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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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| # ? May 23, 2012 16:27 |
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| # ? May 19, 2013 10:03 |
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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) Or just go and download the version someone already knocked up here.
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| # ? May 23, 2012 17:41 |
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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?
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| # ? May 23, 2012 17:57 |
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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. 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.
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| # ? May 23, 2012 18:42 |
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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.
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| # ? May 24, 2012 01:49 |
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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.
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| # ? May 24, 2012 03:16 |
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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
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| # ? May 24, 2012 03:31 |
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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!
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| # ? May 24, 2012 03:38 |
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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. 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.
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| # ? May 24, 2012 03:47 |
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I think I've gone five forts now without finding any coal or ignite, it'r really annoying.
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| # ? May 24, 2012 04:09 |
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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. Silver armored hammerdwarves?
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| # ? May 24, 2012 04:31 |
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Silver hammers are the most lethal dwarven-made blunt weapon because of the high metal density.
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| # ? May 24, 2012 04:44 |
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They will really come in handy if a werebeast shows up. Otherwise how would you ever triumph over the dreaded wereskink?
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| # ? May 24, 2012 04:48 |
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I usually mod gold and platinum to be weaponable. Platinum maces!
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| # ? May 24, 2012 06:25 |
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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.
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| # ? May 24, 2012 06:51 |
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Has LNP been updated for the new version yet?
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| # ? May 24, 2012 07:08 |
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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.
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| # ? May 24, 2012 07:23 |
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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.
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| # ? May 24, 2012 08:41 |
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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!
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| # ? May 24, 2012 10:55 |
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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.
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| # ? May 24, 2012 11:46 |
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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?
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| # ? May 24, 2012 12:40 |
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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.
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| # ? May 24, 2012 12:56 |
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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.
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| # ? May 24, 2012 13:30 |
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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. In your next custom world, generate only two cavern layers. Also why are you embarking in the Himalayas.
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| # ? May 24, 2012 14:16 |
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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. Just move the whole fort down there, maybe in stages.
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| # ? May 24, 2012 14:42 |
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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] ![]() 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.
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| # ? May 24, 2012 15:23 |
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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.
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| # ? May 24, 2012 15:51 |
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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. 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.
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| # ? May 24, 2012 17:43 |
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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.
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| # ? May 24, 2012 18:05 |
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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.
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| # ? May 24, 2012 18:12 |
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Which of course is a bonus.
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| # ? May 24, 2012 18:31 |
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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
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| # ? May 24, 2012 18:35 |
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It doesn't seem to happen spontaneously. I still think dizziness is required.
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| # ? May 24, 2012 18:36 |
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scamtank posted:It doesn't seem to happen spontaneously. I still think dizziness is required. Or a choice dodge.
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| # ? May 24, 2012 20:23 |
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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.
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| # ? May 24, 2012 20:34 |
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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 |
| # ? May 24, 2012 20:41 |
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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. Being shagged by a rare parrot just got that more scary.
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| # ? May 24, 2012 20:49 |
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Wait no there are separate classes of giants. Nevermind. Giant pythons weigh almost two tons. Elephant seals are bigger than dragons.
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| # ? May 24, 2012 20:55 |
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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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| # ? May 24, 2012 21:05 |
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| # ? May 19, 2013 10:03 |
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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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| # ? May 24, 2012 21:07 |




















That didn't last long!








