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Griddle of Love
May 14, 2020


Captainicus posted:

Do the elves hate cloth made from sheep wool, I have a bunch of mastercraft socks they might want to buy

"You just revel in death, don't you? Those poor creatures." gentle baaing in the background as the sheep that are totally fine frolic past the trade depot

Ironically, that makes elves seem like the only thing they enjoy is rocks and stone and gems. On the other hand I do remember selling them a bunch of plant fibre rope and crafts, which they didn't seem to mind. Hope I'm not mistaken on this, though.

Griddle of Love fucked around with this message at 02:37 on Dec 14, 2022

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Griddle of Love
May 14, 2020


DurosKlav posted:

You will regret this. That question goes along well with mine.

Does anyone have a good work detail setup? Ones I do just seem so inefficient and cumbersome. Especially once the game goes from a small population to just exploding in size in 2 seasons. My current fort I got like 10 or so new migrants in the first year or so, then nothing for 2 years until it dumped 20+ on me in back to back seasons so I just got overwhelmed. It would also be nice if the game let me see what is toggled in the default ones.

This is something I'm struggling with a lot myself. The core thing I'd like from work details is letting dwarfs that have critical jobs but also have downtime in those jobs (like doctors, planters, brewers) do other things, without the other things ever keeping them from doing their main job. The aesthetically extremely pleasing zine-like Urist's Dwarf Fortress Guides go into detail about some agricultural professions, and I like the professions in this Reddit post for their flavorful names, but I'm not sure they're good in practice.

Baronjutter posted:

Does flooding farm fields do anything anymore? I spent ages making a floodable farm zone and all the soil is still listed as poor.

I was under the impression flooding was a technique to turn non-arable ground (rock) into poor soil equivalent by covering it in mud. The only better soil seems to be cavern soil.

Griddle of Love
May 14, 2020


One of my dwarves made these hellishly droning, bellow-powered sub-woofer bagpipes commemorating some early last century coronation. It's the only instrument I let them have in the tavern.



Griddle of Love
May 14, 2020


Son of Rodney posted:

One thing I've been struggling with is how to produce a set number of items. Like I need 3 socks, 3 shirts, 3 caps for example. How do I make the dwarf produce this? Is this where work orders come in? So far all I have is the option to either do one task unlimited or to add 3 single tasks after another, which is cumbersome.

Yeah, you do want work orders. It's a can of worms, I've had many dozens of them after only the first year of my first fort, but simple 1 time work orders are a good place to start. Just don't click the green ><+= runes. It's a secret curse.

Griddle of Love
May 14, 2020


Admiral Joeslop posted:

My first enemy showed up, a Minotaur with a name. He exploded a Dwarven Child's head with one punch then my Legendary Miner happened to walk by and beat his head in with his copper pick.

I eventually gave up because I couldn't find any flux despite the embark saying I had some.

I, uh, struggled with this before my SO explained to me that "flux" isn't actually called that in the game, because a bunch of different economic stones fill the function of flux. They are: Calcite, Chalk, Dolomite, Limestone and Marble.

If you already knew this, I apologize for assuming you didn't, but it certainly threw me for a spin.

Griddle of Love
May 14, 2020


Hope I'm not quite too late for the banging and clanging gang tag.

Here's my barely fictionalized account of some of what happened in my first ever (non-tutorial) fort.

Expedition Leader's Diary

Entry #2: All the important groundwork is done. We're forty feet under, I've had the expedition leader's bed and office set up, the plum helmets are being planted and the brewery is being built as I write.

Entry #3: I've assumed the duties of manager and broker. The miners are making steady progress.

Entry #12: We're moving a lot of rock, I've wisely decided to have it all turned it all into trinkets to use the free trade caravan labour to get it all hauled out of here. Heh, heh, heh.

Entry #13: We brought a nice crossbow so I'm assigning myself to hunting duty. The peacock farm should produce enough bone to keep the bowyer busy making bolts.

Entry #14: I've found my first quarry. A sizeable badger, I've hit it a few times before I had to retreat. Off to the bowyer to refill my quiver!

Entry #35: Today I made an observation: When the butcher has a bad day, everyone going past the shop is having a bad time, slowing right down and losing the will to live. I believe I can use this knowledge in my fight against the badger.

Entry #36: Doubled the working order for bone bolts again. Off to refill the quiver.

Entry #38: It worked! I shot the badger until it started retching and vomiting all over the place. It's looking real dejected now, surrounded by the green puddles. Now it's only a matter of time!

Entry #42: Lemurs attacked! They got a dog and four peahens before another dog clawed one in the mouth, sending 18 teeth scattering over the ground. I only ran out of bolts twice before we finally drove them off.

Entry #44: A grudge! A grudge is issued against a human crossbowman on grounds of of stolen valor! The lumberjack reported that as I was making a quick run for ammunition while shouting "I must retreat!" thrice, a human crossbowman showed up and snatched away the price that I had prepared for so long! The badger lies dead on the butcher's table. I retreat to process more work orders.



Indeed I have issued many work orders, changed their conditions and batch sizes, deleted them only to reissued them with different materials. All in hopes of making a difference in the odds of this little fort.

Meanwhile my partner ran Shotclear. A fort that got cut down to a dwarf or two, recovered to dozens, only to fall again, and rise again two more times. All in the time it took me to set up some basic priorities for nothing but log usage.

I practically felt her looming over my shoulder, going:

Griddle of Love
May 14, 2020


I had quite a nail-biter of a fey mood today, involving having to slap down not one but two glass smelters (and channel some magma, and scrounge up magma-safe materials), learning how to gather sand from the other end of the map, waiting for the harvest and processing of a single plant of ring tail, always hoping no one else would snatch the materials at any of the steps along the way, the moody dwarf running up and down 60+ z-levels to gather stuff because my fortress is a mess that I built near the surface but actually want to be way down in the depths...

And then she hits me with this? I'm disappointed.



I mean, come on... Grossulars?

Griddle of Love
May 14, 2020




Is this sort of title / image combination common? It's seems too on point to be chalked up to a coincidence.

Griddle of Love
May 14, 2020


Super No Vacancy posted:

anyone have any cool worldgen tricks im interested to see what happens if i run it for a long time on my fancy fast processor

I honestly think you should just go for default settings, see what you get as a baseline. Make the world just a bit smaller, and you should blaze through the centuries.

===

Meanwhile, I'm glad my dwarves are not xenophobes and that my minster for monoculture legendary engraver is welcoming of all heritages:



Though I do wonder why all the engravings under the tables in my hospital are of elves... Every single one!

Griddle of Love
May 14, 2020


7c Nickel posted:

I think to muddy floors with buckets, you have to build scaffolding to designate a pond over empty air. You can't do it on a solid z level. I don't believe they ever dry out, though they might be able to be cleaned.

Yeah, or punch holes in the floor of the level above. It's quite a bit of micro management to muddy a decently sized area, as dwarves prefer dumping water into the same spot rather than spreading it out. This is so inefficient that it may only net you a 3x3 mud area, if your dwarves are dumping slow enough. Supposedly the thickness of the mud does not matter, though, so just a light sprinkle will do for the farms.



Meanwhile I let my dwarves pick their own materials for the top of their 41*41*15 fort. The result makes me think they played with too much LEGO in their youth, or not enough.





I'm also pretty excited for this, even though it'll probably be quite a while before we see it. Currently I really don't enjoy dealing with nobility, and am way too tempted to just opt out of having them move into my forts.

Griddle of Love
May 14, 2020


Zereth posted:

They just picked whatever was "closest" by the item-finding pathfinder when you selected it, same as if you'd just picked the top *math* 1,681 blocks in the menu.

The reason for the stripey LEGO look is that I used DF hack to limit the material to blocks, and those are made in batches of four, and then the floor is built in columns, so the batch turns into a vertical stripe. And since I didn't select for material, the mason just churned out blocks presumably based on the logic you describe.

On the topic of traders, I tend to have the depot behind the barracks. Just feels better to have trade goods, haulers and the esteemed raw material delivery folks hiding behind the steel clad murder machines, rather than the other way around.

Griddle of Love fucked around with this message at 00:04 on Nov 4, 2023

Griddle of Love
May 14, 2020


Qubee posted:

I was really hoping that with the huge success the Steam release brought the Adams brothers, that they would be more open to drastically expanding the team with a few more core members to really start churning out updates, polishes, fixes, etc. I remember they were against this to begin with due to the fact they didn't want someone stealing the code or something. Now that they have 'gently caress you' levels of money, I'm sure getting NDAs or whatever is no longer a bar to entry?

I don't think they are operating under the assumption that they have 'gently caress you' levels of money, but rather under 'this dosh probably has to last the rest of our lives unless we want to go back on our promise to not make DLC' money. Financially, I think most people who want DF already have DF, so expanding the team, especially "drastically expanding" it is really just paying to improve the game. I'd welcome it, because there's a lot about the game that could do with some overhauls and a fresh, outside look at it, but I can understand that they want themselves and their dependents to be financially secure into the foreseeable future.

Griddle of Love
May 14, 2020


A little while ago I spent quite some time reading up on what people had gleaned over the years, and the gist I got was that for blunt weapons, you can disregard pretty much every material stat except density. So bronze and copper will be better than iron and steel, silver is even better and just a little bit behind lead, and finally platinum and gold is winning the lottery.

Softer and brittler metals wear out faster when they encounter harder and tougher materials, but that might not actually end up being a real issue with the weapons in question or metal weapons in general. If you are worried about that, bronze would definitely be a nice compromise, as it fares well against other metals and is still heavier than steel.

On the topic of lead, I try to never have any and instead process galena into electrum. Maybe that's a waste of gold ore, but I enjoy gaming the system too much. Plus electrum is really cool.

Griddle of Love
May 14, 2020


Verviticus posted:

i think you're basically never gonna get a lead hammer because if you happen to catch your weaponsmith in a strange mood it seems crazy that you'd get him to grab a bunch of lead or platinum bars when he could grab steel or adamantine ones

edit: unless they fixed that or you can now pick what is being made as well as game the system to choose the material



This was the first artifact in my latest fort. Sheer luck that a mood hit before I had steel going, and that I already had platinum lying around. They were so proud of that thing, they made a tribute to it later.




EDIT: Considering the trash they used for the tribute, I actually have no idea what material they'd pick if they had everything available.

Griddle of Love fucked around with this message at 05:58 on Dec 12, 2023

Griddle of Love
May 14, 2020


hbag posted:

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

Like the ammunition & inventory issues? It's the top item on Putnam's major issues list, if I remember correctly. Right up there with performance improvements.

Griddle of Love
May 14, 2020


I definitely have the opposite issue, having way too many worlds and saves. No renaming or moving folders required, all done ingame. That's not just me mistaking a DFHack or mod feature for core functionality, is it?

EDIT: it is just me doing just that.

Griddle of Love fucked around with this message at 20:19 on Dec 28, 2023

Griddle of Love
May 14, 2020


hbag posted:

once i actually get steel armor will my dwarves stop being so easy to kill? right now they got iron armor and oh boy they sure do like dying

Steel is a big step up when it comes to defending against iron and bronze level attacks. It's hard to say what would help your dwarves without knowing what's killing your dwarves, though. They may be dying from inexperience, overencumbrance, ineffective weapons or so many other reasons that it's hard to promise that steel will fix whatever issue you are experiencing, but it sure won't hurt.

Griddle of Love
May 14, 2020


hbag posted:

unsure how id prevent a human from doing metalworking

In addition to white listing at the workshops and forges, you can use the job menu to limit the specific sub specialisations (metal-, armour-, weapon-smithing), which is less of a hassle when using work orders via the job manager with multi function shops like the forges.

Griddle of Love
May 14, 2020


cheetah7071 posted:

If you have limited amounts of a good metal for Reasons, what equipment slots will provide the most benefit? I'm sort of assuming that the answer is weapon followed by...breastplate then helm?

I'd consider decking out a smaller number of dwarves fully in your best metals, and then the rest fully in your worse options. If you are in a situation were having a helmet or breastplate of a worse material is a problem, the same is generally true for gauntlets and boots, as a hefty arm or leg injury can take the dwarf out of the fight anyway. And with that dwarf goes the good weapon, helmet and breastplate.

You can probably make an argument for the weapon though, if your dwarves have a numbers advantage against something big.

Griddle of Love fucked around with this message at 22:05 on Jan 4, 2024

Griddle of Love
May 14, 2020


Telsa Cola posted:

Animals only show up in certain biomes (you wont get elephants in Tundra) but savage biomes are an additional modifier that allows for/hightens the amount of giant creatures you will find.

Giant creatures have a value modifer iirc so you could also benefit from selling the copious amounts of bone crafts you are likely to collect.

With the new agitation mechanics this can get tricky but also its incredibly easy to just have a weapon trap hall that funnels things through and just shred things.

DF is kinda incredibly easy once you get the mechanics down.

At the end of the day you can always opt to close off your fort to everything with one or more drawbridges, turn away nobility, and be as safe as you want to pretty much until the FPS death of the universe. But that route is definitely hamstringing the story generating potential of the game.

Griddle of Love
May 14, 2020


Jinnigan posted:

What are the recommended embark profiles for new players these days?

My partner likes to give the dwarves full military gear and have them make everything else from scratch while embarking on savage evil places like an absolute lunatic, I'm the opposite and would rather pack more raw materials.

You honestly have too much flexibility, even when trying to keep it simple, to have a cookie cutter solution that will fit everyone. What you're really short on early on is dwarf hours, so ration by that.

Food, drink and furniture (+trap) production, excavation and construction of rooms and workshops and acquisition of the resources needed for all of this are what will stabilise your first year.

Before the first or even second/third migrant wave, some of that will be covered by items you bring rather than dwarf labour, so you get to decide if you bring raw foodstuffs to put off farming or wood to save the trees for a few extra moons etc.

Griddle of Love
May 14, 2020


That's the thing about embark, you're always paying for convenience. You can get a lot of value out of bringing ores and fuel instead of tools, or you can save yourself from having to set up smelting and forging early. But like other posters point out, you really don't need either the value or the convenience. You get to pick and skip doing whichever parts you don't like.

To all you turkey lovers I posit an alternative though, and it's peafowl. Grows up twice as fast, making that second generation hit that much sooner. Still more than half the eggs, meat and bones each. And you get to picture all your dwarves with peacock feathers on their hats and helmets. Only drawback is the extra entities, but that's honestly just a reason to have a long term plan for transitioning away from most lifestock entirely if you want your fort to go long.

Definitely want to know about the wooden training axes though, that's hilarious.

Griddle of Love
May 14, 2020


Nettle Soup posted:

Oh yeah, you should always check the list for weird animals too. Sometimes they'll offer you unicorns, or elephants!

Ah yes, fondly reminds me of my fort Fiercetusks the Deep Towers of Trade and its war elephants. They ate so, so much grass. On that note: Customising the emblem and name of your civ and fort are a real pro move during embark, even if like me you mostly hit the random button until you get something funny or cool, or something that gives you a thematic idea for the playthrough.

Griddle of Love fucked around with this message at 12:58 on Jan 21, 2024

Griddle of Love
May 14, 2020


Turpitude posted:

My embark loadout always has 7 dogs. 1 male 6 female, then they each get trained as war dogs and each of the first dwarves gets their own war dog. The eventual pack of puppies is housed in a cage near the entrance, linked to a lever. In an emergency the lever opens the cage and releases the hounds, causing chaos among hostile NPCs. Most effective when the cage has war animals in it, but that takes a few seasons

If I'm not mistaken, animals (including domestic) can be gay or aro/ace. If that's true, then relying on a single dog♂ has a chance to just... not work. When I can fit it in the budget I go for two.

Griddle of Love
May 14, 2020



quote:

Be master of your domain with gui/embark-anywhere
By popular request, you can now ask Armok to allow you to embark wherever you please!

Bulk item management
The new item commandline tool allows you to filter items in you fort by various properties (item type, material, wear-level, quality, etc.), and perform bulk operations like forbid, dump, melt, and their inverses.

Squad equipment assignment fixing tool
"Detect conflicts" button added to squad equipment. This will bring up a report of squad equipment issues, like conflicting labors (mining, hunting, and tree chopping), equipment pieces assigned to multiple squad members & citizens retaining squad membership (and equipment configuration) from previous forts. There's a button at the top of the report that attempts to fix all the problems.

Visualize biome boundaries with gui/biomes
On Embarks at the intersection of two or more biomes, gui/biomes can show you where boundaries are, and will also give you information about the biomes themselves, such as their savagery rating

Bulk building management with gui/mass-remove
gui/mass-remove has been around for a while, but has received a significant overhaul. You can box select a region and schedule all buildings, constructions, stockpiles, and/or zones for removal. Planned and fully built buildings/constructions can be selected independently

Auto-restore difficulty settings and standing orders for new embarks
Both difficulty settings (in the pre-embark setup screen or the Settings screen when a fort is loaded) and standing orders (Labor -> Standing orders) can be saved and restored independently

DFHack control panel
The DFHack gui/control-panel interface received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists.

These announced updates have me very happy and excited just from reading the headers alone. :allears:

Griddle of Love
May 14, 2020


ChickenWing posted:

opinion time, goons: what sort of worldgen settings and embark would you consider "standard difficulty" - i.e. no training wheels, but no challenges above and beyond the "typical" DF experience. Obviously turning down mineral occurrence is a key one, but I've also seen it mentioned that the right amount is somewhere between Rare and Sparse and best tuned with the advanced generation parameters

The answer to this is going to have to be arbitrary. I'd almost recommend rethinking the question altogether, and figuring out what kind of a challenge you want, because it sounds like you would like to have a bit of a challenge to figure out how well you can roll with what DF can throw at you.

Sparse is a good starting point, especially when you combine it with starting in a more challenging biome, or in an embark that doesn't have every critical resource that you'd want, forcing you to trade for things. Rarer than sparse will probably see you dedicate extra dwarf-hours to just probing for minerals quite a bit beyond any digging that you are already likely to do.

Griddle of Love
May 14, 2020


Synthbuttrange posted:

yeah things got very biotruthy stemlord for awhile

I honestly think this general vibe from the dev is at the heart of any DF/RW discontent and the respective earnings of the games are much more of a proxy debate.

Griddle of Love
May 14, 2020


I think any unlockable tech (outside of small side grades and upgrades like high boots) should be fundamentally confined to the level your dwarves operate on, rather than the level you the player operate on. Maybe they discover and teach each other methods of working faster, safer, or producing better results. Maybe it raises their skill ceilings or their moods. Maybe they invent a new instrument or a new verse structure or a new geometric shape. But if DF took pumps, windmills, steel, glass, dye, any of a hundred things that are available right now from the moment you embark, and put them behind a progress bar, it'd be a very sad state of affairs. (Or, more likely, another set of toggles lost in a myriad world-gen options).

Griddle of Love
May 14, 2020


How many years to invent the werebeast inquisition?

Griddle of Love
May 14, 2020


Clearly the most dwarven approach to this is to first, dig a second lake. After you have dug a second lake, pump the first lake into the second lake. Now that you have your drained pit, construct the staircase and the class glass tube. Repump the water from the second lake back into the first lake, then refill the second lake with whatever remains of the materials you dug up in the first place.

Griddle of Love
May 14, 2020


Tuna-Fish posted:

Cave-ins are a really general tool that fix a lot of problems.

Griddle of Love
May 14, 2020


Mist generators make me paranoid about how much capacity they take up before FPS death hits. I read somewhere that it was quite significant, but I don't know the details.

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Griddle of Love
May 14, 2020


FurtherReading posted:

On the note of succession forts, the Halcyon Frequency succession fort charity event is this weekend. There's about two dozen of us playing the same save over the whole weekend to raise money for Doctors Without Borders.



That's very cool! I checked out the Halcyon Frequency site, but sadly the discord link is broken.

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