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Don't embark in range of a tower and you'll never get undead sieges. Just check the neighbors screen before embarking.
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# ? Apr 21, 2015 12:43 |
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# ? Jun 2, 2024 18:57 |
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You can also set the number of Secrets to 0 in the advanced worldgen menu.
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# ? Apr 21, 2015 13:08 |
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Node posted:Also, I'm getting lots and lots of Dwarf cancels Eat: Item Inaccessible. I looked at http://dwarffortresswiki.org/index.php/DF2014:Dwarf_cancels_Store_Item:_Item_inaccessible and I don't have any of these things. No burrows, no forbidden areas, no locked doors. I have a seeds stockpile, a foods stockpile that doesn't have seeds or prepared meals, and two stockpiles around the fortress that store prepared foods only. What can cause this? The only thing the page says is the food might be underwater. If so, it has been for months. None of my dwarves have drowned. Is there anything I can do to troubleshoot this? Is it a bunch of dwarfs, or just one or two? If it is the same dwarf over and over, it is possible that the dwarf is stuck. Miners and construction workers are especially prone to getting themselves stuck. The stuck guy will keep spamming cancellations until he starves to death. If that isn't it, you can go to the stocks screen and forbid all the categories that could be food. Then immediately go to your stockpiles and food processing areas and use d - b - c to reclaim the items that you know are definitely accessible. This may leave some accessible but out of place items forbidden, but should stop the spam.
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# ? Apr 21, 2015 13:48 |
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I would get that all the time if there was an open path down to the cavern layers and there's some free food item or other stockpile-eligible item, also for hunting and fishing.
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# ? Apr 21, 2015 14:04 |
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I wish caravans would come in from the caverns. I've seen them leave through the caverns but never arrive. With the underground dwarf roads that should be a thing.
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# ? Apr 21, 2015 20:08 |
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Last time I played this was about two years ago. I remember draining a pond to the underground so I could grow crops, leashing a dog out front and proceeding to mine a simple fortress until the game lagged too bad (I have a pretty decent computer). Has it changed a lot since then? Any good LP to check out in the last ~2 years?
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# ? Apr 22, 2015 06:21 |
You came in halfway between 34.11 and the major version 40 update. We're now at version 40.24, watching the next major update take shape. If anything, this version is even more processor-intensive. We've got 3D trees now, at least.
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# ? Apr 22, 2015 07:01 |
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Angela Christine posted:Is it a bunch of dwarfs, or just one or two? If it is the same dwarf over and over, it is possible that the dwarf is stuck. Miners and construction workers are especially prone to getting themselves stuck. The stuck guy will keep spamming cancellations until he starves to death. Its all the dwarves. That's a really clever idea though, I'll try that. e: Ok, after doing it and reclaiming it that way, nothing visible is remaining forbidden. However, there is an oddity: there is a stack of potato plants, muck roots, and one prepared meal that is showing as forbidden in the normal stocks screen. But when I searched for "potato plant," or "muck root," or "prepared" in the detailed stock screen, nothing shows up as forbidden. So they exist, but they don't. I have no idea what that means. We'll see if that was the problem. Node fucked around with this message at 07:31 on Apr 22, 2015 |
# ? Apr 22, 2015 07:17 |
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goodness posted:Last time I played this was about two years ago. I remember draining a pond to the underground so I could grow crops, leashing a dog out front and proceeding to mine a simple fortress until the game lagged too bad (I have a pretty decent computer). You kind of mimicked my break too. There is more expansive dialogue stuff in adventure mode. Characters now say stuff during combat. As mentioned earlier, trees are multi-level now, and can be climbed. Leaves fall from trees, and wreck your framerate. Maybe that's about it? Toady's working on randomly generated traditional dances and poems, and also on having permanent non-dwarf characters take residence in your fort?
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# ? Apr 22, 2015 07:42 |
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Dungeon Ecology posted:You kind of mimicked my break too. Is there a way to play it and not suffer crippling lag? I remember there was some sort of huge mod system last time I looked into it. And I played it for about a day with a companion 2d visual generator. goodness fucked around with this message at 08:39 on Apr 22, 2015 |
# ? Apr 22, 2015 08:27 |
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Node posted:Its all the dwarves. That's a really clever idea though, I'll try that. Didn't work unfortunately. Still getting Cancels Eat: Item Inaccessible every once in a while.
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# ? Apr 22, 2015 09:47 |
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goodness posted:Is there a way to play it and not suffer crippling lag? You can turn off some of the processor-intensive elements that do almost nothing, but the more recent ones don't have that option. Also run a smaller fort (in embark layout and in population), don't raise animals and if you do raise them in cages except a single breeding pair, etc. There's a page on FPS optimization on the wiki.
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# ? Apr 22, 2015 11:51 |
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So I got a notification that a trading caravan + diplomat had arrived, but when I went to look for the caravan, I couldn't find it. I never got a notification that they were leaving. Oddly enough, in the dead units screen, there was the entry "Wagon: Missing" And I just now saw in my depot a neat, 1 tile stack of assorted trade goods, plus some "wagon wood" logs. Does anyone know what happened here or is my fort just slipping into the Twilight Zone?
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# ? Apr 22, 2015 15:32 |
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I've had issues with caravans seeing my piles of the dead and rotting and deciding to scuttle their wagons and flee. That might be what you experienced, too.
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# ? Apr 22, 2015 15:46 |
... I can't help but wonder if it's the wagons themselves that panic and fall apart. Anyone willing to test this hypothesis can try modifying their creature_equipment.txt like this. code:
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# ? Apr 22, 2015 16:04 |
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Node posted:Didn't work unfortunately. Still getting Cancels Eat: Item Inaccessible every once in a while. Use DFhack to delete that poo poo through the stocks menu and see if that works. If you can't locate the specific one just delete the entire stack of muck roots or whatever (make sure you have some other type of food stored so you don't delete all the food at once). goodness posted:Is there a way to play it and not suffer crippling lag? There's Masterwork which cuts out a bunch of superfluous stuff, it's gotten a reboot and will work if all you want is to eliminate 100 types of leather and stuff like that (make sure you turn off all the extra options though). In general though, avoid biomes with lots of plant life (tundras are good), use 2x2 embarks or smaller, use small world size or smaller, cage extra animals to save on pathfinding calculations. I've noticed that my FPS always dips when I get above 70 dwarves or so, so maybe set your population cap at under 100 for a while. Also a lot of people turn temperature off. I don't know how well that works (probably ~5-10fps if I had to guess) but I never do that because I like things burning and freezing. Use DFhack constantly to delete random trash items littered on the ground. Don't just let goblinite build up, delete all their extra gear that would otherwise just lie there for 10 years. Similarly keep an eye on food stocks; when I don't pay attention it's common for me to end up with 20,000 cabbages in addition to all the other tens of thousands of food stuffs stockpiled. I just delete the whole drat stack in cases like that. Moridin920 fucked around with this message at 18:40 on Apr 22, 2015 |
# ? Apr 22, 2015 18:32 |
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scamtank posted:... I can't help but wonder if it's the wagons themselves that panic and fall apart. My dwarves once engraved a memorial slab to a wagon that went missing. I kinda wish I hadn't done that, if only so that I could experience the joys of a ghost wagon haunting the fortress
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# ? Apr 22, 2015 18:59 |
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scamtank posted:... I can't help but wonder if it's the wagons themselves that panic and fall apart. I sure hope that's the case. Any other explanation just sounds boring in comparison now. Anyway, guess it's time to do something with the corpses other than "pile outside the front door". HappyKitty posted:My dwarves once engraved a memorial slab to a wagon that went missing. I kinda wish I hadn't done that, if only so that I could experience the joys of a ghost wagon haunting the fortress I'll make sure not to have one engraved and let y'all know if anything comes of it.
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# ? Apr 22, 2015 19:17 |
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Welp. Found out what my acrid filth does if you remain in it too long. Both eyes become "mangled beyond all recognition". This is happening to invaders, my own men haven't been out that long so I don't know if that counts as being permanently blind. It should. I recieved a shipment of iron from the friendly neighborhood necromancer. His workers need to work on their people skills; they got the "knock on the door" part right, but they demanded I sign for it all with bronze spiked balls. That's just rude. And then the human caravan arrived safely via the channel guided, roofed safe zone. And..never finished unloading before leaving. Goddammit.
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# ? Apr 22, 2015 19:55 |
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scamtank posted:... I can't help but wonder if it's the wagons themselves that panic and fall apart. I saw a wagon ZOOM past all the other wagons the other month, I figured it was just a really weird glitch (like literally it was at the depot and unpacking before the rest were even finished filing into the map, and then when it was done it was off the map before the others had barely left the depot) but maybe it had something to do with it panicking? Tenbux McGee posted:Welp. Found out what my acrid filth does if you remain in it too long. Both eyes become "mangled beyond all recognition". This is happening to invaders, my own men haven't been out that long so I don't know if that counts as being permanently blind. It should. Byzantine plague
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# ? Apr 22, 2015 20:22 |
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Moridin920 posted:I saw a wagon ZOOM past all the other wagons the other month, I figured it was just a really weird glitch (like literally it was at the depot and unpacking before the rest were even finished filing into the map, and then when it was done it was off the map before the others had barely left the depot) but maybe it had something to do with it panicking? Do wagons get hidden preferences and fears? Under normalish conditions (insofar as they can happen in DF) I could see a pack animal loaded with a hated thing not responding all that well to it.
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# ? Apr 22, 2015 21:53 |
I mean, the [EQUIPMENT_WAGON] tag is a big takeoff from any ordinary creature mechanics, but I'm having a hunch that the new feeling mechanics may have slipped in to affect the thing without Toady noticing.
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# ? Apr 22, 2015 23:56 |
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scamtank posted:I mean, the [EQUIPMENT_WAGON] tag is a big takeoff from any ordinary creature mechanics, but I'm having a hunch that the new feeling mechanics may have slipped in to affect the thing without Toady noticing.
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# ? Apr 23, 2015 05:39 |
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There's a project I've been interested in trying for a while now, but I've never figured out whether or not it's possible. I'd like to devote a series of forts to building a massive bridge that spans an ocean between two continents on the world map. The basic idea would be to start with a very thin, very long embark, build a bridge spanning the map, and then start more forts for every separate piece of bridge. The issue here of course is that unless something changed in the new version, you can't make an embark over region tiles from different world tiles, so there's no way to embark over entirely ocean tiles to connect bridges. So my big problem now is that I need to figure out a way to create embarkable land near the unfinished end of the bridge for a wagon to start on. I'd like to do this without overtly cheating, and I'm pretty sure it's impossible to do just in fortress mode (if not someone feel free to let me know), so now I'm looking at adventure mode possibilities. Are pump stacks and whatnot still usable in adventure mode? If not, is there another way I can get lava from a retired fort to the ocean in adventure mode? I'm assuming it's still impossible to build or deconstruct things.
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# ? Apr 23, 2015 15:15 |
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Jothan posted:There's a project I've been interested in trying for a while now, but I've never figured out whether or not it's possible. I'd like to devote a series of forts to building a massive bridge that spans an ocean between two continents on the world map. If you created a wave of magma on the edge of the map and then used DFHack to take control of one of your dwarves and go into adventure mode, then the wave of magma should (I don't know if anyone has tried it) flow out and onto the bordering area and create obsidian as it goes. Or just use the magma tool while in adventure mode and drop magma until the obsidian builds up enough to connect the bridge pieces.
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# ? Apr 23, 2015 15:28 |
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As more of a personal challenge (or maybe just pride, I guess) I'm trying to use dfhack as little as possible. I can't quite remember but I think I'll still need to use some feature or another to be able to embark over the ocean even with a construction big enough to fit a wagon plus 7. ...speaking of which, would it be possible for me to embark with nothing but a pick and high swimming skills for everyone, end up with a starting point with no land whatsoever, and have them swim down and start mining? I can get the liquid physics to work well enough to get them a cave, but I'm like 90% sure they'll ignore the designations.
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# ? Apr 23, 2015 16:00 |
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Jothan posted:As more of a personal challenge (or maybe just pride, I guess) I'm trying to use dfhack as little as possible. I can't quite remember but I think I'll still need to use some feature or another to be able to embark over the ocean even with a construction big enough to fit a wagon plus 7. They'll ignore anything that is deeper than 2/7 (or 3/7 I forget).
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# ? Apr 23, 2015 16:33 |
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Moridin920 posted:They'll ignore anything that is deeper than 2/7 (or 3/7 I forget). Yeah, past 3/7 they won't path through it. Real infuriating earlier when I was trying to train swimming, which only works in depths past 3. Related, I tried using minecarts to train and accidentally sent a dwarf on an endless underwater rollercoaster loop that only sped up. Anyway, I was hoping that if they were stuck in deep water with nowhere to go they might prioritize designations rather than escaping. You know what heck with it I have more questions so I'll just throw them all here and see what sticks- if I drop lava in water in such a way as to form an obsidian block next to another one, will it automatically attach or fall? If it doesn't fall, how could I guarantee at least a 3x3 column? In adventure mode, is there a way to carry lava with me, such as a lavaproof bucket? Is there such a thing as a lavaproof bucket? Would it be enough to generate obsidian? If I have a forgotten beast made of lava, what happens if i grapple it and throw it into the ocean? If I have two are they breedable? Can you fill a minecart with lava? What happens when it's chucked in the ocean? Are whales tameable? Are they war trainable? If an adventurer is covered in water, will he form obsidian when jumping in lava? Is the reverse true? I plan on finding out these things one way or the other but it would be super helpful if anyone knows.
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# ? Apr 23, 2015 17:34 |
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Jothan posted:Yeah, past 3/7 they won't path through it. Real infuriating earlier when I was trying to train swimming, which only works in depths past 3. Related, I tried using minecarts to train and accidentally sent a dwarf on an endless underwater rollercoaster loop that only sped up. Anyway, I was hoping that if they were stuck in deep water with nowhere to go they might prioritize designations rather than escaping. - pretty sure it would fall but not certain - anything made of iron is lavaproof, and you can make containers out of iron (dunno about buckets). the issue is that the container will heat up and you will burn your hands off. not sure about adventure mode but in dwarf mode your dwarves will just keep injuring themselves trying to carry the super hot iron container. however the workaround is if you put that container inside another container, you can carry it just fine. iirc an iron minecart filled with magma will fit inside another minecart just fine. - you can fill a minecart with magma. it carries about 3/7 worth of magma iirc. no idea what will happen if it goes into water at that point. - wiki says whales can't be tamed but that's easily fixed with a raw edit even in an already existing save. it's a bitch trying to cage them though.
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# ? Apr 23, 2015 18:22 |
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Moridin920 posted:- wiki says whales can't be tamed but that's easily fixed with a raw edit even in an already existing save. it's a bitch trying to cage them though. Looks like Dwarven Sea World is a go. Time to train Urists swimming and public speaking skills.
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# ? Apr 24, 2015 00:34 |
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Fourth consecutive caravan to arrive wagon-less and never finish unloading since I used channels to force them to arrive in one place. I don't mind things like losing six people to a vampire induced zombie crisis at an apartment block, even when it kills my best doctor, the broker/manager/bookeeper, and the armorsmith because that's just the way things work in an evil biome. Getting inexplicably dicked over by random bugs, however, is just infuriating. Edit: Building the cover all the way to the map edge apparently makes wagons not appear. Shave off the last line and they come. Whiskey Tango Foxtrot, over. Tenbux McGee fucked around with this message at 04:27 on Apr 24, 2015 |
# ? Apr 24, 2015 03:59 |
I bet the fact that pack animals have their feet corroded off by the nasty slush on the ground counts as "being attacked" for the purpose of caravans going nuts.
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# ? Apr 24, 2015 04:04 |
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scamtank posted:I bet the fact that pack animals have their feet corroded off by the nasty slush on the ground counts as "being attacked" for the purpose of caravans going nuts. Nah, there werent any caravan "OHSHIT" piles left behind. I built a ceiling to the map edge to protect them from the acrid filth. If I had to guess, wagons refuse to spawn "indoors", while the non-wagon pack animals don't mind at all. So the wagons never enter the map but do not trigger the "their wagons bypassed your inaccessible site" event, thus the pack animal merchants never finish unloading because they're waiting for the wagons to arrive. Removing the map edge ceiling tiles permits them to spawn "outdoors" so they now appear. Tenbux McGee fucked around with this message at 04:46 on Apr 24, 2015 |
# ? Apr 24, 2015 04:41 |
Jothan posted:You know what heck with it I have more questions so I'll just throw them all here and see what sticks- if I drop lava in water in such a way as to form an obsidian block next to another one, will it automatically attach or fall? If it doesn't fall, how could I guarantee at least a 3x3 column? wait, no, can you support a floor hatch on another floor hatch? Perhaps you could make 1x3 chambers at progressively higher z-levels and have them drop it in sequence. None of these work for generating some "land" in the next map square though. Did Toady ever add the ability to build downward?
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# ? Apr 24, 2015 06:40 |
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Sadly, one still cannot build downward. I personally cracked and started using dfhack to take care of projects like that.
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# ? Apr 24, 2015 13:50 |
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Alright, thanks for the help everyone. I think I've got a few good ideas on how to attempt this. Some last issues though, since my first attempt is going to depend heavily on pumps, does anyone know if you can manipulate pumps as an adventurer, and what happens if you pump magma into a completely enclosed space as it fills up?
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# ? Apr 24, 2015 14:37 |
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Jothan posted:Alright, thanks for the help everyone. I think I've got a few good ideas on how to attempt this. Some last issues though, since my first attempt is going to depend heavily on pumps, does anyone know if you can manipulate pumps as an adventurer, and what happens if you pump magma into a completely enclosed space as it fills up? Well, I know that pumps block liquids from going back out, so the magma should stay in the room that you're pumping into.
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# ? Apr 24, 2015 15:40 |
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Jothan posted:Alright, thanks for the help everyone. I think I've got a few good ideas on how to attempt this. Some last issues though, since my first attempt is going to depend heavily on pumps, does anyone know if you can manipulate pumps as an adventurer, and what happens if you pump magma into a completely enclosed space as it fills up? I don't know if an adventurer can work pumps but I do know they can pull levers and ride minecarts so it stands to reason they can. If for some reason they can't I there's probably a mod that lets you do it since there's a mod that lets you run workshop reactions as an adventurer. Just hook the pump to some power and a lever and have your adventurer pull that imo.
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# ? Apr 24, 2015 17:22 |
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Moridin920 posted:
Gonna have to mess with this. A mine cart shotgun that spews magma and obsidian shards sounds hilariously dwarven.
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# ? Apr 24, 2015 18:44 |
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# ? Jun 2, 2024 18:57 |
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Xand_Man posted:Gonna have to mess with this. A mine cart shotgun that spews magma and obsidian shards sounds hilariously dwarven. It's pretty fun yeah. Abuse a
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# ? Apr 24, 2015 19:41 |