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HK5000
Sep 11, 2001

It's the Evolution Revolution.


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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Maelin
Aug 12, 2007


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?

willus
Feb 17, 2011

the chillest


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.

Internet Kraken
Apr 24, 2010

Slightly Amused



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.

Elth
Jul 28, 2011



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.

GulMadred
Oct 19, 2005

I don't understand how you can be so mistaken.

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
This bug report comes from a few pages back, but I accidentally reproduced it in one of my saved games and I can provide some information for anyone else who encounters it.
  • the bug is caused by a Buridan's rear end scenario which emerges because DF's distance-finding algorithm doesn't understand paths
    • a dwarf has been assigned a "Store Item in Bin" job which includes two items, A and B
    • the dwarf AI decides that item A is closer and begins to move towards it
    • the dwarf's path to item A is convoluted, and at a certain point he finds himself closer to item B
    • the dwarf AI decides that item B is closer and begins to move towards it
    • the dwarf's path to item B is convoluted, and at a certain point he finds himself closer to item A
    • GOTO 10
  • A and B can be clusters/piles rather than individual items; the outcome is the same
  • the problem can occur with hairpin corners and circuitous vein-mining, but the most common cause for the hauling cycle is that items A and B are on different z-levels
  • as noted, forbidding the hauled item (bin) will crash the game
    • forbidding either of the target items will remove it from the "Store Item in Bin" job and thereby break the hauling cycle (note: the [j]obs menu will identify all of the items involved, but if they're generic things like "granite boulder" then your task will be painful)
      • the underlying logic/pathfinding problem persists; if you unforbid the target item(s) before the other set has been collected then the problem is likely to recur
  • the bin need not contain any job-flagged items for the bug to occur; I encountered it with an empty bin which was assigned to a stockpile but which had not yet received any contents
  • autodump doesn't help (it can't move or destroy the items because they're all job-flagged; it will however forbid the bin and thereby crash the game)
  • placing a dump/melt designation on the bin accomplishes nothing; the dwarf keeps hauling it back and forth
  • drafting the dwarf into the military (and giving him a Station order) will usually make him drop the bin
    • the underlying logic/pathfinding problem persists; another dwarf will eventually show up and resume the carry-it-back-and-forth task
    • if you dump/melt the bin before drafting its carrier then the cycle will be temporarily broken
    • remember that the problem is caused by the relative position of the target items rather than a defective bin; there's still a risk that the problem will recur if another bin is assigned to the stockpile and then a dwarf attempts to collect the items in question
  • if the stuff above wasn't helpful, then you could try constructing stairs or ramps near the confused dwarf in order to resolve the pathfinding cycle

Omnicarus
Jan 16, 2006



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.

Leperflesh
May 17, 2007

Dwarf tits for the blood god!

SPERG FOR THE SPERG GOD


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.

Antitonic
Sep 24, 2011

Invented By Gandhi

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.

children overboard
Apr 3, 2009




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!

Boing
Jul 12, 2005

trapped in custom title factory, send help

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.

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


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.

Wozbo
Jul 5, 2010


Its simple: New projectile code.

Royal W
Jun 20, 2008


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

Or am I getting confused about which one was which?

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.

Elth
Jul 28, 2011



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

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


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, . See if you can repeat it, that could end up interesting.

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

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place


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?

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet).


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 -.

Drone_Fragger
May 9, 2007



So is there a simple guide somewhere to setting up a minecart system?

Keisari
May 24, 2011



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.

ToxicSlurpee
Nov 5, 2003

Kiss Me, I'm Hateful!

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:
XXXXX
XOOOX
XOOOX
XOOOX
XXXXX
If you had a 5x5 area and you channeled out the 3x3 area of O's in the middle, you would end up with...

code:
XXXXX
X^^^X
X^ ^X
X^^^X
XXXXX
A hole in the middle. And it just grows from there. You would have a 3x3 hole if you channeled out the 5x5 area.

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.

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


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.

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place


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?

Nettle Soup
Jan 30, 2010

Oh, and Jones was there too.


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.

Keisari
May 24, 2011



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.

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place


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.

Jackdaw Zero
Sep 2, 2011


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.

Jackdaw Zero
Sep 2, 2011


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).

Synnr
Dec 29, 2009


What is the latest version of DF? I want to make sure I get a correct version of LNP.

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place


According to the wiki, "The latest version is v0.34.10, released on 21 May 2012."

Bad Munki
Nov 4, 2008

We're all mad here.


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.

Synnr
Dec 29, 2009


Is there a way to make your own ghetto LNP? I'm not sure what it is exactly beyond a collection of programs.

Jackdaw Zero
Sep 2, 2011


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 Armok knows where" and always enabled that because hey, you can never have too many saves.

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place


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!

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.


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!

Bad Munki
Nov 4, 2008

We're all mad here.


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.

Ignimbrite
Jan 5, 2010

BALLS BALLS BALLS


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.

super fart shooter
Feb 11, 2003

-quacka fat-


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...

somepartsareme
Mar 10, 2012

Diggle Hell is a Real
(Swingin') Place


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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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


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:

wall/floodgate/etc. builders often make more reasonable decisions about where to stand to avoid walling themselves in
crash fix involving haul job losing its container
crash fix for naming routes when there are no route
crash fix for squad naming
stopped haulers from sometimes moving around in circles or between two tiles repeatedly
stopped deconstructors from dropping items on their heads at times
allowed riders/guiders of carts to attempt to go to destinations that aren't connected (but not to violate burrow settings)
fixed inconsistency with random seed lengths

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