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I'm having a weird issue where none of the dwarves will cut wood. Despite abundant trees, available axes, toggled 'Wood Cutter' labors, and no pathfinding issues, they just won't do it. They'd rather stand around and do nothing. It's still super early in my fortress's life (second migrant wave) so there isn't a ton going on. I've designated, un-designated, and re-designated multiple times. I've increased priority. They just don't comply. They'll perform other tasks, however. I'm using Masterwork and DFHack, but don't have much activated. I turned off Therapist. Any ideas? I put a ton of hours into this game awhile ago so I'm not "new", really. Might be something im missing, though.
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# ? Mar 5, 2021 21:29 |
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# ? Apr 27, 2024 05:40 |
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What happens when you backup that save and start a new fortress? Might be something broke during fortress generation and messed up the pathfinding.
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# ? Mar 5, 2021 21:31 |
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Check that generic dwarve option page. The one where you can tell dwarves to autoplant/collect webs/loom. I think there are some settings about dwarves collecting wood or going outside in there. Sorry that is super unclear. I havent played in awhile.
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# ? Mar 5, 2021 21:35 |
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Did you toggle any burrows by accident?
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# ? Mar 5, 2021 21:41 |
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Cardiovorax posted:What happens when you backup that save and start a new fortress? Might be something broke during fortress generation and messed up the pathfinding. I'll give it a shot. I can always restart since it's early. I'm mainly just figuring out the controls and UI again. Telsa Cola posted:Check that generic dwarve option page. The one where you can tell dwarves to autoplant/collect webs/loom. I think there are some settings about dwarves collecting wood or going outside in there. Talking about the [o] Standing orders page? I think everything relevant is enabled but I'll check. chadbear posted:Did you toggle any burrows by accident? Not sure but I'll check! Thanks everyone
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# ? Mar 5, 2021 21:47 |
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Are the axes made of wood? Those don't work for trees anymore iirc.
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# ? Mar 5, 2021 21:49 |
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TheHoosier posted:I'll give it a shot. I can always restart since it's early. I'm mainly just figuring out the controls and UI again. I think it's the standing orders page, yeah. I believe I have had similar issues and it was because something there was toggled.
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# ? Mar 5, 2021 21:52 |
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Maugrim posted:Are the axes made of wood? Those don't work for trees anymore iirc. Yeah that’d be my guess - do you have any accessible axes that aren’t wood?
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# ? Mar 5, 2021 21:57 |
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Prop Wash posted:Yeah that’d be my guess - do you have any accessible axes that aren’t wood? .... Doh Time to dig deeper! Or hope the traders have some That seems really obviously now in hindsight
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# ? Mar 6, 2021 00:10 |
Game mechanics news!!posted:Having arrived at rooms, we fairly quickly decided that, contrary to an earlier response in one of the Future of the Fortress questions, furniture-based rooms (like the bedroom flooding out from a single bed, whether it's an entire dormitory filled with beds or not) were not going to be survive. They would have been weird to tutorialize, since the idea that one piece of furniture rules over and determines the function of a room that could have all sorts of furniture in it is kind of strange. So now it's all done zone-style. You place a bedroom zone in the new system, for instance, by just laying out a rectangle (or whatever shape) and selecting that type. Have a bed placed there? Good. Don't have a bed? The floor is being suggested, and if you add a bed later, that'll work too. The logic for tombs, dining halls, archery ranges, some meeting halls, etc. is being tweaked a bit in line with this. The steampage news have had exciting screenshots about procedurally drawn statues too.
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# ? Mar 9, 2021 15:27 |
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That is a real improvement. The furniture-based zoning was always weird and going with something a bit more conventional will do the game good.
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# ? Mar 9, 2021 15:35 |
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Time to place a 10x10 grid of one-tile Designated Rest Zones in a communal great hall directly adjacent to the tavern. Every dwarf gets a masterful engraving to sleep on, and may doze off to the soothing sounds of some guy beatboxing an elven violin solo while a goblin visitor alternates between puking and asking completely innocent questions about artifact locations.
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# ? Mar 9, 2021 17:34 |
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That's gonna gently caress up all the macros though.
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# ? Mar 9, 2021 17:44 |
Telsa Cola posted:That's gonna gently caress up all the macros though. I think just do what it does for buildings and have sub macros. Press h for home zones such as dormitorys bedrooms, offices etc.
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# ? Mar 9, 2021 17:54 |
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This is definitely a better approach, but it's going to make it more tedious to create a bunch of bedrooms at once. Unless they add a fill option for activity zones, which would be dope.
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# ? Mar 9, 2021 18:19 |
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Look at it this way: now, instead of screwing around with elaborate drowning/magma setups, you can simply tell your dickbag nobles that they sleep down in the part of the caverns with all the giant spiderwebs. Or out on the ice just before the spring thaw! No need for beds or other furniture, no endangering useful workers!
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# ? Mar 9, 2021 18:25 |
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Angry Diplomat posted:Look at it this way: now, instead of screwing around with elaborate drowning/magma setups, you can simply tell your dickbag nobles that they sleep down in the part of the caverns with all the giant spiderwebs. Or out on the ice just before the spring thaw! No need for beds or other furniture, no endangering useful workers! I like to assign them a lever which collapses the ceiling above.
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# ? Mar 9, 2021 18:31 |
promising carl posted:I like to assign them a lever which collapses the ceiling above.
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# ? Mar 9, 2021 18:43 |
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Angry Diplomat posted:Look at it this way: now, instead of screwing around with elaborate drowning/magma setups, you can simply tell your dickbag nobles that they sleep down in the part of the caverns with all the giant spiderwebs. Or out on the ice just before the spring thaw! No need for beds or other furniture, no endangering useful workers! You could do that with burrows though and just exile people.
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# ? Mar 9, 2021 18:48 |
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This means you can upgrade previously room-defining furniture without pissing off the owner about "losing" all their stuff. Works for me.
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# ? Mar 10, 2021 01:36 |
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A more unified concept of "this is a room/structure/area" should definitely have knock on effects down the line for the game being able to generate/recognize more and complex types of things.
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# ? Mar 10, 2021 09:33 |
I'm personally hoping that this will open the door for doing up the workshops in a similar manner.
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# ? Mar 10, 2021 12:39 |
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scamtank posted:I'm personally hoping that this will open the door for doing up the workshops in a similar manner. It would be kind of a pain in the rear end to have to manually zone build every mason and carpenter shop, unless you could have multiple dwarves work in the same shop.
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# ? Mar 10, 2021 14:11 |
I think it would be cool if there was like a craft table where the more you put the more dwarves can craft, then a bunch of tool furmiture that lets you craft specific items. Want chairs? need a lathe somewhere. Want barrels? Need Some sort of bander. It doesnt need to be a lot just maybe 3 extra furniture for the whole catalog of items to create, that way the minimum craftdwarf room is about the size of the current workshop.
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# ? Mar 10, 2021 14:20 |
Spanish Matlock posted:It would be kind of a pain in the rear end to have to manually zone build every mason and carpenter shop, unless you could have multiple dwarves work in the same shop. yeah, the way i'm thinking is that you could dynamically scale the amount of workspace and tools in a single "shop", instead of just clone stamping the same ol' 3x3 plop-plops everywhere
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# ? Mar 10, 2021 16:49 |
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I admit the thought of "man I wish building workshops was easier" has never crossed my mind.
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# ? Mar 12, 2021 17:42 |
Eric the Mauve posted:I admit the thought of "man I wish building workshops was easier" has never crossed my mind. In a sense, the people posting in this thread are almost definitionally *not* the audience for the Steam version. We're all people who've happily played the ASCII version, so we're not the people they're making the steam version for.
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# ? Mar 12, 2021 17:50 |
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Right but even within the confines of what we have, workshops are not in like the top 50 interface/userfriendliness/how--does-this-work things that have annoyed me over the years. The top five are 1. Military, 2. Military, 3. Military, 4. Military, and 5. Military. Using some workshops properly can be a pain in the rear end, but building the things is just about the most straightforward thing you can do in DF.
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# ? Mar 12, 2021 18:04 |
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As they are now, workshops are easy, but they're also kinda game-y. Throw boulder on the floor and then slap a mushroom against it until you have booze, it's that easy! I'd love to see more detail there, both so we can build grand and elaborate workshops, just like we do now with dining halls or temples, and to create interesting logistic problems from layout choices and how to handle a shortage of some important tool.
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# ? Mar 12, 2021 18:18 |
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Someone needs to lend their name to an internet law to the effect of "goons will always want every game to add granularity until it becomes Factorio"
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# ? Mar 12, 2021 18:37 |
Eric the Mauve posted:Someone needs to lend their name to an internet law to the effect of "goons will always want every game to add granularity until it becomes Factorio" it's DF, granularity is going to happen it's just a matter of toady having enough time and interest to implement it
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# ? Mar 12, 2021 18:41 |
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Eric the Mauve posted:Someone needs to lend their name to an internet law to the effect of "goons will always want every game to add granularity until it becomes Factorio" Dude this is the dwarf fortress thread, this game tracks every creature's individual toes
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# ? Mar 12, 2021 18:58 |
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yeah at the nuts-and-bolts level Factorio is dramatically less complex in simulating the world than DF
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# ? Mar 12, 2021 19:47 |
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The main thing is that building a brewery, building a dining room and building a tavern should probably all work the same way. It's not that any of the construction types do it badly (although the flood-fill room designation isn't great) but that they all do it differently that needs fixing.
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# ? Mar 12, 2021 20:09 |
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ninjewtsu posted:Dude this is the dwarf fortress thread, this game tracks every creature's individual toes yeah so the way workshops currently work is dumb bullshit. it's just a square. making them way more complex would be great.
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# ? Mar 13, 2021 01:11 |
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When left to its own devices the game likes to create vast forge rooms with statues and like 10-12 individual forge stations. It would be neat if you could designate that whole room as a forge area, where every forge is interchangeable and shares common settings for allowed workers, allowed jobs, etc. You can kind of already set that functionality up with work orders, but it requires a bit more work.
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# ? Mar 13, 2021 01:22 |
hmmm i will glady take "dumb square" over creating vast forge rooms or complex daisy chain factory setups.
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# ? Mar 13, 2021 01:33 |
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Dungeon Keeper had a good and working concept for that kind of thing. Just designate an area, which will then spawn a number of forges or library shelves, which can then be used by a number of minions proportional to the size of the workspace at the same time. Current workshops functionally already work the same way, except instead of being of arbitrary size, they only come in three-by-three squares and fit one worker at a time. All the implied tools and workbenches or whatever are just assumed to be constructed out of whatever material you feed into the construction. Seems like the Dungeon Keeper approach would simplify the whole thing, really - instead of making four separate stonemasons or whatever, you just make a single six-by-six workshop that can employ the same number of dwarves, but with less fiddly manual positioning and such.
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# ? Mar 13, 2021 01:42 |
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I really don't understand why people just don't make a 1:1 update of dungeon keeper and not add a bunch of dumb poo poo to it.
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# ? Mar 13, 2021 07:03 |
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# ? Apr 27, 2024 05:40 |
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Telsa Cola posted:I really don't understand why people just don't make a 1:1 update of dungeon keeper and not add a bunch of dumb poo poo to it. War for the Overworld is pretty much a 1:1 update of Dungeon Keeper 2, if that's your bag. I don't know if anyone's made that close a recreation of the first game, unfortunately.
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# ? Mar 13, 2021 07:09 |