Yeah, I'm in. You want a competing player? I'll take the challenge.
I ain't never frapped before, but I just got furlowed for a week, so I have some time. See if I can't get this "uploading videos to youtube" thing going...
Furlowed?Nah, I just got a job working as a sorority kitchen assistant. We went in on Thursday to set up the kitchen, and move in day is today. On Friday, I was supposed to go in and put away ~$2000 worth of food as our first (and largest) truck order was coming in. The kitchen was supposed to fire up as lunch only for the first week (this upcoming week). However, thursday evening I got a call from chef saying the house directors got together and talked, and the kitchen isn't going to be running the first week, and he had to cancel the huge orders we had coming in. I'll start up next Friday.
You don't happen to work for Spirit Tulsa do you? I heard they were recently bought out, and undergoing "Restructuring."
I think I will start my "No pick, No Axe, 1 stone" challenge I presented the OP earlier. (He gave me the impression that it was too masochistic :D We'll see.)
I think I will start my "No pick, No Axe, 1 stone" challenge I presented the OP earlier. (He gave me the impression that it was too masochistic :D We'll see.)
I just don't understand why this is seen as a challenge. I often just take a pick/anvil because I'm too lazy to pick embark items.Yeah, once you understand this, you have graduated to the next level in dwarf fortress. Its the same reason why I don't care about volcanoes or metals... its all the same...
You don't really need anything and even in glaciers you can always go down to the caverns for wood. As for the haunted/evil biome stuff, lets face it, once you're underground and have sealed the roof it's just a regular embark.
A challenge I'm going to try is to have a fort where we defend ourselves only using military (no retracting bridges, no sealing ourselves in). However I will only be training my dwarfs in kicking biting and wrestling.
Anyway I see no reason why you can't do a NO skill NO items embark. Your wagon provides all you need, as long as there are trees on the map.
Okay so I just checked, you can survive with a NO item embark without trees or plants.Can you do it without open, fishable water, though? and will fish stocks in mot places last until the start of winter when you can trade?
Okay so I just checked, you can survive with a NO item embark without trees or plants.
Deconstruct wagon
build carpenter
build bucket
build fishery
deconstruct carpenter and make second fishery
Fish until a summer migrant brings you a pickaxe
Dig to the caverns for wood
???
Profit
If you don't get a pickaxe then deconstruct your fishery and make shell crafts to trade. You need to deconstruct almost everything to make a trade depot. However I don't know if the dwarfs will last until autumn as the bad thoughts were piling up on mine by summer.
I got a lvl 11 miner in my first wave of migrants in summer so challenge ended very quickly. (Also got an uber doctor, the likes of which I've never seen before, 10 in most doctoring skills)
The rules were:Um, Weird, not to be arrogant, but go make your own thread with those rules and don't hijack this one. I'm sure Raven was commenting on the rules I setup on the first post, not your arbitrary inclusions later... which have nothing to do, really, with a single pick challenge.
NO PICK EVER
YOU ARE NOT ALLOWED TO DIG AT ALL
No axe to start, may only own ONE axe total
Embark on terrifying tundra with auto zombies and evil weather
Zero surface vegitation
Zero trees
Zero surface water
Despite these limitations, create a thriving metal industry, and a proficient metal-clad military
Become the mountain home
So, understand why it is a challenge now?
Sorry if my posts seemed disparaging, I was just genuinely wanting to know where exactly the challenge lay. Can someone clearly define 'worst possible biome' so I can give this a go? Or better yet a fresh embark so I can compare how I do :-) thanks for answering my questions, however poorly phrased they may have been!
I just don't understand why this is seen as a challenge. I often just take a pick/anvil because I'm too lazy to pick embark items.
You don't really need anything and even in glaciers you can always go down to the caverns for wood. As for the haunted/evil biome stuff, lets face it, once you're underground and have sealed the roof it's just a regular embark.
A challenge I'm going to try is to have a fort where we defend ourselves only using military (no retracting bridges, no sealing ourselves in). However I will only be training my dwarfs in kicking biting and wrestling.
Anyway I see no reason why you can't do a NO skill NO items embark. Your wagon provides all you need, as long as there are trees on the map. Even then you can always hope to get lucky and get a pickaxe with a migrant.
In tundra, you will have to go through multiple soil layers of aquifer (just one aquifer layer? psh, regen the world, silly person.) There won't be a cluster of hope somewhere in the map. You have three wood, and are not going to find any stone for at least a layer or two. You are going to need to freeze the aquifer in a 4x4 square (maybe you can 3x4 it, i dunno) to decend through. This can be done rapidly, even with a single miner, but you open yourself up to surface undead flyers.
And, this is the main difference between the two in my opinion. Glaciers have a calmer cast of wildlife then tundra. Specifically, there are no glacial flyers. Undead yetis always showed up solo in glaicers. Undead weasel people horde spawning immediately? You may not even be able to get your wagon torn apart (I didn't). In the tundra, you are going to have to breach the surface, to a more ferocious set of creatures, to get through the aquifer.
You need the stone for clay. Kiln cannot be built from wood (or ice).In tundra, you will have to go through multiple soil layers of aquifer (just one aquifer layer? psh, regen the world, silly person.) There won't be a cluster of hope somewhere in the map. You have three wood, and are not going to find any stone for at least a layer or two. You are going to need to freeze the aquifer in a 4x4 square (maybe you can 3x4 it, i dunno) to decend through. This can be done rapidly, even with a single miner, but you open yourself up to surface undead flyers.
And, this is the main difference between the two in my opinion. Glaciers have a calmer cast of wildlife then tundra. Specifically, there are no glacial flyers. Undead yetis always showed up solo in glaicers. Undead weasel people horde spawning immediately? You may not even be able to get your wagon torn apart (I didn't). In the tundra, you are going to have to breach the surface, to a more ferocious set of creatures, to get through the aquifer.
Hm, interesting. I apparently hadn't thought that through as far as you have. I always thought soil layers would have some rock in them here and there. However, if you have a clay layer you can use clay in all the ways you use ice, as far as I know, and it'll never melt.
Well, if IvyLashes fails I'll definately poke around and see if I can find Tundra instead of Glacier. I actually thought I was doing it the harder way on glaciers!
However, and my apologies for this, but my gaming will be slow for a while. I just wrecked my cycle last night and while I'm fine in general, my right shoulder is pretty banged up and really doesn't like moving my arm around much. Believe it or not flipping between keyboard and arrow keys is actually a pretty fair distance with a sprained shoulder. I'll see if I can figure it out though, I really want to get IvyLashes down into the caverns.
Hey Andrakon?
Your videos were both interesting and entertaining. I feel like I'm struggling to keep the content interesting while still showing the pertinent parts of the challenge. This seems like as good a place as any to ask, any recommendations, if you've watched over my vids?
Can I get a re-dwarf in your next somewhat successful fort? As far as LancedNuts goes, it was looking so promising! The owls just had to ruin everything D: Also if you put your food in a stockpile it will never spoil even if it is not stored in anything.Of course. :) Yeah, shame about LancedNuts. Was almost there... almost there... screwed. All I wanted to do was hatch the stairway and off I'd go. Forgot that food didn't need pots to not rot. The pots just keep out the vermin.
That new map is quite the piece of work! I wonder what the cursed clouds do... Was all that brown stuff in the snow slime or something?
I don't know if you want hints, but you can just put hatch covers over your garbage drops, and the odd cage trap nearby in those long drop tunnels at ivylashes would've saved you a lot of fighting-undead morale problems. Also, during tantrum spirals, make everyone do everything so stuff keeps getting done, get doors up everywhere, lock the madmen away, and tunnel around them. Build more than one craftdorf shop already, six is much faster. Buy lots more picks, everyone's a miner, the stone doesn't stand a chance.Hints are always welcome. Part of this is to find out what I don't know. :) The only way to do that is to share what I'm doing so people can point out my errors.
Of course, I don't see mid-game tantrum spirals as that much of a problem.This was my error. I'm very used to being able to ride out a tantrum or ten and then get on with business with a few dorfs in the jails. I'd forgotten the constant undead removal would cause so much heartache on the little beards.
And you've got me single-picking. In the desert, with no aquifer. Because going strait to the caverns for survival is interesting, especially if you miss the first one, or two. Also, no-item. Fishing murky pools will totally get you to the caravan and buy you a pick if you can survive the surface. Wrestling trains pretty quick if you bump skulls up to size 100 too.
It looks like this one may even work out for a little wile. Too bad about the migration waves being cannon fodder. A generational fort under these conditions may even be to your benefit because you have fewer dwarves to keep fed and happy! Unfortunately it also means less replacements for accidents. Good luck! :oI've confirmed I have two pairs of lovers, they just need to wed (and stay alive). Generational is a possibility.
Urst! Step up the slab production! We have another migration wave coming!... or merchants... or liasons...
How do you mean no-item? With the wood from the cart in a desert you should be able to make a few training axes and go nuts on lumber. Cactus works quite well as a lumber source, at least at first. While you dig down you should be able to pretty easily set up a palisades and a few workshops. Probably one of the only excuses for wooden armor, too. :)
Gota say I saw you mention this chalange on the questions board and gave it a try. Definatly fun, both the real world and the DF world definitions of the word. Had my first one spiral out of control due to the skin of my first butchered pack animal deciding to reanimate 2 steps after butchering was done, the dwarf didnt even have time to move before things got messy.If you are in a glacier, you can cave in a chunk of ice to make water.
Second one sadly died of dehydration. Embark said glacier, terrifying, aquifer but I couldnt find the aquifer. after initial probes failed I dug down to the caverns in desperation, they were dry and I couldnt get any of the plants down there brewed fast enough to save the first dwarf, who proceeded to kill the rest. Shortly before the fort died I did a DF hack reveal and found there was an aquifer, a small 20 tile or so section off in the middle of the NW quadrant of my embark. single biome embark as well so not sure what was up with that one.
3rd one is up to the second dwarven caravan now. 7 layer deep aquifer this time but there was a very thick vein of kaolinite runing through it. Took a bit of clearing to follow it all the way down without risking a flood but got down there. Somehow missed layer 1 of caverns and found layer 2. that ones too hazardis atm to do anything with so I used the aquifer and a bucket brigade to get a farm going, first caravan brought in enough wood and plump helmets to get that going. Sadly this embark seems relitively tame, its reanimating but nothing else. some frost wolf corpses roam the surface but caravan guards clear them out each time along with the 1 or 2 migrants that dont quite avoid them.
While a poster above is right that you can keep food from roting in a stockpile without containers you still have an issue with vermin eating the food. with no cats to contain them your best bet is to try to get pots first or you'll still loose half the pack animal before you can find pots.
Gota say I saw you mention this chalange on the questions board and gave it a try. Definatly fun, both the real world and the DF world definitions of the word.Awesome!
3rd one is up to the second dwarven caravan now. 7 layer deep aquifer this time but there was a very thick vein of kaolinite runing through it. Took a bit of clearing to follow it all the way down without risking a flood but got down there.Caution is sometimes a dwarf's best friend.
Sadly this embark seems relitively tame, its reanimating but nothing else. some frost wolf corpses roam the surface but caravan guards clear them out each time along with the 1 or 2 migrants that dont quite avoid them.If you want an embark that's going to seriously test your ability, check out the save that edgefigaro provided earlier in this thread. That Tundra's a real threat.
Just found the caverns on that world, and got the thing recorded. Going to add audio and hopefully upload. Embark shows alot of promise, I got a bridge over the freeze drill site and a wall so I have access to the above-the-aquifer area of the fort. All seven dwarves are healthy, and I hope to have booze soon.
Next step is getting the caverns fortified, though, it may be better just to carve out a huge swath of area next to the surface so trees can grow. There is water in caverns-one that will make my area easily defensible.
I may be able to get a caravan airlock made before fall.
If you want an embark that's going to seriously test your ability, check out the save that edgefigaro provided earlier in this thread. That Tundra's a real threat.
update 2
Well I got underground, got small base going. turns out this embark has a thin aquifer only 2-3 layers thick and it does not cover the whole map. found a way around the thing so got down to the caverns without issue. I got even luckier when the first bunch of migrants arived there was only 1 raven corpse up top so I quickly punched a hole out long enough for them to run in, all but 1 made it. He got a very nice slab for his sacrifice, 12 workers ftw. on less fortunate news this is a very mineral scarce embark. I've got gold, some gems, and a whole lot of rock and jack squat else. Cheated out of curiosity and DFhack prospect all came back with only gold and candy... darn. that will make new picks... interesting to acquire. going to see if I cant make a realitively safe path for the caravans to enter from some time when there are no flying critters up top cause I'm going to need them. it just turned autum and my miner is on break so this could be close.
Psh. Choose a new embark location if you are sneaking around the aquifer. The aquifer challenge isn't "pick an embark location that has a partial aquifer."
And yes, I was hoping for a thicker aquifer. What are you going to do?
The Desert Titan Dak Katakginuk Mes As has come! A towering Three-eyed cricket. It has lacy wings and moves deliberately. beware its poisonous bight!
...Its still the first bloody winter and I've got jack all in fortress wealth whats he doing here? Better yet whats he doing up in a tundra miles from the desert? :/ Had to quickly build a wall because a forbidden door was all that stood between him and the fort. he wrecked the door then I had the bright idea of opening up my trade depot. I figured the bridge couldnt smash him but at least I could lock him in while he worked on the depot. Intrestingly deconstructing a wall so I could go remove that ramp teleported all the stuff to that spot. score blocked off that opening agian and right now am hauling all this loot in to where my dwarves are staying. Yes even that lovely anvil. And because I had the forthought to slap a food stockpile designation theres still some unrotten food left
ya depot was underground. surface has never really been safe enough to send anybody up to build one. I was kinda hopeing to have enough time to pop up and seal the entrance with raised bridges to force caravan spawning but that didn't work out. either way I'd dug out the depot and a path with a big bridge/atom smasher with airlock and only exposed my miner long enough to drill the 3 up ramps at the far end when nothing was close enough to gank him.
I feel your pain. Stez was a Savannah Titan who arrived early summer... roaming the Tundra. At least you got some migrants in. Mine got webbed on arrival. :-\ You got a flier, I got a webber. That should be interesting. Is your trade depot underground? If so, very nice trap. :D
I've also got the teleportion bug fixed in my version so that wasn't an option. :( Nice bonus, though.
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.
As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.
Attract strong things to the fort* + an extra difficult thing to keep track of on top of everything else.As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.
In a word... why?
Notes.Attract strong things to the fort* + an extra difficult thing to keep track of on top of everything else.As an additional fun challenge, I propose digging out a room and assigning it to the expedition leader. The value of the room must then increase by a certain amount now and again.
In a word... why?
*At least that's how I think it works. Still learning the ropes of the game.
Till you breach the aquifer theres often no way to even make a room to begin with and once you have its still somewhat difficult to keep all 7 dwarves gainfuly employed full time, particularly if you managed to save a migrant wave. could just start slaping anything out of the masons shop down in that room any chance you get.
I have a problem getting my dwarves to idle, not work. I actually had to take some off duty for a bit just so they'd get themselves married.Once you've got access to stone sure, but that normaly implys that you've at least partialy breached the aquifer. Till you manage to get under the aquifer most of your dwarves asside from the miner spend all their time with their thumbs up their hairy arses.
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)
Looks like a good start. Nice cavern find, that's sweet. You're probably going to want to wall up the lake edge though. Cave crocodiles are absolutely brutal to unarmored dwarves and they're a cavern 1 critter. As are giant olms.I fear not cave crocodiles nor titans nor unhappy thoughts. I am dwarf, and I now have stone.
Also, I now understand what you meant with the ice drilling. Neat trick, bringing the second layer down right under the first. I need to remember that. Also nice cavern sounding system. Hadn't known about that exploit.
A couple of tricks: Instead of ramping to the surface, dig upstairs on the lower level and then channel the upper level. Produces a hole with no ramp for ground creatures and no risk to the miner.
Undead do not need heads to reanimate. Currently some goblin's hand is running around and I think it's got 7 kills to its name. I need to go see the kill lists on those undead anyway.
Be really careful of those 'fighting the undead' thoughts. They ruined IvyLashes. The only good way to fight the undead is around a corner with a machine doing the work. Then apply magma. :)
Beware titans. They can step down one z level without a ramp and I believe they can destroy open bridges. I neglected to check if my titan was breaking them when I was running some trap tests. You may want to go back if you can trap a land creature via channels and floor it over. I know they can't break that.
Food won't rot in a stockpile, ever, afaik. Vermin will eat it though. You don't need those long corridors.
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)
This is my first ever video upload to youtube, and my first time editing video in a movie program. I thought my program made it in 720. I dunno why it is 480.Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)
480p?
Or is Youtube just being stupid and higher res videos are still encoding?
On a somewhat related note, anyone have experience what will occur if you seal in your starting seven to keep bad things away and migrants arrive, only to encounter !Fun! with zombies and die?
I *guess* I need to dedicate some space for engraving slabs for all of them so they won't turn into ghosts? Even if they never were technically part of my fort?
Well, you do apparently understand how to operate minecarts, so I'm not really sure on how to judge the complexity of that. You planning a lot of traffic accidents involving corpse-destroying liquids?
You had the dwarves carrying the minecarts as if they were really big buckets of lava, which was slow and took a lot of dwarfpower. Is it possible to get the dwarves to push the carts up to the stocpile via a carved track?Sure. It requires you mining out said track, and then carving the track. At that point, you could automate the delivery with only a little more work. If you only want one or two pockets filled though, it's a whole lot less work to just have them carry 'em up, as they're moving at about 1/2 the speed they would normally carrying the minecart when it's full. I also do the same usually for carrying sand bags down to the magma forge... it's just not worth carving the track when it's just one dwarf for a month or two dragging the thing down there twice a year.
Minecarts are really confusing for me, and I've only experimented with them a little bit in much more developed forts with plentiful labor and a lower price of failure.Same for me, at first. Then I finally knuckled down and built the monstrousity that's in my link... and realized they really weren't that tough after all, once you've experimented enough with them to get a general handle on their characteristics. They require patience, though. It's not something you just slap together. You need to have a methodical plan to use them well, always have a cart escape built in, and test the design every so often to make sure each piece works correctly so you can adjust before you've got this roller-coaster monstrousity causing issues. I don't know cart speeds like some folks do where I know what tic it will teleport on, I just know what usually works, and tweak it slightly one way or the other when it's not quite right.
Part One of my fort is up. Goes from embark to discovery of the cavern.
https://www.youtube.com/watch?v=oGKeNnZ9wnM (https://www.youtube.com/watch?v=oGKeNnZ9wnM)
Hey there, very interesting threadNot at all, the more the merrier!
I have been playing since 0.28.181.40d and I never did a "proper" challenge, shame on me
But I decided to give this a shot if you people don't mind
There was a lot of FUN at the beginning of this, (besides the first 3 failed forts)ROFL. Yeah, instant self-protection is necessary.
From the original 7 only the miner and two peasants remain useful, the first death was at the very start caused by some beast, (There are two biomes one is savage and the other haunting) two others were killed by a drafhta and a giant olm, and the two others are Insane
Here are some pictures
We have found some water, the dorfs are gathering plants from the cave and built a wall to protect us from the lovely hostile serpent people
Hey there, very interesting threadIt's good to have more challengers! How was the aquifer pierce? Are you doing glacier or tundra? That there site have some reanimation?
I have been playing since 0.28.181.40d and I never did a "proper" challenge, shame on me
But I decided to give this a shot if you people don't mind
There was a lot of FUN at the beginning of this, (besides the first 3 failed forts)
From the original 7 only the miner and two peasants remain useful, the first death was at the very start caused by some beast, (There are two biomes one is savage and the other haunting) two others were killed by a drafhta and a giant olm, and the two others are Insane
Here are some pictures
We have found some water, the dorfs are gathering plants from the cave and built a wall to protect us from the lovely hostile serpent peopleSpoiler (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)Spoiler (click to show/hide)
I just digged at the frozen sea at its lowest level and then to the rock and deep into the caverns
You managed to avoid the aquifer. :)
I just found out that caged zombies are extremely docile, and I was able to pit a number of corpses into my atom-smasher.I have to say, I'm very proud of the fact that I've kept to my personal preference of not using a single cage trap yet (I didn't mention it as that wasn't part of the original challenge), and the OMG continues in that.
Cage-traps may very well be capable of providing a solution to the zombie problem.
However, the trap I'm planning on trying is a 1x10 retracting bridge atop a narrow pathway with two pits on either side. When in operation, my plan is that the bridge will be constantly cycling, and with each extension and retraction will knock the zombies into the side pits where they will probably be atom-smashed.That's an interesting idea. May I recommend you make it 30-40 squares long though (multiple bridges). This is because of how fast the kobold thief undead can move and how slowly bridges will cycle. I'm interested in finding out how well that works though.
my armorsmith successfully completed his strange mood...for carpentry. >:(
I have every intention of cagetrapping the fuck out of my fortress. Cages everywhere. In hallways. Near butchers. Dormitories. Everywhere.
I have every intention of cagetrapping the fuck out of my fortress. Cages everywhere. In hallways. Near butchers. Dormitories. Everywhere.
Yep, I have a vampire in my fort.
(How much "fun" I would have been in for had DT not shown me too much info? Vampires in zombie-land. What sort of fun should I get up to with this guy?)
Oh HELLS yes. Exploding Undead EVERYWHERE. Arranging Part 11 now for your viewing pleasure, if anyone's still significantly interested. :DI'm still interested. Last few parts explaining the minecart setup were awesome. Thanks for doing this!
Part 11: https://www.youtube.com/watch?v=Izu4Rz9fts0 (https://www.youtube.com/watch?v=Izu4Rz9fts0)
The OMG is up and running in this.
He did also have a very early titan running around webbing and killing everything that walked for quite awhile taking out those precious early migrant waves.I think I skiped a few of the early episodes so that would explain it. I do tend to build a couple tunnles out to the corners of the map to open and close fairly early on to try and get those waves in but that wouldnt save them from a weber that got close to the spawn. Generaly if there's only a few things attacking they go after one target and chace for a while and then the others sneak in while the enemy is busy.
Yeah, webber caught the majority of the first wave (I saved *2*) and that was it from there. No way to recover any more.He did also have a very early titan running around webbing and killing everything that walked for quite awhile taking out those precious early migrant waves.I think I skiped a few of the early episodes so that would explain it. I do tend to build a couple tunnles out to the corners of the map to open and close fairly early on to try and get those waves in but that wouldnt save them from a weber that got close to the spawn. Generaly if there's only a few things attacking they go after one target and chace for a while and then the others sneak in while the enemy is busy.
I've found that often times if I'm quick about doing it I can contain a zombie outbreak to an extent. a long tunnle with a remote way to seal it at both ends. have one end open into your fortress the other to the outside. the dead migrants tend to want to get into the fort to eat your dwarven brains so they'll run into the hallway.Never had the chance in the early time, was too busy trying to survive and get the aquifer pierced. Once I had rock... too late. *shrugs* I may just not be efficient enough. If you get the chance, can you check out Furnace 1&2 and see if you have any recommendations?
Oh no
The WereCamel Rovod Sibrekotost has come! A large camel twisted into humanoid form. it is crazed for blood and flesh. its eyes glow green. its cinnamon hair is patchy. now you will know why you fear the night.
he ran in killed most of the surface undead, detransformed and then left... oooooh scarry.
Back from a vacation, and I see you've made some AWESOME progress on that zombie-grinder! I am impressed by your knowledge if minecart operations. It's a pity you can only have one "torpedo" in play at a time, but it seems to be sufficient.So far, so good. Welcome back! Hopefully you had an enjoyable time.
When I butcher animals in an evil biome, I generally have a butcher and tanner right next to each other so that the skin can be dealt with productively. If the butcher is also a tanner, he will usually be able to grab the skin immediately after butchering and start turning it into leather.Yup, it's just a timing thing of when the skin will come back to life. So far I'm 1/2 on dog skin staying dead until the tanning is complete.
Also useful is arming various civilian dwarves with crossbows so that they won't be helpless in case of a zombie outbreak. One well placed bolt usually takes down a corpse. If you set up some fortified balconies, you might be able to get a crossbowdwarf to dispatch the burning zombies in the trench.I've gone with iron maces and (mostly) masterwork armor on all the starting 7. Only the miner and the woodcutter aren't fully geared. Due to the problems with bolts on occassion and me not having a cheap alternative to tin/iron bolts, I went with melee. Eventually we'll get marksdwarves too.
For the zombies deep in magma, you could do worse than simply dropping stuff on them. Boulders are plentiful and should be able to kill a head. Magma-unsafe items are preferable since they will clean up their own mess. The biggest difficulty (as you've had painful experience with) might simply be making sure your haulers can dump items without freaking out from seeing a zombie. I'm sure there's a dwarven engineering solution to this. If not, you can see if crossbowdwarves can fire over the rim of a pit.
(...Unless of course you're doing a "no crossbows" challenge in protest of their unholy strength.)
I've gone with iron maces and (mostly) masterwork armor on all the starting 7. Only the miner and the woodcutter aren't fully geared. Due to the problems with bolts on occassion and me not having a cheap alternative to tin/iron bolts, I went with melee. Eventually we'll get marksdwarves too.Magnetite is practically a layer-stone, and magma gives you infinite fuel. What could possibly be cheaper than iron bolts? Anyways, your dwarves have protection and that's what's important.
Nope, I love me some marksdwarves. :D I've taken to dropping green glass blocks on their head. Infinite ammo supply, worked like a charm.But...but...green glass blocks won't melt in magma!!! You'll have items lying around which cannot be gotten rid of! THE HORROR!!!!!!!!!!!!! :'(
I've gone with iron maces and (mostly) masterwork armor on all the starting 7. Only the miner and the woodcutter aren't fully geared. Due to the problems with bolts on occassion and me not having a cheap alternative to tin/iron bolts, I went with melee. Eventually we'll get marksdwarves too.Magnetite is practically a layer-stone, and magma gives you infinite fuel. What could possibly be cheaper than iron bolts? Anyways, your dwarves have protection and that's what's important.
Water from a bucket won't make obsidian. It will eliminate the magma from the tile, but have no other effect. I believe that only Magma->Water forms obsidian.
My experience with marksdwarves and Zombies is that the zombies tend to go down in one hit, limiting their effectiveness as targets. They'll reanimate, sure, but you'll need a LOT of them to get a steady supply of meat-targets. Undead Yaks will take more of a beating, but still drop pretty quick.
...I get the feeling that in a lot of situations he's brute-forcing stuff to get done ASAP by using mass labor assignments. Sure, it can be done more efficiently by first hauling blocks to the site, making burrows etc., but that's more fiddly (and the burrows for masons wouldn't help as much as having everyone build, anyway).
EDIT2: but I do have another question: you are very concerned with blocking up the cavern part of the route, assigning everybody to masonry etc. In such a case, I would set up a block stockpile nearby and make sure the masons are around with a burrow. Why did you do it as you did?
...
Non-Magma proof droppings: I wasn't sure they'd go through 2 Z-levels worth of magma before they burnt up, so I went with magma proof. I'll get it out of there sometime in the year 4000 or so. :)As far as I know, things don't start to burn in Magma until they touch the ground. Miners who fall into volcanoes will explore much of the magma sea for you before they burn up. In fact if you read the combat logs, sometimes it's the fall alone that kills them, the magma merely disposing of the corpse.
Be VERY careful of using the undead for target practice. Fighting the undead or attacked by the undead is an amazingly negative hit on happiness. I don't know if it triggers because of the target or because they were attacked by them. If you find out, please let me know, but I'd recommend using a single squad as a test subject first.My macedwarves handily dispatch zombies with a single hit, and when they do they receive no bad thoughts. Neither did the marksdwarves who maintained a proper distance from the undead, unlike their companion who got gut-punched through armor by a zombie were-bull ("seriously injured recently" and "attacked by the undead"). I think even dodging might be happiness-safe. The problem is when they touch you.
Anyway, I was wondering why you go through the bother of setting up water reactors when you have a nearby aquifer. Wouldn't it be just as easy to drain from the aquifer to the map edge, so the water gets 'flow', and put wheels over them? Or do reactors have some advantage that I don't understand?I've done this numerous times, but the Side-wheel Dwarven Water Reactor has two main advantages:
I've been following this thread with some interest, and have decided to take a stab at this challenge myself, but I had a question for you regarding choice of embark site. Tundra makes things difficult due to the lack of vegetation, but I have to wonder if it's not possible to find an even more challenging biome. Because tundra is frozen year round, this makes aquifer pierce via frozen mining a relatively quick (if risky) task. Thus, it strikes me that the difficulty could be increased further if one could find a no trees / no vegetation biome in a hot climate with a multi-layer aquifer (and no rock veins piercing it). Do these exist?Earlier somebody mentioned that a Red Sand Desert seems not to have any vegetation, so that's a candidate.
I get the feeling that in a lot of situations he's brute-forcing stuff to get done ASAP by using mass labor assignments. Sure, it can be done more efficiently by first hauling blocks to the site, making burrows etc., but that's more fiddly (and the burrows for masons wouldn't help as much as having everyone build, anyway).
Earlier somebody mentioned that a Red Sand Desert seems not to have any vegetation, so that's a candidate.
Earlier somebody mentioned that a Red Sand Desert seems not to have any vegetation, so that's a candidate.
I almost managed to generate the perfect biome: terrifying rocky wasteland (no trees, no vegetation), very deep soil, multi-layer aquifer, completely flat. Only one problem: it doesn't raise the dead. :(
Rocky wastelands, badlands, and sand deserts all have a chance of being barren like a tundra and aren't frozen year round though they can have freezing periods. You can, however, still surface farm on them once you acquire some seeds from a caravan unlike a tundra. If you find all these biomes in a flat area, there will be no rocks for you to exploit above the aquifiers if present.
I'm going through the videos at the moment, at episode 8. They're really great, it is fantastic to see the amount of thought and planning that goes into a design, and the patience of a small group of dwarfs working on a megaproject with the world burning (freezing) around them, eating their little plump helmets and drinking their dwarven wine. The surface can wait, no?Thanks for that!
Anyway, I was wondering why you go through the bother of setting up water reactors when you have a nearby aquifer. Wouldn't it be just as easy to drain from the aquifer to the map edge, so the water gets 'flow', and put wheels over them? Or do reactors have some advantage that I don't understand?The reactors were contained in a single location and required the least infrastructure to build. For example, down at the magma sea layer running a pipe that long would have taken forever. The other thing is even an aquifer drain never hits 7/7 at the drain edge, so you still end up with FPS loss from flow. I went with the most contained systems I could reach. You'll notice when I fill the DWRs for the OMG I use aquifer water to fill it.
Another thing I don't fully understand is why you go through the bother of creating a holding pattern loop and the use 1 lever per two torpedoes, when you might as well use one lever per torpedo and control the release rate with the levers?Partially because you can't control when your dwarves will pull the second lever... partially for the thrill. :D
EDIT2: but I do have another question: you are very concerned with blocking up the cavern part of the route, assigning everybody to masonry etc. In such a case, I would set up a block stockpile nearby and make sure the masons are around with a burrow. Why did you do it as you did?Foolishness and a hatred for the current burrow system, mostly. There are so many annoying bugs associated with burrows that I disdain them with a passion usually left for five day old roadkill.
I've been following this thread with some interest, and have decided to take a stab at this challenge myself,Woo hoo! We got another one!
but I had a question for you regarding choice of embark site. Tundra makes things difficult due to the lack of vegetation, but I have to wonder if it's not possible to find an even more challenging biome. Because tundra is frozen year round, this makes aquifer pierce via frozen mining a relatively quick (if risky) task. Thus, it strikes me that the difficulty could be increased further if one could find a no trees / no vegetation biome in a hot climate with a multi-layer aquifer (and no rock veins piercing it). Do these exist?
I get the feeling that in a lot of situations he's brute-forcing stuff to get done ASAP by using mass labor assignments. Sure, it can be done more efficiently by first hauling blocks to the site, making burrows etc., but that's more fiddly (and the burrows for masons wouldn't help as much as having everyone build, anyway).
Well what I mean is do both. Mass assign the right labourer, but make sure that they and the materials they need are at hand when the breach occurs. If you only have very limited dwarfs and the ever present risk of moods, I guess you need to be quite careful to prevent unfortunate accidents, especially if they can turn into zombie-spirals...
I wanted more visibility before I started leaving dwarves to their own devices to collect things down there. I had water and food, I wasn't in a rush. Rushing had taken out a previous fort in this series and I wanted to have a very controlled pace towards doing anything. You're right, I could have sped things up, but I was erring deeply on the side of caution at this point since I wanted to get the walls up for the caravan... which was useless in the long run but that was my thinking at the time.
Red Sand desert with an aquifer. Let me know if you can find an undead raising one, that could be fun too. Be aware you're not going through the aquifer until you get a trade caravan in though, you will have nothing to make the walls from. You CAN make a pump ( Build carp shop, make block, disassemble make from block, build pipe/corkscrew, disasssemble and get block back) but there's nothing to use to seal the sides of the double slit up with.
Red Sand desert with an aquifer. Let me know if you can find an undead raising one, that could be fun too. Be aware you're not going through the aquifer until you get a trade caravan in though, you will have nothing to make the walls from. You CAN make a pump ( Build carp shop, make block, disassemble make from block, build pipe/corkscrew, disasssemble and get block back) but there's nothing to use to seal the sides of the double slit up with.
Found one that is truly nasty: rocky wasteland, zero plants/trees, very deep soil, multilayer aquifer, undead, plus a profane smoke that instantly turns into profane husks any creatures unfortunate enough to be caught in it. I've lost three forts so far, and have yet to puncture the aquifer. Whew! This one is going to take work.
I think I can manage an aquifer pierce without waiting for the caravan, but it's risky.
IF the aquifer was no more than 3 thick before a stone layer and there were no flying undead to contend with I could probably do the cavein drop method. Any more than 3 thick however and you wont have the needed construction materials to bridge the gaps to make it work
Well there is a way to tell if you have a stone layer aquifer or not. Look over the surface and find a boulder or pebbles on the ground. If the boulder or pebbles are conglomerate or sandstone then you potentially have a stone layer aquifer. If it is anything else, you only have soil layer aquifers and soil aquifers are rarely more than 2 z-lvls deep.
With some work, I think it should be possible to manage a concentric cavein using natural floors. The idea is to leave the inner rings supported by a central pillar, and to not channel out the square that will become the floor of the bridge. Once you drop the outer ring, you'll need to pump out the aquifer as you mine underneath the inner rings, but this should be feasible for an arbitrarily large aquifer.
However, given that you'll need all your wood for a pump, the lack of food storage gives you a hard time limit of only a couple of months, so a 3+ layer aquifer is probably out of the question just based on dig time.
EDIT2:
Oh, forgot to mention: there's flying undead to contend with during all of this. :)
Once you drop the outer ring, how do you drain the water from the inside so you can channel out the next layer?
I don't fully understand the need for a pump if you make tight circles and keep the miner on the inner ring but I guess I will find out in the first attempt that I don't botch.
You need to pump it out, and you first need to channel out the whole inner portion except for two tiles support so the pump can outpump the water production.
It looks like, if you can get a place with 3 layers over the aquifer, you could have a surface roof and work at your own pace. This would allow you to expand the process to four, five, 6... whatever rings you felt you might need.I dont think I've ever seen more than a few small patches of 3 layers over a flat embark aquifer and that was due to biom stradeling.
In. Ter. Est. Ing... Nicely done Vanat, and thank you.
That is a thing of beauty, Merendel. Bravo.
That is a thing of beauty, Merendel. Bravo.
I still don't fully understand why this would not work without the bucket and the temporary down stair by dropping a larger area so there is more room for channeling out extra volume for the water to move into, but I will try that later and see where I fail... :-)
By the way, Merendel, now that I've had a chance to test it, your method is magic! I think I might see a way to improve it, though, by omitting the cavein. :) I need to do some !!SCIENCE!!, but if I'm right I think it should be possible to manage a 100% safe pumpless pierce.
I still don't fully understand why this would not work without the bucket and the temporary down stair by dropping a larger area so there is more room for channeling out extra volume for the water to move into, but I will try that later and see where I fail... :-)
The reason is no mater what your going to end up with an area equal to your safe zone on level two flooded with the spillover from the cavein. You could probably skip the bucket if the climet was hot enough to evaporate standing water greater than 1/7.
"Deep" or "Very deep?"
I've hit both 1 and 2 layer aquifers on "deep", but (I think) I've always gotten 2 layers on "very deep."
As for the miner getting shoved around: the trick is to run multiple, staggered shafts, so that you always have sufficient drainage. I only have trouble with getting that first shaft down. I'll post a detailed description tomorrow (a bit too distracted today to do it).
Thanks for the test and the refinements, Snaake.
I realized the bit about not channeling out the inner ring on A1, and instead only removing the up stairs, about an hour after I finished my demonstration run and posted (I think you had already started your test). Bit of a facepalm moment for me there. ;) Glad you verified it!
Oddly enough, this new method now makes 2-level aquifers safer to pierce than 1-level aquifers.
...
As a refinement you may just consider diging downstairs on the inner ring of stairs for A1 instead of up/down. This would acomplish prety much the same thing but not need the removing of the upstairs later.
Spoiler: Watch the video first! (click to show/hide)
If you watched earlier in the series when I dwarf-hauled lava around to setup some magma forges/kilns into unique squares, then this will make sense: I did the same and dumped a 6/7 pile of lava into the bottom of the dump pit. :) Significantly lowers the scare factor of multiple butcheries too.Spoiler: Undead Flyer (click to show/hide)
One suggestion is that when you turn off the grinder to clean house, I'd recommend flooring over the grassy parts to prevent tree growth blocking the path to the grinder.Well, the problem with that is the 'door' is RIGHT outside the grinder, and it's built in stone, so no trees will grow at the grinder level. Up above in the farms/gopher holes, that's a significant concern and every now and then I send out a logging operation to clean up the Z -1/-2 levels.
Here's to hoping that some migrants survive to enter the fort sometime soon! :)
While the OMG is down for maintenance, is it feasible to build a route exiting the magma (on the input side, obviously)? Currently any undead that survive being dumped into the lava stand around burning and frightening dwarves until you dispatch them with a glass block to the head. If the living ones could climb out, wouldn't they then re-enter the trap, getting repeatedly pasted until a lucky hit dumped all their temporarily dead parts into the magma for incineration? Or do you end up with immobile but still frightening undead stuck in the magma no matter whether there's an exit or not?
... then they got ran over by reindeer. Horribly appropriate for the season, though.
Just watched the first videos, and your trap and track system is quite interesting for me especially since I have never really used tracks myself. I therefore wonder if you would like to upload a copy of your savegame, so it is possible to study it.
Nice work!
Just watched the first videos, and your trap and track system is quite interesting for me especially since I have never really used tracks myself. I therefore wonder if you would like to upload a copy of your savegame, so it is possible to study it.
Nice work!
Don't see why not. I'll get it posted in the next day or two.
btw, i think you should look into the squad kill rectangle command ;) would have saved you some pain in the last episodes. fairly easy to kill hidden stuff that way and you can kill multiple targets in an area, instead of having your military running in, killing on, and then dropping their weapon because they decide to turn civilian next to the the 2nd zombie etc....Well, they don't drop their weapons because I've got perma-uniform and replace clothing on, but yeah, that could have helped. :)
I made more to the song. t'is the season...ROFLSpoiler (click to show/hide)
I'm late to the party, just watched the first two videos (just finished IvyLash #1). TYVM for your narrative - I've learned a few things. Going to keep watching to see how you handle the cavern and then may try my hand at a less than idyllic start myself.The 'serious' attempt is FurnaceClans, the 4th attempt. Glad to help out though. And no worries on being tardy, plenty of dwarven ale in the still.
In a reanimating biome, if a tanner is right next to the butcher, as well as a farmer's workshop for spinning, and plenty (all but the miner) of dwarfs are tanners / spinners, how likely is it to safely process the hair and skin?It's not. The hair/skin can reanimate during the tanning/spinning process. If you have enough idlers it can be done, but I recommend you armor/weaponize all your craftspeople before you attempt it in significant volume.
Edit: I forgot to mention - I find your captions absolutely hilarious!Thanks. :) It's a shame, but I've had to stop doing them due to a few reasons. One, they literally doubled the time it took to setup a video. Two, they are incredibly painful to try to review when they're your own work, the 'show annotations' option doesn't always show up. Three, they're sporadic even for other viewers and only reach a portion of the audience. They just simply ended up not being worth the time. I did them for a reasonable # of episodes though, so I'm glad you're enjoying them. :)
one thing it looks like you missed, you were talking about your other miner being missing, um.. there's an undead guy in your hospital. (14:58 in the video)Nah, that's the kid that fell in one of the gopher holes years on years ago. I've never gotten him out.
I would guess that's your missing miner, and he died of infection or something.
edit: also, if you were planning to completely flood everything, I think you could build/carve fortifications through the constructed walls on the upper level, i'm pretty sure that would let liquid through, but not the undeadFliers can, though I could double layer. When I built it, I hadn't intended to flood it however. This was more emergency maintenance.
what is worst biome metalless/fluxless glacier next to a goblin castle?Goblin goblinite forgotten bastage...
also video is private-
what is worst biome metalless/fluxless glacier next to a goblin castle?Tundra is considered more difficult than glacier. Reasoning here:
also video is private-
Deep dump pit (5z+) with magma in the bottom right next to a butchery. Do them one at a time, have every member of the fort with tanning on, and make sure the leatherworker's is right next to the butcher. If you're feeling truly brave, put a farmer's workshop right next door too and see if you can get ahead of the hair.
Good to hear! Good luck Peridot.
So, just an update, FurnaceClans 18 is... well, in editing mode. I've got a rediculous amount of footage for what's actually a relatively simple series event that I'm trying to turn into a reasonable length of time. In case anyone's curious... I usually spend about 3x as much time editing as I do playing/recording. This one's taking a lot longer. Just not sure where/what to trim, it's so spread out.
So, I'm going to ask those who watch/post in this thread:
Do you want to see my fumbles and foibles with the magma delivery system with a couple of false starts, or do you just want me to keep it to the crux of issues I've reviewed previously in the series without much fanfare?
Emphasis mine. This reasoning in its entirety is a bit dated, especially with advancements in aquifer breaching techniques discussed in the thread. There are also ways that one could make the challenge more difficult, or simply impossible. I don't believe a one pick challenge over a terrifying/reanimating scorching rocky wasteland/no vegetation/multiple layer aquifer/no magma/no cavern 1 or 3 would be possible. There was challenge on a world where the base temp was 10000 (as opposed to the standard 25-75) a while back that was doable (the secret is dogs).
Short & sweet please. Maybe the false start/more depth stuff could go at the end so it's optional to watch and not just drawing out the main update. If that makes sense!
Short & sweet please. Maybe the false start/more depth stuff could go at the end so it's optional to watch and not just drawing out the main update. If that makes sense!
It does. It doesn't fit in with the Let's Play style of consistent timelines I've been making, but it does.
This will take some heavy and judicious editing to pull off. It's one of those things where all of it matters, but it's all spread out with a bunch of setups between point A and B. However, I've covered most of it in my previous videos so hopefully a very brief explanation will cover the discussions.
There's a fine line between too brief: "Oh, look, another titan wrecked my trap, and I fixed it." and too much: "And I pulled this lever to dump the magma but the cart got stuck so I had to reset it and oh look that's interesting the dominos effect off an impulse ramp is shooting the cart too fast and it's track skipping."
You wouldn't think that line was that fine, until you're too close to the forest and all you see are trees and you're trying to figure out how to edit it. :) I'd expected this process to be a learning experience for me in video creation, and it is. I just didn't realize what the syllabus looked like, I'd made some bad assumptions.
I totally get the forest/trees thing. Editing is hard work but always worth the effort. Take your time to get it how you like it.I feel like I'm carving out all the interesting bits, but really... they're not. Well, they are, but only if you're playing it at the time.
The problem I have with the youtube format as a viewer is that if I'm watching a 15-min video, I judge the unwatched part entirely based on what I thought of the part I have watched, because I can't skim the whole thing or skip ahead and expect it to make sense. So if a video starts meandering at 1:18 like so many unedited ones do, there's no way I'm watching the rest of it.You make perfect sense, and I can see the very easy pitfalls in how that happens. I need to start using a set of annotations so it's possible to skip to particular pieces of the episode, as mine tend to run a LOT longer than 15 minutes per episode.
Edge, what in the name of 42 virgins and a Steely Dan did you give me with this embark?
Just use the in-game recorder. Failing that, boot up the ol' WMN (or whatever it was), it allowed you to record the screen for a few minutes.
Just use the in-game recorder. Failing that, boot up the ol' WMN (or whatever it was), it allowed you to record the screen for a few minutes.
There is no in game recorder. What you think is one is actually a really badly named macro recorder.
I have no idea what the ol' WMN is...
Edit: May have found a successful replacement, free to boot for non commercial work, called Debut. May be in luck yet. :) I'll try again tomorrow, it's late.
Now that I think about it, one could creatively trap the wild animal spawn on the surface preventing other creatures from using miners and channels (the same way players leave one clown on the map to prevent more demons from spawning).Emphasis mine. This reasoning in its entirety is a bit dated, especially with advancements in aquifer breaching techniques discussed in the thread. There are also ways that one could make the challenge more difficult, or simply impossible. I don't believe a one pick challenge over a terrifying/reanimating scorching rocky wasteland/no vegetation/multiple layer aquifer/no magma/no cavern 1 or 3 would be possible. There was challenge on a world where the base temp was 10000 (as opposed to the standard 25-75) a while back that was doable (the secret is dogs).
No magma would most definatly make things difficult although I'm not familiar with what disabeling cavern 1 and 3 would do. Does that block all underground vegetation? that would make things more difficult for sure as you could do no underground farming. would you still get trees from cavern 2 or would those be gone as well? I still think that would be doable with a bit of care. If I remember right you can still do above ground farming in both those biome's you mentioned so if you can hold out till an elven/human caravan arives to get some seeds off of that should still be a viable, if obsurdly challanging embark. Unless cavern 2 still existed and still gives its trees or you hapen to have a form of coal on the map metal/glass/clay industries are throttled by however much wood caravans bring in.
As to surviving till caravans arive that shouldnt be much harder than the standard challange asumeing they can reach you at all. Work on aquifer pierce, butcher the pack animals when needed. they should provide enough food to last till dwarven caravan although you may have to lock the migrant waves in a room to starve. trade if possible with dwarvan caravan, if they dont survive scavange the remains for food and supplies. depending on how much food you get off that you may have to lock out future migrant waves and hope elves/humans show up with something useful. Baring that your only hope of a food supply is that migrants or the caravans bring a breeding pair of something apropreate or better yet an egg layer and no mater what booze is going to be problematic. A freezing biome where you have no hope of above ground farming would be harder in this case I think as you'd have no option for booze at all short of whatever arived on caravans.
Good job with your traps and systems. It's impressive that you can keep straight what everything does!Many, MANY Notes. Every lever has a descriptive name and text description in case I forget... which I do regularly.
Are you going to be using any danger rooms to buff up your new soldiers when they grow up, or are you going to be relying on regular instruction and sparring practice?Good old fashioned sparring. No danger rooms, coinstars, or anything else. I may cage trap a few somethings and use them for eternal target practice however. Zombies are GREAT for that.
for a while i was wondering why you were not color coding levers, like i do, for easy identification, orthoclase lever -> orthoclase bridgeYou also need a wide variety of stone for that to work, which I don't have... at least not in different colors. Gabbro, Diorite, etc all pretty much look the same.
but then i noticed you just have way too many of them for that to be feasible.
another update on youtube problems, specifically:Wow, that's wild.
http://mitchribar.com/2013/02/how-to-stop-youtube-sucking-windows-guide/
a download test for me, downloading episode 20,
before:52 minutes,
after:15 minutes
this marks the difference between 480p having problems, and 1080p being fine in streaming.
this appears to also work for twitch(which I had similar problems with), though I have not tested that much.
That is an amazingly prolific silk farm! How did you even get enough dwarfpower to harvest all that thread?
For my fortress, I'm planning on setting up a live-fire training ground for my marksdwarves using reanimation for fun and profit. Firing at a live enemy gives about 5x the experience that an archery target does, but either requires the use of cage-traps (which you have declined to use) or a massive engineering project (which probably wouldn't be worthwhile).
or a massive engineering project (which probably wouldn't be worthwhile).A necro on chain plus a bridge to block him from pit of undeadlies is not a massive engineering project.
Quoteor a massive engineering project (which probably wouldn't be worthwhile).A necro on chain plus a bridge to block him from pit of undeadlies is not a massive engineering project.
Quoteor a massive engineering project (which probably wouldn't be worthwhile).A necro on chain plus a bridge to block him from pit of undeadlies is not a massive engineering project.
I'm curious. Without cage traps, how would you get the necro on the chain?
a few thoughts:Yes, Josh caught me out in the comments on that. I put in a massive annotation but you have to have them on. I'll also make mention next video. Whoops.
on that mining op: cassiterite?
Isn't that TIN?
I guess if you are low on iron, you may want a bronze industry, but I don't think you can do that much with tin on it's own, what's the plan with that tin?Get back to you on that.
your stocks window shows you have drinks set for dumping?Probably on the surface somewhere, also forbidden.
and there is a steel mail shirt, and a BUNCH of steel weapons forbiddenYeah, surface again.
finally i'm curious about the bottom level of the OMG, there seem to be a ton of metal items there, and in the magma, is any of that steel?A little. Mostly Iron.
Have you run the (non-reveal) prospect from DFHack? You might have some copper around somewhere.
copied and pasted from the comments of the video. :
Cassiterite: 122914
Magnetite: 14142
Candy: 2582
Platinum: 475
...Cassiterite: 122914...
122914
122914
copied and pasted from the comments of the video. :
Cassiterite: 122914
Magnetite: 14142
Candy: 2582
Platinum: 475...Cassiterite: 122914...122914122914
0_0
Tin: Volume in the insane quantities
Children will never claim adamantine specifically.Hunh. Good to know. As I mentioned, I don't play with it often because I apparently was going overboard trying to protect it. XD
(Raw) addy can be picked if it's the nearest available stone/block/bar, but you can simply forbid it after it's picked up and the kid will drop it on top of the workshop and go fetch something else.I hate paying that much attention to a single dwarf...
Cassiterite - you _could_ adorn a few thousand pots, statues and crafts with tin glaze. I think that adds 100☼ value each. In addition, you could simply allow it for standard jobs - it's a magmaproof material with increased (2x) value.Tin isn't bad because it's light, I like it for buckets and things like that. In general though I don't have any particular need to worry about the expense of an item right now. Between encrusted totems and food I can buy out any particular caravan at whim.
Don't the caravans have huge amounts of random steel items that you could melt?No, they have some, and I buy them out whenever they arrive, but huge volume hasn't occurred yet, even with healthy donations and ridiculous trade balance (I usually give them 2:1 in value).
Certainly if you ask them for a low demand order of just about every random steel item they have, they should bring quite a lot of it. It's amazing what a quarry bush leaves - dwarven syrup x3 roast will buy out!Masterwork Dog Roasts are equivalently valuable, and require sooo much less micromanagement.
PS. Just in case it does weird stuff with your youtube metrics, I tend to only remember to log into the correct youtube account when I'm hitting 'like' on the videos, so I think it will show up as 1 full watch and 1 watch of maybe 5 seconds. So don't feel you need to make the vids shorter if youtube is telling you people are only watching half of them on average!Heh, fair enough. It seems to be working out as planned, however. The very long videos required a lot more work on my part to edit and organize, then to compile, then to upload, then to... The shorter ones are working out better on my half as well.
well, candy weapons would be useless in a reanimating biome yeah.. but candy ARMOR however, would still be VERY usefulWell, true enough, and perhaps in time. It's just not immediately worth it to me.
much less encumberance then ANY other armor, allowing your dwarves to move faster in combat.. :)
Bummer. How about an in-flight minecart directly from the west? Sort of a Dukes-of-Hazarding paincart hopping over the magma trench and slamming into him from the side? It would be risky as hell, but checking the latest video it looks like you might have enough room.
You have 14k of magnetite, why are you trying to weaponize tin? If you had trader access you could make bronze, but I don't think you've figure that out (I've been watching a bit irregularly since 15 or so).Well, it started with trying to weaponize copper and me forgetting that Cassiterite = Tin, so whoops. Also, I haven't found the majority of the Iron Veins, yet. When I do, I expect I'll be using the majority of that for steel.
pssst. It was me.
Mainly the PMs were to keep from flooding the thread with theories of what you could do :P
all you really need is 2 sets of spikes. Under your anti flyer walls. The B-52 system works great for the rest. Unless of course, you just want to fully automate it, so you can go lazy mode. Because lazy mode is always fun :P
Gotcha. Guess I'll just have to look at it again later. Oh, the torture!
I re-watched it, and it seems fine to me. Perhaps a visit to the opthamologist is in order? XD
So I just started my own spc fort named rushedcaves (ironically)Welcome to the gang, Link. I look forward to hearing about your adventures. :)
Now I havent seen the newer episodes of your film. But I did come up with a slightly more effective way of not dieing early on.There are a number of more effective ways to not die earlier on. Depends on your biome and setup. If you want a truly nasty biome, on the first page of this discussion (second?) is a link to DFFD from EdgeFigaro with a particularly gruesome Biome.
Now im carving out an entryway for the caravan. Total dorfs is 12 (2kids)A solid start, good luck to you! :)
1 miner 4 stone/masons. 1 farmer 1 carpenter/woodcutter. 1 meleedwarf with a wood training sword. And 2 xbow dorfs (untrained but theyre overlooking the trade enterance until I can guard it better with traps
Linkxsc - when you build your traps, go for full Dorf points by improving on the OMG design! That, to me, is the hook to FurnaceClans; not the survival (given a few tries, I'm pretty sure most forumites could do that), but rather the intricate and astounding use of machinery to acheive some amazing things.
Happiness tracking and management, to avoid a looming tantrum spiral.
Can be nerve wracking to play through, but might also be incredibly dull to watch... :)
41 years.
So I have been watching FurnaceClans and enjoying it, so thanks for doing it. I just wanted to point out that your Furnace Clans playlist does not include part 26, and after watching it I really don't see a reason to not have it in there.
A couple of thoughts about the ice wall:Nope, Z=0 always means Z=0. No matter what you do to the edge, so it's immune.
Won't the ice on the map edge mean that that's now the new map edge, and something will spawn ON the wall soon?
And wont this make it really hard to get the traders in?
or is the ice wall top somehow immune to spawns because it's not the original map edge?
Although I cant think of any way to allow merchants to spawn somewhere without enemies being able to spawn there as well..True enough.
Also you seem to have buckets everywhere on the wall, I'm guessing someone gets distracted for some reason, puts the bucket down, and you now have a bucket with a lump of ice in it, that isn't useful, but can't be used because it's not empty. :)
Dwarf Therapist I really cant live without :)
So personally, I'm going to wait, and expect many others will do the same.
For example, seeing you pressured to get through the aquifer as fast as possible, and then try to get things stable before everyone went insane, was quite educational, and I'm quite sure that no summary or thorough edit would have done it justice :)
Where did all the cursed dust lying everywhere go? Picked up/removed when dwarfs walked through it, or just covered up by fresh snow?Since everyone's going through the bathtub to clean off the deposits and my FPS was approaching turn based gameplay (5FPS), I cheated so the fort didn't die in a fire. I used DFHack to clean area and clean items to pick up massive amounts of it for FPS recovery. If there was a 'clean this area' designation that I could have used I'd have avoided it and done that, but there isn't. I recovered ~8 FPS from that. I think I discussed that briefly in 35 or 36.
It positions a guard animal above 2/3 of the entry tiles for the hallway below. Each animal sits on a Grate giving them visibility below, and renders them immune to attack. For your corner design, you could place an animal above each corner square, and possibly a row of them across the entire path to catch leakers.Interesting. I thought bow gobbies and the like could shoot up through grates. Good to know! Part of this was I'd just never played with windows before, and wanted to see how well they'd work out.
Excellent job with FC as always. Did you ever think you would gain control to the point where you could turn off the OMG whenever you werent under attack? Its been a long trip but a pretty rewarding one just from the spectators point of view. Hopefully you're proud of all the hard work paying off!
I think it would be enough if you channel a lava moat on surface and fill bottom with upright spikes connected to repeater. Then maybe create another safe entrance for migrants and traders...What's to stop the traders from coming in the enemy entry, or the enemies from the trade safe direction?
By "safe entrance" I meant more like your current setup. Single entrance from edge of map and another branch on the path for friendlies. I have never tried that kind of entrance trap so I don't have slightest idea if it would actually work well enough.
[Speaker 0] so little evidence of that nowhere or Windows work our dog dish was the team that scores the way to the windows I have had ceased managed to sneak in and are not to say that this is a perfect solution um but they do work generally and this guy actually the top of her stomach but he really just to see it turning into eight sections of the same thing I'll use it with the door I think he's confused but eventually you'll just one are awesome
This sounds like a nice, pedagogic embark. Is this the best one for a newbie seeking a rigorous treatment of Dwarf Fortress?
I had some good fun watching your series today, thanks! Watched all the way to Furnace Clans part 6 but I'm taking a break now.Fair enough. Production value goes up later in the series as I learn what the heck I'm doing, just so you know. :)
Is it still possible to wrestle down undead enemies in 40.xx? Zombies seem be to very strong now from what I've seen in a couple of videos. I'm concerned that one of my dwarfs dies, turning into an unstoppable enemy and murdering everybody else.I'm not sure. I know you can pulp the undead now, where you do enough damage where they finally stop getting up. In 34.11, you can never truly kill an undead creature, just destroy the corpse before it re-rezzes with atom smashing or magma. I assume the purple pits are roughly equal in doing that, too.
So you are a dabbling biter and conversationalist atm? =DLOL, nice. Well played. :)
Hope you are feeling better soon!
But I'm concerned that some dwarf drowns in spring. They don't really respect the restricted area I set up as I would like. The xsilk_socksx are a treasure they just can't ignore...
For your magma crab mystery, it turns out that double fortifications dont stop magma crabs from moving through them. I had the same issue come up for me in Submergedhammers.