Locus posted:Tell me honest: Is my human outsider screwed? Drowsy, purple "THIRSTY", no waterskin, eating snow doesn't actually quench thirst even though that is possible IRL, I can get a bucket full of ice from the bottom of a well, but I can't TAKE the ice, or the bucket, or melt it in a campfire next to me. If there's any habitation nearby, you might be able to take a bag. If you fill the bag with snow, you should be able to melt it by heating the bag (with 'I') at a campfire.
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# ¿ Jul 18, 2014 01:46 |
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# ¿ May 18, 2024 05:47 |
You used to be able to slake your thirst by drinking the water covering off yourself after hopping in a pond or getting rained on, but it looks like that's been nerfed.
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# ¿ Jul 18, 2014 05:58 |
Salvor_Hardin posted:So regarding moods: I have a dwarf that just claimed a mason shop and mutters about needing stone, rough gems, and cloth. Do you have any silk cloth? I'm not sure if its changed ever, but plant fiber and silk cloth used to be counted separately for mood purposes.
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# ¿ Jul 19, 2014 00:19 |
Note: if you jump over a river with alligators in it, they can make attacks against you while you're in midair. Hell yeah.
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# ¿ Jul 19, 2014 07:45 |
Shadowlz posted:Has he even acknowledged the aggression(terror) issue yet? Maybe it's intended. Part of his grand vision. Morale issues are on the tracker and haven't been closed as 'working as intended'.
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# ¿ Jul 21, 2014 00:50 |
Verviticus posted:i frequently get 'uneasy', surrounded by humans or groups of varying races, and then they just stand near me and chill. From the devlog it sounds like at least this bit might be fixed for next time.
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# ¿ Jul 23, 2014 03:17 |
GorfZaplen posted:I hope Toady fixes the bug where zombies will attack their necromancer masters soon. I found one in a mead hall and got him to join me, but as soon as we killed some dingoes he resurrected them all and they tore us apart. I didn't even recruit any necromancers, but after I blundered into a tower (and got murdered by zombies) I checked the Legends and a bunch of the zombies had turned on their necromancers. There must have been at least one necromancer that survived the brawl, because the legend of every dead necromancer ended with them getting revived as a zombie.
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# ¿ Jul 23, 2014 04:03 |
Dungeon Ecology posted:Quick question: What do the "Indiv Eq" and "Squad Eq" options do under Barracks options? I know that I have to go into Alerts under Military to turn a squad on to Active Duty, but I'm not sure what those options do... I'm pretty sure those are for storing equipment and also don't actually do anything. They might have been related to the Arsenal Dwarf, who is not missed.
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# ¿ Jul 23, 2014 07:13 |
dragon_pamcake posted:God, I wish. This would be an awesome case of FUN. No. I believe it's a fundamental bit of the way constructions work. Maybe the DFHack wizards can do something about inviolability of constructed walls and floors, but it's not a raws thing.
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# ¿ Jul 29, 2014 19:33 |
I think you can mass forbid all webs from the stocks screen and then use the reclaim designation on the webs you might actually want.
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# ¿ Jul 30, 2014 06:45 |
Salvor_Hardin posted:Pretty sure migrant waves are hosed. I'm not even getting the hardcoded initial 2 waves. Did you copy the init from a pre 40.05 version? 40.05 introduced a strict population cap in the init, and if it isn't in there it is treated as 0.
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# ¿ Jul 30, 2014 22:28 |
Salvor_Hardin posted:Yeah I did. From d_init.txt "[POPULATION_CAP:100]" 40.05 introduced [STRICT_POPULATION_CAP:n], which is an absolute limit on the number of dwarves. If it's not in d_init it defaults to 0.
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# ¿ Jul 30, 2014 22:36 |
That one should be fine to change in an active fort.
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# ¿ Jul 30, 2014 22:40 |
Forgotten beasts made out of random crap can sometimes be pushovers. Coral does not seem to be one of the things that makes them a pushover. I found The Mucous Shaft, a coral quadruped (whose deadly gas seems to have failed him) squatting in the ruins of my old fort (which he never even got inside, it was a Giant Cave Spider who wound up murdering everyone) and it took quite a long time of beating him in the neck with a warhammer before it shattered. From the time when it was skulking in the caves I knew that it had a pretty deadly kick, as it managed to stomp several local animals into gore with a single blow. Wasn't really expecting the adventurer to get lucky long enough to get the last blow in. Now I need to make sure to keep them alive to retire somewhere else, and carry with them the masterpieces of the old fort. e: Also found two merchants and a wagon chilling in the caves, which is weird. PublicOpinion fucked around with this message at 05:02 on Aug 1, 2014 |
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# ¿ Aug 1, 2014 04:59 |
My opinion on beasts made of mist is that dwarves are very susceptible to thinking that clouds look like things.
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# ¿ Aug 1, 2014 06:05 |
Angela Christine posted:Oh no! I glance back and blue ! everywhere, what has happened? I had a couple random reports of people getting hit with beds on a ramp. No injuries in my case, but no idea what caused it.
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# ¿ Aug 7, 2014 18:07 |
Started a new fortress in a jungle where it rains elf blood. A bunch of the starting seven got a "had a nice bath recently" thought from the blood rain.
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# ¿ Aug 8, 2014 05:57 |
Bitter Mushroom posted:Call me I can't remember if ballista bolts drop down from their initial z-level, and even if you killed a whale its corpse would be out there in the ocean. Even if you trained swimming by repeatedly dunking dwarves into 4/7 water, I don't know if they'd path out to any waterbound corpses and drag them back. What you need to do is be in a place where the ocean freezes during the winter and build some dams to create an area you can seal off while the sea creatures are in it, then pump the water out to air-drown whatever is in the trap.
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# ¿ Aug 8, 2014 18:46 |
Gus Hobbleton posted:I'm trying to regenerate a world I like with a different history. I understand I have to use advanced world generation, but what do I actually DO? How do I find the seed that the world was originally generated from? If you exported the world generation info after generating the world, ignore this step. Otherwise go to legends mode (you might need to copy your save and abandon any in-progress game) and hit 'p' to 'export map/gen info'. Next, go to the 'regionN-world_gen_param.txt' in the df main folder and copy/paste everything to the end of 'world_gen.txt' in data/init. Then go to the advanced world gen, select the last option on the list, hit 'e' for 'Enter advanced parameters', and change 'Use History Seed' from 'Yes' to 'Random'. PublicOpinion fucked around with this message at 01:02 on Aug 9, 2014 |
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# ¿ Aug 9, 2014 00:59 |
Here's a weird one: had a baron, a general, and the king show up as merchants with the caravan.
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# ¿ Aug 10, 2014 04:40 |
Angela Christine posted:
Just want to emphasize that this parameter operates backwards of how someone might assume as the higher it is, the more scarce minerals are. Higher numbers = less minerals.
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# ¿ Aug 10, 2014 20:25 |
Tunicate posted:I got shown this 1 pixel wide font sample in the pixel art thread Tilesets are 16 tiles x 16 tiles, here's a full list of every character, it's place in the tileset, and what it's used for.
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# ¿ Aug 11, 2014 03:54 |
Shuffle posted:I captured 2 cave dragons yesterday, the wiki says they don't breed, is it possible to mod he raws to allow this? If so how would I go about doing this I'm completely new at his. That page is out of date, the game now allows thing without the child token to breed.
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# ¿ Aug 11, 2014 04:19 |
So retiring and unretiring a site will leave most things in place, but it will shuffle around a few objects. Weirdly enough even built objects, because I had to restock the mayor's room with cabinets after unretiring. What also got shuffled around was the forgotten beast that was previously safely sealed in the first caverns and was now on the surface eating all the random merchants that had decided to hang around, including one of my civ's barons. It bit off on of my guy's arms, but otherwise didn't damage anything important and as soon as they drag its corpse to the pile we'll be eating giant turquoise beetle steaks for years. As with every important thing my military kills, it gets an engraved slab stuck in the barracks.
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# ¿ Aug 12, 2014 21:28 |
Possibly A Ghost posted:Hey, does a vampire seeing the corpses of the people he's drained count towards the "death doesn't phase him" (or w/e) trait? If not do they just piss their pants with fear every time they kill somebody, or ignore the body completely, or...? The vampire example raws don't give the [NOFEAR] token so perhaps vampires will freak out after their first couple kills. They'd presumably harden up after a couple corpses. I don't know if they'd get any discipline from the dozens or hundreds they've probably drank in world gen before immigrating.
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# ¿ Aug 13, 2014 23:36 |
"Hykiv Wavelake the Tail of Suns was a sand titan [...] An enormous blob composed of water." You think you found an oasis in the desert? Nope, motherfucking sand titan. My new mission in this world is to track down Hykiv and just watch it to see if it will evaporate on its own.
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# ¿ Aug 14, 2014 05:02 |
Did it happen on or near a ramp? For some reason ramps seem to generate weird accidents like people getting smashed by hauled furniture. I've seen it in adventure mode when a bunch of goblin civilians try to run down a ramp away from me. Some of them wind up mysteriously airborne.
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# ¿ Aug 15, 2014 07:01 |
A White Guy posted:Also, an FB just showed up made of Basalt. Welp, definitely not going in the cavern anymore. Put together a special squad of pick-wielding ex-miners. Rocks that are trying to kill you can't be that much trickier than normal rocks, right?
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# ¿ Aug 16, 2014 05:38 |
Shuffle posted:is there a reason I'm still getting mass migrations of dwarven children even though my [BABY_CHILD_CAP] is set to 5:5? Of my total 92 dwarves atm 35 are children. That only prevents pregnancies. It's a shame.
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# ¿ Aug 18, 2014 01:57 |
I vaguely recall that the artifact accuracy bonus doesn't apply to ranged attacks, so it may in fact serve better as a bludgeon than a crossbow.
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# ¿ Aug 18, 2014 04:35 |
None of the quality of life improvements in dfhack or other utilities has swayed me from my stodgy grognard gitoffmalawn attitude, but that and multilevel rendering are darn tempting.Prop Wash posted:Huh, even the logs aren't really giving me any more information. A completely uninteresting Shearer went from alive to dead in the space of the two adjacent lines Any titans or forgotten beasts go leaving their dust or ichor around?
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# ¿ Aug 18, 2014 07:32 |
reading posted:What do all the symbols (C, H, S) on the left vertical mean? Cavern, HFS, "S"...? Combat/Hunting/Sparring. They're the combat report notifications.
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# ¿ Aug 18, 2014 18:24 |
Moridin920 posted:Can't you just enable the elf diplomat and then tell him you want them to bring animals and such? The diplomat doesn't handle trade agreements. I believe you'd have to add [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS] to the diplomat and regen the world.
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# ¿ Aug 18, 2014 21:51 |
According to the wiki it's items with wood, clear/crystal glass, or soap. They used to hate animal products too but got over that at roughly the time they started eating people.
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# ¿ Aug 18, 2014 22:10 |
Leperflesh posted:Also you can't sell back to them the wood objects they previously sold to you. They're tainted or something. Does that still apply now that the elves have "grown" wood items? I never tested it but assumed they might accept grown objects.
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# ¿ Aug 18, 2014 22:22 |
Dashticle posted:Are the civilisations you can see in the Civs screen in Fortress mode literally the only civilisations in the entire world/that can reach you? Year 4 and I only had a single gobbo siege show up first year (they left after one lost his head on a weapon trap outside). No gobbo thieves either. There are only the dwarves, one human and one elf civ showing on my screen. I'm just worried about building a big elaborate goblin disposal chamber that will go unused forever. Things only show up on the Civ screen after you've encountered them. If goblins came and there's no goblin civ in the list, I think they were bandits.
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# ¿ Aug 19, 2014 05:40 |
Glad to hear that the necro towers are getting trimmed back.
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# ¿ Aug 21, 2014 06:32 |
I was trying to look up if silver barbs were still in the game what with all the new plants in preparation of maybe trying a fortress based entirely around creating black cloth, and discovered that they're actually sliver barbs. I've been reading it wrong for the past six years.
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# ¿ Aug 25, 2014 06:13 |
Crimson Harvest posted:How did this happen?? "How did you find the fish, sir?" "Well I just lifted up the quarry bush leaf and there it was."
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# ¿ Aug 28, 2014 05:27 |
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# ¿ May 18, 2024 05:47 |
You can make completely new ones. I believe they always start with the filename and [OBJECT:X] so the game can tell what's up.
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# ¿ Sep 6, 2014 05:59 |