Baby animals do, in fact, give less parts. Wait for them to mature, THEN kill them!
Wait for them to mature, THEN kill them!
The type of megabeast appears to be random, but the timing may not be. A certain wealth or a population of around 100 may trigger one...depending on what has survived world generation.
I'm fairly confident friendly fire only happens with ballistae.
I can't even comprehend 450 million wealth. I keep getting happy and dug in just as I realise my site is made of fail for resources, though :'(
I'm fairly confident friendly fire only happens with ballistae.
(heck, the odds of hitting a hostile with them are pretty pitiful).
I always wondered why some fortresses will let you make coats from the clothier's workshop while other don't. I thought it depended on how cold the embark site was but no dice.
I also wonder if degraded clothing and armor (XX Cow Leather Tunic XX) has any effect on its damblock or anything besides its value.
Furthermore, are the bits of humanoids found in some Funhouses edible?
i.e. the elf, dwarf and human meat sitting around in the hole of shiny good blue stuff?
What am I doing wrong here?
What am I doing wrong here?
I thought only your Dungeon Master could tame exotic creatures.
Well I've had gobbo seiges even on my small fortresses (80 population is very much incorrect, I can say that at least) but still no megabeasts.
I recently acquired a handful of Rhesus Macaques and want to start taming them. I tasked the tame animal task a few times at the kennels and waited. My animal trainer didn't tame any of them, the tasks vanished from the list and none of the captured rhesus' got a tame tag.
What am I doing wrong here?
Also, will big piles of items laying around cause a significant performance hit?
Thanks for any answers!
Stopping champions sparring... put them on duty, they should realise they need to drink.
Stopping champions sparring... put them on duty, they should realise they need to drink.
Tried that but they still won't stop. I've also tried switching out their equipment, dumping their inventory items, and building a workshop on top of them.
I'm gonna try channeling out the floor beneath them when I get home from work later..
Level 0:
~~~~~~TPPT
~~T~P~~TPT
~~P~~~T~~~
P~~~T~~~P~
~~PT~~~~~~
~~~~~~PPTT
PT~~~~~~~~
~~~PT~PP~~
~~~TTPP~~~
~~~~~~~PPP
X
Level 1
+++++
+++++
+++++
+++++
+++++
X
Cave-in worked! Thanks everyone.
I can't tell if this was a lame bug, or if it was my champions pet Camel, Camel McStupid, standing on top of them and pinning them to the ground. ???
I can just imagine the two of them strangling the heck out of eachother while gasping out, "Ahm so thirstah!".
When you loo'k' over the farm tiles, are they listed as underground or above ground?
If above ground, you can only plant above ground crops in that location, and you likely don't have any above ground seeds. I suggest gathering some of them. This will also help with your desperate food shortage.
QuoteWhen you loo'k' over the farm tiles, are they listed as underground or above ground?
If above ground, you can only plant above ground crops in that location, and you likely don't have any above ground seeds. I suggest gathering some of them. This will also help with your desperate food shortage.
They are listed as 'Inside', 'Light' and 'Above Ground'
How do I make it into the damp subterrainian lair I know and love?? Do I need to *surround* it with walls and floors on all edges? I heard somewhere you can turn above ground lairs into subterrainian lairs by building a building around it... but I can't find it anymore.
I'm in the 4th year of my fortress. I have over 1 million wealth, over 200,000 exported, 97 dwarves, and I'm in a sinitser area. I've never been seiged... I'm getting bored. Any suggestions on getting some action going?
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.
Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.
As far as I know (note: do not take as given) they'll show up as part of a migration, so you'll need to be below the cap.
Don't think that's correct - they show up when a migration would normally happen. If you're at your pop cap, you still get migrant nobles, np.
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.
Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.
Fair play, I can keep one back in the archery range for a while. One more little one - If I haven't met the requirements to have a king / queen come to my fortress before I've hit the population cap, will they come after this if the requirements are then met?
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.
Here's a small one, what can I do to stop my hunters getting slaughtered by packs of wolves when I'm not looking? I like the extra source of food, but usually within a season of one joining my fortress I get a message about him being unconscious, then when I go to check on them they're surrounded and being eaten alive.
Make them super. Train them up in pump operation or milling first, then draft them to spar and use crossbows, and undraft them to hunting before they get to Hero status.
Fair play, I can keep one back in the archery range for a while. One more little one - If I haven't met the requirements to have a king / queen come to my fortress before I've hit the population cap, will they come after this if the requirements are then met?
Yes. They LOVE to push you over the cap.
But yeah, feel free to decorate their rooms with masterwork spikes and artifact mechanisms, with a mysterious lever outside.
which plant or plants are the best to use food and how do you acquire more of their seeds when you run out?
If a dwarf falls a long distance (that would normally kill it) into water, then that water is drained quickly so the dwarf doesn't drown, will the dwarf survive?I don't think water actually cushions falls. Not sure though, this calls for experimentation.
So, I just realised that my elf drowner is a temple to armok in all but altar. It seals and floods, and has a whole rack of spikes on constructed soap floors for making the process quicker.
If a dwarf falls a long distance (that would normally kill it) into water, then that water is drained quickly so the dwarf doesn't drown, will the dwarf survive?I don't think water actually cushions falls. Not sure though, this calls for experimentation.
WTF magma!? Got my magma forge up and running, working. That's awesome, but my smelters say that they need magma underneath on of their 8 boundary points. But I build them according to guides and why does my forge work but not the smelter?
OK, thanks. I'll try it sometime.
Another question: when noise travels 4 tiles or 16 tiles or whatever, is that Euclidean distance (the intuitive distance: as measured by a ruler/tape measurer) or Manhattan distance (sum of the differences of the coordinates: how far it is if you only travel orthogonally)? Or something else?
N...
....
....
...?
If four tiles of noise are generated at N, will there be noise at "?"?
Quick one on architectural value, I got into the idea of engraving a little late so I'm fairly unaware of just how much value it adds, so, what would be more valuable in everyone's opinion, a room built of gold blocks, or a room smoothed and (masterfully) engraved out of limestone? Trying to entice some royalty and just tapped into a half dozen veins of gold ore deep underground.
Pitchblende trade depot.So I know pitchblende is radioactive in real life, but will it adversely effect dwarves? Or is it just for awesome points?
Should I do it?
Pitchblende trade depot.So I know pitchblende is radioactive in real life, but will it adversely effect dwarves? Or is it just for awesome points?
Should I do it?
Got a small barrel problem, never have enough to brew drinks and I produce like a million of em, all seems to be full of plants, is there any way to handle my plants and do they reuse em?
The King arrived last year (and I still didn't kill him, I'm so proud of my self-control!), but I still have a caravan "from the outer lands"!
I thought the Home Liaison stopped coming after the king arrived?
1. Floors can't be built to the very edge... just use a bridge. It doesn't need to be bauxite, it think any fireproof material will do. Or use raised bridges as alternative to walls to wall the edge off (doesn't make a difference, I just find it more beatiful)Are you sure about that? I seem to remember myself building floors over a river in the past, all the way to the edge, specifically to prevent my whole-map-edge-covering magma moat from blocking its flow, and I didn't use bridges for that purpose. If my memory is serving me correctly, that would imply that you're incorrect.
Regarding the weather and temperature settings in the init file: which of those enables water evaporation?
2: Somewhat related to the first question, is there a way to remove all stairs and exits from z-1 and have all dwarves finish safely standing on z=0? That way there won't be a flashing set of stairs in my magma channel?
Ok just got it today (literally an hour and a half ago) tried reading the wiki but can't solve such, questions I'm sure are extremly simple and on there.
1) How do I start a farm (designated one outside)?
2) Why won't anyone gather the shrubs I designated so I can start a still?
Wait I think it won't build because I need a block for the still?
3 quick ones from me, and thanks in advance!
1. Is Friendly Fire on? I'm fairly certain it isn't, but i'm still a bit leery of having my crossbowdorfs fire into melee
2. How far does Line of Sight extend? Do trees and the like reduce/block it? I ask because I detected a goblin ambush from the other side of the map, and the only reason for it I can think of is because I've managed to deforest to the edge in that particular direction.
3. I also believe I've had a Zombie Wolf that was wandering around discover a goblin raid for me. Not entirely sure why though, my only thought being that since zombies are aggressive, their attack on the gob's made them stop sneaking and start fighting.
Is there any easy way to effectively train your dwarves to become legendary swimmers? If so would this be a better way to train your dwarfs than the pump gym?
(insert text here)
2. so they apear once they land on your map?Yep. I am unclear whether unrevealed ambush parties or thieves will cause the civ to show on the civ screen, but at the very least the instant you've seen a civ member they appear there.
Also new questions...You need a baron/count/duke first (80 pop, some other stuff; I don't know if the king works if it comes before the other high nobles). Then, an elven diplomat will show up in spring and greet your baron, similar to the humans' diplomat. Afterwards, if you chop a tree, the elves will come the next spring and complain, demanding a lumber limit. If you chop none, the elves will still come, but will only say that they're pleased at you for not murdering any of their precious trees.
How many trees do i have to chop down before elven adviser dude comes to complain about that?
Little question guys, can i make my marksdorfs practice with metal bolts?No. They'll still gain experience killing enemies, though.
Can dorfs walk over beds? And if that, can they walk over tables as well?Yes and yes. The only pieces of furniture dwarves can't walk over are statues, floodgates, locked doors, wall grates and windows.
If you've playing the latest version of DF, then you're playing the 3D version. In an earlier version, there were no z-levels. I'm told that it was almost like a different game.Ahhh ty, that explains a lot.
I was trying to place a chestnut finished goods bin in there.
If I'm on a glacier map with an underground river, can I pump the water to the surface and get infinite ice?
Now MORE questions...
How come my dwarfs are idiots and try to go CLEAN the MAGMA...
They're not trying to clean the magma. They're trying to clean the globs of molten rock that just so happen to have melted from the magma. Mass forbid any stones using d - b - f to prevent dwarves from doing that.Yeah thought it was something like that...
Dorks are not picking up weapons, even thou I got some, any ideas why?Have you set them to use weapons? Only soldiers will use weapons normally, though dwarves with the Hunting labor enabled will as well, and woodcutters will carry battle axes. To set a dwarf's weapon preferences, use v, scroll to the dwarf, then use the (p)references menu and the (s)oldiering and hunting submenu. Or, use the (m)ilitary screen and the (w)eapons submenu.
So, i'm playing with the Relentless Assault mod, and i've been having some serious problems with my cats all running out of my fort to go do whatever it is cats do. I've got about seven doors between the main exit they use and the main part of my base that isn't barracks / traps / defenses. Is there any way to stop them besides making all the doors un-pet-passable and then checking it to make sure they don't run out when I do battle?Destroy them all! >:(
Is there anyway i can change who my mayor is? other than killing him...No, your leader noble is elected. Gonna have to kill him.
Is there anyway i can change who my mayor is? other than killing him...No, your leader noble is elected. Gonna have to kill him.
What decides the qualities for the election?You can, but the skills in question are social skills which are relatively hard to train up on a given dwarf. The best you can do is turn all the labors off of the one you want to be mayor, so he spends all his time talking.
Couldnt i just train a dwarf up in those skills? if i can?
Cos i cant really kill him as hes one of my legendary miners.
I don't think this thing about caravans always appearing where they can path to your depot is true. I tried to take advantage of it once by digging a trench 1 space from my border all around the map except for one location. Caravans always appeared on the other side of the trench, in areas blocked in by trees. The walking traders got stuck there, the wagons bypassed the site (even thought my trade depot WAS definitely accessible from the edge of the map). And my migrants always got stuck on the edge too...and the diplomat. It was incredibly annoying, and I dropped the fortress.I make a trade depot road in nearly every fortress I build and have never had a problem... but then I've never gone as far as you're talking about, just something like this (http://mkv25.net/dfma/poi-20134-traderroad). I suspect there was an unsmoothed boulder or something blocking wagon access, which caused everything else--migrants, diplomats, and non-wagon traders may spawn completely at random, given that they will show up even if then entire fort is closed off.
^ Do you have enough empty bags for the seeds to be stored in?
I followed the digging examples on the wiki for getting a well with flowing water, but I'm getting stagnant water from my current well setup anyway. Could someone please point out what I'm doing wrong? ;DSpoiler (click to show/hide)
I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.
Should I throw it in the bottomless pit, or the barracks?
I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.
Should I throw it in the bottomless pit, or the barracks?
The barracks. The pit is a waste, unless you later throw goblins in there to be dismembered by the titan.
I've got a little question. I was planning on starting a mega-project where I have my fortress built almost entirely from glass suspended in the air over the desert on a pillar. Not like a support pillar, but I was just going to surround a thick staircase column with wall.
I know that water runs off the edge of the map, but with sufficient pump-force, is it possible to suck enough water out of an underground (or above-ground) river to fill the entire map up ten z-levels the the base of the fort?
Otherwise I'm just going to have to make the pillar out of bauxite or something and pump the map full of magma.
I've got a little question. I was planning on starting a mega-project where I have my fortress built almost entirely from glass suspended in the air over the desert on a pillar. Not like a support pillar, but I was just going to surround a thick staircase column with wall.
I know that water runs off the edge of the map, but with sufficient pump-force, is it possible to suck enough water out of an underground (or above-ground) river to fill the entire map up ten z-levels the the base of the fort?
Otherwise I'm just going to have to make the pillar out of bauxite or something and pump the map full of magma.
(sideview)
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If your noble has some bizarre fetishes, that's between him and the dwarven tabloids.I captured a titan by accident. It's got a few injuries, and killed a vaulable military dwarf and a dog.
Should I throw it in the bottomless pit, or the barracks?
The barracks. The pit is a waste, unless you later throw goblins in there to be dismembered by the titan.
Well, I TRIED the barracks. It escaped, killed the philosopher, and was wrestled to death by a recently-recovered champion.
Okay, what the fuck, count?
Seriously. He likes humans for their stature, and cats for their aloofness. I just caught him raiding the dump pile, and making off with a human-sized leather skirt decorated with cat bone.
What the fuck?
Do rocks drain FPS if they are quantum-stored in one tile?Pretty much, although obviously that makes it easier to atom-smash them (even if you haven't already built one, you could build one below it and channel out the floor to drop the rock into place.
Can i build large rooms with grates/bars as floors when i place a support under every grate/bar that is not on the edge?If I had to guess, I'd say it would but that you'll find it very difficult to get the game to allow you to build past the edges (maybe something with temporary constructed floor scafolding will be necessary). You should try it and report back, for science.Code: [Select](sideview)
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does the magma in a glowing pit refill if it has a connection to the bottom? So that it acts like a magma pipe?
does the magma in a glowing pit refill if it has a connection to the bottom? So that it acts like a magma pipe?Spoiler (click to show/hide)
Spoiler (click to show/hide)
Does an underground river exposed to the outside because or erosion count as a underground river for the purpose of growing tower caps?
Spoiler (click to show/hide)Spoiler (click to show/hide)
If I had to guess, I'd say it would but that you'll find it very difficult to get the game to allow you to build past the edges (maybe something with temporary constructed floor scafolding will be necessary). You should try it and report back, for science.
Tried and failed, the grate deconstructs as soon as you remove the scaffolding. Guess i will have to modify the plan for my newBummer... something likedeathtraptemple to Armok.
X###X###X#
###X###X##
#X###X###X
##X###X###
where # is a grate and X is a constructed floor tile held up by a support could be a decent alternative option.Does an underground river exposed to the outside because or erosion count as a underground river for the purpose of growing tower caps?
I'm not certain, but I think so. That's how it worked with an underground pool I had, at least. Once I tapped into it to run a perpetual motion device/mead hall waterfall, I had tower caps growing in my fort.
Now my question: Do I need to worry about my hermit getting strange moods? I've been rushing to acquire a stockpile of whatever he could need just in case--plant cloth, silk cloth, wood, ore, bars, blocks, rough gems, cut gems, bones, but no glass since I can't find sand. But it never even occurred to me that there might be a minimum population required for the even in the first place.
WHAT
THE
ARMOK
How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.
Yes. You can only have a strange mood if you have at least 20 dwarves who have never had a strange mood in your fort, I think. I forgot the exact number.
Then have your dwarf pop up out of the ground and scare the crap out of them...WHAT
THE
ARMOK
How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.
If you bought one from the elves, there's your answer. They sold you a knocked up muskox.Yes. You can only have a strange mood if you have at least 20 dwarves who have never had a strange mood in your fort, I think. I forgot the exact number.
Neat. Thanks. I'm still going to stockpile this stuff, though, because I've changed my vision or this hermit challenge: I have decided to keep him locked away in the mountain, so that while I'm waiting for him to finish the work I've assigned I can use migrants to do neat things on the surface. Currently, I've got 'em building a big dwarven arcology.
Then have your dwarf pop up out of the ground and scare the crap out of them...
ooor you could have it so the hermit makes the whole cavern collapse except for one place where the hermit and a lever is that makes the cavern collapse and kills the other dwarves above ground...
Ive tried the hermit challenge before but it never really worked, how can i go about killing those other 6's.
Also, i knew those elves were suspicious!
Ah well, ill just trade their incested offspring BACK to them! haha!
They'll work at 50% effectiveness, just like anything else without a given perc value. So they'll only be as effective as wood, however cool the concept of using glass blades might be.Shoot. Okay then. Thank you.
That doesn't stop you from making a torture pit out of them, though.
Could you record it in a story told format like with that other hermit dwarf who killed EVERYONE but in the end got killed by a HFS in the end, was pretty anti-climaxtic as i thought it was cheap as how she mined into the pit, meh.
Only if you can be bothered though :P
WHAT
THE
ARMOK
How can a muskox give birth where the only two type of its species on the map belong to my dwarves and are both female.
Luckily both of them gave birth and birthed males..
The trip was too far away from the mountain homes to be knocked up.
I blame those damned elves.
Organ damage only becomes visible when an organ is damaged. Specifically, body parts with the [SMALL] or [INTERNAL] tags aren't visible until they've been damaged.
Have you got the right stockpiles?
Have you reclaimed the site?
have you made sure your dorfs arnt doing what you say? (e..g a dwarf isnt free atm)
To kill ze cats.
make something like this...
========
=L+D^^^D
========
L is lever
+ is normal tile for your dwarf to stand on
^ is spike traps.
D is door
= is wall
set the lever so only the dwarf with the pets you want to kill can pull it and then order it to be pulled, repeativly, also set it so that the door behind the tile where the dwarf stands on is pet impassible ( that way the pets still path to the owner but cant get through...)
Once the cats are there they should run in and stand on the spike traps, pet impass on the back door as well.
This way the owner will kill his cats!
:D
dwarfy.
So, I know how to build a well and all that. But can you build it +1 Z from the water surface? My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water. I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.Yes, wells can be pretty much any depth. The deeper they are the longer they take to use (you can actually watch the bucket getting lowered and raised). Some say that deeper wells are worth more, don't know if that's ever been confirmed though.
So, I know how to build a well and all that. But can you build it +1 Z from the water surface? My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water. I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.Yes, wells can be pretty much any depth. The deeper they are the longer they take to use (you can actually watch the bucket getting lowered and raised). Some say that deeper wells are worth more, don't know if that's ever been confirmed though.
I've not heard of them being worth more before, but I've seen people claim that deeper wells make dwarves happier for some reason.So, I know how to build a well and all that. But can you build it +1 Z from the water surface? My "ground floor" is a z level above the brook surface, which means it's two Z up from the tunnel that I'm going to fill with water. I can easily dig a 'water room', but I was hoping to get the well directly in my infirmary.Yes, wells can be pretty much any depth. The deeper they are the longer they take to use (you can actually watch the bucket getting lowered and raised). Some say that deeper wells are worth more, don't know if that's ever been confirmed though.
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.
Nope. They just shift to the next available one and get hauled there while the coffin is stockpiled.
Just make him a memorial instead, with his favourite materials/items in it.
Will buried (dead) dwarves stay in the coffins when you slate them for removal? My champion died and I forgot to make a tomb for him.
Nope. They just shift to the next available one and get hauled there while the coffin is stockpiled.
Just make him a memorial instead, with his favourite materials/items in it.
So technically, if the only coffin left was the one in his 'tomb' then he would get hauled there?
Has anyone tried assigning all the wardogs to the butcher? In theory the dogs and puppies will follow him around making butchery much more efficient. If no one knows, I'll apply science.That many can, and the puppies will follow. but i suggest doing this instead.
I don't need the dogs for anything else. I'm just using them for meat. They're only wardogs because, well, wardogs can be assigned.
When assigned to a dwarf, do they pathfind, or just follow the dwarf? If they're only pathfinding to stay within x tiles of the dwarf, that's not so bad.
I've got 18 female war dogs. Can that many be assigned to a single dwarf? If not, I could also put a few on the tanner. He's usually nearby at butchery time.
When marksdwarfs enter melee with their crossbows, they utilize hammer skill, correct?Yeah, they use the hammerdwarf skill. Whether its worth training depends mostly on how likely it is your marksdwarves will get involved in melee combat, but if they do its very handy.
So would it be worthwhile to have them crosstrain in hammer skill as well as crossbow skill, or would the extra effort not be worthwhile?
Does the trick to get sand from underground rivers still work?Yes, but not reliably.
Okay, thank you.When marksdwarfs enter melee with their crossbows, they utilize hammer skill, correct?Yeah, they use the hammerdwarf skill. Whether its worth training depends mostly on how likely it is your marksdwarves will get involved in melee combat, but if they do its very handy.
So would it be worthwhile to have them crosstrain in hammer skill as well as crossbow skill, or would the extra effort not be worthwhile?
On another note, if I build a floor over my aboveground barracks, will that negate the cave adaptation canceling effects it has, or will it be just fine?
A healthy adult dwarf consumes approximately 18 units of drink per yearFor more information.
I were to dump a large quantity of water on top of the surface of an already-full lake (as in, one connected to the edge of the map), would the extra water vanish out the map edges, or sit on top?
Ah good. I knew about the not changing back to subterranean, but just wasn't sure if "Inside light aboveground" would keep them, somehow, from not cave adapting. Since it doesn't, I shall give them a roof. Thank you.QuoteOn another note, if I build a floor over my aboveground barracks, will that negate the cave adaptation canceling effects it has, or will it be just fine?
No, your military will be practicing in a "inside light aboveground" environment. Cave adaption will be fended off because of the "light aboveground" part. Once a tile has been revealed to the sun, it can never be subterranean again. Something about that dratted sun.
You can do the same with your refuse stockpile so dwarves don't have to venture into danger to throw away a XXPig Tail SockXX.
Can towercaps grow when there is stone on the tile.
Do Zombie Giant Cave Spiders create a Web?
Because i accidently just killed one in my Fortress without finding any
And as for the name, I was surprised it wasn't taken. I just switched from "balath" the other day. I usually use the name "Balathustrius," from a relatively obscure video game, but there's already a very active one on these boards. To use the short version seemed a bit cheap, so I switched.
My own question
How the heck do I make a hyperlink in my post? A word that can be clicked instead of a URL.
[url=http://www.google.com]I link to google.[/url]
It will drain off the edge of the map eventually, regardless of where you dump the water. If it comes into contact with an edge, it will drain off. If you want to flood your map many z-levels deep, you'll have to wall/drawbridge off the edges.I did know that, though it was very late last night so I guess I didn't indicate that. I guess what I'm wanting to ask is whether the lake edge-tiles will eat water like normal edge tiles, since they're also water sources?
What are the benefits to playing multiple fortresses in the same world gen besides the ability to reclaim fortresses later and to be able to visit them in adventure mode?
(Lords of Magic ftw)
I link to google. (http://www.google.com)Code: [Select][url=http://www.google.com]I link to google.[/url]
I guess what I'm wanting to ask is whether the lake edge-tiles will eat water like normal edge tiles, since they're also water sources?
He won't try and mandate pig iron barrels, will he?
I hope i'm not breaking any rules, but I have a few questions.There's a prepacked graphics set here: http://mayday.w.staszic.waw.pl/df.php
I just downloaded the game, and generated a world. I found a place that looks like a nice place to start (warm, next to a river, calm), but I have no idea what would be the best way to prepare the game (specialize the dwarves, supplies to bring, etc), and would thank you if you could give me a list of sugestions.
Also, I tried starting the game, but couldn't do a thing. I have no idea how to make the dwarves build walls, mine, build roofs, or do anything. I tried assigning some simple orders to try to learn how to make them do stuff, but they didn't do any of them. Can anyone help me with that? I checked the stickied begginer's tutorial thread, but it was more like a walkthrough, so, I decided not to use them.
Also, I've heard there's a tileset that makes the game easier to understand. Can anyone give me a safe and relyable download link?
thanks in advance.
Welcome New Messages. Welcome to the learning cliff. It's so much Fun.Thank you very much for your answer. I won't have time to test it right away, so, I can't tell if this is going to be enough to solve my problem, but if I test it and it doesn't work, I will post here again.
If your dwarves won't do what you order done, make sure you have the corresponding labor turned on for at least one dwarf. To get to the labor screen, select a dwarf with the [v] key, press [p], then [l] (lower case L). If you want someone to dig, make sure they have mining turned on (and they have access to a pick!). The wiki (http://dwarffortresswiki.net/index.php/Main_Page) has listings for every profession and the associated labor (not all of them are obvious).
On the wiki you'll also find articles that tell you how to start your first fortress. Don't worry if they come off as a walkthrough - there's no way to really write a walkthrough for this game. It's too open. And trust me, You'll either lose or abandon your first fortress. Either way, when you start a new one you'll quickly realize how much you learned about fortress design and efficiency when you begin digging your second (and third, fourth, and fifth).
I used this article (http://dwarffortresswiki.net/index.php/Your_first_fortress) to get started. It was just informative enough to avoid feeling like a walkthrough, but it helped me make good initial decisions.
My military keep wandering off on their own!Is there any creatures there?
On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.
No creatures there, set to harass but it's halfway across the damn map, checked for hidden items but nothing there.Maybe you accidentally set a patrol point there (I do this all the time)? Try (x) while in the squad menu.
What happens if you burn wooden weapons/armor from dear elves with magma? Does it become ash, once magma is drained?
My military keep wandering off on their own!
On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.
Okay, here's a couple:
1. Do pressure plates have to be built on a floor tile, and would a support underneath them act as one if they do?
2. Do dumped items dropped over a precipice injure anyone standing where they land?No.
3. I forgot to add a CRITBOOST tag to a custom weapon. Will it screw anything up in my newly generated world if I add it in now?It shouldn't.
My military keep wandering off on their own!
On duty or off, they seem to have a magnetic attraction to a far-away spot near the magma pipe. There's nothing THERE for them to be picking up, so what could they possibly be doing?
Two have done it, so far. No job listed other than 'soldier'.
Are they going to a water supply?
Mine seem do that too, but I followed them at it once and it's because they're going for water (though not at the nearest point).
How do I look up the legends of a region while I have a fortress active?There isn't really a way to do that, but you can copy your save file (in data/save), then abandon your fortress in the copy and go into legends mode normally.
How can I design an animal pen that doesn't let all the creatures therein scatter whenever a dwarf enters to take one out to slaughter? I've almost exclusively farmed for my food up to now and am new to fencing in animals. I've read http://dwarffortresswiki.net/index.php/Meat_industry and understand how you could use pits to drop animals into an enclosed space to save room/FPS, but it doesn't address the problem of the animals being freed once a dwarf opens the door to take one out.The best solution to livestock FPS issues is with a 3-level system.
You can even do a similar alternative setup for untamed animals, where instead of it being a 3-level setup with the pen 1 level above the butcher's shop you have the pen 8 or 9 levels above the butcher so the animals fall to their deaths when the bridges retract.
Well, no. In fact, if a creature falls onto another creature, neither is harmed. So in that case having the butcher wait below is probably a bad idea, as the dwarf will turn into a cushion for the falling creatures, the falling creatures won't die, and then the dwarf will get interrupted due to being too close to a wild animal.You can even do a similar alternative setup for untamed animals, where instead of it being a 3-level setup with the pen 1 level above the butcher's shop you have the pen 8 or 9 levels above the butcher so the animals fall to their deaths when the bridges retract.
*snerk*
Definitely the dwarfy solution. Hrm... do falling objects injure dwarves? i.e. the butchers patiently waiting below?
It will be marked as damp.Ahh, thanks. :) I'll probably use the level two levels below the aquifer for a mine then.
For tiles beneath the aquifer, I think as long as you don't dig out the damp tiles, there won't be any flooding. But it's still a hazard regardless. Best suggestion I have is to mark the aquifer layer and the layer below it as no dig zones. And the layer below that as no ramp zones.
So I got attacked by my first Titan. No biggie. Called my dwarves inside and waited for him to hit the cage traps. Bastard mauled my grizzly bear my cougar, and a bunch of wolves first, though.Hook the cage up to a lever. Fill the room, then pull the lever. Obviously, don't put the lever in the same room.
Anyways, I now have a Titan in a cage and I'm not sure how to dispose of him. I lack magma, so that easy answer is gone. I set the cage up in a flooding chamber, but that's had no luck--somehow, the bastard is fine. Do I need to deconstruct the cage for him to start drowning? I'd rather not do that unless it's a sure thing. Don't know what sort of damage he could do before I could get him back into a cage, after all.
Can you add additional parameters to the name generator for group/fortress?Not only can you do that, but you can pick your own name. Hit (F) when you're in the "prepare for the journey carefully" screen.
Instead of "Hammerflickers", can I make it randomly generate "of's" and "the's"?
I want to embark over an underground road, preferably dwarven. But I can't seem to find any (I changed the init settings so I should be able to see them...I can see HFS, ect, so the other changes worked). The entity files say dwarves can build them too. Any suggestions?Look for large dwarven civs; they have to be pretty developed to start building tunnels. It's difficult at best to tell tunnels from roads on the worldmap; your best shot is to look for ones that bisect mountain regions.
Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.Workshops, furniture, and stockpiles will do the same thing. Maybe something like that?
Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.Workshops, furniture, and stockpiles will do the same thing. Maybe something like that?
Perhaps a sapling grew into a tree at the last moment, when you weren't looking. Or maybe an ant hill? :-\Why am I getting caveins while mass-designating ramps to lower large flat areas by one (or more, successively) z-level? I've checked there are no trees above the level I'm designating the up-ramps on to interfere with digging.Workshops, furniture, and stockpiles will do the same thing. Maybe something like that?
Nope. This was far away from my fortress; I'm positive the terrain one z-level up was a) flat b) empty, e.g. no trees. The particular instance that prompted this post was in a wooded biome but I've had it happen in mountain biomes (with no trees) as well.
If a dwarf is assigned a tomb, all his possessions will go in there when he dies, if all of them can fit. He will still own them.
If a dwarf dies and is not assigned a tomb, his belongings goes to his next of kin. If he has none, they belong to the fortress.
How do i advance time in a worl thats already been genned, i want to fast forward 50 years into the future.Start a fort, then abandon immediately. Repeat 50 times. Each fort is founded at the beginning of the 1st of spring, so if the very beginning of the first of spring has already begun in a year due to another fort being founded and abandoned, it'll move to the next year.
Any possible way to do this without playing fortress mode on a 2x2 site and letting the game play for days on end?
How do i advance time in a worl thats already been genned, i want to fast forward 50 years into the future.Start a fort, then abandon immediately. Repeat 50 times. Each fort is founded at the beginning of the 1st of spring, so if the very beginning of the first of spring has already begun in a year due to another fort being founded and abandoned, it'll move to the next year.
Any possible way to do this without playing fortress mode on a 2x2 site and letting the game play for days on end?
Mind you, I'm pretty sure that world-gen-type events, like wars, megabeast raids, births, and whatnot don't actually happen after world gen finishes, so it won't do you much good.
Can you add additional parameters to the name generator for group/fortress?Not only can you do that, but you can pick your own name. Hit (F) when you're in the "prepare for the journey carefully" screen.
Instead of "Hammerflickers", can I make it randomly generate "of's" and "the's"?
I know you can pick your own name, but assigning parameters to newly randomized names is new to me. I think he's specifically looking for the game to generate random names that are longer than [rear_compound]+[front_compound] (the generator will do that on its own, but not reliably).Oh, my bad.
Is it possible to breed vermin or do they just spawn in their biome? (I want to start a moghopper farm for their j00ce :D) Is it possible to deplete vermin like with fish and large animals?
Hmm. Guess I'll have to try it myself then! I'll post the results after a while. One more question: do vermin follow their owners like normal pets or will the owner pick them up? I'm mostly concerned because of framerate...Their owners will carry them; you'll be able to see them in the dwarf's inventory screen.
I have a lever. I have a job for it to be linked to a bridge, and I have mechanics, but my dwarves keep suspending the job. Why?They could be doing that for any number of reasons, really. Go into the standing orders menu and press x a few times to have DF announce all job cancellations. Try it again and see if DF tells you why in the announcement log.
I think they are. The up ramp and down ramp above it provide support, I believe.
So, one of my dwarves died of thirst. I have no clue where he may be. Is there some way I can find him quickly, or should I just scan the map until I find his tiny little body?
EDIT: One more question I have. My map is full of obsidian. This would mean there is a magma source somewhere on the map, correct?
As such, digging ramps COULD cause a cave-in if the level above is already mined out but still has floors or otherwise unsupported walls.
I don't think you can deplete vermin. They just spawn. I wouldn't be surprised if there were a max_number of vermin on a given map, though.I just remembered that fish are vermin, and they can be temporarily depleted, but I'm not sure about other vermin. I still get fire snakes in a 17 year old fortress, in spite of nearly reaching critical feline mass at one point. Tame a whole slew of vermin and report results.
Different question: I'm pretty sure underground rivers have a z-level of "air pocket" above them (i.e. damp stone on z-level 1, water on z-level 2, open space on z-level 3, nondamp stone on z-level 4). Do magma pipes (not vents - e.g. magma pipes that fail to break the surface and are not visible upon embark) have such an air pocket? I ask because I'm considering how to scout for them when I know there's a pipe somewhere on the map, but not exactly where - is it safe to dig stairs straight down, or will my dwarf, failing to find warm stone and digging stairs out of the last z-level of rock, plummet past the one z-level of air into the magma?Totally subterranean magma pipes always have an open level, wider than the pipe mouth itself, above the highest z-level of the magma. It is safe to dig straight down in the center of each 48x48 block to hunt for magma pipes, since magma features always and without fail cover the center of their block; miners won't fall into open space just because they dug a staircase into it.
Can an Artifact be further improved by encrusting with Gems or studding with Metal? I suspect not.Not that I know of.
Does a Masterwork Anvil improve a Blacksmith's skills? Does it even give him a happy thought for admiring it while working? Again, I suspect not.Don't think so, but since I'm pretty sure anvils are, bar for bar, the most valuable thing you can make out of iron, steel, and adamantine (more than plate mail, even, since you can place anvils) it might not be a bad idea to make them.
This is slightly frustrating. I have a dwarf in my brook. I accidentally caved in a section of brook while channeling for a few water wheels. I just dug a ramp and the dwarf came right up out of the brook. That part was simple. Now I have another dwarf in the brook. He's thirsty and hungry now and won't leave. I have two ramps and a set of stairs that he could use. But he doesn't.
Any idea how to get him to go eat or drink?
Now I have another dwarf in the brook. He's thirsty and hungry now and won't leave. I have two ramps and a set of stairs that he could use. But he doesn't.
Any idea how to get him to go eat or drink?
So, a brook works differently than a river. It has a floor of sorts over the water, and the water under this floor is generally only 2 deep or so. I channeled out this floor to put some water wheels in. A dwarf is now in this lower level and will not exit it, despite having multiple ways to do so, including two ramps and a set of stairs.
I'm confused how a dwarf "in the brook" managed to live long enough to get hungry and thirsty without drowning.
Can an Artifact be further improved by encrusting with Gems or studding with Metal? I suspect not.
Does a Masterwork Anvil improve a Blacksmith's skills? Does it even give him a happy thought for admiring it while working? Again, I suspect not.
I presume you have stone, and it requires no special jobs.
In other news, one of my migrants was not successfully drowned, but he eventually died of thirst.
WHILE DROWNING.
What's going on?
Ah, okay. Thanks for the clarification!See, the problem is that you tried to drown him in water. Dwarves consider drinking a higher priority than breathing if you use booze.
In other news, one of my migrants was not successfully drowned, but he eventually died of thirst.
WHILE DROWNING.
What's going on?
Got a few questions I ran into in my previous (5) fortsGenerally, I find that it isn't worth the bother. If your fort's entrance is close to the edge of the magma pipe, recruit and station a dwarf or two 2-3 tiles away from the edge of the pipe, have them set to harass wild animals, and wait.
-fire imps, how can I channel/wall them in fast enough for them to not fry my dwarves to a well done crisp (and the surrounding shrubland)?
-aquifers. tried caveins, after litterally 1 stairway dig the aquifer fills up again and im back to square one with no natural wall to collapse into it. 2layer aquifers.. I don't even embark there anymore its hell.Aquifers are difficult to get through, and until you understand how to use pumps and why the cavein method works you probably are wise not to bother with them anymore. Myself, I know how to get through them, but don't bother since they're just generally not worth the trouble.
-50+ dwarfmanagement. How do you manage these buggers? have to many of the partying and they also seem to dislike sleeping in bedrooms when I do not assign every single dwarf their own room *sleeping on the job, in tunnels etc, while there are far more then 50 beds available*Managing many dwarves largely means using the job manager (j-m) to make sure there is always jobs in each category (carpentry, metalworking, and masonry are the major ones) as well as having several types of jobs auto-repeating if that's useful, like food jobs or stonecrafting.
-how long should I leave a military squad on duty? leaving them on duty permanently supposedly creats meny bad toughts so whats the standard for rotating them *got guardposts near the workshops for moody dwarfs gone bad and near the entrance to stop the thieves from robbing the well crafted glass blocksGenerally, you should be using animals, not dwarves, as sentries at your entrance(s). Make ropes or chains, set them as restraints (b-v), and assign animals to them once built.
well i think thats enoughThis game is notorious for an absurdly steep learning curve, so don't worry about wondering about many of these things.
Feel so incredibly noobish, posting questions all the time :$
Er, sorry if I'm being bothersome, but I think my questions were skipped... they're a few posts back. Basically:3 ways:
1. I don't have any rivers or magma pits. How can I use my bridge to kill people (read: friggin' migrants) more easily? (Crushing is difficult - it's so small that I only have one tile long crush-space, so it's hard to lure people in)
2. Why did my migrant die of thirst while drowning in 4/7 to 5/7 water?Obviously, he couldn't get anything to drink. ::)
Also, I have another question:Build a powered pump array such that all the water is recycled. This can be a bit tricky, but essentially you want exactly 1 7/7 depth water tile and no more water. That tile of water, all of that water, is picked up by a pump, spit to the intake of another pump leading the other direction, where it falls back down into the original space, making a waterfall as it falls.
3. How can I make a decent waterfall without access to rivers? (I do have murky pools though)
Like... -z1
..........
..........
..hS>h....
..........
..........
-Z2
..........
..........
..-<S-....
..........
..........
. is wall or w/e.Er, sorry if I'm being bothersome, but I think my questions were skipped... they're a few posts back. Basically:
1. I don't have any rivers or magma pits. How can I use my bridge to kill people (read: friggin' migrants) more easily? (Crushing is difficult - it's so small that I only have one tile long crush-space, so it's hard to lure people in)
2. Why did my migrant die of thirst while drowning in 4/7 to 5/7 water?
Also, I have another question:
3. How can I make a decent waterfall without access to rivers? (I do have murky pools though)
##|===|## <--bridge
##|===|## <--another bridge
##|===|##
##|===|## <-more bridges
##|===|##
the beds are designated as bedrooms and reachable, its just that sometimes dwarves just sleep somewere else when there are free, usable bedrooms available (only not assigned to a person)Odd. You said you had only ~50 population, so the economy shouldn't be active yet, so I can't think of any reason why your dwarves wouldn't sleep in them.
guard dogs, (wardogs) just don't seem to like wanting to bite kobolds to death or goblins for that matter, so I had to resort to military guards.Killing kobolds isn't really important so long as you detect them before they get to your stockpiles. Once a thief is detected, it'll immediately attempt to run off the map.
guard dogs, (wardogs) just don't seem to like wanting to bite kobolds to death or goblins for that matter, so I had to resort to military guards.
o.OGo into legends mode and press 'p' (if memory serves right) to export some information about your world in the DF folder. There should be a text file called "region#-world_gen_param" with all the world info, including the seed.
How do i get teh seed for my world that i am currently playing in, best world so far (in the geo) and want to re make it with my added modded stuff.
So how do i get the seed (not the history)
I have a question about vertical axles. How do you get power to them? Does the gearbox have to be on top of the axle or next to it? My current set up looks like this:Yeah, that won't work. Axles will only transfer power in a straight line, merely being adjacent to it isn't sufficient to transfer power. You have to stick gears on the ends of them. Which makes sense, if you picture how a wheel and axle work. The end part of an axle can be stuck anywhere on a gear and you can stick any number of axles on a gear, which is how you transfer power around corners. In this case I would replace the gear north of the vertical axle with a horizontal axle oriented along the N/S axis (just press 's' to change the orientation) and replace the vertical axle with a gear. Having two gears adjacent to each other is fine too if you need to, but axles are far more efficient for transferring power in a straight line.
~wwwwww~
~wwwwww~
~wwwwww~
.....*==*....
...........o....
The w's are water wheels, and the o is the vertical axle, just to be clear. Anyway, the power isn't reaching the axle in this set up. Is there a different way it should be built?
Alright, I'm trying to mod unicorns to spawn everywhere so that regardless of where you embark there will be bloodthirsty unicorns waiting.
What I'm confused about is the layering. If I remove the tag altogether, will it suddenly be resistant to climates? Or is there some way I can set the layering and homeotherm so it will settle virtually anywhere?
The token you are looking for is DEFAULT_SITE_TYPE and the variable should be CITY. I hope that helps.
I have my champion wielding a crossbow and off duty, and my barracks has plenty of archery targets and ammunition. I've also designated the room as an archery practice thing. But he's not practicing - what could be causing this?
1) - apart from smoothing and carving enravings/fortifications, is there anything you can do with map border tiles?Not that I've been able to determine. You can't dig or channel them, but you can smooth, engrave, or make them into fortifications.
2) - If you cover the edge of the map with a series of drawbridges which are then raised, what will happen to the incoming creatures/invaders/merchants?If there are no accessible tiles at the edge of the map, creatures, invaders, merchants, and immigrants simply won't ever appear.
3) - if you leave only a couple squares on the edge unblocked, will the people that try to spawn on the blocked squares not spawn or be funneled into these areas?Yes, if there are only a few tiles accessible everything will spawn in them. Often at the same time, with hilarious results.
4) - If I were to have a fortress that has an entirely military population, would there be any problems with assigning a military person as a broker (to trade for food/booze)? how would I be able to activate mechanisms with my dwarves (since they cannot pull levers anymore)?I don't know, I've never tried a fortress with a 100% military population. Would be interesting, at least until everyone starved to death.
You could mod it like the elves so that you can eat your enemies, and then have a mod that sends tons and tons of enemies at you?
EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?
EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?Easiest way would probably be to turn invasions off in the init until you're ready for them.
EDIT: Also. I keep getting hit by two or three goblin ambushes at once. I've had to savescum repeatedly, order all my dwarves inside, etc. Fortunately, my champion wrestler/axedwarf/marksdwarf can fend them off easily, but now I can't finish construction on my outside corridor of death for fear I'll get ambushed and lose a dwarf. How do I deal with this?
More military. Ambushes come in more than one squad.
More military. Ambushes come in more than one squad.
Eeergh. I recruited four marksdwarves, had them training up in the archery range, and a massive goblin ambush killed off three and left the last one crippled and probably dying. I have a long corridor extended outside - I was planning to build drawbridges over it to smash any intruders. I'm now planning to build a roof over it and use it as a Great Wall-type thing so my marksdwarves can walk on it and kill intruders, but I have a few problems:
1. How do I even do this? How high should I make it and such, and how do I build a floor over two walls?
2. If I have this Great Wall and corridor of death protecting everyone inside, how do I protect people outside gathering clothes or whatnot?
Now, to keep the civillians protected, you need them to be out there as little as possible. This means that, after a siege, you need to haul the stuff you plan to keep indoors ASAP.What I mean is, how do I get trees and such? My dwarves need to go outside for resources and all that... and I don't have a river to farm tower-caps. I guess I could use some sort of cistern with murky pools, but that'd be really work-intensive...
With the wood, either enclose a BIG area, send the woodcutters/haulers out with a military escort, or just import it.
When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)You have to be at war with them to seige if i recall correctly.
(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.this?
(v)iew units and hover over the miner. Go to his inventory and forbid the backpack and waterskin that he's carrying - he'll drop it. I don't know what the problem is, though.this?
The miner will not discard either, regardless of forbid or dump settings. Screw this.. game would be a lot more fun if it was more complete.. Same problem with all pet projects.. they're awesome, until you try to use them <.<
When do goblin sieges usually start ? (I modded the tags from [INTELLIGENT] to CAN_CIV and CAN_LEARN, also removed the BABYSNATCHER tag to try and speed things up, but this was without regenning a world.)
One last thing you want to do is go into the entity_default file, find the EVIL entity entry (which corresponds to the goblins) change their progress triggers (e.g. [PROGRESS_TRIGGER_TRADE:number]) from 2 to 1.
This will make them come as quickly as possible.
Because they can't speak, they will automatically be at war with you. ETA however depends on distance.
Correct?
A few questions about Magma:Yes, to both questions, though for the second only if there's a place for it to fall to. In fact, liquids treat bars/grates just the same as they do open space, from what I can tell.
- If pressurized via a pump, will it rize UP through bars/grates?
- Will magma seep down through magma-safe bars/grates?
I have some fun trap ideas in mind...
Pump Stacking... how do I do?Only the passable square of a pump needs to be on a floor if it would be hanging from another machine otherwise. So, build a place like this:
I can't build pumps directly on top of each other... it needs floor. The floor seems to block the transmission of power...
How am I suppose to power them all? Put a gear stack next to them?
Are people sure that there's no such thing as friendly fire? Is it absolutely confirmed?
NExt question: 40d, 40d14, 40d16... what all are these versions? What are the big differences? Which one is most stable? Which one is cooler?
NExt question: 40d, 40d14, 40d16... what all are these versions? What are the big differences? Which one is most stable? Which one is cooler?
The versions with a number after d (like 40d16, the newest, by the way) are released by Baughn (though he's not the only one working on them, AFAIK), and not by the dev Toady himself. They include some bugfixes, but are mostly attempts at speeding up DF. If you haven't tried them already, then you should do so. A lot of people have experienced better performance with those versions.
quick question before im ruining my perfect starting locationNo, floors and walls are totally indestructible except by a deconstruct designation. You could build the magmaduct out of wood if you wanted, and it would be as solid as if it was made from steel. Magma will not damage floors or walls, no matter what.
is it true that making a "bridge" from floors over a chasm then walling those floors off on both sides creating an "aquaduct" for magma has to be made of firesafe material rather then magmasafe material?
however if i put a firesafe floodgate in there it will melt like chocolate?This however is true. Merely firesafe materials will melt in magma, but only if they are in magma. As long as the floodgate is closed, it will remain intact, but open it and it will melt unless the floodgate itself and any and all mechanisms attacked to it are made from magma-safe materials.
The fortress guard (female migrants are surplus to requirements ...
The military itself is recruited from male migrants. ...
I don't bother to boot-camp train them, ...
There's a big chunk of Restricted access over the main entrance, to discourage anyone wandering outside ...
Squads have a season or two on duty, then the rest of the year off for training and exposure to the meeting zone. ...
Another option is to hollow out a very large two-z-level tall underground room directly below a forest, prop it up from below with a lever-activted support, then channel out all around it. After recalling all your Dwarves to a safe place, pull the lever, collapsing the forest into the huge underground room. Then roof it over at the first underground level (to prevent enemy archers from standing at the rim and taking pot-shots at your Berry-Pickers, Lumberjacks and Haulers).
NExt question: 40d, 40d14, 40d16... what all are these versions? What are the big differences? Which one is most stable? Which one is cooler?
The versions with a number after d (like 40d16, the newest, by the way) are released by Baughn (though he's not the only one working on them, AFAIK), and not by the dev Toady himself. They include some bugfixes, but are mostly attempts at speeding up DF. If you haven't tried them already, then you should do so. A lot of people have experienced better performance with those versions.
I notice 40d16 has no "grid" options in its init file. Is this part of the speeding up Open GL?
1) I assume the gender discrimination is because female immigrants can sometimes haul babies into combat, who then die? Any other reasons?
2) Regarding "boot camp training" (if you don't know what we're talking about, check... "Cross training" ? on the wiki), I agree that it never seemed to make sense - you're gaining xp towards attributes, but you could be gaining xp while doing, say, sparring, which also increases relevant skills. Is there any compelling reason to pursue crosstraining?
3) Restricted traffic zones affect relative costs of different paths. They don't affect whether a dwarf will enter/leave/traverse a region if there's no alternative. (For details, read the traffic section on the wiki.) How does designating your entire entrance as Restricted affect anything, if they need to go through that section - and no alternatives exist - in order to get somewhere in the "unprotected outside" ? The only change I can see would be increased pathfinding cost as the pathfinding algorithm spends more cycles looking for paths inside your fortress.
4) Could someone explain exactly how military dwarves get tired of continued service, and the consequences? I can't find anything on the wiki.
If I drop a critter into a deep pit and it lands on of my dwarfs or hounds will they get hurt?
The fortress guard (female migrants are surplus to requirements ...
The military itself is recruited from male migrants. ...
I don't bother to boot-camp train them, ...
There's a big chunk of Restricted access over the main entrance, to discourage anyone wandering outside ...
Squads have a season or two on duty, then the rest of the year off for training and exposure to the meeting zone. ...
1) I assume the gender discrimination is because female immigrants can sometimes haul babies into combat, who then die? Any other reasons?
2) Regarding "boot camp training" (if you don't know what we're talking about, check... "Cross training" ? on the wiki), I agree that it never seemed to make sense - you're gaining xp towards attributes, but you could be gaining xp while doing, say, sparring, which also increases relevant skills. Is there any compelling reason to pursue crosstraining?
3) Restricted traffic zones affect relative costs of different paths. They don't affect whether a dwarf will enter/leave/traverse a region if there's no alternative. (For details, read the traffic section on the wiki.) How does designating your entire entrance as Restricted affect anything, if they need to go through that section - and no alternatives exist - in order to get somewhere in the "unprotected outside" ? The only change I can see would be increased pathfinding cost as the pathfinding algorithm spends more cycles looking for paths inside your fortress.
4) Could someone explain exactly how military dwarves get tired of continued service, and the consequences? I can't find anything on the wiki.
So what's the deal with animals killing fps? Unable to reproduce, closing ticket. lolI think that refers to the bug with pets and pet-impassible doors. Pets can't open them but try to path through them, which means they stand in front of a door and constantly try to find a path, using a lot of processor time and eating FPS. Seems that letting many pets roam free kills hauling, controlling them with a pet-forbidden door kills fps, and controlling them with a cage kills breeding. A more creative solution like a locked pit is the best.
You seem to have misunderstood me. I apologize. I'm saying I've never seen a frame rate decrease from animals. They hang out at a meeting hall all day long and fps is no better or worse than when they're all in one cage. I know exactly what the wiki says and I am questioning it here because I have never seen my fps go down as a result of letting 100 animals roam free.
But apparently i may have never gotten the problem because I never have any pet impassable doors. I will attempt to reproduce this behavior next time I go dog breeding.
You seem to have misunderstood me. I apologize. I'm saying I've never seen a frame rate decrease from animals. They hang out at a meeting hall all day long and fps is no better or worse than when they're all in one cage. I know exactly what the wiki says and I am questioning it here because I have never seen my fps go down as a result of letting 100 animals roam free.
But apparently i may have never gotten the problem because I never have any pet impassable doors. I will attempt to reproduce this behavior next time I go dog breeding.
I'm pretty sure they can't fill a bag with sand if it's already furniture... Mine isn't anyway. That's why it got filled with sand; I forgot to set it as furniture right away.Maybe a legendary glassmaker can touch artifact bags? Might be lost forever seeing as there are no "champion" glassmakers and non-cahmions don't "use" artifacts...
It's sitting in a sandbag stockpile.
Pets used to cause an FPS drop with pathfinding. D11 and onwards fixed that by greatly simplifying their pathfinding.I wish d40+ didn't crash regularly on my laptop.
Pets used to cause an FPS drop with pathfinding. D11 and onwards fixed that by greatly simplifying their pathfinding.
I believe pet pathfinding was fixed well before the d# versions of DF.
I'm having a terrible time finding a good place to start. I'm trying on of those pregen maps. In this picture, the top picture is the actual game, the bottom picture is the picture that shows me where to go. Why the discrepancy?
http://dl.dropbox.com/u/1920393/Screenshot-2.png
Cage the fuckers anyway.
If you still have the region folder, you can:
1. Go to Legends mode and export the world gen info if you don't have a fort running.
2. Hit escape, and export an image if you do have a fort running.
Both will export a world generation information text file to the main DF folder.
If you still have the region folder, you can:
1. Go to Legends mode and export the world gen info if you don't have a fort running.
2. Hit escape, and export an image if you do have a fort running.
Both will export a world generation information text file to the main DF folder.
Spikes get stuck too often to be a useful deathtrap. I'd recommend a 2x1 repeating raising bridge at the bottom of a pit.
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)
HE LIEES.also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)
Sadly, no. I used to take screenshots of the trade agreements before I stopped caring about them :P
I'm still curious as to whether dwarves will adopt pets regardless of proximity, i.e. a dwarf adopting a donkey locked in a room in the deep forbidden depths of the fort.
I assume from what you're saying is that a given mason will prefer a stockpile filled with economic stone to a hunk of granite just sitting around?no i mean this...
###########
#SSSSS#####
#SSSSS#####
#SSSSS.WWW#
#SSSSS#WWWD
#SSSSS#WWW#
###########
# is wallFirstly, having huge herds of stray watevers bogs the FPS down immensely. If I want to do this, I'll need to pit them somewhere that prevents pathing. I know animals will still try to path through forbidden doors, but will they path through closed flood gates?
Secondly is pet issues. If I keep the livestock locked in a remote part of the fortress, will I still have to worry about dwarves other than the butcher adopting them? Or do they just sense that the animal is there and claim it like with spore breeding?
Lastly is if there are pets, can they be pitted like other animals?
drop pads require the dwarves to walk down ten Z levels to retrieve the meat (or up ten levels to drop them).
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)
also, is there a way to review a trade agreement after the liaison has left so a scatterbrain can remember exactly *what* he needs to make to benefit himself the most? ::)(c)iv screen, relevant civ, tab tab, profit.
I want to embark in a location with ludicrously fatal weather part of the time. Like, a temperate winter and a thermonuclear summer. Can the game be modded to do this?Its possible, there was a fort awhile back that had a summer like that. You have to kick up the setttings in in world_gen and mess with the variance, and hopefully the civs won't die out during world gen.
Will a raised drawbridge stop magma?
Will magma melt/destroy a locked rock hatch if it flows over it?
1) My fort can now support a noble. The wiki was helpful as to their function, but my questions is, do I really need one at all? Will my dwarves misbehave more if I don't have one?
2) Magma safe questions: I have heard that not everything needs to be bauxite for the thing to work right. Suppose I wanted a functioning floodgate (not just a permanent lava block). I would need 1 floodgate, 1 mechanism for the lever, and 2 mechanisms for the linking. Which of these would need to be bauxite for the floodgate to open and close in and around magma?Floodgate and the mechanism that goes into it (the mechanism selection screen will tell you which is which).
Floodgate and the mechanism that goes into it (the mechanism selection screen will tell you which is which).
Thanks for the reply, yes I did have iron available but all the workers there seemed to ignore the order - till I made a different non modded order higher priority then they built that and ignored the mechanisms order
Are prisoners adults? Or are they children, too?Repost 'cause I need an answer. :P
I've had some cases where my prisoners have given birth, while still in the cages. While I don't know if you can capture children, I know you can certainly have children in cages.I meant in adventure mode.
Two related questions:
1) Can crossbows fire at enemies occupying a z-level below the wielder if there's a clear line of sight, ie from a tower?
2) Can melee attacks be made through through fortifications if attacker and defender are standing right up against them?
Does the elven blasphemy of no wood products extend to obsidian short swords?
Alright, I was going to craft some adamantine armor and weapons for an adventure mode dwarf and leave them in my abandoned fort. I was going to make a few iron or lead bins to put them in, but I'm not sure how to ensure that they're placed in those bins. I know how to make specialized stockpiles, but not how to designate certain bins to certain piles.Highlight the stockpile with Q and find "max bins" variable. Change it to the amount of bins you need and dorfs will bring them if they're available.
And I want to know if the water in channels evaporates?As far as I'm concerned, no.
When my most recent migrant wave arrived (taking me up to 64), my dorfs suddenly decided that picking their crops was passé, and now leave whole fields to wither away.Make sure the Standing Order "everyone harvests" is enabled, fields are reachable, you have space in your food stockpiles.
I have ~10 idlers constantly, and the withered crops are put in the refuse pile almost as soon as they wither, so it's not a lack of dorfpower.
Halp?
if you're muddying rock to make a farm, do you have to re-muddy?
Still, best to be on the safe side.
Can tantrum-ing dwarves smash windows?While I haven't seen a tantruming dwarf specifically destroy a window (never had a tantruming dwarf near a window long enough), windows do seem to be grouped with statues and doors and other furniture as far as building destroyers are concerned. Tantruming dwarves will destroy furniture and workshops, so it wouldn't surprise me if they will destroy windows too.
Can tantrum-ing dwarves smash windows?
Kind of an important point for me, since smashed windows will equal a two-thirds flooded fortress. Which would be epic.
Side view
#=wall
_=floor grate
E=entrance passage
#_#
EEE
The idea is that some animal is placed in the device, with a grate allowing to to see beneath. Will it be able to cover a 3-wide entrace passage?
@ed boy, that's a great idea! Try it and see how it works!If he happens to be liked you may get a few unhappy dwarves (not likely tho) other than that the worst is that you'lll get a new baron.
My question: are there any serious ramifications of an annoying baron "accidentally" getting killed?
...That's because you might make the mistake of smoothing your muddied ruck floors, which supposedly (I say supposedly, because I don't remember ever trying that) also cleans and dries them.I can confirm this. I lost a glacier fort to starvation because of this.
Is it normal for the workshop (P)rofile option to disappear and reappear at random?Not at random; however you need a manager to use workshop profiles. If he dies, you will need to appoint a new one before they work again.
it won´t work, for kobolds and snatchers the animal or dwarf has to physically touch the thief, sight doesn´t workI have had chained war dogs repeatedly detect kobold thieves on the other side of a fortification. I don't know if detection from a few tiles away is as reliable as direct contact, but I do know that direct contact isn't required. I don't know if it works if the dog is on another Z-level, which was the question here.
none are tasked for other purposes (such as being hauled to a stockpile)
How do you twist a spear stuck in a wound?
I just had a little problem. My dwarves just got ambushed by kobolds, and they walked right into my 3x3 tile of traps and set none of them off. Why is this?
Also, is there any way to speed up the flow of magma by modding the files? It's taking an ungodly long time to get it where I want.Pumps. Magma doesn't respect pressure, but using a pump or chain of pumps to transfer magma from the pipe to where you want it is much faster than letting it flow on its own.
Uh oh. Goblins just slaughtered the dwarven caravan. Are they now at war with my dwarves? Will they still trade next year?
Little question, were i to add [SHARP] to a stone, would it require a regen?
What does it mean when a dwarf "made a satisfying acquisition?"
What does it mean when a dwarf "made a satisfying acquisition?"
Speaking of regen, can I add stuff to item_ammo without doing so? I forgot to add my special bolts.
quick vagely related question if you play as a different race human for example can you go to war with either dwarves or humans?
quick vagely related question if you play as a different race human for example can you go to war with either dwarves or humans?
Do artifacts ever go out?
I ask because there's a leather quiver making everyone annoyed and sad. I've designated a pond over it, but nobody's filled yet.
Why won't some dwarves spar? I had 2 dwarves train up to champion just fine. Then I brought another 4 dwarves into the military. They all trained wrestling up to a good level, about when they all became elite, and then I switched them to other weapons. 3 of them trained to champion level, one of them trained up to talented level and then stopped. He still has his weapon, and the other dwarves still train, but he will not. I bring in another 4 recruits into the military, training wrestling, and I switch Urist McNotrain to wrestling, hoping to bring him to champion level quicker than with axe skill. All four of them go to champion level, and Urist McNotrain has gained NO skill, in anything(military-wise).
Also, I checked, he has no injuries either.
What the hell is going on? I've had this happen rarely before, but why?
Yea, if they had a spinal injury they would hardly be moving
Yea, if they had a spinal injury they would hardly be moving, let alone sparring. But I know how to check for that anyway, so no. And for the record he is an Elite Wrestler. (Master Wrestling, Talented Axedwarf) although he refuses to train either. This usually occurs in one or two dwarves in every fort I play, but I wanna know why. Is it something I did? Can I fix it?
Does anybody know what age the inital seven dwarves start at?
Does anybody know what age the inital seven dwarves start at?For this version, no, but in the next version we will be seeing the ages of our dwarves.
Another quick one: what layers do people think of as 'best'?
Does anybody know what age the inital seven dwarves start at?Extensive modding and testing has proven that, in fact, your embark creatures always start within the range of (Maxage.Min/2):(MaxAge.Max/2)
Question: my Dungeon has demanded a "item in Bedroom". I built an item (copper statue) in his bedroom, but this did not satisfy the demand... any idea what such a demand means?
Above Ground Farming:
I have longland grass seeds, but my aboveground fields have no option to plant them. At first I thought it might be a list too big to show on the screen but it just doesn't show up at all no matter how much scrolling I do...
How does one grow this and whip vines?
deadly (...) production mandates
deadly (...) production mandates
Keep in mind, though, that those are only as deadly as you allow them to be. Abstaining from appointing both a fortress guard and sheriff is, at least in my experience, a surefire way of avoiding any punishment, both corporal and incarceration.
In world gen, battles are wars and the like are modelled. In fortress mode, are such battles and things that are completely independent of your fort also modelled? If the liason were to die when not in your fort, would you get another oe#ne?I think, though I am not certain, that history no longer progresses outside your fortress once you begin playing in fortress mode. So no battles or other changes will take place outside your fortress while you are playing, and your liaison can only die at your fortress.
Hey, I've got a quick question.What is happening here is that the piece of stone is tasked for another job - building a wall somewhere else, being placed in a stone stockpile, being dumped, or about to be turned into a piece of furniture or stone mug or something. Dwarves will only move a stone out of the way if that stone is not already tasked for a job. You need to either wait for that stone to be moved (which can take forever if the job that stone is tasked for is also suspended) or find what job it's designated for and cancel it.
I just started a new game and suddenly my dwarves are seemingly afraid of anything that's in the way of placing other items. When I try and place a bed or a door or build a wall, if there's a piece of stone where it's going to be, they normally move it, right? Now they just suspend the construction and I have to find a way to make them move it. What should I do about this? I made sure all the hauling jobs and whatnot are enabled.
What is happening here is that the piece of stone is tasked for another job - building a wall somewhere else, being placed in a stone stockpile, being dumped, or about to be turned into a piece of furniture or stone mug or something. Dwarves will only move a stone out of the way if that stone is not already tasked for a job. You need to either wait for that stone to be moved (which can take forever if the job that stone is tasked for is also suspended) or find what job it's designated for and cancel it.Hey, that worked, thanks a bunch!
I'm not color-blind so I don't know what it's like.
I'm not color-blind so I don't know what it's like.
There's different types of color blindness, so even if you were, you might not be able to appreciate the previous poster's problem.
Anyway, I'm not color blind, at least not to my knowledge, but I do am, shall we say, not very sensitive to color. I used to catch myself having problems differentiating between light wounds and lopped off in this game. I really don't understand why they'd use two shades of the same color for such diametrically different grades of trauma.
I never seem to get my appraiser leveled very far past what he embarks with (I always buy a proficient appraiser because it's so hard to level). Does anyone know if I can level this skill by repeatedly requesting the broker and sending him away during the same merchant visit?
(I read on the wiki that exp is granted for this skill based on the amount of goods at the depot when he arrives -- but I don't know if you can get that to count multiple times during a single merchant visit)
I now that water drains if you get to the edge of the map (but you cant dig there) so does anyone one have any suggestions on how to get the water there, and if not... is there a mod around that lets you dig to the edge?
XXXXXQQQXXXX
X__________X
X__________X
X__________X
XXXXXXXXXXXX
In the pictures above, if I cave in the three Q's (X's are un-mined space), I think the Q's are going to fall through the two floors and land on top of the bottom row of X's.XXXXXQQQXXXX
X__________X
X____CCC___X
X__________X
XXXXXXXXXXXX
Actually after modding a bit I am pretty sure that appraiser skill comes not from the trade, but from viewing the stuff. And it only works once per caravan. Basically I just added a digit or two to the max capacity and found that just opening the trading window (and closing it) once was enough to get a legendary trader. (how many legendary traders do you need?)I never seem to get my appraiser leveled very far past what he embarks with (I always buy a proficient appraiser because it's so hard to level). Does anyone know if I can level this skill by repeatedly requesting the broker and sending him away during the same merchant visit?
(I read on the wiki that exp is granted for this skill based on the amount of goods at the depot when he arrives -- but I don't know if you can get that to count multiple times during a single merchant visit)
The wiki also says that your appraiser gains experience with every successful trade, so doing three or four small swaps with the same caravan might be better than one big one.
Since it's currently so easy to churn out/collect high-value trade goods, it's really not critical that your trader be super-experienced; just enough that you can see the prices, and the merchant's reaction to your offer(s). You get that long before "proficient" level.
HFS Question..
Is it possible to have an adveturer with the [FLIER] trait to actually fly when PCed? If so, what are the default controls/settings/whatever?
Doors aren't required to make a room, they just contain its layout (if not set to internal) and may or may not add their value to the value of the room (I really don't know that answer). I've built hundreds of rooms without doors.
Is there a way to find the reason that the construction of a building was suspended?
All the pumps are in place, the dwarfs just won't plug it in...
If I'm making a clear glass window, it it better to make it straight from glass or raw glass which is then used to make a gem window?
But surely a gem window using clear cut glass as the gem will have a value of 25*value for each unit of glass?
Per unit of glass input, the value output either way is the same, one can just concentrate it more with the gem window option.
@ Rotten: I believe the water will rise up through the diagonal gap. Any flying enemies will be able to do so too (and amphibious ones). !!clowns!! will actually evaporate the water in this situation.Thanks! I needed to know that to plan a megaproject I hope to start soon.
Happydog: waterfalls seem to work and generate mist while falling through floor grates. SO you should be able to keep your dwarves safe that way.
They are set to sleep in the barracks and they have no patrol routes currently.
...But, after a year of being typical dwarves, they finally decide to start sparring in the barracks.
I think the problem may have been that every time after setting that room as the barracks I hit the "Free bed" button.
How do I savescum?
I meant savescum like take many saves, not revert to a previous one.
Ed, where's the savegame folder? Is it Dwarf Fortress>data>save? Also, is it possible to just copy a few files instead of the entire folder, or do you need the whole folder to savescum?
Is it more advisable to place my trade depot on the edge of the map or near my fortress (if so, inside or just outside)?
You have to build the cage via b->j, then release the animal from the cage. I don't remember if wild animals can just be set free from the cage or if you have to link it to a lever to release them.So there's cage traps and normal cages? Is there a difference between the two, and what can I do with my rhesus macaque who fell for the cage trap?
Tell dwarf B to go unarmed and he'll drop the axe (disable woodcutting too). If he grabbed the axe during wrestling you'll have to tell him to drop everything (set to no armor/shield) to make sure he lets go of it.That worked, thanks a lot!
Oh wow. Thanks everyone!Keep in mind that it cannot go within 10 tiles of the edge - I've had to redesign many a fortress when I forgot this.
Is it more advisable to place my trade depot on the edge of the map or near my fortress (if so, inside or just outside)?
Just started a new fort and noticed...I noticed the same thing with my current fort. I think civs don't show up in the list until you encounter them.
Q: When I hit 'c' there is only one Civ showing, a dwarven civ. I don't remember a human trader coming yet. Am I going to get any human or elf traders or goblin attacks?
Just started a new fort and noticed...I noticed the same thing with my current fort. I think civs don't show up in the list until you encounter them.
Q: When I hit 'c' there is only one Civ showing, a dwarven civ. I don't remember a human trader coming yet. Am I going to get any human or elf traders or goblin attacks?
Hi, I've got a few questions:
1. I got a metalsmith mood exactly the moment I was moving my forges to a new location. There are 3 new magmaforges now but he won't claim one. What can I do?
2. Does light get through multiple glass floors? It would be logic but I don't know how the game handles it.
3. What if there is snow on top of the glass?
Just started a new fort and noticed...
Q: When I hit 'c' there is only one Civ showing, a dwarven civ. I don't remember a human trader coming yet. Am I going to get any human or elf traders or goblin attacks?
At what water level is it possible to alt-move out of a channel?
So there's cage traps and normal cages? Is there a difference between the two, and what can I do with my rhesus macaque who fell for the cage trap?Built cages won't capture creatures if stepped on, and can be designated as zoos to give dwarves happy thoughts. Additionally, you can store more than one animal in the cage, and it can be a tame one too. As for the rhesus macaque, if you capture a couple so you have a male and female you can breed them for fun (their offspring won't be friendly unless tamed). Other players make arenas and such for captured creatures, could give that a try also.
clear rocks into chasms and magma
Daaaaang I'm out of plump helmet spawnEat wood and drink stone?
What do I do
Daaaaang I'm out of plump helmet spawnHunting (enable in the labor menu, make sure you have edible animals and that the hunter is either bad-ass, well-equiped, or a marksdwarf, perferably all three) or herbalism (enable in the labor menu and designate shrubs; unskilled herbalists will produce very little food).
What do I do
clear rocks into chasms and magma
Ah, I suppose that tile full of 500+ dumped rocks may have something to do with it then.
But I just don't want to throw away all that excess chalk.
I mean, how else will the children of my fortress know about hopscotch?
Oh, oops, I misread that. Thanks!
My grower was maxed on farming at embark, but I think I didn't have only farmers harvest or something. Thanks again!
Good idea with giving that guy proficient growing/planting. That's still 10 levels away from legendary, but with that standing order set as I recommended it, he should be legendary right soon (that's understandably because you get experience from harvesting as well as planting, so it's better to have just one getting it all).Generally I don't agree with this. Having all dwarves harvest is the only way to get useful labor from children/nobles and greatly reduces the chances of crops withering in the field. If you don't cook seeds or raw plants and avoid the aforementioned withering you'll never run out of seeds no matter how skilled your farmers are. Most players seem to value high-skilled farmers more than I do, though, so YMMV.
Mine some more, then.
With 500+ rocks, just drop magma on top. It'll be more Fun.
You should check the reaction_XXX files in the raws folder and search for crucible and deep steel. The reactions to make them will list reagents.Ah, thanks.
I built a brudge and raised it, but it won't let me channel a moat under the bridge - why?
However, supposedly we are at peace, since there is a little 'P' by my dwarven civ when the goblins are selected, and a little 'P' by them when I select my civ. Is that why they haven't been attacking?
Not sure if this is as bug or what..
I like to clean up my obsidian farms by melting all the extra rock that has been mined out (that that isn't magma safe). I don't normally wait very long to mine out the obsidian after dumping the water on it, and Since I dump the water once any stone in the mold goes molten I normally get one obsidian and molten versions of whatever was there when i dumped the water which ends up cooling and leaving me with all the rocks that used to be molten...
Also, molten rocks don't seem to hurt my dwarves while mining (and yes temp is on).
I've spent a long time working on a nice death trap... but... it is 3rd autumn and I've not seen hide nor grimy claw of a goblin... If I check the civilization screen, there is indeed a goblin civ. However, supposedly we are at peace, since there is a little 'P' by my dwarven civ when the goblins are selected, and a little 'P' by them when I select my civ. Is that why they haven't been attacking? Will they ever?
@Monk, I thought it meant 'Peace'
--
Question:
How do you search for ores? I used to go dig criss-crossing mine tunnels on every level, 20 appart, the entire map.
Then I heard that isn't good for FPS. What is a FPS friendly way to search for ores?
This is probably one of the stupidest questions on the thread, but...Going by the wiki, that means it's stunned, nauseous, winded or unconscious, depending on the colour. (Or it means that it's a recent migrant, but that seems... unlikely.)
Flashing "X" over animals (such as, oh, say a BATMAN...) means it's dying, right?
Bastard's spooking off my dwarves from building a wall.
@Skorpion moki Thanks, I will wall off what I don't need, and make what I do need 2 spaces wide.
@vhappylurker I think the color matters too. A white X means it is unconscious. I know at leas when it is unconscious, it has a white X.
Going by the wiki, that means it's stunned, nauseous, winded or unconscious, depending on the colour. (Or it means that it's a recent migrant, but that seems... unlikely.)
Exploratory mining can be made more FPS-friendly by making the tunnels two tiles wide.
Especially when you operate a system like mine, where ores are hauled to stockpiles near the smeltery.
1. Which keys save my image?
2. Which layers will I find fish-stone in?
3. Will I find carp in fish-stone?
2. Which layers will I find fish-stone in?
I've been fooling around with making a drowning chamber, but I feel mine is needlessly complicated. What is one very simple method of making a drowning chamber?
I've been fooling around with making a drowning chamber, but I feel mine is needlessly complicated. What is one very simple method of making a drowning chamber?
Get the target into the kill box. Raise the drawbridge. Feed water in from above. Wait. Drain water out the bottom.
How does that compare to your method?
I've run into a bit of a problem with my fort.
Basicaly, a little to the north of my fort there is a channel filled with water. It is nine tiles wide and there is a one tile wide bridge spanning it. Recently a couple of kobold thieves were discovered and they ran away. One of them decided to run away to the north, over my bridge. As it so happened, my miner was on the north side and wanted to cross at the same time. I activated my miner, and he fought the kobold on the bridge, or at least tried to. The kobold dodgen his blows, straight into the channel.
This puts me in a pickle. The kobold is just sitting there. The water is changing from 4 deep to 5 deep, so the kobold is not drowning. I have no crossbows or bolts, so I cannot shot him. Getting military to stand on the bridge above him does nothing. My military will not enter the water to fight him. My dwarves cannot do anything outside, as they are too scared of the kobold to leave the fort. I cannot pump any water into/out of the channel, as the mechanic is too scared of the kobold. What can I do?
also, to repeat my question from earler - my fort has not gotten the dwarven caravan or any migrants (I have gotten an elf caravan, though). Is this normal?
What I would do if you really can't get any bolts and xbows, is from the same level as water and kobold, have your miner dig out an area for the water to spread out on, and then breach the channel, activate your miner, and send him in to fight in the now thinning out water. Once hes dead, build a wall, and continue to fill
I have a question of my own.
What does it mean when a megabeasts name is flashing, or do they always flash? The reason I ask is because the new fort that I'm about to found has a cave in the local area of the embark (not the embark area itself, just in the same region tile when viewed from embark screen) which has a titan as a current resident.
I made a look and check it out embark on the cave (and plopped right next to the titan, lol. I paused before it did anything) and found the titan with its name flashing like it was a legendary peasant. Its completely healthy and I expect some Fun later when it decides to visit my new fort a couple of miles (I think) away.
And animals: Just take like a male a female mule or something ...
And animals: Just take like a male a female mule or something ...
I know that your choice of animal here was probably completely random, but you just happened to choose a sterile animal that cannot breed as your example for breeding 8)
Genius! On the channeling-up thing, I mean.
So if I understand you correctly, I designate (but do not actually carve out) a mass of upstairs on sublevel 1 (the first underground level). Subsequently, I designate level 0 (ground level) to be channeled, making a moat. I surround a patch of forest with the moat, and I can chop there without getting ambushed. Is this right?
The pool seems to be my only big water source, unfortunately. I do have a few murky pools, but those are very limited.
For the animals: Do you mean put them in the pit? I don't understand, how would retracting a bridge at the top of a pit kill everything in the bottom of the pit?
Thanks for all the help!
Damblock= Damage block: roughly, it's the chance to block damage, the higher it is, the easier it is for the creature to block damage.
Edit: What is the death message given for a dwarf who falls into HFS pit?
Damblock= Damage block: roughly, it's the chance to block damage
You're going to be sorry when a Hoary Marmot Demon comes back up annihilates your fort. ;D
Finally, while a long drop is the most efficient means of killing the animals, I believe that if you want meat and fat from them you have to actually butcher them, so dropping them only 1 level and then having your butcher go to town might be more desirable.Thus is true for tame animals. Tame animals can only be made into meat, fat, and skin if slaughtered at a butcher's shop by a dwarf. Tame animals which die from any other cause, such as being dropped from a bridge down a ten level shaft, cannot be butchered for meat and are only good for bones after their corpses rot away. Wild animals, on the other hand, can be butchered after being killed by falling, so it is possible to make a meat production system using a bunch of wild animals in a pit and some cleverly designed retracting bridges.
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?
Who needs to tame them? Just set up a breeding operation in a pit and send in the military when necesarry.
Of course, you'd have to find a way of sparing some.
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?
I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.
It would also make them untameable wild animals which would raise more questions as to how the game would handle them and then how a player should handle them.
I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?
I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.Who needs to tame them? Just set up a breeding operation in a pit and send in the military when necesarry.
Of course, you'd have to find a way of sparing some.
Disregarding even the inferior ergonomics of such a solution, as compared to using tame pets, that's beside the point anyway. Unless the mods needed for making pets purchasable on embark and via caravan are so obvious to you that you didn't even mention how to do it.
Do your exported items turn up in adventure mode if you abandon the fort?
How do I get my goods out of the trade depot once I've purchased them?
Designate the appropriate stockpiles or a garbage dump zone and dump the items.This didn't work - I dbd-ed the whole depot but my stuff is still just sitting there. And I got such great stuff, too! :(
Also, how do I open my gates to trade without letting in gobbos? If I pause when the season changes and get a lever pulled, can I open the path quick enough to let the caravan in?
A nice little question, how do I make custom tilesets?
If it's the last world you generated, then start the game and go to designate new world with parameters. Look at the set of parameters you've used for your last world, and you will see that the seed had been saved, but that the game is supposed to use a random seed next time. Now, you just tell the game to use the world seed as entered in the relevant field, and it should generate the same world you've had before the power failure.
You can also go to your init\world_gen file and make a backup of the parameter set you're so fond of, or better yet, copy the whole world_gen file, just to make sure.
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The humans are sieging me. I think a goblin ambush killed their liaison or something. Can I modify the raws so that they'll send traders and be peaceful again? (Note: Dwarf Companion doesn't seem to work on my computer)Kill them, hard. If you wreck their armies badly enough, the humans' government will basically say "screw that!" and send a diplomat to ask you for a peace treaty.
EDIT: Also, how can I make a simple cistern off of a murky pond? I don't want these complicated systems and such, just something to store water.That plan should work, but I would suggest that you have a lever-linked hatch over the first chamber so you can seal it from the outside. Indoor water evaporates only if it is at 1/7 depth, whereas outdoor water evaporates dependent on temperature.
What I'm planning right now is a bunch of chambers with doors, one underneath the pond. When it rains it'll fill up the first chamber, and when it's full and raining I can open some doors to let the water into new chambers, expanding the capacity. Will this work?
And on yet another note, how come using any tileset at all seems to completely disable the sound/music? Even if I enable it in the init, I only hear anything if I use the unmodified game straight from this site.
There is a very nasty cave spider guarding the magma pipe, bottomless pit and chasm very near my fortress. (Dwarf Heaven site)
Assuming I'm lucky enough that he doesn't actually charge into my fortress or kill all my currently essential dwarves, how do I deal with him?
Also, on my earlier framerate conundrum...
At an earlier point in time, I had a fortress with about 110 dwarves and a good thousand items at least, on a... 9×6 embark zone if I recall.
So why are 500 items, 34 dwarves and about the same amount of wildlife making my fps confused about whether it wants to stay between 20 and 100?
The only thing I can think of is the fact that I am now using the mayday tileset whereas before I was using this. (http://dffd.wimbli.com/file.php?id=832)
And on yet another note, how come using any tileset at all seems to completely disable the sound/music? Even if I enable it in the init, I only hear anything if I use the unmodified game straight from this site.
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Remember to build some fortifications and station some archers there. Maybe even put the tar baby behind the fortifications, so that the cave spider will wander about uselessly while your archers/ballistas gun it down.
Yes, but the wiki implies over here http://dwarffortresswiki.net/index.php/Dam#Draining_Method that you can still drain it.
Bah! I have this totes excellent labyrinth set up with cage traps in it. I saw my dwarves load them with my own eyes - only one was unloaded, and all the others were light green. But now I see a kobold ambush walking over the traps with impunity! What's going on?
Just got three Moghoppers from the elves just now, never seen them before but I hear you can extract things from them...
1. Can you extract from Tame Moghoppers.
2. Do they live after the extraction?
Dang, I thought only thieves had trapavoid, not military.
Oh well, I better train up some wrestlers or something to defend the entrances.
So having quite some difficulty finding a good site that has magma on it, I've yet to have any actual dealings with magma and I'd just like to clear this up before I bathe the world in it.
Say the top of a pipe is several z-levels up. if I dig a channel from the highest point the magma is on to the edge of the hill it's on, would that cause the magma to overflow and cover every z-level below it? Or does magma not flow that strongly?
And can magma overflow if I dig a tunnel for it but have one part of the tunnel exposed?
Ah, I forgot that was there.
The wiki has your answers... (http://dwarffortresswiki.net/index.php/Magma)
If I capture it, is it possible to use it as a neverending supply of silk? Or should I just sell it to the mountainhomes for that anvil I'm still lacking.
You can later tame it, after you get the dungeon master noble. If you do that, it will stop webbing and scaring your guys, but you will be able to use caged goblins, or possibly wild animals, to aggravate it the same way you did with your dwarves earlier.
Still, it'll work either way.
Do doors slow dwarfs movement?
And what is the consequence (if any) of a dwarf's bedroom being passed through or having the door open.
I'm trying to make a bedroom scheme where 2 rooms share a central door that is in a hallway so other dwarfs would pass through.
Speaking of room values - how does the type of stone/gems in the walls of the room affect this, exactly? I know it must, because the dwarven economy just arrived, and the rooms I built in the malachite vein are more expensive than the limestone ones. There are a few that are 3 or 4 times more expensive than all the rest, too, but I can't find anything that would explain why.
What can I spam to make more legendary masons, and what can I do with them? (I already have hundreds of statues filling every bedroom, and a lot of legendary bedrooms with 30 or so statues besides)
Malachite itself should be the same value as limestone, but if some of the walls or floors in the rooms in question are chrysocolla, that should make them more valuable.
Yeah, now that I think about it, I think it was the ones in the Magnetite vein, which the wiki says is worth four times as much. Could be that there was some platinum in there I forgot about, too. (Come to that, is there any way to make them cheaper, or should I just dig it all out and smelt it?)
Where can I get me some ore? I mean, all I seem to have is gems, two pockets of platinum (on the bottom level at least, I'm strip-mining the whole level), and a decent bunch of tetrahedrite but no copper or iron ores... I think I marked flux on the finder, so that's probably there, but my stuff sucks.
Sure it would plunge the world back into the age of myth, but it would be totally cool.
I'm gathering my legendary items so I can combine them to super awesome crazynes.
I've got an artifact star ruby encrusted with star ruby and an artifact raw adamantine mechanism decorated with raw adamantine. I've been training up a gem setter for a couple years to legenday and want to encrust the mechanism with the ruby. I lock my setter in an area with access only to the artifact room and a jewlers workshop. But, he cancels the job stating that there were no star rubies. Is there any way I can fix this.
Anyone know the maxage for creatures that don't have the [MAXAGE:x:x] tag, like fire imps?A hundred quadrillion years, minimum. If a creature has no MAXAGE tag, it doesn't die of old age.
A hundred quadrillion years, minimum. If a creature has no MAXAGE tag, it doesn't die of old age.
make light constantly touch it
I'm gathering my legendary items so I can combine them to super awesome crazynes.Your artifact star ruby is a 'Large Gem'. You can only encrust objects with 'cut gems', not with a 'Large Gem'.
I've got an artifact star ruby encrusted with star ruby and an artifact raw adamantine mechanism decorated with raw adamantine. I've been training up a gem setter for a couple years to legenday and want to encrust the mechanism with the ruby. I lock my setter in an area with access only to the artifact room and a jewlers workshop. But, he cancels the job stating that there were no star rubies. Is there any way I can fix this.
technically yes, but while dwarves do not care about it, exposed and recovered areas are treated as "Light" and "inside" at the same time, the dwarves are staying away from things with the "Light" tag when ordered to stay inside, apparently.make light constantly touch it
What's important is that once light has touched something, it's forever outside for the purpose of standing orders, and I think farming.
Yeah, I'm talking about the zero_rent setting in the init. I'm not sure if it'll work, because the economy proper can't be disabled once it triggers; hence, the same might be true for rents.
When I took all COMMON_DOMESTIC tags out of my raws (to cut down on asinine things like cave-dwelling dwarves having pet cows follow them around everywhere), I could still embark with any WAGON_PULLER or MOUNT animals, but nobody brought any pets. This -will- deprive you of dogs, and let me say from experience: Do NOT have only one animal with the COMMON_DOMESTIC tag unless you'd like the Mountainhomes to send you about 500 of them in the autumn.I'm wondering, is it possible to mod animals so that they can still be purchased on the embark screen and possibly on caravans, but so that immigrants won't arrive with them as pets?
I can't answer the first part of your question, and I'm greatly interested as well, but pets should really not be much of a problem if you're willing to be brutal. You ever heard of a pet killing device? Build a narrow corridor with a lever, spike trap and two doors, more or less like this: 1___DSD, where 1 stands for the lever, _ for floors, D are doors and S is the spike trap, obviously. You draft your pet owner, station him near the lever, make the left door pet-impassable (but not forbidden, that would keep animals from trying to go through it) and wait for the pet to follow its owner. The rest is pretty much self-explanatory. The loss of a pet might make your guy unhappy, but that's nothing a good drink or fantastic, not to mention legendary, dining room won't cure.
The deathtrap sounds like a good idea, thanks! I'll use that to tithe me over on my current fort. :)
After a little looking, the wiki lists next to the PETVALUE token that the only creatures available on embark are those with the COMMON_DOMESTIC tag, although there may possibly be some other stipulations to this. Then under the CD tag description it lists that immigrants will bring animals with the CD tag as long as they also have one of the following: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.
This means that by removing all of the tags from that list from animals who have CD tags would *in theory* make them available on the embark screen, but not available as immigrant pets. It would also make them untameable wild animals which would raise more questions as to how the game would handle them and then how a player should handle them.
I'm definitely going to test this out today.
Is there some way I can revive my liasons who got massacred by goblins so I can ask for stuff I need? That is, cheat? Dwarf Companion doesn't seem to work on my computer, unfortunately...You could try Spellcraft (http://www.bay12games.com/forum/index.php?topic=43043.0), especially if you still have the liaison's corpse sitting around someplace. It doesn't actually require a regen, though using it is somewhat complicated as it isn't intended for resurrecting a specific person like that.
Question:Can a dragon's breath hurt another dragon?Nvm, just found out they can't.
GCS's don't spawn. If they weren't in the creature list on embark, they never will be.
GCS's don't spawn. If they weren't in the creature list on embark, they never will be.
Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs?It has been my experience that constructing floors on those tiles will stop tower-cap growth. I have heard other say they've seen tower-caps grown on constructed floors, but never seen it myself, so YMMV. Constructing paved roads also seems to stop tower-caps from growing.
Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs?It has been my experience that constructing floors on those tiles will stop tower-cap growth. I have heard other say they've seen tower-caps grown on constructed floors, but never seen it myself, so YMMV. Constructing paved roads also seems to stop tower-caps from growing.
Are paved roads sufficient for desalination?
Just started my first fortress with an underground river.
Is there any way to prevent muddy subterranean tiles from growing tower caps and shrubs? I'd hate to see the elaborate plumbing I have planned for this fortress get clogged, but I do need to tap the river if I'm ever going to do any farming at this site.
yet another nub question, i checked around and could not find a quick answer to this so..
wth are my soldiers doing?
i dont have trouble training soldiers most of the time, some mainly (or dwarfy) wrestling followed by hammer training with cooper war hammers.
the 3 guys i have right now seem to anything but spare (yes they are off duty) they stand in the barracks for 2 seconds, then run off (they are decently agile so i cant even track them all that well) train for 2 more seconds and then run off again. it has been 2 seasons since i started these guys and they have not even gotten out off dabbling hammer user yet. i even check dwarf therapist and turn everything else off except military stuff just in case, and still these little bearded bastards are running left and right never getting any real training done.
impending hm hammering eh?
Are paved roads sufficient for desalination?
That is a good question that I don't know the answer to.
I do, however, know that wells ignore saltiness. If you need water, set up several of those above your salty pools.
If I want to visit my old fortresses in adventure mode, is there a method of finding them besides remembering where they are? And is there a way to see where your fortress is located on the world map after embarkation?
If I want to visit my old fortresses in adventure mode, is there a method of finding them besides remembering where they are? And is there a way to see where your fortress is located on the world map after embarkation?
Find the civillisation. Ask about the surroundings.
yet another nub question, i checked around and could not find a quick answer to this so..
wth are my soldiers doing?
i dont have trouble training soldiers most of the time, some mainly (or dwarfy) wrestling followed by hammer training with cooper war hammers.
the 3 guys i have right now seem to anything but spare (yes they are off duty) they stand in the barracks for 2 seconds, then run off (they are decently agile so i cant even track them all that well) train for 2 more seconds and then run off again. it has been 2 seasons since i started these guys and they have not even gotten out off dabbling hammer user yet. i even check dwarf therapist and turn everything else off except military stuff just in case, and still these little bearded bastards are running left and right never getting any real training done.
impending hm hammering eh?
I have solved this by building a training room with a drawbridge in the entrance.
I have solved this by building a training room with a drawbridge in the entrance.
Depending on the size of the training area and such, you might be better off/safer using a door linked to a lever... Once linked to lever it will be unable to open/close except for by the lever, and doors have an added bonus of not crushing a dwarf who decides to move at the wrong time. Even on station dwarves move from time to time, and eventually you may accidentally relieve one of his atoms using a bridge. Which if they are also wearing any kind of masterwork item might also have unintended fun attached.
Find the civillisation. Ask about the surroundings.
Are you sure that is correct? One could embark half-way across the world from one's civilization, and hence have other dwarven civilizations actually closer by. What I did was, after abandoning and finding my ex-fort on the map, start an adventurer in the civ closest to said fort and asked the locals for directions.
I said find the civillisation. As in, the one you were trading with in the fort.
Do goblins have to see a path inside to be lured into that path, or do they just "know"?every creature in df is telepathic about paths.
And if we're going THAT low, that should be a comma and not a colon.
I want some ore that I can't find. Can I mod in a reaction for, say, 1 diorite produces 100 hematite (or iron, I guess, but it's more fun with ore) and be able to do that without regenning?
Also: that's two times in a row that you've misspelled civilization.The 17-volume set of the Oxford English Dictionary on the shelf behind me claims that civilisation is an acceptable spelling (although it does prefer civilization).
The 17-volume set of the Oxford English Dictionary on the shelf behind me claims that civilisation is an acceptable spelling (although it does prefer civilization).
More importantly, though, why are some of my stockpiles full of weapons and armour? That's three now that I could swear have changed designations at some stage during the game. The most recent was a cloth & leather stockpile that, on inspection, also accepts weapons and armour. Which explains why it's full of the bloody stuff.
I'm sure I didn't change them, unless there's a weird sequence of keypresses that I'm likely to use by mistake. So why are they like that?
IT BURNS PEOPLES EYES OUT!Trans: it's all of the the bright, blinding blue with none of the circus peanuts.
What's up with microcline? Why do some people love it and most people hate it? It's just a blue economic stone...
Ah, I see.
In other news, when I open my init files, I can modify them as I wish. However, opening other files like matgloss_stone_mineral gives me some crazy encrypted thing with a bunch of symbols. What could be going on?
oh shi-What's up with microcline? Why do some people love it and most people hate it? It's just a blue economic stone...
Mayday graphics have made you weak. It's not economic at all. It's an 'other stone'.
It's annoying because it pauses and snaps the screen to exploratory mining. And it's bright freaking blue and sudden.
I have a ghost child. I had 2 babies in my fort and got a message that a snatcher had run off with an Amost Dadokakir. I check the unit list and I still have both babies, niether are named Amost Dadokakir, and I see no baby snatcher. I find the snatcher soon after on his way out and my military makes mince meat out of him. I still don't see Amost Dadokakir. I check the relationships of all my dwarves and find her parents and check her thoughts. She is "happy to have been freed recently". I zoom in to where she is and there is nothing there.
Where is my baby!
What's the difference between war dogs and hunting dogs? Are hunting dogs faster while war dogs are stronger?War dogs deal double an untrained or hunting dog's damage. Hunting dogs, if assigned to a hunter, will sneak alongside the hunter, letting the hunter hunt effectively while also giving them the added defense and offense of having a dog along (untrained/war dogs will make prey run away, as will other unstealthed animals).
Also, I have a dead champion, who I want to bury in an aluminum sarcophagus.
I also have a dead hunter and fisherdwarf, who will be buried in iron sarcophagi.
How do I keep the champion from being buried in an iron coffin and the other 2 from being buried in the aluminum coffin?
purring maggots and purring maggots, also on the rare occassion purring maggots.HMPHF! and again; HMPHFHFHMMHPHF!!! >=C
Oh i almost forgot, purring maggots.
How do I catch these..... "purring maggots"?
Just a little and probably dumb question - how do you dig upwards?
The latter i guess. I can always build up stairs right?Just a little and probably dumb question - how do you dig upwards?
Are you trying to move up to Z+1 after digging out a tunnel on Z=0? Or are you trying to do some "reverse channeling" and empty out Z+1 while staying on Z=0 the whole time?
perhaps they can hear their vicious howls and black-tongued curses echoing through the walls and echoing through the fortress?
is there any way to force sand onto your map? short of futzing with the eldritch files of my region?
I had a cave-in and my miner was knocked out but survived, but I found a stack of dwarf bones at the cave in site even though nobody died, where did they come from?Check to see if the dwarf lost a limb, those will produce bones after they're done rotting.
This has a chance to work or not within (I think) a given biome layer. Could be by z-level. Basically underground vegetation leaves a tile of soil behind, and that soil can be sand, silt, clay, etc.perhaps they can hear their vicious howls and black-tongued curses echoing through the walls and echoing through the fortress?
is there any way to force sand onto your map? short of futzing with the eldritch files of my region?
Yeah, actually. If you have an underground river or pool, harvested tower-caps leave muddy sand behind.
Er, so whether he has the skill matters, but not how good he is at it?
Also, I have a large animal pit, blocked by forbidden doors, where horses and such have been breeding for a while. How can I hunt them without letting them escape?Make an airlock. Build a second set of forbidden doors, put your desired hunter, a butcher, a tanner, a butcher's shop, a tanner's shop, a pair of beds, tables, and chairs, a food stockpile with plentiful space and barrels, and a refuse stockpile between them, then forbid the outer doors and permit the inner doors. The hunter will then see that there are animals he can path to and will hunt them, hauling them back to the butchery, where the butcher will butcher them, then haul the meat and fat to the food stockpile, the bones, skull, and chunks to the refuse stockpile, and the tanner will make leather from the skin.
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X is the cliffWill dwarves dump forbidden items if they're forbidden and marked to be dumped? I don't want my armor stockpile filling up with narrow leather items. :(No, but they also won't stockpile items to be dumped. So, your armor stockpile won't get filled with narrow leather items.
If I build a constructed floor "gangplank" off the edge of a cliff, how can i deconstruct it (sending the gangplank and anything on it plummeting ten z-stories) without putting one of my dwarves at risk of falling with it?
Are the humans just there due to goblin baby snatchers snatching humans?
Question on HFS and Cave-insSpoiler (click to show/hide)
They use trogg, snakemen, etc leather. Leather made from 'beastmen', can I make leather from beastmen? I had some snakemen and lizardmen in my pool but my dwarfs never made any leather from them.
You can only brew the plump helmets, not their seeds.Now I feel like a total dumbass....
Why not make clownite armor instead, use silver/wood weapons, make a stockpile for clownite weapons in the barracks, and change when you get attacked?
They're wearing either clownite or steel, and they'll just run into battle carrying whatever when put on-duty.
Really.Yes. Apparently, when sparring, there are 2 attack rolls made. The first checks to see if the attack hits, while the second checks to see if the attack "hits." If the second check is successful, no/severely limited damage is dealt, while if the first hits but the second doesn't it's like the target got hit full-force. Higher skill levels make both of these checks easier, so more skilled warriors spar more safely.
They're wearing either clownite or steel, and they'll just run into battle carrying whatever when put on-duty.
That's your problem. Armor material should be a higher priority than weapon material. I'd try to make sure that any and all armor my guys are wearing is clownite before even thinking about making any clownite weapons. Even then, I'd make them spar with silver ones until they're legendary in at least the appropriate weapon skill, but preferably armor and shield usage as well. If you're unable to make them swap weapons whenever a siege comes around, then I think it would still be safer for them to fight using silver than to spar using clownite.
He just randomly died of no longer having a throat.
I've read a quote from Toady that said that weapon quality improves effective skill levels
How do I safely sell these creatures without the dwarfs just selling the cages they're in? And in the process taking the cage and letting the gnomes and the goblin out.You can't. This is a bug in the current version.
Hmm... Just found the quote on the wiki again (it's on the item quality page), and now it is under a label for a specific version (23a), but I never remember seeing it there before. Odd. I had just assumed that information was current, but if it's obsolete it might not matter.I've read a quote from Toady that said that weapon quality improves effective skill levels
I've read the same on the wiki, but I thought that wisdom was outdated. Do you remember whether that quote you're referring to was about the current version? Because if yes, and if the common wisdom of sparring becoming safer with higher weapon skills is true, then a high-quality weapon would most assuredly lead to safer training. A high-quality silver weapon, mind you, not a clownite one.
I'm building a magma-fall in front of my fortress, then raising my drawbridge to block the magma from entering my fort. One problem - no bauxite :(Bauxite is vastly overrated. It is found in large clusters in sedimentary rock layers, which are fairly uncommonly found near magma. While it is the only magma-safe stone (mostly), most magmaworks I've built haven't needed it at all.
How can I find some bauxite? Or, failing that, how can I build a pump stack and drawbridge safely without any?
How do I know what I can and cannot tame?You can't really tell ingame, but the raws and wiki can help. The wiki especially, as you can relatively quickly look up a specific creature's entry, check their Game Object Data (which, by default, is inside a spoiler), which is essentially the creature's raw entry in an easy-to-find location, and search for the [PET] or [PET_EXOTIC] tag. If they have one of these, the creature can be tamed.
I've started a new fortress and I see some naked mole dogs hanging around a chasm nearby my fortress and a giant cave swallow.
Can I tame and breed the naked mole dogs?
He just randomly died of no longer having a throat.
It's generally advisable to use silver weapons for training, as has already been said over and over again. You know how the mechanics work, right? Normally, sparring dwarves hit each other very lightly, so as not to injure one another. Once in a while, however, a hit will "connect" as hardly as it should only do in live combat. That is a mistake, obviously, and seems to be more likely for a low-skilled fighter.
Thus if you give your guys very powerful weapons for training, a hard hit is likely to be dangerous even if their armor is as good as their weapons, and more so if their armor is weaker. That is precisely the reason for why sparring injuries using clownite weapons are anything but random, they are to be expected.
There really should be no discussion about this. If you want to let your guys use clownite weapons for training, then by all means do, but you're only asking for sparring-related injuries and deaths.
Edit: By happenstance, I found Footkerchief quoting a place where Toady said that the quality-based skill modifications are, in fact, still applicable. Bottom of this post. (http://www.bay12games.com/forum/index.php?topic=37546.msg609899#msg609899) So, the question is still open (not answered, as such, since damage-over-time with no-quality and MW-quality from sparring isn't clear, but rather open).
I don't think I get it. What exactly is the controversy, after you've established that weapon quality increases effective skill levels, for some applications (keeping in mind that the risk of sparring injuries seems inversely proportional to weapon skill)?The risk of sparring injuries is inversely proportional to weapon skill, and thus also weapon quality, but the intensity of sparring injuries (damage) is directly proportional to weapon quality. So, the question is whether bigger, less frequent hits (due to high-quality weapons) is safer than smaller, more frequent hits (due to low-quality weapons).
Do strange mood dwarfs always become legendary upon creating an artifact? I've had 3 artifacts createn now but only 1 dwarf has become legendary.There are several forms of mood, each of which gives different messages when it begins and when you scroll over the workshop. You, it would seem, have gotten the message "Urist McMoodydwarf has been possessed!" in big purple letters twice, which means that your dwarf has entered the type of mood known as Possession. Possessions do not give skill boosts, while every other type of mood does.
So, the question is whether bigger, less frequent hits (due to high-quality weapons) is safer than smaller, more frequent hits (due to low-quality weapons).
We'd need to know what sort of damage resistance an exceptional or masterwork suit of steel armor provides. It might be enough to fully deflect hits of silver weapons regardless of their quality. I figure that info might be found in that thread about attack rolls you've linked to; I'll get around to reading it thoroughly later on.Well, damblock for armors is in the raws... If I'm reading everything in the raws and on the wiki's Armor Tokens page, it looks like a full set of layered MW steel chain and plate with greaves, gauntlets, a shield, high boots, cap, and helm would give effective damblock 31.92 on the torso, 39.9 on the upper legs, 53.2 on the upper shield arm, 37.24 on the upper weapon arm, 42.56 on the head, 15.96 on the lower weapon arm and hand, 31.92 on the lower shield arm and hand, and 34.58 on the feet and lower legs. Hmm... Seems odd that the protection on the torso is so low, but that's largely because the torso armor protects everything around it for more stacking while nothing else stacks to the torso.
Thanks for that analysis, mate. That pretty much settles it: MW silver weapons for sparring it is, then.That doesn't... Wait. Riiiiight, negligible damage either way means that MW weapons are in fact better, especially since they're better if you have to go into battle unexpectedly. Though MW copper, bronze, or even iron weapons might be even be better, since they also have great difficulty hurting the steel-clad soldier and are even better if you don't switch out for real battle. Layered steel armor is just ridiculously powerful, and that's a major determinator for what's safe to spar with.
MW weapons are in fact better
Seth, build a bridge over a large 10-z chasm (designate c(h)annels to make a chasm) and set it on repeat. Let a few elves fall in and die, but let some escape to tell the tale.
Skorpion, how about this: Have a few guys train for a massive time, silver weapons only. Have a bunch of squads have constant vigilance like you said. When the trainers become champions, switch them out to constant vigilance and switch a squad in for training.
Yeah, just slot them into the raws.I had Lizard Men and Snakes as my trade alli.
DON'T LEAVE DUPLICATE ENTRIES. That will cause the world to go crazy. Alligators living in houses. Embarking as purring maggots that bleed plump helmets and molten iron.
Look here (http://dwarffortresswiki.net/index.php/Weapon_Tokens), and look at your existing weapons in the raws to see what you need to do.TY but is there a way to make new skills
TWO QUESTIONS courtesy of the always curious gopher dude.
I started out in year 22 of the age of myth; will I be expected to encounter more fun?
I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?
thats it? >=CTWO QUESTIONS courtesy of the always curious gopher dude.
I started out in year 22 of the age of myth; will I be expected to encounter more fun?
I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?
Turtles and cave lobsters, IIRC.
thats it? >=CTWO QUESTIONS courtesy of the always curious gopher dude.
I started out in year 22 of the age of myth; will I be expected to encounter more fun?
I've fished out a mussel from the nearby lake; what creatures can I obtain shells from?
Turtles and cave lobsters, IIRC.
Mussels and clams don't give shells?
Sooooo, best advice if I want to tame some cool animals?
Naked moledogs don't live very long.
Also, wildlife never respawns. However, it does migrate from off-map. Once you kill off all the local populations, it'll draw from further and further around, most likely.
I think naked mole dogs should have a higher reproduction rate and a shorter puppy time.Well then, mod them. Their raw entry is in creature_subterranean. Increase their [MAX_AGE:2:3] to more like 6:9 to triple their lifespan, turn [CHILD:1] to 0 (I'm not sure if that actually works, but it might), and give them the [liTTERSIZE:something:something else] tag. They'll live longer, mature faster (instantly, if [CHILD:0] works) and have more babies per litter.
I mean if they're only gonna live for 3 years whats the point?
They died before I could get to them and they didn't have any kids.
ACTUAL QUESTION:Sometime. It depends on how long it takes Toady One to finish up the new update. You can find what he still thinks he has left to do here, (http://www.bay12games.com/forum/index.php?topic=30026.0) and what he has done recently here. (http://www.bay12games.com/dwarves/dev_now.html) The latter updates more often, but isn't always very informative.
What does df get updated?
Is a new version coming out any time soon?Probably, for certain values of "soon." It's generally expected by the end of March at the latest, but may be out in February. It might (not very likely, but possibly) be out 2 seconds from now!
Where can I find out?The first thread I linked above has running commentary by people in the know. Footkerchief in particular is the one to watch; he seems to know what's going on the best of anyone.
Hi guys, I've been playing DF for a while now and I've been searching around for an answer to this question:
Why can't I seem to start multiple fortresses in the same world? I can swear I've done it before but the option of only "continue playing" is available.
Am I missing something completely obvious?
Hi guys, I've been playing DF for a while now and I've been searching around for an answer to this question:
Why can't I seem to start multiple fortresses in the same world? I can swear I've done it before but the option of only "continue playing" is available.
Am I missing something completely obvious?
What I mean is if I have 1 active fortress in a world I generated, can I not start another active fortress in that same world without abandoning the first?
ACTUAL QUESTION:
What does df get updated?
Is a new version coming out any time soon?
Where can I find out?
How does one check the framerate the game is running at?
As far as I know there is no console for DF...
Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....
More like welcome to my shitty netbook of a laptop...Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....
Welcome to Dwarf Fortress.
Oh WOW...
The game runs, ON AVERAGE, at around 15FPS....
DF really requires a high-end PC with a fast processor.
That's what I've began to think. Judging by how many people complain about low FPS when they have a decent system running.DF really requires a high-end PC with a fast processor.
What DF requires is a rewrite, as even on high-end PCs it doesn't necessarily run smoothly. I don't really want to start a long-winded discussion on this topic, I'm just giving you my two cents, namely that having a top-notch rig is not a surefire way of running this game at high framerates; I can't stress this enough, as I want to spare people the disappointment of upgrading their rigs and still having this game run like shit.
Beta will be the game of the next century.Dwarf Fortress isn't in beta yet. It's still an alpha. :P
When Dwarf Fortress leaves beta and becomes a full-fledged game, it will require hundreds of supercomputers to run and will perfectly simulate radioactive decay. This is how hardcore Toady is.
Dwarf Fortress isn't in beta yet. It's still an alpha. :PYeah. When it becomes beta, it will be the game of the next century, see?
English.
/duck
I got one. Caged dragon.
╔═╗ <- walls
║D║ <- dragon (build the cage, link to a lever and release when ready)
╬╬╬ <- fortifications
XXX <- floodgates (linked to lever)
___ <- channel
I got one.
Caged dragon. it was gonna be tamed into a WAR DRAGON OF ULTIMATE DOOM! MWAAHAHAHAHAA!
*ahem* but then we ran into a problem, wherin it killed a cow.
I know if it kills a dwarf it will become an enemy or whatever, and will never be tamable. ever. And I know that if it hasn't killed a dwarf, this is gonna be the most awesome fort ever.
So the question is: Does the cow count? can I still tame it, or will I need to do something else... like magma...
wiki clearly suggests a "nice masterwork steel spike encrusted with rubies".
Or capture more dragons
Is there any way to fill buckets with water
is there any way to get my dwarfs to manually move water from A to B?
Is there any way to fill buckets with water
is there any way to get my dwarfs to manually move water from A to B?
########
#......#
#......#
#......#
#......#
#......#
###DD###
Is there any way to fill buckets with water
is there any way to get my dwarfs to manually move water from A to B?
channel out the area you want filled, then use a pit/pond zone over the lip of it. (i + p) designate it as pond, and your dwarves will automatically fill it.
Or you could use a floodgate on your river to greatly reduce the chances of flooding your fort... emphasis on greatly reduce.
I've just had a dwarf taken by a secretive mood, they want turtle shells, wood, and metal bars, but the problem isn't that I don't have turtles, it's just that nobody is eating them, I've forbidden every other food except for the turtles but I'm not sure how long it will take until someone gets hungry, is there anyway to force them to eat?++[Enter]
How long do moods last before they go berserk?
And I also don't have any metal bars, when I try to melt some they just disappear, I've smelted down both a copper and bronze pick in hopes of getting any bars, but there's no job to haul any metal bars to the Bar/Block stockpile, and when checking the building with (t) it only shows
obsidian (B)
The guy is gonna be my smith but he has no prior experience, but it's my second Autumn so I guess I could hold out until the Caravan arrives.
Searching for "encrust spike" gets me a bunch of "Your best artifact ever" threads so...
How do I encrust a menacing spike with gems? It's for one of my three special execution chambers, it needs to be practical (it's steel) but flashy. The only options the jeweler's workshop gives me are "Encrust furniture", "Encrust ammo" and "Encrust finished goods".
I haven't yet tried locking my legendary gem setter in a room with the workshop and the spike, but... it's not furniture, nor is it ammo, nor is it a finished good.
I r confus.
I've just had a dwarf taken by a secretive mood, they want turtle shells, wood, and metal bars, but the problem isn't that I don't have turtles, it's just that nobody is eating them, I've forbidden every other food except for the turtles but I'm not sure how long it will take until someone gets hungry, is there anyway to force them to eat?They don't necessarily go berserk; they'll go berserk, melancholy (which makes them simply move incredibly slowly and suicidal), or run around babbling (which makes them run around, throwing their clothes around until they're naked, then they continue to run around until they die of starvation/thirst/whatever). It usually takes about a month of idleness to make a mood fail and the dwarf go crazy.
How long do moods last before they go berserk?
nd I also don't have any metal bars, when I try to melt some they just disappear, I've smelted down both a copper and bronze pick in hopes of getting any bars, but there's no job to haul any metal bars to the Bar/Block stockpile, and when checking the building with (t) it only showsThis behavior is due to how melting a metal object works. When you melt a metal object, it stores 1/10th of the item's material size in that smelter (which varies from item to item). When a full bar of a metal is producted, it shows up, but before that it is hidden.
Ok here's what's happened.
1. build granite wall
2. wall blocks placement for other granite wall
3. destroy first wall
4. build second
5. first cannot be re-built because of the leftover granite sitting there...
Whenever I designate this granite rock to be dumped, my dwarves step on top off it, then back off like it's forbidden, but it isn't...
What is the problem here?
Ok here's what's happened.
1. build granite wall
2. wall blocks placement for other granite wall
3. destroy first wall
4. build second
5. first cannot be re-built because of the leftover granite sitting there...
Whenever I designate this granite rock to be dumped, my dwarves step on top off it, then back off like it's forbidden, but it isn't...
What is the problem here?
Regarding shells, something I do when I want them NOW is to get them off a stockpile and forbid them (preferably outside, though I'm not sure if it makes any difference). They rot to bones and shell in short order. I'm pretty sure that I did get this to work in a fortress with no fishing set up beforehand. That was with raw turtles; I don't know if they rot more quickly than the prepared ones.
Edit: apparently not. I just left some raw and prepared turtle outside and they both took 34 days to produce shells.
How thick do my walls have to be to prevent vermin teleporting through it?The teleporting abilities of vermin cannot be stopped. Not even a hundred tiles of adamantium can stop them from getting through,..
How thick do my walls have to be to prevent vermin teleporting through it?The teleporting abilities of vermin cannot be stopped. Not even a hundred tiles of adamantium can stop them from getting through,..
I'm having trouble with storing some stuff. I've set up a custom stockpile for bones, skulls and shells so that turtle shells and other useful bits from my Fisher's Workshop can be stored, there's a few bits in the stockpile already but i can still see a lot of these items outside my fort. There's room on the stockpile so I don't know why my dorfs aren't going and fetching them in. Some of them with hauler tags on are just milling around, I even tried designating the same area as a garbage dump and dump tagging each of the bones/shells outside that I wanted them to bring in, and allow dwarfs outside is on, but they still won't go fetch. Any ideas?I know exactly what is wrong.
Most of the time, you're lucky to see one dragon in a fort's lifetime. That sort of suggestion is unhelpful and unrealistic in that there apparently is little you can do to make more dragons show up.
You can't. The wiki article in question is rated D for Dwarf, and should not be taken literally.
How do I get my military dwarfs to wear things like Steel Helms or Steel Boots?
Or are all beastmen bugged to not reproduce?
Thanks for the clarification and all, but allow me to respectfully point out the big grinning smiley behind my suggestion of more dragons. Lighten up, plzkthx.
Also, if somehow you generate a world with a gratuitous megabeast population (don't ask me how you'd go about doing that, but this is DF, you know someone probably already has), chances are all of them will find you eventually as they can move and your fort can't.
Or are all beastmen bugged to not reproduce?
I'm on the edge of the mountains, an easy 3/4 of the map is flat land though with a river going through it.
DFPongo: One stockpile for skulls/bones/shells that is subterranean, and then designate your "smelly" refuse pit to not take those items.
will noise travel down one level to bother dwarves that are sleeping 1 level bellow my workshops?Yes. Noise goes as many z-levels vertically as it does tiles horizontally.
I've procured a mod from somewhere, that allows you to set which (out of every type possible) type of stones are economic or not, and it has the horrible side effect of pausing+zooming everytime I hit anything that isn't an entire floor big. As I'm getting tired of the "You've struck microcline!" and other such stone announcements, does anyone know of a way to fix this, while preserving the ability to set any type of stone as economic? I don't mind if it never tells me what I've found.So is there another mod that stops the zooming and pausing? I don't mind the alerts themselves, but when you're doing mass exploratory digging I'd prefer it not to stop every 5 seconds.
Also, Post Count = 1. Yey!That's not the stone control mod's doing. Basic DF does that.
I bought two cats from the elves, how do I let them out of the cages?
will noise travel down one level to bother dwarves that are sleeping 1 level bellow my workshops?Yes. Noise goes as many z-levels vertically as it does tiles horizontally.
So I red in the dwarf wiki that Elves will sometimes have caravans with exotic animals for sale.Yes, with the caveat that they will only ever have animals from the regions around their forest retreats. This can mean that they can occasionally bring, for example, wonderful unicorns... But it also might mean that they have nothing but common deer, foxes, and groundhogs.
Is this true?
Will any elf caravans have the potential to sell me interesting animals?Any elven caravan might bring exotic animals, but since elves do not send trade liaisons, you can't make it certain. Also, if the elves have to cross very cold or very hot terrain, all of the animals they bring can die en route, meaning it's impossible for you to get animals at all if that is the case. Further, since elves do not use wagons, they do not carry very much stuff, and load up on cloth first, so they don't bring animals at all if they like you.
Or will I always have to just settle for buying boring animals?
For some reason my Mason appears to be a complete dolt.Dwarves are more or less idiots about this. See, dwarves consider z-distances to be as long as x/y distances. So, a stone 3 z-levels directly below the workshop and then 5 squares away is thought to be 8 squares away from the dwarf when it seeks materials, so the dwarf will go for it if there's nothing closer than 8 tiles away. This even happens if the dwarf has to walk thousands of squares to get to that "closest" stone.
I have a huge granite stockpile right next to his workshop.
Yet he goes down 3 z levels and away a bit to my mining level to get some granite..
How to I keep him to go to the closer stockpile?
He's wasting to much time going farther away just for one rock...
So I red in the dwarf wiki that Elves will sometimes have caravans with exotic animals for sale.
Is this true?
Will any elf caravans have the potential to sell me interesting animals?
Or will I always have to just settle for buying boring animals?
Ok so I've established a good way to create outdoor moats or reservoirs from rivers on the surface - my question now though is what is a good (read: safe) way of tapping into a river either through a wall/cliff as it runs past a hill/mountain or from underneath, or indeed from an underground river?For an above-ground river surrounded by walls, mine out the walls on the river's surface level and treat it like a normal river.
If I have a series of large corridors directly on top of each other along the z-axis will they collapse? I mean should I leave a whole z-level between each corridor layer?No, dig out as many as you like. It can be assumed for the moment that dwarves leave sufficient rock between levels to stop these sorts of collapses. This might change in the next version.
Z-0 z+1 z-1
XXXXX XXXXX XXXXX
X+++X X+++X X+++X
XS++X XS++X XS++X
X+++X X+++X X+++X
XXXXX XXXXX XXXXX
1)Carp/Gar/Pike only appear in rivers and lakes.
2)Yes, but they won't do anything since they don't usually leave the water.
miasma is rotting stuff. so rotting food, rotting meat, rotting untanned skin, dead vermin, dead fish, dead bodies, dead babies, severed limbs, severed "bits", zombies...It appears that my kittens are dragging in bones, or remains rather. Of anything...
I would check your stock screen for purpled out items of the above types. often they will be listed as "rotting". within that list you can list them for dumping - then if you designate a trash pit they will eventually be moved there. I think there's a way to automatically designate rotting crud for dumping, but I can't for the life of me remember how.
Miasma goes away (Except with the zombies), eventually, but you can't really function well while it's clouding everything up. That's your punishment for not dealing with the problem ahead of time. The game's a little unforgiving with miasma. and smoke. and steam.
Seeing as I'm a noob at this game, I see it suit to ask this question: What workshop builds cages and how do I designate animals to belong within them?Several. Carpenter's workshops can be used to make wood cages, glass furnaces for terrariums (which work like cages, and can be filled with water to make aquariums for sea creatures), and forges for metal cages.
edit: on the subject of breeding animals I just had the weirdest thing happen - I have a female horse and a male donkey, all of a sudden my horse gives birth to a horse foal, this is odd, I have no other horses, I check the units screen and there are no other horses on the map (i know that animals don't have to be near each other to breed). Could the donkey have bred with the horse? If so why is it not a mule instead of a horse foal?
Can zombie/skeletal fire imps still fire fireballs?
1) Do magma buildings need magma directly below them?
2)Can zombie/skeletal fire imps still fire fireballs?
One other thing - is it possible to 'replace' dug staircases with constructed ones in any way? I've got a few which are claystone but now I've got some Obsidian I'd really rather build them out of that.Channel out the down stairs and use d - z on the up stairs. If you dig out both of them at once, the up stair needs to be rebuilt first as dwarves won't build a down stair over open space. This will change in the next version (woohoo!), but only until rope ladders are working properly.
Another question: if I allocate a zone of two tiles on the edge of a brook as a fishing area and have set dorfs to only zone fish will that help control overfishing? I mean will they only pull fish from those two squares so the ones who stay away won't get caught and can repopulate the brook?No idea, sorry.
If I have four fields and I set each one to only one crop in only one season, but each field is allocated a different season, does the time that a field is left fallow give any benefit to fertility and/or crop yield?Not a bit. Plant as much as you like.
2)Can zombie/skeletal fire imps still fire fireballs?Very much so. (http://lparchive.org/LetsPlay/Headshoots/Update%2001/index.html)
Thanks. :)
Would I be able to fill a z-level with magma without the magma draining back into the pipe?
I set my game to 20 dwarfs and the first chance I got 13 new ones and that kind of overwhelmed me. Can I inch it up in the INI file? Make it 10 till I get comfortable and then up to 14 kind of thing.Yes, but when it sends some, it sends a full wave, so if you were wanting 3, it could send a full 24 if you get bad (good?) luck. But you can use a program like tweak to set your starting dwarves to 10, and set your INI to give you a 0 max pop. You will never get immigrants until you change the INI after that.
Or is that set in the initial game generation and thats it?
How do I check what past liasons have asked me for?Hit C, then pick whichever civilization it is (most likely dwarf), then tab until it shows what it wants. Alternatively, screenshot and past to paint when they tell you what they want.
I don't have the slightest clue what they requested of me, or when they're returning.
Should I just write it down in some notepad file from now on?
Moody dwarves collect materials in order. Is he only asking for logs? Or is there something else?Right after posting I realized he needed metal bars...
Then smelt them. You need a wood furnace for charcoal and a smelter to smelt them.Well I know that, I've already got two metalsmith's smelting the only to ores at my disposal set to repeat in hopes of getting that guy some bars before he goes beserk and screws over everyone in my fortress...
how can disarm my goblins trapped in cage traps without releasing the gobblins into my fort?
What does a moderate injury to the spinal cord do besides stop them from sparring? Are they still fit to serve on the front lines?It... makes them more vulnerable to future spinal injuries, but those are fairly uncommon anyway. Generally, spinal-injured heroes and champions are only good for on the front lines, and usually do just fine there.
Is there a way to clear out a specific area of rocks, say, in a newly dug out room?Designate the stones in the place you want cleared for dumping, and have a dump zone someplace. People will come along and take the stones to the dump zone, where they will be forbidden (but you can reclaim them freely).
Generally, spinal-injured heroes and champions are only good for on the front lines, and usually do just fine there.
I was under the impression that if you build a wall, fortification, floor or staircase out of stone it will be 'rough', but if you build it out of stone blocks it will be of higher quality - however, when I do this and highlight the construction it says its a 'rough (name of stone) block staircase'. I thought that crafted blocks have no quality modifier so do not affect the quality of the construction, also I know constructions cannot be smoothed. How can I produce higher quality constructions? Is it the architect dorf's skill that affects it?A block staircase says '[stone] block up/down staircase' when k'd over. If it says 'rough [stone] block up/down staircase' then you selected the wrong thing off the materials list.
(#) = existing walls, (W) = wall you're trying to build, (S) = throwaway wall you're suspending, (.) = floor
Assume you want your dwarves to stay on the southern part.
########
#......#
#..SSS.#
####W###
#......#
########
(I'd really love the option to engrave block stone walls (or even the stone blocks themselves), as it would provide a better incentive to make rock blocks. Right now they're kind of useless -- they're worth a little more than plain rocks and you gain the ability to store them in bins and to make asheries and screwpumps, but there's nothing else you can do with them.)
Though as they are, I have to disagree with you regarding their use. How else are you supposed to make sculptures many z-levels high into the air that are not made of fugly, raw rocks? not to mention they can immensely help your masons train, as a block made from a legendary is completely identical to one made by a dabbler; there is no quality difference.1. Cast obsidian.
I don't understand what you meant by 'cast obsidian,' but I do know that removing constructions is not a mason's specified skill since I've seen farmers, peasants, and basically any dorf wander along walk up and tear down the offending construction. I'm not sure if anything dictates the speed they tear it down.
that's just fucking brilliant!
question: how do you get rid of water that just won't go away?
here's the situation: an open magma pipe was causing me no end of worry and a nasty imp set fire to... well all of the grass no less than 4 times and killed 2 dwarves. Understandably I was displeased, and deigned to seal up the damn hellmouth with water. It took a lot of time and construction of aqueducts, but I eventually succeeded in blocking the whole thing off.
here's the problem
I have no idea why, but my area is under a constant MONSOON-TSUNAMI-TORRENTIAL downpour; the worst sort of virtual storm I've ever seen, I'm talking water all fucking year coming down in endless buckets. the enormous mire of water I pumped onto the pipe has taken up permanent residence on my map, never evaporating or getting any larger because rain keeps on fucking coming down like it's time for Urist McNoah to build an ark.
I've considered building an enormous roof over the mire I've created and just waiting it out until it evaporates. Any other thoughts?
btw, I'm a she.
My previous post is fixed and all sarcasm in my edit aside, I do apologize for that typo.Hee, nice edit. I don't really mind, it's just that if I'm going to stick around somewhere I'd rather... I dunno, avoid potential misunderstandings. Also, this forum doesn't have a sexist tone, so I'm fine with being known as female.
In other news, I have a spoilered type question relating to Kings and Cotton Candy....It's the announcement that seems to do it. You can break into the ### and still have them turn up.
at any rate, the problem with diverting the the water anywhere (including downward) is that it's 1/7 and each square of water keeps to itself, but is prevented from evaporating because water keeps pouring onto it from the rain.
Yes. Make pig tail cloth or the like, not silk. He wants cloth that has been loomed, thread won't do.And what workshop and materials does that require?
Yes. Make pig tail cloth or the like, not silk. He wants cloth that has been loomed, thread won't do.And what workshop and materials does that require?
can magma-cast obsidian areas that are considered "above ground" ever grow tower caps when muddied?No.
now is there any way I can chuck it into my new gladiatorial pit to be fed goblins until the end of time and still keep the cage and everything?make a pit area from 1 Z level above the arena and order the Titan to be chucked into it. It also helps immensely if the said caged creature is right by said area.
Tower caps are specifically underground trees. This and the fact that you need to discover an underground river/pool first are the only distinction between them and normal trees.
Tower caps are specifically underground trees. This and the fact that you need to discover an underground river/pool first are the only distinction between them and normal trees.
right. but if I discover an underground river I am being told that being under magma cast rock layers does not count as underground, even just for the purposes of tower caps, is that right? towercaps are linked to the whole "sunlight stains"?
I've just recently discovered the wonderful thing that is stupid miners digging channels....
I have an archery target range with a channel behind it to collect missed bolts. My dwarves won't collect the bolts. Will they only get them when they run out otherwise?Make sure that used ammunition isn't set to Forbidden, (o)rders->(F)orbid. You're better off leaving the ammunition forbidden until they run out of stacks to use, then move the archery range so that your marksdwarves fire from where the bolts dropped. Saves a ton of time as they will only carry a single stack of bolts at a time, even if that stack contains only 1 bolt.
Damn traders keep telling me they won't trade at a loss...
Yet I see no place in the UI that displays the total value of what I'm trading or they're trading...
Where can I see either of these?
Levers don't send a continuous on or off signal, nor do they toggle a component's state - they send an "on" signal the moment they are pulled to the right, and an "off" signal when pulled to the left. http://dwarffortresswiki.net/index.php/Lever#On.2FOff_states (http://dwarffortresswiki.net/index.php/Lever#On.2FOff_states) will tell you more.
To set up the system you describe, you either need two levers or a logic gate (http://dwarffortresswiki.net/index.php/User:Bidok).
Is there anyway to remove 'Furrowed Clay' from my fortress? It's just annoying to look at, really.
hehe, even a newb can answer that! disable hauling labors so he'll stay at masonry 24/7That won't in any way stop him from going to grab a stone on a different level.
And as I've effectively butted in front of Thorik, please do answer the him before myself if possible.If I could help him, I would, but alas, I cannot.
Chaps, as a quick question, can drawbridges be used as a sort of catapult?My answer to that is "allegedly", in that while I'm sure I've probably done it myself, I've never closely observed the results.
I found the thing called Tweak that I got to work for vanilla DF but when I input things such as Start Adjust and scroll around to like 10 dwarsfs and 3000 starting points it doesn't work anyway, but since I play that Mike Mayday graphical version I tried getting Tweak to work with that, and did the things on the wiki, but still couldn't do it, I messed around kind of, and messed up the mike mayday version of Df, so uninstalled it with the intention to reinstal and play normal, but none of the links to his version of DF work(they did yestserday), any other links to mike maydays graphical set you know of so I can play the game and not have dwarves being floating smily faces?
Chaps, as a quick question, can drawbridges be used as a sort of catapult?
Tower-caps won't grow where there's a rock, so you need to remove them. But I don't think it matters if you irrigate before or after you remove the rocks.
I've yet to breach an underground stream, so I can't be of much help... I was wondering, is there any way to empty cages of non-animal items? Some of my cages have bones in them.
Just checked my tree farm. Looks like you can get young tower-caps where there's a stone, but they won't mature until the stone is removed. Similar to a tower-cap growing on the same square as a floodgate or something - the presence of any object on the tile prevents the tower-cap from fully maturing.
How do I get a tame spider back in a cage? I accidentally dumped the cage it came in and now two of them are biting my dwarves all the time. If I 'k' over them their names appear in green and I don't have the option to unforbid them. They're also not visible in the stocks screen.
With an aquifer: do I only need to build walls, or will it keep leaking until I build a floor on each non-edge section too?
I have got a pit, into the aquifer, and I'm pumping it out with a perpetual motion water wheel to screw-pump-conga-line (6 pumps?). But I think I've made my pit a bit big for a first attempt & might end up having to try something a bit different somehow.
How do I get a tame spider back in a cage? I accidentally dumped the cage it came in and now two of them are biting my dwarves all the time. If I 'k' over them their names appear in green and I don't have the option to unforbid them. They're also not visible in the stocks screen.
Chaps, as a quick question, can drawbridges be used as a sort of catapult?When a drawbridge raises, objects located on the part of the bridge which becomes a wall will be instantly destroyed. Objects located on the rest of the bridge will be thrown up to twelve tiles in a completely random direction. This movement is in X,Y, and Z, so objects can be thrown upwards or downwards in addition to sideways. Thrown objects will move until they run out of momentum or hit something, and then they will fall straight down.
I want their stuff! Could have anything to do with the fact that a siege just killed three of their number?That's exactly the case. If any merchants get killed, the rest panic, don't trade, and run off the map first chance they get. If you don't let them leave they'll eventually go insane.
Suggestions?Set a dwarf as a butcher and butcher any spare animals you have.
Do certain dwarves not gain certain attributes? I have a dwarf who is legendary in 3 different skills, but he isn't even "Strong" yet.
Build a floor on top of the wall.God dammit.....
you need to build stares or a ramp to the upper levels if you use stairs you also need to build a set on the second floor here look at the wiki article http://dwarffortresswiki.net/index.php/Stairs (http://dwarffortresswiki.net/index.php/Stairs)
God dammit........Build a floor on top of the wall.
How does one build a tower, to put it?
...
you need to build stares or a ramp to the upper levels if you use stairs you also need to build a set on the second floor here look at the wiki article http://dwarffortresswiki.net/index.php/Stairs (http://dwarffortresswiki.net/index.php/Stairs)
That's kind of puzzling the way is shown in the pics...
So if I'm just using the b C combination to build them...
I just need to build stairs, then floor, then a wall on the floor, then a floor on top of that wall? I think...
Or does it not matter if the stairs comes first?
Oh wow
It seems I was accidentally hilarious or something?
Okay, yeah, I actually meant that as honest advice.
See, I haven't played DF in a while, and I thought walls weren't constructed with floors automatically on top, so I thought that building a floor on top of the wall would let someone build another wall on top of the floor.
Oh well.
question, aside from needing an underground towercap forest, what else do I need to think of if I am to shut off from the outside world, for atleast a few years while I smith and train my men? I have around a hundred dwarves, masons, carpenters, bowyers, and smiths and a dozen soldiers, with magma and whatnot, I guess I could do without wood since I can make things out of stone and already have hundreds of beds, but is there anything else I need to think of?
I have a brook on my highest natural z-level. If I were to pump water from it, what would happen to my fortress?
Alright, now whenever my wrestlers well, wrestle, they find the need to strip each other of all clothing. But now, it's really starting to get everywhere. Is there any way I can clean this shenanigans up?
Alright, now whenever my wrestlers well, wrestle, they find the need to strip each other of all clothing. But now, it's really starting to get everywhere. Is there any way I can clean this shenanigans up?I've arranged things so that the barracks are designated from a weapon rack or armour stand behind a raising bridge, but I can't remember how. What won't work is something like this:
###D#####
#+++++|R#
#+++++|##
#+++++|##
#########
D: door
R: weapon rack
|: bridge when raised
Perhaps it needs to be on a diagonal.
Humans are immune to any traps the diplomat's seen.
Even goblinised humans.
Humans are immune to any traps the diplomat's seen.
Even goblinised humans.
wait, what?? when did this happen? I did not know this. wow.
They won't spar on a bridge.They will, so long as the barracks contains at least one open non-bridge tile. I've had barracks where the entire floor except for two tiles, one containing an armor rack and one left open, was a retracting bridge over a magma pipe. They sparred on the bridge, left clothing everywhere, and I periodically retracted the bridge to dump it in the magma.
My tests seem to indicate that floor grates made of green glass submerged in magma do not melt... Is that right? or did I just not leave them in long enough?This is correct. For some bizarre reason green glass furniture is magma-proof when built, even though loose green glass objects will melt when dumped in magma. This also applies to pumps made entirely from green glass - they can be safely immersed in magma without melting.
Questions:
1) Can goblins swim?
2) If a goblin falls into a flowing river, will the river push him along?
3) Will the river push objects in it along?
4) If a goblin is in some water, and subsequently gets magma dropped on him, will all his cloth clothing be preserved in the obsidian and be able to later be recovered by mining? Will the metal objects be preserved?
Humans are immune to any traps the diplomat's seen.
Even goblinised humans.
wait, what?? when did this happen? I did not know this. wow.
Humans are immune to any traps the diplomat's seen.
Even goblinised humans.
wait, what?? when did this happen? I did not know this. wow.
Since this version came out.
What are some ways I can improve room quality for my nobles?
- Better item quality (For beds/Doors/Etc.)
- Statues
^ Is all I know how to improve the 'room' quality. (Decent bedroom..Fine bedroom..etc)
Spoiler (click to show/hide)
Ahh yes, also use higher valued items as components for statues/doors/etc. Making a Marble/Obsidian door for example is worth more than a Gabbro.
a) I know that a chain allows access within 1 tile of its center, but does this apply to Z levels as well? ie: could I have a 3x3x3 cube prison for my dwarves?Yes to this, don't know about the others.
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?If it's sealed, top and bottom, no. If the bottom is open... Not sure. If the top is open and the entire magma pipe isn't covered, it'll get filled as magma slops over the sides. Magma in a magma pipe appears to spawn in "beams" rising straight up from the magma flow to up to 3 tiles above the highest magma level or the original magma top. This means that emptied pipes will occasionally get columns 3 z-levels high of 7/7 magma squares, which then of course rapidly collapse because they're made of liquid.
How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.In Adventure Mode, there are much, much more detailed combat and wound reports, which are the ones you usually see. With Dwarf Companion, you can also sort of turn these on in Fortress Mode, though it's quite buggy and generally more trouble than it's worth. Specifically, the names of the creatures involved are never displayed, so while you can tell what's happening you can't tell who it's happening to, and it does it in the announcements line so you get dozens of lines of announcement spam and can't really follow it in real-time.
if i build a room Inside a magma pipe will the room flood with magma when the magma fills to its level?If it's sealed, top and bottom, no. If the bottom is open... Not sure.
How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.
How do you look at combat details and wounds in more depth? I read on the forums where players describe combat fairly intricately but I have no details in my game I just see the outcome of either a dead dorf or a dead gobbo/kobold etc. I know how to look at what parts are wounded by using 'v' then 'w' on a character but is there a more detailed screen? Basically I would like to know more about whats happening with my soldiers.
Unfortunately you have to do it manually. Pause the game when your soldiers engage the enemy, let the game run for a second or so, then pause again and check the wounds of the combatants. Alternately use the period key to advance the game a few steps at a time, if the combats go by too fast for you.
Also, the goblins murdered the human diplomat. This means war, doesen't it?
If the bottom is open... Not sure.I caped the pipe and at first i thought this was a no brainer but then my pump acess floods with magma. The channels i dug allowed magma to spwan above it makeing it unacessable and unfixable. same thing happens to down stairs when theres 7/7 magma under it in the vent cap.
If they killed the Guild Representative, the one who comes with every human caravan and negotiates what you import, then you don't get a replacement and can no longer as the humans for specific goods.
This also angers the humans, like seizing a caravan, though in my experience the other civs are very tolerant so I wouldn't say war is guaranteed.
If they actually killed the Diplomat, who the humans send to negotiate peace... you may be in an endless war.
Edit: Wiki reminds me the Diplomat appears to large fortresses for no purpose. Same answer as liason, they won't like it, plus they may never declare peace.
V It's only 1AM here (: Still latearly enough for sleep though. V
Ninja'd at 2am?!
Ninja'd at 2am?!
Pro tip: the internet is international.
Is there any way to remove mud outdoors?Yea, use dirt roads to clear off the mud.
Ninja'd at 2am?!
Pro tip: the internet is international.
I just got my sig:Is there any way to remove mud outdoors?Yea, use dirt roads to clear off the mud.
dirt roads clear off mud. Unless you are in Australia I guess... hang, on, Toad is an ozzie, he should know about dirt roads... ???
Hello, B12F.
Question one: In regards to Nobles, could I channel a room so it is suspended above a magma pool held up by, say, two squares? Furthermore, could I then have a dorf channel the last two squares, sending the whole room tumbling into liquid-hot mag-ma?
Question two: How, exactly, do I link levers to traps? The wiki says to use mechanisms, and I have plenty, but for some reason the traps will not link to the lever.
And yes, that lever is key to yet another assassination attempt. Stupid no-life cheese maker...
Muahahahahahahaha.
Another question springs to mind:
Can I place a lever in a space beneath a drawbridge, atomsmashing whoever I choose? How would I be able to do this more than once?
Hi,
1. How can I view my stock of plants and seeds, with some details? the z/stock list give me that I have 60 plants and 30 seeds, but I would like to know more.
2. How can I deconstruct a stairway or a channel... it is possible generally to fill up something excavated (plug the holes)
3. is a door capable of stopping water from coming, can I use them as water locks?
4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)
5. I wanted to mud a cavern to create a farm field... I succeeded but only after creating a channel over the pond, and ask the dwarves to pour buckets into a pond zone restricted to the channel, so that the water fall a level below to the ground. But before, I tried to have the dwarves pour buckets directly into the ground which was defined as a pond to fill and it did not work, why? this amount to the same thing in the end, the water is going to the pond... why it worked only if the buckets were poured to the channel, one level above the pond, I don't understand the logic.
6. how can I tell a dwarf to attack a goblin thief? Say he is a wood cutter and has already an axe, how can I motivate him to run and kill him before he escapes?
that is all, thank for your patience. If only the game had a mouse support ;)
Hi,1-If you have a record keeper who is keeping records with enough accuracy, you can see it in more detail.
1. How can I view my stock of plants and seeds, with some details? the z/stock list give me that I have 60 plants and 30 seeds, but I would like to know more.
2. How can I deconstruct a stairway or a channel... it is possible generally to fill up something excavated (plug the holes)
3. is a door capable of stopping water from coming, can I use them as water locks?
4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)
5. I wanted to mud a cavern to create a farm field... I succeeded but only after creating a channel over the pond, and ask the dwarves to pour buckets into a pond zone restricted to the channel, so that the water fall a level below to the ground. But before, I tried to have the dwarves pour buckets directly into the ground which was defined as a pond to fill and it did not work, why? this amount to the same thing in the end, the water is going to the pond... why it worked only if the buckets were poured to the channel, one level above the pond, I don't understand the logic.
6. how can I tell a dwarf to attack a goblin thief? Say he is a wood cutter and has already an axe, how can I motivate him to run and kill him before he escapes?
that is all, thank for your patience. If only the game had a mouse support ;)
Can I place a lever in a space beneath a drawbridge, atomsmashing whoever I choose? How would I be able to do this more than once?
They can still issue mandates while you wait for them to starve while locked in their bedroom. I prefer resolving problems quickly. Besides, it's just more fun to drown them. Or if you don't care about their stuff, let them take a magma bath. But that means rebuilding all the furniture.
4. in a farm field, I'm proposed with several seeds for a given season... How can I know if I'll have enough of that seed for the entire field? and if I don't have enough, is the rest of the field wasted (as I suppose you can't put several type seeds in the same field)You can have two types of seed in a field at once, otherwise dwarves wouldn't plant pig tails in summer until all the sweet pods had been harvested. I believe that you can change the plant type halfway through a planting session and have dwarves switch to the new plant, but I'm not 100% sure (I've been playing with modded crops for a while). Try it yourself, it won't hurt anything. :P
Can you grow tower caps without water? Someone said you can build a farm plot and designate it to grow tower caps...
.WWWWWWW
.DSSSDLW
.WWWWWWW
.=space
W=wall
D=door
S=upright spike
L=lever
Connect the lever to all the upright spikes. Assign the lever to be pulled by someone (q-P on the lever to choose who). Schle will walk to the lever and start pulling it; schler pet will come along. Once you lock the doors, schler pet will be impaled on the spikes.For a pressure plate, I am working on a system to "catch" all the pets in my fortress... do pressure plates need to be set to have "Citizens trigger" for pets to set it off? the wiki says "You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians. Berserk dwarves count as enemies. "
So when they say "civilians" do they mean citizens... and if so I take it that since pets are friendly they count for this as well?
For a pressure plate, I am working on a system to "catch" all the pets in my fortress... do pressure plates need to be set to have "Citizens trigger" for pets to set it off? the wiki says "You can pick whether your own citizens will trigger the plate or not. Friendly NPCs (traders ect) count as civilians. Berserk dwarves count as enemies. "
So when they say "civilians" do they mean citizens... and if so I take it that since pets are friendly they count for this as well?
I'm honestly not sure, but you can work around this altogether by assigning size modifiers to the pressure plates. I can't recall offhand what size dwarves are (maybe 6?), but most animals will be smaller. Plus you might catch some children while you're at it! It's like the petting zoo you can never leave.
ok makes sense, so at first the dwarf has not military skill, so will be a bit sad... then I wait for him to get some (how do I see that), and I can switch him out to civilian duty... then the next time I need him, as he has experience in military thing, he won't be sad?
Did I get it?
Another question. I created a wall, just for fun. Now I want to put a door (alternatively, an hole) into it, How can I dig/put a door in a wall?
Is it true that big rooms can collapse? Do I need to put single cell walls (aka pillars?) in it?
What can I sell to them which is easily craftable for a newbie like me :)
I "accidentally" let my novice metal/armour/weaponsmith become pretty good at mining.
If he has a strange mood will it trigger on his metal skill or on his mining skill (leading him to become legendary at crafting or masonry)?
thanks about the crafting things :)
new ones:
1. in the fortress game, you can't go out of your region, i.e the playing area is restricted to less than one square on the big map?
2. the civilization list me my original dwarfish civilization, anyway to look at it on the map?
3. when I activate the designation menu, my wall section blink in green, why so?
Mining is simply ignored when deciding which skill is the highest.
Wrong, I've had a legendary miner stricken by possession and went to a masons workshop and made an alunite bed.
Perfect for a noble's bedroom.
Perfect for a noble's bedroom.
It's laughably easy to make a room high-value with just masterwork furniture and engravings, so why the hell would you waste artifacts on a noble?
Even the part about it being magma-proof wouldn't convince me to give it to a noble, unless I had a really hard time obtaining wood for new beds.
How to perforate a tile in the floor like for the shaft of a well?
for example the tile of the well in the wiki? Me do not know:
http://dwarffortresswiki.net/index.php/File:Well_illustration.png
How to perforate a tile in the floor like for the shaft of a well?Channel it out (d, h) if it's a natural floor, deconstruct it (d, n) if it's a built one (though the material will drop down into the water).
for example the tile of the well in the wiki? Me do not know:
http://dwarffortresswiki.net/index.php/File:Well_illustration.png
Er, where else are you going to put an artifact bed? Your favorite tradesdwarf's room? The nobles will get upset about "pretentious living arangements".
Besides, it's not *that* simple to max out room value. I'm pretty sure I've had 4x4 rooms done by my legendary engraver not be suitable for Counts.
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?Cut them down?
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
So on my latest embark I've decided to build an above ground level on my fortress. So I've been keeping a good eye on the surroundings.
Throughout the life of it so far the number of wild animals and variations have been interesting. I've had cougars, dear, wolfs, and groundhogs.
Is it possible for me to capture perhaps the wolfs and/or cougars and train them up to fight for me during sieges and such? And how might I go about doing that?
As for the groundhogs: Could I maybe create a little pen for them to breed in, and just use them for food later on as I get enough?
W
cWc
ccWcc
WWWcWWW
ccWcc
cWc
W
W = wall, c = cage trap.There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
You have to cut them down, yeah. Not even magma will destroy trees (no kidding).
Afterwards build roads in the pipes, that will keep vegetation from growing. Floors should work too but roads use less stone. This only happened because you discovered underground water.
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?
You have to cut them down, yeah. Not even magma will destroy trees (no kidding).
Afterwards build roads in the pipes, that will keep vegetation from growing. Floors should work too but roads use less stone. This only happened because you discovered underground water.
So, there's no way to remove them without pumping all the water out?
Crap.
I think I need to get that magma-drop system worked out after all, so I can avoid yet another huge muddy patch of ground.
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?Cut them down?
I have a little DD problem..Anyone willing to tell me how to install PROPERLY?Spoiler (click to show/hide)
Since the instructions the mod gives isn't working for me.
There are tower-caps in my plumbing. Any way to remove them without turning on the pumps?Cut them down?
I have a little DD problem..Anyone willing to tell me how to install PROPERLY?Spoiler (click to show/hide)
Since the instructions the mod gives isn't working for me.
thanks for the tips on using channel. :) A last one on that, I now understand how I could build a shaft, I would put a serie of up/down stairs, and then channel/dig an adjacent column of tiles, from top to bottom? But can I make a shaft without this service stairway nearby?You can designate a ramp on the next-to-top level before digging anything out, then designate the level below that for ramping after the first ramp is dug, then designate channels until you're at the desired depth. The second ramp will block the miner's access out, and then it'll just channel the floor directly beneath them to form the shaft. Do note that unless you have a seperate access tunnel at the bottom, the miner will die of dehydration due to being stuck.
Except for butchering them, why would I embark with horses, mules and such?Butchering is the only purpose, but it doesn't have to be immediate. Embark with 2 of a given species bought with points, and you will get a breeding pair (except, of course, mules, which are sterile). Getting a guarunteed source of meat, fat, leather, bones, and skulls from the beginning can be worth it for some builds, especially if you're playing a modded race that is carnivorous or can't use cloth for whatever reason, or if you're doing a no-digging challenge where stone is too useful to waste on crafts.
[stuff about animals]
Butchering is the only purpose, but it doesn't have to be immediate.
Getting a guarunteed source of meat, fat, leather, bones, and skulls from the beginning can be worth it for some builds, especially if you're playing a modded race that is carnivorous or can't use cloth for whatever reason, or if you're doing a no-digging challenge where stone is too useful to waste on crafts.
I mean, isn't setting up a varied food industry pretty mainstream?Although this is the Little Questions Thread and so more directed to newbies, the point of a sandbox is nobody has to do it any way.
Although this is the Little Questions Thread and so more directed to newbies, the point of a sandbox is nobody has to do it any way.
It's entirely, absolutely unnecessary.
...not that the industries are unnecessary.
...bringing animals at embark is absolutely unnecessary to a meat, leather, tallow and bones industry. Not only that, but all of those industries are absolutely unnecessary.
It doesn't say anything about the necessity of the industries.
all of those industries are absolutely unnecessary.
I said bringing animals at embark is absolutely unnecessary to a meat, leather, tallow and bones industry.
Not only that, but all of those industries are absolutely unnecessary.
It doesn't say anything about the necessity of the industries.all of those industries are absolutely unnecessary.
Without me looking at the new version thread - is pack animals for use within your fort coming this version?I don't believe so. I'm pretty sure that's part of the Caravan development arc, which will involve making caravans actually move about the world map instead of just appearing at your fort as well as allowing you to create caravans from your own fort. Use of pack animals, minecarts, and other material-carrying aids is suggested fairly often because of how useful and realistic it would be, but hasn't been done yet.
How to unassign them from a dwarf?You don't.
Will they engage an enemy if not assigned?Only if they happen to come withing line of sight of the enemy. Otherwise they'll either follow your animal trainer around, or hang out at the meeting room.
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?
And if I create a custom stockpile for some rocks, while some stockpiles are for all rocks, will the special rocks be placed preferably in their custom stockpile, or not?
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?
Some players consider this an exploit, but especially for stone it's highly useful: designate a small (as small as 1x1) activ(i)ty zone, mark it as a (g)arbage dump, (a)ctivate it and make sure any other garbage dumps you have are inactive. Then designate for (d)umping all the stone that's in your way (the hard way, by loo(k)ing at each tile with stone on it and marking each one individually, the less-than-hard way by selecting a dump designation (d-b-d), or the easy but perhaps too comprehensive way of going to the z-stocks screen, finding that kind of stone and designating all of it in your entire fortress).
This preserves your stone for making crafts out of, so you might want to make the dump zone somewhere near your masons'/craftsdorfs'/mechanic's workshops. Another option is to use a dwarven atom smasher, which eliminates the stone so it doesn't cause you lag (essentially a 2x1 raising bridge at the smallest, over solid floor, which crushes anything under it out of existence when it comes down).
And if I create a custom stockpile for some rocks, while some stockpiles are for all rocks, will the special rocks be placed preferably in their custom stockpile, or not?
I don't know, but I suspect the pathfinding involved here may be slightly odd; I think things get placed in the closest stockpile that accepts them, so that may turn out to be either one depending on where the target stone is to begin with. You can edit stockpile settings on-the-fly, though, the same way you add tasks to a workshop (the q key) so I'd suggest simply making a specialized stockpile for the stone and then disabling it on your other stone stockpiles (if you end up using them at all: see above method).
The next step is to "reclaim" the stone, since it'll be "forbidden" after it is dumped.
One minor side affect of all this dumping: if you somehow mark a workshop's component stone for dumping (the stocks screen method will do this), the workshop will work still fine. If you ever disassemble the workshop however, the dwarves will dump the material.
How can I park all these stupids animals?cages. butchers.
I managed to cage one dromadery, one ox and 6 horses into a single cage, is it a problem?
Also, the wiki indicates that cage should be used on an animal stockpile, but I did not do that, I defined the cage as part of a room (a zoo?) and the selected animals went in...
So for what things are used animals stockpile? to park them without cage?
<snip>[various discussion about the fundamental nature of sandbox games]</snip>Thank you.
Anyway, back to actual questions!Without me looking at the new version thread - is pack animals for use within your fort coming this version?I don't believe so. I'm pretty sure that's part of the Caravan development arc, which will involve making caravans actually move about the world map instead of just appearing at your fort as well as allowing you to create caravans from your own fort. Use of pack animals, minecarts, and other material-carrying aids is suggested fairly often because of how useful and realistic it would be, but hasn't been done yet.
How do you handle the massive amount of rocks excavated? Should I designate exterior stockpiles for all of the low end stuff?
Some players consider this an exploit, but especially for stone it's highly useful:
WWWWWWWWW
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How can I optimize hauling?
I have a massive list of hauling jobs due to training new Siege Operators and starting Operation: Deforestation after I got 3 Wood Cutters and those damned Elves didn't show up.
So what ends up is that my fortress is now full of Urist McRetard's who decide that it is better to haul a stone than dump the now miasma causing roach remains.
thanks a lot!The favored option seems to be:
How can I park all these stupids animals? I have an ox on my dinning table, puppies playing on barrels of beer and a camel looking over the shoulder of my carpenter (and his breath his foul*)
WTF is the go with dead bugs?
Are you doomed to go around individually marking them to be dumped (I hide them as I go so I know to forget about them) for as long as you have live cats onsite? Is there a labour that does automatically go around picking them up BEFORE they decompose into miasma?
It seems to me that they only do this after the bug has gone rotten & released miasma. But yeah I probably don't have enough haulers sitting on their ass just doing Refuse Hauling at any 1 time.
As long as you have a refuse pile and dwarves with refuse hauling turned on, if they are not all busy, one will come and pick it up and dispose of it properly.
So, I've just killed a titan, ...
So, I've just killed a titan, but nobody moved the body to my dump site OR refuse pile set to accept corpses/body parts/etc.Type o-r-o to to enable collecting refuse from outside.
If I dig this in an aquifer, where the W & w are undug wall, will the w's stop leaking when I tunnel them out?Code: [Select]WWWWWWWWW
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Every aquifer tile leaks water constantly in all four cardinal directions until mined out or smoothed. So in your example the six squares you dig out will still flood with water from the undug aquifer tiles to the north and south. If the X tiles are up/down stairs, they'll also be full of water from all the aquifer tiles on all sides of them since stairs don't stop water.OK - my goal here is to have pumps above the W's. I'm trying to avoid a field of up/down stairs to get through 3 z-levels of aquifer.
Do I need to leave space around my workshops? If yes, there is a specific entry/exit point into the workshop which must be clear?One more minor detail about workshop space -- some workshops create more hauling jobs than others. Having walkable space around the workshops allows for more doors or stairs, which cut down on the time that haulers spend trying and failing to avoid pathing over each other.
Dig a pit 5 or so layers deep.Tame animals that die from anything other than being butchered will be left to rot, so you won't get anything but bones and skulls from your puppies. My preferred method for butchering tame animals is--
On a couple of the levels build retracting bridges that take up 1/4 to 1/3 of the width.
Mark the top as a pit. Have all the bridges "extended".
Build your butchers shop and tanners shop at the bottom of the stack.
Put levers in there for the bridges.
Put lever operated door on the bottom level.
Mark the floor as "refuse stockpile" for dead animals.
When the butcher walks in and pulls the lever animals fall down & die. Assign butcher dead animal / repeat.
Tame animals that die from anything other than being butchered will be left to rot, so you won't get anything but bones and skulls from your puppies.Then maybe, as I said, but for tame animals, make sure they only drop 1x z-level at a time? They won't die from that (very often).
It does mean only pitting the breeding pairs once.
wow, if only a quarter of what is said here were put into the wiki :)
You are great guys, I mean you know things plus you share them!
Now enough flattery ;)
1. Can thieves pass thru locked doors? I guess yes.
2. Are goblin thieves arriving by teleport before the fortress as I believe or do they sneak from the border of the map and get spotted only when they arrive.
3. Is it a good idea to unleash caged war dogs upon them when they pass an entry point, or do I muster militia (yes I'm a real newbie sorry)
4. Are the monsters on the map spawning or when they are dead, there is no one left but monsters arriving by events (I mean goblin sieges and such)
wow, if only a quarter of what is said here were put into the wiki :)More than you probably think is on the wiki; one just has to know where to look and be able to interpret the information correctly. This, unfortunately, usually takes quite a bit of experience.
1. Can thieves pass thru locked doors? I guess yes.Kobolds can, goblins can't. It has to do with the [LOCKPICKER] tag. Goblin thieves aren't even immune to traps, though goblin master thieves have a very good chance of avoiding them.
2. Are goblin thieves arriving by teleport before the fortress as I believe or do they sneak from the border of the map and get spotted only when they arrive.All creatures spawn only at the edge of the map after embark. The goblin thieves sneak in from your borders to attempt to find your children.
3. Is it a good idea to unleash caged war dogs upon them when they pass an entry point, or do I muster militia (yes I'm a real newbie sorry)There's no need to apologize; this game is hard to figure out.
4. Are the monsters on the map spawning or when they are dead, there is no one left but monsters arriving by events (I mean goblin sieges and such)I'm... not sure what you mean. Some creatures are associated with map features; fire imps in magma, carp in rivers, and the like. These do not respawn once captured or killed. There are also creatures that are associated with no feature that come from off the map, which can include things like deer and wild horses but can also include werewolves and other 'monsters.' These have limited numbers, but the majority are off-map and will appear to respawn for a while as you kill or capture them. Then there are people who come from off-map as traders, ambushers, thieves, siegers, and migrants, which are believed to be limitless, and megabeasts, which are strictly limited in number (usually half a dozen or less for a whole world after generation).
but they are not building they are chairs, so query don't work on them I think.To add to your confusion... all furniture are defined as buildings.
ok, so my mayor likes 'horn' right? He currently thinks his superbly designed, furniture stocked bedroom is poor so I want to put some stuff he like in there, which includes 'horn'He means the organic kind. Which AFAIK is currently impossible to actually find in the game, even though the material is defined as existing there's no way to get horn from animals at the moment. So your mayor is pining for something that he can never have. This will be fixed in the next major release.
now does he mean horn as in the organic kind or raw horn silver?
I brought 2 cows for breeding purposes, and built a meeting hall a few stairways down and made it a meeting area, my dogs and my horse went there, but the cows are just walking around outside, how do I get them in? can they only go on ramps?
I have ordered an ox to be 'ready for slaughter', and it is killed rapidly, in a room which has a butchery. I order the butchery to work, and it says I have no animals to use ? What's give?
(a room without pet access so they don't exit)
I've got blacksmirth in a mood....
He demands bones, and I have a refuse stockpile FULL of bones. He doesn't seem to want to go get them himself.
How can I get him to get the bones himself? Or do I need to build a specialized stockpile right next to the workshop he's claimed so he notices them?
I've got blacksmirth in a mood....
He demands bones, and I have a refuse stockpile FULL of bones. He doesn't seem to want to go get them himself.
How can I get him to get the bones himself? Or do I need to build a specialized stockpile right next to the workshop he's claimed so he notices them?
I doubt the bones are what's holding him up.
did I make the right choice for breeding animals? I figured it was either cow or muskox, since they give most bones/meat/fat that my civ can get, which one breeds faster, muskox or cow? It's autumn and the cows haven't had babies, but on other maps, my muskox couple had kids in summer.
I doubt the bones are what's holding him up.
You're probably right, but do I assume correctly that having a preference for, e.g. elephant bone, would keep a guy from using cow bone? Or does that only hold true for metals?
Storage:
How can I know what is in a particular bin, with 'k' it don't work ?
Puppies:
It seems puppies are so small they pass through 'no pet can pass' doors, this is normal?
eh, I'm just nervous that the cows will die before they breed, it's second year and they've done nothin'! Meanwhile... I get clothing industry up
Thanks Particleman.
Storage:
How can I know what is in a particular bin, with 'k' it don't work ?
Puppies:
It seems puppies are so small they pass through 'no pet can pass' doors, this is normal?
How do I get a "blank" version of the world I'm currently playing? I'd like to start a fort over again.
Adventurer mode.
How the hell do I skip through sleeping?
Is it better to use a no-quality steel warhammer with Proficient skill, or an exceptional adamantine mace or axe with no skill whatsoever?
EDIT:
Or, alternatively, where the hell did the fort's military go on abandon? I left them outside, and they had all the adamantine hammers.
Ok. Other question is I just noticed the area I'm in has giant eagles. Anyone have tips on capturing flying creatures?
If I put an animal trap next to a cage trap, will the trapped vermin act as bait for the main cage trap if I'm trying to trap carnivorous beasties?
EDIT: Just remembered something. I've seen dead olms in my last fort, despite having no cats. Suggests that something else must have been hunting and killing them, and it was probably cave spiders.
IO
X.
IO
or IO
.X
IO
where i=intake o=output .=floor X=axle?
Hiding the stone does not improve processing, so it doesn't cut lag. Dumping all of the stone in one place can potentially increase lag, but won't decrease it. The reason people quantum-dump stone to decrease lag is that they are quantum-dumping it into a chasm or garbage compactor (atom-smashing bridge). Or, if they don't know better, they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch, thus not helping their processing speed much.
One more thing, NEVER LOCK ANIMALS IN A ROOM.Hiding the stone does not improve processing, so it doesn't cut lag. Dumping all of the stone in one place can potentially increase lag, but won't decrease it. The reason people quantum-dump stone to decrease lag is that they are quantum-dumping it into a chasm or garbage compactor (atom-smashing bridge). Or, if they don't know better, they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch, thus not helping their processing speed much.
thank you so much. TO THE STEEL DRAWBRIDGE, CURSED STONE!
they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch
One more thing, NEVER LOCK ANIMALS IN A ROOM.
They hog frames trying to calculate a way out of the room even though they can't.
they're dumping it into magma and creating possibly thousands of "ghost-globs" due to a glitch
Unless you mean "ghost" items that won't even show up on the stock screen (which would be a new phenomenon to me), I don't think I've ever seen more than 2 figures of them for every couple thousand stones melted in magma.
Now if I did want to make sure I dumped stuff down a chasm as opposed to into magma, would flushing my garbage work? I'd like to avoid having my dwarves carry garbage all the way to the chasm, which is usually going to be outside my main shaft, so having a way of conveying it towards the chasm by mechanical means would be helpful.
Ah, got to be a little more specific than that or you'll give people the wrong idea.
The thing is: the best and most convenient way to get rid of unwanted items is atomsmashing, period. You can build your one-tile atomsmashing bridge anywhere you want, so the hauling distance can be whatever you want it to be. You can build as many of them as you want. And you can build the lever(s) wherever you want.
which at best gives me another problem to solve, and at worse makes cleaning up somewhat more labor-intensive. I can live with that.
That's incorrect, and that's the point. You can't clean it up if you get the magma-melting glitch. Otherwise, you'll be fine.
And this is not about cleaning up nor is it exploitative. It's about reducing lag that shouldn't exist in the first place.
I'm not defensive. You're reading tones of voice into text;
if you hope to survive on a forum without arguments then you should drop that now :)
It's not an exploit because it does not benefit the player in any way; in fact it destroys useful raw materials.
Quick question:
Do megabeast(s) only arrive once per fort? Or can you get multiples (assuming there are more alive in the world)?
So far both my forts have only seen one megabeast arrive, both came at about the time I hit 100 dwarves. Other megabeasts have survived worldgen but so far only one per fort has arrived.
I need a REALLY quick way to kill prisoners in cages.Will atom smashing cages kill the prisoners too?
From the embark choose-items screen, how do you go back to the screen before, so you can change civilizations once you realize you can't buy turtles or whatever?
if you hope to survive on a forum without arguments then you should drop that now :)
No offense, but I think this could be considered a classic case of "the kettle calling the pot black". Also, why shouldn't we argue, as in, discuss things? As long as we keep it civil, and so far we have, I don't see what problems that would cause.It's not an exploit because it does not benefit the player in any way; in fact it destroys useful raw materials.
Again, our definitions of the term "exploit" are different, as by my definition and in this context, an exploit doesn't entail gaining an advantage, it's simply the use of an unintended (buggy) feature. You seem to consider it a performance tweak, and I agree with that assessment, but it's nevertheless attained by exploiting the bugs of quantum stockpiling and atom smashing; not that there is anything wrong with that.
Or does this have something to do with the accidental death of the liason last year?
I was expecting them to bring metal bars.
Also, make sure your dwarves aren't walking on them. Dwarves stepping on young tower-caps can turn them into dead young tower-caps, which don't grow anymore but still take up space in your farm.
2) ARGH I read that article but managed to completely miss that. Sorry, and thanks!
Sadly, no. Toady said in DF talk #7 today that that kind of stuff might come someday, but it isn't in now. The best thing to do I guess would be make sure you don't run out of booze and hope it rains.
Questions:
1) My dogs occasionally die in my own falling rock traps. Why is this? =[
2) I have a nice tower cap farm. However, the tower caps sure are taking their time growing. How long til they become big enough to cut down?
On the topic of underground tree farms, does flooding destroy saplings? You don't generally need to re-irrigate your farms unless you make a mistake, but it still wouldn't hurt to know.
Does anyone know if there's a compiled list of all of the creatures' reference name? As in, not "grizzly bear," but "BEAR_GRIZZLY," the stuff after the [CREATURE] tag in a creature entry, the stuff the game references if it wants to use a creature as an entity or, more importantly for my purposes, what one would use if they wanted to make a creature's parts part of a reaction?You have to do it by yourself, but only once ;).
I'm wanting to expand my animal-hide bedding mod, but going through the creature list entry-by-entry to make sure everything's name is actually right is very tedious, especially with some of the weirder ones like giant eagles, siamangs, and bilous.
you have experience of past versions ;)
1. Why has the level in the pipe gone down?You have removed some magma from the pipe. Thought your system is closed, some magma was required to fill/prime it, which was taken from the pipe. That caused the magma level to fall. Eventually the pipe will refill itself to its original level. This may cause it to overflow if magma flows out of your system into an already full pipe.
2. Have I just pressurised the entire magma pipe?If there exists a solid path from the outlet of your pump to the pipe, then the entire pipe will be pressurized to the level of the output of the pump.
1. Are there any issues with pumping magma through a pump stack?Only that the pumps should not contain any wooden parts. Other materials seem to be safe - pumps don't seem to need magma-safe materials so long as the passable input square of the pump is not itself immersed in magma, which it does not need to be in order to pump.
2. The magma should be pressured at the top of the stack, correct?
3. How many pumps can I reasonably place at a magma pipe that it does not lower the magma level?None. Pumping any magma from the pipe will lower the magma level. The pipe will eventually refill to its original level.
how do you remove traffic areas?
When you enter criteria to embark, is it possible to skip the first correct candidate and check the second?
1. Why has the level in the pipe gone down?You have removed some magma from the pipe. Thought your system is closed, some magma was required to fill/prime it, which was taken from the pipe. That caused the magma level to fall. Eventually the pipe will refill itself to its original level. This may cause it to overflow if magma flows out of your system into an already full pipe.Quote2. Have I just pressurised the entire magma pipe?If there exists a solid path from the outlet of your pump to the pipe, then the entire pipe will be pressurized to the level of the output of the pump.1. Are there any issues with pumping magma through a pump stack?Only that the pumps should not contain any wooden parts. Other materials seem to be safe - pumps don't seem to need magma-safe materials so long as the passable input square of the pump is not itself immersed in magma, which it does not need to be in order to pump.Quote2. The magma should be pressured at the top of the stack, correct?
Yes, the magma will pressurize to the output level of the last pump.Quote3. How many pumps can I reasonably place at a magma pipe that it does not lower the magma level?None. Pumping any magma from the pipe will lower the magma level. The pipe will eventually refill to its original level.
Do trade caravans ever bring in large quantities of stone? I only seem to get one or two blocks at a time of any given rock type.
ThanksQuote3. How many pumps can I reasonably place at a magma pipe that it does not lower the magma level?None. Pumping any magma from the pipe will lower the magma level. The pipe will eventually refill to its original level.
Thanks
In that case would pumping magma from the bottom of the pipe refill faster than pumping it at the top of the pipe?
About magma: it cannot be pressurized. Water can and will, magma though will spread horizontally only, it cannot move up by itself.Magma can be pressurized by pumps. It can't be pressurized by gravity alone.
Let me clarify. The system was closed, by way of having one tile filled with magma, which flowed down through a grate.Very strange. It shouldn't do that, and I've never seen similar behavior. Might be some strange bug in the code that refills pipes.
The only priming was one tile.
None evaporated; it drained through the grate.
Why the hell did the top pipe level go from almost entirely 7/7 with a few 6/7, to mostly 6/7 with a few 5/7?
And I checked; it hasn't gone spurting out of any holes.
When you enter criteria to embark, is it possible to skip the first correct candidate and check the second?
Nope. One of the limitations of the current site finder.
Can I say to a specif Dwarf to not go outside? Because I had a crafter which moved over half the map to retrieve some bones!! He approached antmen dangerously because of that ... so ...
I had to draft him in the military to halt his move, because even cancelling the job at the craftshop did not work, is it the only solution?
I haven't figured out how to set stockpiles for only large/narrow armor.
Unless you modify them, the closest you will get to that is taming them and throwing them at the enemy and hoping that the wolves fight.Well that sucks...
Without them eating the butchers?
catch them and tame them, let them out, let them.... um, "breed" and then when there is another male and female pair of pups kill the parents.
So I can only train dogs?
What skill do my dwarves need to tame them? Animal Trainer, I'm assuming?
Should I just put them in a hole in the ground or something for breeding?
So I can only train dogs?
You can train any animal with the [trAINABLE] tag, which you can add even post-worldgen. This means you can make war wolves no problem, unless you have sort of an ethical objection to modding the game, or some shit.What skill do my dwarves need to tame them? Animal Trainer, I'm assuming?
Should I just put them in a hole in the ground or something for breeding?
Yes, animal trainer is the correct skill. You build a kennel and select the "tame large animal" task, and later select each captive wild wolf or whatever it is you wanted to tame. You can't put this on repeat, as they will then tame and re-tame the same animal ad infinitum; you have to task each wild animal for taming one by one.
Tame livestock will normally congregate in your meeting area(s). Some people build self-contained, air-locked breeding pens, but I found those to be a pain in the ass. Instead, I recommend chaining your breeding animals wherever you want, but preferably not far from your butchery and tannery.
if i have a bridge that raises to the north in a narrow hallway going from north to south and it was flooded with 7/7 water would i be able to raise the bridge?Yes.
I figured I'd build just a room that goes down 1z level so that they can be in a type of pit for them to breed in.
Would that work?
A better idea is to have a 3-level setup for this sort of thing. Top level is a pit for dropping critters in, middle level is floored exclusively with at least 2 retracting bridges linked to levers and otherwise completely sealed off, and bottom level is accessible for your butcher/the rest of the fort.I figured I'd build just a room that goes down 1z level so that they can be in a type of pit for them to breed in.
Would that work?
Yes, it would work, but the moment you wanted to butcher any of your livestock, you'd either have to let all the animals out (they'd go to your meeting area right away and would have to be thrown into the pit again once you're done) or lock your butcher and tanner in with the livestock. Even if you did lock your butcher/tanner in, you'd still need to either re-pit your animals or cage them or something, which is why I don't consider it worth the micromanagement effort and instead recommend using chains/ropes.
I can't for the life of me makes the 'form squads' keys work... Each time I draft dwarves, I get one-man dwarf... What is exactly the key combination I must use when I enter the military screen to have a squad of 2 dwarves?Go into the military screen, scroll over a dwarf, hit enter, scroll over another dwarf, hit enter. You now have a squad of 2 dwarves lead by the one you hit enter over first. Adding more dwarves to the squad is as simple as scrolling over them and hitting enter. Hit space when you're finished making the squad.
How do I see the value of a room?The (r)ooms menu lists all of your rooms, placed furnishings, stockpiles, and zones. For bedrooms, dining rooms, offices, and tombs, it also has their quality listed (Meager through Royal). This, unfortunately, is rather vague. You can't see the actual numerical value of a room until the economy activates when the tax collector arrives.
Good stuff.
You're talking about a design that's basically random in respect to how many animals remain for breeding? I really don't see the point in bothering with livestock unless you make sure you're getting a relatively steady supply of meat and other products.Somewhat, but not really; 1/2 or less of your herd each time. I usually build it with 3 1x1 bridges, so I cull 1/3 of the herd at a time. How steady it is depends on how close to the max population of animals of a species you have, how fast they mature, and how big of litters they have, but even with only 1 species you're still generally good for meat and fat and more stable for bones, skulls, and leather than the alternatives I've seen.
If you do insist on culling most of your herd each time, a two-level design with a contained butchery and tannery would probably be preferable. Otherwise, there's little point in stunning your animals, as that will (assuming you've got more than one animal per butcher) do little to keep them from going back to your meeting area.The whole point is to avoid accidentally culling must of the herd. Animals tend to move roughly randomly inside the pens, so they tend to get evenly distributed between each bridge, so you do get very close to 1/3 each time. For instance, in my current fort, I have about 25 black bears, and the times I've tapped the pens I've gotten 6, 8, and 9 bears.
Can anyone direct me to the df guide on building above ground?I think you're probably looking for this. (http://dwarffortresswiki.net/index.php/Tower)
1. Are trees making saplings or bushes spreading?
2. Are monsters breeding (i.e do trolls have sex affairs between them :D ).
3. Is set my marksman as 2 handed and he is taking 2 crossbows! Is this a bug?
4. How do you see the other creature on a tile when there are 2 with the v key?
5. Bone/Turtle armor protects as chainmail?
6. I really don't understand how the 'take from stockpile' menu is supposed to work. I want to move 3 barrels of wine from my main stockpile to a tiny one.
Thank you Necrorebel!1. Depending on your biome, trees will randomly germinate as saplings. After a certain time (3 yrs above ground 1.5 yrs belowgrond I think ) they will become trees. I don't think deforestation prevents germination rate.
1. Are trees making saplings or bushes spreading?
2. Are monsters breeding (i.e do trolls have sex affairs between them :D ).
3. Is set my marksman as 2 handed and he is taking 2 crossbows! Is this a bug?
4. How do you see the other creature on a tile when there are 2 with the v key?
5. Bone/Turtle armor protects as chainmail?
6. I really don't understand how the 'take from stockpile' menu is supposed to work. I want to move 3 barrels of wine from my main stockpile to a tiny one.
Thanks all in advance.
3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.
Have another look at their inventory. Like most rogue-likes, they can carry a waterskin, a shield, a barrel of beer, AND a sword. All in their left hand. ;D3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.
Can they store backup weapons in backpacks? Because if not, then what they really should be carrying is a shield in their off-hand, as opposed to a second weapon.
Have another look at their inventory. Like most rogue-likes, they can carry a waterskin, a shield, a barrel of beer, AND a sword. All in their left hand. ;D3. This is really for melee soldiers: weapons like spears tend to get stuck, giving him 2 weapons means if he loses one he can keep fighting.
Can they store backup weapons in backpacks? Because if not, then what they really should be carrying is a shield in their off-hand, as opposed to a second weapon.
1. Is this a problem of using my leader (which is the broker) when the liaison is around? In other words, should I have a broker for trade, and another guy discussing with the liaison? For example the caravan arrived then went, the liaison was around my broker, but I never got the exchange of messages (what do you want, etc.), is it because my broker has been busy?
2. When you get a message (that you can see with 'a') how can I focus on it? Example, I have a dwarf killed... I want to know where.
3. Why I would not want to have a depot outdoor? Because of attacks? Why do people always want to have the depot indoor?
4. How can I remove the stones of a specific area? Do I need to Dump them as opposed to stockpiling them? Because if I do a stockpile area, you an bet that the dwarves will haul all the stones but the one I want to be moved!
5. How can I tell a dwarf to wear a given armor piece and not another, i.e 'wear this bone helm, not this turtle helm'?
6. How can I give a particular object to a dwarf, i.e 'from now one this crossbow is you, and you have a weapon rack in your bedroom to store it'.
How can I see the date in dwarf mode?Press z. It should be at the upper right corner.
Thanks guys, as usual, you are great with new players!My take is:
Another batch if you will? I feel like a sponge, craving for so many information!
is there currently any means to display non-furniture artifacts so that the dwarven community can admire the fruits of a legendary leatherworker's labor, or any other item crafter?No
I hear people telling about all kinds of nobles, guildmasters, hammerers,dungeonmaster etcetc. but where are they?? My fortress has over 100 people now but I haven't got a single noble besides the ones I have assigned by myself...Read the wiki, it tells you the requirements for each noble's arrival.
Does quality and material matter for shields? Or is the block chance always 20% + shield user skill?The shield matters, an adamantine shield is obviously much stronger than a copper shield
Next newbie in line!I'm not sure why that is happening, though it isn't natural.
Oh, it's me :)
My question: why all my novices wrestlers reverted spontaneously to civilians?
Next newbie in line!
Oh, it's me :)
My question: why all my novices wrestlers reverted spontaneously to civilians?
I want to change wolves to be trainable...RAW+objects+Creature_Large_Temperate
But in the init folder, none of the files in there have the options to change animals and such.
Which folder/file do I need to change those?
Is there a reason to mass-produce beds?Nice bedrooms can create very good thoughts, and with beds the wounded (although not the mained, as you mention) will eventually recover, making soldiers less vulnerable and probably protecting civilians from minor bad thoughts. Bedrooms will also give dwarves a place to consolidate possessions that can otherwise clog up stockpiles or be strewn about the fortress randomly. Otherwise you're pretty much right, though.
I mean, when don't make them, using constructed floors in high-traffic areas so nobody will get some thoughts due to sleeping in the dirt, my dwarves with mangled hands and other things run around just fine. When I DO make them, any useless expendable recruit will first demand someone to carry him, then food and personnel it needs to keep him alive. If he happens to have any unrecoverable wounds, like a severed leg, he'll just lay there until he dies of old age (correct me on that one if I'm wrong, I don't really remember having both severed limbs and beds in one fort). On top of that, it could be something like lower left arm that brought him to bed in the first place.
A trained broker (one with the Appraisal skill) lets you see the valueHe asked about armor value.
They'll also become true alcoholics if they are "desensitized", in other words "...doesn't care about anything anymore", which can lower productivity significantly as they're always running off for a drink.
Well, you can certainly understand my skepticism, then.
We'd have to ask Toady himself or do an extensive study.
We'd have to ask Toady himself or do an extensive study.
You don't think he would know what the mechanics were? I mean, assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.
What about saying we would need to ask Toady for the answer implied that I don't think he knows it?
Why do I even need to type this!?
There are a lot of unforseen shit happen in all sorts of simulators that aren't put there intentionally by design, but the simulator links things where there was no intention to link them.We'd have to ask Toady himself or do an extensive study.
You don't think he would know what the mechanics were? I mean, assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.
Easiest cop-out of them all ;)
assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.
I think an explanation is in order
There are a lot of unforseen shit happen in all sorts of simulators that aren't put there intentionally by design, but the simulator links things where there was no intention to link them.
What fucking use is a legendary bowyer?
There must be a "worst artifacts" thread somewhere....
"Undocumented feature"? :)assuming this whole alcoholism-like phenomenon isn't a bug and is instead working as designed.There are a lot of unforseen shit happen in all sorts of simulators that aren't put there intentionally by design, but the simulator links things where there was no intention to link them.
That would make it a bug, would it not?
D'oh! that's right in missile combat a wooden or bone crossbow is just fine. So yeah a legendary bowyer isn't totally without purpose.What fucking use is a legendary bowyer?
I usually make my crossbows out of bone, but once you have a legendary weapon smith, it's probably gonna be best to order some copper ones. Melee damage might not be that big a deal, but having MW weapons ups their chance to hit. Accordingly, a legendary bowyer isn't useless per se, but made obsolete by a legendary weapon smith.
True enough. But a non-wieldable (in fort mode) blowgun worth only 2400 db's is pretty useless.There must be a "worst artifacts" thread somewhere....
There is, but I wouldn't bother looking for it, because it's painfully repetitive. I mean, how many original posts can there be in a thread that's used for complaining about artifact jewelry or blow pipes?
Probably the most interesting - as in, deserving reply - posts are when people are complaining about artifact furniture, supposedly not realizing that at least that has its use. Supposedly, for some people the only artifact that's not lame is a weapon or piece of armor.Hey I actually LIKE my artifact floodgates & querns. I had one that buffed my baronesses room out quite nicely. She still got the shits about the artifact office desk in my managers office/bedroom room though!
How much time is needed for a puppy to be an adult dog? I have puppies milling around since one year and none is still ready for serious stuff!
Is it better to fight with some significant wrestling skill (like level 8+) or to have a poor weapon (wooden swords, don't ask, I'm poor) with level 1 skill? :) More generally, until I get decent weapons, should I let my dwarves fight with wrestling techniques, or should I equip them with whatever crap I can get my hands on (rusty daggers found on goblins corpses, whatever :) )?
Why oh why there is not the option to change the squad option (on rest/on duty) from the view squad menu? Really, this game has the {####} interface I ever saw, and I saw many since my youth!
More generally, until I get decent weapons, should I let my dwarves fight with wrestling techniques, or should I equip them with whatever crap I can get my hands on (rusty daggers found on goblins corpses, whatever :) )?horrendous hack:
It is worth telling your marksdwarves to wrestle up to legendary status because it is quicker and easier way to get their agility / strength / toughness up than shooting bone/wood at targets.
do marksmen get a penalty from firing at point blank (adjacent to the enemy)?
*for the native English speakers, is it dwarven or dwarvish that I should use (ok, I could use dorfs it seems :)
If I set up an automated slaughterhouse so that animals fall onto a refuse dump will they be butchered regardless of whether they are tame or wild?Only wild animal corpses can be butchered. Tame animals can be turned into meat/fat/skins/etc only when taken by a dwarf to the butcher's shop and slaughtered. If a tame animal dies from any other cause, including being killed by a fall, drowning, repeating spike, or weapon trap in an automated slaughterhouse, its corpse will not be butcherable. If you want to design an automatic machine that throws dead animals onto a refuse dump for butchering, you will need to stock it with wild animals. (Or possibly 'savage' animals like cave crocodiles, since those seem to be butcherable after being killed by weapon traps)
1) Are goblins supposed to be able to hit targets behind fortifications?Yes; fortifications aren't perfect defenses. When a shot would pass through a fortification that the shooter isn't adjacent to, they must make a skill check. If successful, the shot goes through, otherwise it bounces off the wall. Of course, higher skill levels allows for passing the skill check more often, thus fortifications are less effective against highly-skilled enemies.
2) If so how often does it happen?As implied above, it happens much more often for elite marksgoblins than the run-of-the-mill ones that come in swarms. It's almost to the point where normal marksgoblins are totally ineffective against fortifications, and fortifications are totally ineffective against elites. Another part of the problem is that elites get a higher rate of fire, so even if only half of their shots go through it's still like the defender is sitting in the open against a few normal marksgoblins, which is of course very much lethal if unprotected.
Basically I want to know if this is a bug or I'm just super-unlucky.You might just be super-unlucky, but probably not. In the future, armor your marksdwarves, give them wrestling training when possible (for the dodge% boost), and have them carry shields. Marksdwarf defenders are rediculously effective, but they're not invincible.
Nick
How far can something fall and still live most of the time? I want to make a pit to toss enemies into that has a dragon at the bottom. I want them to live long enough to fight the dragon. I want them broken but not dead.5 is often fatal, but in my experience isn't often immediately fatal (they land, then bleed out). If you want them to actually "fight" the dragon, 2-4 should be enough to give them bruises and broken bones.
1) Are goblins supposed to be able to hit targets behind fortifications?Highly skilled enemies can shoot through your fortifications. It'll never happen with regular bowgoblins, but the squad leaders can do it nearly at will.
2) If so how often does it happen?
Basically I want to know if this is a bug or I'm just super-unlucky.
Nick
How far can something fall and still live most of the time? I want to make a pit to toss enemies into that has a dragon at the bottom. I want them to live long enough to fight the dragon. I want them broken but not dead.
Might as well use this opportunity to flog my dead horse and point out that there is almost never a reason to put your fortified marksdwarves on a different z-level from the things they're shooting at. Height provides no real bonus and the angle makes it far less likely that missed shots will hit the squadmates of whatever the marksdwarf is shooting at. Use moats to separate enemies from your fortifications instead.
What about enemies shooting in? Won't the height/angle make it more difficult for enemy bowgoblins to target your inner fortress dwarves?
When I've put fortifications up a z-level, I've generally only had dwarves standing immediately next to those fortifications get hit.
1. Squads and counter orders
It seems my Dwarfs in squad can break off to drink water when thirsty, is this normal?
So the alternate question is, what happen if I manufacture armors while dwarves are tout not fully equipped? Will they backtrack to wear more stuff?
2.
bonus question, can the priority of tasks altered? Say I want that Woodcutting has a weight of 100 and farming 33, etc. At least I would like to know if a table exists listing the weight of each task, so I understand better how to manage the work flow.
4. I have berries in a food stockpile, one per square. Why the dwarves are not using one of the idle bin to pool them?
3. If somebody has an answer about Roads: for what they are for?
When I've put fortifications up a z-level, I've generally only had dwarves standing immediately next to those fortifications get hit.True, but personally I rarely if ever have dwarves near fortifications who aren't immediately next to them. Other exceptions would be if you have stuff (e.g., trees) you want to shoot over or if the fortifications shoot down a gradual slope. I did say "almost never."
hu ok... so for squads, you'll see a constant stream of soldiers going to bed, drinking, adding a new armor if available, etc. from the frontline? This is not very cool...True, but if it makes you feel better this will be much improved in the upcoming version.
As for berries, I also have spare barrels, i.e have barrels in a stockpile, berries one by one in my food stockpile... and they are not pooled.It takes time. First a furniture hauler has to bring the empty barrel to the food stockpile, then food haulers will (slowly) fill it up.
new question, I'm very confused by what my hauler will grab or not outside. Not speaking of claim/forbid here... Let's suppose that I have a refuse stockpile and that I have made sure that some stuff are not forbidden to them, what would prevent them from picking say the corpse of an antman outside, or some bone? Some general setting I mean? Because I would like them to clean the surrounding, but they don't.In the [ o ]rders menu there are general settings for refuse.
hu ok... so for squads, you'll see a constant stream of soldiers going to bed, drinking, adding a new armor if available, etc. from the frontline? This is not very cool...
As for berries, I also have spare barrels, i.e have barrels in a stockpile, berries one by one in my food stockpile... and they are not pooled.
new question, I'm very confused by what my hauler will grab or not outside. Not speaking of claim/forbid here... Let's suppose that I have a refuse stockpile and that I have made sure that some stuff are not forbidden to them, what would prevent them from picking say the corpse of an antman outside, or some bone? Some general setting I mean? Because I would like them to clean the surrounding, but they don't.
Asking Toady to do a study on this doesn't make much sense to me
Asking Toady to do a study on this doesn't make much sense to me
Architect said "ask Toady himself OR do an extensive study." Y'all should work harder on identifying miscommunicated points.
Asking Toady to do a study on this doesn't make much sense to me
Architect said "ask Toady himself OR do an extensive study." Y'all should work harder on identifying miscommunicated points.
Architect: I'm sorry for busting your balls over this.Don't worry about it. I've taken to just shutting up if people stop reading and start arguing.
I've taken to just shutting up if people stop reading and start arguing.
Thank you so much! There's a point where I just give up now. It seems that once someone decides they're going to argue with you or disagree on a forum, they no longer read what you're actually writing and it is impossible to come to an understanding.
(...) doesn't give either of you license to become openly dismissive.
The stupid elves have stopped bringing me nice creatures, I managed to get a tamed wolf from them the first time they showed up but every time they come since then they just have barrels of cloth. Have I pissed them off in some way?Just the opposite. Elves are freaky; the more they like you, the worse the stuff they bring becomes. Kill them all and/or seize all of their goods a couple times and they'll stop bringing oodles of cloth and start bringing useful stuff again.
They're gluttons for punishment.Incidentally, will this make the pack animals go at some ungodly-slow speed due to the extra weight (like how traders love loading all their heavy stuff onto one wagon, which is still plodding towards the depot when the traders decide it's time to go), or does the extra capacity prevent that?
Alternately, you can go into the RAWs and change the carrying capacity of each animal. The default is from 1000-1500 on pack animals; I just set it to 40k recently for kicks. 5000 would be plenty.
Looking up the thread with the info for you...
http://www.bay12games.com/forum/index.php?topic=49261.0
Found it.
Incidentally, will this make the pack animals go at some ungodly-slow speed due to the extra weight...?
This is more technical, but how can I increase the resolution and grid count properly? Every time I mess with it, my input times are laggy or do not register, and the screen is warped. I followed the wiki page for technical tricks, but I do not understand the grid count posted at the bottom of the page.Easiest thing to do is to switch to one of the new d* versions, which support window resizing and zooming (among other things). 40d17 (http://www.bay12games.com/forum/index.php?topic=44829.0) is the newest, but I hear it has some stability issues, so you might want to go for 40d16 (http://www.bay12games.com/forum/index.php?topic=40349.0) instead.
I forgot to set the boiling point of the gas inside the body of a floating creature, so the poor thing died with the message "<name> has condensed."
I cannot for the life of me understand how to move around caged prisoners. I recently caught a batch of ambushers and would REALLY like to collapse a few tons of rock above their heads, but Animal Stockpile and Q/K/V --> Cage Trap all fail me.
EDIT: Also, how do I remove their belongings?
EDIT: Also, my DM demands an item in his Throne Room. Levers, statues and whatnot aren't satisfying her.
1. In stockpiles, you have the option to set a number of barrels and bins... It is at zero by default... How can I specify I don't want any bins in a given stockpile with that?
2. Can puppies in cage grow to adulthood?
3. Are caravans of a given civ always arriving on the same spot? Because it seems I need to put road to show them the way...
10 idlers, and none of them will touch the goblin cages! What went wrong? I have the animal stockpile ready and waiting!
I got it!!
Dumped items are now garbage, so won't be dumped if outside, unless the Dump Outside general setting is enabled!!
If I follow what you're saying (and I'm not entirely sure I do), you have a food stockpile placed under a stone and a stone stockpile placed elsewhere. Well, the stone wouldn't be moved because there'd be no one to stockpile it, and the food wouldn't be placed in the food stockpile because there'd be no free area to store it until the stone on top was moved for various reasons, so, uh... I guess nothing at all would happen. Dwarves won't actively move objects off stockpiles that shouldn't be there, you need to have them dispose of the 'bad' objects so that the stockpile has free space for the 'good' ones.My recollection is dwarves will ignore existing items to place items in a stockpile. That is if you have a stone stockpile, then use the settings to disable stone and enable food - they will leave the stone there and drop food on top of it.
They're gluttons for punishment.
Alternately, you can go into the RAWs and change the carrying capacity of each animal. The default is from 1000-1500 on pack animals; I just set it to 40k recently for kicks. 5000 would be plenty.
Looking up the thread with the info for you...
http://www.bay12games.com/forum/index.php?topic=49261.0
Found it.
hu ok... but if I get the message that they found a path to my non reachable depot (something like that) ,it means I only get a caravan with mules but without the wagon, right? So I need to clear the path to the edge with a road I guess?
1.Injury: One of my dwarves broke his leg in combat, he is resting now for the third year... Could my water source(which is a murky outside water pool) be the reason for this? Or what else could cause such a coma from only a broken leg?
2.Water: Do underground water sources dry up?
3.Water: Would it be possible to create a stable running source of water from a(/some) murky pools? I think of letting the water flow down a few z levels (where it would create a small river) then pumping it up again (where it would flow back in the pool)... possible?
4.Does tower-cap grow near an artficial underground water source?
thanks in advance!
Just remember that tower-caps will only ever grow if you have discovered a naturally occurring underground water source - a pool or an underground river. The discovery message you get when you find one of those two features is a necessary trigger to unlock tower-caps and other underground plants. Once that has happened tower-caps will grow on any muddied underground soil or rock, regardless of where they are on the map or what the source of the water that muddied that tile was.4.Does tower-cap grow near an artficial underground water source?4) Tower-caps will start growing on any muddy underground tiles, anywhere. This includes water channels, even constructed ones, so build floors (roads might work too) anywhere you're channeling water underground or trees will block the flow. Even if it's magma.
They'll also become true alcoholics if they are "desensitized", in other words "...doesn't care about anything anymore", which can lower productivity significantly as they're always running off for a drink.
No offense, but have you actually experienced this? I thought not caring "about anything anymore" was normal for warriors, and I have not seen them start drinking more. They'd continue sparring and fighting as earlier.
EDIT: I've now looked at some of my fighters, and they have traits like "getting used to tragedy", the aforementioned "doesn't care about anything anymore" and being "a hardened individual". The first trait (and probably the second) doesn't make much sense, as there have only been few casualties in my fort (no deaths and only a couple wounded).
Hello Tarn! If you have a time, could you help me to resolve an unneeded debate? Does "does not care for anything anymore" trait make dwarves to drink more than usual or not?
From what I can tell, it only effects the happiness effects for dwarves, but if a creature that does not have the alcohol dependence of dwarves gets to the maximum value, they acquire it.
He may require plant cloth, made from pig tails or similar.
He may require plant cloth, made from pig tails or similar.
right, but why he don't take my extra turtle shell? the item is in a dump pile outside, is not forbidden, civilian can go outside, path exists.
There's plenty of trees on my embark site, yet no river, and it rarely rains..There's no way of knowing whether you have an underground river at your site unless you checked with the site finder on embark, or you cheat with a utility. You'll just have to dig around and look or find a new site.
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?
This is more technical, but how can I increase the resolution and grid count properly? Every time I mess with it, my input times are laggy or do not register, and the screen is warped. I followed the wiki page for technical tricks, but I do not understand the grid count posted at the bottom of the page.Easiest thing to do is to switch to one of the new d* versions, which support window resizing and zooming (among other things). 40d17 (http://www.bay12games.com/forum/index.php?topic=44829.0) is the newest, but I hear it has some stability issues, so you might want to go for 40d16 (http://www.bay12games.com/forum/index.php?topic=40349.0) instead.
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?
These don't make any sense.
Thanks, though i would have prefered to read "as deep as you like, mate! But beware of the demons in hell!" or so...Such a thing is coming, eventually. Next version, the underground limit is supposedly being increased to 50+ z-levels, with levels becoming increasingly dangerous as you dig deeper, as well as more rewarding (supposedly there's going to be magma more-or-less on every map if you dig deep enough for it). It's not going to be truly infinite yet, but the underground is going to be much more interesting.
My question is simple enough.
If I pour magma in a 4/7 or higher column ontop of a up/down staircase then pour water on it, will the stairs disappear, or if you mine out the obsidian made will the stairs still be there encased?
Oh cmon.1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?
These don't make any sense.
This is more technical, but how can I increase the resolution and grid count properly?If you use the latest versions, you can:
Well there is a way to know if there's NO underground features.There's plenty of trees on my embark site, yet no river, and it rarely rains..There's no way of knowing whether you have an underground river at your site unless you checked with the site finder on embark
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
1 - of used socks and smelly pants...They own the things they intentionally get for themselves, such as clothing items and trinkets and stuff. They don't own items you assign to them: armor/weapons/tools. They happily run around in rotten clothes because Toady One remove the unhappy thought from that, and once the economy kicks in, they buy clothes and store them in their cabinets. At least I haven't got a single clothing item to rot away before the economy starts.
2 - Ultra-compression storage:This is called a "quantum storage" trick, many people do it a lot, i.e. I do it with my craftsdwarf's workshop: I drop stone from a z+1 on a tile next to craftsdwarf's workshop, and he always gets TONS of stone and he doesn't have to run to get it. I place mason's workshop nearby so they share the pile.
3- Siege exploitsCurrently you can do it easily. Improved sieges are in the future development plans, Toady One just can't do everything at once :P. For now I don't use this trick anymore, but some mods require it.
Deon, I really don't think that they are exclusively found in mountain regions. The only feature exclusively found in mountain biomes is HFS.
Currently all the main features (except for rare magma pools in plains) are in mountain regions. So if you haven't got a mountain as a part of your embark rectangle, you don't have any water.
If you have a mountain tile or a few in your embark rectangle, the features like UG water/pool may be only under those tiles, so it limits the area of exploration drastically.
I've found underground pools, rivers, and magma pipes in non-mountain biomes.Now, let's return to you stating that you have a prove of a common fact being wrong. I really want to see the save of the game with an underground river as a non-mountain feature. It sounds as a bug because nobody else saw it, so please upload it to http://dffd.wimbli.com/ and let us check. I'll pm Toady One and ask how did it happen, it's the only good way to get fast real answers.
Seriously now, what the hell is it with The Architect taking everything personally?
And to sum it up, do you have non-mountain underground rivers/pools or not? That's all I want to know.
They own the things they intentionally get for themselves, such as clothing items and trinkets and stuff. They don't own items you assign to them: armor/weapons/tools. They happily run around in rotten clothes because Toady One remove the unhappy thought from that, and once the economy kicks in, they buy clothes and store them in their cabinets. At least I haven't got a single clothing item to rot away before the economy starts.
I explained myself carefully to you in the first, at which point you refused to reread what I had written and continued to berate me over my stupidity for suggesting something I never had.
sometimes the thought processes of forum posters make me want to scream. Why do I even need to type this!?can be taken as condescending or implying stupidity, despite your assurances to the contrary. That, coupled with my mistaken perception that you were the one who misunderstood me, and not the other way around, made me reply perhaps less politely than I otherwise would have. Then I apologized, to which you responded with what sounded like a thinly-veiled insult.
Assimilateur, it's solved, let's move on to the questions :P.
the weapon stockpile is made of one tile, and there is an empty bin in it. Can it be the problem?
The only thing I can suggest if you're not into cheating is the Water Therapy.
OOO
OcX
OOO
ObX
OOO
O=Wall
X=Door
b=Bull
c=Cow
Cows can't be milked in the current version. That's because of the weird mechanics of milking that require the dwarf to hold the milked creature in one hand and a bucket in the other. Accordingly, that's only possible with vermin (namely purring maggots), while cows can't be picked up that way.
Of course, your cows are still gonna be good for a meat, leather and bones industry.
Say you embark into an area that is one tile wide on your embark screen. after embarking, you are shown a small area that is ground level of your map.
My first question is HOW many squares that area is.
My second is if you were to dig downward 1 level, HOW many spaces could you dig into?
Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.That is true. I know that liquids can be dumped out of containers, and they will still exist as usable objects. It's worth a shot.
You can make custom reactions to have a milk industry. It's not the same, but it lets you play the part.You can also create custom reactions to make animals at the smelter, but they come out as verimin-size. I wonder if custom created vermin-sized cows are milkable?
The dwarf on the wall don't want to move... First, he was a civilian and did not respond to any order (he was with 'no job', not 'on break'). Then I switched him to soldier with order to stand down in barrack, he don't move either.I'm not sure from looking at the screenshot, but it looks like there's no stair he can take down. To move downward he needs both a down stair on his level and an up stair on the level below. It appears that he only has a stair on the level below and not one on his Z-level. This would be a case where Stonesense isn't giving you an accurate picture - it looks perfectly traversable from the Stonesense shot, but DF disagrees.
I wonder if custom created vermin-sized cows are milkable?
Sorry, I don't know what the problem was without seeing what you did to the raws ;)
Probably just a bug that wasn't your fault anyway. Whatever creatures the elves bring seems somewhat randomized. I hope someone with more experience has a better answer, like "They bring things from biomes their civilization has settled in" or something like that. I just don't know.
They will be just puddles and dwarves will clean them.Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.That is true. I know that liquids can be dumped out of containers, and they will still exist as usable objects. It's worth a shot.
I have a question regarding Giant Eagles, I managed to buy a couple off the Elves and got a message that some giant eagle hatchlings had been born but I can't find them anywhere in my units list, animals list, cage add list or just looking round on the map. How do they work exactly? Does this mean the female has laid eggs and I have to wait for them to hatch? Or perhaps a bug that they didn't appear?I am a bit terrified by the thought, but was the mother eagle flying above? If so, check the "corpse" list. And yum yum, giant eagle biscuits.
TrainingPersonally i use the bones of the goblins they kill.
How do you manage to train your marksmen without using thousands of bolts? I don't have a rain forest to chop nearby, you know!
Why shoot at stone or wood targets when you can use live goblins instead?
livestock you raise yourself is going to be your best source of bones unless you're being besieged by a shitload of monsters (which shouldn't be the case for the first several years, unless you've modded your game).
They will be just puddles and dwarves will clean them.Btw, how do you plan to make reactions which produce actual milk? You cannot use buckets in the smelter.That is true. I know that liquids can be dumped out of containers, and they will still exist as usable objects. It's worth a shot.I have a question regarding Giant Eagles, I managed to buy a couple off the Elves and got a message that some giant eagle hatchlings had been born but I can't find them anywhere in my units list, animals list, cage add list or just looking round on the map. How do they work exactly? Does this mean the female has laid eggs and I have to wait for them to hatch? Or perhaps a bug that they didn't appear?I am a bit terrified by the thought, but was the mother eagle flying above? If so, check the "corpse" list. And yum yum, giant eagle biscuits.
My question is simple enough.
If I pour magma in a 4/7 or higher column ontop of a up/down staircase then pour water on it, will the stairs disappear, or if you mine out the obsidian made will the stairs still be there encased?
The stairs will be destroyed, though your miners can just dig an up/down staircase and it will be just as if they'd dug around the old stone staircase. It will then be an obsidian staircase.
you can always use archery targets, for that. ::)
This is a very noobish and most likely laughable question. But reading the DF Wiki has only made me more confused.This is actually a little tricky, since you're dealing with water pressure and could flood the fortress. You have two options. One, you could dump your water into a pit, then close it off using a lever and floodgates before it overflows. However, this will eventually dry out and require refilling, from your question I'm guessing you may already know about this. If you don't mind refilling every once in a while, though, this is the simplest and safest (to build) option. If you want the water source to be self refilling, you'll need to use a pump. Dig a shaft near the river to 2 z-levels below where you want your well. One level above that, dig out a horizontal wall and and least 3 squares in a line with it. Place a pump to draw water from the shaft, then place your well. The simplest, if not necessarily the best way to power the pump would probably be a windmill that powers a vertical axle running in or parallel to the feed shaft.
I have a brook and want to make a well. However, anything underground is below the brook and as far as I know, you can only have a well above water. Is it possible to channel the brook into some kind of water pit which I can then stick a well over and have it not run out of water (and flood the fortress)
Any ideas, or am I just trying the impossible/missing the obvious?
MMM
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I have too a problem with a well...I'm assuming you have someone with the Architecture labor enabled? One possibility is that the chosen components are on the wrong side of a channel, perhaps the one you want to build the well in. The well may be accessible, and the parts may be able to access the well, but that doesn't always mean the dwarves can get to the parts.
It says 'waiting for architect', but I have 2 idle, and they don't want to go there... The well is a bit far from my fortress but still, path exists (I have some hunters using the tunnel for their hunt).
The well is below the surface, pointing to water one level below it.
This is a very noobish and most likely laughable question. But reading the DF Wiki has only made me more confused.This is actually a little tricky, since you're dealing with water pressure and could flood the fortress. You have two options. One, you could dump your water into a pit, then close it off using a lever and floodgates before it overflows. However, this will eventually dry out and require refilling, from your question I'm guessing you may already know about this. If you don't mind refilling every once in a while, though, this is the simplest and safest (to build) option. If you want the water source to be self refilling, you'll need to use a pump. Dig a shaft near the river to 2 z-levels below where you want your well. One level above that, dig out a horizontal wall and and least 3 squares in a line with it. Place a pump to draw water from the shaft, then place your well. The simplest, if not necessarily the best way to power the pump would probably be a windmill that powers a vertical axle running in or parallel to the feed shaft.
I have a brook and want to make a well. However, anything underground is below the brook and as far as I know, you can only have a well above water. Is it possible to channel the brook into some kind of water pit which I can then stick a well over and have it not run out of water (and flood the fortress)
Any ideas, or am I just trying the impossible/missing the obvious?
seen from the side:Code: [Select]MMM
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Once the well is done, shall I transform it into an activity Pond?
I would like the dorfs to only take water from it, not from the river.
\Once the well is done, shall I transform it into an activity Pond?
I would like the dorfs to only take water from it, not from the river.
More training marksdwarves up faster, actually, but yeah, you'd save on bolts as well.you can always use archery targets, for that. ::)
Yes, but he's proposing a way of conserving bolts, right?
oki doki, will do about well and water source. Just to confirm, I designate a 3x3 zone at the level of the well, not where is actually the water (yes, I'm not gifted by nature ;) ).You don't actually need to designate a water source if you've built a well.
1. It seems to me the enemy civs archers have unlimited arrows, or I'm under false assumption?No, they just have lots (40, I think). You can see how many they have by pushing enter while their quiver in the inventory is selected
2. Does F or D has any effect on items in the inventory of a dorf, like 'hey drop these 3 bone bolts immediately' with F... that would be cool.F, not really, although it'll work for job items. D, yes, but you'll have to wait for an idle dwarf with the refuse hauler task enabled.
4. I have a miserable dwarf, doing tantrums. Can he raises in morale or he is definitively lost?The thoughts dwarves get when tantruming are mostly positive so eventually, if he doesn't get killed, he'll work his way out of it. If he goes to jail that'll effective reset his mood, too.
5. related to 4., can I plug a costly item into the room of a low level dwarf to raise his morale, and when the 'operation' is done, remove the statue for other usage, without generating an extra negative though (do dorfs trace what they lost in furniture somehow)Yeah, not a problem, they don't notice when their room quality goes down.
6. I still have a problem with my Sheriff's room. Each time I assign him to the room, there is another (male) dwarf assigned at the same time (2 persons assigned). How can it be possible?Are you sure the sheriff is a dude? Sounds like they're married.
7. I still don't get why my 'take from custom stockpile' settings don't work. I want to pick up only steel and iron xbows. In the settings, should I have in white the 'can use' and 'can not use' (I don't care to take also non usable ones), or should they be in grey? My settings are: xbow highlighted (in white), steel and iron metals highlighted, can use and can't use highlighted.Are your quality settings in the receiving stockpile enabled? If the original stockpile has bins, does the receiving one have empty bins?
Nothing happen...
Don't be mistaken Architect, I have already read for several hours worth the wiki...
Another question, about canceling orders... This really annoy me, this lack of control on dwarf orders. I have a soldier which want to pick up an item in a tunnel, problem, there are 20 lizardmen between him and the item (and I don't know which item, as the game don't point you on it, otherwise I would have Forbidden it).
So... I decide to switch him to civilian, in the hope this will reset his orders, but nope... He continues boldly (stoopidly to be precise)... As he is a civilian, when closing in, he realize his folly, and cancel his order... Alas, a crossbow bolt hit him, and he is unconscious, so basically dead, seeing what its coming!!
Why are my dwarfs not hauling things to the furniture stockpile? I have a stockpile right next to the workshops, there are dwarfs with furniture hauling enabled, and the furniture is not forbidden, why do they refuse to haul it? The same goes for the siege ammo.
For some reason, my dwarfs stopped storing food in barrels and began leaving everything on the floors of my food stockpile. I have plenty of empty, non-forbidden barrels. What's up with them?
Check if your food stockpile is accepting barrels. You'll see how to do it when you view a stockpile as a building, via q. You might have set the number of allowed barrels lower than it currently is by accident.From the looks of it, the stockpile is accepting barrels. Sometimes they'll decide it's a good idea to put food into a barrel. Other times, they just chuck it onto the floor.
Another question, about canceling orders... This really annoy me, this lack of control on dwarf orders. I have a soldier which want to pick up an item in a tunnel, problem, there are 20 lizardmen between him and the item (and I don't know which item, as the game don't point you on it, otherwise I would have Forbidden it).
Ok, is there some sort of workers union? The carpenters are on strike, refusing to do work, nobody wants to haul anything from the carpenters, masons, clothiers, jewelers, siege, and recently wood furnace workshops :-\It's possible that you accidentally turned off hauling in the (o)rders menu. Could be a problem with the stockpiles, are you sure they're not full? Have you been feeding your dwarves booze? Are the haulers actually idle, or are they busy with some other task (including being on break or partying)?
Is there anything I can do to make 'em start hauling? There are no inaccessible areas and the items have not been forbidden.
Just curious... It seems that long tunnel with a stone trap in each tile is very cheap and extremely efficient to dispose of a siege, no? Why would I want to make others defenses except for fun?
Is there anything in the game that's fairly large and "bouncy"?
Is there anything in the game that's fairly large and "bouncy"?
Nobles.
Is there anything in the game that's fairly large and "bouncy"? I need a ball for a possible pinball machine megaproject.As far as I can tell all objects are affected in exactly the same way when thrown by bridges, as are all non-megabeast creatures.
Is there anything in the game that's fairly large and "bouncy"? I need a ball for a possible pinball machine megaproject.As far as I can tell all objects are affected in exactly the same way when thrown by bridges, as are all non-megabeast creatures.
Smoothed and engraved natural walls.Thanks! I'm assuming natural unsmoothed walls are superior to block walls then.
Unless the block ones are adamantine or something.
Thanks! I'm assuming natural unsmoothed walls are superior to block walls then.Unsmoothed natural walls actually are worse than block walls if both are of ordinary stone, while smoothed natural walls are just as valuable. It's engravings that really push the value up; an engraving is worth 10*the material's modifier*the engraving's quality modifier, which is added to the smoothed wall's value.
What are the values of the different types of walls? (unsmoothed,smoothed,engraved,rough,block)
Thanks again! ;D
When there is obsidian as a layer of the biome can I be sure to find some magma? How about rhyolite and the like?
When I try to reclaim a fortress which has HFS, a chasm, an underground river and a pool, and a bottomless pit, I get 70+ dwarves. Is there a way to lessen their numbers without digging some sort of messy passage so the marksdwarves can shoot everything?
Thanks! I'm assuming natural unsmoothed walls are superior to block walls then.
What are the values of the different types of walls? (unsmoothed,smoothed,engraved,rough,block)
Thanks again! ;DSpoiler (click to show/hide)
How large, exactly, is a magma pipe? I know that the aboveground ones are about 20 tiles in diameter in my experience, but what about underground? Also, what's a good way to find them?They're roughly between 10 and 30 tiles in diameter, with a random size on each level they occupy. From the top z-level they're on, which is usually within 5 z-levels of the surface, they go straight to the bottom.
How large, exactly, is a magma pipe? I know that the aboveground ones are about 20 tiles in diameter in my experience, but what about underground? Also, what's a good way to find them?They're roughly between 10 and 30 tiles in diameter, with a random size on each level they occupy. From the top z-level they're on, which is usually within 5 z-levels of the surface, they go straight to the bottom.
Magma pipes invariably occupy the center of the local block they're in. This means that if you count 24 tiles from each corner and dig stairs straight down, then every 48 squares from those 4 staircases, you will find it if present. This method also invariably finds bottomless pits, magma pools, and underground pools, as they, too, occupy the center of their local block (each of which is 48x48 tiles on the game map).
Lessen whose numbers? I don't really understand the question, sorry. Are you asking for a combat strategy?I want a rather small reclaim party. I'm fine with 21 dwarf, I can understand having 49, but definitely do not want 70 - they're unskilled and have negative expendability.
Lessen whose numbers? I don't really understand the question, sorry. Are you asking for a combat strategy?I want a rather small reclaim party. I'm fine with 21 dwarf, I can understand having 49, but definitely do not want 70 - they're unskilled and have negative expendability.
IIRC, the size of reclaim party is determined by taking into account fortress wealth, fortress size, and mainly, number of active enemy units. If I still want to reclaim with less than 70 dwarves, I have to either kill all the enemies before reclaiming (tried that with a batman adventurer, killed 894 and it didn't work) or reclaim, genocide them, destroy their spawning areas, then abandon and reclaim again.
By the way, messing with the population cap didn't work.
It's not strange: they aren't placed randomly on an individual tile, it's just that what tile they are on is picked randomly.
Though that's a bit strange, it makes my life a LOT easier. Thanks!
I have another case to fill :)
Job: craft bone armor
global order: dwarves don't gather outside refuse
the object: an antman bone outside, not on a refuse or garbage stockpile/zone
not forbidden, not dumped, 'I own it as the antman was killed by one of my soldier'
Why the crafter go get it? It is not on a stockpile. This is an outside refuse. I'm confused. Should I forbid all bones and chunks from the kills on my soldiers over all the map to prevent crafter crossing the map to get his last bone?
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.
And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.
So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.
And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.
ok, so back to the problem, any kill on the map, generating bones, can potentially lead to one of your bone crafter go fetch the material, unless Forbidden! This is very dangerous... I'm playing on a big map with lot of critters (in pack of 70+) so it's The Wild out there!
It's also why forbiddance orders exist; turn on forbid other non-hunted dead (o-F-o) and other death items (o-F-t) and you won't have to deal with it yourself. It does mean that you have to reclaim enemy corpses after you kill them, but you have to do that anyway to get their gear by default, so it's not like it matters.So you confirm that no bones outside, if not on a stockpile, not with (D)ump and without 'dwarves collect outside refuse' enabled should be grabbed?I'm pretty sure that the outside refuse orders only prevent jobs from garbage dump zones and refuse stockpiles. In other words, it only prevents the collection of "refuse" from outside, not "usable materials," even if those two things happen to be one and the same such as in the case of this bone. To prevent the outside bone from being a valid target for non-dumping, non-store in stockpile tasks, you've got to forbid it or mark it for dumping.
And The Architect seems to be mistaking "the game can quene as many jobs as there are haulers for that job" with "the game will quene as many jobs as there are haulers for that job." In this case, a hauler isn't even involved (it's a bonecrafting labor), and even if it was, it is impossible to quene more than 1 job per item.
ok, so back to the problem, any kill on the map, generating bones, can potentially lead to one of your bone crafter go fetch the material, unless Forbidden! This is very dangerous... I'm playing on a big map with lot of critters (in pack of 70+) so it's The Wild out there!
That's why drawbridges and other methods of preventing your dwarves from having full access to outside are not uncommon.
I have always heard stories about drowning chambers with nobles or children, and how do you get the nobles or children inside?
So what is this? A boss with minions, is it a hidden feature of sort or something else?Spoiler (click to show/hide)
Question: why the embark option is grayed out sometime (and yes I know it is grayed out if you have an abandoned fortress in the area, but it appears for some areas of a brand new generated world).You can't embark in the middle of a mountain range, presumably because the wagons can't get there or something like that.
if i put a magma safe hatch cover over down stairs and then cast obsidion over it will the hatch cover deconstruct when i mine it out?
2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)
2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)
2. I'm sorry to ask that here, and I used the search button, but I can't for the life of me find again the thread dealing with 'exchange your world gens parameters' where ppl posted cool thing, like hellish world, etc. (hell, cool, haha I'm so funny)
You're probably thinking of the "Worldgen cookbook" (http://www.bay12games.com/forum/index.php?topic=20638.0) thread.
3. I found a good spot in my world, but I would like to know where in the world I'm, I did not make a screenshot before embarking, how can I get this kind of info now?
What about (1) how can I make passage ways into the air, literally?Stairs can be built straight up into air, but only one level at a time, and will provide support for any other constructions. I think that's what you meant, anyway...
Hi again,Um... you should be able to just build bridges out into open air, as long as you have a solid foundation for the side the bridge raises towards (which side this is can be changed when you designate it). You can also use floors, but they can't be raised, obviously. I'm not sure what exactly you're asking.
1. How can I make bridges which are only attached by the 2 extremities? Let's say I start from a cliff and want to pave my way into the air, what command should I use?
Not without physically forcing them to.
And there's no floor between the axle and the millstone, right?Damn,I knew I forgot something obvious :/
strange problem...
I created an underground pond that I filled a bit with buckets of water from the outside. But the water disappears progressively! How can it be, I believed that underground, ponds don't evaporate? Or I must reach a certain level of water to do so, like 4/7 or more?
strange problem...
I created an underground pond that I filled a bit with buckets of water from the outside. But the water disappears progressively! How can it be, I believed that underground, ponds don't evaporate? Or I must reach a certain level of water to do so, like 4/7 or more?
You hit the nail on the head: water evaporates until it reaches a certain level. I think a safe level is 3/7, i.e. 1-2/7 will evaporate.
I love playing pocket worlds and I had some questions about how my settlement affects world populations.
1. When I receive migrants, does that number of of new migrants get subtracted from the Mountain Home from wince they came? The mountain home only has 50 dwarves...
2. The goblin tower has like 13 goblins and 2 captured dwarves, does this low pop ultimately affect the size and frequency of attacks I will receive. Like if 5 goblins attack will that mean there are 5 less goblins at the goblin tower?
2/7 water will not evaporate, but 1/7 will. Same goes for magma. The thing is, if there's a single tile of 1/7 water in a large pool of 2/7 water, it will eventually (albeit very slowly) all disappear.
The ideal solution is to either feed your cistern/pool/whatever from an infinite water source, or just keep your cistern/pool/whatever small enough that you can reliably feed it without worrying about evaporation. I also like to dig a single tile channel in the pool, directly above where my well will go, to ensure that it's always being fed by a 7/7 tile if at all.
Also, if you are using as a water source then it will be depleted over time. Be sure your dwarves aren't drinking your pool away unless that is what you want!Only if there's a well over it. Dwarves drinking directly from a water source won't deplete it.
Can things float on water?No, buoyancy doesn't seem to be implemented at the moment.
Also, if you are using as a water source then it will be depleted over time. Be sure your dwarves aren't drinking your pool away unless that is what you want!Only if there's a well over it. Dwarves drinking directly from a water source won't deplete it.
Aw, my boat will have to be connected by a floor tile.
I believe liquids just drop, sadly. :(
Only if there's a well over it. Dwarves drinking directly from a water source won't deplete it.
They do deplete it if they are taking buckets to other dwarves.
I don't know about direct drinking.
The impertinent Vegetation has defaced a "thing", wat does that mean ? cause i have no clue
The impertinent Vegetation has defaced a "thing", wat does that mean ? cause i have no clueA plant has grown on a muddied engraved floor tile, destroying a masterwork engraving.
A plant has grown on a muddied engraved floor tile, destroying a masterwork engraving.
A plant has grown on a muddied engraved floor tile, destroying a masterwork engraving.
Oh, so that's what was meant by impertinent vegetation. I thought the previous poster mistyped something there, as I've never had plants grow on (masterfully) engraved floors.
I know magma wont leave the map when its on the border of the map, but what about water? I mean water originated from a aquifer.Water will flow off the border of the map, both by on the surface and through fortifications carved in the map edge underground. But be careful, if your map has an aquifer fortifications carved into the map edge underground can act as aquifers and source water forever.
Can axles/gear assemblies be submerged in water/magma? I guess for magma you would need magmaproof gear assemblies.Yes. Gears and axles work underwater and in magma, although axles will burn and non magma safe gears will melt in magma.
Yes. Gears and axles work underwater and in magma, although axles will burn and non magma safe gears will melt in magma.
Wait, does lava really not flow off the edge of the map like water?
Wait, does lava really not flow off the edge of the map like water?
Take a look at Snaketributes:
http://mkv25.net/dfma/map-6594-snaketributes
The map edge magma moat works because magma doesn't flow off the map edge.
Sparring tricks?You can either move the barracks closer to the meeting hall (or vice versa), or you can just remove the meeting hall altogether.They aren't neccesary.
Any trick to have the soldiers spar most of the time and not go visit friends in my main meeting hall? There is a great distance between the two and this is annoying. Should I lock them in a barrack with food and booze?
you can just remove the meeting hall altogether.
Actually if there's no designated meeting area, they'll tend to hang out in thier own bedrooms. At least from what I've observed.And if there is no meeting area the world becomes their hangout!
Creatures in pit
I have yet to try that... if I dump into a pit hostile creatures, I guess there is no easy mean to retrieve them safely? I would have for example to create an area with cage trap so they get imprisoned again, if I wanted to retrieve them?
I put a cage nearby them and hope they will walk into it?
perhaps in some stroke of oddity, all sentient and friendly races were wiped out in an apocalypse.Well, I'm not on an island. And they're not wiped out as it I've had encounters with elves and goblins. (Plus if I'm correct, listing a king, mayor, etc. in civs means they're active?)
or you're on an island.
Possibilities:Doh, that was exactly it. No idea how I managed to do that. Didn't even know you *could* do that (which I probably made obvious by asking the question). Thanks so much!
You have told dwarves to ignore food: {o}, {f}.
I have embarked on a (multi-embark-screen) island, and not had any troubles getting migrants or dwarven caravans. However, no other civs came. The fortress died due to Peaceful. ;)
Possibilities:Doh, that was exactly it. No idea how I managed to do that. Didn't even know you *could* do that (which I probably made obvious by asking the question). Thanks so much!
You have told dwarves to ignore food: {o}, {f}.
And is there some problem with magna smelters making pig iron. Lots of iron smelted, and lots of flux(whole floor covered with it) but no pig iron option.
I have a problem with underground river critters... How can I dispose of them? They are of the skeletal sort.You can kill skeletons with crossbows, it's just not very easy. Basically, do your best to arrange it so that your marksdwarves use only low-value bolts, like bone, since you'll probably not be recovering them for a while or ever, and just unload many, many bolts at the skeles. Most shots will just glance off with little to no effect, but some will actually hit and break bones and eventually kill the undead freaks.
I can't close in to melee, because the upper level is just air and the lower level is full of water, right? (UR channel is made of 2 z levels, one is water one is above water)
I can't kill them with crossbows, as they are skeletals?
My woodcrafter stops working when ever I tell him to make wooden cages. If I delete the cages and add other things he will make them. When ever a cage is the next thing, he stops.You mean a carpenter, not a woodcrafter, right? Wood cages are made by a carpenter at a carpenter's workshop, not by woodcrafters at a craftsdwarf's shop. I don't know of anything that would make a carpenter not make cages, but if you're trying to designate them through the manager and you've only got a woodcrafter, you simply don't have the right labor.
Any ideas?
And is there some problem with magna smelters making pig iron. Lots of iron smelted, and lots of flux(whole floor covered with it) but no pig iron option.As Diablous said, you need charcoal or coke for pig iron, and also steel. This means that for making steel bars, magma smelters don't actually have any benefit over normal smelters; you need 2 fuel, 2 flux, and 2 iron for every 2 steel whether you're running the reactions in a magma smelter or a non-magma smelter.
thank you very much Necrorebel. The 'aquatic creatures' can goes out of water is rather logical now I think of it, so I guess I'll prepare a sort of trap for the nuisances :)Not as far as I know. You could dig some ramps into the edge of the river though. But be prepared to lose the dwarf doing the digging, unless all the fish are already occupied with other dwarves.
edit, another question: is it possible to force a dwarf jumping one z level, without special devices like bridge and such?
Traps are made by dwarves with the Trapping skill, no matter what workshop they are made in. You are probably giving an order for Animal Traps, not Cages.My woodcrafter stops working when ever I tell him to make wooden cages. If I delete the cages and add other things he will make them. When ever a cage is the next thing, he stops.You mean a carpenter, not a woodcrafter, right? Wood cages are made by a carpenter at a carpenter's workshop, not by woodcrafters at a craftsdwarf's shop. I don't know of anything that would make a carpenter not make cages, but if you're trying to designate them through the manager and you've only got a woodcrafter, you simply don't have the right labor.
Any ideas?
Otherwise, no idea ???
As for fun stuff... well, you shouldn't have to worry at all about breaking into it as long as you are NOT digging up.?
About artifact, thanks for the answer. It is indeed written in the Wiki that dwarves don't admire stockpiled artifacts, so as this is a craft-work, it can't be admired at all I guess. Still it will serve as an ornamentation for my crypt, plus raise the value of my fortress.
Now the big silly question? Why would I like to raise continually the value of my fortress? To get more migrants, to get more sieges, to be King instead of the king? Just for the Fun of it? I know this is silly... but everybody try to maximize the fortress value and I don't see the big thing here.
When you smelt something, you get 1/3 of the amount of metal used to forge it. Smelt one more for your hammer.
Floodgates, doors, floorhatches: Invisible when open. If you can see it, it's closed. :)Or hasn't been built.
Yeah, what Jim said. Look up the material sizes (that can be found on the wiki or in the raw text files) of items you're melting, multiply them by 1/10 and that's gonna be how much metal you get back. Furnace operating skill doesn't affect that, it only makes melting and smelting faster.
Yeah, what Jim said. Look up the material sizes (that can be found on the wiki or in the raw text files) of items you're melting, multiply them by 1/10 and that's gonna be how much metal you get back. Furnace operating skill doesn't affect that, it only makes melting and smelting faster.
so are fractions preserved? at the smelter, globally as a game variable, or lost?
1. what is the difference in interest between the quality of food? I guess the richer ones give more happy thoughts and can be sold for more? So... why produce the lowest quality ones? Because I don't think you produce less low quality meals for the same quantity of ingredients..
A better way of handling craploads of stray animals is to butcher them all.
Mark the hammer to be dumped.
That's one solution, but I recommend doing something else. Namely, if you never appoint neither a sheriff/captain nor a fortress guard, nobody is ever going to get punished. At least that's how it worked the last time for me (which has been a while, my latest fortresses all had too low a pop to even get a hammerer).
My last hammerer still punished people, despite me not assigning a sheriff. I think. Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?). Might prevent jailings too, I don't make jails.
The best way to deal with a hammerer is to cripple it, because I've heard of them punching dwarves to death without their hammer. I always used a single spike trap in the bastard's room, often wooden, and administered one spiking per hammerstrike. The only good hammerer is a bedridden hammerer!
My last hammerer still punished people, despite me not assigning a sheriff. I think. Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?). Might prevent jailings too, I don't make jails.
That is inconsistent. You claimed that two contradictory states of affairs were true at once.
Not having a commander (as in, sheriff or captain of the guard) will force the hammerer to stand down, at least in my experience and according to what I've read on the forums.
Not assigning a sheriff/guard prevents beatings *by the guard*.
I still think you're mistaken about this (for once), but I'm not positive. I'd check the wiki but I'm meeting someone in a second.
That's one solution, but I recommend doing something else. Namely, if you never appoint neither a sheriff/captain nor a fortress guard, nobody is ever going to get punished. At least that's how it worked the last time for me (which has been a while, my latest fortresses all had too low a pop to even get a hammerer).
My last hammerer still punished people, despite me not assigning a sheriff. I think. Haven't run a big fortress for a long time.
Not assigning a Sheriff prevents beatings, I'm positive (who would dispense them?). Might prevent jailings too, I don't make jails.
The best way to deal with a hammerer is to cripple it, because I've heard of them punching dwarves to death without their hammer. I always used a single spike trap in the bastard's room, often wooden, and administered one spiking per hammerstrike. The only good hammerer is a bedridden hammerer!
Is there any use for alunite, because I have a fuckton of it and I'm not sure what to do with it.
Is there anyway to control magma without having bauxite? I know i can trade for it but I don't want to wait another year. Maybe a bridge?
Try the DF Wiki page about magma for a guide on using magma 'safely'.It is not about tapping magma for setting up magma workshops. I've built a reservoir which is holding quite a bunch magma but up until now theres nothing that whould stop the magma from draining. Usually i whould build a floodgate connect it to a Lever using bauxite mechanism. But since i don't have bauxite ... well you guess it.
What is the secret to getting the dwarfs to haul away the gear that the goblins forgot when they were torn appart?
Is it just me, or does the game turn into a battle against partys in the 4th year. party party party party party party party.My problem is usually by that time I am focussed too much on only 10-15 of my dwarfs and the other 80-120 are partying like mad (except for the millitary ones).
Am I just unlucky or does the game get stupid?
How do you remove corpses from cages?Create a garbage dump zone, then designate the corpse for dumping. Unforbid the corpse afterwards if you want to butcher it or whatever. This is also how you reclaim seeds, bones, or shells left over after taming a caged animal.
quoted.How do you remove corpses from cages?Create a garbage dump zone, then designate the corpse for dumping. Unforbid the corpse afterwards if you want to butcher it or whatever. This is also how you reclaim seeds, bones, or shells left over after taming a caged animal.
quoted.How do you remove corpses from cages?Create a garbage dump zone, then designate the corpse for dumping. Unforbid the corpse afterwards if you want to butcher it or whatever. This is also how you reclaim seeds, bones, or shells left over after taming a caged animal.
In case there were any questions about how crazy the interface for this game is.
technically that will work if you're happy to do the whole squad the dwarf is a part of
.... you can't switch on duty or out of duty a military dwarf from the select squad (x) or view creature (v) menu, but only from the military (m) list....
indeed :)technically that will work if you're happy to do the whole squad the dwarf is a part of
Except that
.... you can't switch on duty or out of duty a military dwarf from the select squad (x) or view creature (v) menu, but only from the military (m) list....
was the statement, not "One can't manipulate squad membership from the Select Squad (x) or View Creature (v) ...."
That is technically correct.
1. can tower cap growing underground block passage of fluids, I hope not!They can. They'll even block magma. Build roads or constructed floors to stop them from growing where you need water to flow unblocked.
My question: Why do my windmills (and to a lesser extent, my waterwheels) seem to spontaneously destruct when I'm not looking? I suspect it has something to do with disengaging gears, is that right?
Just hit 60 dwarfs and I'm wondering if the Fortress Guard does anything besides sparring and wandering around, I had a goblin ambush attack a lone woodcutter not too far from the fortress yet the guardsdwarfs did nothing but stand around while the elite wrestlers did the heavy lifting.They do justice related stuff (stuff dwarfs into justice cages) which prevent the hammerer from hammerering dwarfs when you don't make enough pig iron items just because someone said that you sshould (even though you have no pig iron...)
I haven't appointed a Captain of the Guard yet so will it matter if I'm only at 5/6 Fortress Guard?
Is there anyway to kick them out of the guard if they've hit great or higher?Just hit 60 dwarfs and I'm wondering if the Fortress Guard does anything besides sparring and wandering around, I had a goblin ambush attack a lone woodcutter not too far from the fortress yet the guardsdwarfs did nothing but stand around while the elite wrestlers did the heavy lifting.They do justice related stuff (stuff dwarfs into justice cages) which prevent the hammerer from hammerering dwarfs when you don't make enough pig iron items just because someone said that you sshould (even though you have no pig iron...)
I haven't appointed a Captain of the Guard yet so will it matter if I'm only at 5/6 Fortress Guard?
They spar heaps. So if you keep an eye on them, swap them out before they become legendary and replace them with a peasant to get good haulers. Or put them in your millitary and use you Fortress / Royal Guard to train your recruits.
Is there anyway to kick them out of the guard if they've hit great or higher?AFAIK you can kick them out of the guard so long as they are not legendary yet. I might well be totally wrong though?
Edit: Speaking of military commands being weird, I have a couple soldiers who absolutely insist on holding thier shields and weapons in the same hand. I know this question must have been asked a million times already, but I did a seach and nothing came up. How do I get them to hold thier shields in one hand and thier weapon in the other, and not both in the same hand? No, thier hands aren't injured. I'vw also tried telling them to drop thier weapons and shields, then pick them up again (I've tried shield first, weapon first, and both at once.) They still refuse to pick up an item with each hand.
depends, if there is also a magma chamber at the z+1 level, then it applies pressure to the z level and magma will exit a bit through your channel.I know if I did the same thing with a bunch of water I'd be screwed. But I thought "magma doesn't have pressure". Or is that just a bad rumour?
Will kobolds steal the random forbidden +Goblin bone bolt+ sitting on the map from hunting?Yes, and you will see a report of the horrible crime in your messages, and your dwarves will then carve masterwork engravings of the infamous master theft of the forbidden +Goblin bone bolt+ from your fortress. And then the kobolds, emboldened by getting away with such a grand crime, will send ambush groups to attack your fortress. I recommend preemptively flooding the world with magma.
Is it possible to have hippos and chasm on one map?I'm not sure what biome(s) hippos come up on, but AFAIK chasms come up on Mountain only.
Is it possible to have hippos and chasm on one map?You want mountains next to a tropical river or lake, as Garrie said. Try genning hot, wet maps with lots of rivers and a high elevation variation. Use elevation meshes, too (you want the mid-range elevations to have low or no frequency so you can get lowlands right next to mountains).
Speaking of theft, I modded a couple of civs based on the kobold raws (made new entities using mostly kobold data, but modified in a way that they'd siege me ASAP). Every time a modified sieger would escape, I'd be seeing engravings of them stealing the very equipment they came with.If I had to guess (and I do because I don't know, although I have heard of this before) I'd say it's lockpicker or skulking.
Now, does anyone know what tag is responsible for this? I already removed [item_thief] (otherwise, they wouldn't be sieging as early as they do), so that can't be it.
My human liason has an accident with a giant rat a few years back. Since then the humans send an army to besiege me every year instead of a caravan. So I got two questions:Eventually the humans will send a diplomat to make peace with you. Seigers can stick around for multiple seasons.
1) Will the humans ever send me another caravan? I need wood to make (several hundred) beds, and that'll take a lot longer if I have to rely on the elves.
2) Right now their siege is very boring. I locked my sally port, raised the drawbridge, and now the humies are just milling around outside. How soon will they give up?
If I had to guess (and I do because I don't know, although I have heard of this before) I'd say it's lockpicker or skulking.
Is it possible to have hippos and chasm on one map?
I killed a goblin snatcher. I wanted to make a goblin leather backpack, eat goblin meat, and make goblin bone greaves. Is it possible to utilize corpses or goblins, kobolds, or even dwarves?
the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag added to the entry of dwarves (under 'mountain') in entity_default in the raws folder will allow your dwarves to butcher intelligent enemies they kill, and [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE] will just let them butcher whoever they please.No it doesn't. I've been playing cats for the past couple of months, who have those ethics, and cannot butcher sapients.
Is there a way to make dumping items a LOW priority task ?
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?No.
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?
I have a metalsmith stricken with a strange mood she claims a magma forge blah blah blah. And after a long time I finally figured out her mystery metal is silver because she prefers it and now she is collecting everything else, could she go insane while collecting it or while she is making it?
Dwarves have been known to go insane while collecting their final material after having waited a long time. A dwarf won't go insane if they've started work on it, though. (Unless that work is interrupted.)
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.
Is there a way to make dumping items a LOW priority task ?Only allocate "refuse hauling" to LOW priority dwarfs? ;)
Can someone point me to a guide on how to find an underground river?
I embarked on a map with one, I've found the magma pipe (24 tiles from map edge....), now I just need to find my underground river so I can work out where to put my obsidian factory.
I've never had underground river before.
It looks weird having a unit list full of dead amphibians I've never seen.
Edit: I want a exploratory mining method not a link to reveal please.
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.
Are you saying you get options for "normal" metalsmith forge / smelter / glassmaking furnace, but not magma ones?
Magma smelter issues.
I get no magma options in by build menus.
I have found a pool. filled channels below the forge room with 6/7 magma, dug a one square channel down. mined 20 bauxite.
But I get no options for the magma forge or the magma smelter.
They do not even show up in the menus.
Sigh.
Are you saying you get options for "normal" metalsmith forge / smelter / glassmaking furnace, but not magma ones?
Yes
I don't understand the concept of a pump stack, the wiki is a bit confusing about it.
Could someone explain it a bit please?
Anything with the word "orthogonal" in it is begging to be simplified.
To make a pump stack first you build a pump over the water source. You use that to fill a small pool. Then you build another pump above that pool, which fills a second pool. Repeat.
is there any way to tell your dwarves to collect the corpses of wild animals and enemies from outside but to not collect dead vermin outside ?
and if you actually think that everyone has english as theyr primary language
most people will know words like orthogonal
1. Do hippos spawn in tropical brooks and streams, or only in rivers? I'm guessing it's the latter, since I can't seem to get any large fish in brooks either.IIRC brooks don'tcount as biomes, so you shouldn't get things spawning from them.
1. Do hippos spawn in tropical brooks and streams, or only in rivers? I'm guessing it's the latter, since I can't seem to get any large fish in brooks either.IIRC brooks don'tcount as biomes, so you shouldn't get things spawning from them.
I'm sorry, but I don't think you can compare using technical terminology - if words like orthogonal might even be considered that, as I'd think most people would learn that at high school - with randomly using words from a completely different language.It's actually fairly obscure. The only reason I know it is that I watch Survivor, the castaways were letting an architect build their shelter, and she used it. It took her three tries to explain that she wanted a right angle.
I'm sorry if I was a bit abrupt in my simplification. I try to be a nice guy, but I almost always fail. :-\
When HFS is generated, is it the same kind of clowns? Like, if you embark on a site, reveal to check it and find out it's a kind you don't want, can you quit without saving and re-embark to see if it's changed?
This is a super basic question but I couldn't find an answer when I searched for it.If there is an up staircase under the designated down, then yeah, I think so.
Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
This is a super basic question but I couldn't find an answer when I searched for it.If there is an up staircase under the designated down, then yeah, I think so.
Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
This is a super basic question but I couldn't find an answer when I searched for it.If there is an up staircase under the designated down, then yeah, I think so.
Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
Yep, this is right.
If there isn't an up staircase, like if you want to tunnel up out of a dug room, you'll need to "construct" one, then dig a down staircase above it.
On embark, the list of gems I could bring with was very long and, to my delight, included green diamonds, which I planned to buy truckloads of later. However, when I got my first caravan, the list of gems I could request was about 5 long, none of which was particularly nice except maybe black opal. So my question is this: is my impression that the list of gems at embark is the same list as your civ can trade with correct, or was this not a very irritating glitch and actually how it's supposed to work? Bear in mind, not just really valuable gems were gone, either. All the ornamental gems from the original list were gone, too, just a few of the semi-precious being left.
This is a super basic question but I couldn't find an answer when I searched for it.
Can dwarves dig up?
By which I mean, can a dwarf starting underground make a 'down staircase' on the tile on the z-level above them?
I'm not sure that that's even possible, of course, but it would be a DF-logic logical reason why it would work the way you've seen.
Probably been answered dozens of times: Does altering the popcap in init.txt require a re-embark or just a relaunch of the game?
Probably been answered dozens of times: Does altering the popcap in init.txt require a re-embark or just a relaunch of the game?
Just a relaunch, thankfully.
Say I wanted to mod axes to do half slashing and half bludgeoning damage. Would this work right?If I had to guess I'd say this won't work; usually in the RAWS when you have a double line it either picks the last one or picks randomly. It's definitely worth a shot, though, and you just might discover something new.
(ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE)
(NAME:battle axe:battle axes)
(DAMAGE:55:SLASH)
(DAMAGE:55:BLUDGEON)
(WEIGHT:80)
(SKILL:AXE)
(TWO_HANDED:4)
(MINIMUM_SIZE:4)
(MATERIAL_SIZE:4)
The parentheses would be replaced with brackets, of course.
Also, would the lower damage values make the weapon less effective? I want to add the additional damage type without actually making axes stronger.
It's definitely something I have never heard of, and I'm quite certain that all dwarves die when you abandon.
I've been ordering my cook to cook some easy meals, but he's made only a few hundred (as opposed to the thousand drinks my brewer has probably made) and has barely leveled. All his cook easy meal - repeat orders get canceled quite quickly; it's usually because the job item was lost or destroyed. One time it was because he needed two unrotten cookable items, even though we were swimming in booze. What's going on?
That's either some sort of weird-ass glitch, or you're missing something (like the fact that you might be running low on ingredients to the point that your cook is having trouble scraping together four untasked stacks).
So is there a way to make a weapon do two types of damage without increasing the damage it does in total?
I tested just now and I was mistaken, I made roasts just fine with only one type of ingredient (delicious strawberry wine) available.
Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications.
Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications.
Mayday's comes with catmouth and the all stones economic mod, which lets you red/green all stone types by making a fake reaction that references them.
Speaking of weird, I've recently messed around a bit with d19, which was my first distribution of DF without Mayday's modifications. I've long ago read that being able to green- or red-light all types of stone wasn't supposed to be possible in vanilla, but here I'm doing just that in d19. Has this feature been included recently, or am I missing something?
My own question: does giving a room a high ceiling via channeling or ramps increase its quality?
Hmm. I'm confused now. I have a dragon in a cage, and when I tried to move him my animal trainer was set on fire.
Wait a sec - it's in a cage trap. Does that make a difference?
Yeah, I did. I didn't think it escaped, but maybe it was just immediately trapped in another trap. After all, there were like ten in the area.
Should I build its current cage next to the one I wanna move it to, then move it?
So I think I set up too many cage traps in my current fort, because I have more goblins than I know what to do with. Currently I've been using them in an arena to do some live training for my wrestling squads, but I can't seem to disarm them. I did the mass designate dump with d -> b -> d and then look and each cage and press d to not dump the cage itself, just like the wiki said, but my dwarves don't seem to be doing anything to the cages, because when I kill the goblins they leave all kinds of weapons and clothes behind. Am I missing something?
http://df.magmawiki.com/index.php/40d:Sparring#Target_Practice
The basics
http://df.magmawiki.com/index.php/Marksman#Known_issues
Likely causes for your problem
I hope you don't feel shortchanged, but by directing you to an easily available and easily found prewritten answer, a question-answerer saves themselves many hours over a period of months.
The wiki isn't perfect, but in this case as in most others it can provide an extremely detailed explanation of all possible marksman problems when properly used.
Do dwarfs get bored? Do they get bad thoughts from doing nothing?
If I drain a pool with fish in it, what happens to the fish? I'm talking fish I can actually see swimming around.Air-drown and die, although vermin-size fish might teleport out before the water goes away. Actual creature fish that can't teleport will die.
Dwarves can eventually become upset at "the lack of work last season". This can lead to them attending meetings with your mayor, who will then mandate jobs of a specific type to be done.
What does "preserved" mean in the context of obsidian freezing? Would that mean something like:
This is a block of obsidian.
In the block is an elf. The elf is screaming.
Or something?
Oh hey again guys. Last thread I asked about making my dwarves cannibals; I was told to edit them to EAT_SAPIANT_OTHER and EAT_SAPIANT_KILL, but still I don't see the little guys roasting goblins or other dwarves. What's the deal?Whoever told you to do that was simply mistaken, probably due to having never tried it themselves. While having those ethics at ACCEPTABLE does make your people eat defeated enemies in worldgen, it doesn't change fortress mode. You cannot, at present, butcher sapient creatures without stupid workarounds that just aren't very good at all.
Having never built an ocean fort before, I want to make sure I pick a good site to embark on before doing this. So what should I look for when choosing my site to ensure I'll find mermaids there?
Also, if I were to build glass tubes filled with magma underwater, would the mermaids see it and avoid it?
i have a question, what exactly do my nobles want when they demand "item in bedroom", it seems that no matter what random junk i put in their room they arent satisfied.
anyone know what do do?
Sparring question, what type of weapon is recommended for sparring but my dwarves can stay wielding while training incase of emergency?Just give them their combat weaponry. Sure, half your military is injured, but it makes the survivors that much stronger! ;D
I noticed that I have (for the first time) two elven civilizations visible on civilization screen. Is this normal? Has something unexpected happenned? Ive never seen this in any of my ..20(?) games.
Whats causing this? An is there any way to fix it?Possibly they consider their rooms to be nicer than the meeting area. I have multiple meeting areas spread over a dining room that's Royal despite being shared (and has multiple artifacts built within its boundaries, so it's not just tables and chairs to look at), and still dwarves have a 50/50 chance of lurking in their rooms despite said rooms topping out at Decent.
In a fort im running now My dwarves have become antisocial for some reason, rather than use that nice Meeting area OR the meeting hall they prefer to lurk in their rooms.Make sure you haven't accidentally forbidden the piece of furniture your rooms are designated from, or turned your meeting area to a non-active status.
Whats causing this? An is there any way to fix it?
True, tower caps usually take a long time to grow, but a few times I've seen them sprout pretty much immediately after dousing the magma, and it's caught me out once or twice after designating the rock to be mined, and squished the miners in question.Odd. You must just have really bad luck.
I guess I'll just have to keep an eye on the dwarfs while they ramp the obsidian away :(Another option is to dig stairs and then channel them from above, or maybe just dig out the level with the up stairs (I believe that's the one that'll produce rocks). You could probably just leave the down stair level alone after the first round of farming, as stairs are definitely water-permeable.
I'm having a problem with my dwarfs not using all my bins. Both my craft and bar stockpile are overflowing, yet they only have around 4 or 5 bins in them, even though there are 7 perfectly good bins nearby. I tried taking away my bin-only stockpiles, yet my dwarfs still won't use them. My barrels are used fine, and even when I have 55 idel hauler dwarfs, nothing happens.
???
Help?
I'm having a problem with my dwarfs not using all my bins. ???I sometimes do this by micromanaging:
Help?
Thanks for the advice on the bin problem. :) I think it might be a bug, because when I produced more bins the bins lying aroung got moved, but the new bins stayed in the workshop.(because my bin-storage stockpiles were still down.) Now, my only fear is that the dwarfs have moved the bins BACK to the workshop, which would be a much bigger problem.
An absolutely ecstatic dwarf just attended a meeting with mayor (not manager). She yelled at him and got a little happier. Wiki implies this should not happen. Thoughts?Apparently there was something that had annoyed that dwarf.
So you're saying that even when they're generally ecstatic, dwarves are going to bust the mayor's balls over things like a lack of chairs?The main and perhaps only reason regular dwarves will meet with the mayor is lack of work. Since lack of work is only associated with one occasionally-occurring bad thought plus the possibility of not being able to afford a bedroom, it's pretty easy for a generally very happy dwarf to want to meet with the mayor.
Can recruits train xbow with shields? I had some recruits set to xbow, leather, shield, and they refused to practice at my archery range. I read somewhere that there are some bugs with marksdwarves and holding secondary items, but all they had were shields. So I set them to remove shields, and they started practicing immediately. Then they leveled up from recruit to marksdwarf, and I reequipped the shields. After leveling up they continued to train, even with shields equipped.According to the wiki (and I can't remember seeing anything in my personal experience that conflicts with this) dwarves with shields need quivers to carry ammo. Dwarves don't practice with the bolts in their quivers, but I wouldn't be surprised if it still applied. Otherwise it's probably something around the lines that Architect was talking about, or even random chance.
The main and perhaps only reason regular dwarves will meet with the mayor is lack of work. Since lack of work is only associated with one occasionally-occurring bad thought plus the possibility of not being able to afford a bedroom, it's pretty easy for a generally very happy dwarf to want to meet with the mayor.
The main and perhaps only reason regular dwarves will meet with the mayor is lack of work. Since lack of work is only associated with one occasionally-occurring bad thought plus the possibility of not being able to afford a bedroom, it's pretty easy for a generally very happy dwarf to want to meet with the mayor.
That does make sense, but I was wondering about the odds of seeing dwarves complain to the mayor about less serious stuff, since I don't play with an economy or even a population high enough to get a tax collector.
Alrighty... trying to figure out how tundra biomes work.
I embarked, and literally dug down and got everybody underground ASAP
but people still died of cold... why?
Dwarves indoors don't suffer from cold that I know of.
Anyone know how the TEACHING skill is used by the dwarves?Military dwarves can teach other military dwarves military skills now.
How do you assign dwarves s military int he new version? I assigned one to a squad int he (M) military menu but he is still in civilian mode.
Once you have a squad creatured, you hitthen issue orders as specified. When they're not active they revert to their civilian roles.
Once you have a squad creatured, you hitthen issue orders as specified. When they're not active they revert to their civilian roles.
What?
But 1 dwarf can't train by himself can he?
d40 question.
I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.
My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.
I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?
d40 question.
I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.
My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.
I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?
d40 question.
I have two legendary wrestlers. They have decent armor user skill and level ~8ish shield skill. I gave them silver war hammers and chainmail and set them to training. They now have around ~10 hammer skill and they can beat up goblins pretty good.
My question is this: is it safe / at what point is it safe to equip them with high quality steel war hammers? They're killing ok with the silver ones but I want them to have better weapons. I'm worried however that if they go and spar with steel hammers they will kill each other.
I guess the alternative is to not let them spar, so would that mean re-equipping them every time they go on/off duty? Or just deactivating them when they aren't on duty?
If your dwarves have high quality steel armor, usually it's safe enough to switch them over to their combat weapons as soon as they reach legendary in wrestling.
With where your dwarves are at with their skill, there'll be no problem.
I am playing d40 until 2010 has some of the bugs worked out.
I never give my dwarves anything beyond a no quality silver war hammer unless they have a nerve injury.
This is something thats bothered me before.
I wanted to create some awesome swords for my training soldiers. a present for when they're good enough to be on duty proper.
But anyway, the problem arises with gems. because jewel encrusted swords are awesome, but i think nearly every time ive tried currant version or not, the jeweler always complains the items at hand are not improvable, i have tried to improve by stuffing or decorating with bone but it never changes it.
Speaking of the new version, I'd like to propose keeping questions regarding it out of this thread. There's already a separate thread for DF2010-related "little questions", and things are bound to get chaotic if people don't use it, especially since some of us are still using legacy versions and asking questions accordingly.
Here's a couple of d40-related questions of my own:
1. Do dwarves gain experience - and hence stats - after hitting legendary +5 in a given skill? The fact that in adventure mode it still counts your wrestling experience, even if you're way past l+5, seems to hint at that. It also seems to imply that you'd get more stats (I mean, more experience does seem to entail stat increases). The reason I am skeptical is that I seem to recall not seeing any stat increases in dwarves who hit a fey/secretive mood after already being l+5 in the relevant skill.
Sort of solved. Looking at the experience requirements for stat gains, it makes sense that a multi-legendary dwarf would require more than 20k (the amount gained via fey or secretive mood) for a stat gain.
to haul everything would take ages, there must be a quicker way
mass-hide stones in a given area by pressing d-b-h
EDIT: Another question, I've built a brigde, I linked it to a lever, the bridge is open, my dwarves are able to cross it, then I pull the lever the bridge disapears (I assume it closes) ,and my dorfs STILL cross it.
The bridge is above regular terrain, not water.
How do I fix this? Are my dorfs able to walk through matter THAT easily?
QuoteThis is more technical, but how can I increase the resolution and grid count properly?If you use the latest versions, you can:
1) mouse-drag the window edge to change its size.
2) use mouse wheel to zoom out.
3) press ctlr-F10 and use mouse wheel to zoom in (it changes modes)Well there is a way to know if there's NO underground features.There's plenty of trees on my embark site, yet no river, and it rarely rains..There's no way of knowing whether you have an underground river at your site unless you checked with the site finder on embark
Does this mean there SHOULD be an underground river somewhere?
Or will I just have to do without water?
Currently all the main features (except for rare magma pools in plains) are in mountain regions. So if you haven't got a mountain as a part of your embark rectangle, you don't have any water.
If you have a mountain tile or a few in your embark rectangle, the features like UG water/pool may be only under those tiles, so it limits the area of exploration drastically.
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What happens if a hunter reaches great or legendary marksdwarfship (still playing 40d here)? Do they change profession to champion? If not, what happens if I draft my legendary marksdwarf hunter, will I be able to undraft him?You will be able to draft and undraft him UNLESS he levels up a skill while drafted, if that happens the game will recognize him as being legendary at a military skill and cause him to become a champion
I have the same problem with my monster pit. I go to throw a monster into the pit the dwarf freaks out about the goblin 5 z levels down even though there is no way it can do anything.
I'm planning on making a bridge between the bottom of the pit and the top of the pit. I'm Hoping the bridge will block the line of sight to the monster below. Then I'll throw monsters on to the bridge and release it with a lever. Once the monsters falls down I'll active the bridge again hoping it will block line of sight so I can drop another monster.
So I'm safe if they're Leg+5, sweet.Not quite, they can still gain skill-ups after legendary+5, but it's been debated whether or not it matters after that point.
How do I turn off migrants.
Will magma burn away wooden stairs?
_PPDW
____W
_=floor
P=pump
D=down stair
W=wall
Will this pump work?
How do you take pictures, like for the succession/community fort games?
All I can find is a "movies" option.
'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.note this is a thread for the last version, 40d. :)
I got a question...Hmm, did you make sure to set it as an "empty" pond?
Why does my dwarves don't fill the murky pool with water?
I zoned it and assigned it as pit/pond.
I also have zoned the water source which is the brook.
I also have some buckets.
'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.As soon as they become a hero they will.
What is the use of a totem?A trade good, that's it.
What is the use of a totem?A trade good, that's it.
'Champion' is a position now, I'm pretty sure your military dwarves won't be locked into a combat role anymore.As soon as they become a hero they will.
In 40d a hero was actually "below" a champion. You mean to say that in the new version they've scrapped the title of champion (or rather, its use to describe a legendary fighter) but left hero in and made it behave exactly as before? That would really be one hell of a buzzkill; believe it or not, but being able to un-recruit dwarves was one of the main things I was looking forward to.I'm pretty sure I've had a couple dwarves in 31 go above axe lord etc while fighting and I could still turn them back into citizens afterwards.
I'm pretty sure I've had a couple dwarves in 31 go above axe lord etc while fighting and I could still turn them back into citizens afterwards.
If someone would build the damn thing. Instead, of my 7 dorfs I tend to have 3-4 idlers.
Also, what can I do with magnetite?
IfI remember correctly,
everything made of bronze is really deadly now,
due to the high weight of the brionze weapons.
Except for that steel maul, which should be better than the iron one.IfI remember correctly,
everything made of bronze is really deadly now,
due to the high weight of the brionze weapons.
Just a reminder, this is for 40D versions, not DF2010, so this statement is inaccurate for 40D. Iron would most likely be your best bet from what you have.
In the newest version of DF is it not possible to search for magma pipes/underground rivers etc in the 'Choose Fortress Location' screen? Those features do not appear for me. What up wit dat?
Can anybody tell me the exact requirements to build a water wheel? I built one over a river with a screw pump attached, but it still says there is no power.
Hi, I just started playing the game and I'm hooked :)I'm having a similar issue, but with furniture stockpiles.
I've designated an items-only refuse pile to collect bones and skulls, but I can't get any dwarves to move them there. I added instructions to take from the food stockpile but they are still being completely ignored. I've made sure there are dwarves designated to haul refuse. Can anyone help?
Hi, I just started playing the game and I'm hooked :)
I've designated an items-only refuse pile to collect bones and skulls, but I can't get any dwarves to move them there. I added instructions to take from the food stockpile but they are still being completely ignored. I've made sure there are dwarves designated to haul refuse. Can anyone help?
I have a question. I'm still playing 40d Edition. I have noticed a bug that seems that if I pause the game for more than ten minutes (say I'm designating mining or dump jobs) that my administrator will continue to process work orders, gaining legendary in what amounts to zero time for him (Since the game is paused, and I keep a massive queue of build orders of something useless, like sand collection).
Just saying, has anyone else noticed this? I usually savescum out of it, because, while legendaries are nice, I prefer to earn them and zero-time training seems abusive to me.
A new question.
Do underground furnaces, smelters and forges need ventilation?
So a question about 40d, is it possible for the philosopher noble to ever marry?
I read in different threads about all these things people can do, like tie wardogs to an entrance or throw a cat into a channel where you flood it with water/magma and other stuff, how on earth do you do all this kind of stuff ? to me it just seems like I have no control over anything like this, I just give basic orders and wait for my dwarfs to dig that, carry that, build that or make that, lol.
How do I forbid entrance to certain zones?I forgot...You can't forbid dwarves from entering certain areas, but you can set a burrow and restrict dwarves to never leave that burrow. To block all dwarves from a small area you'll have to set the entire rest of the world to a burrow and assign all the dwarves to it.
40d question, my dwarves are refusing to bury all the cat corpses left behind when I decimated the fort's pet population through df companion, I'd have used a more tradition method like spikes or bridge over lava but many have the pet owners also had children which I did not want to kill.
If I have one fort going, can I start a new game and not lose the old fort? That is, in the same version of DF (currently using 40d).
Is it normal that about 5 rangers/hunters I've had have been killed whilst hunting ? lol. I can't imagine what killed them to be honest!.
Is it normal that about 5 rangers/hunters I've had have been killed whilst hunting ? lol. I can't imagine what killed them to be honest!.
A creatuire that's killed a dwarf should get a name.
So, I have an issue where all of my miners are total slackers. There are plenty of picks, Mining is enabled, everything, but they won't mine. They just chill in my dining room forever.
WTF?
What happens to your fort when you abandon it?
Alternatively, do sieges ever become powerful enough to take out an 11 champion military?
EDIT: To rephrase my intentions a little better: I want my fortress to die a natural death...
One of my champions randomly died, said he bled to death, now I can't really find his corpse or any evidence but there is no way he was outside, I have had them set to off duty and training them all up, is it most likely there was a training accident with the battle axes ?. Playing 40d btw. Bloody things... I have been training 11 guys for along time now, I got them all legendary wrestling and they all became champions, then started on axe training, I guess 1 dead isn't much of a loss lol.
So, I have an issue where all of my miners are total slackers. There are plenty of picks, Mining is enabled, everything, but they won't mine. They just chill in my dining room forever.
WTF?
ARGH! It turns out that this was the case. I had some issues with ramps and orientation, and then i was just convinced I was right everywhere else. Thanks!
thanks
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirstMake an underground waterway(even just one tile diverted from the river to under a hill will do), or build a roof over the river itself.
erm, actually...
I was dead wrong. I got the whole thing backwards. Sorry! I forgot that Blocks have a 5x material multiplier, so making it out of stone (aka gold nuggets) blocks is better than gold bars, although they're still better than unshaped gold nuggets. And worst of all is gold (metal) blocks, except that there's a glitch right now allowing you to make them out of 1 bar each.
All of this is dependent on gold nuggets' value vs gold bars. With platinum, nuggets are more valuable than bars. This is very backwards, and I believe gold bars are more valuable than nuggets. So... while gold blocks would normally be the worst thing, right now it's the best.
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirstMake an underground waterway(even just one tile diverted from the river to under a hill will do), or build a roof over the river itself.
Build floor tiles on higher z-levels. Build stairs to access higher z-levels.Oh right, I was thinking of how DC would only keep a tile as underground if it had a roof over it. :3
Covering rivers with floor tiles does not prevent freezing, however, so you'll have to use river diversion.
Are there any ways to keep water from freezing? In winter all the water freezes, and dwarves die because of thirstMake an underground waterway(even just one tile diverted from the river to under a hill will do), or build a roof over the river itself.
Thanks but how do I make a roof?
erm, actually...
I was dead wrong. I got the whole thing backwards. Sorry! I forgot that Blocks have a 5x material multiplier, so making it out of stone (aka gold nuggets) blocks is better than gold bars, although they're still better than unshaped gold nuggets. And worst of all is gold (metal) blocks, except that there's a glitch right now allowing you to make them out of 1 bar each.
All of this is dependent on gold nuggets' value vs gold bars. With platinum, nuggets are more valuable than bars. This is very backwards, and I believe gold bars are more valuable than nuggets. So... while gold blocks would normally be the worst thing, right now it's the best.
Thanks for answers :) But I have another problem :( There are some elk birds that came out from the cavern and they interrupt my dwarves from doing everything. Is there anything I can do with that?
is this right?
i appreciate the help, eventually we'll have a coherent theory of block dynamics and no one will need to be confused anymore
So I guess economically speaking: gold nugget blocks will always be the best option. Hopefully you didn't build half of your construction out of gold bars because of my initial mistake!
Sounds just like the floating/flying creature bug, but you haven't mentioned the child on a light blue background. Is that what is on the square?
I'm pretty sure that's what happens when a child is taken, but the goblin hasn't left the map yet, but I can't tell you for sure.
In my experience this is what happens with every snatched child. I've always assumed that the empty square is simply the last known location of the child before he or she was stolen.
Dwarfs work themselves too hard now, and then collapse in the nearest bed.Ah I see thanks
How do I create modest quarters and modest office (or meager quarters etc)?That's the quality rating of the room, to improve the quality you can do things such as making the room larger, smoothing and engraving it, putting better quality furniture in it, putting good quality anything in it, really.
I'm so tierd of the Military being so none-responsive in Dwarf Fortress, really tips me off about this game...
...
I know I can get them watersacks and food backpacks.
But they've been standing down the whole time, and when I discover that toads I put them on station and duty, and they can't even stay there för a couple of minutes.
How do I create modest quarters and modest office (or meager quarters etc)?That's the quality rating of the room, to improve the quality you can do things such as making the room larger, smoothing and engraving it, putting better quality furniture in it, putting good quality anything in it, really.
Two ways. You can assign it to a dwarf, in which case it will show up in their profile, or you can press the R key and get a listing of all rooms.I see thanks
Offices are used for paperwork and are designated from a chair. It is advisable to put a table in the office as well because dwarves will eat in their office.
I'm so tierd of the Military being so none-responsive in Dwarf Fortress, really tips me off about this game...
...
I know I can get them watersacks and food backpacks.
But they've been standing down the whole time, and when I discover that toads I put them on station and duty, and they can't even stay there för a couple of minutes.
Yes, you should get them waterskins and backpacks. But I know what you mean about the military running off to do their own thing. I've yelled at my computer before, "You guys are ON DUTY! Guard the fort!!"
There's two things you can do. Or... two that I know of.
1. If there's an area of the map or underground with vicious animals like toads, just don't mine there! You should always be protecting your fortress with doors and drawbridges and traps. Remember Murphy's law: If it can go wrong, it will go wrong. Put a barrier like a door between you and them, and lock it. [q, l]
2. Kill all the toads, and THEN you can mine in there. You don't need your squad to be on duty all the time, you just need them to stick around long enough to kill everything. Then they can go screw around.
But make sure they're all together before sending them to kill stuff. You don't want them getting picked off one by one.
Thanks for answerUse (x) or "x". The square brackets screw up the forum.
I cannot change my squads in
- menu. Earlier I could. What's the problem?
Thanks for answerUse (x) or "x". The square brackets screw up the forum.
I cannot change my squads in
- menu. Earlier I could. What's the problem?
If you're using 40d, you only switch between "on duty" squads. If they're sleeping or eating they won't show up.
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?You have to smooth the walls before you engrave them.
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?You have to smooth the walls before you engrave them.
Engraving doesn't work in 40d. When I press [d] then [e] and then select walls, nothing happens. What am I doing wrong?
Hmm if I build a wall and fortifications next to it, then build stairs up and down to this wall - how do I make my dwarves attack from this wall and make them to be able to manoeuvre on the wall?I mean in 40d version
And another question. If I will have a shell, in which stockpile it would be put?
Dwarves aren't smart enough to move away from incoming fire, so maneuvering isn't an issue. The fortifications should be on the same z-level your marksdwarves are shooting from, if you want to shield them from enemy fire. Your dwarves will shoot through the fortifications (because they're right next to them) while shots from the enemy will usually be blocked. If enemy archers get right up to the fortification they can shoot through it just as easily, but I think they prefer to go for lucky shots from a distance. Expect losses anyway, particularly from local leaders or bunches of elves.Thanks for answer
The above is just what I've heard though, I haven't used marksdwarves much (too powerful and also too fiddly).
Shells go in refuse piles, and you can set a custom refuse pile to only have shells (and assign your real refuse piles to not accept shells).
1) Can trading caravans in DF 31.xx travel up and down stairs?
2) How does one tame in the new version, if there is no more dungeon master?
Thanks!
2) How does one tame in the new version, if there is no more dungeon master?
There doesn't appear to be an option in .04 for disabling cave-ins. Did I miss something? I was considering building a great floating fortress, but it would be kinda cheap if I connected it somewhere.
@elves: Crashed as in 'boom';
it worked for the third time, so now I'm waiting for the elves to get loony;
If enough merchants die in your fort, the elves may declare war. I've yet to manage it.
@Infernalis
1. Barrels help to keep your food supply from taking up too much room, as several tiles worth of meat, seeds, or plants fit in one barrel. Also, some plant processing at the quern requires a barrel to hold the output, as does boozemaking.
2. Not sure what you want here.
The water isn't soaking into the earth, it's evaporating. What you need to do is dig out a large area and fill it from another water source.
What happens to a barrel if it's been emptied after containing a drink/seed/plant/meal/etc? I think I saw one being reused but I'm not sure;
@Infernal@Lord Shonus: thx;
In most biomes, the natural lakes on the surface will dry up at some part of the year. To put the water in a reservoir, use a pump (it's much faster) and don't make it too big to fill from your source. As long as you get a uniform depth of 2/7 or higher in the reservoir, it won't dry up. Make sure you put a roof over it if it's exposed.
@infernalis: Water has a chance to evaporate if it is 1/7 deep. I'm not sure if high temperatures change this rule though.Cooking liquids ( namely booze ) doesn't work in DF 0.31 unless it was fixed in .04 but I doubt it was, same should apply to blood. You can turn milk into cheese and then cook it though...
@aorsmith: I believe that blood can be cooked with. No idea re/hunter sleeping. He must just be lazy. ;-) re/Coffins, I have no idea but I've always wondered and been to nervous to try. And finally, healthcare is bugged, so maybe this was a bug? I have no idea really. :/ Sorry I wasn't much help.
Murky pools are weird ): I sorta wish rain fell everywhere instead, even (particularly) if that meant an uncovered hole in the ground as an entrance would be a bad idea.I imagine that could lead to all kinds of bad things. Like the world filling up with water after an extended storm.
Playing 40D, I have a Royal Guard who has been grievously wounded, losing their shoulder and everything attached. They were put to bed some time ago, but it has been strange ever since.
They are not exactly occupying the bed. In fact, other dwarves routinely use it.
They have had a bruised spine (the lightest wound), and it has not healed. This is the only injury aside from the missing arm.
They have had no status change at all. It has been many, many years, and they have never been fed or watered. Nonetheless, they maintain a 'drowsy' effect which they had when they were set down. They are completely ecstatic about this, even though nothing good has happened to them.
Have I discovered some sort of eternal dwarf that cannot change state?
That's clearly a bug, but a very interesting one. Does anyone know how to reproduce it?
I ask because I'm very interested in whether this dwarf-in-stasis can prevent the fortress from ever being destroyed. In fact, could you post your save please?
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.You have to build cage traps to catch them first. Make sure your elephants are in cages and you have an animal trainer that isn't doing anything.
Does it matter if you build a road chunk by chunk, or does it all have to be built at once?If you're building actual paved roads, having chunks might be unsightly with the building menu, but otherwise it doesn't make any difference.
So.. my craftsdorf is acting fey and is demanding stone bars and body parts. I slaughtered a bull, made a ton of stone blocks, some iron bars, and am preparing some turtles right now to get some shells. If this doesn't appease him is there any hope or should I just lock the door and slate it as a bug?
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.You have to build cage traps to catch them first. Make sure your elephants are in cages and you have an animal trainer that isn't doing anything.
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.
So far I found that "train-war-animal" only trains stray dogs, no matter how many tame Wolves / Camels / X I have in stock (even if i have no free dogs). Bummer :( . I assume you used to be able to make a War-Anything if it was tame?
*EDIT* Sorry this is for 2010, missed other thread.
A dwarf in fey mood demands gems. I want to keep the dorf, so I need to find some real quick. Is there any programme that could help me with it? I.e. by removing 'fog of earth' :)?
You get planting skill from harvesting, which is set to be done by all.Set? No by me. I checked.
@Rolan: thx :)You get planting skill from harvesting, which is set to be done by all.Set? No by me. I checked.
@Diablous: Not really. Didn't get to that menu yet;
Btw, in 31.04 my world gen took 600yrs until I got bored and stopped it. How long max can it go on?
The limit is set in the world parameters. The default is 1050 years, and it generally reaches that. Walk away for a while if your computer takes too long for your patience. It shouldn't take more than a minute to generate a world with a functional modern computer, but not everyone is that lucky.
Are there creatures in the magma sea?
This is kind of a two part question, What do you feel is the best or fastest way to make legendary weapon or armorsmiths, work their skill piece by piece, or make a bunch of peasants into the appropriate smith and hope for a mood, or maybe some other way?
Also, how important do you feel it is for the dorfs to have a preference for whatever it is they make?
I'd like my 40d unicorns to be tameable AND war-trainable.
Show me the way!
As to capturing unicorns or other creatures, other options than cage traps exist. The easiest ones is to either lure the creatures into a walled of enclosure somehow and then close of the entrance they came through, using drawbridge/floodgates etc. or make a pit with a retractable bridge over it and pull the lever/make pressure plates so that the creature fall in when it is standing on the bridge and it retracts.
2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example
2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example
They'll usually use the nearest material, maybe always. To be sure though, you can forbid every material but the one you want used.
Yeah, that's how it works. You can unforbid the individual workshops though. THe best way is to stockpile the stone you want nearby and seal the mason in with it. They only use stone they can get to.2) Is it possible to force a dwarf to make furniture from a particular material? I mean 'only mudstone' for example
They'll usually use the nearest material, maybe always. To be sure though, you can forbid every material but the one you want used.
I recently read that if you forbid every materials, every workshops that were built using forbidden materials will stop working as well? Is that true?
If I chain a wardog to restraints won't it die? It needs to eat and drink probably?
If I chain a wardog to restraints won't it die? It needs to eat and drink probably?
No, animals do not eat or drink.
Spears are one handed weapons. They can be used with a shield.
About your gneiss problem: did you reclaim the map you're on?
Anything tasked (on the jobs menu) on abandon will be unusable and unmovable on reclaim.
Hello,
I have a little question. When I start DF (V0 31 03) I have the options Continue Playing, Create New World Now!, Design New World With Parameters, Object testing Arena and Quit. Ok so far. But Is it possible to start a new fortress in a generated World that already has a running fortress in it? Meaning: I generated a world, started a fortress, left the program, started again and now I want to start another fortress in the same world - is this possible? I ask because I can´t find a start option for creating a new fortress, only new worlds.
Thanks in advance for any help.
Upuaut
Thanks for the answer on spears. Yes, I did reclaim the map, is there any way to fix it and get rid of the gneiss?
Here's one:You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?
Neat. Good to know.... Has anyone does this or is this just assumed?Here's one: What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
Neat. Good to know.... Has anyone does this or is this just assumed?Here's one: What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
Does anyone know what is different between the Age of Emptiness and the Age of Death?Neat. Good to know.... Has anyone does this or is this just assumed?Here's one: What happens if you destroy all civilizations in adventure mode, then start a game in dwarf fortress mode for that same region?You'll embark just fine, but won't receive any benefits of having civs in the game--like trading.
What you describe is the wonderful "Age of Death". More information on the Ages is here:
http://df.magmawiki.com/index.php/40d:Calendar#Ages
In this thread, it was actually accomplished and thoroughly tested, for Dwarven Science:
http://www.bay12forums.com/smf/index.php?topic=46033.0
Including the Age of Emptiness which is *even worse*.
To start an underground tree farm I just need to make some underground area muddy?
Yup, which makes for fun flinging/dropping caravans that annoy you.Not quite, wagons completely ignore the laws of physics, if you try to fling them, well, it's more hilarious to see it for yourself, but you basically end up with floating wagons.
When building anything, you can press 'x' to get a specific list of items instead of a general one by material. You can use this to pick out masterpiece quality furniture, or a cage holding a specific creature.
If you want to move creatures between cages, you need to assign them to the specific cage from the building menu, which defaults to 'q'.
I'm guessing the raccoons aren't tame.
Wild animals and thieves will try to escape if you move them from their cages.
You cannot, as they are a civilization.I'm guessing the raccoons aren't tame.
Wild animals and thieves will try to escape if you move them from their cages.
I checked goblins in creature_standard: figures they have both Trainable and Pet features :D
How do I train them :)?
What would you rather do? Go to an insane party with all of your friends, booze and a couple of ☼golden statues☼, or remove goblin crud from traps? Remove the zone where they're partying (table, well, statue, zoo) and they should go to work. Turn them off as meeting areas and it should be fine.
To stop all your peasants and farmers and legendary masons from running out onto the battlefield to grab a *narrow cave spider silk sock* and getting themselves slaughtered.
You can turn claiming/forbidding of death items on or off in the Orders menu.
I wonder, does the [SEVERONBREAKS] tag work in v31.05?[SEVERONBREAKS] no longer exists in 31.0x. This is part of the reason that BC are nigh-unkillable now.
The thing is I want to add it to the BC and other creatures.
Go to the orders menu and set "All Dwarves Harvest" to "Only Farmers Harvest."
Read Boatmurdered:What would you rather do? Go to an insane party with all of your friends, booze and a couple of ☼golden statues☼, or remove goblin crud from traps? Remove the zone where they're partying (table, well, statue, zoo) and they should go to work. Turn them off as meeting areas and it should be fine.
Wrong. What I had to do is to press d-b-d and then c (reclaim items/buildings); and that's the thing: why dead goblins' possessions are 'forbidden' by default?
I'd like to understand how exactly to edit the siege options in 40d. What files/ tags / values..
Do traffic restrictions affect pathing for military dwarves with move orders? Thanks Jim.
So I've been making lye so that I can stock my hospital with soap. The lye always ends up in a bucket, however the soap maker needs a barrel of lye to begin his work. How do I transfer the lie from the bucket to a barrel?
Do traffic restrictions affect pathing for military dwarves with move orders? Thanks Jim.
Traffic restrictions? What's tha?
One more thing: bandages. How and where do I make them?
QUESTION 1: I just started playing and finally have a sustainable dwarf camp in place. I heard that barrels prevented food from rotting in the game, so I decided to build a few for the fishing and butcher's shop, as well as the still. However, whenever I want to place them, I can't find them in the building menu. I thought it would be in "containers" or something. What's going on?
QUESTION 2: Like I said, I have a still. What do I need to make brews, anyway?
QUESTION 3: Farming sounds a bit discouraging for me right now. What plants are actually useful to grow?
QUESTION 3: Farming sounds a bit discouraging for me right now. What plants are actually useful to grow?
Ah, there's the little snag. As far as I know, you can't. To muddy the soil, what I do is usually right next to a lake underground, put in a floodgate and then chanel to the lake floods the room (not a big lake, mind you). Or you can pump water up from depths, and some people have been farming in the caverns, although I havn't played enough of DF2010 to do so.
Thanks for the traffic zones info.
Now about mechanics & masonry skill increase.
I noticed that masonry does not increase from building walls. Strength or whatnot prolly does, but not the skill.
How is it with mechanisms making - does it increase masonry, mechanics or nada?
Does setting traps / putting things like cages into traps increase mechanics?
:)
Btw, get this: my legendary record keeper is updating records. While doing so, he 'becomes more experienced'. WTFudge?
Got a question. Recently i builded up a hospital and put there 3 beds. Since that time, none of my dwarves sleep in assigned bedrooms (which are grand and royal). Instead of sleeping in personal palaces, they go and sleep in hospital and get a "slept without a proper room" thought. My can I make them stop sleeping in hospital zone?
If the economy's been activated, they may not be able to afford the rooms you've built for them, so they sleep in available beds.
Ah, there's the little snag. As far as I know, you can't. To muddy the soil, what I do is usually right next to a lake underground, put in a floodgate and then chanel to the lake floods the room (not a big lake, mind you). Or you can pump water up from depths, and some people have been farming in the caverns, although I havn't played enough of DF2010 to do so.
HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)
Your dwarves most likely just work themselves to the point of exhaustion, then choose the closest bed, no matter which room it is in.
Although, funnily enough, I've found that when dwarves collapse in hospital beds from exhaustion, my doctors will still come and diagnose him, and diagnose him with fatigue or something. It's not actually something I've seen them do, but my fort's medical history shows all sorts of dwarves diagnosed with over-exertion, thirst and hunger. :P
HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)
This is 40d topic?
HERESY! This is a 40d topic! Burn the witch! Burn the witch! :)
This is 40d topic?
Yep! 2010 question thread's over here (http://www.bay12forums.com/smf/index.php?topic=52208.0).
Someone should really change the name of this thread.
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.
i have noticed some odd bin behavior in .05... after yet another failed gobbo invasion and the suddenly busy scurrying of dwarfs as they run off to loot the scene and place the booty in appropriate and nearby stockpiles, there are times when they will simply stop even though there are bins available. I believe it might have to do with sellling all the crap out of a bin to a visiting merchant, having said bin still be labelled as 'armor' or somesuch, and it somehow being at the top of the queue for 'next available bin' etc... because every so often some bin will get pulled out of the stockpile - and this will open up a floodgate of bins moving to other stockpiles - and all my idle dwarfs will suddenly be busy again.
just a guess on my part though... i'm not really sure what truly causes the behavior
That's normal. Just be patient, the bins will be moved to your bar/block stockpile soon enough.
according to the raws no,
hammers deal damage based on the density of the material used
for example, iron has a density of 7850.
bone has a density of 500.
I hope it's nice looking, because it won't be dealing a lot of damage
1) I have economy started in my fortress. But I just cannot understand how can I make my new migrant dwarves to have own bedrooms. I build a new bedroom and I cannot assignt it to somebody because the new dwarves are just not in the list (only nobles and legendary/champs are there). So I start this room for ren[T]. But it still has 'nobody' as an owner. But [p][z] dwarf meny says that they do have enough money.
2) Is it necessary to make coins? Wiki says that you can manage without them but then what is the idea of having coins in fortress?
3) I built a couple of shops and there are owners of those but still no goods there. What could be the problem?
++
4) How can I throw creatures from somewhere? Towers for example
5) Is it possible in DF to dig a deep hole in the ground? For example to throw goblins there instead of building towers? (build a tower by the way? How?)
I keep seeing people talking about turning off weather and Temperature... How?
The Init.txt doesnt have either of those modifiers in it, so do I need to add them? If so what exactly should they say?
What happens if you drop a magma-safe creature in a wooden cage, into magma?
What happens if you drop a magma-safe creature in a wooden cage, into magma?
Your cage will be destroyed, but the creature will be teleported to the location it was caught in a cage trap. The creature may also be on fire, but that's only if it isn't magma safe.
Also, if he's a metalworker or a glassmaker, make sure to build magma and normal versions of a forge and glass furnace. They sometimes prefer one over the other.
So, how could I go about building and using a magma glass furnace (Like I said, I'm new)?
To build a magma forge, you must have fire-safe materials, an anvil, and a build site with at least one tile open over magma at least 4/7 deep. Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out.
Is it possible to make grass grow on underground rock tiles?
just to be on the safe side: underground muddied rock tiles.
Not to nitpick, assimilateur, but you shouldn't refer to the DF wiki as "Wikipedia." You'll confuse people.
Not to nitpick, assimilateur, but you shouldn't refer to the DF wiki as "Wikipedia." You'll confuse people.
Is it possible to make grass grow on underground rock tiles?
Grass should grow there as long as you don't cover the area with anything, including bridges or glass floors.
I want grass on an inside subterran dark muddied rock.
Ask your questions in the appropriate thread (http://www.bay12forums.com/smf/index.php?topic=52208.0), if you don't mind. In you case you hadn't noticed, this thread is for 40d, i.e. the old version of DF that became obsolete in April but is still played by some, presumably for performance- or bug-related reasons.
That said, I'm gonna go ahead and take a shot at one of your issues. Namely, your tanner works automatically. You're not supposed to do anything with it on your own, but your tanner will process raw hides of recently-butchered animals on their own.
If you're absolutely positive that you have animal skins as opposed to tanned leather, then there's several possibilities:
- your workshop might be forbidden (check it via 't' to find that out), or
- your skins might already have rotten, or
- none of your dwarves have their tanning labor enabled.
How often do the trade caravans come? In the tutorial of TinyPirate they came rather early and the wiki claims you get new traders every month but it's my second Spring now and no traders have arrived. Is my area so remote that traders have no interest?Elves come in the spring, humans the summer, and Dwarves the fall. My first caravan is always in the last month of fall, but I've heard some folks wait years. You won't get any caravans until the Dwarven caravan has come and gone.
I'm using the genesis mod, so perhaps this is impacting things, I downloaded it because it claimed it had bug-fixes.
My neighbours are dwarfs and cave swallow men, neither of these are at war with me (I think) and neither have leaders according to the "civilisation" tab.
I'd quite like to buy some wood! ^^;
will every starting area have magma?No, in 40d magma only came in two forms, pipes and pools, also one other way but that's a (SPOILER). :)
I read that in fortress mode, you can engrave text into walls or some sort.Uh, yes? regular engravings, d>e which must be made on smoothed stone(d>s)