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Internet Kraken posted:So anyone else finding that world gen is taking forever? My worldgen is proceeding at the pace of a snail and I'm not sure if this is normal for this version or if something went wrong. I did everything you're not supposed to do for quick processing (huge world, longest history)...and yeah. It's taking forever. As in I expect it to go for many more hours/possibly days. I think with a small world and short history it might actually be pretty decent by DF measures though. The history bogs down really quickly.
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| # ¿ Feb 14, 2012 15:39 |
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| # ¿ May 24, 2013 12:03 |
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I remember reading a trick in the last thread just a few days ago where you could force the liaison interaction without removing labors or waiting for breaks/sleeping/whatever to end. Does that still work and what was it since I've forgotten?
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| # ¿ Feb 15, 2012 11:50 |
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Bad Munki posted:Yep, still works, I was using it just last night. After the first liaison screen pops up and you dismiss it, bring up the 'd'esignation menu, and then use your mouse (not the keyboard!) to designate any area for something. Even designating open area for removal of designations works. Just click and wave the mouse around and as good as immediately, the next screen will pop up. Repeat this process until the entire thing is done, and voila! Liaison discussions completed in under 20 seconds of real time, and about 0.000002 seconds of game time. Ah, thank you! I always feel randomly stressed about that conversation taking seasons to finish.
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| # ¿ Feb 15, 2012 16:50 |
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Bad Munki posted:yeah, d->x will remove designations. However, with this latest release, there seems to be a "feature" where if a designation has been selected as an active job (i.e. the tile is flashing yellow) there's no way to cancel it, and the dwarf will finish the digging regardless. That's annoying. Could you designate walls to be built around the tile and then suspend the building of them perhaps, like how you force the little morons to stand on the side of a construction you want them to? I like to be an idiot with my water and magma pipes, that one's going to bite me eventually.
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| # ¿ Feb 16, 2012 21:22 |
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Arrhythmia posted:If that's too much work, you could get dwarves to toss food over the edge until the rainy season comes and the issue becomes moot. This is probably too late to help with that particular problem but to save the dwarf you could just deconstruct the floodgate (assuming whatever flooding would result was worth the dwarf) and then do the suspended wall trick to force him to stand on the correct side and build it again. e: to deconstruct it I believe it's q to look at the building and then x to remove it Grittybeard fucked around with this message at Feb 17, 2012 around 12:52 |
| # ¿ Feb 17, 2012 12:49 |
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Toady One posted:made forge jobs use bar amounts properly Is he talking about the bug that was around for at least all of the last big release? And maybe longer?
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| # ¿ Feb 17, 2012 13:05 |
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^^^^--sounds like you might be running into this. Not sure what to do other than keep genning worlds until something works if I'm reading that right. Or it could be another issue, I don't know. In fortress mode is there a good way to keep track of which dwarves you've looked at and set the labors on and such without renaming them? I noticed therapist has a thing that should let you sort by migration wave but it appears to be broken at the moment. Grittybeard fucked around with this message at Feb 17, 2012 around 16:21 |
| # ¿ Feb 17, 2012 16:17 |
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Ah well, it doesn't really bother me I just want to be surprised by the evil vampires instead of going "why didn't that take?" Yeah I'll muddle through it with therapist until that gets fixed.
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| # ¿ Feb 17, 2012 16:28 |
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TonTon posted:Hnn, I'm finding that each wave of migrants is arriving with every single labour turned off, aside from the basic hauling/prisoner feeding stuff. Is this a bug of the new release, or did I just not notice it before? I'm using DT to manage all the little guys. It's new, I'm not sure if it's a bug or intentional. I think it's pretty nice to have my migrants not go off doing stuff I don't tell them to.
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| # ¿ Feb 18, 2012 04:15 |
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Wubbles posted:How do I read books? If you mean the titles/descriptions that people are posting you find them in legends mode under artifacts. If you mean reading stuff in adventure mode I have no idea, I keep meaning to try it out but I love murdering my fortresses too much.
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| # ¿ Feb 18, 2012 19:19 |
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neogeo0823 posted:What's it mean when I keep getting warnings saying that someone cancels storing an item in a stockpile because the item was misplaced? Is someone else using the item before they can get to it? Possibly, I never figured that out. It's safe to ignore though. I have to say this release by dwarf fortress standards is amazing for how few bugs there are. I mean there are tons like always, but it felt pretty playable from the start.
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| # ¿ Feb 19, 2012 18:08 |
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SourceElement posted:So many people are complaining about massive migration waves and large numbers of births. Does nobody edit their d_init.txt file to set a population and child cap? You still have to go through every creature raw technically but there's a pretty easy way to do it. Get notepad++. Open all of the creature raws in it. You want them all open at the same time. Go to replace (ctrl-h). Select the regular expression button at the bottom, then put in \[GRAZER:....] in the find what box. In the replace with box either put nothing (just gets rid of all the tags) or [GRAZER:50] or some small number. Then click Replace All in All Open Documents, which does exactly what it says it does. Boom, all grazing creatures with requirements between 1000 and 9999 have been changed. The .'s are wild card characters, if you want to get rid of all grazer tags just do the same thing with more or less .s (I think you only need to do 3,4 and 5). You need the \ since [ is a reserved character in that type of search. If you wanted to you could probably simplify that with a different expression and do it all at once but I never bothered to try This sounds way more complicated than it really is, once you've done it once you can do the whole process in 30 seconds or so. e: Backing up the object folder the first time you do this is probably a good idea, if you forget the \ you'll replace a lot more than you want to. Grittybeard fucked around with this message at Feb 20, 2012 around 05:00 |
| # ¿ Feb 20, 2012 04:44 |
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quote:A Giant Rat has stolen (preserved prepared giant rat intestines [3])! Of course you know this means war
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| # ¿ Feb 22, 2012 02:58 |
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I decided that I was giving up too soon on forts, so I made the decision to force myself to play until every dwarf was dead. I may have to rethink this. I got a forgotten beast that wrecked the hell out of my fort, everyone died except for 3 kids. Before he could track them down I got a new wave of migrants. I think to myself I'll just throw them all in the military and let them go to Valhalla... Apparently you can't do that without an expedition leader or someone in charge. So they're all ambling about aimlessly getting more and more pissed as they get picked off one by one. I assigned them all as woodcutters or hunters hoping that at least they'd have a weapon that way, but I'm really just waiting for them to decide to go hang out with Osman the Uninvited Guest so this will end.
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| # ¿ Feb 23, 2012 03:40 |
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If you don't have anyone with those skills don't sweat it though, have the broker do the trading and even if you're getting robbed at first they figure things out along the way. e: New page, talking about appraisal skills. Yeah you can give someone a little at embark too, but for existing forts just make sure it's the same guy trading.
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| # ¿ Feb 24, 2012 20:07 |
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Toadsniff posted:Not sure what happened here I'm getting a Cheers vibe. He walks into the dining hall and everone's all "Reg!" He should be back. As an aside the concept of a Louse Woman (or man) is terrifying.
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| # ¿ Feb 25, 2012 03:26 |
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neogeo0823 posted:How do I sell prepared meals to caravans? There's a category for meats, fish, seeds, plants, drinks, etc., but there isn't a category for them. I don't think there's a category for them, I'm not sure where to find them by scrolling through stuff. If you hit s I believe to search (maybe select?) you can enter a string to search for stuff. I think all or at least most prepared meals are roasts. So I just search for roasts.
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| # ¿ Feb 25, 2012 05:12 |
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Mzbundifund posted:It's roasts if you made them with four ingredients. Two and three-ingredient meals are called biscuits and stews, respectively. Ah gotcha, I should have known that. I usually wait until I get an immigrant with decent cooking skill (and I always seem to get one) to really ramp up the kitchen stuff.
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| # ¿ Feb 25, 2012 05:25 |
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Joeslop posted:So give me a straight answer, are Pots exactly the same as Barrels, particularly ones made out of stone? Stone pots are almost totally the same. Apparently if a workshop requires a barrel in order to build it you can't use a pot for the workshop. I think that means dyer's shops and asheries? (meaning in order to originally build the workshop only) In every other way (storing food/wine) they're the same as far as I can tell.
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| # ¿ Feb 25, 2012 17:55 |
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Shadowlz posted:Here is that picture I promised. I still want to know weather or not doing that will cause flooding do to the water not flowing straight through the grates. Grates would be where statues are with water falling right down on top of them and (hopfully) into the sewer. I have no idea. I suspect that you'd have to have the flow regulated correctly to get things wet while not causing flooding. I don't have any idea how to do that other than a lot of testing. e: Oh I was misunderstanding what you're trying to do. I was thinking of making the hallway wet but not flooding. Just a waterfall through that level seems like it would be easy enough to test somewhere else if someone doesn't come along who actually knows. Grittybeard fucked around with this message at Feb 25, 2012 around 19:50 |
| # ¿ Feb 25, 2012 19:47 |
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I don't know whether this bodes well or not. My first squad in this fort is "The Routed Letters." Either way
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| # ¿ Feb 26, 2012 21:45 |
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DOCTOR ZIMBARDO posted:I embarked close to a fortress that was destroyed by goblins... A pair of ghosts migrated here, and they aren't leaving even though I've put up slabs for them?! A-are they made because I only moved the headstones? This might be a bug. One of the fixes Toady has done for the next release (as in the version that isn't out yet) is quote:stopped ghosts and important families from migrating to fort
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| # ¿ Feb 27, 2012 01:19 |
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StrangeAeon posted:I guess that means drinking the blood of every random hobo in a cave isn't a good idea Goddamn I love this game. I'm glad that migrant labors will be an init switch now. I've decided I really like not having to turn things off on guys I didn't want.
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| # ¿ Feb 27, 2012 19:55 |
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ThePutty posted:Is the map generation taking a lot longer in the newest version for anyone else? I don't remember it being this slow. Yeah map generation takes a long time with all of the historical interactions now (since I'm an idiot I keep trying every now and then to make a huge world with very long history--it's always crashed on me after a few hours ). You can make a smaller world and/or a shorter history to cut down on how long it takes.
Grittybeard fucked around with this message at Feb 28, 2012 around 07:31 |
| # ¿ Feb 28, 2012 07:28 |
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Hello Meow posted:Okay, so. I've got a pretty good fort in a heavily wooded area. Unfortunately, I'm on top of an aquifer that is only 3 z levels below the surface, save for one small part of the map which I have already dug bare to collect the stone. (And make a few misty waterfalls.) No one answered this and I can't help much myself other than to link the aquifer page on the wiki. I should try to mess with one myself, I was always scared away by the "this is hard" note. Dumb question, if you have part of the map that apparently didn't have an aquifer couldn't you just dig down there and then go across to wherever?
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| # ¿ Feb 28, 2012 19:39 |
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Shadeoses posted:What's the ultimate result if your entire fort turns into vampires? Do they drain each other, or do they all abstain as long as no normal dwarves are around? You can lock them in rooms and they never get hungry or thirsty. Given that I'd imagine that they'd just wait for someone to stumble along. Unless it's hard coded that your fort ends when there are no actual dwarves there or something. Now I'm imagining a lot of vampires getting pissed after they repeatedly drain someone who doesn't have any real blood to give them.
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| # ¿ Mar 3, 2012 05:31 |
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Fitzy Fitz posted:I hate my dwarves. I like to set up a table and chair in my jails. My dwarves form lines to eat there instead of in either of my two legendary dining rooms.
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| # ¿ Mar 4, 2012 01:41 |
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pakman posted:Can someone help with something? I am trying to build walls and fortifications, but I keep having dwarves die of thirst and/or hunger because they end up walling themselves in and I forget about them. Is there something that makes dwarves not stand on the loving side of the wall so they don't enclose themselves? I've saved a few by cancelling some construction and then rebuilding next to them so they can get out because of the LIFO priorities. Order a dummy wall/walls built on whatever side you don't want them standing on, then suspend construction on the dummy walls. They'll avoid those tiles when building the wall you actually do want, then you can remove them.
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| # ¿ Mar 14, 2012 20:45 |
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Schwack posted:Simple question, but anybody have some suggestions on how to get my idiot dwarves to train with crossbows? Ive got a barracks all setup and ready to go, based off of a weapon rack. The squad is set to active and they all have equipped crossbows. Ammunition has been set for training use and a weapon rage is setup with the proper firing direction. They still just dick around all day and its infuriating. I think you want to base the room off of the archery target itself instead of a weapon rack if I'm remembering right? Here's the wiki link if it helps at all.
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| # ¿ Mar 30, 2012 10:59 |
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GorfZaplen posted:How many friends has he made since coming to the fort? If he has a lot of friends he'll probably go insane if they all die or something. Otherwise he'll be fine, since they never eat or drink or sleep and have no need to. Just put a legendary table or something in the room. Do friendships fade over time if there is no interaction between the dwarves or are they basically just buddies for life?
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| # ¿ Apr 2, 2012 23:05 |
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So I finally decided to play DF again (last time was a couple of months before the hauling update). Did something happen with flux? I generated a couple of large worlds that apparently have no flux at all in them back to back.
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| # ¿ Aug 22, 2012 00:04 |
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| # ¿ May 24, 2013 12:03 |
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Ah, thanks. Started another world after posting that, I'll just go ahead and embark on a likely site this time.
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| # ¿ Aug 22, 2012 00:12 |








