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I know most of you have probably seen this kind of thing many times before, but I'm pretty new to DF and this has been by far my most glorious disaster yet, so I wanted to share. I recently had a forgotten fire breathing monitor lizard emerge from the depths. It kinda took me by surprise and made it all the way up to my main production/stockpile area before my militia could engage it. They took it down pretty fast and with minimal losses, but unfortunately it managed to start a blaze which quickly spread across the entire unpaved, highly flammable, cave moss-covered floor, causing widespread panic and at least a dozen dwarf deaths (by bleeding, oddly.) After consuming countless precious craftworks, it tore across the subterranean pasture, and over to an animal stockpile where I had carelessly left literally every hostile invader I've ever caught in a trap. (I dunno, I just never got around to doing anything with them??) There were dozens of goblins, trolls, a cyclops, and a goddamn bronze colossus. Most of the cages were wood. Here's the aftermath. That stairwell in the middle of the rock stockpile is the main mining shaft that the monitor came from. The cage stockpile is over there to the right. The blood and ashes are EVERYWHERE. ![]() The colossus' trail of destruction down into the main kitchen/dining room. All the dwarves have since evacuated the fort, and now he just seems to be hanging out there, making himself at home. ![]() Oh, I forgot to mention that during the massacre, a giant tiger beetle also decided to turn up and give the colossus a hand. He's now cornered the mayor and a weaver in the lower living quarters. They've been frozen in that position for some time now. It seems like they want to make a shot for that staircase, but they know there's no way they'll make it. The beast is clearly toying with them... ![]() So I guess the lesson I've learned here is that I should always dump all captured invaders down the lava chute ASAP? or something like that.
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| # ¿ Feb 15, 2012 20:50 |
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| # ¿ May 24, 2013 19:30 |
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scamtank posted:If you want your dwarves to never know the pleasure of clothes, just remove or comment out the lines for the non-armor garments from the first page of entity_default.txt (stuff like [ARMOR:ITEM_ARMOR_SHIRT:COMMON]). Does this remove default clothes from every creature in the game? I think I'd just like to get rid of clothes entirely, so that the map doesn't get cluttered up with troll fur socks every time I kill a drat goblin.
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| # ¿ Feb 16, 2012 19:45 |
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Is there any functional use for goblets, toys or instruments? It doesn't seem like it, which is kinda making me wonder why these are even in separate categories from crafts. It seems like they ought to all be merged into one category of "worthless junk that sells for a lot for some reason."
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| # ¿ Feb 19, 2012 20:51 |
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Is this like some dwarf delicacy. It doesn't sound very filling
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| # ¿ Feb 22, 2012 06:02 |
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Is the mac version of therapist updated yet? How about phoebus? I'm still on the old version and there's no way I'm upgrading until those things are good to go.
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| # ¿ Feb 22, 2012 19:51 |
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neogeo0823 posted:Anyone know why, after bringing items to the trade depot, some items will get stuck there and not get carried back to the stockpile? I've got a bunch of food there right now, and a mostly empty food stockpile, and the dwarves wont bring the stuff back there. I also don't see the items themselves when I use k to look at them, I just see the trade depot. If you use the "t" key they should appear INSIDE the trade depot. That doesn't always explain why they get left behind though... The next time a caravan comes you should be able to mark them for bringing to trade and that might fix it so don't worry about it, the items aren't broken or anything.
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| # ¿ Feb 22, 2012 20:28 |
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Bad Munki posted:I've been using phoebus, works fine. You have to manually install it, but it's totally do-able. Just grab the raw pack, whatever it's called, and drop the raws in place, the art in place, and the init files in place. Done! Cool, cool... what about therapist? I really don't think I could function without it...
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| # ¿ Feb 22, 2012 21:03 |
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So a few pages ago I was asking how to deactivate clothing, but I never really figured that out cause I'm dumb as poo poo, right? but just now I read this on the wiki:quote:Dwarves will pick up new clothes if it available. However, Bug:2481 prevents dwarves from using their acquired clothes. Also wear is a source of a significant drop in FPS Bug:3942. So I'm wondering, wouldn't deactivating wear solve a whole lot of problems? If the dwarves' clothes never wear out, they'll never try to replace them, so you won't have that thing where there's tons of unmovable clothes lying around the halls of your fort. And if clothing wear really does affect FPS that much, then turning it off seems like an obvious choice, especially since clothing is apparently completely broken anyway. How the hell do I get rid of clothing wear?
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| # ¿ Feb 23, 2012 03:40 |
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according to that wiki thing I quoted, they won't even change their clothes, they'll just keep wearing the ratty old poo poo, and throw the brand new clothes on the ground! Which then can't be picked up or moved!
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| # ¿ Feb 23, 2012 03:58 |
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why does this guy insist on implementing features that are only half-completed and add absolutely nothing of value to the game. why why why
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| # ¿ Feb 23, 2012 04:03 |
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b-b-but... I don't even care about procedural fantasy-text world generation! DF will always be an antfarm building game to me
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| # ¿ Feb 23, 2012 04:10 |
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Do forgotten beasts ever just leave the map once they've turned up? I got a forgotten beast warning a while back about some steam blob, and it was way down in this cavern that I could see, but I don't think it could get to my cavern entrance. I haven't seen it since, so I'm wondering if it's still skulking around down there or what.
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| # ¿ Feb 26, 2012 19:14 |
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I haven't been using dwarf therapist lately either and it's not nearly as bad as I thought it would be. All it really means is you can't so easily min/max experience and craftsmanship quality, but that's honestly not the end of the world. I still think the game ought to have some kind of interface like DT built into it, but it's not actually unplayable without it.
super fart shooter fucked around with this message at Feb 27, 2012 around 06:10 |
| # ¿ Feb 27, 2012 06:05 |
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Laser Spider posted:Did pressurized plumbing really exist back in the era in which DF "takes place"? That time being around the 14th or 15th century, from what I remember of Toady's posts on the Bay 12 forums and on the podcast. If someone knows otherwise then feel free to correct me, but I figure that this is just one of several cool features that won't go in due to this design restriction. So it's okay to have magic "mechanisms" where you pull a little lever and half a mile away a 50 ton stone bridge goes shooting bolt upright at the speed of sound, but we can't have pressurized plumbing because of realism? I've never even built a pump stack of any kind cause I heard it murders your frame rate (which should be reason enough to have a less cpu intensive solution) But also building 100 levels of pump stack just seems tedious.
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| # ¿ Feb 27, 2012 22:37 |
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GorfZaplen posted:That's the stated reason, but I think the real reason he won't add plumbing is because then the Bay12 community would insist he add in poo poo and piss. To be honest I would kind of like to see bathrooms and excrement added if only for the inevitable story where some guy fucks up his plumbing system and catastrophically floods the whole fort with poo poo water
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| # ¿ Feb 27, 2012 23:08 |
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Getting through a one level aquifer seems pretty easy, but they're often deeper than that in which case I think it becomes some fantastically complex operation involving pumps and cranes and all kinds of poo poo. Is there some way to tell if an aquifer is more than one level deep from that start? I feel like I could handle an aquifer embark if it was just one level.
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| # ¿ Feb 28, 2012 19:55 |
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Fargo Fukes posted:I'm going to join the crowd parroting Masterwork Mod as the solution to every problem. It removes the whole clothing system by default, greatly reducing the number of useless items floating around, has a simple option to turn off invader corpses and is packed with a whole bunch of clever ideas for removing useless crap to increase FPS. It is smart as paint. (Also there's a whole load of confusing addons I don't understand yet but am sure will turn out to be great). I decided to give masterwork a shot. The first thing that happened was I encountered something called "living stone," and when I started digging out my dining room on that level suddenly there was blood leaking everywhere.
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| # ¿ Feb 29, 2012 21:42 |
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Fargo Fukes posted:Yeah, the random death of miners is pretty balls, especially as unskilled miners lose so much ore. I thought the 'living stone' was just a geological thing, like you can carve something 'out of the living rock'. The 'blood' you're seeing might just be slime, which is deposited by mining the rock type 'cave fungus', which replaces microcline. This is my least favourite thing about MM so far and I don't even know why it's there. What was wrong with microcline? Why has it been replaced with fungus? Makes me think my dorfs are living in the mario bros movie. No, it was a red stone that was actually called "living stone," and when I checked the pools on the floor, they said "living stone blood" or something like that. I'm not really sure what to make of it. I guess having dangerous mining hazards makes things pretty interesting, but it was a little off-putting that my miner just happily dug right into the poison block without a second thought. It seems like they should auto cancel something like that, like they do with damp walls. I mean, there was literally nothing I could've done to save him, which doesn't really seem fair.
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| # ¿ Feb 29, 2012 22:41 |
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Nettle Soup posted:Is there any point to dyes? I've never bothered with them but they could be an interesting challenge... I had a big bagmaking/dying operation going on in my last fort. There's honestly not that much of a practical purpose to them (especially since clothes are so broken) but if you happen to have a big sand bag stockpile, colored bags sure look real pretty
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| # ¿ Mar 1, 2012 01:58 |
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Masterwork mod question: It seems like both of my metalworking/smelting dwarves have developed some kind of sickness that's causing them to cough up blood all over the place. Their health records say it's something to do with their hearts. Is there any way to cure them, or to avoid this in the first place? I mean, these guys leave trails of blood everywhere they go now and it's starting to get kind of annoying...
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| # ¿ Mar 1, 2012 23:36 |
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you goddamn rear end in a top hat mountaintop removal has catastrophic environmental consequences I hope all your dwarves die drinking from a contaminated water table
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| # ¿ Mar 2, 2012 02:48 |
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My favorite beasts that I ever got were a giant guinea pig that secreted liquid nitrogen, which was later followed by a giant fire breathing ladybug
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| # ¿ Mar 2, 2012 20:58 |
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ThePriceIsRight posted:edit2: Christ, a statue in every bedroom? That's indulgent. Do the dwarves get statues of themselves to admire? e: by the way that river through the middle of the fort idea is awesome, I'm probably gonna have to steal that
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| # ¿ Mar 5, 2012 05:42 |
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No it's also to have your hammerer accidentally murder people for incredibly trivial offenses oh by the way, I recently noticed that one of my dwarves in prison was given a drink when he got thirsty... So I guess that no-feeding-prisoners-ever bug might have gotten fixed in one of the newer versions? super fart shooter fucked around with this message at Mar 7, 2012 around 03:22 |
| # ¿ Mar 7, 2012 03:20 |
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I haven't been playing DF for long enough to have seen the economy, but I think it sounds like a dumb idea anyway. I like my collectivist utopia dorf fort just the way it is
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| # ¿ Mar 7, 2012 21:27 |
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Okay serious question, do eyelids REALLY need to be modeled individually? I mean, I'm trying to think of a situation where someone's/something's eyelids might be affected, but not the rest of their head/face. Is there actually a practical reason for this
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| # ¿ Mar 8, 2012 01:15 |
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atomicthumbs posted:if something's eyelid gets torn off or disabled, that thing will need to clean its eye manually URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID URIST MCEYEBALL CANCELS BLINK - CANNOT ACCESS LID
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| # ¿ Mar 8, 2012 02:13 |
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scamtank posted:Of course, everything pales at the magic blue styrofoam that's ten times as tough as steel and doesn't deform at all under impact. Considering that adamantium is a thing in the game, he ought to just throw realistic geology and metallurgy out the window altogether and include a bunch more magic fantasy metals and alloys, in the interest of balancing things better and making it more interesting.
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| # ¿ Mar 9, 2012 00:20 |
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aaaaaaaahhh gently caress me. My newest fort is in it's first year and it's centered in a valley with a little river running through it. So I'm trying to build the outer walls, but it turns out there's a goddamn giant sponge right in the middle of the river, and my workers REFUSE to build the last part of the wall because it's too close to the sponge and they get interrupted every time. Also, two merchant guards already jumped to their deaths in the river because of it, as well as one of my dogs. I've gotta get rid of this thing cause it's obviously gonna be a death magnet for all my future war animals and whatever, but I don't know how. I already tried arming a guy with a crossbow, but it says the target's out of range. How the hell do I kill this loving thing.
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| # ¿ Mar 9, 2012 18:49 |
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So do you mean my only chance is to have a good swimmer jump in there and kill it with a melee weapon?
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| # ¿ Mar 9, 2012 18:55 |
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Does anyone know how long it actually takes for water to turn stagnant? Like, if I build a cistern, and fill it from a stream, then close the floodgate and let it sit, how long will it take?
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| # ¿ Mar 13, 2012 05:18 |
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So I read on the wiki that raising bridges don't work if there's a really heavy creature on them. Is the same true of retracting bridges though?
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| # ¿ Mar 15, 2012 21:50 |
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Maybe I'm missing something crucial about squad commands, but is there any way to force my militias to retreat from battle? Or to at least hold their ground? It seems like the moment an enemy comes into sight they just charge and you have absolutely no control anymore. My commander just suicided all alone against a goblin ambush because he was out fighting a badger and didn't have the goddam sense to just get behind the walls and let my traps deal with them. And as far as I can tell there doesn't seem to be a way to make them ignore all enemies and just move.
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| # ¿ Mar 19, 2012 19:14 |
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I sure hope toady gets around to fixing the stagnant water bug one of these days. I've basically given up trying to keep clean water in my forts now, since it seems like water sources can just become completely, irreversibly contaminated for no reason, regardless of how many precautions I take. If any of my dwarves die of infection, it's toady's fault. Fix the drat water, toady. You've got dwarven blood on your hands. FIX THE WATER
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| # ¿ Mar 21, 2012 03:42 |
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SynthOrange posted:Doesnt building a well above a pond/lake/etc purify the water? I don't think so... I'm pretty sure the only way to purify water is to pass it through a pump, but even then I think it re-stagnates as soon as it comes anywhere near another stagnant water tile... or maybe even if it enters a chamber that's been tainted by stagnancy before... I dunno exactly how it works, but it's really dumb and broken.
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| # ¿ Mar 21, 2012 03:57 |
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I'd love to be able to build a latrine area right above the trade depot and have my dwarves making GBS threads and pissing on the elves
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| # ¿ Mar 26, 2012 23:47 |
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actually composting toilets that help farming would own
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| # ¿ Mar 27, 2012 00:07 |
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so how come collecting webs is done from the loom instead of just designating the webs you want, like with chopping trees? It's pretty annoying when my weaver mysteriously can't path down into the caverns for no reason, or he goes straight for the webs near the pack of hostile lizard men instead of the ones right near the cavern entrance. why does toady do things so rear end backwards all the time
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| # ¿ Mar 27, 2012 04:24 |
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you know I just recently learned that you should always build your wells above water that's at least 2 levels deep, or else you get mud in the bucket, which is a contaminant...
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| # ¿ Mar 28, 2012 20:55 |
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| # ¿ May 24, 2013 19:30 |
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I've found that a good way to get a dwarf to go somewhere as soon as possible is to build a lever, assign it to only that dwarf in the workshop profile, and then make them pull it. I don't think they'll gently caress around with that
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| # ¿ Mar 30, 2012 05:38 |








Just after the last bridge was destroyed.