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Is there a way to set the population limit in the newest release? I'm still pretty new to the game and missing my lazy newb pack mod. I'm only about 3 years or so in on my fort and i've got 200 dwarves, 80 or so which are children. This is a fortress dammit not dwarven daycare.
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| # ? May 26, 2012 01:41 |
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| # ? May 18, 2013 22:59 |
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Should read Headshoots before Syrupleaf, otherwise half the stuff won't make sense. Also for the moment of that incredible artifact adamantine breastplate Or am I getting confused about which one was which?
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| # ? May 26, 2012 02:02 |
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HK5000 posted:Is there a way to set the population limit in the newest release? I'm still pretty new to the game and missing my lazy newb pack mod. I'm only about 3 years or so in on my fort and i've got 200 dwarves, 80 or so which are children. This is a fortress dammit not dwarven daycare. If you go in to /data/init in the Dwarf Fortress folder there should be an init.txt file and a d_init.txt file, one of which contains the population limits.
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| # ? May 26, 2012 03:48 |
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HK5000 posted:Is there a way to set the population limit in the newest release? I'm still pretty new to the game and missing my lazy newb pack mod. I'm only about 3 years or so in on my fort and i've got 200 dwarves, 80 or so which are children. This is a fortress dammit not dwarven daycare. Go into the data and then init folder. In the d_init text fiel you'll find the [POPULATION_CAP:200] tag, which you can modify to whatever you want the forts population to be. This will only prevent migrants from showing up after you go past that number of dwarves though.
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| # ? May 26, 2012 03:48 |
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Is there an IRC or something to discuss the next LP? I haven't flexed my creative muscle in a while, and according to the last LPs, contributing sounds like a blast.
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| # ? May 26, 2012 06:13 |
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super fart shooter posted:Finally got frustrated and zoomed to the spikes from the stocks menu; they were being carried by a very thirsty dwarf running around in circles. I forbade the bin to try and make him drop it and the game crashed. Hauling changes
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| # ? May 26, 2012 06:24 |
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Has there been a change to the Cavern generation perimeters? I used to be able to generate huge, open caverns with a density min-max of 0 and an openness of 100. I tried to do that again today with several trial runs and the best I've gotten are a few dozen pillars running floor to ceiling.
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| # ? May 26, 2012 17:24 |
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Elth posted:Is there an IRC or something to discuss the next LP? I haven't flexed my creative muscle in a while, and according to the last LPs, contributing sounds like a blast. I believe there is a DF channel on synirc, but I don't hang out there. If you have some ideas feel free to post them here, PM me, or send me an email (leperflesh at gee mail dot com). Once the LP gets going, everyone interested in overseeing will have equal chances to get a turn - I'll hold a quick lottery each time there's a turn up, and those who are interested at that moment in running the next turn can put their names in the hat. Of course this means there's no guarantee, but I think it will keep the LP moving, be fair to everyone who wants to play, and avoid (perceived or actual) favoritism.
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| # ? May 26, 2012 17:30 |
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The Mountainhomes must be full of legendary clothiers. Otherwise, I can't think of a reason that a trader would consider a single sock to be "trading at a loss" against 10 gold bars. Well, besides "It's Dwarf Fortress" and "they're bastards", I mean.
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| # ? May 27, 2012 04:44 |
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![]() Awesome. Creatures can be knocked back by crossbow bolts now. It only flew one square until it collided with the Trade Depot. That'll teach it for trying to steal the random poo poo lying around my fort's entrance!
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| # ? May 27, 2012 11:13 |
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Toady might have lowered the force threshold for knocking creatures away (as part of the minecart rules) - I don't think the Trade Depot is solid and the combat report says the kobold only hit the ground, so I think it was only enough for one square. But bashing goblins with warhammers might be more exciting now.
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| # ? May 27, 2012 11:15 |
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Boing posted:Toady might have lowered the force threshold for knocking creatures away (as part of the minecart rules) - I don't think the Trade Depot is solid and the combat report says the kobold only hit the ground, so I think it was only enough for one square. But bashing goblins with warhammers might be more exciting now. I think the old and the new code are clashing somehow. I just hit the arena as a dwarf to slap around some kobolds, but only crossbow hits would propel them back. Not even skilled warhammer swings could move them, as per the science Urist da Vinci put out before the minecart debacle.
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| # ? May 27, 2012 11:31 |
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Its simple: New projectile code.
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| # ? May 27, 2012 12:57 |
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Maelin posted:Should read Headshoots before Syrupleaf, otherwise half the stuff won't make sense. Also for the moment of that incredible artifact adamantine breastplate Definitely this. Headshoots and Syrupleaf ran together hand in hand in my mind, so I have trouble telling them apart. By itself, Syrupleaf is not much more than a bunch of in-jokes and monsters you don't understand; but as a sequel to Headshoots, it makes more sense. Also, those were my first (and only) LPs so far.
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| # ? May 27, 2012 14:42 |
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I think I found a new bug ![]() I was testing throwing mechanics in Arena mode, had two bronze colossi go after each other. One of them loses an arm and suddenly starts spewing purple ²'s everywhere. The other colossus is constantly hitting him in the nonexistent lower left arm, spawning a "Bronze Colossus 2's partial remains" with every hit. I took control over the first colossus, and I didn't have the left lower arm as a target. When I exited, they started fighting like normal again. EDIT: The first Bronze Colossus turned the second Bronze Colossus into a statue of himself. ![]() EDIT2: vvvvvvvv It's like he carved the other colossus into his own likeness. I didn't even know arena creatures were 'stored' as possible art subjects, even in their own little arena instance. EDIT3: I realize how confusing my wording is. Colossus 1 kills Colossus 2. Colossus 2 turns into a statue of Colossus 1. Elth fucked around with this message at May 27, 2012 around 16:30 |
| # ? May 27, 2012 15:30 |
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Elth posted:EDIT: The first Bronze Colossus turned the second Bronze Colossus into a statue of himself. At least that's within normal parameters. Colossus "corpses" are masterwork statues using a special tag in the raws. That aside, edit: Did hunk 2 turn into a statue of hunk 1? what edit2:
scamtank fucked around with this message at May 27, 2012 around 16:38 |
| # ? May 27, 2012 16:18 |
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In my first fortress, things are already wrong. My dwarves decided to park their caravan on an icy lake, and when the ice melted the entire caravan fell in, so now I have to channel the lake out. My idea for the fort is to have one large pit with a spiral staircase going along the edges, and I'm wondering, does channeling just create downhill ramps, or could it be used to actually dig a large hole?
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| # ? May 27, 2012 18:49 |
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I haven't really played that much since the Necromancer/Adventurer update went in, so I was surprised when I got sieged by a group of necromancers and their corpsie friends. Do they ever go away like normal sieges? I swear, I've been sitting in here for four years, waiting for them to get bored and go home. No migrants is a +, but no caravans is a -.
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| # ? May 27, 2012 19:07 |
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So is there a simple guide somewhere to setting up a minecart system?
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| # ? May 27, 2012 19:42 |
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somepartsareme posted:In my first fortress, things are already wrong. My dwarves decided to park their caravan on an icy lake, and when the ice melted the entire caravan fell in, so now I have to channel the lake out. My idea for the fort is to have one large pit with a spiral staircase going along the edges, and I'm wondering, does channeling just create downhill ramps, or could it be used to actually dig a large hole? The edges have ramps, but the rest doesn't. So if you make a 3x3 hole, the middle one won't have a ramp.
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| # ? May 27, 2012 19:43 |
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somepartsareme posted:In my first fortress, things are already wrong. My dwarves decided to park their caravan on an icy lake, and when the ice melted the entire caravan fell in, so now I have to channel the lake out. My idea for the fort is to have one large pit with a spiral staircase going along the edges, and I'm wondering, does channeling just create downhill ramps, or could it be used to actually dig a large hole? It can be used to dig a large hole. Most of the time, a ramp will disappear if you dig out all of the floors and walls around it like... code:code:Sometimes you'll get a few errant ramps that stick around but there's a designation that removes them so it's not a huge deal.
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| # ? May 27, 2012 19:43 |
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Drone_Fragger posted:So is there a simple guide somewhere to setting up a minecart system? The wiki is still the final word, I think.
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| # ? May 27, 2012 19:47 |
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So I'm having a lot of fun, but what isn't fun is the game crashing without warning and losing two migrant waves worth of progress. What could I change so this doesn't happen?
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| # ? May 27, 2012 21:32 |
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somepartsareme posted:So I'm having a lot of fun, but what isn't fun is the game crashing without warning and losing two migrant waves worth of progress. What could I change so this doesn't happen? Enable seasonal autosaves in the init, the LNP has a button for it.
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| # ? May 27, 2012 21:35 |
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somepartsareme posted:So I'm having a lot of fun, but what isn't fun is the game crashing without warning and losing two migrant waves worth of progress. What could I change so this doesn't happen? Ouch man. You're using LNP / Therapist, right? Do NOT play Dwarf Fortress without the external apps. Migration waves are a bitch without them, not even talking about reshuffling jobs around.
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| # ? May 27, 2012 21:59 |
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I'm using Therapist and I have dfhack installed, but I decided to forgo LNP this time around. Nothing there I couldn't do myself, I figured. I fixed autosaves in the .ini, so it should work a lot better now.
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| # ? May 27, 2012 22:23 |
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Nettle Soup posted:Enable seasonal autosaves in the init, the LNP has a button for it. Also note that if you load a seasonal save, any following manual save you make will overwrite that one rather than your regular save. Deleting the regionxx folder and renaming the regionx-season-year to regionx oughta do the trick.
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| # ? May 27, 2012 22:24 |
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somepartsareme posted:I'm using Therapist and I have dfhack installed, but I decided to forgo LNP this time around. Nothing there I couldn't do myself, I figured. I fixed autosaves in the .ini, so it should work a lot better now. Good for you Hope the game won't crash anymore though, losing progress always sucks (unless that progress involved everyone being accidentally doused in magma).
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| # ? May 27, 2012 22:26 |
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What is the latest version of DF? I want to make sure I get a correct version of LNP.
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| # ? May 27, 2012 23:03 |
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According to the wiki, "The latest version is v0.34.10, released on 21 May 2012."
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| # ? May 27, 2012 23:06 |
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Jackdaw Zero posted:Also note that if you load a seasonal save, any following manual save you make will overwrite that one rather than your regular save. Deleting the regionxx folder and renaming the regionx-season-year to regionx oughta do the trick. Of course, that only really applies if you have automatic backups. If you do seasonal (or yearly) saves without backups, you'll just be operating off the same save every time. I mean "it doesn't apply" as there is only the "regular" save.
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| # ? May 27, 2012 23:28 |
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Is there a way to make your own ghetto LNP? I'm not sure what it is exactly beyond a collection of programs.
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| # ? May 28, 2012 00:17 |
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Bad Munki posted:Of course, that only really applies if you have automatic backups. If you do seasonal (or yearly) saves without backups, you'll just be operating off the same save every time. I mean "it doesn't apply" as there is only the "regular" save. Thanks for clarifying. For some reason I thought "automatic backups" meant "backup placed in a different folder
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| # ? May 28, 2012 01:14 |
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Welp, this will probably be the end of my fort. I was just recovering from a harsh winter with no food or water (because I can't figure those out), setting up a five-person militia, and expanding my farm crops, when my third migrant wave shows up. First wave: Seven dwarves Second wave: Four dwarves Third wave: Thirty dwarves. Is this normal? Also, I have about 6 people with carpentering enabled, and none of them will make these beds!
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| # ? May 28, 2012 03:18 |
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Very normal. Also, check your carpenters in therapist. If they're idle, re-enable the labor. I once had some luck when I rebuilt the carpenters workshop. And I just found adamantine two days after embarking. I just wanted a cave-layer so I could pen up my sheep inside. Also, I'm starting with Headshoots then, thanks for the recommendations!
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| # ? May 28, 2012 03:25 |
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Check them all to see if they're drinking, sleeping, on break, or at a party. Also make sure there is a path from them to the carpenter's shop. Also make sure they didn't cancel due to lacking materials and you just missed the announcement.
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| # ? May 28, 2012 03:28 |
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And if you've got them in a burrow, make sure the burrow includes the workshop and the wood you want them to make stuff with.
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| # ? May 28, 2012 03:32 |
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So has anyone had any success with the much anticipated lead bar-loaded minecart railguns yet? I haven't gotten around to engineering anything like that so far, but now that traps block wagon access I feel like there's a real practical call for "alternative" fort defense mechanisms...
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| # ? May 28, 2012 04:07 |
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Well, a couple of those migrants took over the carpenter jobs, so that's not a concern. The real worry is everyone being mad that my wrestler took down an insane child (and is ECSTATIC about it) and the fact that I accidentally gave an oaken barrel to the elven traders. I'm also having problem getting minetracks to work, because one NS ramp just claims to be "unusable".
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| # ? May 28, 2012 04:24 |
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| # ? May 18, 2013 22:59 |
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Synnr posted:Is there a way to make your own ghetto LNP? I'm not sure what it is exactly beyond a collection of programs. The .exe itself is just a GUI for some raw modifying, init setting, one-click graphics pack overwriting and shortcuts to some external utilities. You can take it from an old version and set it to point to a fresh DF install for some convenience. Find the compatible new versions of DFHack, Therapist and whatever else you like yourself and you're set. Also, the first news in a while! (Toady One) posted:Started back in on things:
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| # ? May 28, 2012 06:24 |


























Hope the game won't crash anymore though, losing progress always sucks (unless that progress involved everyone being accidentally doused in magma).



