Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
FurtherReading
Sep 4, 2007

resistentialism posted:

I think you can dump liquid containers with some weird combination of forbidding the liquid and dump-designating the container.

That just makes an object called a puddle of alcohol. It doesn't behave like a fluid in the same way that water and magma do.

Adbot
ADBOT LOVES YOU

FurtherReading
Sep 4, 2007

New dev update dropped on the Kitfox channel:

https://youtu.be/6s5uijK6_6A

FurtherReading
Sep 4, 2007

If they're in a non-refuse food stockpile they won't ever rot. I think the wheelbarrow is just a coincidence.

FurtherReading
Sep 4, 2007

krispykremessuck posted:

You were right, bins didn’t fix it, but I’m looking at the stockpile I hypothetically have set to take seeds for farming. I think this fort is hosed in the long run.

I keep taking on immigrants and it’s going to eventually overburden my meager farm, but I’ve got a lot of booze so I will soldier on.

Bins aren't used for seeds anyway. The logic is that barrels hold bags which hold seeds so bins wouldn't impact the situation.

I think this can only happen if it used to be a more generic stockpile but it was changed later. If its a furniture stockpile new haul jobs will only put empty bags/sand bags in it, but if there were already bags of other stuff present maybe they'll be considered to still be in a correct place and won't be moved?

You could try deleting that furniture/finished good stockpile and see if the Dwarves grab the now unassigned bags. Once moved either remake the stockpiles or put them somewhere else to be extra sure that stuff is being moved.

FurtherReading
Sep 4, 2007

The planters work detail in the new work order is for people who are planting/harvesting plants, although by default everyone will harvest unless you specifically set it so only farmers harvest in one of the standing order tabs (can't recall which one).

One of the most difficult habits I had to break was trying to micromanage labours like I used to pre-steam wyrh dwarf therapist. The game will try to select high skill Dwarves for tasks and it usually makes good choices if you stand back and let it do its thing.

These days I usually just use two custom work details - a "waiter" who only hauls food, refuse and bodies that I give as someone's only job to make sure those are prioritised plus a "janitor" who is the only one thad is allowed clean so unarmoured Dwarves don't get killed cleaning blood in the caverns every time I accidentally open them up. I use those two plus designated planters, engravers and sometimes fishermen and leave the game prioritise the rest of the jobs itself. Once I have some high skilled smiths, masons etc I'll give them a fancy workshop to call their own and set work orders of stuff I want to be high quality to only be built at those workshops.

At risk of seeming a bit self promotey - I made a bunch of tutorial videos for DF if you have more general questions. However if linking them is frowned upon I'm happy to answer questions directly!

FurtherReading
Sep 4, 2007

Tias posted:

No I do! :justpost: them

Cool! Here's the playlist: https://www.youtube.com/playlist?list=PLaWpwAg2KzlrQ4Jgg03WgfmNFJNAWCHar.

FurtherReading
Sep 4, 2007

parthenocarpy posted:

Oh wow, I learned your magma trick a month ago. Thanks!

My magma trick is actually a little wrong it turns out! You don't need to have the bridge open when you give the dig order, so you can just build the bridge and skip all the messing about with levers.

FurtherReading
Sep 4, 2007

onesixtwo posted:

I'm super bad at this game and still trying to learn the basics, so I keep making worlds, doing a beginner fort, then experimenting and restarting after certain doom strikes or I hit a wall of confusion again. My current projects I've 'learned / recreated' after I saw them on tutorial videos:

1) a working moat! complete with a floodgate, levers, and fortification block to prevent water friends.. but then the river froze in the first winter and that really didn't feel safe, at all.

2) still trying to figure out irrigation, i thought I did the ramp -> hatch -> lever trick digging up into my aquifer layer, but I forgot to build stairs on the ramp before disassembling it? and now I can't seem to build stairs through that hatch anymore. Oops. Next try.

3) What's a good setup for first/two year's workshop focuses? I have been trying to: cut any gems for sale on first trader, but I'm not sure what other buildings I should be utilizing to make profit or combine cut gems onto other things for more profit.

4) is there any way to copy/paste mining plans? or is this a DFHack thing and if so, yes i'm installing that now..

For 3, cut gems is all you need. You can double the value by encrusting objects, but with cut gems you'll already have more than you need - double more than you need is also equal to more than you need. Another good thing to sell is prepared lavish meals.

What I tend to do in year 2+ is get my clothes going, start a manufacturing weapons + armour, get glass online if it's available and then soap in that order. I'll also look into getting a pumpstack to get magma up if coal/lignite isn't available to make fuel. Some quantum stockpiles and an automatic garbage disposal are good small scale projects too.

For 4 there's a macro system. It's easier to show it in action, I got a YouTube short here that'll cover it. https://youtube.com/shorts/p9Tdezgb46c?feature=share

FurtherReading
Sep 4, 2007

Nessus posted:

I was reading dfwiki while winding down and I want to ask with sudden concern: Did I need a distinct DINING HALL all this time, or is the tavern going to do me for dwarfs actually eating food on a table instead of just stuffing a duck egg roast down their gullet?

A dwarf will eat at any table+chair they can find. A dining hall means they get a "ate in a legendary dining hall" happy memory when they eat, depending on the value of the dining hall. You can make it part of the tavern and ideally have your pantry behind it so they need to cross to get food. Then while they're on the way back and forth from eating they'll see people performing and socialise which will give them other happy memories from that too.

FurtherReading
Sep 4, 2007

Tias posted:

How do I make a hospital? They're not in the zone menu any more!

You make a meeting room, select it and there'll be a banner with a + icon on the top of it. Click that and you can create a hospital zone that includes the meeting room you just made. Temples, taverns and guilds work the same way.

FurtherReading
Sep 4, 2007

StrixNebulosa posted:

"fill a cistern with water" Won't it run out of water eventually?

You ban keep it connected to the surface so every time the water thaws it'll refill. There are two caveats if you do this:

1. You need to have one u-bend between your river shaft and your well. The part of the u-bend the water travels back up to needs to have floor grates or floor bars to prevent anything sneaking into your base. It'll look like this (side view)

code:

Brook
| |
| |    ________
| |__|==_____cistern
|______|

This is because creatures usually can't attack the z-level above them, so the floor grate (designated by the = sign) can't be opened.

2. You need to have the liquid move diagonally prior to the cistern after the u-bend. Here's what I mean (top down view)

code:

<- Ubend
____
____|____
    |____  cistern ->

The liquid to the left will want to be at one z-level lower than height of the river/brook due to water pressure. However the water to the right is considered a different body of water, so it wants to be at its current height. You can use this to fill a cistern below a well without worrying about the liquid shooting up into your fortress.

FurtherReading fucked around with this message at 23:55 on Aug 14, 2023

FurtherReading
Sep 4, 2007

Here's a few extra military tips I like to use:


  • Use armour replaces clothing. The impact of wearing clothes under the armour is basically negligible and causes problems more often than not.
  • Set them to always wear armour. The time lost from equipping can be detrimental in responding to a crisis and once their armour skill is decent they can do jobs fine in military equipment. (unless it is mining, hunting or woodcutting, but just don't put those guys in the military)
  • Only use barracks for training. If used for sleeping your military will get sad because they aren't sleeping in private. No need for storage because as above they're always wearing armour.
  • My FAVOURITE tip: put your barracks inside your tavern. Your military will multitask and watch performances + socialise while training. This let's them relax and train at the same time and floods them with happy thoughts.
  • Kruggsmash once conquered the world in a let's play where he used primarily copper armour and copper flails. How is that a tip? Well the math in the combat simulation is very complicated and people get bogged down on the best weapon to use based on running simulations in arena mode. However, the simulations are so different from what you face in game that they don't matter. A legendary dwarf will probably beat most enemies who exist in your world regardless of gear, with the exception of certain clowns and forgotten beasts.
  • That being said copper < iron/bronze < silver (hammers only) < steel < adamantine (not hammers) is a good tier pattern of material for your military. A weapon made with a material will beat armour in its tier assuming both combatants are equally skilled. Even in the test simulations the differences between weapons types isn't much, so arm them with what you think is cool.

FurtherReading
Sep 4, 2007

Nosre posted:

Has the ranged ammo bugginess been improved since launch?

Nope the only non-cosmetic change since launch was adding multithreading afaik. A lot of the big launch bugs/dropped launch features I can think of are still an issue. I was hoping that with multithreading added they'll have the bandwidth for this stuff but I suspect that this bandwidth is now used mainly on getting adventure mode out the door.

FurtherReading
Sep 4, 2007

The lack is consistency in cloth names is a common problem. Yarn clothes uses cloth made by animals. Cloth clothes uses cloth made by plants.

FurtherReading
Sep 4, 2007

ComradePyro posted:

Giant Cave Spiders are the best plant.

Hair = Yarn
Not = Thread

Makes sense to have two categories in the form of hair/yarn, seems stupid to have them separate after the fact, I think I get why but it seems like just having an [ANIMAL PRODUCT] tag or something would be better.

I'm not sure what you're getting at here? Plant fibers are spun into thread along with silk and yarn. This is used for the three categories of cloth, not two categories?

It's really quite simple. Cloth comes from plants, Yarn comes from animals, silk comes from webs. Three kinds of cloth for three categories of clothing. It causes confusion because it's not clear to a new player that wool cloth isn't used for cloth items while it's obvious that silk items use silk.

FurtherReading fucked around with this message at 23:09 on Aug 28, 2023

FurtherReading
Sep 4, 2007

Oh wow, the beta contains a fix for marksdwarf ammo. What a time to be alive!

FurtherReading
Sep 4, 2007

All You Can Eat posted:

Haven't played for a while. Is adventure mode out?

Nope.

FurtherReading
Sep 4, 2007

Grevlek posted:

any suggestions for old time dwarf fortress players trying to make the transition to the steam version?

Having a tough time assigning labor, and making sure the dwarves are doing what I want. Specifically as it relates to the gathering professions.

The quick answer is avoid ever assigning labour. This is probably the hardest thing I had to get my head around but after going hands off I found it to work fine. The job prioritisation system is pretty good and in most cases it doesn't matter if it gets it wrong.

The cases where it does matter:

- High skilled farmers increase yield, so use the default planter work detail for it with only people with this do it. I advise doing this with one of the first 7 so you have someone handling plant stuff from the get go.

- High skilled engravers are a great way to up value in rooms, so use the default engraver work detail with only people with this do it.

- For weapons/armour quality can impact effectiveness so making sure good people do it matters. However rather than using work details just give them a dedicated workshop and queue the appropriate orders from those. Do the same for any furniture, doors, etc you want to guarantee at high quality.

In addition, I like adding the following custom ones:

- Waiter. Hauls food, hauls refuse, burial. Set as the only job they do. Important early game to make sure this gets done. Everyone does this job, but those assigned set to only do this job.

- Janitor. Cleans. Only one who does this job and person set to only do assigned work details. I use this mainly to stop Dwarves rushing out to clean blood in the caverns if I accidentally open up access. I also give these guys hauling, stone cutting and a few other jobs so they do other stuff when bored. I also assign this to monster hunters as they're armed enough to maybe survive out in the caverns and disposable enough that if they can't it doesn't matter.

FurtherReading
Sep 4, 2007

A werebeast tip I learnt from classic which might work now that building destroyers are apparantly working again is to make the shortest entrance to your fort three high quality locked stone/glass doors in a row. In classic when they'd show up they'd try to break down the doors rather than go around the long way and by the time they broke through the moon was no longer full. I haven't tested it yet though.

A second tip is to not have anything open to the public - no taverns, temples, etc. That way you avoid a visitor turning inside the fort, so if the method above is working you'll be pretty safe.

As an aside, one of my biggest gripes with dwarf fortress is that opening stuff up to the public seems to introduce a lot of problems without really offering much benefit or even interesting gameplay - you just get werebeasts inside your defences and spies corrupting your Dwarves. One thing I'd love to see is some sort of benefit to opening yourself up to these risks, even a purely narrative one like the location shows up in the history logs as a renowned tavern/temple/whatever.

FurtherReading
Sep 4, 2007

SniperWoreConverse posted:

Wait. Isn't nether cap magically always cold? My wooden clad heroes can survive the dive

Nethercap is magma safe wood, yeah.

FurtherReading
Sep 4, 2007

Hihohe posted:

I looked up "Skeleton wont die" it brought up some reports that Echidnas skeletons specifically are impossible to kill it seems.

i thinks its because their hair and quills are unable to really be hurt

Yeah that's correct - they're basically unkillable in combat if they become undead and curl up. Even living echidnas are very resiliant when curled up - I've saw a story on reddit of a cyclops and an echinda stuck in a fight for years in someone's fort!

FurtherReading
Sep 4, 2007

I think dwarves need to be adjacent to talk. At least that's how it works for socialising in my combination barracks/taverns.

FurtherReading
Sep 4, 2007

Tias posted:

My water pump system works now! Thanks for all your patient advice, longbeards

However, now a vile force of darkness showed up, "seeking parley". This never happened in the pre-steam edition, what is happening?

They will offer to leave without attacking if you give them one of your artifacts.

FurtherReading
Sep 4, 2007

Xinlum posted:

Does anyone mint coins? I've seen people say it's a great lightweight trade resource and others say not to bother, just make regular crafts.

I only make coins if I have a noble who likes them. The only trade resources you need are barrels of food and cut gems.

FurtherReading
Sep 4, 2007

wilderthanmild posted:

This always felt so exploity to me. I'm kinda surprised it's never been fixed.

I believe Tarn has said stuff like this is considered a good compromise until he takes a deeper look into sieges and military stuff.

A lot of weird exploity things like this are left in because they work around systems that the dev feels aren't well implemented currently.

FurtherReading
Sep 4, 2007

Qubee posted:

But then if he does rise from the dead, you'll be spammed with annoying notifications, no?

Just make an engraved slab right away and they'll never rise.

I tend to have a stone mason keep a pile of slabs topped up so I always have a quick way to engrave memories.

FurtherReading
Sep 4, 2007

hbag posted:

havent posted here in a while but uhhh did they ever get around to fixing archery on the steam version?

The last patch had some improvements but I haven't played since that so I don't know the full scale of its fixes.

FurtherReading
Sep 4, 2007

My approach to prevent artifact thefts is to not have any of my stuff open to the public. Set all my taverns, etc to long term residents only. That seems to stop villain agents from coming around to steal stuff or corrupt your dwarves into stealing stuff.

FurtherReading
Sep 4, 2007

I long hoped for that but usually I just get loads of notification spam because randos keep stealing my masterwork goblets.

I had one high point though where every few months an agent of a coati devil would show up at my gates, shout that no one would stop him from getting his hands on an artifact toy boat, then my 20 guard dogs would tear him to shreds.

FurtherReading
Sep 4, 2007

The newest DFHack dropped yesterday and it's got some great stuff.

FurtherReading
Sep 4, 2007

Tias posted:

getting back into the steam version, and man is the military system hard to use.

Can someone explain how I can make a uniform set that is just metal armour and own choice of melee weapon (and preferably save it, so I can make more squads of the same kind) ?

The default metal armour set is that already. I have an old video here where I talk a little military stuff that might help show more details on making custom armour sets and setting squad uniform.

FurtherReading
Sep 4, 2007

Putnam says that unmet needs don't really impact happiness very much. It mainly affects about how fast dwarves work so it's not that important to focus on.

The happy memories from skilling up and teaching skills via military training are a better way to cheer up sad dwarves. I also put my barracks zones inside my tavern so they socialise, watch performances, etc while they train for extra happiness.

FurtherReading
Sep 4, 2007

Tea Party Crasher posted:

Hello dwarf fortress thread, if any of you hang around the dungeon crawl stone soup thread you might have seen my posts about my success in setting up a purely hands-free voice controlled way of playing that game. It's been exciting to delve back into traditional rogue likes after a long hiatus because of issues with my hands, and now I'm curious if I can apply it to other games in order to get some variety.

So now I'm looking at dwarf fortress to see if it's also possible to interface with via voice and make it accessible. Which is why I came here to ask everyone for tips on useful macros in order to do things in a few commands as feasily possible.

In my imagination It all seems fairly feasible, because I imagine I'll be able to tab between dwarves which should streamline things a bit. Meanwhile menus seem easy enough to do with voice commands. The only thing that I see being tricky is designing structures, but I figure with some macros I can design things out of basic predetermined shapes.

Anyway thanks in advance for any advice (or concerns, of course) and it's great to see if still active community around this awesome game

One of the critiques of the steam version is that keyboard only control isn't possible right now. It's gotten better and there's a ton you'll be able to do but there's still stuff you need mouse pointer to click on, if that's an obstacle.

The structure stuff is probably the easiest, you can create macros for shapes to mine out and select them using the keyboard. The issue will be mainly in navigating lists + tabs on certain screens. The pre-steam version though can be controlled entirely with just a keyboard, which might be an easier thing to build something like this for.

I'd suggest you reach out to the DFHack devs. They're probably the most knowledgeable dwarf fortress modders out there and their DFHack mod is a great platform to build features like this.

FurtherReading
Sep 4, 2007

Jyrraeth posted:

I haven't had luck with this, but it could help. It might be more that I didn't have patience for keeping track of the angry dwarves without dfhack and the squad menu was simplest.

Maybe my technique works because they're not getting any new bad thoughts by hauling corpses or getting caught in the rain repeatedly. I'll have to try the sad dwarf bootcamp social. Kind of like summer camp, now that I think about it.

Another tip is to make a mist generator, those things make happiness very easy to maintain. I usually either mine a waterfall to splash through part of my central staircase rooms or build a ring generator at the entrance to my living quarters. A mix of that and military service tends to result in my happiness sitting at yellow and above, unless the dwarf has an "always angry all the time" trait.

FurtherReading
Sep 4, 2007

Since multithreading you don't really need to worry about FPS as much. My current fort is 200 dwarves with both a ring mist generator and an artificial waterfall that usually sits at a comfortable 45 fps.

I used to have a way less efficient set up - five water reactors and a different waterfall that emptied into the middle of a cavern layer rather than through fortifications. That was like maybe 10-20 frames less.

FurtherReading
Sep 4, 2007

BlankSystemDaemon posted:

You mean other than the example I gave just a few posts above, where very first time anyone ever heard about Rimworld, was from self-promotion in Tynans first post on the Bay12 forums?
Because Rimworld gets brought up all the time when Dwarf Fortress is talked about, which I think says just about all that's needed to say.

Dwarf Fortress has a whole system for simulating ethics, and one of the hallmarks of dorfs is that they treat slavery, most forms of killing as well as treason and oathbreaking as capital punishment, and eating sapients and torturing anything as unthinkable.
This is in stark contrast to Rimworld, which has a very lax approach to ethics.

I don't think they'd be super happy about organ harvesting, considering a dorf isn't buried until all of their teeth are in their tomb.
Besides, dorfs need a varied supply of alcohol to live. Isn't that enough?

I think the word simulating is doing a lot of heavy lifting there. Most of the things listed there are things a player is literally unable to do, it's mostly just limiting what events can occur during world gen. Like I'm pretty sure even a fell mood dwarf making an artifact out of a dwarf skeleton only generates a crime from the murder part and not the "Making a trophy from a corpse of the same race" part. I also never saw my elven bards and monster hunters having much of an issue with all the my butchery and bone crafting in my Fortress despite that list saying elves should feel that way (unless being a permanent resident changes an individuals ethics, but that would just demonstrate how little is actually being simulated). Sure elven traders get mad if I sell them certain stuff and and the diplomats require me to not cut down a purely arbitrary amount of trees, but that's clearly not the emergent outcome of a complicated ethics simulation.

Rimworld's ideological DLC meanwhile allows a player to create a much more nuanced version of that list for their colony which also opens up new gameplay options, impacts to diplomacy with neighbours, etc. I haven't played it myself (I'm a few dlcs behind) but watching streamers all I could think was how much I wish this kind of thing was possible in Dwarf Fortress. The eventual gods and magic systems will hopefully end up with a similar sort of thing as rimworld religion and psychic/cybernetic dlcs.

FurtherReading
Sep 4, 2007

Glimpse posted:

The main thing I know about Rimworld is that a few years back all female characters and no male characters were bisexual and the creator swore this was an accurate depiction of reality.

Oof I forgot about that. Did it also have some weird racial stuff too at one point or am I thinking of some other game? (I'm 99% sure I'm thinking of another game)

FurtherReading
Sep 4, 2007

Hellioning posted:

Another game, almost certainly. Rimworld only had humans for quite a while and skin color was entirely cosmetic.

Ah yeah I suspected as much.

FurtherReading
Sep 4, 2007

Spanish Matlock posted:

So I'm playing the steam version in anticipation of the adventure mode release, and there's still a few things that are missing right?

Like I can't seem to figure out how to see information about performances, I feel like that used to be essentially a combat log that was like "X is performing the -foo- dance style, it blah blah blah blah" and similarly it seems like you can't really get information about the gods your dwarves worship from the relationship screen anymore?

Is he still working on adding some of that functionality from the old version or have they decided to nix some things to simplify the fortress game mode?

Most of what is missing is due to lack of time to finish implementing it rather than trying to purposefully simplify the game.

I get the feeling that Tarn really wants to get working on the procedural magic system and a lot of this kinda thing is delegated to Putnam. Her main task for the last year was getting multithreading sorted along with other performance improvements which was a godsend.

Adbot
ADBOT LOVES YOU

FurtherReading
Sep 4, 2007

Since one of my tricks to avoid tantrum spirals is to kick out any replaceable dwarf with "always angry all the time" my subsequent forts end up getting a lot of angry dwarves showing up.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply