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Dareon
Apr 6, 2009


Forbidding the barrels is apparently a crapshoot, someone reported a crash doing that, but it worked fine for me.

And caging kobolds is probably on par with caging demons. Try groundhogs instead.

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Aleth
Aug 2, 2008



For people who want Therapist working with 34.10 you can bodge it:

DF Modding board posted:

1. copy the file "v0.34.09_graphics.ini" in the (in the "DwarfTherapist\etc\memory_layouts\windows" folder)
2. paste it in the same folder
3. rename this new file as "v0.34.10_graphics.ini"
4. open the file "v0.34.10_graphics.ini" and change the first lines with these:

[info]
checksum=0x4fba073a
version_name=v0.34.10 (graphics)
complete=true

Or just go and download the version someone already knocked up here.

Dukeofdummies
Feb 1, 2012

Go on good sir, you have my full attention.


Does anyone know how much liquid a minecart can hold?

I'm thinking about trying to construct a lava track to bring lava upward, but I'm wondering how fast it would be.

It also is starting to sound like minecarts can go off the rails at high speeds, so having a 20 level spiral roller coaster downward sounds like it will fail spectacularly.

Has anyone tried this, or possibly give a few ideas?

Laser Spider
Jan 28, 2009



Dukeofdummies posted:

It also is starting to sound like minecarts can go off the rails at high speeds, so having a 20 level spiral roller coaster downward sounds like it will fail spectacularly.

Has anyone tried this, or possibly give a few ideas?

I haven't built a minecart spiral yet, but I think Toady One said that minecarts will not derail when turning on a corner if there is a wall that would block it from going straight off the corner. So if there are walls built on both sides of the corner, your carts should make the turn without flying off the track.

Ogantai
Apr 21, 2003

Full of bologna.

Has anyone else had trouble finding Magnetite in these last few versions? I've generated dozens of worlds, added extra sedimentary layers, played with mineral scarcity, added/removed aquifers, and still can't find it anywhere.

Internet Kraken
Apr 24, 2010

Slightly Amused



I don't even remember the last time I embarked on a map with local iron ore. As you might guess, my forts haven't been going very well.

super fart shooter
Feb 11, 2003

-quacka fat-


Ogantai posted:

Has anyone else had trouble finding Magnetite in these last few versions? I've generated dozens of worlds, added extra sedimentary layers, played with mineral scarcity, added/removed aquifers, and still can't find it anywhere.

Not magnetite, but every single embark I've played in recent memory has been flooded with hematite, and often limonite as well

HisMajestyBOB
Oct 21, 2010


Internet Kraken posted:

I don't even remember the last time I embarked on a map with local iron ore. As you might guess, my forts haven't been going very well.

My current fort only has igneous intrusive and metamorphic layers - lots of gold and galena (silver & lead) ore, no iron, little copper, no tin so far, and no coal or lignite.

I made a spreadsheet to keep track of my military size and the amount of metal armor I have. It's kind of depressing - 64 military dwarves total, but only the Macedwarves and Hammerdwarves have enough weapons - mostly silver. Nearly all my armor is leather armor with shell leggings, helms, and gauntlets, plus wood and leather shields. As for real armor? I only have 2 metal mail shirts, pilfered from caravans.

Fun!

Met
Jan 17, 2012



HisMajestyBOB posted:

I made a spreadsheet to keep track of my military size and the amount of metal armor I have. It's kind of depressing - 64 military dwarves total, but only the Macedwarves and Hammerdwarves have enough weapons - mostly silver. Nearly all my armor is leather armor with shell leggings, helms, and gauntlets, plus wood and leather shields. As for real armor? I only have 2 metal mail shirts, pilfered from caravans.

Fun!

I think that's far more interesting than being able to easily outfit everyone. Your dwarves are just a ragtag militia and supported by what they can mine when they're not defending themselves. It certainly feels better than having so much metal that it seems trivial to outfit everyone.

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time. I know who you are.

You are destiny.


I think I've gone five forts now without finding any coal or ignite, it'r really annoying.

EightBit
Jan 7, 2006
I spent money on this line of text just to make the "Stupid Newbie" go away.

HisMajestyBOB posted:

My current fort only has igneous intrusive and metamorphic layers - lots of gold and galena (silver & lead) ore, no iron, little copper, no tin so far, and no coal or lignite.

I made a spreadsheet to keep track of my military size and the amount of metal armor I have. It's kind of depressing - 64 military dwarves total, but only the Macedwarves and Hammerdwarves have enough weapons - mostly silver. Nearly all my armor is leather armor with shell leggings, helms, and gauntlets, plus wood and leather shields. As for real armor? I only have 2 metal mail shirts, pilfered from caravans.

Fun!

Silver armored hammerdwarves?

Xand_Man
Mar 2, 2004


Silver hammers are the most lethal dwarven-made blunt weapon because of the high metal density.

Internet Kraken
Apr 24, 2010

Slightly Amused



They will really come in handy if a werebeast shows up. Otherwise how would you ever triumph over the dreaded wereskink?

Spanish Matlock
Sep 6, 2004



I usually mod gold and platinum to be weaponable. Platinum maces!

Leperflesh
May 17, 2007

Dwarf tits for the blood god!

SPERG FOR THE SPERG GOD


I picked a site on my first try using .10 that has magnetite. It helps that I try to pick sites that span at least two, and usually three, biomes, all with shallow & deep metals. Improves the odds that at least one of those deposits will be iron. I also turned down mineral scarcity a bit (not to crazy levels), increased volcanism a little (I think minimum 16 volcanoes?) and made a few other minor tweaks to the worldbuilding settings.

Also of course it's a lower-lying embark point. If you always go for mountainous terrain you're less likely to have riverine deposits, which is where you get most iron ores. I suspect a lot of the trouble some folks have with finding iron has to do with habitually picking the same biomes which are geologically iron-poor.

Pookum
Mar 5, 2011


Has LNP been updated for the new version yet?

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Pookum posted:

Has LNP been updated for the new version yet?

No, but all the necessary utilities have been. Just gather the new versions around the old LazyNewbPack.exe and it should work fine.

Ogantai
Apr 21, 2003

Full of bologna.

Leperflesh posted:

I picked a site on my first try using .10 that has magnetite. It helps that I try to pick sites that span at least two, and usually three, biomes, all with shallow & deep metals. Improves the odds that at least one of those deposits will be iron. I also turned down mineral scarcity a bit (not to crazy levels), increased volcanism a little (I think minimum 16 volcanoes?) and made a few other minor tweaks to the worldbuilding settings.

Also of course it's a lower-lying embark point. If you always go for mountainous terrain you're less likely to have riverine deposits, which is where you get most iron ores. I suspect a lot of the trouble some folks have with finding iron has to do with habitually picking the same biomes which are geologically iron-poor.
Could you please post the worldgen params and the embark location?

Nettle Soup
Jan 30, 2010

Oh, and Jones was there too.


My first encounter with an evil cloud, all it caught was one yak cow. Who then proceeded to slaughter my starting 7. That didn't last long!

NiknudStunod
May 2, 2009


When I am picking a embark site for iron I have the most luck with a flux/shallow metal/no aqua site. I also look for the shallower areas since I hate digging 100 z levels to find lava. Shallow metals are the key and where you will find most iron. Deep metals tend to be gold and silver. Multiple Biomes tend to give you a better chance of getting iron as well as coal. I also prefer temperate or a colder climate. I am not sure if this helps but I find iron in a lot of my embarks. Also now that a single unit of ore makes several bars of metal the need to mine large veins of ore in order to supply your dwarves is no longer needed. I actually have a small unit of dwarves using silver hammers and armor from a small silver vein I found.

Third World Reggin
May 19, 2008

drugs are bad tho


Alright, so with this stone stuff not happening as much, and blocks make up for this, this is killing any stone industry I've had.

Also steel. Can I use or even make blocks of flux for this?

Laser Spider
Jan 28, 2009



Black Griffon posted:

I think I've gone five forts now without finding any coal or ignite, it'r really annoying.

Is this really such a problem? By the time I'm ready to start up a metalworking industry, I just dive straight down to the magma sea and set up down there. If I really need the materials for making steel then trees can usually supply enough charcoal for that purpose.

Third World Reggin
May 19, 2008

drugs are bad tho


My magma sea is 150 levels down and dwarves are dieing of thirst on their way down despite drinks and wells on the way.

Time to play with carts.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Third World Reggin posted:

My magma sea is 150 levels down and dwarves are dieing of thirst on their way down despite drinks and wells on the way.

Time to play with carts.

In your next custom world, generate only two cavern layers. Also why are you embarking in the Himalayas.

babies havin rabies
Feb 24, 2006



Third World Reggin posted:

My magma sea is 150 levels down and dwarves are dieing of thirst on their way down despite drinks and wells on the way.

Time to play with carts.

Just move the whole fort down there, maybe in stages.

Leperflesh
May 17, 2007

Dwarf tits for the blood god!

SPERG FOR THE SPERG GOD


Ogantai posted:

Could you please post the worldgen params and the embark location?

This is 0.34.10 with Ironhand installed (I don't think that affects worldgen but I'm not 100% certain).

This worldgen took something like 30 minutes or an hour to generate. I changed in particular volcanism_frequency, mineral_scarcity, I think I adjusted megabeast and titan numbers (all the titans died anyway), raised the minimum peak number slightly(?), and altered cavern level openness min and density max (haven't dug down to see what these specific numbers do yet).

Worldgen:
pre:
Created in DF v0.34.10.

[WORLD_GEN]
	[TITLE:MEDIUM LEPERFLESH]
	[SEED:1f0WR6MWwwdfDjnXzGnO]
	[HISTORY_SEED:PQmnyQhCexzWNgr0RTPm]
	[NAME_SEED:zpwZtsn5TajsCrrPxDR8]
	[CREATURE_SEED:eXQO0IgIAscRoPSiW7xA]
	[DIM:129:129]
	[EMBARK_POINTS:1324]
	[END_YEAR:1186]
	[BEAST_END_YEAR:200:80]
	[REVEAL_ALL_HISTORY:1]
	[CULL_HISTORICAL_FIGURES:0]
	[ELEVATION:1:400:401:401]
	[RAINFALL:0:100:200:200]
	[TEMPERATURE:25:75:200:200]
	[DRAINAGE:0:100:200:200]
	[VOLCANISM:0:100:200:200]
	[SAVAGERY:0:100:200:200]
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]
	[RAIN_FREQUENCY:1:1:1:1:1:1]
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
	[VOLCANISM_FREQUENCY:1:1:1:2:3:4]
	[MINERAL_SCARCITY:1000]
	[MEGABEAST_CAP:18]
	[SEMIMEGABEAST_CAP:37]
	[TITAN_NUMBER:12]
	[TITAN_ATTACK_TRIGGER:80:0:150000]
	[DEMON_NUMBER:28]
	[NIGHT_TROLL_NUMBER:14]
	[BOGEYMAN_NUMBER:14]
	[VAMPIRE_NUMBER:8]
	[WEREBEAST_NUMBER:20]
	[SECRET_NUMBER:27]
	[REGIONAL_INTERACTION_NUMBER:29]
	[DISTURBANCE_INTERACTION_NUMBER:26]
	[EVIL_CLOUD_NUMBER:14]
	[EVIL_RAIN_NUMBER:14]
	[GOOD_SQ_COUNTS:25:251:503]
	[EVIL_SQ_COUNTS:25:251:503]
	[PEAK_NUMBER_MIN:16]
	[PARTIAL_OCEAN_EDGE_MIN:1]
	[COMPLETE_OCEAN_EDGE_MIN:0]
	[VOLCANO_MIN:6]
	[REGION_COUNTS:SWAMP:260:1:1]
	[REGION_COUNTS:DESERT:260:1:1]
	[REGION_COUNTS:FOREST:1040:3:3]
	[REGION_COUNTS:MOUNTAINS:2080:2:2]
	[REGION_COUNTS:OCEAN:2080:1:1]
	[REGION_COUNTS:GLACIER:20:1:1]
	[REGION_COUNTS:TUNDRA:10:1:1]
	[REGION_COUNTS:GRASSLAND:2080:3:3]
	[REGION_COUNTS:HILLS:2080:3:3]
	[EROSION_CYCLE_COUNT:250]
	[RIVER_MINS:100:100]
	[PERIODICALLY_ERODE_EXTREMES:1]
	[OROGRAPHIC_PRECIPITATION:1]
	[SUBREGION_MAX:2850]
	[CAVERN_LAYER_COUNT:3]
	[CAVERN_LAYER_OPENNESS_MIN:30]
	[CAVERN_LAYER_OPENNESS_MAX:100]
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:70]
	[CAVERN_LAYER_WATER_MIN:0]
	[CAVERN_LAYER_WATER_MAX:100]
	[HAVE_BOTTOM_LAYER_1:1]
	[HAVE_BOTTOM_LAYER_2:1]
	[LEVELS_ABOVE_GROUND:15]
	[LEVELS_ABOVE_LAYER_1:8]
	[LEVELS_ABOVE_LAYER_2:2]
	[LEVELS_ABOVE_LAYER_3:3]
	[LEVELS_ABOVE_LAYER_4:2]
	[LEVELS_ABOVE_LAYER_5:2]
	[LEVELS_AT_BOTTOM:1]
	[CAVE_MIN_SIZE:5]
	[CAVE_MAX_SIZE:25]
	[MOUNTAIN_CAVE_MIN:25]
	[NON_MOUNTAIN_CAVE_MIN:50]
	[ALL_CAVES_VISIBLE:1]
	[SHOW_EMBARK_TUNNEL:2]
	[TOTAL_CIV_NUMBER:40]
	[TOTAL_CIV_POPULATION:15000]
	[SITE_CAP:1040]
	[PLAYABLE_CIVILIZATION_REQUIRED:1]
	[ELEVATION_RANGES:2080:4160:2080]
	[RAIN_RANGES:2080:4160:2080]
	[DRAINAGE_RANGES:2080:4160:2080]
	[SAVAGERY_RANGES:2080:4160:2080]
	[VOLCANISM_RANGES:2080:4160:2080]
Here's the worldmap. I've circled where the embark location is (if I remember right):


Not actually sure how to bring back up the embark screen itself to get a precise embark square for you, but if you look for a location in that area that has a corner of evil, spans a forest biome and a little bit of that evil (hills? badlands?) biome, and has clay, shallow & deep metals, fluxstone, and no aquifer, then you've found the right spot.

Bad Munki
Nov 4, 2008

We're all mad here.


Leperflesh posted:

Not actually sure how to bring back up the embark screen itself to get a precise embark square for you

Make a copy of the save and in that copy, abandon the fort, then start a new fortress and use the "reclaim" option in the embark screen.

Internet Kraken
Apr 24, 2010

Slightly Amused



Third World Reggin posted:

My magma sea is 150 levels down and dwarves are dieing of thirst on their way down despite drinks and wells on the way.

Time to play with carts.

What? How inefficient is the path down there? I mean 150 z levels is a long way but they shouldn't starve to death before they reach the bottom.

Keisari
May 24, 2011



Internet Kraken posted:

What? How inefficient is the path down there? I mean 150 z levels is a long way but they shouldn't starve to death before they reach the bottom.

Especially if you simply make a two-way single tile staircase all the way to the bottom.

Omnicarus
Jan 16, 2006



And a 150 tile staircase makes it possible for a clumsy Dwarf to trip on the second staircase and fall down half a mile of stairs right into Lava.

Zaldron
Sep 22, 2008

NOT SURE IF
I'M BUTTWIZARD


Which of course is a bonus.

Steelion
Aug 2, 2009


I've never had a dwarf fall down stairs, and I use long vertical shafts all the time. Until I see evidence otherwise, I don't think it can happen

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


It doesn't seem to happen spontaneously. I still think dizziness is required.

EightBit
Jan 7, 2006
I spent money on this line of text just to make the "Stupid Newbie" go away.

scamtank posted:

It doesn't seem to happen spontaneously. I still think dizziness is required.

Or a choice dodge.

Dareon
Apr 6, 2009


Dear god these giant bugs are meaty. My fortress is mostly visited by giant versions of otherwise unobtrusive wildlife. Each giant cockatiel produces around 15-20 servings of meat. A giant jaguar gives me ~30. A giant thrips? 30 to 55.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


The body volumes of giant creatures are pretty firmly in the 200.000 cm3 range no matter what they are. I wish it were a little more proportional to the original thing's size.

The body weight of a normal kakapo? About 3 kilograms.

Giant version? 221 kg.

scamtank fucked around with this message at May 24, 2012 around 20:43

Wozbo
Jul 5, 2010


scamtank posted:

The body volumes of giant creatures are pretty firmly in the 200.000 cm3 range no matter what they are. I wish it were a little more proportional to the original thing's size.

The body weight of a normal kakapo? About 3 kilograms.

Giant version? 221 kg.

Being shagged by a rare parrot just got that more scary.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Wait no there are separate classes of giants. Nevermind.

Giant pythons weigh almost two tons. Elephant seals are bigger than dragons.

ToxicSlurpee
Nov 5, 2003

Kiss Me, I'm Hateful!

Omnicarus posted:

And a 150 tile staircase makes it possible for a clumsy Dwarf to trip on the second staircase and fall down half a mile of stairs right into Lava.

If you actually care about the wellbeing of your dwarves (hint: you shouldn't) you can prevent this by building hatch covers on every X.

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Willie Tomg
Feb 2, 2006

Do Randroids Dream of Objective Sheep?

scamtank posted:

Elephant seals are bigger than dragons.

That's GOTTA be a typo, like a finger slipping and hitting zero one too many times while filling out the raws. Either that, or Toady is creating megabeats whose blubber will feed arctic populations for years at at time.

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