable to truly go off duty? 2. Do migrants still start arriving in unmanageable globs of 20+ after the first few seasons?
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# ¿ Jan 12, 2015 21:45 |
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VerdantSquire posted:The old thought system has been completely revamped into one based on emotion and stress instead, and from my own experience it made it so the first point doesn't happen anymore. I'm afraid to say that the second point is still a painful reality, though. Well, that's good enough for me. Time to reinstitute a seniority-based caste system
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# ¿ Jan 12, 2015 21:58 |
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StrangeAeon posted:I'd like to set up a fort near a tower sometime and actually try to deal with invasions, but the undead are so overpowered it doesn't ever seem worth the effort. I really wish that undead just fell apart into constituent body parts when killed, and that those body parts became harmless-but-gross spatter, like *writhing pulp* or something, when they were killed. Wonder if that sort of thing would be possible to mod in.
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# ¿ Jan 13, 2015 19:16 |
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Gibbo posted:I don't see a problem with anything you listed. He's saying that the hotkeys for selecting materials are not the same across different objects -- it would make sense for "Build glass _____" to always be, say, G, while stone would be S and wood would be W, as opposed to having a different hotkey for various objects.
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# ¿ Jan 19, 2015 01:04 |
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Gibbo posted:I get what he's saying, but things don't always work out that way. Should just be happy there are hotkeys for anything. "Listen, I know it doesn't make sense that 'shoot' and 'throw grenade' are switched in level 3, but things don't always work out that way. Should just be happy you can use your mouse at all."
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# ¿ Jan 19, 2015 02:36 |
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hey df thread, it's time for my semi-annual question: are armies still busted so that you cannot prevent your dwarves from becoming suicidally depressed while in the service?
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# ¿ Jun 30, 2015 21:14 |
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scamtank posted:DFHack got that bug all the way in 2012, first through a binary patch and then with tweak patrol-duty, but Toady himself marked that one as fixed for v0.40.05. Probably thanks to Quietust's binary digging. excellent Moridin920 posted:Attack speed and movement speed are seperate things, things can walk/run/sprint, things can jump and climb. Your 1 z tile wide and tall walls won't cut it anymore. Gobbos can and will jump over pits, climb trees and jump over your walls, etc. EXCELLENT
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# ¿ Jul 1, 2015 14:42 |
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Dongattack posted:Cheers! Didn't know about the quicksave feature. if you don't care about balance and want to hack it, you can go into the raws and cause magnetite to spawn in more / all layer types, and could make more / all stone types count as flux stone. this will only affect worlds you generate after, not any that already exist. e: or, just trade all that gold for iron / pig iron / limestone like a good captain of industry would, & arm everybody with obsidian swords Muscle Tracer fucked around with this message at 20:48 on Jul 7, 2015 |
# ¿ Jul 7, 2015 20:44 |
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Psawhn posted:Well, speaking of reddit and randomly generated social media, I had just found this today: listen up buddy, if there's no giant disembodied butt in your fortress, that's on YOU
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# ¿ Jul 14, 2015 04:21 |
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ToxicSlurpee posted:For whatever reason when I play DF my dwarves tend to pick one particular, exceedingly minor detail to engrave on like...everything. I still can't help but laugh at a fort that kept dedicating engravings and statues to one particular time a giant broke an elf's molar. On the wall is an engraving of Uristcat Cat. The craftwork is of exceptionally poor quality. Uristcat Cat is falling off of a *Diorite Table*. On the floor is an engraving of Uristcat Cat. The craftwork is of exceptionally poor quality. Uristcat Cat is falling into a +Tower Cap chest+.
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# ¿ Jul 14, 2015 18:14 |
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abrosheen posted:I'm still pretty new at this game, and I'm having a problem where certain dwarves seem to ignore civilian alerts. Mostly, it's children, but the occasional adult seems to do it too. Every other dwarf in the fort is piling down stairs, and one idiot/child wanders up and out to get slaughtered. Is this a bug, or am I causing this through ignorance? It's possible you're accidentally removing their path to safety with your security measures (drawbridge or locked door or whatever), but dwarves are pretty dumb in general. You might be able to limit this sort of thing by setting burrows, so that dwarves don't go wandering off to do things like "take a gander at that goblin crossbowman" or "take a refreshing sip from Carp River." If you're already doing that you might want to constrict your burrows a little or expand your security measures. markus_cz posted:Well, Ultima Ratio Regum is kinda comparable in the sense that it's also a roguelike with crazy procedural generation and simulation of everything. The biggest difference is that doesn't have a fortress mode. DF has another mode than fortress mode?
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# ¿ Jul 28, 2015 13:44 |
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Anybody here play Maia? I backed it on Kickstarter and then couldn't get it to work on my computer (lol awesome) and I'm curious how it turned out. Also I never hear about it in DF-lite conversations, probably because it costs money, but hey something to be aware of.
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# ¿ Aug 5, 2015 20:39 |
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Met posted:My Dwarves aren't using barrels consistently in stockpiles. My seeds and meat are just getting put one item to a tile despite plenty of free barrels/bags. Why would this be? Are your haulers separated from the barrels by a burrow or a locked door? Do the stockpiles have "allow bin/barrel" toggled off? Is another process claiming all of those barrels? (idk if this happens with workshops but definitely does with constructions)
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# ¿ Aug 9, 2015 06:53 |
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EVA BRAUN BLOWJOBS posted:Today I learned that goblin kings arrive as tame citizens, and thus can be assigned to a chain at the main entrance. This was handy since he could not be assigned to a room. It was extra handy when the local necromancer tower sent the first waves of undead. Toady's often talked about DF as a story generator, right? Has anybody tried to novelize emergent DF lore outside of directly-game-related LPs?
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# ¿ Aug 13, 2015 13:33 |
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abrosheen posted:I tried to be clever today and set up a craft workshop right next to a quantum stockpile for gold furniture, intending to encrust gold furniture with shells (this is the first time I've ever had abundant gold OR shell, so I'm running with it). is your gold stuff set to forbidden / dump still from the quantuming process?
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# ¿ Aug 17, 2015 01:39 |
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Zereth posted:I'm pretty sure dwarves, when they decide to do a job, look for things to, say, encrust with shells, close to where they are, rather than close to the workshop. I wish they would do this with constructions, instead of it all being claimed as it's designated. Bugs me that I still have to haul all my construction materials *before* designating the construction, instead of being able to do both at once.
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# ¿ Aug 20, 2015 14:53 |
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Haifisch posted:Life dreams? Material preferences and personality traits? Do these affect the way a dwarf does its job? Like if my Masterwork Metalworker absolutely loves tin, will she go an extra mile to get a tin ingot instead of using up all the gold piled up around her? (I know the answer to this is 'no' so consider this a suggestion/pipedream)
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# ¿ Aug 24, 2015 13:54 |
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TildeATH posted:You fuckers deserve Dwarf Fortress. Aww, thank! You too
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# ¿ Sep 1, 2015 05:52 |
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siggy2021 posted:The best part is those were two back to back legendary items, and the next one I got was a copper helmet with a picture of the ring engraved in it. I don't know if that's normal, it's been a while since I've played. The ~*bucket*~ has a picture of a copper =+helm+= engraved on it.
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# ¿ Sep 1, 2015 14:07 |
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hooman posted:BRB Writing a book about how all skeletons are really good dancers. They don't necessarily have natural rhythm, but they make their own.
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# ¿ Sep 4, 2015 14:03 |
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M_Gargantua posted:Designate the area to be channeled. The dwarves will dig from the top down and shouldn't cause cave ins often if at all if youre lucky Nah, this will create hella cave-ins, especially if you're digging many levels. Designate one layer at a time and wait for the top layer to be completely finished before designating the next and you should be good, but don't try multiples at a time.
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# ¿ Sep 8, 2015 19:39 |
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necrotic posted:Use increasing priorities as you go down. Layer-1 is h at the highest priority, Layer-2 is h at 2, etc... zero cave ins. I do it a lot. Ahh, that's true. I keep forgetting priorities are a thing now!
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# ¿ Sep 8, 2015 21:41 |
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stephenfry posted:bannable
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# ¿ Sep 9, 2015 13:42 |
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Pharnakes posted:E:E: I have a mechanic making mechanisms, and rather than use the plentiful slate right beside him he is traveling to use gneiss, is slate unsuitable for making mechanisms? I can't see how given that I have made mudstone mechanisms without issue. I specified the orders via j > m > q, and just asked for "rock" mechanisms, so I can't see that it could ahve been a specific order somehow. Do you have constructions that are claiming the slate/gneiss near him? I often run into this when I'm doing above-ground constructions, since those materials are claimed forever until the construction is cancelled or they finally get dragged up by my single beleaguered mason.
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# ¿ Sep 14, 2015 23:31 |
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Pharnakes posted:I started a new site in the end, not having any metal was just getting too tedious. My new fort is on an island, which I believe means that the only threats I need to worry about are the really fun ones. If the entrance to my fort is only 1 wide, can the large creatures still get in to it? I know trade carts need at least 3x1 to be able to path, what about a titan or other such monstrosity? The joy of the cave-in-beneath option is not dropping it far enough and having a crippled, furious Bronze Colossus roaring in the depths for all eternity.
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# ¿ Sep 20, 2015 16:48 |
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hailthefish posted:The Dwarf Fortress wiki has an interesting comment about larger output chambers on magma pump stacks reducing the FPS impact, with links to lengthy discussions on the Bay12 forums. Worth a try, maybe? Unless you need a neverending stream of magma, just design it so that you can turn the power off once your magma cistern or moat or smithy or whatever is full. It'll gently caress up your frame rate, yeah, but only once. It's only really bad if you're creating like a 10-level waterfall or something like that, that needs to run constantly.
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# ¿ Dec 9, 2015 23:02 |
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reignofevil posted:Somebody once described the state of being able to see the vanilla graphics and have them actually look like what they are depicting as like Neo from the matrix. Yeah and when every dwarf looks alike, and everything overlaps... gah. I feel bad enough watching something like Blood Bowl and not being able to mouse over the players.
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# ¿ Dec 10, 2015 19:15 |
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Gibbo posted:How does milkable translate on were creatures? Could you play as a were cow and milk yourself? I'm pretty sure that's a sort of ...activity Toady has intentionally avoided.x
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# ¿ Dec 11, 2015 15:41 |
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Do we know much about the grammar of dwarfish? Word order and antecedents and conjugations and so forth? I can't remember ever encountering it outside of naming.
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# ¿ Dec 14, 2015 15:49 |
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The Moon Monster posted:I guess elf traders have access to divine materials for instrument crafting now. That's a neat bug. I feel like Today could fairly easily do this with "pipes" that work the same was as roads, or at least metal mine cart rails. Have a "spigot" piece that spews a small amount of water if it has water access, and automatically turns off after it spews 1 or 2 tiles of water. Do we know why this isn't planned? It's obviously not squeamishness or a lack of pedantry.
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# ¿ Dec 14, 2015 22:59 |
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The Moon Monster posted:I wish I had the actual quote but it was something along the lines of sewage simulation being gross, unfun and unnecessary (Dwarf Fortress). What he really needs to make pipes for is making multi-z level pumps possible. Yeah, I guess I had only thought of the before of getting water there, not the after of getting poop out. I can only imagine the resulting horror that accurate pooping would wreak on the overworld. Still, I feel like modeling excrement output and decay wouldn't be that bad compared to, say, modeling the process of burning to death, or having your gangrenous limb slowly destroy your entire body.
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# ¿ Dec 14, 2015 23:17 |
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GenericOverusedName posted:Toady already implemented sewers underneath the towns, y'know. Cause where else are criminal gangs and weirdos going to hang out? Are they full of empty wooden crates and rusted iron barrels full of dynamite?
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# ¿ Dec 15, 2015 01:56 |
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Did pedestals ever make it into the main game or was that just a goonmod?
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# ¿ Dec 16, 2015 17:27 |
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Internet Kraken posted:Are unpowered minecart tracks even worth setting up? I haven't touched minecarts at all since they seem really difficult to set up but maybe I'm missing out on huge benefit from a relatively easy job. Perfectly fine for a down track, or moving ore / stone around on one z-level.
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# ¿ Dec 17, 2015 05:58 |
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Are dwarves happier when they're wearing exquisitely-crafted large clear diamond-encrusted rings on every finger and toe?
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# ¿ Dec 18, 2015 15:37 |
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Cat Planet posted:Any newbie must reads for this? I've watched CaptainDuck's (I think he's a goon?) tutorial videos but I still find it hard to navigate myself in the 3d world of DF. Or will this come in time? Not really a must-read so much as a tip, but keep this keybindings list printed out next to you or up on a second screen or something the first few times you play. One of the hardest things about starting this game is remembering not just the controls, but what you can even do in the first place.
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# ¿ Dec 21, 2015 15:34 |
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Trundel posted:Hmm, so since my starting seven are still engaged in the forever-fight with the skull I can't get to any of my old weapon production sites. If I take them off of the militia they panic any time they get near the main stairssince they ca see the skull flopping around between the war dogs. If the only way to get rid of this thing is by blunt damage is my best bet to make some wooden crossbows or some wooden training weapons on the surface? You might be able to force them to run away through manipulating barrows or meeting points. If you set a barrow on the surface well away from the skull, assign them all to it, and undraft them, they'll probably panic at sight of the skull, run up and away, and then to the barrow, where you can reassign them to doing something else far from the skull. Might be able to do the same thing with a meeting point if you disable all of their labors and make sure it's the only meeting point. VVV part of the issue is that all of his dwarves are tied up with it so any fancy dwarven engineering options are out of the question until they escape it VVV Muscle Tracer fucked around with this message at 17:50 on Dec 21, 2015 |
# ¿ Dec 21, 2015 17:37 |
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Sankis posted:It'd help if there was a "forbid everything and everywhere in the caverns unless I explicitly say otherwise" option.. You can probably do this with burrows, but... then you're dealing with burrows.
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# ¿ Dec 26, 2015 01:26 |
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# ¿ Apr 28, 2024 00:32 |
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I don't think I've ever built a fort that wasn't essentially a 20x20x20 cube with stairs every 10. Once you get used to it, it's a lot easier to have "bedroom floors 1-5" and "the food stockpile floor" etc. instead of big wings.
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# ¿ Jan 1, 2016 23:34 |