I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?Haven't experienced that yet, but it should be possible now that the outpost liaison gets ambushed on the road or something. However the game should appoint a new one then...
What does that new demon feature look like on the world map? Trying to generate a world with one, bit I don't know what it looks like exactly. Using Maydays tileset.If you're referring to Vaults, these seem to be located under the main Dark Fortress of the goblin civ, so they don't show up on the world map. At least from what I have seen so far.
How do I claim a site for my own? No matter what I do, I just keep saying "I've forgotten my bold pronouncement...".As far as I can tell you just need to tell someone that you're claiming the site and then go murder the current leader. I've never gotten that message.
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?I got that with a dead dwarven civilization, and then one of the first caravan merchants was made Diplomat and subsequently Baron. It's possible that your civilization was overrun while you were playing, but then that should have interfered with migrants and caused some of your dwarves to be appointed as nobles. Check the (c)ivilization screen to see if there are any nobles left in the mountainhomes.
How the heck do I yield? I tried to start a barfight in a drink mound, but then when I grabbed someones hat and threw it, they all went lethal, but then I managed to work them up to no quarter, kept trying to yield but ended up getting beaten up to death.
^ lol.How the heck do I yield? I tried to start a barfight in a drink mound, but then when I grabbed someones hat and threw it, they all went lethal, but then I managed to work them up to no quarter, kept trying to yield but ended up getting beaten up to death.
FTFY. No Quarter means they will behave exactly as they did and ignore yielding and kill you.
Edit: the lol isn't meant to be insulting. Just appreciating the humor in a face palm moment which I hope you will as well.
On an unrelated note how far can something jump.2 tiles from standing
Does mining 1 tree root causes the tree to collapse? I've got a couple of notices of something has collapse, but never really bothered to look at the trees, I'm usually mining near where I'm cutting trees down.
On an unrelated note how far can something jump.
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
How do I claim a site for my own? No matter what I do, I just keep saying "I've forgotten my bold pronouncement...".As far as I can tell you just need to tell someone that you're claiming the site and then go murder the current leader. I've never gotten that message.I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?I got that with a dead dwarven civilization, and then one of the first caravan merchants was made Diplomat and subsequently Baron. It's possible that your civilization was overrun while you were playing, but then that should have interfered with migrants and caused some of your dwarves to be appointed as nobles. Check the (c)ivilization screen to see if there are any nobles left in the mountainhomes.
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
Last version, you started getting immigrants no matter what, even in no dwarf worlds. I don't think it was ever fixed.
Does mining 1 tree root causes the tree to collapse? I've got a couple of notices of something has collapse, but never really bothered to look at the trees, I'm usually mining near where I'm cutting trees down.
On an unrelated note how far can something jump.
Mining a root tile will make the whole tree disappear, yes. I don't know if it counts as a collapse like that, or if it gives you any wood, but it does vanish.
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?I got that with a dead dwarven civilization, and then one of the first caravan merchants was made Diplomat and subsequently Baron. It's possible that your civilization was overrun while you were playing, but then that should have interfered with migrants and caused some of your dwarves to be appointed as nobles. Check the (c)ivilization screen to see if there are any nobles left in the mountainhomes.
Last version, you started getting immigrants no matter what, even in no dwarf worlds. I don't think it was ever fixed.
Last version, you started getting immigrants no matter what, even in no dwarf worlds. I don't think it was ever fixed.
I thought that was only the first two hard-coded waves. My fortress has made it up to 50 (twice now, thanks to a mid-winter crash the first time).
Anyone know how to turn off Aquifers ?
Can I harvest fruits from the peach tree, for example?Not in fortress mode, Toady didn't manage to finish harvesting from trees properly. It'll be added soon though.
Anyone know how to turn off Aquifers ?
sed -i~ -e 's/[AQUIFER]//' raw
Anyone know how to turn off Aquifers ?
sed -i~ -e 's/[AQUIFER]//' raw
I think you want: sed -i~ -e 's/\[AQUIFER\]//' raw/objects/inorganic*.txt
Is it possible to melt frozen water, with/out magma?Wiki says you can cave-in ice to make water.
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.Meanwhile, over in the adventure mode board...
Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
Quick question, how do you spit on people?It's in the x menu under natural abilities or something like that. Same place where dragonbreath and stuff like that is accessed.
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.Meanwhile, over in the adventure mode board...
Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
[/quote]Quick question, how do you spit on people?It's in the x menu under natural abilities or something like that. Same place where dragonbreath and stuff like that is accessed.
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.
Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.
Anyone know how to turn off Aquifers ?
I am playing as an Outsider, and whenever I try to claim a place, instead of getting the group name screen, I just say "I have forgotten my bold pronouncement."
What gives?
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.
Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
Someone stated in a post elsewhere here that they were able to spit at people with their adventurer.
Is he full of shit or can you actually do that? It's not in dialogue, nor is it something you (f)ire or (t)hrow. I'm leaning towards BS.
press (x) when in adventure mode - spit an option is under natural abilities i think, should be the 3rd option down iirc.
Haven't tried it yet though.
What is the thrice damned point of bucklers?I'm going to say there no point. Yet.
I thought they worked as shields, but I've never tried it. KINDOFEDIT: Wiki says they are like crappier shields.What is the thrice damned point of bucklers?I'm going to say there no point. Yet.
Sry to spam but i'm having a little trouble. Iv been playing the game for about a week and i'm on my second playthrough.IIRC, cage traps catch only hostiles and unconcious people. Try to knock them out somehow.
Wanted to know though. I can't seem to cage trap traders. Is there something i'm doing wrong? I wanted to make a "zoo" with one of each species but Elven caravans seem to walk past my trap. Is there any way to fix this? I rather not go to war with the entire elf civilization, just rather i capture the first group of traders.
My weapons is both equipped and my axe skill is expert vs. dabbling wrestler and no striker. Yet still I'm punching and grabbing people. I don't even have any free hands.Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.
It's possible that your skill in striking/wrestling/kicking/biting is higher than your weapon skill. I had the same problem in the arena when I set dwarves to grandmaster everything. They didn't use their weapons much, sometimes not at all. Still managed to almost beat a dragon senseless with good enough equipment and luck, but that's not part of this discussion, is it? Heh...
Yep, it's also worth checking the bottom right of the screen. It should list your weapon. It's possible you dropped it or sheathed it by pressing q, as Lemunde said. (Easy to check in another way, press A (shift+a) and see if you have your weapon listed in ways to attack.)
My weapons is both equipped and my axe skill is expert vs. dabbling wrestler and no striker. Yet still I'm punching and grabbing people. I don't even have any free hands.Why, even though I have a proper weapon and shield, do I mostly kick, punch, and bite people when I use the default attack? I've tried changing my combat settings to 'strike', 'close combat', etc. with no luck.
It's possible that your skill in striking/wrestling/kicking/biting is higher than your weapon skill. I had the same problem in the arena when I set dwarves to grandmaster everything. They didn't use their weapons much, sometimes not at all. Still managed to almost beat a dragon senseless with good enough equipment and luck, but that's not part of this discussion, is it? Heh...
Yep, it's also worth checking the bottom right of the screen. It should list your weapon. It's possible you dropped it or sheathed it by pressing q, as Lemunde said. (Easy to check in another way, press A (shift+a) and see if you have your weapon listed in ways to attack.)
Another question, how does one speak to an individual in Adventure mode? I'm trying to speak to this swordsman to try and recruit him but I can only shout to everyone, and for some reason that still only gets a response from one person.You move the cursor over him after pressing 'k'. It should get you the choice of the creatures on that tile to talk to, no matter their race/hostility/anything.
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?
Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?
The same way you make a normal adventurer, except when choosing your race/starting civ, you should see something along the lines of "Urist McAdventurer from Town."Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.
According to this (http://superuser.com/questions/106073/text-log-editor-with-auto-refresh-support) source, using Notepad++, there's an option to keep updating the file when it changes.
Sorry for being a filthy elf, but is there any estimation on when Dwarf Therapist will be updated for this version? I got used to it thanks to the Lazy Newb Pack, and now it is very hard for me to adjust to the native system.
Also, my first dwarves landed right next to three crocodiles and a sponge. Damn.
So, I reclaimed a site. And I just got an ambush. Except there is only one people in that ambush, a dwarf, a baroness, which is 'Hostile', yet does not attack anybody (and when my military dwarf is next to it, he doesn't attack her either).
I'm guessing (guessing, so not sure), that it's a former dwarf of the fort that stayed here, and that since I'm not of the same civ, she's hostile. Should I kill her (I'm tending towards yes, because she's a noble) or let her here ? Is there a risk of an invasion if I attack another civ ?
Did they fix the flying creature bug in .03?Toady has been catching crashes. Now he is busy with optimisation.
the new randomly generated metals, are they adventurer mode exclusive or will we see them in dwarf mode occasionally?
secondly, are their stats (shear fracture, density, etc) fixed or randomized per game?
Can we make cacao from cacao trees?
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?
Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?
You die or you kill every last one of them.
I do not track forum too often. - Is Toady going to finally fix Crossbowmans? All those issues with picking ammo from bins and refilling quivers.. This makes me
apathetic..
How do you end a war? I pissed off the humans and they're at war with me. How do i end it?
You die or you kill every last one of them.
Is this true now? Because I'm pretty sure in older versions they'd eventually send a diplomat or something to end the war, at least in fort mode. I've never actually started a war, so I'm not positive.
Is the new version running considerably slower for anyone else?
I'm getting about 50 fps on a new embark.
So, I've made an adventurer, slew the last titan of the world and claimed his site for me, becoming lord.
Is there any way I can now start fortress mode build a fortress there as a member of my adventurer's group? I looked at the embark screen and we're part of the same civilization, but if I start a fortress, my starting 7 are their own group, right?
In short, how do I get my adventurer to be the ruler of my fortress?
You can't be a part of his group, as it is not a civlization, but an entity within one.
You can't be a part of his group, as it is not a civlization, but an entity within one.
I see, thanks. That's what I feared. I take it there's no way to cut my ties with the old civilization and found a new one, right? And even if, would I get migrants from other (the original) dwarven civilization?
Really not my area of specialty, but no, I don't think there's any way to make a new civ, as the number of civs is predetermined at worldgen. And if you did make a new one, you would not have any ties with the original civ (except maybe hostile ones?), so you wouldn't get migrants.
Couple of Ag questions, about how many people can a farmer feed
and if I have a 3x3 plot how many dwarves can it feed at max capacity, per season.
Couple of Ag questions, about how many people can a farmer feed
A single legendary Planter can probably handle about 50-80 dwarves. But it'll depend on the efficiency of your fortress design (how far he has to walk from seed stockpile(s) to farm plot(s)), how lazy/dutiful he is, etc. And this is also assuming you have other dwarves processing the stuff he grows (someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves, someone to brew the brewable plants).
It will also depend on whether you include textiles (pig tails, rope reed, etc.) for clothing replacement as part of the picture.Quoteand if I have a 3x3 plot how many dwarves can it feed at max capacity, per season.
Best case scenario, growing plump helmets and ignoring the lack of variety, also ignoring fertilizer, you get 2 crops per season, times 9 tiles, times about 4 plump helmets per stack (Legendary planter) = 72 plump helmets. A single dwarf needs 4 drinks and 2 meals per season, so that's 3 plump helmets (1 brewed, 2 eaten raw). So your 3x3 plot handles about 24 dwarves. Again, this is a best case scenario, and not realistic in a long-running fortress. You'll need some booze variety. You'll also want to use quarry bushes for food when those are fixed; those give you 5x the food per plant (each plant becomes 5 leaves = 5 meals after bagging and cooking), at the cost of not being available in every season, and taking longer than plump helmets to mature.
Ive played a few times but never dealt with Lava yet. If I tap a volcano does it empty? can I drain all my lava? Or does it....regenerate, sorta of like a river. Like is it finite or can I just keep pulling it from the volcano forever?
On a side note is it possible to collect fallen fruit?
Is brewing bugged or has it been changed to be more complicated or something?
I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries
Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.
Is this a bug or is there some additional step for those?
Is brewing bugged or has it been changed to be more complicated or something?
I have embarked with 5 each of the following:
strawberries
grapes
blueberries
blackberries
raspberries
Now the kitchen screen says they're brewable, and I got stills set up and lots of pots, but when I try to make booze it cancels with the message that DRINK_MAT producing plant is missing. I was able to brew up my plump helmets no problems.
Is this a bug or is there some additional step for those?
I've noticed that in the Still menu there are two options now: brew drink from plant and brew drink from fruit. I feel like the things you listed are *probably* classified as fruit in DF, (although they could well not be and why not, little else makes sense). If you try brewing fruit it may work.
Can't help you there then, might be a bug.
someone to bag the quarry bush leaves once Toady makes those actually start giving seeds again, someone to cook the quarry bush leaves
[REACTION:PROCESS_PLANT_TO_BAG]
[NAME:process plant to bag]
[BUILDING:FARMER:CUSTOM_B]
[REAGENT:plant:1:PLANT:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:BAG_ITEM]
[UNROTTEN]
[REAGENT:bag:1:BOX:NONE:NONE:NONE]
[EMPTY]
[BAG]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:GET_ITEM_DATA_FROM_REAGENT:plant:BAG_ITEM]
[PRODUCT_TO_CONTAINER:bag]
[PRODUCT:100:1:SEEDS:NONE:GET_MATERIAL_FROM_REAGENT:plant:SEED_MAT]
[SKILL:PROCESSPLANTS]
[PLANT:BUSH_QUARRY]
[NAME:quarry bush][NAME_PLURAL:quarry bushes][ADJ:quarry bush]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[EDIBLE_VERMIN]
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:2]
[USE_MATERIAL_TEMPLATE:OIL:PLANT_OIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen rock nut oil]
[STATE_NAME_ADJ:LIQUID:rock nut oil]
[STATE_NAME_ADJ:GAS:boiling rock nut oil]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[USE_MATERIAL_TEMPLATE:SOAP:PLANT_SOAP_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock nut soap]
[STATE_NAME_ADJ:LIQUID:melted rock nut soap]
[STATE_NAME_ADJ:GAS:n/a]
[PREFIX:NONE]
[MATERIAL_VALUE:5]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[MATERIAL_VALUE:5]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:rock nut]
[STATE_NAME_ADJ:SOLID_PASTE:rock nut paste]
[STATE_NAME_ADJ:SOLID_PRESSED:rock nut press cake]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:PRESS_LIQUID_MAT:LOCAL_PLANT_MAT:OIL]
[PREFIX:NONE]
[STOCKPILE_GLOB_PASTE]
[STOCKPILE_GLOB_PRESSED]
[SEED:rock nut:rock nuts:7:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:gray leaves]
[WET][DRY]
[BIOME:SUBTERRANEAN_WATER]
[UNDERGROUND_DEPTH:1:3]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:7:0:0]
[DEAD_SHRUB_COLOR:0:0:1]
[GROWTH:LEAVES]
[GROWTH_NAME:quarry bush leaf:quarry bush leaves]
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
[GROWTH_DENSITY:1000]
[GROWTH_PRINT:0:6:7:0:0:NONE]
I think for the brewing bug, if you grow something brewable then you'll suddenly be able to brew anything you've got available.
Can I equip my entire fortress with only togas or robes, without them getting upset.
Yup. They would need loincloths andchaussessandals at the least. :)
You could mod your dwarves to be able to make capes, thongs and sandals. Then make everyone wear them for a sexy orgyfort.
Sorry for two posts in one page, but, how do you get berries off of bushes?
Sorry for two posts in one page, but, how do you get berries off of bushes?
You can't, yet. Toady hasn't fully implemented all the new plants.
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template? Even with no modified settings at all (except end year), I get hundreds of rejects. I got 259 of them in my most recent world, with only slight bumps to titans and civilizations. It's not breaking (as far as I can see), but it's worrying me.
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template? Even with no modified settings at all (except end year), I get hundreds of rejects. I got 259 of them in my most recent world, with only slight bumps to titans and civilizations. It's not breaking (as far as I can see), but it's worrying me.
Yes, higher monsters and more people leads to lots of rejects, from my experience.
DF gens a random map. So wildly unpredictable that something fails. Not always the same thing, or else you would start to see the error-prompt 'woldgeneration is having trouble placing enough mountains' (or forests, glaciers, tundra, desert, whatever the case is)Yes, higher monsters and more people leads to lots of rejects, from my experience.
My hundreds of rejects are occurring long before it starts placing monsters or civilizations, though. They're happening very early -- I usually can't even see what's happening before I've already got 100 rejects (fraction of a second).
Newest version, apparently if I lay down stone fall traps in front of the trade depot there is no valid path to the trade depot?Since DF2012. Just leave a 3 wide path somewhere. Make the wagons go around
Since when did traps block caravans?
Newest version, apparently if I lay down stone fall traps in front of the trade depot there is no valid path to the trade depot?Since DF2012. Just leave a 3 wide path somewhere. Make the wagons go around
Since when did traps block caravans?
Caverns do have multi-tile trees and such. I would assume that this affects all trees but I haven't checked in good/evil biomes.
how do I war train animals. I used to do it from the stocks screen, z - animals, then w for train.It is still supposed to work like that, but currently it's bugged. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6748)
But I get spammed saying no animals to train and I got all my dogs in a zone.
My hundreds of rejects are occurring long before it starts placing monsters or civilizations, though. They're happening very early -- I usually can't even see what's happening before I've already got 100 rejects (fraction of a second).
two questions:
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?
2) Is the overview map showing more then i can access(i can only go a certain distance before it stops like it's the edge despite the map showing more) intentional?
Oh shit, I wanted to breed those cats for food, I didn't even check the gender.
two questions:2: I've noticed that, as well. I think it shows the center of the screen, and the stuff that looks to be outside is the edges.
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?
2) Is the overview map showing more then i can access(i can only go a certain distance before it stops like it's the edge despite the map showing more) intentional?
oh another two questions
1) do roads do anything beyond ensuring a path to the trading post.
2) has anyone else had 2 wagons appear with the first liaison?
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?
two questions:
1) Is having both the animals(dogs and cats for a consistent example) on the default embark be the same gender intentional?
They dump their worn clothes in exchange for better non warn stuff, if theres nothing better they'll put worn stuff on untill it's completely tattered. Then it rots once it's in teh refuse pile.
how do I war train animals. I used to do it from the stocks screen, z - animals, then w for train.
But I get spammed saying no animals to train and I got all my dogs in a zone.
Looks like lingering combat data that was checked in one place but not another (causing spam). Should be fixed for next time.
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?
I don't understand what you mean. What happens when you try to build the tables there? If the dwarves can walk there at all, they can carry a table there too. Maybe you've done something with burrows that is preventing the dwarves from getting there, or your ramps aren't actually usable. It would help if we knew what error message you were seeing.
I'm trying to set up my dining room near the sleeping area, a few z-levels down from most of my workshops. I can't get my tables down there, though. The way down is a spiral ramp. Do I need to put in a staircase or something?
1) You don't need them to have a path to the trading post. If you press D (shift+d) and it says Depot Accessible, you're good to go.
oh another two questions
1) do roads do anything beyond ensuring a path to the trading post.
2) has anyone else had 2 wagons appear with the first liaison?
1) You don't need them to have a path to the trading post. If you press D (shift+d) and it says Depot Accessible, you're good to go. If not, then you just need to clear away enough walls/boulders/trees to have a 3-tile wide approach to it. Then again, roads might give more positive thoughts to dwarves, at least if they're made well.
2)I do recall having that before, in previous versions, so I guess it happens based on your wealth or the wealth of the mountainhomes.
In the midspring of 127, <goblin civ> secured tribute from <dwarven group>, to be delivered from <dwarven settlement>.Any ideas what does that means?
In legends mode when viewing "The Age of Myth" page I found this:lootQuoteIn the midspring of 127, <goblin civ> secured tribute from <dwarven group>, to be delivered from <dwarven settlement>.Any ideas what does that means?
1) eh was mostly wondering if smooth roads sped up dwarves/wagon.
How do you gather fruits from trees? Do you have to wait until they fall off or something?
Personality was reworked, as a result your military now needs to develop a discipline skill and dwarves lacking it will run from pretty much everything.Amusingly this seems to happen to Goblins too, who are a bunch of cowardly cry babies now.
That is supposed to be be goblin culture. Rule of the strongest, with punishments dealt out by the individual. Stability is only achieved by the strongest ruling, and the others usually go along more out of fear or promise of gain than mutual cooperation.Personality was reworked, as a result your military now needs to develop a discipline skill and dwarves lacking it will run from pretty much everything.Amusingly this seems to happen to Goblins too, who are a bunch of cowardly cry babies now.
Not that I would face five Hammer lords in full steel with just a cooper stick.
--
Is it intentional that goblin kills are no longer notable with a few exceptions, or is it a bug?
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.
Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.
(also hi, I'm new here c:)
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.
Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.
(also hi, I'm new here c:)
Unless he's hostile, traps won't work. Is his icon flashing, by any chance? (I mean, rapidly changed to, say, an exclamation mark?). My guess is he sees something that's horrifying him, making him run away in fear. Would explain the tiredness.
Any job cancellations?
One of my dwarves apparently has a mind of his own and ignores everything I tell him. He is driven by some unknown force to run south and rub against the map edge. He's been there for half a year now. I don't know if he actually gets food or water, but he doesn't seem hungry, thirsty, or drowsy, though he is perpetually tired. I want to transport him to my fort... for science.
Any ideas how would I do so? I'm thinking of using a webbed cage, though I don't have any captive GCS yet.
(also hi, I'm new here c:)
Unless he's hostile, traps won't work. Is his icon flashing, by any chance? (I mean, rapidly changed to, say, an exclamation mark?). My guess is he sees something that's horrifying him, making him run away in fear. Would explain the tiredness.
Any job cancellations?
No job cancellations. The dwarf simply will not take any jobs (stays at "No Job") despite having labors enabled.
He could be horrified. He was wounded some time ago, and had to be washed and then sewed back together. Several times he cancelled resting - interrupted by Undead Human Spearman or somesuch. Then he ran away, scrapped at my raised bridge for a few minutes, and came back.
He completely renegerated as far as I can tell (limbs went from red to yellow and now to white) and he is no longer tired. Edit: now he is tired again?..
He is still running away from a corpse that is literally on the other end of the map though. At least I think he is. He doesn't have any kind of flashing icon, just standard purple-on-black dwarf icon.
Draft him and station him. If that doesn't work than you must conclude the worst and burrow him. Failing that just let him be an early warning system for invaders.
Also, locked doors are awesome.Only if there are no butterflies in them. Butterflies will jam doors.
Heya! I'm a bit new to DF in general, and i've been searching around this Dark Fortress that supposedly has some abductees in it. I cannot find the entrance though D: I've practically outlined the site and still can't find it.
Heya! I'm a bit new to DF in general, and i've been searching around this Dark Fortress that supposedly has some abductees in it. I cannot find the entrance though D: I've practically outlined the site and still can't find it.
What about those upward ramps on the inside? Can you get inside from above?
Look for a large tower of slade, with both an extensive above and below ground interior.
By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
I'm having this issue too, I'm about to try the guard towers for stairs...Look for a large tower of slade, with both an extensive above and below ground interior.
By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
the compass points me here, is it because it's under me? If I go anywhere else it directs me back here.
Look for a large tower of slade, with both an extensive above and below ground interior.Do this.
By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
Look for a large tower of slade, with both an extensive above and below ground interior.Do this.
By the looks of the screenshot, you are just wandering around Dark Pits somewhere near the tower itself.
ive tried, it's dense fog and snowing so everything a: looks the same and b: there's little light :( i just wanna rescue this girl
If all I ever grow are plump helmets, is there any point to cooking them?
Should I go for Easy meals or Lavish meals, if I have a legendary cook but only one ingredient?
I'd like to start growing something else, but there are just so many plants in the game I get lost.
For instance, if my dwarves only drink dwarven wine (from plump helmets), what kind of beverage should I make to get rid of the "tired of drinking the same old booze" thought?
Also, is it feasible to clothe all your dwarves by yourself? I'm on year 2 and my 64 dwarves all have slightly worn x(clothing)x, so I made a rope reed farm, though I don't know how many rope reeds I'll need.
Also, I wish I could assign specific farmers to specific plots, without having them starve because they can't leave the burrow.
Or just the places they need to be. The plot, seed stockpile, a bed, and food and drink stockpiles. IDK if you need the plant stockpile. Other dwarves will probably do the hauling, which would make harvesting much faster. The burrows don't need to be connected.Also, I wish I could assign specific farmers to specific plots, without having them starve because they can't leave the burrow.Sorry, but I have no ideas for the last one. Though I guess you could make a burrow that covers most of the map EXCEPT the other farm plots.
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
If all I ever grow are plump helmets, is there any point to cooking them?
Should I go for Easy meals or Lavish meals, if I have a legendary cook but only one ingredient?
For instance, if my dwarves only drink dwarven wine (from plump helmets), what kind of beverage should I make to get rid of the "tired of drinking the same old booze" thought?
Also, is it feasible to clothe all your dwarves by yourself? I'm on year 2 and my 64 dwarves all have slightly worn x(clothing)x, so I made a rope reed farm, though I don't know how many rope reeds I'll need.
If I tame giant Olms will they be able to breed? if not, how do I mod them so they can have children?
Thanks!If I tame giant Olms will they be able to breed? if not, how do I mod them so they can have children?
You can tame them, but they won't breed. Give them a [CHILD:#] token, with the # being how old they are in years when they become an adult.
For example, [CHILD:1] will have them mature after a single year. I believe that the olms are found in the file creature_subterranean.txt
Are wheelbarrows worth using? Just tried assigning some to my ore stockpile and I noticed that only as many dwarves as there were wheelbarrows were actually filling it.
Are wheelbarrows worth using? Just tried assigning some to my ore stockpile and I noticed that only as many dwarves as there were wheelbarrows were actually filling it.
Multiple small stockpiles with 3 wheelbarrows each feeding into a QSP (Quantum Storage Pile) are the most efficient. In general, though, yes. Watch a dwarf haul a rock by hand vs. by wheelbarrow. Wheelbarrows are much faster, even if less dwarves are assigned to the stockpile at a time.
Quantum Storage Pile?
i guess i'm playing .01! though this says r4 when i downloaded. In any event thank you so much, that worked!
Toady's most recent blog posts would indicate that he's made some headway on the calendar related slowdown. A lot of progress. So that should be better now, but probably still not as fast as .34.11.That was yesterday's...
here's another hopefully easy question. When i ask someone to guide me somewhere via the join option, what does that do? They join me like any other follower. Does this mean that it marks it on the map for me and they'll leave once i get there? They don't seem to be leading me anywhere.They will follow you and you can "Bring your journey together" to get a general direction, also the place where you want to go will have a "GUI" next to the direction in the top left corner.
Bah I'm just full of questions today it seems. I have the pop number set to 35 in the init file, had 43 pop in game, and for some reason I just got another group of migrants that brings me to 52. Is that setting limit borked now?The mountainhomes won't stop sending migrants until their caravan informs them of your updated population.
Bah I'm just full of questions today it seems. I have the pop number set to 35 in the init file, had 43 pop in game, and for some reason I just got another group of migrants that brings me to 52. Is that setting limit borked now?The mountainhomes won't stop sending migrants until their caravan informs them of your updated population.
I seem to have trouble keeping my seed stock up... I'm not cooking my plump helmets, but always run out of the damn things. I've tried just straight brewing them, but it doesn't seem to help, any known issues with seeds?
Would it be possible to "bribe" the dwarfs by loading them up with items of such obscene value that their mood stays at ecstatic even after a friend dies?
re-enabled elven diplomat
I think most people just ignored the requests and chopped all they wanted. If the elves declared war, so be it.I would be happier if the elves were more effective at things. Like bringing better animals for war and utilizing support skills better.
It shouldn't be such a big deal with the current version though, since trees generate way more wood. That is, unless Toady reduced the quotas to compensate.
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.
Also, this isn't really a DF2014 question, but if I were to post the story/chronicle/journal of my fort (singleplayer, non-fiction), which forum would it go to?Bay 12 Games Forum > Dwarf Fortress > DF Community Games & Stories
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.
You could just give them nicknames, I guess.
Yep, that's why. I've read of dwarves even being afraid of dead animals, but I'm not positive about that one.
In short, everything is terrifying right now. Only lots of Discipline skill helps.
Is there a way to assign an animal of specific gender to a cage? When interacting with the cage, the gender of the animal does not appear.
Yep, that's why. I've read of dwarves even being afraid of dead animals, but I'm not positive about that one.
In short, everything is terrifying right now. Only lots of Discipline skill helps.
Even my COWS are scared. WTF. Is this a bug I assume?
FYI I love how cats are legendary climbers now. ha.
You could try removing the [FLIER] tag from thrips men, but I'm actually not sure how you'd do that. It might be possible to see the generated raws if you use decompressed saves.Not necessary, they're in the creature raws. They're a variation of thrips, and inherit their flier token from thrips.
I think the answer is "no" because if it happened someone would've talked about it already, but here we go: do vampires get all panicked up when they kill someone?
Are there any tricks to getting items out of bins? I made the mistake of purchasing leather bins and they are sitting in my trade depot while my leather stockpile dwindles. I also have a bin that some ammo was accidentally put into. Can't seem to clear or dump it :\
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?
Floor engravings of unsatisfactory quality (e.g. Carvings of elephants mauling dwarves) can be removed by designating the carving of minecart Tracks over them. The tracks can then be removed by smoothing the stone, which results in fresh smooth stone tiles ready for another attempt at engraving
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?
I've been playing in the default text mode and I recently made the mistake of engraving my fort's central area. The white engraved tiles give me eyestrain at just a glance. Is there any way to tone them down or revert them to the smoothed stone appearance?
I've dug straight down and hit some "semi-molten rock".
Where did all the magma go?
I've dug straight down and hit some "semi-molten rock".
Where did all the magma go?
Hehehehe... :-X
You can look up Semi-Molten Rock on the wiki, but I don't recommend it until after you've discovered for yourself. Huge spoilers! You've reached the beginning of the end. As most people would say, the Hidden Fun Stuff, or HFS. Don't dig too greedily unless you want a super !Fun! time. :P
My problem here is that I literally do not know where to find any magma :/
I've dug straight down and hit some "semi-molten rock".
Where did all the magma go?
Hehehehe... :-X
You can look up Semi-Molten Rock on the wiki, but I don't recommend it until after you've discovered for yourself. Huge spoilers! You've reached the beginning of the end. As most people would say, the Hidden Fun Stuff, or HFS. Don't dig too greedily unless you want a super !Fun! time. :P
My problem here is that I literally do not know where to find any magma :/
My problem here is that I literally do not know where to find any magma :/
It's possible that you have dug straight past the magma sea.
Does being "Overcome by terror" for a long time rise the Discipline skill?
I've read a few reports from others that migrant waves can take until the second year or later now. That's pretty interesting since Toady didn't mention such a change specifically, but he did mention working on the population cap bug. Maybe it's related to that somehow? In any case I wouldn't jump to call it a bug unless you get no migrants ever.
I've tried to make this a little more useful, and it should control migrant waves now, to the point of preventing families that are too large from coming and also stopping generated families from bringing children and so on. Monarch arrival can still break the cap, but that should be an isolated event. I also added another cap that will stop fort births from violating the cap, and set the defaults to 200/220.
So to answer my own question, it seems when i copied DF 40.05 over to my lazy noob pack, that i over ride (this grammar is killing me) the Ini file.
So can I do anything w/ the new trees and stuff? Like the pollen? Or any nut farms or anything?
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?Severe trauma?
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?
There are also personality traits (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait) that affect this. Looks for the BRAVERY ones on the wiki page, then try to find one of those in the vampire's thoughts screen.
Why is Urist McVampire with Legendary Discipline still "overcome by terror" regardless of whether he is on-duty or off-duty, apparently running away from an undead, the same undead that dwarves with half his discipline engaged without running, and one he can't even see?
There are also personality traits (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait) that affect this. Looks for the BRAVERY ones on the wiki page, then try to find one of those in the vampire's thoughts screen.
It's a good guess, but he looks pretty average: http://i.imgur.com/cAm1gA0.png (http://i.imgur.com/cAm1gA0.png)
The only thing out of the ordinary is that he's extremely single-minded, but bravery isn't mentioned at all. Fun fact: being locked up in a room for a year removed the "good creativity" trait from him.
I wish I could just "reset" his brain somehow.
Did 40.05 fix dwarves standing on constructions they are trying to remove? It seems I've had a couple dwarven children fall multiple levels from my construction tower; either that or they were hit by falling debris?It should have, yeah (though older constructions from before 40.05 might still exhibit the problem).
Did 40.05 fix dwarves standing on constructions they are trying to remove? It seems I've had a couple dwarven children fall multiple levels from my construction tower; either that or they were hit by falling debris?It should have, yeah (though older constructions from before 40.05 might still exhibit the problem).
Hey guys, I'm not new nor am I a masterwork Urist, I'm just your typical Joe that likes to check this game out and play both Adventure and DF modes on occasion (spending ~3 hrs each time getting used to the ropes again).First off, hi! Welcome to the forums!
So, I recently heard .40 got released so I got myself a tileset, the new version and off I went. I started Adventure mode, really liking the sleek new "design", if you can call it that, plus the new combat system and such. Noticing the subtle changes isn't my big schtick, sadly.
Anyway, I've gone and done several "quests" so far to kill bandits or "vermin" or whatever. Now here's the thing. Every time I go to do that, I don't get a retaliation. For example, two minutes ago I went to attack a Kobold encampment quite far away. I travelled all that way and was preparing for the "Prepare to meet your doom!" message from their leader and a hail of arrows.
Instead I find eight wrestlers and one bowman plus another recruit that ran at my sight all standing there, clueless. I literally ran up to them, chopped off their heads individually and the rest didn't even respond, they stood there quietly with a flashing blue exclamation mark on them (not sure if this is from the tileset or not). On another occasion I even tried stealing their loot beforehand or finding a "leader" figure to talk to to maybe make them hostile because hitting practice dummies is not fun AT ALL. I even tried to find an option to declare my undying hatred for Kobolds but couldn't found one, I even admitted -- in front of my two companions, that I murdered my former companion in cold blood for his iron scimitar.
Anyone know what's causing this? Is it a bug? Is it my negligence or ignorance? Please help me because it's kind of ruining the experience. Like I said, they don't do ANYTHING. They only fight back after I hit them first, some don't even do that for some reason, a few even run.
Thanks in advance.
Well the brook just thawed so I reactivated the catch live fish task. My dwarf grabbed an artifact animal trap and then just left it in the brook to go drink :|
Edit: Awesome caught a lamprey!
You're not doing anything wrong, aggression in general is pretty bugged right now. Creatures have all these new emotions and allegiances and somewhere down the line it all falls apart and they just stand there in apathy.IIRC a large part of the problem is that enemies aren't being proactive enough about turning around. Thus there are several instances where you can stab someone from behind and they won't give a whit about turning, preferring to take the "if I can't see it it's not there!" approach. :P
Toady is aware of it and will work on it, but it's not just a quick fix.
I agree that it makes Adventurer mode not very fun. You can practice in 0.34.11 for a bit until Toady gets around to squashing the bugs. Or you could play around with Fortress mode, that's working pretty well after the last bugfix release.
In the unit list, does "missing" mean "definitely, 100% certainly dead" or more like "I forgot where I put it"?
Is there a way to get my military dwarves to stop going to eat/drink/sleep in the middle of a (m)ove or (k)ill order? Or at least to get them all to do it at the same time, preferably before I send them to battle?Eat and drink can be remedied by having them carry provisions, though at the cost of them not getting the good thoughts from the dining room. Sleeping is just something you are going to have to live with IIRC.
Quick question I couldn't find answer to on wiki or on here: Why are some of the options for what crop to plant in my farm red? My farm was working fine, now, just a month or so after creating it, plump helmets and pigtails are both red and I can't plant them? I have plenty of seeds, the ground is muddy, and it did work for a time...Is it near the end of winter? Toady recently fixed plants recognizing when it's too late to plant them, but it might have caused some other bugs when he did so.
Well the brook just thawed so I reactivated the catch live fish task. My dwarf grabbed an artifact animal trap and then just left it in the brook to go drink :|
Edit: Awesome caught a lamprey!
I know that gathering fruit and things from trees hasn't been implemented yet, but is it possible to make use of the new plants yet? In particular, I have a lot of string bean plants, some garlic plants, and long yam plants. Reading the raws says that the seeds of these are edible, but I'm not sure how to get those seeds. The plants themselves aren't cookable or brewable, and aren't edible directly. Does processing or threshing them do anything?
I haven't genned many worlds in 0.40.05 specifically, but in 0.40 in general I've seen plenty of Ages of Legends, Heroes, Goblins and Golden Ages. You're just getting unlucky.
Maybe lowering the number of monsters or letting the world run for longer helps.
What's this about yams, though? They can all be cooked and long yams can be eaten raw.
First, i'm playing v.0.34.11
After an ambush I could luckily catch 7 goblins. They are stored in on of my stockpiles now. For trainig issues I assigned them to an empty (built) cage in my barracks. Unfortunately nobody of my dwarf feels competent to bring goblins to the empty cage. They are assigned in the cage menu and have the green box in that menu.
I haven't genned many worlds in 0.40.05 specifically, but in 0.40 in general I've seen plenty of Ages of Legends, Heroes, Goblins and Golden Ages. You're just getting unlucky.Yeah, to be more specific the age of myth happens if there is still over a certain threshold of megabeasts and other monsters. If not enough of them are dying, or you are starting out with a large number of them, then it can last for quite a while.
Maybe lowering the number of monsters or letting the world run for longer helps.
For everything else, you should re-apply your changes to the files, one by one...
so my question is, has anybody else ran into getting light into there under ground farm by building the farm under a stump?
is there any danger of enemies getting in through the stump?
also how do i keep the armok dammed goblins from climbing over my walls?
Can animals now reproduce in cages, I had 3 dingos give birth, they've been in a cage for about half a year?
Can animals now reproduce in cages, I had 3 dingos give birth, they've been in a cage for about half a year?
The female must be pregnant before going into the cage. Once that happens, she can give birth in the cage.
i have the newest update, and there is no holes in the ceiling, i have been using it to do a above ground farming from the safety of my fort,so my question is, has anybody else ran into getting light into there under ground farm by building the farm under a stump?
There were reports of people having the ceilings of their underground farm areas pierced by trees in 0.40.04. The trees-piercing-ceilings bug was fixed in 0.40.05.
If you ran a fort in .04 and had your farms "contaminated" by light from ceiling ruptures, then those particular tiles are forever ruined for underground farming. But the good news is, you might be able to use those tiles for aboveground farming, even after you replace the ceiling. You may have to remove and rebuild your farm plots, making sure that each farm plot only has 100% aboveground or 100% underground tiles.
My Marksdwarves have 100 wooden arrows (remaining), designated for practice, they trained for their first month, scheduled, but on the 2nd they stopped training and for their entire month they just stand around.
Anyone got any solutions for sudden single digit fps drops that seem to just randomly occur? :( It's kinda killing my recent fort and i've not figured out what it is doing it yet.down grade to a smaller world or save and restart df.
I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?
I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?
Maybe all other dwarven settlements got captured by goblins while you were playing and the previous king died?
Humans sell anvils if it comes to that.I'm in spring of my 2nd year, and one of my seven dwarves just became king. Does anyone have an idea what happened here?
Maybe all other dwarven settlements got captured by goblins while you were playing and the previous king died?
I'm so totally screwed. I'm sieged by 5 corpses riding on demons since last summer. I didn't get a trade caravan in autumn and no migrants, which probably makes sense if the mountain home got eradicated. I don't have an anvil, since I prefer spending the embark points on other stuff and instead buy one from the caravan later. And now my new king wants coins. Not to mention that he's seriously pissed that he still has to sleep in a crappy dormitory with the other peasants.
I don't have an anvil, since I prefer spending the embark points on other stuff and instead buy one from the caravan later.
Is there some way to attract undead? At the moment they just mill around on the edge of the map, and with there being 50 of them all armed I can't really take them down by force of arms. I want to trap them, but when I open my gates they don't swarm towards them like goblins do...
Create a squad of oneuselesscowardlybrave dwarf and have him run with in a couple squares of them, then fall back.
Is there someway to force the dwarves to do what you tell them to?!
In theory the FPS hit should be gradual and proportional to the length of history generation, so a specific year probably won't do anybody a whole lot of good. Whether it's logarithmic (really doubt it), linear (maybe) or exponential (probably) on the number of years I don't know if anyone knows yet. Anecdotally I still get 100 FPS after a year in game with ~15 dwarves with 125 years of history, but how that translates to others I can't say. I'd probably just avoid genning 1000+ year histories, for several reasons.
No idea about the necromancers.
Is there a good way to check the sizes of creatures in fort mode?
When a zombie giant thrips shows up, I'd like to know how big it is before fighting it. Breadbox-sized is giant for a thrips, but so is car-sized.
Is there a good way to check the sizes of creatures in fort mode?
When a zombie giant thrips shows up, I'd like to know how big it is before fighting it. Breadbox-sized is giant for a thrips, but so is car-sized.
Not unless it has it 'is thin but overall large' etc.
Question. Is it normal to have two of your starting seven dwarves give birth without having a husband, like don't even have a husband on their relationship screen?
-snipped for space-
Question. Is it normal to have two of your starting seven dwarves give birth without having a husband, like don't even have a husband on their relationship screen?
I've just had my second dwarf caravan, but I've still not had any migrants, nor any messages about migrants, nor has my liaison mentioned anything about migrants.
The Wiki said that the first two waves were hardcoded, but I've seen nothing.
Oh, and 2 of my first 7 dwarves have entered into a gay relationship, so I'm not expecting babies anytime soon either.
Is this a bug, or have I missed something somewhere?
is it just me, or am I only get 1 block per log of wood?
Why do my axedwarves do wrestling demonstrations... they are fully geared.
Why do my axedwarves do wrestling demonstrations... they are fully geared.
Wrestling demonstrations are normal, because it's a skill every dwarf can sometimes use during combat. If they are never sparring with their weapons, that's bug #7519 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7519).
QuoteThe Wiki said that the first two waves were hardcoded, but I've seen nothing.
They were in 0.34. It is not known how they behave in 0.40.Quote
I remember Toady saying that even in .40 the first two waves are hardcoded, but the game respects your strict pop cap if you set it below 0 and will "send" 0 immigrants.
I've just had my second dwarf caravan, but I've still not had any migrants, nor any messages about migrants, nor has my liaison mentioned anything about migrants.
If you downloaded something other than vanilla Dwarf Fortress (some graphics set, a starter pack, a "noob pack", anything), then you probably have an old d_init.txt file without the STRICT_POPULATION_CAP in it.
QuoteOh, and 2 of my first 7 dwarves have entered into a gay relationship, so I'm not expecting babies anytime soon either.
Is this a bug, or have I missed something somewhere?
The gay relationships are not a bug. Lack of babies and migrants might be a bug in your third-party starter pack or graphics set (which you can fix by adding the missing setting in d_init). There may be another bug in 0.40.06 where dwarves give birth without being married.
Ok It's been 2 years and not a single person has adopted/been adopted by any pets/cats (yes all of the animals are available. (I've got about 10 cats and 15 dingos (tamed)
Does that mean that if there is no entry for STRICT_POPULATION_CAP in the d_init.txt file, that the game will never send you immigrants? Can I just copy the [POPULATION_CAP:200] parameter to STRICT_POPULATION_CAP?
Do elves no longer bring bins of cloth, do they only do that once the caravan size grows, or are my elves just not interested in bringing me any cloth for some reason?
Do elves no longer bring bins of cloth, do they only do that once the caravan size grows, or are my elves just not interested in bringing me any cloth for some reason?
The elves might be broken. They don't bring cloth, or seeds it seems. Still hoping they will bring some blade weed, but it looks like they aren't going to.
[OUTDOOR_WOOD]
[OUTDOOR_ORCHARDS]
No they spar with weapons all the time.
blocking a river, thats what i need help with a the moment
How do you generate more taigas and towers?Try ramping up the number of sites.
I've increased the number of forests and decreased the min temperature.
Ive got 1000 secrets and 10 civs but after 500 years I've got 1 tower.
How do you generate more taigas and towers?Try ramping up the number of sites.
I've increased the number of forests and decreased the min temperature.
Ive got 1000 secrets and 10 civs but after 500 years I've got 1 tower.
Im on the new DF version and noticed some weirdness with some select workshops like the fishery. Ill place it and none of my dwarves build it. Then when I hit q and look at it, it says needs any fishing and , while I do have a fisherdwarf, none of my dwarves build it. Any solutions?
Im on the new DF version and noticed some weirdness with some select workshops like the fishery. Ill place it and none of my dwarves build it. Then when I hit q and look at it, it says needs any fishing and , while I do have a fisherdwarf, none of my dwarves build it. Any solutions?
What is the top tier goblin weapon and what are the gobs most frequent weapon?
How do you look at a worlds gods?Either legends mode, or looking at the dwarves' relationships.
How do you look at a worlds gods?Either legends mode, or looking at the dwarves' relationships.
Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.How do you look at a worlds gods?Either legends mode, or looking at the dwarves' relationships.
Where in legends?
Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.How do you look at a worlds gods?Either legends mode, or looking at the dwarves' relationships.
Where in legends?
Hmm, adding a keybinding for a workshop option? That requires a touch of modding.
If still interested: you probably cant reach all the vanilla workshops and wont be able to put shortcuts on some stuff, theres certain hardcode going on.
The folder DwarfFortress/objects/raw contains a reaction_other text file. open that in notepad or similar. First two entries are going to be milling seeds and cooking fat for a vanilla DF. You might notice the lines
[BUILDING:QUERN:CUSTOM_S] and [BUILDING:KITCHEN:CUSTOM_R]
Thats how those keybindings you want are assigned. It will support i believe ctrl+, shift+, alt+, but you'd have to dig the syntax up from somewhere. You can assign to any workshop task you might create for a mod workshop, and you could alter/add to any vanilla reaction exposed like this in your RAWs, but a great number of the vanilla shops and reactions dont appear anywhere in the RAWs, its compiled in somewhere. Your two examples for instance. wheelbarrow is carpenter, I know you cant touch carpenter, you'd have to give wheelbarrows to another workshop entirely (and write a custom reaction since there is no wheelbarrow reaction in the raws), rock pot is craftsdwarf and i know you can do some tricks with that shop since i've seen them modded. That particular reaction however....
Explore the reaction RAWs, try the modding forum for further help.
Actually, I just discovered something:Historical figures. You can filter the results which can help search for them if you know names. They're mixed in with the 'first of their kind' sentients.How do you look at a worlds gods?Either legends mode, or looking at the dwarves' relationships.
Where in legends?
I don't get any hits for 'god' 'deity' 'religion' 'religious'.
I can find them the hardway, scrolling through all the figures, I also noticed dwarven goddesses are mostly depicted as symbolizing wealth, jewels, greed, money, etc. Ok correction it seems it's common with humans to.
I just got my first caravan and I haven't gotten a liaison, I looked at my entity list and my civ only has a baron and a king, different people.
Is there a way to make your dorfs put cut clay into a stockpile?
Playing .08 and can't seem to get a world to gen with goblins in it. Is anyone else having this problem? I'm just using the standard "Create a New World!" option.Goblin's seem to be an either world domination or none kind of thing. Either these guys are overbreeding, or they get unlucky and come across a forgotten beast early on which destroys the whole bunch.
Playing .08 and can't seem to get a world to gen with goblins in it. Is anyone else having this problem? I'm just using the standard "Create a New World!" option.Goblin's seem to be an either world domination or none kind of thing. Either these guys are overbreeding, or they get unlucky and come across a forgotten beast early on which destroys the whole bunch.
11843 Dwarves
4567 Humans
7043 Elves
12601 Goblins
520 Kobolds
Total: 36574Quote
Non-advanced world gen, small world, 125 year history.
I'm making a fortress in the ocean, a few quick questions:
- Will goblin invaders swim to get at me?
- If I built a bridge 1-z level up, do I need to worry about waves knocking my dwarves into the ocean.
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.
Put them somewhere they won't be seen, or destroy them entirely. Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....
Using a hatch cover, a garbage dump can be designed to drop items on the same Z level as the dwarf doing the dumping, thus removing risk of falling items causing injuries. This is done by channeling one square, and then constructing the hatch over the hole. Designate a dump zone over the hatch, and haulers will neglect to open the hatch, leaving the hauled items on the floor nearby instead.
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.
Put them somewhere they won't be seen, or destroy them entirely. Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....
They've been there for a year......I don't think he's capable of.......such a sad fate a male dwarf without a beard.
Ok what do I do with these 6 crow people skeletons? Most of my dwarves aren't afraid of them except for my damn mason, who is such a big coward that every time he sees a skeleton he freezes up for 10 seconds.
Put them somewhere they won't be seen, or destroy them entirely. Options include dumping them in a hole in the ground with a hatch cover on it; atom-smashing them with a bridge; dumping them into magma; or continuing to let the mason confront his fears until he grows a beard....
They've been there for a year......I don't think he's capable of.......such a sad fate a male dwarf without a beard.
What's his current discipline skill level?
if you designate a garbage zone on a hatch cover which is on a hole, or if you designate a garbage zone on a tile next to a hatch cover which is on a hole, the dwarves dump the items directly onto the hatch cover, not "on the floor nearby"
Actually, what I was hoping for was a covered oubliette. I wanted the dwarves to bring an item to the hatch cover, open the hatch cover, drop the item in the hole, and close the hatch cover. Of course, they don't do this (that would be too logical). But if there's a way to make that happen, I'd be happy to document it.
Shrug....he's a civi.
I forgot to check the neighbouring factions to my fortress before i embarked. Is there a way to see if my fortress is near a necromancer tower, human civilization etc. once i have already embarked and built my fortress? I have just found adamantine so things are going very well.
Next: Grab the Lazy Newb Pack. It'll make your life a crapload easier.
First thing: There are now Z-levels. Depth is no longer left to right. It's now up and down. You go through the different Z-levels using < and >.
Next: Grab the Lazy Newb Pack. It'll make your life a crapload easier.
Does someone know how I get an artefact Bucket out of my hospital?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Is there a way to get the first cavern layer to be placed closer to the surface in worldgen? Also, will generating a longer history result in more vampires? I keep hearing about people being accosted by hordes of vampire migrants, but I haven't seen a single one so far.
I'm pretty sure you can't dump artifacts.Does someone know how I get an artefact Bucket out of my hospital?Have you tried dumping it?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Is there a way to get the first cavern layer to be placed closer to the surface in worldgen? Also, will generating a longer history result in more vampires? I keep hearing about people being accosted by hordes of vampire migrants, but I haven't seen a single one so far.
In advanced worldgen paramaters, You are looking for a series of like 5 parameters, quite low in the list. Something like "layers above 1, 2, 3, 4, 5". 1 is the top-cavern, by default its set to like 5 i think, try tweaking that downward a little. (2 and 3 are spacing between caverns. 4 i think is sea and 5 smr, or something like this. I only ever adjust the first for depth to cavern 1)
I'm pretty sure you can't dump artifacts.Does someone know how I get an artefact Bucket out of my hospital?Have you tried dumping it?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
I'm pretty sure you can't dump artifacts.Does someone know how I get an artefact Bucket out of my hospital?Have you tried dumping it?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
Could you build a well close to where you need it, deconstruct and then forbid it?Thats the thing...I'm pretty sure you can't dump artifacts.Does someone know how I get an artefact Bucket out of my hospital?Have you tried dumping it?
Even deleting the hospital zone does not make my dorfs haul it back to the artefact vault.
How do Advanced World Gen options:
1) Cull Unimportant Historical Figures
2) Reveal All History
affect Fortress Mode?
I'm guessing 1) might lead to different artifacts.I have Culling set to 'ON'; most of my artifacts seem to relate to Dwarves becoming King/Queen; if I have it turned 'OFF' would I see events like combat events? I think this also leads to a smaller size on disk since less history is recorded but I'm unsure if it would make a difference in performance while playing.
For 2) I'm unsure the effects as I've never played Legends Mode (which is what it seems to relate to). My guess is that it wouldn't effect Fortress Mode at all.
Edit: Also, is there a way to see what 'Age' a world is in *after* it has been generated (as opposed to during generation)?
-snip-
okay here are my questions, can i fish from my well? it is an enclosed cistern system with grates and flood gates.Yep perfectly fine. You can even dig a hole in an aquifer and fish there.
[...]
do i need to worry about mud messing with my clean drinking water?Yep.
[...]
what does it mean if a liaison doesn't come with the trade caravan?Don't know. If your civ was annihilated you should get no caravan either.
[...]
i had my first siege and it lasted no more than a minute. is that normal?Can happen. Wouldn't worry about it.
[...]
i have a crap ton of copper, what do i do with it?Don't know. Giant spiked balls for traps? Copper goblets for trading? Build a road out of copper blocks? A dwarfen apartment complex, a skyscraper out of copper blocks with rooms for all your dwarves to avoid cave adaption? A hellish maze to trap invaders filled with traps (insert copper spiked balls here)?
thank youokay here are my questions, can i fish from my well? it is an enclosed cistern system with grates and flood gates.Yep perfectly fine. You can even dig a hole in an aquifer and fish there.
[...]
It isn't important if the tile of water could realistically contain fish.Quotedo i need to worry about mud messing with my clean drinking water?Yep.
[...]
Smooth the floor, make the reservoir 2 high. The second and higher levels of water is always non-muddy.Quotewhat does it mean if a liaison doesn't come with the trade caravan?Don't know. If your civ was annihilated you should get no caravan either.
[...]Quotei had my first siege and it lasted no more than a minute. is that normal?Can happen. Wouldn't worry about it.
[...]Quotei have a crap ton of copper, what do i do with it?Don't know. Giant spiked balls for traps? Copper goblets for trading? Build a road out of copper blocks? A dwarfen apartment complex, a skyscraper out of copper blocks with rooms for all your dwarves to avoid cave adaption? A hellish maze to trap invaders filled with traps (insert copper spiked balls here)?
Any screenshots? The material you are trying to use is stone, correct? Plenty of idlers?
Are all of the materials accessible? I've had issues before where the bridge would try and take a material that was on the inaccessible side of the gap.
Is there a way to check what a particular type of evil weather does? I have a cloud of profane vapour regularly drifting over my camp but it doesn't seem to do anything. Health screen doesn't show any symptoms either.
so what exactly do your dwarfs do when you retire your fort? and i don't mean abandon your fort. do they dig anything or build?
Playing my first reclaimed worldgen ruin. Is it normal for unconstructed rock blocks to leave behind bits of magma?
Just had an Armorsmith mood and he grabbed the nearest metal (tin :p) and made a breastplate. However his armorsmith experience is unchanged. Is this a known bug?
Just had an Armorsmith mood and he grabbed the nearest metal (tin :p) and made a breastplate. However his armorsmith experience is unchanged. Is this a known bug?
Ah thanks. Um, is there a way to let your dwarves actually wear artifact clothing? (mine seems to sit in the stockpile).
Is it possible to make 1-2 dwarves in the SAME squad do a patrol route while the rest train? Or do they need to be in separate squads?
Artefact bronze of masterwork Addy for armour?
For some reason every winter the plump helmet selection for my farm plots will be shown in red and no seeds will be planted. Does anyone know what causes this?There's a bug where it doesn't check next year's spring to see if the crop has time to grow.
Does constructing a floor over a hole to the outside prevent the area below it from being sunny (i.e. preventing cave adaptation?)Once an area is 'light' it will never become dark, no matter what you do to it. roofs, bridges, floors, glass ceilings, nothing with destroy the light.
OK, third question - my two legendary miners have just started flashing blue.
Natural floor/walls wont melt. Neither will constructed walls/floor tiles. Anything made with (b)(C) is magic and will never get targeted, destroyed, or melt. Stuff on them will burn and die, but not the tiles themselves.
Is there a way to turn blackberry/raspberry/whatever- berry plants into something usable?Try utilizing minecarts and/or drawbridges. They might be usable as projectiles.
They keep taking up space in my food stockpiles from farming and gathering, and I can't figure out how to turn them into useable components.
I wanted to ask if the dwarves (and fortress animals) growing in age but not in size bug has been fixed by Toady in the latest version.Fixed by Toady, in .40.0x
If not, would someone be kind enough to direct me to the df hack fix for the bug? I think someone made a fix back when this was still breaking news.
I wanted to ask if the dwarves (and fortress animals) growing in age but not in size bug has been fixed by Toady in the latest version.Fixed by Toady, in .40.0x
If not, would someone be kind enough to direct me to the df hack fix for the bug? I think someone made a fix back when this was still breaking news.
Evil worlds and non-breeding dwarves.
My militia commander seems to prefer bashing enemies with his wooden crutch instead of impaling them with his masterwork spear. Is there any way I can get him to swap out the crappy crutch for a nice heavy metal one?
My militia commander seems to prefer bashing enemies with his wooden crutch instead of impaling them with his masterwork spear. Is there any way I can get him to swap out the crappy crutch for a nice heavy metal one?
Have you tried forbidding the crutch in his inventory? You could also try marking it for dumping and place a garbage dump somewhere nearby. Then just forbid all non-metal crutches so that he can only choose a metal one.
Evil worlds and non-breeding dwarves.
You can't edit the randomly generated effects, but you can disable them and create your own. There are options in the advanced world generator to set the amount of randomly generated rains, clouds, and many other things. Setting them to zero will disable them, while still using the player created ones.
Civs can be prevented from spawning in a few ways. Go into the file called entity_default.txt, that's where all of the entities are. You could outright delete non-dwarven raws, but it may be easier to instead remove certain tokens that control where the civs spawn or what site types they like, what their populations are, or what creature belongs to the civ.
Necromancers are a bit more difficult, as towers aren't controllable in the raws. You could make more necromancer secrets, and give them more spheres that just death so that more gods can grant that blessing though.
To help you figure out how to make the weather and necromancer interactions, check out the folder within the raw folder called 'interaction examples', which has files to show you how to make things such as were-creatures, vampires, necromancers, and evil weather.
Why wouldn't my butcher butcher the three dead chinchillas killed by my hunter, even when they are in a refuse pile?Because there is a whole wiki to check instead of asking here. More than one, even.
Why wouldn't my butcher butcher the three dead chinchillas killed by my hunter, even when they are in a refuse pile?
FPS lag fixed?It's a step up from 40.12 to 40.13, my 170ish dwarf fort was close to what i consider unplayable 20fps before now it rarely dips under 40.
Does anyone know any good 3d rendering programs that work for the newest version?Bump
Stonesense/df hack covers the most recent version now.Does anyone know any good 3d rendering programs that work for the newest version?Bump
Returning after a long time away; how do root tiles work? Are they functionally identical to walls, blocking water/invaders and being indestructable?
hey, my militia dwarves aren't picking up all of their assigned equipment. i have loads of iron stuff but they only wearing parts of it. one dwarf only wears the breastplate, the other one breast plate + sword + greaves and so on. i never had this issue before, any help please? :(In the military screen, make sure their (e)quipment is set to (r)eplace clothing for each dwarf. then make suree none are miners/hunters/woodcutters
oh neat, that actually helped! though, isn't it a bit cold only wearing the armor? :oPfft, they'll be
oh neat, that actually helped! though, isn't it a bit cold only wearing the armor? :o
best way to crack a necro tower?Lure them outside and run like hell.
I heard there is an option to unretire retired adventurers, but I don't see a way to do it. I've searched on the internet and found nothing.
So how do i unretire retired adventurers?
The same way you make a normal adventurer, except when choosing your race/starting civ, you should see something along the lines of "Urist McAdventurer from Town."Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.
According to this (http://superuser.com/questions/106073/text-log-editor-with-auto-refresh-support) source, using Notepad++, there's an option to keep updating the file when it changes.
Oh sweet. I already use NP++.
It only seems to update when I focus on the window, though, so I can't have them side by side without clicking between the game and the notepad window.
Is it normal to have hundreds of rejects when generating a world with the "SMALL REGION" template? Even with no modified settings at all (except end year), I get hundreds of rejects. I got 259 of them in my most recent world, with only slight bumps to titans and civilizations. It's not breaking (as far as I can see), but it's worrying me.
How do I deconstruct a track stop? As in the one constructed under [C]Cant you just smooth away tracks on natural rock?. [d][n] doesn't seem to work.
Is there anything i can do to speed up the training/taming process of cave animals?
I caught myself a jabberer some crocodiles and giant toads, and after years of training the best i got is a masterfully trained toad (the rest still exceptional and skillfully trained). And even if the toad is trained it doesn't go from masterfully trained to tame.
Are there any downsides in DF2014 to selling masterwork / masterpiece goods to the traders? The wiki doesn't really say either way:No. Actually selling masterpieces is perhaps the safest thing to do. I doubt any harm can come to off-map items yet. In 34.11 it was my regular practice to sell things before keas or kobolds nicked them.
http://dwarffortresswiki.org/index.php/DF2014:Item_quality
I vaguely remember in earlier versions that selling off masterwork items and letting them leave the map was a very bad thing. But I've also seen comments recently that this is a good way to protect against dwarven meltdown due to accidental destruction of one of their masterworks.
Are the first two migrant waves affected by pop cap? Because the second one hasn't turned up (the trade caravan showed up before it, and I had set the pop cap to below the no. of dwarves I had), and it's summer of the second year.Also, is there a DFhack command to remove invaders from the map?
I have a lot of galena on my map and therefore a lot of lead. I have a double purpose for the lead: 1) train blacksmithing and 2)make trade-able goods.Something that uses the least amount of it per item and makes whole stacks of items. So. Cheesing it would be coins or bolts.
What's blacksmithng task is worth the most per bar of metal?
From reading the wiki it doesn't seem possible, but is there a way to guarantee bit.coal or lignite on your embark map? I've never been capable, ready, and lucky enough to have any at the same time(on fort #12 now.)
Hey ho. Is water hauling the bucket brigade? Or does water hauling also include the water to feed prisoners?
Its time to update all my jobs in Dwarf Therapist.
Does anyone know if a vampire can migrate to a fort if there are no vampire histfigs or gods giving out curses in a civ? Can out-of-thin-air migrants be vampires, or will they always be histfigs?
Also, is there a DFhack command to remove invaders from the map?
Is there a fog of war-like mechanic to being notified now? My previous fort didn't notify me about a lycanthrope until it was nearly upon me (and thus it got right through my drawbridge defense), and the current one I wasn't notified at all (a caravan guard one-shotted it.)Sneaking has been revamped. That includes fortress mode, but since you can see almost anything (and the player character does most of the sneaking in adventure mode) you may not notice it in fortress mode.
WWW
W.W
WWW
Can kittens be infected with the "were-beast" virus? Can they throw tantrums? Do they scare were-infected dwarves?
In my most recent fort I had a werebeast attack, it was beat down, but 2-3 more dwarves got infected (and changed at the next moon), bad moods were everywhere, and I had a lot of job cancellation messages that were basically "because of kitten".
I could never figure out which kitten was responsible. Or whether the dwarf which got scared was one of the infected.
Would removing the [PET_EXOTIC] tag and replacing it with [PET] and [TRAINABLE] tags work to allow me to have war cougars?
What does "No Trade" mean on the civ list? Does it mean that you are on bad terms, or that you don't meet their requirements?
Also, is there a DFhack command to remove invaders from the map?It appears there is no answer yet...
Well, I didn't touch the Pop cap. I don't think my civ is extinct since I'm receiving regular visit from dwarven merchants... but that may be wrong. How would I check?
Bandits? Possibly. I'll note that it's my understanding that migrants arrive every season (so 4 times a year?). As I've had 3 dwarven caravans visit, a lot of time has passed.
It seems I'm playing in 0.40.05, not .13... can I keep my saved game and switch? Is there a big difference?
How dangerous does this FB sound?
I want to know before I invite it for fun inside.
(http://i.imgur.com/bJdUlpG.png)
It cannot path into my fort, and solid stone is blocking it.
I have not been able to test it's dust, and I've seen it flying around the caverns.
It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.
Or water?It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.
Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
Or water?It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.
Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
(Sorry about the previous question, TEMPERATURE was off in the d_init :P)Sounds buggy, but lignite burns for about months.
This is a finely-crafted large rose cut yellow diamond. It is decorated with reindeer antler. This object is showing some wear.
It's also been !!burning!! for about an entire year now after I switched TEMPERATURE back on. Is this supposed to be normal? The room is sealed completely btw, not sure if that affects it.
Does anybody know why dwarves wont typically start wars? They defend quite well, but usually arent aggressors themselves. Elves have no issue doing such things . . .
??? Maybe in your worlds, where they prance like little faeries :P . . . but in my worlds they still come out okay more than not . . . though they do lose more often than last version and are completely passive.Does anybody know why dwarves wont typically start wars? They defend quite well, but usually arent aggressors themselves. Elves have no issue doing such things . . .
Until you start adventure mode or fort mode and they just absolutely fail at defending.
No idea anyway, in the various worldgens I've done for adventure mode, I've never seen one which started a war. It's probably a bug, but someone would have to do some research to see why they're not starting wars.
Last time when i was dealing with constant fire i just flooded it using pumps enginnering.Or water?It's been almost two seasons, and fire is still razing the hills of Nourishedfloors. Any ETA on when will it finally die out? Quarantine is turning into more than a minor hassle right now.
Usually a fire spreads until every grass- or moss-covered tile on the entire Z-level has been burnt, unless there are large physical barriers to stop the spread of the fire.
a river is a physical barrier, dunno about rain. You can make dirt roads to stamp down the grass so the fire won't spread
[USE_MATERIAL_TEMPLATE:BULB:FRUIT_TEMPLATE] not a bud or fruit, grows on stem
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:garlic seed:garlic seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[FREQUENCY:50]
garlic can be cooked and eaten, and both their seeds can be.Also, what counts as a fruit for brewing purposes? Anyone know? Because I haven't yet seen that option come up
my herbalist dwarfs are brilliantly hauling the barrel all the way to where they found a small onion plant(or whatever), putting it in the barrel, then hauling the barrel all the way back -- is there anything I can do about this aside from laughing at them?
I am currently hunting a Giant Slug with my crossbowThey may not all have bolts, may have run out of bolts, or may feel they have more skill smashing things with their hammer skill than shooting.mendwarves. I find it hilarious that the slug in fact can "jump away from the flying <highwood bolt> ... but to my question:
The fight is happening in the great outside, no walls, no nothing, except a few trees. My dwarves open fire while they are quite far away ... but continue to approach the thing until they are in melee range! While this is no real problem against the slug, it will be against anything that is able to strike back. Is this behaviour normal? Or how can I stop them approaching that closely? They all have bolts left in their quiver, and they are NOT doing any melee attacks, but getting so close seems not the right thing to do ...
Thanks for your input!
Cheers,
Cat
{watching a poor dwarf hauling a corpse <Giant Slug> to the butchery, moving one tile every five seconds or so ...}
Where can I look up the exploits my dwarves did? I always thought they would be listed in the "Thoughts and preferences" screen, but for example the fight with the slug is not listed on any of my dwarves' screen ... Or do only weapons get such a "kill listing"? Would be weird if weapons got it and dwarves didn't ...
Are war-trained drunians and crundles a good idea for a fort, or should I just butcher them?Given the size of crundles Id say no, but if you want them theyd be no worse than dingos. Or imo, at least.
Some of my animals are randomly bleeding to death/being found dead, with no combat logs!
I have recently fought a forgotten beast, in which everyone that was fighting him mysteriously died a couple of seconds after the FB died. But this started happening 3 months after I dealt with the FB!
The FB had deadly dust, that was both a frozen extract, and a boiling extract. The dust appeared as frozen extract, but reported it in the combat logs as boiling extract, and only the frozen extract was left on the dwarves' items.
-snip-I found some extract on my swordmaster's hood, but he doesn't seem to be affected by it.
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?* Cut one leg off a dwarf.
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?
Oh, and re: the planting thing:This happened to me, I just removed it and rebuilt it twice until he actually did it. Ttrees could have definitely been the root of the cause if u c wut i did thar.
Last version and this one I've had problems on two embarks (one last time, and my current one this version) where farm plots for my outside plot are being canceled during building, because of "cannot reach site." This seems to be (best I can guess) from being covered with huge amounts of wood from chopping the trees/tree roots in the area, even though normally the dwarfs will just move stuff like that off the plot-to-be. Maybe because there's not enough nearby room or something. Or it could just totally and completely be a bug.
At any rate, wonder if it's related somehow. Although I doubt it, if yours is underground (cause plump helmets). At least not if it's caused by huge amounts of Stuff, and not just Random Bug. Plus it seems to be different error messages.
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?Two pieces of track, a minecart, and a pressure plate. Pressure plate is set to trigger on track (default weights are okay.) Two stops are defined to guide the minecart on and off the pressure plate always every 1 day. You may set one to always immediately if you want a short pulse instead of switching states everyday. Uses a 1x2 area, a log, a rock, and dwarf power.
What is the best way to build a slow and space/resource-efficient repeater? Say to trigger an event about daily?Two pieces of track, a minecart, and a pressure plate. Pressure plate is set to trigger on track (default weights are okay.) Two stops are defined to guide the minecart on and off the pressure plate always every 1 day. You may set one to always immediately if you want a short pulse instead of switching states everyday. Uses a 1x2 area, a log, a rock, and dwarf power.
The tracks wouldn't actually be necessary except for the fact that the pressure plate won't work without a track underneath.
horns and hooves used to be absolute killers (War Yak!), diamond horns sound scaryThey are actually unique creatures, each one.
as far as I know, FB and titans can't breed or interbreed
By default, dwarfs will pick plant parts (fruits of bushes, leaves of the various "spice" plants etc.)
Digging diagonally upwards does not seem to work. Am I missing something?
You can't get stepladders in existing saves (barring maybe intervention from DFHack that's beyond my knowledge), because the game has already assigned the list of available items to your civilization and that isn't repopulated for your fort if you change it in the current save. Not sure if it will affect new forts in that world or not, but I don't think so.
Most things can be changed in ongoing saves, but adding items and reactions are two big ones that can't be done.
The whitespace formatting in the file doesn't matter much so long as it's on its own line.
Disable barrels in your "accept from anywhere" plant stockpile. Have that stockpile give to other stockpiles, which may or may not allow barrels, depending on your preferences.
It's better when you have higher wall*, but nice trick to make 3 level walls safe is to make them likeQuote from: greycatDisable barrels in your "accept from anywhere" plant stockpile. Have that stockpile give to other stockpiles, which may or may not allow barrels, depending on your preferences.
Thank you for this. I will definitely need to work on a proper 'stockpile chain' and use the give to/take from stuff. Gotta adjust my setup from what I was used to before.
Another question that I've seen conflicting information on: is there a known limit to how high climbers can climb? I.e., does it do me a good to have a(for example) 3-zlevel high wall, or is that no better than one 1-high?
i set a zone over land and a mirky pond and also set a pond area (the pond area being a hole and all the tiles around it) to get my dwarves to dump water in for farming. We have buckets but none of the dwarves are doing anything, what am i doing wrong? i usually just farm in soil as is but theres none on this embarkHave you access to water? Any water source? Is any idle dwarf there?
i set a zone over land and a mirky pond and also set a pond area (the pond area being a hole and all the tiles around it) to get my dwarves to dump water in for farming. We have buckets but none of the dwarves are doing anything, what am i doing wrong? i usually just farm in soil as is but theres none on this embarkHave you access to water? Any water source? Is any idle dwarf there?
1) in data/init/somewhere is the embark peofile.txt copy that to the new version. worldgen files also there 2) build upstairs then up/down stair as high as needed. they support themselves. Or ramp/wall. I do stairs. @ dragons. cage them if theyre that violent. pasture them both in special seperate rooms if babytime.
I want to build walls multiple z-levels high.
1) in data/init/somewhere is the embark peofile.txt copy that to the new version. worldgen files also there 2) build upstairs then up/down stair as high as needed. they support themselves. Or ramp/wall. I do stairs. @ dragons. cage them if theyre that violent. pasture them both in special seperate rooms if babytime.
#2 doesn't work. Is there a link or a demo video somewhere? I want to build walls multiple z-levels high.
I've lost three dwarves in two years to the waterfall that came with my embark. How do I keep them from throwing themselves off? Walling the rapids didn't work, nor did bridges. Grates might help, but what I really need is a wall-like barrier, absolutely barring movement for the dwarves but ideally allowing the water to flow. Likewise, can you dam a river?. . . you can. If the river freezes you've got your work cut out for you. Otherwise more fps-intensive or technical solutions would be required.
Whats with doubled names?
One of the dwarves in my fortress (a retired player adventurer) is called
'Iden Shashdonnish Lertethning Rigoth'
He only had the first two names when he started. :P
Dwarves get longer names when they rack up several noteworthy kills.
My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain".Do you have any flooding anywhere? Any channeling going on near water? Waterfalls?
My dwarves are outright refusing to drink, build bridges, etc. on account of "dangerous terrain". This is a plain regular river, just like any other one I've had before, and I can't see what about it they would consider dangerous. Is it the giant sponge that is occupying all of one tile and going to remain there for the foreseeable future that's bothering them?It's strange to complain about terrain then. But... go on, search "giant sponge" on the forum. You'll find messages like this:
A carp fleeing? THIS IS NOT DF ANYMOREIt was fleeing from a giant sponge, the creature which usurped its title of "king of the sea" by virtue of being unkillable prior to pulping. So it's weirdly appropriate IMHO.
I have been training voracious cave crawlers in my fortress. That the young ones arrive fully grown, and thus are not eligible to be trained up to tame as other creatures are, is a bug or intended behaviour? So only way to train them up to tame is by making them domestic for my whole civ?They dont have children tags. [BABY:xx] or [CHILD:xx] will let you have baby ones to 'train up', though why cant you train the adults into tame? Their tame (baby) adults will be tame too.
though why cant you train the adults into tame? Their tame (baby) adults will be tame too.
I meant why not the second? They should be eligible to make babies from birth. I dont know because I havent playing with the taming yet with this build.though why cant you train the adults into tame? Their tame (baby) adults will be tame too.
Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
I meant why not the second? They should be eligible to make babies from birth. I dont know because I havent playing with the taming yet with this build.though why cant you train the adults into tame? Their tame (baby) adults will be tame too.
Can I? I thought you can't train first generation animals directly to tame regardless of skill (currently adept).
I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).Make balistats... Catapults...
My problem is that i've embarked near a tower (for fun and profit) and every time i've done this, the undead sieges come fast, hard and very early in on the life cycle of the fort, and recent immigrant wave was huge pushing me above 60 dwarves when before i was only at 22.
I've constructed two pillbox towers outside the entrance to my fort and intend to man them with 5 marksdwarves each side in the event of any kind of attack until my actual military is strong enough to bring the fight to the enemy (i play without any kind of traps at all so it ALL has to be with military dwarves)
the question is - what do i arm those marksdwarves with? Wooden crossbows will do fine, but we have absolutely nothing in the way of metal we can use as ammunition. Are bone bolts effective? We could definitely have a sizeable amount of bone bolts for the time being if they can actually achieve anything
Are you trying to save future caravans or get the gear from the destroyed ones?
-Future caravans can be helped along by controlling their spawn point and providing bridge secured access to you underground Trade Depot.
-The current one can be smothered in water, which will wash away the goop. Also consider using migrants with boots and gloves (or shoes and mittens) and run them through a decontamination trench (a channel of water 3/7 of water or less) and into a stockpile room which you will flood after to wash off the gear.
You could cause a cave in above the area, which if engineered correctly will kill any FBs left in the area and decontaminate it at the same time. This will have the unfortunate side effect of destroying any farms you have there, though you should be able to rebuild them.
Flood it, and wall the rest off. You either flood it or drop natural walls on it. Id also highly recommend a decon trench.You could cause a cave in above the area, which if engineered correctly will kill any FBs left in the area and decontaminate it at the same time. This will have the unfortunate side effect of destroying any farms you have there, though you should be able to rebuild them.
The whole cavern is contaminated among other with deadly spittle, webs on deadly spittle and potentially another syndrome. It has been a FB hunting ground for a year or so. How do I decontaminate that?
Flood it, and wall the rest off. You either flood it or drop natural walls on it. Id also highly recommend a decon trench.
you have to get priorities. you want the wood and farmland in the caverns? You gotta get the facemelting juice off the floor so you dont spread it. Flood the caverns, make a drainage hole that flows off the map, wall off the worst areas with a dwarven sarcophagus, and make your decon trench. Also consider even keeping a burrow just for the civilian cavern goers. A decon pool to drop them into will also be good. If any of the syndromes are that bad you do have to consider it.Flood it, and wall the rest off. You either flood it or drop natural walls on it. Id also highly recommend a decon trench.
This cavern is my only source of wood (evil desert)! And it used to be my main grazing area (dralthas and sheep don't have shoes). (I always had a decontamination trench in the entrance.)
Flooding it would result in an utterly toxic pond with several syndromes available in it, right? (Maybe this is something I should aim for not avoid.)
Suddenly feels like a megaproject in itself.
I've embarked in a location without weapons grade metal anywhere in sight, we haven't even found copper yet. (just gold gold gold gold gold platnium gold gold gold gold and a few bits of galena).
Re: the contaminated caverns. Dont flood it with water, use magma. Not only is it 1000% more dwarfy but water isnt gonna clean up properly, you'll likely just end up with contaminants on the walls of your lake, which never shift. Remember, water pushes the contaminant, magma burns it. And of course if your lake is a real lake (no edge contact) then the gunk is just gonna sit there.
Using dorf-power (with boots/gloves) and decon trenches is a fine idea, but not suitable for all syndromes, some real nasty stuff is just too fast-acting. Also, as above, you'll get the contaminants lodging in the trench walls (unless that's changed with the fixes to waterflow and item-pushing, no clue). Now while contaminants in walls seem to be neutralised (i dont think dwarves can touch it), it still looks messy.
3rd: Concerning this human caravan: Somehow the wagon didn't manage to pass through my gate, which is nothing more than a three-space-wide opening in my wall. Several other wagons of other caravans managed without a problem. Many questions arise from this: a) Why did the wagon die? I don't have any reports of fighting, and there are really none of the invaders left ... b) Where are the other two wagons? I cannot find them - are they dead, too? I can only engrave a slab for a single wagon, but that doesn't need to mean anything I guess (according to 2b ...).
Figured out the answer so changes question. I've produced lye. So far about 10. Stocks say I got that amount but I cant find where it is, in which stockpile and soap make says I dont have none.
Figured out the answer so changes question. I've produced lye. So far about 10. Stocks say I got that amount but I cant find where it is, in which stockpile and soap make says I dont have none.
Lye is listed under food, misc. liquid. (You really have to make highly elaborate custom stockpiles to get a proper soap industry working.)
Do you know in qhich cases it wont be accsessible? I managed to get it going by cranking out enough lye. Had a few asheries on repeat and a lyeworkshop on the same. Burned through almost two loads of prime elven imported wood. I'm not sure but I think my problem came from a few containers which was first used not being avalible to my soap maker. Can you dump lye in a pond or on your enemies?
I'm planning a fortress in which the soldiers have no civilian skills. It is possible to house them continuously in the barracks (then they would train in every single day of their life), or should I build for them civilian rooms too and command them to train in every second month?You can assign them rooms if you want, but if they are always on duty and always set to sleep in the barracks they wont do much other than take breaks there (as opposed to meeting areas) and store stuff in their rooms.
Hey guys, thanks for the answers!
But no. No tantrum going on in my fortress. And none of the merchants were horrified ... So I'm still looking for the answers above. Anyhow, I also have a very short and simple (I guess) one:
I cannot build stepladders, neither at my carpenter's nor in my crafts. My manager doesn't even find the order for them. So I searched the forum and found the somewhat cryptic "search your entity file" answer, which apparently worked out for the asker. Can anybody explain to me which file this is and what I have to insert there to make stepladders available? So far I only found the "item_tool" file, which does not contain stepladders in my built.
Thank you very much!
Cheers,
Cat
So I searched the forum and found the somewhat cryptic "search your entity file" answer, which apparently worked out for the asker. Can anybody explain to me which file this is and what I have to insert there to make stepladders available? So far I only found the "item_tool" file, which does not contain stepladders in my built.It's not cryptic. If you don't have it in object definition (yes, it should be in the end of "raw/objects/item_tool.txt") and entity raws, this means either you have an old version of DF (before stepladders were introduced), or you patched it with tileset resources for a wrong version.
Is it possible to designate a point and then quickly jump there? I'm planning a hufe construction project where all new migrants will be assigned as "deep dwarfs" and wont be allowed up where thecurrent dwarfs lives but increasing/decreasing 20+ z levels in one go is a bit annoying. If there is a lot of jumping to do.
I'm planning a fortress in which the soldiers have no civilian skills. It is possible to house them continuously in the barracks (then they would train in every single day of their life), or should I build for them civilian rooms too and command them to train in every second month?You can assign them rooms if you want, but if they are always on duty and always set to sleep in the barracks they wont do much other than take breaks there (as opposed to meeting areas) and store stuff in their rooms.
So the answer is no, you dont have to give full-time military rooms. But it would be nice.
Sorry I interpreted my question in a wrong way.
I heard the that being always on duty (training in every single day of their life {now let alone legendary weapon users}) gives unhappy thoughts.
-It's not a big risk. I should have no problems with Tantrum spirals by forcing them to live in barracks and train forever.
-It's a big risk. I should build for them civilian houses in which they spend their free (off duty) time, in a scheme like this:
-1.month:on duty, training training training
-2.m.: off duty, they can do what they want, like civilians.
-3.m.:on duty
-4.m.: off duty,
-...
wat~? Thats a thing? No bad thought for long duty? What about on/off duty for the skillless?Sorry I interpreted my question in a wrong way.
I heard the that being always on duty (training in every single day of their life {now let alone legendary weapon users}) gives unhappy thoughts.
-It's not a big risk. I should have no problems with Tantrum spirals by forcing them to live in barracks and train forever.
-It's a big risk. I should build for them civilian houses in which they spend their free (off duty) time, in a scheme like this:
-1.month:on duty, training training training
-2.m.: off duty, they can do what they want, like civilians.
-3.m.:on duty
-4.m.: off duty,
-...
This is fixed in the more recent versions. No bad thoughts from permanent training schedule.
wat~? Thats a thing? No bad thought for long duty? What about on/off duty for the skillless?
In addition, If you have a full barrel of helmets and a single dwarf decides to hike 250 tiles to eat one of them then the entire barrel is tasked as busy for the duration of his walk there.
I cannot build stepladders, neither at my carpenter's nor in my crafts. My manager doesn't even find the order for them.
In addition, If you have a full barrel of helmets and a single dwarf decides to hike 250 tiles to eat one of them then the entire barrel is tasked as busy for the duration of his walk there.
I believe this is incorrect. Dwarves don't earmark an entire barrel when they only plan to remove a single item from it for personal consumption. They do, of course, earmark the barrel when they're about the drag the barrel out of the stockpile to add an item to it.
What does No Trade mean?That you cannot trade with them (but not at war currently)?
It means no trade path exists, and connection isnt made. I do know it used to be listed for all individual civilizations, but it may just be one now. If you embark there, you may not get any caravans or invaders, barring the mountainhomes.What does No Trade mean?That you cannot trade with them (but not at war currently)?
My lye maker won't, no matter what, make any lye. She will, when assigned to do so, go get the ash, go to the workshop, and immediately reappear, having produced nothing despite the labor assignment disappearing. I have barrels, I have tallow (also in barrels), and I have ash. I cannot figure out what's going on, and am now ordering lye from the liaison.
My lye maker won't, no matter what, make any lye. She will, when assigned to do so, go get the ash, go to the workshop, and immediately reappear, having produced nothing despite the labor assignment disappearing. I have barrels, I have tallow (also in barrels), and I have ash. I cannot figure out what's going on, and am now ordering lye from the liaison.
Buckets!
How do I keep a decent amount of soap available (for hygene/ hospitals) if I cannot plant trees to keep supply of ash up?Ash comes from trees. Trees grow on their own. if its a supply problem (Tundra/desert with FB problems) than dig out a (very) large room, making it at least 2 zlevels deep, and either see to it that the floor is wet or made of soil/sand. Trees will grow there once the cavern is popped.
Non hostile world? I'm a few years in with my fort now, 80+ dwarfs and 120k exported wealth but not a single thief, ambush or siege. The most interesting thing was a waresloth early on. The liason reports that nothing has happened all year and I'm starting to think all fun loving neighbors might have been eradicated throughout history. How long should I keep hoping for an invasion before digging straight down in search of fun?
Does magma not start forest/grass fires? I got sieged by undead and punctured my volcanoe to set everything on fire but to my dissapiontment NOTHING caught fire. the magma just slowly flooded the plains full of grass, shrubs and trees without anything catching fire.
Does magma not start forest/grass fires? I got sieged by undead and punctured my volcanoe to set everything on fire but to my dissapiontment NOTHING caught fire. the magma just slowly flooded the plains full of grass, shrubs and trees without anything catching fire.
Sounds like you have temperature disabled. You'll need to enable it to get fires.
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?
I have been trying to tame some toads to give my animal trainer some experience. The problem is under the z tab, it won't let me select a trainer. The 't' is greyed out. I have 3 people with animal training skills and 7 with animal care. I have assigned the toad to a cage, and I have created an animal training zone. Where have I gone wrong?
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?
I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.
Hither I come once again with an issue to pose to the most helpful community.There's a colors.txt in the data/init folder. Here's what I use:
Is there a way to change the color of text? Specifically, when I use the (k) key to 'look', the text describing the ground is in an unreadable dark blue(blends in with black background).
What does it need for dwarves to marry in DF2014 (40.14+)? (Or even just socialise more.) 10 years and waiting, several romances, but not a single marriage so far.Meeting zones? Bedrooms? Are these romancing dwarves content or grumpy in general?
I had meeting areas of various types - which should work similar to zones with regard to socialising, right - I put a zone on top of it now, but no real difference. Everyone has a bed room, I even put couples in adjacent OR at times overlapping bedrooms (to no avail). Everyone is happy, no one is stressed.
In older versions of the game I've always had trouble with this, even when letting dwarves have lots of idle time and with small meeting zones to encourage them to talk. It seems to just take a very long time or luck. Also, unless I'm mistaken it's possible in the current version of the game for dwarves to not be interested in marriage, which could cause them to get up to Lover status but no further.
I'm draining an aquifer for the first time using double-slit, but I can't seem to get the "one-step" thing (where you see what's on the z-level below or something) to work. Absolutely nothing happens when I press the period key, even though that's the key that's supposed to do one-step. Am I missing something?The default changed to / in DF2014.
That still doesn't do anything, but it's not that big a deal I have a more important issue.
I've successfully drained one level of aquifer, but on the second layer to be drained, the pump isn't working, even though it's set up almost exactly the same.
(Forgive me if there's a special aquifer trouble thread)
How would I go about doing that? The obvious answer would be to build walls, but I can't really do that when there is 7/7 water. I've got a feeling I should have built walls on the third level before channeling (if that was possible) but I don't know how to do that now.
Whenever I release prisoners in the first cavern layer (troglodytes / plump helmet men) new ones show up in the second one. Are the cavern layers connected off map and I am just recapturing the prisoners?
I'm trying to optimize my Gem industry....
How does save compatibility work in regards to graphics packs and all? I have a spacefox tileset region save, can i just copy it over into the new .16 DF?You need to replace /raw in saved game directory ("region1" or whatever) with /raw of your ruleset [+tileset]. Preferrably by removing and copying fresh, so that there won't be conflicts if stuff is put into different files, etc.
I'm having difficulties with aquifer draining again. Whoopee.
When I'm pumping the water out, now I can't seem to get both stair tiles drained. The pump only drains out the orthogonally adjacent tile, not the one above/below that one. Thus, when I stop to turn the pump around, everything fills right back up with water. Additionally, before you begin pumping, do you channel out both tiles on the side, or only one?
At this rate I'm going to need to make a "help me not fuck up aquifers" livestream or something...
Had a dwarf suddenly inherit a barony in another site other than my present fort. Now I have a baron who doesn't even technically rule over my fort.
Is this known and intended behavior? I don't quite care for having a noble I didn't even expect.
I'm having difficulties with aquifer draining again. Whoopee.
When I'm pumping the water out, now I can't seem to get both stair tiles drained. The pump only drains out the orthogonally adjacent tile, not the one above/below that one. Thus, when I stop to turn the pump around, everything fills right back up with water. Additionally, before you begin pumping, do you channel out both tiles on the side, or only one?
At this rate I'm going to need to make a "help me not fuck up aquifers" livestream or something...
It is not entirely clear what you refer to. If you remember the principles: you can drain through stairs, you can take water only if the floor is completely open, keep a path for your miner/mason ... You should be able to figure it out or ask a bit more specific.
Had a dwarf suddenly inherit a barony in another site other than my present fort. Now I have a baron who doesn't even technically rule over my fort.
Is this known and intended behavior? I don't quite care for having a noble I didn't even expect.
'eh, I've been planning on doing this one anyway, which is why it'll take me a bit and I had to locate a 'good location' for it. No worries.
I'm trying to optimize my Gem industry.
I've created three Jewelry workshops each with a small gem stockpile. Each stockpile gives to its workshop.
(http://imgur.com/vNa44q2.png)
(http://imgur.com/rmwfDIA.png)
I've separated the workshops to only work on gems of a certain value (http://dwarffortresswiki.org/index.php/DF2014:Gem#Value). The top workshop is profiled to accept Great - Legendary gem cutters, and its stockpile only accepts high value gems (value >= 25). The middle workshop is profiled to accept Proficient - Accomplished and gems with 10 <= value < 25, and the final workshop for gems < 10 with gem cutters Dabbling - Skilled.
(http://imgur.com/xLiBcKQ.png)
Example for High value gem stockpile:
(http://imgur.com/WAU2fTk.png)
Yes, it was incredibly tedious setting up those three stockpiles.
Finally, I have my Primary Materials Quantum Stockpile (https://www.reddit.com/r/dwarffortress/comments/2kuvs1/mechanixms_guide_to_better_stockpiling_part_2_the/), which holds all my rough and cut gems (among other things), giving to each of the three specialized gem stockpiles.
The problem, as you can see in the first photo: the specialized stockpiles are empty! Dwarves simply won't stock them. This leads to my Jeweler cancelling all the cut jobs because the stockpile for the workshop is empty.
How do I get the dwarves to stock the specialized stockpiles?
The bugged Gem workshops are on z level 133, and the materials stockpiles is on 134.
How can I separate the seeds from the bags?What for? A "coinstar" danger room? Dump them.
Will the vermins eate the seeds?Depending on the specific vermin's [PENETRATEPOWER], may eat even in barrels.
Probably impossible, or dorfs will just place them back into bags.Not actually impossible. You can create a 'bag free zone' with careful use of burrows and/or forbidden doors.
Is it possible to restrain a dwarf with a chain? If so, how do I do so?It happens automatically.
Also, what effect does creating a room from a chain and assigning it an owner have?The obvious (http://dwarffortresswiki.org/index.php/DF2014:Jail). :D
How do I see the killing blow when looking at combat under reports. I see a lot of fighting, and hit enter to see details, but there is no record of a killing blow. The enemy is very dead though.
Does the bucket brigade fill a pond only to 6 when filling from the level directly above? Why?DFwiki says "Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7". To avoid overflows, probably. Filling from a cistern controlled by pressure plates allows 7/7 if you think it's necessary for some reason. Or just building a stair 1 level up and sending your bucked brigade there, but then you have to watch for overflow manually.
My current world apparently has no dwarven liaison! Could this have anything to do with why I haven't gotten any migrants despite nobody Dying Horribly?Probably. On embark, DF warns you "Your selected civilization is dead or dying. Your dwarves might assume important positions." (I like it that nobles are officially as much of concern as, say, leaking aquifer or lack of fresh water ;D But you won't see it if other settlements are raided during the game, of course. Did you have a sudden wave of inherited titles?
I need yarn ASAP (my engraver is possessed and demands it) but whenever I tell the farmer's workshop to shear an animal, it says "no creature". I know that I have an ewe. I checked that ewe and it said that it has very long hair. Why will they not shear this sheep? Is it that her hair isn't long enough?Never looked at this one, but probably a static quality rather than current status, so it just didn't grew wool after the last shearing yet. I'd also look out for workshops that may use up that yarn, BTW.
After a caravan had unloaded its goods on my trade depot, I received a message that I had no depot accessible for them. After then rushing to the depot, I found, much to my chagrin, that the depot and their wagons had been destroyed.Look through combat reports. You may have a building destroyer critter around, possibly flying and still alive, just chased away, since you don't see a corpse.
Do elephants still starve to death before they can eat enough in DF 2014?Nope. They still eat a lot, but it is possible to have them NOT starve to death.
Do elf traders ever bring them as exotic animals?Haven't seen it happen yet, but ... probably? :P
a handful of baronies on the civilization screen
I have had a spate of dwarves die from dehydration - right in the middle of a hallway surrounded by wells with access to fresh water and 1000's of barrels of alcohol. Any ideas as to what this is?
Burrows maybe? There's a bug involving burrows and dwarves that are stressed.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=1034
They're tweaked to my monitor settings, so I'm not sure how good it looks on anyone else's. Both blues and grays are shifted for clarity and distinctness.
Is there a simple(r) way?
When tapping an aquifer from below, does it flood as soon as I break the floor to an aquifer tile above or as soon as I expose the tile below without breaking the floor?
When tapping an aquifer from below, does it flood as soon as I break the floor to an aquifer tile above or as soon as I expose the tile below without breaking the floor?
As soon as you expose the tile below the aquifer, you get water.
Working on a (safe) magmadump setup with no need for me to give commands for levers. How fast have I to open and close a hatch cover (on top of a 1 tile magma dump) to avoid repathing by other dwarves on the way? Is there a mechanical solution fast enough so it does not end in cancellation spam? Would a larger dump zone with multiple hatch covers work better (so dwarves can path to another one, when one is open)?
Any idea why my military dwarves won't perform any civilian tasks? They're set to operate pumps (it's their only labor, and they're the only ones set to Operate Pump), but simply stand in the danger room I built and refuse to do anything except eat and drink.Are they active or inactive? They won't do jobs while on active duty.
Any idea why my military dwarves won't perform any civilian tasks? They're set to operate pumps (it's their only labor, and they're the only ones set to Operate Pump), but simply stand in the danger room I built and refuse to do anything except eat and drink.Are they active or inactive? They won't do jobs while on active duty.
Hi guys,
despite the wiki and all the reading, I cant figure out how to provide my dwarfes with fresh water.
This is the situation:
A flat embark zone, warm, with several pools of stagnant water. Also, caves about 40 tiles beneath the surface.
How can I build a well in my dining hall, a few levels down?
- I would need to drain one of the pools to a lower level, then pump it up to a cistern that connects to the well? Even with all the articles, I am utterly confused.
Is there a simple(r) way?
Thanks!
This is my favorite well / water plumbing tutorial: https://imgur.com/a/4McDJThat works fine for potable water, but does nothing to fix stagnant/salty water.
How can I build a well in my dining hall, a few levels down?Yes. Use a diagonal passage at the bottom of your drain to neutralize pressure before you pump the water into a cistern.
- I would need to drain one of the pools to a lower level, then pump it up to a cistern that connects to the well?
If I embark in a place with no wood, how do I go about making beds?
Do you have burrows setup and is the smelter in one? That's usually a reason you can't select it from the menus.
Anyone else having troubles? It's only letting me smelt certain bars, not the ore I found. Can't "Smelt tetrahedrite Ore", I can in manager but not from workshop itself.
build a few butchers, tanners, kitchens shops along the river with small food and refuse stockpiles besides them and set upa task force with only butchering, tanning, cooking and refuse hauling.
depending on how safe you feel, use burrows or a meeting area to keep them topside.
Are there evil oceans - I mean with water in it? Whereever I embark the supposed evil ocean or lake is empty.???
how can I best prevent my fps from dropping over time? I use dfhack to clean things up but any successful fort I have ultimately dies from it before I can complete any long term projects.
So I just genned a world and it apparently has a forgotten beast made out of black diamond. If I encounter this thing, how fucked am I?
So I just genned a world and it apparently has a forgotten beast made out of black diamond. If I encounter this thing, how fucked am I?
So I just genned a world and it apparently has a forgotten beast made out of black diamond. If I encounter this thing, how fucked am I?
Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...
Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).
I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?
So I just genned a world and it apparently has a forgotten beast made out of black diamond. If I encounter this thing, how fucked am I?
Depends on how you feel about solving the problem by dropping a bit of cave roof on its head...
Anyway, my question. I embarked on a site that purported to have neighbouring elven, goblin, kobold and human civs (and dwarves, of course). In the second year, the elves showed up just fine, and I of course stole everything they had that I wanted even a little. The humans, however, never showed, and no thieves and snatchers have been appearing. The snatchers I find especially odd since for a while there were a bunch of unguarded babies literally crawling around outside, pukin' errywhere (I'm not sure if these two things are bugs - migrants who arrive with babies will take a good long while to actually pick up their tots, and babies seem to be born cave-adapted).
I wanted BLOOD! SLAUGHTER! And commerce. So what gives, huh?
Asking again.
Is it possible to rearrange the order of parameter-set names on the advanced world gen screen? I ruined my small island set (lesson, never, ever put preset values for anything) and so I had to create a new one, which is now sitting at the bottom of the list. It just doesn't look nice and it's a reminder of my folly.
How do I make a 1x4 or 1x3 embark? It won't let me lower the squares to less than 2x2.Like I said, you need to use dfhack. The actual command is
What's going wrong? I would be incredibly embarrassed to have to build my depot aboveground.
I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again. I literally cannot visualize what's going wrong here. I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.
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I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.
I have been trying so, so hard to make that, but with no success, and I'm wasting /immense/ amounts of time, labor, and materials on this.
Spend the little time required to read the page in the wiki instead of frantically trying out things in game. It is really not that hard.
That doesn't help anyone to say that.
I tried building a wall to the above of the floor 3 ramp, and that helped some, but as soon as I built all three walls it became unusable again. I literally cannot visualize what's going wrong here. I guess I dig a little side-path going around, but that won't solve the problem of the wall blocking caravans from coming in.
EDIT: I think I got it. I moved the ramps one square back to where they had a solid foundation.
EDIT: EDIT: Nope, that didn't work either. I think I'm going to swallow my pride and build my depot aboveground.
+
##\__
A couple of thingsDon't atomsmash decayed masterwork clothing. :)
one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?
can I designate the wear of the items? If so I will enable bins on that stockpile.No. I wish you could.
Also, my fortress has been made a duchy... twice. I have no noble because he died when it was a barony. None have come to replace him so I figure when the queen comes, then I'll have a noble. But what if they keep remaking my fortress a duchy?
My fortress has been in action for about 10 years (my longest living fort to date) and I have 186 dwarves currently living inside. I have never implemented a criminal justice system in any of my forts. My dwarves have always behaved themselves just fine. Well, a few went berserk after being in a mood, but other than that fine. What is the purpose of the criminal justice system?Convicting vampires. Also, I think punishing crime gives a good thought to the injured party, and nobles get upset if a dwarf gets away with, say, ignoring mandates? I'm not entirely sure on that, I've never got far enough in a fort for that to be a factor.
one I have a legendary leatherworker. I am pumping out leather clothing nonstop for my dwarves because their clothing seems to be in perpetual decay (I also make cloth stuff but my clothiers aren't legendary), my problem is, anytime I atom smash the decayed clothing, I ger the "a masterpiece of Urist McLeatherworker was lost" message and I suspect it gives her an unhappy thought. How do I get around this though?Actually, if you have a lot of masterworks made by a dwarf then destroying them doesn't bother him as much. So, you can to a certain degree ignore the messages.
so it appears I have killed everything on land and in the ocean...I think you can't kill all the fish in the ocean. I think it is possible to kill all ocean animals, but it should take decades or centures. The same applies to land animals.
Does the ocean replenish itself?
I just set up my tanks for testing. I have a lot of food, but for this to work I have to shut out the world, meaning... things could get rough. The idea was to just keep fishermen running nonstop.
Can a hatch cover be used in conjunction with a screw pump to cover the hole it generally pumps out of?
I was wondering about 1 thing.A short enough drop into deep water will dampen a fall, but if they don't have high enough swimming skill they'll be stunned by the fall and drown. I have a feeling that past a certain height they simply won't survive the fall, but I don't know for certain, I'm afraid.
Do tiles, filled with water, dampen someone's fall?
I was thinking about creating (at later game) an entrance to HFS and use a large cavern/hall for people to get dropped in.. so they will have fun.
The hall/cavern should be tall, so it takes a longer time to reach top from bottom.. but everything that gets tossed in from the top, should survive the fall itself.
Can I use 1 or multiple layers of water to dampen a fall.. in such a way, it is hardly damaged (or not at all)
I have a captured magma crap that I put behind fortificarions. It has been shooting at a a goblin prisoner for about a year now. Not a single shot has hit the goblin. The goblin just keeps dodging or use his shield.
Has the goblin gained stats? Is it likely he is now legendary dodger and shield user?
Has the magma crab gained stats?
My dwarves are (other than one) far above the average size of 60k acc. to wiki when I check them with Dwarf Therapist. While it is fine when they are strapped with large amounts of muscle and lard in my book (militia commander of size 110k), one dwarf has actually obese in his description and brings to bear an amazing 133k. Does this hurt in any way? Is milling, pump operating and military training going to help against obesity? Should I start making biscuits instead of lavish meals again? Tallow biscuits against obesity? Has anyone researched this in detail?
Fat is a measure of life quality, to me.
using doors to restrict access, making them walk farther to centralized foodbanks, or not letting military carry it. Adventure mode is easier to see because of your direct control.
But, why, other than roleplaying; that marginal speed increase? In small and stronger than average dwarves the effect of extra body weight is minimal, and fat will provide more weapon force, natural armor, and heat insulation. Fat is a measure of life quality, to me.
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Oh! pressure plates that close off shortcuts to food if a larger dwarf walks onto them too.
Lettuce... I don't know, lettuce is all leaves, isn't it? God, I hope it's not iceberg tho. gross.Your dwarves:
Lettuce... I don't know, lettuce is all leaves, isn't it? God, I hope it's not iceberg tho. gross.Your dwarves:
"Yum! Giant slug steak for dinner."
"And lettuce leaves."
"Lettuce? This isn't iceberg is it? Gross!"
On old (34.x) dwarf fortress i could look arround using k, and when i was constructing or designating afterwards (e.g. harvest only one plant) I was at the same position. In df2014 i recenter. Can i change this option back?
Nope, no voluntary dwarf restraints.
My unicorns (modded to be trainable) don't seem to be breeding, even after 2 years. Right now I've got 2 males and 3 females in the open, all on ropes or chains. I'm still in 40.16, so I think the spore system is still in place. Don't have DT so I can't look up orientations. Is there a tag I missed? Curiously, they never seem to revert to wildness either.
EDIT: Disregard that. One of them just gave birth.
Sounds like the new divine randomly generated materials. So far as I know, they're only available in the new secret sites in adventure mode and probably require killing powerful things to get.
well, if its a new site I can find it . . . It might simply be a stronger compliment to cloth. Or w.e.
you'll want to be fairly powerful before you start taking on angels in a vault, btw.
Go for the feet and the eyes. Toes and fingers if you can, and always try to grab it where expedient to. You want to cause enough pain to make it fall over or pass out. And blinding it is both painful and useful. Take it from me, being a blind adventurer sucks.you'll want to be fairly powerful before you start taking on angels in a vault, btw.
Lol. I haven't got as far as taking trolls down with an adventurer yet.
Go for the feet and the eyes. Toes and fingers if you can, and always try to grab it where expedient to. You want to cause enough pain to make it fall over or pass out. And blinding it is both painful and useful. Take it from me, being a blind adventurer sucks.you'll want to be fairly powerful before you start taking on angels in a vault, btw.
Lol. I haven't got as far as taking trolls down with an adventurer yet.
Sneaking is also useful, if you have the skill.
Most importantly: Always be ready to run and leave your friends behind. Always.
i think its any weapon that utilizes the axe skill.
you are talking about the human/goblin weapon?
How do I make a stockpile so that, when I feel it has enough of whatever it needs, it neither gives nor takes anything but remains "static"? Taking from links only, turning everything off, changing the settings, even removing the stockpile completely - all these have only resulted in the endless shuttling of items back and forth between the main stockpile and the food and drink stockpiles in the emergency room.
DF2014 are there any serious bugs slowing frame rate from previous versions still?I've noticed some slowdown/speed-up at seemingly random times, but probably just because there are a lot of items on the screen and/or moving items.
endless shuttling of items back and forth between the main stockpile and the food and drink stockpiles in the emergency room.
Is it normal to have... ?
1. my dwarfs get stuck in a tree, one z-level above the ground?
Is it normal to have... ?
2. an item on the floor that blocks construction and yet no dwarf will interact with said item to remove it.
Guys, is a 1x1 embark possible in DF2014? I've checked the nanofort thread, but it seems to be inactive atm.
What's the best way to retrieve bodies from a stream? It drives me nuts having to leave them there.
upper z 0
▄▄▄▄▄
█▼▼▼█ 1x3 downward slopes
█ █
█ █
lower z -1
▄▄▄▄▄
█▲▲▲█ 1x3 upward slopes
█ █
█ █
WTF is going on here? Why wasn't the 1x3 good enough in the first place?
Ramps are killing me.You see what you did there?
I'm trying to create a simple downward 1x3 ramp for a caravan wagon.Code: [Select]upper z 0
▄▄▄▄▄
█▼▼▼█ 1x3 downward slopes
█ █
█ █
lower z -1
▄▄▄▄▄
█▲▲▲█ 1x3 upward slopes
█ █
█ █
Now, here is what I did: an explanatory gif (http://gfycat.com/DeafeningGiganticBettong)
The original topmost 1x3 was channeled, the miners went down and then couldn't get back up! So I made the 1x1 channel at the top and now dwarves can get up/down.
WTF is going on here? Why wasn't the 1x3 good enough in the first place?
CORRECTED?
upper z 0
▄ ▄ <-- dig out space here
█▼▼▼█ 1x3 downward slopes
█ █
█ █
lower z -1
▄ ▄ <-- dig out space here
█▲▲▲█ 1x3 upward slopes
█ █
█ █
CORRECTED?
upper z 0
▄ ▄ <-- dig out space here
▼▼▼ 1x3 downward slopes
█ █
█ █
lower z -1
▄▄▄▄▄ <-- dig out space here
█▲▲▲█ 1x3 upward slopes
█ █
█ █
Remember that you need fuel too, if you are taking only from links, the stockpile must contain clay and fuel to get the dwarves to make something.
The yellow announcement text "You have been spotted!" indicates that sneak mode is no longer active against any hostiles in range. (http://dwarffortresswiki.org/index.php/DF2014:Ambusher#Adventurer_mode)Thats old datas, for 34.11.
I've never actually seen that message while playing in adventurer mode. Am I missing something?
How do I set Therapist to not show me vampire true names? I updated from before they had that feature (i think) and its still showing me their true names when I do get them..
How do I set Therapist to not show me vampire true names? I updated from before they had that feature (i think) and its still showing me their true names when I do get them..
Try the dwarf therapist thread. :)>:[
How do I stop a baby (or, indeed, any dwarf) from continuing to be on fire?
I'm trying to figure out how to get water on said baby.
It should be more resistant to damage when under attack, but it wears out just as fast as any other cloth when made into clothing.
I haven't seen a single kobold for game decades and through several embarks... so an odd question: Would a kobold (and similar able opponents) open a locked door (exposing the door tile for a moment) while walking through or do they just pass through the locked door? (I am interested whether I can design a kobold trap around temporary tile exposure or not.)Ive never 'seen' them do it before (but if you gave lockpicking to an otherwise visible critter you could eventually see it) given what I know about the game and how both modes of gameplay intertwine (adventure mode and fort mode operate under the exact same rules, mechanically) Id say as long as it takes an adventurer to bash/pick through a lock on a tomb. Which is about how long it takes to talk. 5 instants? Maybe give or take 2?
I haven't seen a single kobold for game decades and through several embarks... so an odd question: Would a kobold (and similar able opponents) open a locked door (exposing the door tile for a moment) while walking through or do they just pass through the locked door? (I am interested whether I can design a kobold trap around temporary tile exposure or not.)In one of my Megaforts I placed literally thousands of doors everywhere and I noticed a trail of doors opening towards my mayor with no discernible cause. The cause was an ambushing goblin. They should open the door and not just phase through.
In one of my Megaforts I placed literally thousands of doors everywhere and I noticed a trail of doors opening towards my mayor with no discernible cause. The cause was an ambushing goblin. They should open the door and not just phase through.
Also update on the moat with weapon traps, they do not go well together. When the ice naturally thaws the trap breaks and the weapon is strewn about, with the mechanism destroyed (possibly metal ones survive?).I guess I dont doubt it, but if you dig them out every winter they look like they will be fine. I froze everything that could be built with (b)(T).
Thanks. Yes, I read the wiki, still am reading it.. it is just very complicated regarding complicated things... fitting, I guess... ???
Are there any real physical benefits of weredwarfism? I mean aside from the regenarating limbs and all - are they actually stronger in combat when transformed?
Any way not to get a dwarven caravan (or any other caravan) in fortress mode? (No, humans or elves in the world is the easy part, but how to avoid dwarven caravans.)
How do you generate a world with liquid arctic oceans, they always seem to be frozen. Meaning 2 things either DF water has higher freezing point or the oceans contain less salt than rivers.They can be liquid. Especially away from shore. I dont know what or why, just that if breathing isnt an issue you can swim under the ice.
Any way not to get a dwarven caravan (or any other caravan) in fortress mode? (No, humans or elves in the world is the easy part, but how to avoid dwarven caravans.)Make you map inaccessible to wagons and/or dont build a Depot. Self-imposed challenge.
Are there any real physical benefits of weredwarfism? I mean aside from the regenarating limbs and all - are they actually stronger in combat when transformed?The transformation lasts two days so isn't really useful for much. Also being unarmoured during the transformation would make them more vulnerable than a fully-steeled Dwarf, and a naked Dwarf at the end of a transformation is certainly more vulnerable than both.
if the were dwarf is your last remaining dwarf, the fort falls when he transformsNo it doesn't, if the were-dwarf is the last dwarf standing the Fort will stand for as long as your were-dwarf remains sane and alive just as it would for any other dwarf. You can have a fort that's 100% were-dwarves for this reason.
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.
Make a refuse stockpile, butchers only use corpses brought in by hunters/animals or those in refuse stockpiles.So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.I believe only animals that are slaughtered directly in the butcher's shop or killed by a hunter or soldier can be butchered.
How big a space would I need to carve out underground to make an underground tree farm? 2 z-levels high? 4? 6? This is my first time wanting to make a tree farm since the trees have become multiple z-levels tall, so I'm not quite sure how this will work.
(I do understand that I'll be waiting a long time before I get any return on this investment.)
So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?
And Tin. Dont underestimate the power of bronze. Grab some tin and smelt some bronze. Just remember that the flexible shirts and leggings are better than the rigid breatsplates.So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?
Requesting ore from the liaison is a viable strategy. Three types of iron ore x 4 boulders each x 4 bars each = 48 iron bars / caravan. You can also request steel and iron bars and anvils (though those are significantly pricier).
And Tin. Dont underestimate the power of bronze. Grab some tin and smelt some bronze. Just remember that the flexible shirts and leggings are better than the rigid breatsplates.So I've settle on a area with LOTS of gold and silver and only copper, as far as the eye can see......so I need to import combat metals, any ideas on what is the best way to import lots of metal (iron+) for the lowest cost?
Requesting ore from the liaison is a viable strategy. Three types of iron ore x 4 boulders each x 4 bars each = 48 iron bars / caravan. You can also request steel and iron bars and anvils (though those are significantly pricier).
No, not at all. But its not bad in a pinch. You could make the steel weapons and breastplates, while using bronze shirts.
And Tin. Dont underestimate the power of bronze. Grab some tin and smelt some bronze. Just remember that the flexible shirts and leggings are better than the rigid breatsplates.
Yup. Specifically bronze.And Tin. Dont underestimate the power of bronze. Grab some tin and smelt some bronze. Just remember that the flexible shirts and leggings are better than the rigid breatsplates.
Is this specific for bronze? I was under the impression that breastplates/greaves were better than mail/leggings in general.
Yup. Specifically bronze.And Tin. Dont underestimate the power of bronze. Grab some tin and smelt some bronze. Just remember that the flexible shirts and leggings are better than the rigid breatsplates.
Is this specific for bronze? I was under the impression that breastplates/greaves were better than mail/leggings in general.
afa breastplates>mail shirts:
enh. You can wear both, and mail shirts cover more than breastplates. They dont do much for blunt protection, though.
Of course what idiot sends their melee dwarves to war wearing only a breatplate, knights didn't wear mail underneath plate armor for shit's and giggles.
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates...Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users.
Source (http://dwarffortresswiki.org/index.php/DF2014:Armor#Encumbrance)
Does anybody know why I can appoint nobles in my fort? No commander, no bookkeeper, no medical dwarf within the first year. Stymies my progress to not even have a broker. :/
'No reasonable candidates' Its a bit nerve wracking, because I usually have a military up by the time the traders in fall leave, and a bookkeeper up as well.
Any tips for caging a unicorn? What sort of bait should I use?Wha~? As far as I know the best thing to do is to trap common animal pathing areas. They dont go after carrots or anything (yet).
How many tiles does an enemy such as a zombie need to get within to cause a civilian to flee in horror? I'm creating a buffer zone for my ballista battery.
kinda did that alot but nobdy gives a damn so its kinda broken right now i assume?Yup. Its not easy being the first in a world of change.
I was just asking because I know that Certain creatures are lured in by constructions (so I build a door in the middle of cage traps). I thought that maybe there was an exploit for luring in a unicorn. I can't seem to catch the little buggers.Any tips for caging a unicorn? What sort of bait should I use?Wha~? As far as I know the best thing to do is to trap common animal pathing areas. They dont go after carrots or anything (yet).
I was just asking because I know that Certain creatures are lured in by constructions (so I build a door in the middle of cage traps). I thought that maybe there was an exploit for luring in a unicorn. I can't seem to catch the little buggers.Any tips for caging a unicorn? What sort of bait should I use?Wha~? As far as I know the best thing to do is to trap common animal pathing areas. They dont go after carrots or anything (yet).
Use walls to restrict their pathing. Then cage traps.
T section or X section to force them into a concentrated cage trap area. Build the walls in the shape of a t or x.Use walls to restrict their pathing. Then cage traps.
By this use mean, close off the border except for a small area and put cage traps there?
Thanks, I will try this. ;DT section or X section to force them into a concentrated cage trap area. Build the walls in the shape of a t or x.Use walls to restrict their pathing. Then cage traps.
By this use mean, close off the border except for a small area and put cage traps there?
Use walls to restrict their pathing. Then cage traps.
By this use mean, close off the border except for a small area and put cage traps there?
Could they all have died? Is there a way to influence (or force) dwarf fortress to spawn creatures?
Is there a way to influence (or force) dwarf fortress to spawn creatures?DFHack has a script that can both check and modify "region-pops", to let you know if a wild animal population is extinct and fix it if so.
Do built fortifications have floors under them if built hanging? Will water drain downwards if I channel a tile and then build a fortification over the hole?The answer seems to be no, which means an implied floor . . .
Is there any good science regarding the exp gains from individual combat drills? Im trying to get a legendary biter (alright, baby steps - I'll settle for proficient atm) in fort mode. Turning out to be alot harder than I thought.
Is combat/adventure mode playable yet? I know there were some interesting bugs with zombies and such.Depends how you define "playable". Is it better than it was back in DF2010 and DF2012? Certainly. Is it it's own perfect rouge like? Not always. What exactly are you looking for when you say "playable".
Is combat/adventure mode playable yet? I know there were some interesting bugs with zombies and such.Depends how you define "playable". Is it better than it was back in DF2010 and DF2012? Certainly. Is it it's own perfect rouge like? Not always. What exactly are you looking for when you say "playable".
If i play dwarf mode, can i still expect ridiculous and unintuitive combat? Stuff like grapes crushing skulls or wooden arrows punching through steel and so on.
If i play adventure mode, actually being able to talk to people without bugs and ideally quickly (instead of mashing what troubles you), logical reactions from civilians, vampires actually in existence when you look for them(yes i know about the rumor mill), bandits that fight back, monsters that fight back, companions to recruit without visiting everywhere in 300 miles, that kind of stuff.
Ty, starting a fort.0.40.21 is possibly a bit buggy still. 0.40.19 may be more stable.
Anyway, has anyone figured out which attributes are important for the gelding profession?
So can you not butcher dead animals, I've tried to butcher recently starved/killed weasels, cows, horses, dogs, and yaks, but I've always gotten a error that there isn't an unrotten carcase nearby.
Alright how about this - are GCS'es tameable? Apparently I've read many accounts of players with tame GCS'es, but the wiki page notes it as "Not trainable".Tameable but not trainable. That is, you can't have hunting/war GCSs.
Ah. Understood.
This is gonna be so awesome (Especially if said GCS reverts into a wild state midway in my dining hall).
FTFFYAh. Understood.
This is gonna be so awesome (Especially when said GCS reverts into a wild state midway in my dining hall).
Fixed that for you.
What damages Obsidian hatch covers? I've got an XX+obsidian hatch cover+XX and I'm curious as to what bashed (or scratched) it around.
Any building destroyers, or tantrumming dwarves? Those would be the first to come to my mind.I thought they just deconstructed buildings, not damaged them without deconstructing.
First comes love,Dwarves don't socialize and get married, reports say.
then comes marriage ...?
Two pairs of my original seven dwarves are lovers. They have been for nine years now. Is marriage on the cards at some point? Or could they be afraid of commitment?
Dwarves don't socialize and get married, reports say.
They do, however, adopt lovers if they roll that commitment level.
So, no.
Why? They'll make babies if they're lovers, no?Dwarves don't socialize and get married, reports say.
They do, however, adopt lovers if they roll that commitment level.
So, no.
Craaaaaap. That means I have to sacrifice dwarves until I get a married pair come as migrants.
Um, have to be married for babies.Nope
Anyway, I've only seen 1 natural marriage in DF in about 3 years of playing. It's just really rare in my experience. You could be unlucky and just have dwarves who are willing to get to lover status but not to married status. That's possible now. On the other hand, they just may not be socializing enough. One option to help with that is to assign the two to a small burrow and hope they socialize more. Another option is to set up one or two 3x3 meeting zones so that all of your dwarves will socialize more.
...so, wait, are the dwarven women both lovers to one father? That's not supposed to happen either. Either something has change drastically lately, broken lately, or something else is going on (DFHack?).Im not sure myself. Im not using third party apps. They were born 2 days apart, iirc.
NopeSpoiler: 1 father, 2 mothers, 2 babies, 0 marriage (click to show/hide)
Lovers are supposed to be limited to a 1-to-1 basis like marriages. Or at least have been up through version .40. I don't think that was intentionally changed, so it might be a bug you ran into. Quite how that happened I have no idea. I would suggest reporting it as a bug and uploading the save, but based on what I know about the internal structure of the game I doubt Toady can reverse engineer how it happened from the save. Guess it couldn't hurt though.
Lovers are supposed to be limited to a 1-to-1 basis like marriages. Or at least have been up through version .40. I don't think that was intentionally changed, so it might be a bug you ran into. Quite how that happened I have no idea. I would suggest reporting it as a bug and uploading the save, but based on what I know about the internal structure of the game I doubt Toady can reverse engineer how it happened from the save. Guess it couldn't hurt though.
My (not very reliable) memory suggests that there was some bug about dwarves getting into relationships / having children "like animals" but it was fixed. I may be imagining that, though. I looked in the bugtracker and didn't find anything relevant.
Is that a religion related thing? I seem to recall reading somewhere that they can get weird position titles like that, but if so it must be something you only see in adventure mode since I've never seen anything like it in fort mode.Probably, the human diplomat who is a vampire by the way told me these news however it does not show up in the civ screen itself.
Quick stockpile question.
I'm using a finished goods stockpile with a 'take from' link (http://dwarffortresswiki.org/index.php/DF2014:Stockpile#Take_from_a_stockpile.2Fworkshop) to a leather workshop. Dwarves are dumping finished goods in there from anywhere. Did I do something wrong, or is it a bug?
Would I need a new save if I updated to .40.23 from 40.19? Also, would Phoebus be compatible?Not really, and yes.
Did you also toggle the 'Take from links/anywhere' option?
Would I need a new save if I updated to .40.23 from 40.19? Also, would Phoebus be compatible?Not really, and yes.
Phoebus has a new version out already. Install that over a fresh copy of Dwarf Fortress 0.40.24 (or use the pre-installed package from Phoebus). Copy your save over, and don't forget to use the 'df_savegame_updater'. It should work out OK. If you want more details, post in Phoebus' thread.Did you also toggle the 'Take from links/anywhere' option?
Whoops. It was the "I did something wrong" option, then.
2. I put a farming plot outside. When I mouse over it, it claims there are "no seeds available for this location" when there is a barrel full of seeds, including outdoor seeds.What's happening there is that your fortress is overlapping an inhospitable biome. Mountain, for example. There are no 'mountain' farm plants so none of your seeds can be used there. Usually it is just a matter of placing your farm in the right area.
nope. The military screen assumes pairs. So just 1.
not that they can wear more than 1 pair of boots or gauntlets.
They can wear 1 pair gloves and 1 gauntlets and 2 pair socks 1 boots at most
is there some way to make a dwarf pull that lever RIGHT NOW?On workshop/lever jobs there is a
Does a dwarf's favorite color have any effect on gameplay whatsoever?I have no idea. Maybe they choose clothes to wear and cloth for artifact making based on the favorite color?
They will get better and often happy though AND They will use it longer without being unhappy if there is no other clothes in this color. This is why i usualy trying to get all the colors from caravans and plants.Does a dwarf's favorite color have any effect on gameplay whatsoever?I have no idea. Maybe they choose clothes to wear and cloth for artifact making based on the favorite color?
Have you got a way for caravans to get in safely? They need a 3-tile wide path.Yes. I dug a curvy 3 tiles path for the caravans. Safety will be ensured just with a Bridgegate, however.
Does brewing skill have any effect? Booze has no quality - do brewing jobs get done faster by higher skill?
I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.It's a fixed 5 urists of booze per 1 urist of ingredient. Grower/herbalism skill matters, not brewer.
Where can I download 40.23? I messed up my raws (again) and I can't find any vanilla (no MacNewbie) mirrors from which to download.
As for changing it, I'm not sure. If children could gain experience in a moodable skill, that would change it, but I'm not sure how you'd trick the game into doing that.
Why is the highest moodable skill of children always some kind of crafter, and is there any way to change that (without dfhack)?
How do I stop dwarves from reloading traps? In the middle of an undead invasion, my intricate trap system was going great, until these idiots decided to rush out and reload all the traps that the undead army was in the process of getting hammered by. I tried everything but I couldn't stop my dwarves from rushing to their deaths trying to reload traps. :-[Forbidding the trap once initially loaded is supposed to work.
Quick question. Is there much point to equipping dwarves with more than one masterwork steel chain mail shirt?It should further reduce edge attacks through deflection and absorbtion. All that steel starts to get heavy though, and it does almost nothing for blunt damage.
How do I stop dwarves from reloading traps? In the middle of an undead invasion, my intricate trap system was going great, until these idiots decided to rush out and reload all the traps that the undead army was in the process of getting hammered by. I tried everything but I couldn't stop my dwarves from rushing to their deaths trying to reload traps. :-[
Why is the highest moodable skill of children always some kind of crafter, and is there any way to change that (without dfhack)?
Does brewing skill have any effect? Booze has no quality - do brewing jobs get done faster by higher skill?
Really? I was sure that I occasionally got comments in earlier versions of dwarf fortress about having drunk legendary booze lately.
Is it possible to train vermin and make them pets? The wiki says so, but I can't make it work.You do it at a kennel, IIRC.
I am currently playing a fortress where my parent civilization is dead. After the two hardcoded migrant waves i only got a total of 15 dwarves. Will i get attacked by goblins and the necromancer tower that is nearby?Parent civilizations never entirely die, and probably. Especially if the goblins were at war with your parent civilization.
I am currently playing a fortress where my parent civilization is dead. After the two hardcoded migrant waves i only got a total of 15 dwarves. Will i get attacked by goblins and the necromancer tower that is nearby?Parent civilizations never entirely die, and probably. Especially if the goblins were at war with your parent civilization.
Well, i checked legends viewer, and there is a total of 7 humans, 3 elves, 3 dwarfs and 10000 goblins in the world. All the humans, elfs and dwarves are necromancers who do nothing but write books about each other over and over again. So i would say that my parent civ is totally dead.I had a world where the only few dwarves left were deities. Large migrant waves still arrived. Either they came out of nowhere or legends viewer is unreliable.
Well, i checked legends viewer, and there is a total of 7 humans, 3 elves, 3 dwarfs and 10000 goblins in the world. All the humans, elfs and dwarves are necromancers who do nothing but write books about each other over and over again. So i would say that my parent civ is totally dead.I had a world where the only few dwarves left were deities. Large migrant waves still arrived. Either they came out of nowhere or legends viewer is unreliable.
Is the current version stable and mostly bug-free? I'd like to start a fort again and i'd very much appreciate if i didn't have to restart because of some weird bug or awesome new stuff that will be added later.
I heard the DFHack command vdig was incorporated into vanilla DF, where do I find it?On the designations menu press 'a' until it says "a: Automating Ore". Then designate part of a visible vein for mining.
Do fbs only appear in their own underground region, or do they come to your fort from all over the world?
Is there a way to pre-bury parts of dwarves? (E.g. lost leg.)I'm pretty sure there isn't. The best you could do is to dump them on the same square as the coffin and make sure there are doors to stop the miasma spreading.
Do fbs only appear in their own underground region, or do they come to your fort from all over the world?
I think both - colossal titans and dragons are not cave-dwellers.
Are they aggressive ones? Can they leave the magma?
Consider baiting them with a critter and/or funneling them into your traps placed outside the magma. And selectively leave a path to your base for them to path for.
In the magma itself . . . That's water trapping with extra Fun. As in hard to do even without the burning to death.
What's the cause of 'Segfault' during world gen in the current version?
I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
I don't think Windows calls them 'segfaults'.What's the cause of 'Segfault' during world gen in the current version?If you're a Windows user did you use Large Address Aware on the DF .exe?
I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
I don't think Windows calls them 'segfaults'.What's the cause of 'Segfault' during world gen in the current version?If you're a Windows user did you use Large Address Aware on the DF .exe?
I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
Magma crabs survive out of magma and will path towards your fort, as anyone with magma access in the caverns can attest to. Construct a 'shortest path' to your fort and trap it. Else put traps on the edge of the magma.
I don't think Windows calls them 'segfaults'.What's the cause of 'Segfault' during world gen in the current version?If you're a Windows user did you use Large Address Aware on the DF .exe?
I'm trying to generate a history of ~4000 years on a medium world with 20 civs. Sometimes it goes shorter or longer before reaching a segfault, depending on the history seed (I got to 3000 years at least once). Is it mainly the history length hitting some kind of memory limit?
Yeah, i'm on 64-bit linux
Edit: Well, I tried another seed and made it 4000 years this time.
They kina meander into, like most wild critters. Because they throw lava at my dwarves and dogs, I get a little upset :pMagma crabs survive out of magma and will path towards your fort, as anyone with magma access in the caverns can attest to. Construct a 'shortest path' to your fort and trap it. Else put traps on the edge of the magma.
Maybe they move in randomly at some point, but they certainly don't path from the magma sea into my submerged entrance, despite available (trapped) path. Maybe I have to wait longer...
Anyone know the stats on ballista arrows and trap weapons, such as contact area, velocity, penetration etc.Some data for trap components is at DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Trap_component# Data & comparison).
Are you using any mods? Those can cause world gen to crash too, depending on what they change.
World gen crashes are really hard to debug, but it probably is just a memory limit if you're genning 3000+ years of history. There's so much stuff to keep track of at that point it wouldn't surprise me at all. With some seeds it might randomly generate fewer people and events, so sometimes it may work, sometimes not.
Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.They have NO_PHYS_ATT_GAIN but the tag seems broken (at least for player vampires,) so maybe.
Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.They have NO_PHYS_ATT_GAIN but the tag seems broken (at least for player vampires,) so maybe.
Apparently they also get a strength boost (and the muscle growth that comes with it) upon animation.Can animated corpses gain 'muscle'? 'Cuz that is just NASTY.They have NO_PHYS_ATT_GAIN but the tag seems broken (at least for player vampires,) so maybe.
Yeah, I'm pretty sure they do. I dropped one animated dog skeleton on top of 20 live dogs. Result: 20 dead dogs and one incredibly gigantic and muscular animated dog skeleton. :(
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
This means an increase of 300% + 1000 in strength and toughness, assuming the wiki is correct about the second parameter. Vampires only get a 200% boost. It is terrifying.
how are civs determined to be neighbors of eachother? can any cross water? mountains?
how are civs determined to be neighbors of eachother? can any cross water? mountains?They can cross water, even implausibly long fathoms of water, as long as there's a land connection somewhere between both points. If there's no land connection, then even 1 tile of ocean will isolate them.
how are civs determined to be neighbors of eachother? can any cross water? mountains?
Mountains, yes (I think).
Remove "Jungle" as an option somewhere down in the Name Generator.how are civs determined to be neighbors of eachother? can any cross water? mountains?
Mountains, yes (I think).
It seems like Dwarf sites in isolated mountain valleys are left alone by goblins, but I might be wrong.
This is a long shot, but is there any way to prevent temperate/cold forests from being called "Jungles" in the name generation? It seems like more often than not, forests on the border of tundra bear the name "Jungle" which seems odd to me.
This is a long shot, but is there any way to prevent temperate/cold forests from being called "Jungles" in the name generation? It seems like more often than not, forests on the border of tundra bear the name "Jungle" which seems odd to me.Remove "Jungle" as an option somewhere down in the Name Generator.
Who keeps stealing all my empty bags?! I have 18 in stock, I don't see a single one full, but none are available for any job that requires them. I keep producing them from the precious little leather I've gotten, but I can't locate any of them. The only stockpiles that accept bags are empty.
I know I've had this problem before, and I'm not the only one, but I can't find the answer.
Seeds. I dumped all the bags and found them full of I can't believe how many seeds. So I dumped the seeds and reclaimed the bags, gave all the bag-only stockpiles time to replenish, then reclaimed the seeds that have dedicated stockpiles. Maybe they'll consolidate these a little smarter.Who keeps stealing all my empty bags?! I have 18 in stock, I don't see a single one full, but none are available for any job that requires them. I keep producing them from the precious little leather I've gotten, but I can't locate any of them. The only stockpiles that accept bags are empty.
I know I've had this problem before, and I'm not the only one, but I can't find the answer.
Seed storage? processed food?
What do I do with this damn much alfalfa? No one but the horses eat this much, if only I could switch them off grazing and let them have it. I can't make booze out of it, so maybe I'll just offload it all on the elves.See other ideas on seed usage in this topic (http://www.bay12forums.com/smf/index.php?topic=148095.0).
What does increasing the number of "beasts" on worldgen do, exactly? Is it for (semi)megabeasts, titans, forgotten beasts, or large regular animals?Megabeasts. See more in DF2014:World generation#Number of Beasts (http://dwarffortresswiki.org/index.php/DF2014:World_generation#Number_of_Beasts) at DF wiki.
Migrants will be created to satiate your fort if needed.Thanks for fast answer. So what one does to keep his retired fortress defendable? OK, traps are irrelevant. Is equip irrelevant too so you just leave highly skilled military units there? Or even skills are irrelevant, just leave there lots of dwarves and hope for the best?
AI battles aren't physically fought.
Skills are relevant, but because battles are calculated I'm not sure how; but skills are very relevant/Interesting. So if one has like 30 military dwarves in 100 fort it is good idea to put the rest of 70 to military squads before retiring to help defend it? But aren't worldgen/out of sight sites also calculating their food and other stocks so putting 100 of 100 dwarves into military before retiring may help with defence but in long run will lead to starvation in that site?
Equipment is also factored in, I'm sure; due to experiments with goblins and their access to weaponry inworldgen.
Number of combatants (active and considered in the military @ exact time of retirement) also helps when your dwarves do die.
Battles in worldgen/out of sight are fought 1v1.
What happens to pets when their owners take a cart ride?Probably the same thing that happens to babies.
Migrants will be created to satiate your fort if needed.
[citation needed], especially considering migrants are no longer hard-coded.Migrants will be created to satiate your fort if needed.
Nope. A truly extinct civilization will not generate migrants beyond the two hard-coded waves, nor will they ever send a trade caravan or liaison. It is currently not known how to distinguish between "extinct" and "nearly extinct" civilizations.
I have my population cap set to 60, but my fort has continued to get migration waves and I'm now hanging out at 100 dwarves.Did you restart the fort after changing the cap? Is your absolute cap set, or just the soft cap?
What gives? Is this gonna keep increasing and ignoring my cap?
[citation needed], especially considering migrants are no longer hard-coded.Migrants will be created to satiate your fort if needed.
Nope. A truly extinct civilization will not generate migrants beyond the two hard-coded waves, nor will they ever send a trade caravan or liaison. It is currently not known how to distinguish between "extinct" and "nearly extinct" civilizations.
Is there a utility just for having the game log up on another monitor or in a window outside of the game so you can always see it without using the announcement window? Can't just open it in notepad, because it won't show changes made to it real-time.
I think higher brewing skill means you get more booze from one brewing - I've seen anywhere between 5 and 25 urists of booze in one barrel, and I think you can't put multiple brewings into one barrel because you need an empty barrel or pot to brew in the first place.
Are constructed fortifications climbable? I haven't seen one in adventurer mode to test.You can try to start new fort, build some walls, fortifications and so on and then switch to adventurer mode and see how it goes.
Was children deconstructing walls removed from the game - or is this due to using DwarfTherapist at the same time?It was made its own labor, so children and nobles won't do it by default.
Theoretically, yes. Any depth of water will freeze to a full ice wall, whether it's 1/7 or 7/7, and any ice wall will melt into a full 7/7 depth water, so you can essentially create water in this way.That's changed for arena mode at least, with the game now keeping track of the pre-freeze water level.
How many months of alfalfa meals does it take to reduce fortress obesity?
How many months of alfalfa meals does it take to reduce fortress obesity?
I had a good chuckle at that.
then I thought "my dwarves would choose to eat vermin over stinkin' alfalfa"
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"
Oh god Toady please implement this (lifestyle diseases). Even in a limited form, it would totally change the game.Any fort I've ever had, after a few years of lavish meals everyone gets the "hanging rolls of lard" description, even the ones that stay strong and tough. I'm seeing some that are skinny yet fat? I don't think it's a health hazard in gameplay yet, but the weight is probably an occupational hazard for some. It's kind of disgusting watching these rugged frontiersdwarves get bloated and soft with comfort and luxury.
On topic, what's the difference between a mangled and a mutilated corpse?Mutilated corpse means it got its parts cut of before death, mangled one got its parts pulped before death. For example: first one died after battle with axeman, the second one after battle with maceman.
Not sure if it'll work, but build a cage trap where it's lying unconcious? That is, if your mechanics dont flee asapWouldn't it be "creature in construction site, construction suspended"?
What causes tears? I imagine walking around with broken bones might, and dwarf might cry after finishing their magnum opus, but I can't figure out an explanation for most of these crying dwarves. It's not just from pain, trauma or bliss, I've seen some physically and emotionally fine, with a history full of "interested" thoughts in their heads, but teary-eyed. Who keeps putting tears on their eyeballs?I don't know the specifics though.
then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.
Don't they bleed more, at least when burning?then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.
Fat dwarves are good. They're better at absorbing blows, and last longer when starving.
I think so. But I've only seen PCs in Adventure mode survive fire, so I don't know if it matters . . .Don't they bleed more, at least when burning?then I thought "oh crap. is he serious? is fort obesity an actual problem I have to watch out for? my dwarves have been eating lavish meals for years. I hope they aren't all going to drop dead from heart attacks"In a previous version, dwarves near the fat limit would eat extra processing power as the game calculated the jittering between maximum and slightly below. Might have been fixed, might not.
Fat dwarves are good. They're better at absorbing blows, and last longer when starving.
What causes tears? I imagine walking around with broken bones might, and dwarf might cry after finishing their magnum opus, but I can't figure out an explanation for most of these crying dwarves. It's not just from pain, trauma or bliss, I've seen some physically and emotionally fine, with a history full of "interested" thoughts in their heads, but teary-eyed. Who keeps putting tears on their eyeballs?I don't know the specifics though.
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
Fear, terror, death for sure.
Perhaps eventually joy too. Or being outcast/punished.
Is there a guaranteed way to get sieges in DF2014? It seems I embark constantly on peacful locations.(http://puu.sh/g3EYX/3e1e276ffc.png)
In theory, and in previous versions; yes.Is there a guaranteed way to get sieges in DF2014? It seems I embark constantly on peacful locations.(http://puu.sh/g3EYX/3e1e276ffc.png)
Is that enough to be sure to get sieges? :/
Is there a guaranteed way to get sieges in DF2014? It seems I embark constantly on peacful locations.No. But after more than like 1M of wealth, 100 dwarves and 5 years goblins usually come. And if you angry diplomats/traders of humans or elves, they should come too.
Does restricting a workshop prevent haulers from moving items to stockpile from it?I dont believe so I'll check rite now
Aww shit.
I had hoped asking here would help.
Thanks pisskop
Not dwarves humans btw.
Would a natural stone room survive a drop? Or is it just how cave ins work?
Cave-ins are, in a word, pancaking. (http://youtu.be/4IXKKotlSuc?t=36s)Aww shit.
I had hoped asking here would help.
Thanks pisskop
Not dwarves humans btw.
Would a natural stone room survive a drop? Or is it just how cave ins work?
In short, that's how cave-ins work. If you drop a construction, it deconstructs and you get a jumble of blocks/rocks. If you drop natural rock, it'll compress and fill up all contained open space. Any passengers inside will be killed instantly, no chance of survival. Anyone standing on top of a caving-in construction will fall normally, which is rarely healthy.
More than you ever wanted to know about cave-ins:
http://dwarffortresswiki.org/index.php/DF2014:Cave-in
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable. I have a general idea of how channeling works, but I still haven't been able to solve this problem. Any help would be appreciated.
I am in an evil rainless desert biome, slowly colonizing the surface. If I water the aboveground area is there any chance natural growth will occur to start surface farming? (Or an area at z-1?) Sadly elves and humans declared war decades ago for unspecific reasons, so no opportunity to get seeds from them.
Another question: how can I handle wax properly? I have a stockpile for pressed honey bee wax cake, but a lot of wax prefers hanging around in random pots in completely different stockpiles (that wouldn't even accept it).
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable. I have a general idea of how channeling works, but I still haven't been able to solve this problem. Any help would be appreciated.
I've recently been trying to dig some pits for my current fort, but I've run into a major problem. I can't seem to dig one without stranding the miner at the bottom, forcing him to dig himself out, but this isn't always desirable.
"Mangled" and "mutilated" corpses are non-butcherable?
I haven't dealt with deserts of late, but they have very little natural growth and normally no naturally-occurring shrubs. You might be stuck having to wait for humans and elves to calm down again.
Are those the actual "honey bee wax cake"s? Those definitely belong in food stockpiles under "pressed material". Dwarfs shouldn't put them anywhere else, although they can sometimes be tardy removing them from a barrel after stockpile settings have been adjusted. I find it easy to confuse the pressed wax cakes with "honey bee wax honeycomb", the unpressed item. That one is, strangely enough, a "tool" (finished good) of "wax" material and is frequently crammed into finished goods bins, along with ropes, clothes, crafts and uninstalled hive- and nestboxes.
This is probably a stupid question, but if you build a horizontal axle across a carved track, will the minecart pass through it, or smash it to pieces? Less stupid question: if the latter, would the impact harm any riders?One can imagine in some mod the rider does need to duck or xe gets hit by that axle and falls out while the minecart continues on. One could train Dodger and Observation skills this way.
Thinking of which, that could be a useful way to keep dwarfs out of minecart routes - just set up a pair of statues, one on each end of the interdicted track.Would using two statues (or other similar walk-blocking drive-allowing object) on each end instead of one be safer? As units can dodge to tile with statue, they could then get out of it on the other side... Would minecart then need more speed to be able to get through this double statue?
Thinking of which, that could be a useful way to keep dwarfs out of minecart routes - just set up a pair of statues, one on each end of the interdicted track.Would using two statues (or other similar walk-blocking drive-allowing object) on each end instead of one be safer? As units can dodge to tile with statue, they could then get out of it on the other side... Would minecart then need more speed to be able to get through this double statue?
Sorry if this has been covered, the wiki didn't say much.In recent versions such attackers are mostly taken from real inhabitants of far sites and not conjured next to your fort from thin air. That means number and power of sieges depends now not only on state of your fort but also on their sites. So if goblins are busy fighting elves and elves busy fighting goblins it may take some time to get their attention and you still can't be sure they will ever come. Hoarding few millions of wealth seems to work quite well but they still need time to march to you.
I've started a fortress, and have nearly a hundred dwarfs. When I embarked it said the elves were hostile, and I had nearby goblins but I've not yet received a siege, snatchers, or thieves. Has this behavior changed?
Honestly, there's a distinct lack of !FUN!
Sorry if this has been covered, the wiki didn't say much.In recent versions such attackers are mostly taken from real inhabitants of far sites and not conjured next to your fort from thin air. That means number and power of sieges depends now not only on state of your fort but also on their sites. So if goblins are busy fighting elves and elves busy fighting goblins it may take some time to get their attention and you still can't be sure they will ever come. Hoarding few millions of wealth seems to work quite well but they still need time to march to you.
I've started a fortress, and have nearly a hundred dwarfs. When I embarked it said the elves were hostile, and I had nearby goblins but I've not yet received a siege, snatchers, or thieves. Has this behavior changed?
Honestly, there's a distinct lack of !FUN!
TL,DR: Sieges take more time to arrive and there are much less snatchers around.
How do I issue recruits their own copper crutch? I would pick a heavier metal if there was a cheap and plentiful source, but I think that should be heavy enough. It's good training policy to get them to adapt to loss of limbs ahead of time, plus it increases toughness and willpower, so they won't cry when they bleed.
It doesn't need to increase it higher, it increases it faster,
Crutch-walking trains attributes much slower than sparring.You have evidence to support this? If not hard evidence, then anecdotal?
In addition, it slows movement, hindering sparring.Yup, it slows everything, but the short-term rapid gain makes it worth it. When the crutch no longer hinders, then it doesn't matter how many more weeks you keep the it. Plus if you lose a leg, you're already prepared to take it out, stand back up, and keep fighting.
Experience from adventure mode also told me that any kind of combat trains attributes much fasterMy experience from adventurer mode is that combat mode is incredibly risky until you get yourself in shape, unless you gave yourself all the demigod attributes. In adventurer mode, crutching maxes in a week, and doesn't make wrestling particularly difficult. Also, standing around spamming easy wrestling holds may train you, but it's boring. It doesn't get you places. Crutching may be slow, but you travel instead of grinding.
Is there any science done on water losses due to evaporation in dwarven reactors? Never see this mentioned anywhere, but it clearly is an issue in my fort (and it is a significant amount).It depends from your design, some water can go away if you have no blocking walls on your pump level and water just go away on floors aroun… and eveporating. In other case, it should not evaporate too much, my bucked filed generator (http://dwarffortresswiki.org/index.php/v0.34:Water_wheel#Mini_Water_Reactor) is working third year without maintrance. It's deep undergound… Meybe your is on surface and this is reason why your one is losing water?
Is there any science done on water losses due to evaporation in dwarven reactors? Never see this mentioned anywhere, but it clearly is an issue in my fort (and it is a significant amount).It depends from your design, some water can go away if you have no blocking walls on your pump level and water just go away on floors aroun… and eveporating. In other case, it should not evaporate too much, my bucked filed generator (http://dwarffortresswiki.org/index.php/v0.34:Water_wheel#Mini_Water_Reactor) is working third year without maintrance. It's deep undergound… Meybe your is on surface and this is reason why your one is losing water?
I am currently playing one big world and the liaison brought news about one fort. What is the best way to find out where it is located? Legends entry of fort neither includes a map nor names the region. Is there a better way (without 3rd party tools) to find given site then just starting new fort and going around map, checking all forts shown?
After more then a (game time) year of play I have found my fort is from other dwarven civilization than the intended one. Can fort rebel and change its civilization? What about those insurrection mechanics in Adventurer mode? Or do I need to abandon the fort and reclaim it with group from the desirer civ? Where in reclaim can I then pick which civ I want to use? Or is there an other way?
What happens when a living being is atomsmashed?
Did the fruit part of the game get fixed?
uncaged tamed spiders still wave nets, but They die pretty fast (one year), so you just waiting your dwarf life....and you need to replace them, and again... too much work for dwarves and too much bother micromanaging this. Especially compared to webslingers silk farm. Then again, when that stopped DF players? :D
You need just have closed some mossy area, where your cats will have no enter and spiders will just spawn eventualy....oh, and yes, if they spawn on your map, there also will be wild spiders still spawning - which in itself is a good thing, as you need replacement, but dorfs will go and collect their webs along with that of domesticated spiders and get bitten anyway. Unless you limit web collectors to burrows that don't contain areas where wild spiders may spawn.
Bites are causing negative though, but not too bad one.But cave spider bite causes mild, but permanent syndrome and brown recluse spider bite causes necrosis... phantom spider causes mild temporary syndrome - but it lives in evil forests, which is already bad enough.
I guess that was it. Last time I played it was in the game but not fully implemented to be useable.Did the fruit part of the game get fixed?
Which fruit part are you referring to exactly? Fruit seem to work for me for the most part. The only thing that doesn't really work yet is getting edible seeds out of pods.
Tamed vermin in general are like goldfish, you kind of expect them to die. If they run around spinning webs until their expiration date, great, if they keep a dwarf happy for a year in exchange for one negative thought at the end, alright, but I think the animal training experience is what makes the miromanagement worth it. I still have a pretty cramped footprint in this cavern, and yet my loom still hasn't stopped collecting webs here.uncaged tamed spiders still wave nets, but They die pretty fast (one year), so you just waiting your dwarf life....and you need to replace them, and again... too much work for dwarves and too much bother micromanaging this. Especially compared to webslingers silk farm. Then again, when that stopped DF players? :D
The good side is: constant exercise for your trainers, preparing them for work on more valuable critters.
And since Animal trainer is one of few skills that involvesknowing the beastIntuition (other than Appraiser and Judge of intent), training critters all the time may help to keep your broker sharp while doing something useful, too.
So um, my dwarves killed a FB made of "filth". I got to wondering, what is "filth"? Is it something like rotten meat, bones and mud? Or is it poo? Or is there poo in there too? Is there any official definition of filth? Did my dwarves kill a poo man? This is important.Here is where its "defined" (http://dwarffortresswiki.org/index.php/DF2014:Material_token)
if they keep a dwarf happy for a year in exchange for one negative thought at the end, alright
Cavern vermin stay down in the cavern level, and there actually aren't any doors, just bridges and hatches. Hatches cover the stairway in and out of the level; could that be why they haven't left? How do I get rid of the ones that aren't cave spiders after catching them? How do I get rid of ones that are already trained?if they keep a dwarf happy for a year in exchange for one negative thought at the end, alright
One negative thought? (Urist, Bembul and Kol were accosted by cave spiders recently.)
One year? (Must be a fortress without doors, pet vermin dies to doors just like other vermin does.)
How do we assign war animals to dwarves now? V, prf screen, from what I understand the option should be there. All I can choose is slaughter, or geld for males.V and pref the dwarf for assign work animals.
Another one picked up his greaves. The dwarves do have tattered socks and shoes, maybe when they wear out they will replace them.
Another one picked up his greaves. The dwarves do have tattered socks and shoes, maybe when they wear out they will replace them.When I was having such issues when I have tried to make them half clad in metal while keeping the clothes this has worked for me: prepare all items-add uniform-wait-find out they have not equipped it all because of clothes-change equip to replace style-wait for them to drop clothes and equip assigned uniform-change equip to over style-they will wear their clothes again, beside slots filled with armor pieces.
One is good.
I got this problem too. If you don't add a redundant glove, they won't wear the second. I have one unit that only has leather gloves, leather boots and silk socks mandated, to be worn over civilian clothes. They're wearing a leather right glove, leather right boot, and a silk right sock. There's a huge surplus of all of those articles assigned them, and they're wearing pig tail and rope reed on the left side. At least their odd shoes are leather.One is good.That's strange, they all seemed to be hanging around with one highboot on. Only when I added the 2nd did they go grab another. Maybe it had to do with the extra clothes.
In my experience pairs work fine for everything but socks. Socks I always assign twice.In my experience, everyone without exception will wear one of any pair if a pair is indicated. The only exceptions I can see are the ones I assigned specific gear to. Even the recruits, wearing full wool uniforms, wear only one wool glove. With all the wool gloves circulating in civilian clothing, not one of them possessed a wool left glove.
In my experience pairs work fine for everything but socks. Socks I always assign twice.In my experience, everyone without exception will wear one of any pair if a pair is indicated. The only exceptions I can see are the ones I assigned specific gear to. Even the recruits, wearing full wool uniforms, wear only one wool glove. With all the wool gloves circulating in civilian clothing, not one of them possessed a wool left glove.
It's broken. I suggest you recheck your military's gear.
Blocks don't have value modifiers (I don't think), but the material does affect the room value. It's also quite possible that using blocks instead of boulders improves value.Blocks don't have
How do you determine an object's ownership? dfhack has a clean utility for it, but I don't see anything that simply shows which dwarf owns it.
How do I check populations after world gen?
I want to make sure the world is "healthy" before I start to play, so I want to know how many goblins, dorfs, elves and humans does current map have.
I bumped an old thread on the topic to ask this but it got buried http://www.bay12forums.com/smf/index.php?topic=145797.msg6088383#msg6088383Try angrying their caravans. Offer wood items to elves, seize caravan goods, kill merchants. Also check Legends to find out if nearby Elves and Humans are not busy fighting elsewhere.
How do you get humans and elves to declare war on you?
I've refused the elves requests for limiting lumber production (though I'm on a tundra embark so I can't chop that many trees anyway). It actually seems like the 100-150 tree limit that they ask for is too high for the new big trees (if that means individual trees or is it number of 'logs' produced?).
I also killed the humans' olm man vampire diplomat. No war declared.
I also killed the humans' olm man vampire diplomat. No war declared.I think this is how succession is determined in vampire-ruled nations. Whoever killed the law-giver becomes the next law-giver. You now own the humans.
Royal jelly can be cooked into meals. The difficulty lies in getting the cooks to actually use it. You need a royal jelly storage close to the kitchen and a no-barrels stockpile of solid foods further away. Milled plant is a good option - flour doesn't rot and produces almost no clutter, so there's no harm if the mill pile overflows and products pile up at the millstone. (Have a dedicated kitchen with give links from the royal jelly and mill pile, if needed.)Why no-barrels?
Do male animals still breed when they are caged? I thought only females couldn't breed if they were caged in the previous version, but i think something changed?I think it's always been like that. I remember reading that caging only the males was cautioned against because a single wild animal wandering onto the map could impregnate all your free females at once, not because caged males could still release spores. Breeding isn't done by spores anymore, though.
Do male animals still breed when they are caged? I thought only females couldn't breed if they were caged in the previous version, but i think something changed?
I remember reading that caging only the males was cautioned against because a single wild animal wandering onto the map could impregnate all your free females at once, not because caged males could still release spores.
Can power be transferred through unconnected downstairs with an empty tile beneath? I couldn't find anything specific on this in the wiki.
Not exactly, but if you put a vert axle where your empty space is, that's the principle of the question. Will power transfer directly down through an unconnected downstair?Can power be transferred through unconnected downstairs with an empty tile beneath? I couldn't find anything specific on this in the wiki.
Like this?
-o- Windmill
< Down stair
Empty space
M Machine
If so, I don't think so. I'm not sure I understand the question though.
My brain hurts, because of the stockpiles.If you link a stockpile to "give" to a workshop that workshop should take its ingredients only from such linked stockpiles. Note some reactions need more ingredents, like brewing can ask fro both fruit and barrel. Only when no stockpile are linked workshop try to take from those unlinked.
I want a small cloth and a small thread stockpile next to my hospital without bins (so I can see if I need to make more). Those two stockpiles are set to take from the another two cloth stockpiles from the crafting center where my loom and clothier are. But somehow my dwarfs are not hauling the thread and cloth in the hospital stockpiles.
Ideal situation is that crafting area stockpiles would give the loom and clothier all the stuff they need, so they would leave items in my hospital alone.
Is this possible? Or is the hospital autostocking fixed enough to trust to it?
Beside all that, your dwarves are capable of trying to haul some junk item that is lying in some inaccessible area, like tree top. So rarely it won't sort itself out, when they are still able to see such items from time to time.For some reason my dwarves keep on saying "cancels store item in stockpile: Item inaccessible" is there a way to figure out whats wrong or something i should do? Help......Not using burrows, not forbidding items or doors, you don't have doors closing automatically? I get this a lot around a hatched ramp with a lot of traffic, due to the hatch closing and someone standing on top for a moment. It's only temporary, the job will resume in another moment.
i haven't done any above-ground farming, but are all the tiles 'subterranean' for the underground plot and 'above ground' for the above ground plot? i think if a surface tile is removed and then rebuilt it's no longer subterranean.
I've got a question involving the RAWS and creating our own creatures and whatnot.
Is it possible to setup a new creature to only be naturally domestic for one civilization type?
I've got a question involving the RAWS and creating our own creatures and whatnot.
Is it possible to setup a new creature to only be naturally domestic for one civilization type?
Yes, they're 100% subterranean. I had her build a 2nd farm plot right next to her original underground farm plot and that one is being used just fine. What on earth is wrong with that first plot?I'd start with assigning seed mini-stockpiles right next to the respective plots and checking that enough dorfs have planting enabled and they have enough of time from other jobs - if they are busy hauling stone, they are not farming. Give them bedrooms and a meeting zone somewhere close, if necesary.
How many animals can one trainer successfully handle? If not a hard limit, a rule of thumb? I've seen a few fail because of time constraints, other valuable jobs required of them. My best is a Master and doesn't seem to have any problems so far, her only other tasks are animal hauling, burial and trade good hauling, but she's bonded to 6 and is training 3 more. I'm a little concerned about giving her more dangerous creatures because there's no one good enough to pass them on to if she can't succeed.I think that is quite a lot of dependant on layout of your fort (distance between training pastures and food storage and so on). The ceiling may be hit when you burrow your trainer to training area with all assigned animals when she has both bedroom and food storage and you do not assign any more jobs to her. I guess having like 1015 animals assigned per trainer should be doable then.
I want a small cloth and a small thread stockpile next to my hospital without bins (so I can see if I need to make more). Those two stockpiles are set to take from the another two cloth stockpiles from the crafting center where my loom and clothier are. But somehow my dwarfs are not hauling the thread and cloth in the hospital stockpiles.
Is this possible? Or is the hospital autostocking fixed enough to trust to it?I haven't had any problems with it in the recent versions.
I have a quick question. Do forbidden items (stone for example) add to FPS? Also does the rotting algorithm still apply to the forbidden corpses and body parts?
Is this possible? Or is the hospital autostocking fixed enough to trust to it?I haven't had any problems with it in the recent versions.
Did putting cabinets/chests in my dwarf's tombs generate a bunch of unnecessary hauling jobs? Would they have just put their items in their rooms otherwise, or is there a limit to how many items they can fit in each container?
So my duke became king when my fortress has only 26 dwarves. I thought you needed to be at least 80 dwarves to have a king?Not by succession.
I did an export and my civ still has the other 2 sites besides my own with healthy populations of dwarves and sheep, though they both lost about ~10 dwarves since worldgen.
Two questions - How to root out Vampires if any shows up at my fort?
and
What is the best mods for improving the combat in the game? not like a massive overhaul but like the old fortress defense mod of ye olde 0.34. More sieges, more enemies (that are harder to kill too!), that kind of thing. i like no trap forts that are only defended by the military and love a challenge
first of all, I love that you have a coward as your commander.His Bravery is the lowest I've ever seen, but he's always had the highest Discipline, so it doesn't seem to slow him down. He may be terrified and traumatized in combat and horrified by death, but he still moves and strikes decisively and goes right back to training. Discipline really does trump all.
Two questions - How to root out Vampires if any shows up at my fort?
and
What is the best mods for improving the combat in the game? not like a massive overhaul but like the old fortress defense mod of ye olde 0.34. More sieges, more enemies (that are harder to kill too!), that kind of thing. i like no trap forts that are only defended by the military and love a challenge
From various readings thus far, select an embark spot where goblin civs can path to your fortress, no brook/rivers on the way, no mountains probably.
An instant challenge is necro tower neighbor, but then undead is must more OP.
Terrifying biomes that reanimate, even sheared sheep wool will re-animate. Although fun, it's rediculous when dwarves can't hit an animated hair because it's too small.
Tiger iron is neither tiger nor iron. So what is this?Naturally occuring banded gemstone, generally hematite + jasper + tiger's eye / cat's eye. It's even on DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Tiger_iron).
is dumping stone to a quantum stockpile much slower than in previous versions? it seems like my dwarves carry slower (can definitely confirm that) and seem to gather with a MUCH lower priority for it, preferring almost every other task in existence. in previous versions they seemed to jump to it a bit moreThe dev logs for last versions show job priority system introduced and then fixed, yes. So that hauling stones won't prevent dorfs from making food and booze, etc.
It's not an artifact, and if it were, what kind of mood would produce a weapon/tool made of low grade semi-precious stone? Which craft could conceivably produce this?Tiger iron is neither tiger nor iron. So what is this?Naturally occuring banded gemstone, generally hematite + jasper + tiger's eye / cat's eye. It's even on DF wiki (http://dwarffortresswiki.org/index.php/DF2014:Tiger_iron).
That tools are made of stone - well, it's still better than a barrel of fly brains. :D
3) I play a usual 3x3 embark, 2 caverns, no temperature, I have a bit over 200 Dwarves and FPS between 29-35. Whats up?? I have before managed to run a fort with over 300 Dwarves at FPS 40 to 50 depending on how much stuff I have laying around. Does the simulation of the world outside of the fortress hurt the FPS that much really?
3) I play a usual 3x3 embark, 2 caverns, no temperature, I have a bit over 200 Dwarves and FPS between 29-35. Whats up?? I have before managed to run a fort with over 300 Dwarves at FPS 40 to 50 depending on how much stuff I have laying around. Does the simulation of the world outside of the fortress hurt the FPS that much really?
How big was your world gen in the first place? and history? i heard that in the 2014 version a bigger world and longer history have a bigger impact on FPS in the fortress because it keeps updating the world (and has more things to keep track of in the longer history too). I haven't personally confirmed how big a difference it is though. you could also set your G_FPS to 20 or 25 rather than the default of 50 which gives a FPS boost to my memory.
Also DFhack and "cleanowned" and caging all animals that don't have an immediate reason they aren't caged are the best ideas i can think of to help.
If your fort is between a goblin site and another civ, will the goblins path through your fort if they send an army to that civ?
If you're fortress can only be accessed from the underground caverns, will migrants still appear on the surface?
Thanks Number7!Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation ainstead of that one you are looking for...After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?
Finally found an embark that has them.
I've cut out the majority of the garden vegetables, a couple of the new crops (particularly the useless papyrus sedge) and some grasses from my raws to have a higher chance of interesting things. Oh yeah and a couple of the trees. I wanted a atmospheric evil biome.Thanks Number7!Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation ainstead of that one you are looking for...After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?
Finally found an embark that has them.
Small newbie question about designation priority:1 because priorities are only 1-7 :D. And also because the lower the number, the more important the job is.
If i set, for example, two mining points, one with 1 priority and other with 9 priority, which one is going to be mined first?
Once an area is exposed to outside it will stay that way, no matter what you build over it, bridges, floors, walls, etc.Yes, I know. The question is, has the miasma generation procedure changed between 34.11 and 40.24? In 34.11, if you build your kitchen in an "Inside, Light, Above Ground" tile, rotting food won't generate miasma. In 40.24, it appears it did. What changed?
Has miasma generation been changed to respond to Inside/Outside instead of Above Ground/Subterranean? I'm trying DF2014 out after a long absence, and my standard technique of channeling out a workspace for the kitchen and butcher shop from the surface and slapping a bridge on top led to miasma from the kitchen when I let my prepared food stockpile overflow. The only explanation I can think of is that it's looking at Inside, which is caused by the roof.
Why there is no material selection in mason's/carpenter's/etc. workshops? You can choose material in forges and smelters, so why you can't do it with other workshops without wierd stockpile managment? Any plugins to fix it?Head to Moding board (http://www.bay12forums.com/smf/index.php?board=13.0) rather for these.
I've cut out the majority of the garden vegetables, a couple of the new crops (particularly the useless papyrus sedge) and some grasses from my raws to have a higher chance of interesting things. Oh yeah and a couple of the trees. I wanted a atmospheric evil biome.Thanks Number7!Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation ainstead of that one you are looking for...After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?
Finally found an embark that has them.
Even with all that though it took me more than a dozen embarks before I found one with the evil grasses. Quite a few of them had glumprongs and slivers barbs but no evil grasses.
Has miasma generation been changed to respond to Inside/Outside instead of Above Ground/Subterranean? I'm trying DF2014 out after a long absence, and my standard technique of channeling out a workspace for the kitchen and butcher shop from the surface and slapping a bridge on top led to miasma from the kitchen when I let my prepared food stockpile overflow. The only explanation I can think of is that it's looking at Inside, which is caused by the roof.
Also, do livestock generate vermin? I brought along about 40 turkeys that I stuffed into a 10x10 pasture in a rocky wasteland, and now it's absolutely crawling with lice, ticks, snails, and slugs, sometimes 4 to a tile. I've never seen so many!
1. Advanced world creation: Most of my attempts using non-default values for large map (257x257) result in non-responding program after pressing Enter, the map generation/preview interface won't even show up. Is it because the map is being constantly rejected?
In general if you are running into infinite rejection problems just turn on rejection logging, let it run a handful of rejections, and then stop and check the log for what problem you are running into.1. Advanced world creation: Most of my attempts using non-default values for large map (257x257) result in non-responding program after pressing Enter, the map generation/preview interface won't even show up. Is it because the map is being constantly rejected?It seems to be my experience that when you have too many rejection criteria worldgen goes a lot slower. I usually end up just specifying required tile counts for a couple specific biomes that I want to have more of, and let the rest be free. There may be some other specific setting that is causing it to not get anywhere, you might be able to check the logs but I don't know for sure how to find out.
What's special about eyeball or worming tendril plants? I've had an embark in a half-terrifying, half-cold woodsland.
They help set the mood. To the best of my knowledge they don't have any other special properties.I've cut out the majority of the garden vegetables, a couple of the new crops (particularly the useless papyrus sedge) and some grasses from my raws to have a higher chance of interesting things. Oh yeah and a couple of the trees. I wanted a atmospheric evil biome.Thanks Number7!Yeah, looking for rarer plants may be tedious after plant explosion in 0.40.0. There is often so many other ones then can be used in site generation ainstead of that one you are looking for...After embarking on over a dozen different evil regions I've yet to find one that has eyeball or worming tendril grass. What am I missing/doing wrong? Or do they just almost never show up in the latest version?
Finally found an embark that has them.
Even with all that though it took me more than a dozen embarks before I found one with the evil grasses. Quite a few of them had glumprongs and slivers barbs but no evil grasses.
What's special about eyeball or worming tendril plants? I've had an embark in a half-terrifying, half-cold woodsland.
Also how does one do underground tree production? Have been going for 3 years since breaching the first cavern. And I have a nice underground muddied room, with 4z levels of opens space above it before ceiling. Do I need to make that taller for more height or what?
A human caravan arrived recently. As I waited for them to arrive at the depot I busied myself with construction and coordinating an assault on those annoying giant keas. When I went back to the unit screen after some minutes to check their location I noticed everything but two of their horses had vanished.
Is this supposed to happen and its a feature I haven't noticed yet, or is it a bug?
EDIT: Checked the deceased unit screen and found a wagon, that may explain it. I'll comb the outskirts and see if I can find piles of items.
Oh yes, and I dont recall a devblog of this, but can you now not grow aboveground plants inside of a building with a roof anymore?
What are exactly the benefits of burning off the fat, using magma mist?Increased speed, heat resistance.
What are exactly the benefits of burning off the fat, using magma mist?Increased speed, heat resistance.
What are exactly the benefits of burning off the fat, using magma mist?Increased speed, heat resistance.
Are there cons for "updating" my soldiers this way?
If there is ‼SCIENCE‼ about this, please share it whit me.
I have all of my cats pastured outside in a 3x3 square, yet there have been no kittens. What's up with that?
...
One of my Dwarfs have this odd dream. Have you ever seen such a dream? And how do I fullfill that dream?
That doesn't answer my question. It's all OK.I have all of my cats pastured outside in a 3x3 square, yet there have been no kittens. What's up with that?
http://dwarffortresswiki.org/index.php/Breeding
Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.Which is in short caused by something like "your tomcats are interested only in other tomcats" thus no kittens.
Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.Which is in short caused by something like "your tomcats are interested only in other tomcats" thus no kittens.
Thankfully it seems though that female egglayers will still lay even if they have issues.Your issue is probably caused by the massive outstanding bug - i.e. that 25% of animals are reproductively unviable.Which is in short caused by something like "your tomcats are interested only in other tomcats" thus no kittens.
No. As the wiki page clearly states, 20% of critters will not reproduce due to "commitment issues" (i.e. they are not willing to marry). Only 5% of critters will not reproduce because of their sexuality.
yeah, right near the bottom of the page here: http://www.bay12games.com/dwarves/dev.htmlTotally forgot about the dev goals page . Thanks! So many things to look forward to. :)
Just had my first dwarf fall into a depression. What is a good way to bring them out of it, assuming it's possible?
Also, I noticed that, in DF2014, dwarves won't prioritize the contruction of workshops as high as in DF2012 - is there any way to let them know that I really need those workshops? (same for the bridge, I guess... still not built after ~1,5 years.)
Is there any way to get rid of all the damn refuse stuff?
I don't like having to build huge amounts of huge refuse stockpiles. :/
Well, you can consolidate it significantly by using a garbage disposal (http://dwarffortresswiki.org/index.php/DF2014:Garbage_disposal). It can take a little work to setup, but not having to constantly worry about refuse stockpile space is well worth it to me.
So, basically, I can't make any cloth. Sometimes, my weaver will graciously weave one or two pieces before going "Weaver cancels Weave Thread into Cloth: Needs 1 unused collected plant thread", somehow ignoring like 20 pieces of thread in the same bin he just took one out of. Most of the time, the order is just cancelled immediately. Trying to search for a similar problem only brought up results from 3 years ago about needing 15000 units of thread, and none of the pages on the wiki list any bugs related to clothing industry. What's going on here?
The job priorities update theoretically fixed that, though.
somehow ignoring like 20 pieces of thread in the same bin he just took one out of.
Okay, I have a weird issue I can't get solved. I want to build a floor above the room I build (the one on the left at the wall) but when I try to build it, i can only choose logs but no stone. When I did that to the other room on the right I was able to choose stone to build the floor.Does it have an unobstructed, traversable path to a stone stockpile? I see logs piled up on the top of the wall; if those correspond to the logs on your build materials list, and no other build materials are available, that could be the issue. To solve it, you would just build a path up, for instance a ramp leading up onto the roof.
What a I doing wrong there? :/Spoiler (click to show/hide)
Ah, thanks a lot. I had a feeling that it had something to do with bins when this problem would suddenly disappear every winter and then come back with the next harvest. I bypassed it by mandating hundreds of units of cloth weaved.The job priorities update theoretically fixed that, though.
No it didn't. The job priorities update just made Urist McWeaver prefer weaving cloth to hauling rock.
There was an item hauling bugfix which would have theoretically prevented this, but it fell short (details below).somehow ignoring like 20 pieces of thread in the same bin he just took one out of.
When Urist McHauler takes a "store item in bin" job, he no longer carries the bin with him, but he still blocks access to all the other items in the bin until his job is complete (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8755). Don't store your thread in bins and the problem will disappear. (I generally don't even store thread in a stockpile; I just build the web-collection looms and threshing/spinning workshops next to the weaving loom, so all thread is always available for weaving. It takes a massive amount of thread to clutter a workshop.)
Should I dig out a huge block of up/down stairs, and then atom-smash it by dropping a constructed floor through it?
1) What's up with squash and maize? I bought some squash seeds (and some actual squash which I forbade from being cooked) from a caravan, but I can't find any place to plant them. They don't seem to go either above or below ground. Am I missing something? Likewise I bought a bag of maize, and while it's sitting on my seed tab of my kitchen menu, it doesn't seem to be plantable.
2) Has anyone been able to actually fish successfully from murky pools? Even before my break, this seemed to be pretty much impossible. Or possibly my fish would successfully do it, but only for a very short time before killing all the fish.
Is there any way to remove a tree without cutting it down?
I became a night creature in adventure mode and then noticed... there's a lot of life forms in pockets of buildings that are completely inaccessible. Is this normal? Is there a way to reach them? If they're shut out from the world they probably don't do anything to pathfinding for framerate but if they're sapient they could be ruining my framerate anyway simply because crowds of humans, goblins, etc that are stuck in an area NEVER SHUT UP.Are they really inaccessible? I see some doors that you haven't opened. Are there doors below the screenshot? Do they have roofs over their heads or are they trapped in an alley of some kind?
http://i.imgur.com/INlI6tX.png
Is there any way to get rid of these? To interpret the image, basically every crowd of life forms (the red spiderwebs in the image) is a group of living things that are sucking down my framerate whenever I try to take a step.
A while ago, I caught a dragon in a cage trap. He managed to set the cage on fire before being captured by it. I extinguished the fire with buckets, but now the dwarves are ignoring the cage. They aren't bringing it to the stockpile, the game doesn't give me the option to build it anywhere and when I tell my dwarves to pasture the dragon or deconstruct the trap my orders are ignored. Is my game glitching out? How do I fix this?
A while ago, I caught a dragon in a cage trap. He managed to set the cage on fire before being captured by it. I extinguished the fire with buckets, but now the dwarves are ignoring the cage. They aren't bringing it to the stockpile, the game doesn't give me the option to build it anywhere and when I tell my dwarves to pasture the dragon or deconstruct the trap my orders are ignored. Is my game glitching out? How do I fix this?
Re-enable temperature calculations so the tile containing the cage can cool to a survivable temperature.
Just noticed that in the latest version I haven't had a single baby snatcher in ten years. Do they still exist and are incredibly rare, or am I just insanely lucky? (lucky in this case because I actually want children in my forts, they get to be nobles if they survive to adulthood)
Just noticed that in the latest version I haven't had a single baby snatcher in ten years. Do they still exist and are incredibly rare, or am I just insanely lucky? (lucky in this case because I actually want children in my forts, they get to be nobles if they survive to adulthood)
They do technically exist, but they have the same problem as invasions - i.e. they have to travel, and there aren't necessarily very many available goblins, and you may not be the softest available target.
No, armies are actually ridiculously fast. I did a test to see if they would move more slowly if you were to slow down the world ticks; the answer is that they will take more time to start their journey, but they still move fast enough that it takes less than an in-game month to go across a large world.
Without destroying the clothes? How?Yeah, they might well have bad thoughts from the dead.
Also, will my dwarves get upset if they end up looting skeletons? I can probably wait that long ofr goblinite goodies.
My butcher, who makes regular trips to my mass grave, is on the verge of going insane.I wonder if it'd be worth it to take a semi-seasoned dwarf, perhaps one who is too crippled to fight but not to work, and "retire" them to a Butcher's life?
So, I recently obtained a very old Mac computer, {G4 with a PowerPC chip, it's freakin' ancient} and logically assumed that DF, having started existing around that time anyway, would be able to run on it. However, when I try to launch it the usual way {Open the executable labeled "df" with the Terminal}, it says it "Can't run a binary file" and fails. Any thoughts?
x86, but yeah, IIRC PowerPC support was dropped a long time ago (like, maybe 40d# long time ago, if it ever existed at all)In short, if you are trying to use old computer you should use old version of DF from that times and only if that works, try the newer ones, I guess.
What is the minimum height of a refuse pit so that miasma does not come out of the top?I'm not sure, I searched for the answer to this for about 15 minutes and couldn't come up with anything better than one user suggesting that another make their refuse pit "7 deep from the deepest point that you´re planning on using it from, in case of necromancer or more likely, haunted/terrifying embarks." Although this doesn't specifically reference Miasma, I'm sure 7 would be fine and this will also help with necromancers. If you do end up digging this pit out and testing it, please post your results! We can update the Miasma wiki page with the information :)
What is the minimum height of a magma refuse pit so that mist does not splash out of the top?According to the wiki (http://dwarffortresswiki.org/index.php/DF2014:Magma_mist): "Mass dumping a whole siege worth of corpses, body parts and assorted trash may generate magma mist clouds 3 z-levels high and wide. A single large corpse (e.g. a troll) is enough to cause a small magma mist cloud, potentially fatal if the magma's surface is just 1 z-level below the dumping point."
Separate Q:
On embark I took a Dwarf with axe+dodge experience, and made him my Woodcutter, so he carries his trusty ≡ steel axe ≡ wherever he goes. Had an unexpected guest and he was nearby, so activated him as an Axedwarf and sent him in - and was rather annoyed to see him wrestling the target into submission, the axe laying patiently on the ground behind him.
Once the victim was bored to death, I de-activated him, and, his hands now not busy strangling interlopers, he picked up his axe and went about his business.
What went wrong? Did I bump the axe out of his hands during the creation of the squad somehow? Is this un/avoidable?
Edit: In my current fortress, a dwarf who fell down a mineshaft and started to rot is now producing miasma that has risen up seven z-levels. I'm not sure how much further it would go because that's as deep as the shaft goes, but it appears that seven is not sufficient.
What, exactly, governs werebeast infection? Bite attacks have some unreliability involved.
Many of these ingredients are varied...
Why are my Marksdwarves choosing to use melee? A squad, all fully armed with crossbows and ammo, keeps deciding that the best way to take down a web-slinging forgotten beast is to run straight at it. I've tried stationing them some distance away, putting them in a burrow, and restricting an area, but once they see that mangled fur of the giant three-horned opossum they can't help but give it a hug. Is there at least some way to trick them into behaving?
Is the name 'Kogan' unisex?Spoiler (click to show/hide)
Because this King of mine has a mommy and daddy whose names are both Kogan.
I have an adventurer with High Strength and Agility and Toughness, an archer, and I carry 2 full waterskins, a copper bow, a quiver, though with no arrows, about 4 units of food (meat or berries), and my armour weighs a total of 23+22+9+3+3+2+2+25=89 urists. I seem to recall wearing full iron plate and mail on a superior agility and strength character, so was I experiencing godhood then? Or is there something odd going on?
Oh, wait, it was the iron greaves. Should I get chainmail leggings? Or will I just have to go "unprotected"?
I think berserkers can be cage trapped, yes, and if trapped I don't think they'll be fed (dwarves hardly ever seem to remember to feed prisoners, anyway).Thanks for the quick help, I did succeed in trapping him. It took 3 tries (first time other dwarves went into the room before he was trapped and were attacked, second time I tried to lure him outside with a military dwarf while restricting the civilians to a burrow but he attacked and was killed quickly)
You can keep a dwarf alive indefinitely while he resides in a cage trap as long as you have dwarves with the feed and water labors enabled.Is this also true for caged beserk dwarves? Will they eat while caged?
As for the tree farm in the upper soul you need to embark somewhere with at least deep soil but better very deep soil to have the minimum 3 z-levels. The more space you give the fungi-trees the more lumber you will get.Ok, thanks for the hint. I don´t have much soil and would have to excavate a cave in the current embark anyway, but maybe I´ll go for a very deep farm since I wanted to try out irrigation anyway.
Berserk dwarves have the added advantage that they can be caged. Yes, if i recall correctly, you can keep them alive in a cage indefinitely. Ones that go crazy in other ways are not likely to survive sadly, no one seems to feed them and they can't be caged :/You can keep a dwarf alive indefinitely while he resides in a cage trap as long as you have dwarves with the feed and water labors enabled.Is this also true for caged beserk dwarves? Will they eat while caged?
I should very much like my totally inactive farmers to actually harvest crops. I have a mostly-empty food stockpile, about four-six farmers with the correct labors enabled, and they just sit around doing nothing, occasionally planting a few more seeds in the partially-planted field.
I should very much like my totally inactive farmers to actually harvest crops. I have a mostly-empty food stockpile, about four-six farmers with the correct labors enabled, and they just sit around doing nothing, occasionally planting a few more seeds in the partially-planted field.
They will cut gems, but not encrust them, what am I doing wrong here? The labour just NEVER GETS STARTED.
I do indeed have plants withered. A good fifteen tiles of plump helmets were wasted just now, actually. I didn't know about the biome thing, but that doesn't seem to be a major problem, they do plant if I leave them to it.
It's also worth noting that this problem has appeared in every fort I've played so far.
Do magma-safe gems exist? If so, which ones? Are any gems not fire-safe?
My main food stockpile, a few tiles from the farms, has everything enabled.
I do indeed have plants withered. A good fifteen tiles of plump helmets were wasted just now, actually. I didn't know about the biome thing, but that doesn't seem to be a major problem, they do plant if I leave them to it.
It's also worth noting that this problem has appeared in every fort I've played so far.
. How do i have to proceed to make my dwarves build the next level without getting stuck or leaving holes?
Do I have to build the wall tile furthest away, wait for it to be finished, then assign the next one and so on?
What happens if I build the whole top level with a single building command?
++++F
++++ (top level roof, with supported Fortification next to corner location)
+<++
t
++++F
++++ (w/ temporary floor in place)
+<++
tF
++++F
++++ (corner Fortification in place)
+<++
F
rrrrF
rrrr (temporary floor removed, corner Fortification supported)
+<++
Save's here; http://dffd.bay12games.com/file.php?id=10894
If the "Auto butcher" order is enabled, then any valid corpse located either in a stockpile or within 43 squares of a butcher's shop will be automatically queued for butchering. During this job, the butcher will pick up the corpse, haul it to the workshop, and then slowly process it into individual parts at a speed based on skill level and clutter (which can take a long time for particularly large creatures such as forgotten beasts). If a hunter successfully kills his target, he will haul the corpse and place it directly inside an appropriate butcher's shop, but unless your butcher happens to be idle at the moment, the corpse will likely be removed from the workshop and placed in a stockpile.
Is there any (reliable) way to capture flying wild creatures for training purposes? My current embark seems to have swarms of ravens everywhere, and I wouldn't mind having my own trained murder flying around. :P Capturing them seems unlikely, though.I tend to catch birds at random in normal cage traps. Just put a lot of them outside and you should be able to catch a few.
Just wondering, guys, what kind of FPS do you usually run DF on? WHat is the cutoff point for playing?My forts usually suffer FPS death when it drops below 4-6. I set my default FPS between 40-80, it depends on how patient I'm feeling at the time and it allows for my slow thinking. I've seen people play the game at 200-400 FPS, and I've even heard of people that keep playing at 4 FPS. Here is my take on it.
Unrelated: is is expected behaviour that two dwarves can simultaneously make ash and make charcoal at the same wood furnace? I thought they (and all workshops) were exclusive used by one dwarf at a time? I mean, I'm not complaining - parallel processing and all that - but struck me as odd.
More specifically, they don´t don the high boots, gauntlets, helms and greaves. They do wear shoes, mittens, caps+hoods and steel leggins.
Is there any (reliable) way to capture flying wild creatures for training purposes? My current embark seems to have swarms of ravens everywhere, and I wouldn't mind having my own trained murder flying around. :P Capturing them seems unlikely, though.
Are you sure it is Giant Cave Spider webs and not just the regular Cave Spider (http://dwarffortresswiki.org/index.php/DF2014:Cave_spider)?Oh, you were right. I have never seen those before, so I must have read it wrong on purpose. The wiki states that they bite and may cause problems. If I do not want to set up any silk production, how can I get my pets to kill them (only have a few animals in my fortress, but there´s 2 pet dogs and a pet cat among them)?
~Marksdwarves are complex for me... and I barely mess with them though I am making progress that direction. This guide (http://www.bay12forums.com/smf/index.php?topic=150494.msg6207177#msg6207177) is probably worth reading in your case.Spoiler (click to show/hide)
Well, what the Mod includes is, among others, these:Spoiler (click to show/hide)
Is this the FPS saving stuff? Or could I have the higher rate without it?
Also, this suggests that caverns hurt pathfinding. Will having a lotta dwarves in the caverns hurt pathfinding more than having them open but unused?
is there anywhere I can get the FPS boost of Accelerated DF/ Masterwork without all the fixes and changes, with the game staying complex and anal as hell, just the way I like it?
my animals that are beeing held on the surface, safely surrounded by walls, have been starting to mysteriously go missing. Even stranger, a handful of chickens have spontanously died on the spot, with even DFhack not beeing able to discern a possible death cause. The fortress has been going for around 5 years now, but these weird events have just now started to occur. Can somebody clue me in to what the reason is that my animals suddenly die and vanish?
How do stepladders work?
I cannot seem to find them in the (b)uildings, so I assume there's some secret, mysterious keybind for it.
Any help at all is appreciated greatly.
Cavern animals, wood cutting, and sometimes revealed veins, but draining it wil be a ton of work
Not entirely sure, but try thFirst thing I did. Nothing about cleaning.
- rders menu.
I've opened a cavern that was rampaged by Forgotten beast for a couple of years. It's covered in blood and gore, and dwarves intend to clean it all.
Is there a way to tell them to not clean cavern except by using burrows or disabling cleaning for everyove?
Dwarves only initiate the "clean" task when they are idle near a mess on the same z-level. If you disable the cleaning task on any dwarves that have a reason to be in the cavern, they won't try to clean it, and neither will your other dwarves since they won't be idle in the cavern.Thank you, that explains it.
Also, should I worry about this? (result of cleaning cavern that FB inhabited for a while)Now almost everyone has 60+ "horrified" emotions.Spoiler (click to show/hide)
I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately
I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately
Odd bug. Werebeast that failed to transform somehow. Can't be more specific, but could've be a threat @ full moon.
Does that mean that whenever some create is announced separately which does not appear to be a real threat, it is likely to be a werebeast and will bring fun at the next full moon?I´ve just had an announcement stating:
'The Human Luki Pidudthefin has come! A medium-sized creature prone to great ambition.'
In the units menu he was listed as friendly. What would a human who is not a trader want? Unfortunately I can´t find out myself, because the stupid longleg spawned right in my moat and drowned immediately
Odd bug. Werebeast that failed to transform somehow. Can't be more specific, but could've be a threat @ full moon.
That's not a bug, that's a feature. Werebeasts are only dangerous at full moon.
I somehow doubt humans are on the vanilla list of beasts to be cursed into, but you never know.
I´ve ordered some "copper chains" to be forged.
Seems due to tree crown, screw pump does not work close to the corpses.
Not sure what you mean here. Screw pumps are not affected by items (like corpses).Its not an item. Cave underwater trees generate few "brunches" levels above a water surface. It allows to walk over it and also blocks any water related activity like fishing, or pumping. I have choped the tree. Sure the price was a dwarf woodcutter sacrifice to the Drowned God.
If it's a murky pool, you could drain it and then patch the drain (with floor) and then refill it - it might even be better than "murky" after you're done!Yeah, seems only magma have a chance to do it safe.
If the pool is filling from off-map - a LOT tougher.
New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).
Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?
Yeah, I was planning to keep the non-breeding females, at least initially, when it comes time for culling that'll be a criterion though.New to DF2014, using the LNP, Dwarf Therapist is willing to tell me some of my animals are non-breeders (Asexual/Homosexual, turns out I didn't get a free breeding pair of horses after all).
Where I have more than oneof a given Animal/Gender ('cos I'd read here on the forums that non-breeders can put a cramp in your plans), how do I identify in-game which ones aren't going to reproduce & can therefore be sacrificed on the altar of butchery?
Non-breeders have their benefits, e.g. steady wool production without ever getting too much sheep. See also gelding.
Imo, animal husbandry is one of the areas where you profit most from DwarfTherapist. I don't change job assignments very often, but I have to slaughter dozens of animals every year and need to distinguish between them. -> You can order slaughtering in DwarfTherapist.
What on earth is it with animal sexuality and DF? I'm not a farmhand or biologist, but I was really quite sure that spiders were not homsexual, generally.
My question is, if a dwarf chained in a jail cell can reach the chair, but not the table, will they still use it for dining?
In my most recent wave of migrants two dwarves are reported to have lost their vision by Dwarf Therapist. However, neither in the wounds screen of those dwarves nor in the health screen anything hinting to impaired vision can be found. Also, they go about their jobs without any issue as far as I can tell until now. Is this a possible bug in DT or does it know more than is shown in the game?
The only silver lining is that marriage isn't a thing among animals, so animals that "like" but won't "marry" the opposite sex will still have children.
I think you must be. The wiki says it's still usable as a construction material. Is it accessible from the wall?
Question regarding deliberate cave-ins:
I wanted to use a cave-in to create a decently sized underground tree farm without having to bother with irrigation and saving lots of digging time. Therefore, I dug out a layer of silty clay (as I understood that the uppermost layer would survive a cave-in and become the new floor) and then channeled along a nice rectangle (I think 70x40 tiles) for several z-layers deep. On the lowest level I dug out nearly all of the rectangle, installed a support, dug out the rest, let the support be destroyed via lever and all that happened was that the whole block crashed one level down instead of everything being crushed to dust.
Did I misunderstand the mechanics of cave-ins in that everything only crashes down until some part of the collapsing heap touches the ground? Or did I do something wrong? I have some digging inside the cube that was falling earlier, but no supporting constructions were left behind, I'm sure it was completely detached.
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.
For some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.Did you have a staircase there?
Originally I did, but the result didn´t change when I channeled it out, only ramps and natural walls/floors were left in my final tryFor some reason one line of tiles (6 tiles in from the corner, along the shorter axis) is destroyed all the way up. The floor at this spot is still the original floor where the cave-in was supposed to fall to.Did you have a staircase there?
Sounds like it's a mod you are using. That doesn't exist in normal DF. I believe I've heard a similar question before though. Masterwork, I believe.
If I remember correctly, it was a custom description for strong creatures, having rippling muscles covered in tattoos or something to that effect.
Is there a (non-DFhack) way to clean a dwarven bathtub of blood? I build one at the entrance to my hospital and for some time now there has been some blood in it. Is any dwarven bathtub useless once it is contaminated or is there a way to "reset" it? The only way I can think of is flooring it over, but then the usefulness of such a device would be very limited (or one would need a very long corridor to allow for new ones to be dug out each time the last one is contaminated.Magma? Drain the tub and send in the hazmat cleaners? Any contaminated walls can't be cleaned without demolishing them (if even,) but I think those are harmless.
Do raising bridges work as floodgates in z-direction (closed=no flow from above, open=flow from above)?Fairly certain they do.
+++++
++.++
+++++
+++++
++H++
+++++
++x++
++X++
+++++
+ = floor, . = space, H = hatch, x = light green pump, X = dark green pump
Are dead shrubs a threat to my underground pastures? I dont know how to get rid of dead shrubs and I dont know if grazers will just eat shrubs or not. Thanks.
Does power transfer through floor grates?No, power only transfers through axles or other machine components. It can't skip tiles.
For example, if I was to build a pump stack, and put a floor grate over the channel underneath the dark green half, would power still travel through?
Would more dangerous contaminants (like secretions) be washed away when draining the tub or does only a floor covering help in this case? Unfortunately, I would have to dig out a new spot to try this with draining (and find a not-so-nice FB).Is there a (non-DFhack) way to clean a dwarven bathtub of blood? I build one at the entrance to my hospital and for some time now there has been some blood in it. Is any dwarven bathtub useless once it is contaminated or is there a way to "reset" it? The only way I can think of is flooring it over, but then the usefulness of such a device would be very limited (or one would need a very long corridor to allow for new ones to be dug out each time the last one is contaminated.Magma? Drain the tub and send in the hazmat cleaners? Any contaminated walls can't be cleaned without demolishing them (if even,) but I think those are harmless.
The contaminants don't drain with the water. I'm not sure if flooring over actually gets rid of contaminants or not, likewise for obsidian.Magma? Drain the tub and send in the hazmat cleaners? Any contaminated walls can't be cleaned without demolishing them (if even,) but I think those are harmless.Would more dangerous contaminants (like secretions) be washed away when draining the tub or does only a floor covering help in this case? Unfortunately, I would have to dig out a new spot to try this with draining (and find a not-so-nice FB).
What would happen, if I´d obsidianize the bathtub and dug it out anew?
I didn´t watch the dwarves doing it, but while a dusting/pile of mud is left in the bathtub, they did clean the blood, the water is clean again...
I've just opened a cavern with lots of bodies inside. Now I had to dig a little breach to allow my miner to come back out, however several dwarves went to retrieve some body parts before I could close the cavern again. I immediately gave the order to "ignore bodies", but they went on anyway. How can I make them stop instantaneously? Forbidding everything in the caverns (and undo after closing the breach)? Any other method?
If that doesn't work then use a Civilian Alert.I didn´t watch the dwarves doing it, but while a dusting/pile of mud is left in the bathtub, they did clean the blood, the water is clean again...In the "U"nit screan, you should have a "cancel job" button.
I've just opened a cavern with lots of bodies inside. Now I had to dig a little breach to allow my miner to come back out, however several dwarves went to retrieve some body parts before I could close the cavern again. I immediately gave the order to "ignore bodies", but they went on anyway. How can I make them stop instantaneously? Forbidding everything in the caverns (and undo after closing the breach)? Any other method?
...But I don't understand why cave moss doesn't grow?...
Did the spore contamination mechanic changed my any chance? Or is there additional prerequisite than simply breaching the caverns that I don't know about?
Will a retracted or raised bridge be destroyed by a cave in falling through the space it occupies in the non-retracted state?
How do you get growths off of whole plants? For example, how do I take strawberries off of the strawberry plant?
Also, how do I check what version I have?
Edit: Also, 2 of my dwarves are not feeling anything about good things happening to them. Why is this?
Is there way to sort out sand in stockpiles? I am unable to find it in any menu.
How to increase the amount of text shown in a menu?
Is there way to sort out sand in stockpiles? I am unable to find it in any menu.
http://dwarffortresswiki.org/index.php/SandHow to increase the amount of text shown in a menu?
Tab worked! Everything is awesome!
<Tab> can increase the size of the side menu. If you still can't see all the text, you can use the manager interface to assign the correct job.
That's the design using two pressure plates, right? On each "edge", one sends the "on", the other the "off" signal. There's always a chance that they end up slightly out of sync and the "off" fires a few steps too early for a bridge (bridges ignore all signals that come during their reaction delay of 100 steps).
So while the design works without trouble for doors, hatches, gear assemblies, spikes and track stops, it's not fully fit for the long-reaction buildings bridge, installed bars, floodgate and grate. You might need a one-plate "edge detector" for those, making sure the plate's activity condition is fulfilled for two steps at least. The lowest-tech version for that is probably a minecart guided or pushed across a pressure plate (needs judicious depart condition juggling, so convenience is a bit lacking):
S1═^═S2
Cart gets pushed/guided from Stop 1 (S1) to Stop 2 (S2) or vice versa when a signal pulse is desired. The pressure plate produces the signal. Only needs one pressure plate, one minecart, a few engraving jobs and a designated hauling route.
What is bismuth like as an armour material? Or what do its stats suggest, as I can't understand them.
<sfx>Skkkrriiitch
EDIT: skip that, it really should be a minimum activation time of the pressure plate, i.e. the trigger condition is only fulfilled for a single turn. This might really be an effect of having a too good water supply (multiple pumps, water dropped from above) or pure weird luck. Slowing down the water supply a little bit might help.
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?That villager of yours wants all your emerald blocks :D
Anyone have ideas what to try supplying next? Preference list:
Amber
Emerald
Trifle pewter (have blocks)
Obsidian (have blocks)
Armor Stands
Leather Armor
Mules
The color buff
Pineapple Wine
Pig Cheese
She also wants logs, but has no wood preferences. Logs are available, so it's likely the blocks are what's blocking the mood.
Try a coupla wood blocks, and normal stone like gabbro, I'm not sure how usual obsidian is. Probably won't work, but just in case.
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?
A strange mood is stalled on "blocks...bricks", but I've made the preferred items with block options and no dice. The blocks are out of the workshop that created them, so the moody dorf should have spotted them, right?
I don't think I've ever seen a dwarf insist on a specific type of block... obsidian should work just fine. It's more likely that she wants more of the previous item, e.g. wool cloth, cut gems, or some other item that isn't readily available.
Dwarves do not take preferences into account for moods AFAIK.
Is that actually true anymore?
Dwarves with a preference for a type of metal that has been smelted at your fortress will demand that metal for metalsmithing moods (unless adamantine is available). Dwarves with a preference for a type of shell supposedly demand shells in bonecarving moods. Specific types of cloth and glass can also be required. The wiki Mood page (http://dwarffortresswiki.org/index.php/Mood#Demands) is rather comprehensive.
Is that actually true anymore?
Do civilizations have a range, 4 goblins civs but there is an area in my current world where they aren't showing up. The entire world is connected and there are no islands. If I settle in that area will I still get kidnappers and gobo sieges?See wiki (http://dwarffortresswiki.org/index.php/DF2014:Siege): civilizations have 30-tile operating radius from their sites, necromancer towers have 10-tiles in vanilla DF. Note in lat versions sieges are not generated on your doorstep but they need to take units from existing enemy sites. This means there are hardly any kidnappers at all and sieges generally need more time to build up. If other civilizations are stronger, goblins may get exhausted fighting at other sites and for few years not even visit your fort.
No items take damage from falls, not even (properly de-animated) corpses.Thanks. I was under the impression that I once threw unicorn corpses down a shaft to maximize unicorn bone craft production, but maybe they were still alive.
So my current crossbow squad is made of 3 dwarves. Out of all of them the captain (commander) moves about half the speed as all the other dwarves, all marksdwarves are equiped with:1) Amount (weight) of armor is one thing. Skill "Armor User" tells you how good given dwarf is at mitigating the weight of his/her armor. Try to check your crossbow captain, s/he may be much worse at this skill, thus slowed more by it.
All metal is (Iron)
Leather Helm
Chain mail
Leather Armor
Leather Robes
Leather Shirt
Leather Trousers
Backpack
Chain Leggings
Flask
Leather Quiver
Leather Low Boots
Iron Bolts
The crossbows are the only thing (other than the type of leather) that are different. The rest of the squad is armed with wood crossbows and the leader is equipped with a copper crossbow and he even moves slower than the fully armored hammerdwarves. EDIT: Nope tried to replacing the crossbows, not a single improvement.
Could the cause of his slowness be the copper crossbow .....or could it just be he is slow. EDIT: It seems when it's running to practice he moves the same speed as everyone.
Additionally I tried putting a patrol route above the entrance to my fort, fully covered and with fortifications facing out, but every time they patrol they just sit outside.
+ floor W wall f fortifications
ffffffffffffffffffffffff
++++++++++++++
wwwwwwwwwwww
Same thing with trying to station them.
1) Amount (weight) of armor is one thing. Skill "Armor User" tells you how good given dwarf is at mitigating the weight of his/her armor. Try to check your crossbow captain, s/he may be much worse at this skill, thus slowed more by it.
2) I am not using Patrol but stationing quad somewhere doesn't tell them to go to that one tile, rather to move to area around it. Can it be they move to the near tile which is outside of walls and are then unable to find path to the next waypoint on the walls? EDIT: Is there path from the rest of fortress up the walls at all?
I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?Was that dog trained? Is your mammoth just hairy elephant or how should we know its stats?
What is a better war beast, this came up after I had a single dog knock a mammoth (modded hairy elephant) and a giant badge out, while suffering no wounds what so ever, the other two suffered bruises, dents, and cuts.
I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?Was that dog trained? Is your mammoth just hairy elephant or how should we know its stats?
What is a better war beast, this came up after I had a single dog knock a mammoth (modded hairy elephant) and a giant badge out, while suffering no wounds what so ever, the other two suffered bruises, dents, and cuts.
How wide should my ramparts be, over my entrance, if it's 2 or 1 wide then everyone will just go outside and sit along the wall when stationed/patrolling.
Question - I have built windmills linked to underground millstones but can one be built on a dome or above ground structure?
I'm using DTherapist and I noticed several of my animals are listed as (gender) Asexual....does that mean they won't reproduce?
Question - I have built windmills linked to underground millstones but can one be built on a dome or above ground structure?
Vertical axles will allow you to transmit power from a roof-mounted windmill down to buildings below. You will, however, still require a "hole" in your defenses to run the axle through.
1. Go to section labled "Quality Grades"
2. Look at the chart there.
3. Look where it says sharpness in bold, then 50%, 60%, 70%, 80%, 90%, 100%, 100%, varies, going down.
4. That is it.
Is there any way to remove those tree sapplings without the aid of DF Hack?
Is there any way to remove those tree sapplings without the aid of DF Hack?
Is there any way to remove those tree sapplings without the aid of DF Hack?
You can build a dirt road over them, that's fast(ish) and takes no resources. (It ~will~ wear out eventually, so a permanent road is longer-lasting, but slower and takes resources.)
Or, if they are anywhere near where your dwarves walk (inside your wall perimeter, perhaps), you could designate a high-traffic zone over them { d, o, h}, so any dwarf that walks near them will detour (slightly) to walk ON them - that tramples them to death pretty quick.
If inside and away from traffic, for instance where water is/has run, you'll have to build something, either floor or road.
If it's a dirt road, it's just "dirt" - no problem.
If it's a constructed road, yeah, it's just like a bridge, a "floor" that is designated across a wider area and simply takes less material (1 + 1/4 tiles covered).
(You remove constructions by designating them to be removed with {d}, {n}, and dwarves w/ the de-construction labor enabled.)
Happy to help, but fyi, once you know the general answer, often the wiki can answer follow-up questions and details faster than this forum: http://dwarffortresswiki.org/index.php/DF2014:Road
Do bridges prevent (evil) rain from falling to the ground below them?And if so, do they still block rain while open? (Because the tiles below are still considered "inside".)
Bridges dont turn outside tiles 'inside' iirc.I'm pretty sure they (and other buildings) do. You can't have a working windmill protected by a bridge.
I think i've read this before, but i just want to be sure:AFAIK it is supposed to but currently it does not. And creatures can jump through fortification (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8160) sometimes, even when those fortifications are not submerged (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3327).
Does fortifications prevent climbing in Dwarf Mode?
Well, shit, i might just build some overhangs.I think i've read this before, but i just want to be sure:AFAIK it is supposed to but currently it does not. And creatures can jump through fortification (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8160) sometimes, even when those fortifications are not submerged (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3327).
Does fortifications prevent climbing in Dwarf Mode?
What are all of these new metals, like flickering metal, singing metal, clear blue metal, and frosty metal. What exactly are these metals? I found them in the arena object list while looking for adamantine and messing around
What are all of these new metals, like flickering metal, singing metal, clear blue metal, and frosty metal. What exactly are these metals? I found them in the arena object list while looking for adamantine and messing aroundSpoiler (click to show/hide)
Why does magma glass furnace say it needs magma one tile lower under one of eight tiles when some of them are not valid for it?
Counting
123
456
789
I first put the hole to the lever below with magma on 1 and it worked. For the next furnace I put it on 3 and it can't be placed there.
Am I doing something wrong or that access to magma under any of those 8 tiles on the rim in fact does not work for all eight but just some of them? Maybe because built glass furnace has symbol "]" in tile 3?
Now it works. I now think I was trying to put just Glass furnace and not Magma glass furnace there, that's why it said the site is blocked by a hole in the corner. -.-Why does magma glass furnace say it needs magma one tile lower under one of eight tiles when some of them are not valid for it?
Counting
123
456
789
I first put the hole to the lever below with magma on 1 and it worked. For the next furnace I put it on 3 and it can't be placed there.
Am I doing something wrong or that access to magma under any of those 8 tiles on the rim in fact does not work for all eight but just some of them? Maybe because built glass furnace has symbol "]" in tile 3?
AFAIK 5 is the only one that is actually wrong (since they need to stand there).
Bridges dont turn outside tiles 'inside' iirc.I'm pretty sure they (and other buildings) do. You can't have a working windmill protected by a bridge.
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.The floor is from whataver is underground, so yes.
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.The floor is from whataver is underground, so yes.
I have a version Question:
Is the current version of Dwarf Fortress stable, without many sudden crashes? If not, what could I possibly do to make it so?
So I guess my question now is whether this is intended behavior or a bug. No more engraved hematite floors and the like?
re outdoors/underground/etc.: http://dwarffortresswiki.org/index.php/DF2014:Tile_attributesSo I guess my question now is whether this is intended behavior or a bug. No more engraved hematite floors and the like?
Only Toady knows if it's intended or not, but it's certainly the way it works atm.
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.
Do captured animals adopted as pets still need constant training? If so this would be done automatically right? Assuming there is a training zone somewhere in your fort, of course.It is done automatically. However, my experience is that it is a low priority job for animal trainers, and occassionally the animal gets dangerously close to reverting, or even does in a few cases. Best to keep the most dangereous or unknown/exotic critters chained or caged while you train them. Their kids might be easier to tain.
(And I mainly put that link for any and all, not accusing you personally of ignorance.)No offense taken, sorry if my reply sounded snippy. I was just extremely confused.
Is it now normal for digging out a wall to leave behind a floor made of another material? For example, dig out a tile of limonite wall, leaving behind a clay silt floor? Apologies if this is answered elsewhere, search and wiki are turning up nothing for me.
This is a known bug: http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6896)
I generated a pocket world with 3 towers counting as independent civs. For necro sieges should I best start close to one or in range of all three towers?If you can find a tile which is less than 10 world tiles from all of them (even in pocket world they could just be one in its own corner), go for it.
"Not enough free nestbox zones found. You need 8 more" What is the game trying to tell me here?
I have a 3x3 room that is also a pasture with 3 boxes and three blue peafowl, m/f/f. Door locked, both females were breeding, the first clutch just hatched, the message arrived instead of the notification that the second clutch has hatched. Both clutches were 8 eggs. The first hen has already laid another, but that is just 6 eggs, so probably not related. I did not mess with any creature raws, just phoebus tiles applied by the starter pack and a few healing rates where needed, no modding, fresh install. These are the only egg layers I have a breeding pair of.
That's autonestbox (https://github.com/DFHack/dfhack#autonestbox). It expects a pasture with one nestbox in it (top left corner) for each egglayer you have. It will then assign one egglayer to each such pasture and ensure no other animals are assigned to it.Thanks cdombroski, that it was targetting freshly hatched chicks confused me. Might come in handy once I have more of them.
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this? When does a reactor start becoming unstoppable?
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this? When does a reactor start becoming unstoppable?
Sounds like natural flow (http://dwarffortresswiki.org/index.php/Flow#Natural_Flow). Any water tiles with natural flow will spin a waterwheel, no pumping required. I've heard that natural flow may result from dumping water in an aquifer, though I've not tested it myself.
thanks for the advice but it didnt work at all in fact thats what i have been trying to do and it wont let me place either an up stair or an up/down stair in that space.
so the floors go like this from top down
1=space
=downstair
2=space
=downstair
3=up/downstair
4=up/downstair
etc etc
1=space is the top most floor of my fort which is on top of the downstair i constructed to replace the one i channeled out
2=space is where i am trying to build stairs and it wont let me i can place a box down or individual but when i press enter it wont let me select material.
i could channel out 2=downstair but that would just push the problem downward
basicly it wont let me build anything on top of the downstair. ANYTHING so there seems to be no way of putting this staircase back together (unless i channeled the whole thing out all the way down to the ground floor and replaced it all with built up/downstairs)
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this?
...A closed door in the water tile below the intake, even a hatch in the intake does not stop the "over-reacting" reactor (both do stop normal reactors)...
I researched these weird perpetual motion machines quite some time, it cost me my main engineer (accidental flooding) and I am still not understanding them. (Dwarven reactors that don't stop when you block any logical possibility for water movement.) Is their any science available on this?
...A closed door in the water tile below the intake, even a hatch in the intake does not stop the "over-reacting" reactor (both do stop normal reactors)...
It should.
From the wiki, "An easy way to halt the reactor is to place a lever-linked hatch cover over the tile the pump draws from." So, I can only guess that you have multiple reactors linked, and the others might be powering this one?
Wiki: http://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Dwarven_Water_Reactor
if not that, then, yes, it's not impossible to create "permanent flow" in a dug tile. It's difficult to replicate, and the process is not well understood, but it's happened.
(or in the dual-wheel reactor switch between wheels, no wheel (0 power), both wheels (200 power) working randomly).
anyway i have been producing a lot of wealth i sold 16 k worth to my first trade caravan which arrived with the msg "no envoy? how strange..." which i understand means im all thats left of my civ (dunno how my last fort couldve died i think ill have to reclaim it at some point to find out :D).
Can a marksdwarf shoot diagonally through a fortification?
Thanks. One more question now:Can a marksdwarf shoot diagonally through a fortification?
Yes.
Can a marksdwarf shoot though two fortifications? In the prior diagram if I change the two wall to the left of the marksdwarf into fortifications (making a diagonal wall) will he shoot though both?
Fortifications can't be shoot through by archers (marksdwarves) unless they are either highly skilled or standing next to it. So common archers can shoot through only one fortification. Neither ballista nor catapults are affected by fortifications.Thanks. One more question now:Can a marksdwarf shoot diagonally through a fortification?
Yes.
Can a marksdwarf shoot though two fortifications? In the prior diagram if I change the two wall to the left of the marksdwarf into fortifications (making a diagonal wall) will he shoot though both?
Fortifications can't be shoot through by archers (marksdwarves) unless they are either highly skilled or standing next to it. So common archers can shoot through only one fortification. Neither ballista nor catapults are affected by fortifications.
so does that mean that imigration is completely stopped and i can expect no more or does it mean it that immigration waves are going to be small?
if its the latter and i will still get immigrants albeit in small numbers then i can live with that, if on the other hand im not going to get any through then im not sure 12 dorfs is a large enough genetic pool to continue the civ and i may be better abandoning.....
I think usually they just stop coming, I could be wrong though.
They could be coming from your previous forts in the same world thus having some proficiency in skills you like.
I think usually they just stop coming, I could be wrong though.
well that seemed like it was the case because i had 2 more seasons without immigrants but then just as i was about to givce up i recieved a wave of 11. interestingly all of them are quite highly skilled.. most of the time i dont get more than 1 or 2 points i anything but these guys all have at least 1 skill at 6 and a lot of them are really useful skills....
on a side not the waves seem to consist of whole families.... my first wave was a single family and my most recent wave is 2 families... ive never had this before normally my waves are just a bunch of randomers.
Do dwarves no longer get the wood burning happiness bonus?
They could be coming from your previous forts in the same world thus having some proficiency in skills you like.
I've currently always have "Clear Rain Snow" at the bottom left of my screen when it rains or snows and "Clear Snow" when it's clear.
The Dwarven Civilization in my world is extinct. Is there a way to predict who of my starting seven will be made king, or is the selection process random? I am under the impression that the Expedition leader will be promoted in this case.
What are scales good for in an unmodded game? The wiki's redirect seems to suggest they work like leather, but I've yet to see one getting used.Selling to traders, necromancy(?), flinging at things.
Selling to traders, necromancy(?), flinging at things.*Flings reanimated crundle farm at Bumber and charges for it* Thanks, that sounds um useful or something.
They work like untanned hides, not leather.
will dwarves intentionally avoid the other webbed traps when retrieving captured creaturesNo.
or will they just bundle in and get trapped? (I presume that webbed cage traps are triggered by my own dwarves as well)Yes.
Traffic orders and other means of keeping critters out of trapped hallways. Like doors that dont let pets in.will dwarves intentionally avoid the other webbed traps when retrieving captured creaturesNo.or will they just bundle in and get trapped? (I presume that webbed cage traps are triggered by my own dwarves as well)Yes.
Traffic orders and other means of keeping critters out of trapped hallways. Like doors that dont let pets in.
Before I start a new world I would like to know if long lag spikes where the game totally freezes (not autosave) is normal? Every few hours DF just locks up. Resource monitor says it is processing something. I fpause with dfhack and just wait for a minute or so. But my average fps runs from 50-90. Is this background world processing? I revealed and checked for leaks but didn't see what I thought a leak would look like. No flow numbers below the sea. I am planning on a small world, short history, sparse settings with a small 3x3 embark hoping to fix this.What about blossoming trees? Those can be pretty demanding in bigger numbers. Is this big slowing happening in the same time of gameyear?
Anyone know what animals drop gizzard stones when butchered?Not sure how complete this list (http://dwarffortresswiki.org/index.php/Special:WhatLinksHere/DF2014:Gizzard_stone) is, but its a start.
Is there any way to force the dwarves to treat a job as an absolute priority?
I'm trying to build a stairwell past an aquifer with walls around it but the dwarves keep suspending the work due to the flooding, which in itself isn't a problem, but once they suspend it it takes about a season for another dwarf to pick up the job again. The latest piece of wall has been in process for eight seasons now and if this pace keeps up the stairwell will be done in thirty years or so. I'm not quing up any other construct projects, this is the only active one but I am using DFHacks autolabor script to manage jobs.
Secondly, do the goblin sieges happen even if they're not listed as present on the location when embarking? I've only got elves as a neighbour and I've had over 80 dwarves for a good while now but all I've seen thus far is an enraged weregecko, no baby snatchers or anything. Might have to pick up a more exciting location if there will be no other visitors.
Will dead trees grow back in evil biomes?
There IS a forcesiegs command, though I'm not entirely sure how it works.
Do roads prevent spawning of wagons? The wiki says that natural floor were required.
All default dwarven weapons do pretty well, though people seem to prefer maces to hammers.Depends on how well your target is armored. Maces are good for pulping (e.g. vs undead.) Hammers are good against armored targets (which are in generally in short supply in fort mode.)
Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.
I never noticed that. Are you sure it's the dwarves flashing, not the road? In this case, the road is simply not yet finished. Or maybe there is some other problem not related to roads.Setting traffic cost:high on all the roads, then high:100. I think its traffic designations.
I want the roads to be used, i just don't want them to be graphically flashing. I suppose there is no way to fix it though other than simply not using paved roads and using constructed floors instead.
upper arms and lower arms are still cubes i thinkXD
i'm not sure if any points are automatically non-cube cuboids?
the shape as a whole will usually be a non-cube cuboid
dwarven hair is not even cubes, it's just a pair of numbers (length/color) with an associated number somewhere else (style), more like line segments than cubes
(accidentally asked this in the silly thread instead)You have any hostile chained creatures nearby? The merchant guards can attack the creature, and I think your fort members might be obligated to respond, and so on. Potentially werebeasts and tantruming dwarves could be another cause.
So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.
Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
(accidentally asked this in the silly thread instead)You have any hostile chained creatures nearby? The merchant guards can attack the creature, and I think your fort members might be obligated to respond, and so on. Potentially werebeasts and tantruming dwarves could be
So a dwarven caravan came to my fortress for the N'th time and we traded with them just fine (I made sure they made over 10k in profits) and I look away for a while, when suddenly, I see job cancellations, and the unit screen tells me that some merchant animals have been caught in cage traps. I also see one merchant's axedwarf killing my fortress dwarves. I stationed my military near him and they killed him. The rest of the merchants started leaving a bit before that happened.
Can anyone explain what could cause a merchant guard to randomly start killing my dorfs without provocation?
I thought you couldn't stop the first two migrant waves, which should bring your pop to around 20.
Edit: now the elven marchants came. My civilians got scared of them and military immediately attacked them. It looks like all of my dwarves have somehow become evil!IDK, that sounded like a completely appropriate reaction to an elven caravan. Most overseers seem to prefer the use of magma, though.
Sleep until dawn - how to wake up?For some reason, sleeping before dawn wakes you up just before the dawn. Either wait one more hour or start travelling, and you will see sun rising.
Hi, I went to sleep at the evening - I took options sleep until dawn. But... the night gone, and I was sleeping all day long, and wok e up... at the night.
[1] What to do to wake up at the dawn?
[2] Is it possible to break the sleep by pressing any key? (when the animations with sun going so fast)
For some reason, sleeping before dawn wakes you up just before the dawn. Either wait one more hour or start travelling, and you will see sun rising.The 24-hour sleep is the more confusing part. No idea why it sometimes does that. (Maybe when you sleep after midnight it assumes the dawn of the day after?)
How do you know if you have enough bins/barrels for all the stockpiles that are supposed to use them?Keep a barrel/bin stockpile a check if there are any to spare.
Ballistae, you say? That might just work with my setup...No, they won't even enter the map on the road unless you block off all the other edges.
Btw, does running a road through a place actually do anything?
Well, I might give it a shot if I have a lot of spare dorfpower... dunno if it's a reanimating biome yet, only human blood rain so far. Coupla creatures, no undead.Making road makes sure there will no trees pop up and block the caravan.
Fortifications by the traps to catch and display the severed limbs of your foes upon :PSit there generating bad thoughts?
Best design ever, seriously. Dwarves can't clean the limbs inside of fortifications so they just sit there.
Do the wagons themselves have emotion now? I wouldn't be surprised, I've had a few go missing for no reason, so they're slightly silly.While it wouldn't surprise me, I think it's actually the animals pulling the wagon that causes scuttling.
Random dwarf, I think, not necessarily in your fort perhaps?maybe. I know you can host nobles of other settlements at your fort, but I feel like you'd get a migrant if that happened.
Wish I knew. I have noticed that if you dont change the priority of the designation at all you dont see it; it defaults to four. And Im pretty sure that the priorities for tree-chopping, engraving, mining, herbology, etc. are all considered differently for this.I know that, but don't think I have anything prioritised, and want it back the old way to let dwarven democracy run it's course. I'm not one for complex underground systems, anyway.
tbh, priorities are pretty sweet, because they let you tell who to dig what when.
They do. And then they cool off. The insides of them may be 12000, but outside they can be cooled off to normal temperatures.Wasn't parting of seas Moses' job? I thought Noah's one was to build a ship, get two of each animal and pray they will "be willing to commit to marriage" when the right time comes.
In that arena test the little bugger steamed it up for a few turns and then could swim fine. Unlike say, my giant fire worm made of fire, the crab could swim under the water. The giant fire worm actually walked through the shallow water as it parted the sea like Noah.
I have two problems that I don't know how to solve.1. It depends on biome.
1. I cannot plant any above ground crops. It claims that "No Seeds Available for this location". In the stocks menu I can tell that I have: Carrot, Longland grass, and Rye seeds. I have checked, the space is outside, light and above ground.
2. My outpost liaison is a goblin noble, should I be worried?
Item on a raising bridge will be flung in random directions, and very much up. Sometimes vertically off the map up. This includes critters, with much hilarity.
If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.Loose nethercap items (including minecarts) aren't magma-safe anyways.
Put down a bridge, pile magma-safe minecarts and magma on it, then raise the bridge, lower it and repeat. FUN assured.Item on a raising bridge will be flung in random directions, and very much up. Sometimes vertically off the map up. This includes critters, with much hilarity.
For the glory of dorf science, I shall employ both minecarts and submerged magma bridges.
If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.Loose nethercap items (including minecarts) aren't magma-safe anyways.
Put down a bridge, pile magma-safe minecarts and magma on it, then raise the bridge, lower it and repeat. FUN assured.
You can.
If you want a minecart to skip along the surface of the magma you'll probably want a magma safe minecart, so the material honestly won't matter that much unless you make it out of nether-cap or adamantine, since most magma safe stuff is heavy anyway.Loose nethercap items (including minecarts) aren't magma-safe anyways.
Are you sure? They have a fixed temp and the wiki says nether cap is magma safe.
This fixed temperature makes nether-cap wood magma-safe, except that nether-cap wood items dumped into magma are destroyed.They happen to be the only way to get magma-proof axles.
There's threads on this stuff. Lemme see if I can dig them up, but otherwise search for 'impulse' 'ramp' 'minecart' 'rail', etc.
A start - http://www.bay12forums.com/smf/index.php?topic=120039.msg3848858#msg3848858
You don't need 60 G_FPS; 20 actually runs better.Call me crazy, but I prefer smoother graphics to a faster fort, especially as the change in game updates is minimal at best on my machine (+2 or so? Almost lost in the noise).
Call me crazy, but I prefer smoother graphics to a faster fort, especially as the change in game updates is minimal at best on my machine (+2 or so? Almost lost in the noise).Differentiate 'smoother' from 'faster' as it pertains to motion in DF. Your GFPS is limited by your FPS, and nothing on screen is even changing 60 times per second. You're just wasting power and creating more heat.
where can I find a summary of the next release features? Is there an open thread on this subject?
I have a medium sized hospital set up, with individual rooms for the wounded. I just noticed that zones can only be so big. The problem is that each inividual hospital zone needs its own resources. Any tips for hospitals with individual rooms for patients?Put one chest in each for things. Let each hospital room carry enough crutches for each patient and maybe a bucket or 3. Then, in some side room make a centralized stockpile for cloth and whatnots. Experiment from there. The stockpiles dont need to be big, just enough to keep the hospital stockerd until hauler get around to restocking the stockpile.
I have a medium sized hospital set up, with individual rooms for the wounded. I just noticed that zones can only be so big. The problem is that each inividual hospital zone needs its own resources. Any tips for hospitals with individual rooms for patients?Put one chest in each for things. Let each hospital room carry enough crutches for each patient and maybe a bucket or 3. Then, in some side room make a centralized stockpile for cloth and whatnots. Experiment from there. The stockpiles dont need to be big, just enough to keep the hospital stockerd until hauler get around to restocking the stockpile.
And for the love of Armok, put a food stockpile somewhere nearby.
Im not sure. I think so. Remmeber the work around for 34.11? Don't ever let dwarves stock hospitals with cloth because they'll put every last thread into a chest?
train them properly, make them watch corpses of creatures, they get initially horrified but that helps to raise that skill
What are the benefits of making an animal specifically a war animal? I'm wondering whether its worth it to add the tag to giant cave spiders, giant desert scorpions and cave dragonsIf you capture and tame one, you can train and use it for war IIRC. So can your enemies, possibly, if they do, but I'm not sure about that.
Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?Because there is just so many symbols and colours DF is using. Pour lava over that area to clear it of any (t)issues of trolls or goblins, or any still live members of them, too, in fact.
Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?Because there is just so many symbols and colours DF is using. Pour lava over that area to clear it of any (t)issues of trolls or goblins, or any still live members of them, too, in fact.
I don't seen an unanswered question at the moment.Why do cyan troll blood and red goblin blood have to mix to exactly the same color as digging designations?Because there is just so many symbols and colours DF is using. Pour lava over that area to clear it of any (t)issues of trolls or goblins, or any still live members of them, too, in fact.
What are the dark magenta and light blue contaminants and why is getting confused with them worse than getting confused with dig designations?
Also, more in line with the theme of this thread, why is one of my swordsdwarfs carrying a large stoneware pot of blackberry wine for individual combat drill?
Also, more in line with the theme of this thread, why is one of my swordsdwarfs carrying a large stoneware pot of blackberry wine for individual combat drill?
Another newbie question, though I think I know the answer to this one. I'm not getting any outpost liason with the trade caravans, though the merchants come just fine. There's also a dwarven entry in the Civilisations menu, so they do exist. So...have I somehow ended up as a different dwarf civ, or have I totally not noticed that I've embarked on an island? I figure it'd be the latter, but dunno if that affects things or not.
Soldiers carry supplies with them while training, usually 2 units of food and 1 unit of drink - but you can't just get 1 unit of drink out of a pot or barrel yet, since mug functionality hasn't been implemented. You have to get the whole thing. Think of it as dwarven strength training, if you prefer.
Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffWAs was several times experimentally made sure, you can hold 100-level high towers on one tiny support and as long there is some connection (bridges don't count) pieces will not fall apart.there is no limit, any floor/wall that isn't literally floating will never cave in
Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffWAs was several times experimentally made sure, you can hold 100-level high towers on one tiny support and as long there is some connection (bridges don't count) pieces will not fall apart.there is no limit, any floor/wall that isn't literally floating will never cave in
If object falls on tile which does have air under it, the tile also brakes. I got that when I was building a staircase tower to my skybridge and changed some flooring tiles at the upper floor: they got removed in such order one of them got discnected fro the rest, fell down and broke through six more levels of floors till it hit sold wall. Also, logs from tree A that stay on trees B near of A will fall down when trees B are also cut and these logs can penetrate the ground if there is open space one lever lower.Newbie question alert. How far out from a wall can a floor be built before it needs a support under it to hold it up? Need to roof off my walls but I suspect I'm going to need supports in here. Do I need one every...three tiles? Like WffWffWAs was several times experimentally made sure, you can hold 100-level high towers on one tiny support and as long there is some connection (bridges don't count) pieces will not fall apart.there is no limit, any floor/wall that isn't literally floating will never cave in
Constructed walls and floors are also impervious to all damage, so don't worry about the support collapsing - unless you order it deconstructed...
WHY ARE BARRELS EVIL no seriously I have a ton of food and empty, easily gotten to barrels and they won't make booze. Wrrrrrrry. Thank goodness there's a brook here but betting on tantrum spiral any second now.Hrm. There's a couple of possibilities. First (obviously), make sure that the problem isn't a perceived lack of barrels. The following could also apply:
Can you dye metal thead?
You can dye the thread, yes, and if it gets woven into metal cloth, you'll end up with dyed metal cloth. However, if it gets smelted into wafers, it's as if the thread was never dyed.
Don't honestly know if you can dye the cloth, but I can't think of any reason you couldn't.
You can mine your adamintine and avoid the !!FUN!! if you're careful. Good tactic is to mine *around* the candy metal on every Z-level you can get access. Give yourself an up/down staircase nearby, burro[w] a handful of miners in around the spire, then start chipping away through the layer stone until you find the sweet, sweet candy column. Pretend you're mining around a diamond deposit in Minecraft. Once you have the extraneous stone removed, it should be pretty easy to see where the hollow tube is (look for the 2x2 unseen area in the spire which overlaps with the same area above and below it).
whats the burning temp for nethercap and what the temp of fire snakes?
Fsnakes are quite a bit hotter than magma. but my testing of regular cages on my giantized fsnakes indicated it took a period of time for them to escape.
Do vermin still escape elf cages when they arrive on site? if so maybe this is an extension of that . . .
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...I have never seen this happen in my experience. One end of the river on your map would be shallower as water flows off the map, but even in scorching biomes I have never seen a river dry up.
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...
Can rivers dry up? I started a new fort in a warmer biome where the murky pools have nearly vanished (barring one I covered) and it almost seems like the end of the river is getting shallower...
The order in which the screw pumps were constructed matters. If built from lowest to highest, they will be able to transfer liquids one z-level per tick. However, if built from highest to lowest, they will transport liquids all the way from the bottom to the top in just one tick.It looks like building from the top-down is the way to go for single-tick teleportation. Hope that and the rest of the information there helps. You'll also want to watch out to make sure everything's supported; I recall that my first attempt at a top-down pump stack ended in a mass deconstruction of the entire set when the top stack was deconstructed because of a bit of an oopsie. ^_^
Again, if I can talk out my rear a bit, I think it's because the 'burning' temperature of the cage material is checked, but the fact that nether cap stays at freezing temperature irreguardless keeps it from being harmed. Though, interesting the cage isn't burning or anything.... you might want to check that.
Just wondering - I am sure somebody tested this but I forgot the results - will cold climates with low temperature kill Dwarfs if they are not properly clothed?
Is there a way to auto mark 'x' clothes in my stockpile for dumping? Since there is no way to designate a stockpile to only hold new clothes, it is filling up with worn clothes. When I use 'cleanowned' it doesn't touch the clothes in the stockpile aren't marked.
Need some pointers on setting up a properly managed milk stockpile. I know how to setup the stockpile to allow only milk, but my issue is with the containers used.
Here are some questions:
- Milk can only be stored in barrels and not large pots right?
- Is there a way to prevent large pots from mixing into my milk stockpiles when setting the max barrels? The only way I know how is to forbid the rest of the large pots so haulers only haul barrels to the milk stockpile. I'm using only large pots in my stockpiles and would rather not have the barrels mix together with the large pots.
- How do you get dwarves to transfer milk from buckets into barrels without putting the bucket in the barrel? If they put the bucket in the barrel, will they transfer it later on?
Is there a way to work out which particular "Urist McAnnoying cancels Store item in stockpile: Item inaccessible" job is being cancelled? I've got a job cancel spam and I can't figure out which one it is -_-
Is there a way to make explosions in dwarf fortress?
They aren't coded in, really. Try setting fire to alcohol, setting the internal temperatures of animals really high, breaking FBs etc made of fire or magma.
I know I've seen decayed cloaks on my military, but it's worth it for their full coverage imo. It could be due to FB fire not wear, not sure. Pretty sure they decay though.Cloaks decay over time, unfortunately. You can make them armour and not clothing, which will make their wearability the same as leather armour or leather boots.
Is there any way to check the age of an animal? I lost track of my poultry stocks when I was sorting out the infertile ones and I'm not sure which ones are due for slaughter. I don't want the Gen 2 chickens to die of old age and be unusable, but I need another round of births from Gen 3.
Is there any way to check the age of an animal? I lost track of my poultry stocks when I was sorting out the infertile ones and I'm not sure which ones are due for slaughter. I don't want the Gen 2 chickens to die of old age and be unusable, but I need another round of births from Gen 3.You can use Dwarf Therapist, hovering over the animal's name will tell you it's age or you can sort creatures by age.
Hi,
I'm playing my first fortress. Almost four years in and with 450,000+ created wealth, I still haven't been attacked by anything except a werechinchilla, a werechameleon, and a goblin outpost liaison who I decided to murder. Is there a wealth threshold for attacks, and when can I expect to receive one?
Note: I believe that when embarking, goblins and kobolds weren't listed in the neighbours tab. Does this mean that I will never be attacked by goblins or kobolds?
Hi,
I'm playing my first fortress. Almost four years in and with 450,000+ created wealth, I still haven't been attacked by anything except a werechinchilla, a werechameleon, and a goblin outpost liaison who I decided to murder. Is there a wealth threshold for attacks, and when can I expect to receive one?
Note: I believe that when embarking, goblins and kobolds weren't listed in the neighbours tab. Does this mean that I will never be attacked by goblins or kobolds?
The default threshold for attacks is 1,000,000 fortress wealth, or a population of 80. Kobolds are never listed in your neighbors, but no listed goblins means that the goblin civilization physically cannot reach you. It might - MAYBE - be possible that the goblin civ expands close enough to you for them to become your neighbors, since world generation continues during play in DF2014, but I wouldn't hold your breath.
You can provoke the humans to do so by repeated insulting them with the death of their leaders/caravaneers.
You may possibly get the elves to dow you, but they're called hippies for a reason.
You cant incite the goblins or kobolds because they dont send caravans. However, they are supposed to come on their own.
You definately don't want to destroy the dwarven caravan. Thats a fast track to fun in the worst case and killing your profits in the best.
depends on what they send. Theyre better armed than the gobbo but come in typically smaller numbers and their mounts are more mundane and they dont pack troll/icemen/ogres/etc.Thanks!
Have a competent force, make sure your traps arent too old, and have Fun.
It is carried in the bite attack. It must penetrate the outermost layer of tissue, maybe the outermost vascular layer.Makes sense, cuz like teeth and horns wont get infected.
Is it just me, or are goblin sieges basically a thing of the past?
I haven't played many forts longer than 3-4 years in the new build so far, and I haven't had any goblin sieges. Not even small ones.
What are the triggers? I've heard around the forum that the trigger for Goblin sieges are variously 30 population, 80 population, 300k fortress wealth, 1M fortress wealth, 500k exports, and maybe a few more besides.
Anyone know how to turn off Aquifers ?Does no one look at the wiki for these things anymore?
By editing the raws and removing the [AQUIFER] tag from all of the appropriate entries in inorganic_stone_layer.txt, inorganic_stone_mineral.txt, and inorganic_stone_soil.txt it is possible to remove all aquifers from the world. This can be done before creating a new world or after, if you find a particularly neat location ruined only by the presence of an aquifer. In order to modify an existing world, you must delete the [AQUIFER] tag from the raws in the savegame's folder.
I've also had one or two zombie sieges, but I don't think those are really plausible for a starting to intermediate player to fight against and win. Zombies might not be the impossible to kill demigods that they were before, but I don't think they're really balanced yet.Zombies, as a newer player (though learning fast), are a pain in the ass because of the sheer amount of them and how easily they kill people. Making a dropping tunnel was really the only way I could deal with them.
While I'm asking, what are the limits on invaders being able to climb walls now? is it only 1 z-level high walls that they can climb, or am I still not safe if I have a wall with an overhanging fortification on it?
What is it that allows two creatures / objects to slide right past each other?
I've seen it a few times in earlier versions, where two dwarves in a narrow corridor pass each other without one lying down, but I've saved just before one of these and it happens consistently. The two objects are a dwarf and a minecart, and there is no combat log about the dwarf dodging.
Is it as simple as them moving on the same tick while next to each other?
You can probably get another King if he died, but I think either you don't get another Baron or it's bugged at present.I've also had one or two zombie sieges, but I don't think those are really plausible for a starting to intermediate player to fight against and win. Zombies might not be the impossible to kill demigods that they were before, but I don't think they're really balanced yet.Zombies, as a newer player (though learning fast), are a pain in the ass because of the sheer amount of them and how easily they kill people. Making a dropping tunnel was really the only way I could deal with them.
While I'm asking, what are the limits on invaders being able to climb walls now? is it only 1 z-level high walls that they can climb, or am I still not safe if I have a wall with an overhanging fortification on it?
And invaders can climb anything that doesn't have a roof above it (they won't hang upside-down), I believe. I had a zombie climbing around like a bastard in my drop tunnel for several months, on SMOOTHED WALLS. He did not care.
What is it that allows two creatures / objects to slide right past each other?
I've seen it a few times in earlier versions, where two dwarves in a narrow corridor pass each other without one lying down, but I've saved just before one of these and it happens consistently. The two objects are a dwarf and a minecart, and there is no combat log about the dwarf dodging.
Is it as simple as them moving on the same tick while next to each other?
Climbing skil dictates speed on rough climbable surfaces. And chance to catch on when you do lose your grip on artificial smoothed stone.Wrong. You can climb fortifications, and even jump through them if you have a mind to.
Sorry, You need zero climbing skill to climb walls. Try using fortifications on top of the walls. Cant climb those Ive heard.
sue me then.They can still climb it if you don't put an overhang. That will only protect you if they can't see any target on the other side. (I.e. don't have tall guard towers or tall hills on the other side.
make walls 2-3 levels high and cut down trees nearby
Easiest unclimbable wall is a 1 level wall with a floor sticking out on the level above (on both sides if you don't want dwarves out.)
Yes, the floor makes the difference because you can't grab onto the side of it. Otherwise they climb diagonally up onto the side of the fortified wall.Easiest unclimbable wall is a 1 level wall with a floor sticking out on the level above (on both sides if you don't want dwarves out.)
I had trolls and goblins climbing into my fort with a similar setup in my last game, ie. level one wall with another fortified wall forming an overhang at the second Z level.
Maybe a floor in an overhang position, instead of a wall in an overhang position, at the second level keeps them out.
So, the one-tile wall with fortification overhang is enough to protect my fort? The zombies were just milling around for a few months killing wildlife before I had to deal with my captain going on a killing spree, but I'm not sure if that's because they just didn't have line of sight to any of my dwarves.It's only line of sight keeping you safe. Floor overhang or 2-wide overhang prevent the diagonal climb.
Since there appears to be no way to order that only non-butcherable carcasses be dumped while butcherable ones are stockpiled, how can one set a stockpile up where anything placed in it is immediately atomsmashed/dumped into magma without putting the hauler in any danger? At first, I considered pressure plates, but now I'm thinking about building bridges, designating the stockpile over them and then just leaving them retracted all the time.
When are the requirements for monarch arrival shown?
Thanks, I can do that with a saved world, right?
Modding lead? nqs. Try it and if it doesnt have any effect w.e. and if the game crashes then no.
Rawmancy is tricksy
My dwarves don't seem to want to use teeth as bone or ivory. Do I just have to dump all the teeth?Teeth that are knocked out are probably not useful for crafting, being too small. Teeth produced upon butchering should be useable, though not as bone. They're not made of bone.
EDIT: Also, how do you kill animated remains? I've got severed heads and hair running around and my dwarves cant kill them.
It might also be the case that dwarves can't craft with teeth with a stack size of one. That was the case with bones some time ago.It never was. The bug with that was that when you finished with a stack of bone, there'd always be a 'body part' left even though all the 'bone' was used up. I created a few single-bone stacks and observed as they were each made into one set of items.
http://dwarffortresswiki.org/index.php/DF2014:FortificationYou might have misunderstood my question. I was not referring to drainage of water but to the creation thereof. As far as I understand it, map edge tiles of a lake or ocean produce water so that after you drain some of the lake it will be refilled over time. If I obsidianize a lake tile of the map edge and then carve fortifications into it, would said tile somehow retain the water creation property from before or would it just drain water of the map as in the passage you cited?
Read the "Uses" section. Your answer is near the bottom.
Also, every time I try to type notes, any letter that is also a command (like d for delete), cannot be a part of a note because it keeps executing the command (so I cannot type bridge because the d tries to delete the note). I'm pretty sure that's a DFHack problem, but I have no idea how to fix it.
Check for roots of trees or cavern type trees growing into them. I think there's a bug that underground soil and muddy stone usually elligable for saplings is causing some issues with workshops deconstructing and often this is resulting in crashes.
Also, every time I try to type notes, any letter that is also a command (like d for delete), cannot be a part of a note because it keeps executing the command (so I cannot type bridge because the d tries to delete the note). I'm pretty sure that's a DFHack problem, but I have no idea how to fix it.
I was getting that too. Fixed itself when I made changes to my dfhack.init. Pretty sure it was the confirm plugin. Just remove it from the enable list and see what happens?
What are you building the buildings out of?
1. Yes, you can - I wouldn't call it a bug. You can embark as a dying or a dead civ.
Further explanation for the first part of your question:
If, for example, all sites of a civ were conquered and some (or just one) dwarves were taken captive, then this civ does exist via these dwarves (you could call it a dying civ) until these dwarves are dead or become incorporated into the civ of their enemies (then it would be a dead civ).
2.
Yes and no.
If it's merely a dying civ, there could be reasons why you didn't get a liason (he is dead and a new one will be elected; there are troubles preventing him from reaching you; etc) - therefore you will be able to become mountainhome eventually.
If it's a dead civ, then, no. Noone will be elected king/queen.
This is a short summary - there is a whole lot more to this topic.
But your questions should be answered.
In some way.
I hope.
;)
"Elected king / queen eventually" - I thought dead civs are the ones where someone claims the title right after embark.
Nope, the other way around.
If you start from a dead civ, there never will be any nobles.
No liasons.
No dwarven caravans.
If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?
You can secure your current fort, retire it and try to build new one nearby to rebuild your civilization.If the las one is true, than the fact that I get dwarven caravan means the civ is not dead just yet?
Yep, just merely dying.
You can secure your current fort, retire it and try to build new one nearby to rebuild your civilization.
Or, abandon your fort and reclaim it with the other dwarven civilization to let your current one die off.
(https://i.gyazo.com/db31a83aae5bf929b8293ea75d7d4aa6.png)Known issue: intelligent beings can be neither pitted nor assigned to a chain in 0.42.03 (9271 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9271) and similar reports).
So I am trying to pit some trolls, beak dogs, and goblins as shown in the picture above. The pits are surrounded by the animal stockpile, and the pit is designated ONLY on the holes. But, whenever I open up the "pit list" menu, the only thing I see are my caged domesticated animals and the beak dogs. I don't see the goblins or the trolls. Also, the beak dogs escape almost every time they are to be pitted..
What am i doing wrong?
(http://i.imgur.com/DvtktDV.png)
Looks like parchment is the least efficient system and uses up the most useful resources of the three options.
That's beautiful. I've stolen it for the wiki (http://dwarffortresswiki.org/index.php/DF2014:Paper_industry#Processing).
Looks like parchment is the least efficient system and uses up the most useful resources of the three options.
Is it possible to make a worn clothing pile? I don't see any obvious options.
Is it possible to make a worn clothing pile? I don't see any obvious options.
Nope. The standard(*) workaround is to create a clothing stockpile that takes from anywhere, and let that be your "used clothing" stockpile. Then make another clothing stockpile that takes from the clothier's shop, and takes from links only. This will be your "new clothing" stockpile.
Is it possible to make a worn clothing pile? I don't see any obvious options.
When my dwarves commit crimes, they're usually beat senseless. The hammerer is clearly a harsh SOB, but it seems like it's a little overkill when a dwarf disrupts the labor process or breaks a mandate it gets his legs broken by a law enforcer with a silver warhammer. Like... Clearly, America's problems with the criminal justice system are minimal in comparison to the crazy shit my Dwarf Cops get up too.Point 1: So you would rather your legs be broken because you have given that order?
Edit: My legendary miner just got beat to death for what I can only assume was my mistake for having him haul a banned export good to the depot and I traded it off. Whoops. Hot damn, though.
It's either an amazing "feature," or dwarven justice needs a nerf
When my dwarves commit crimes, they're usually beat senseless. The hammerer is clearly a harsh SOB, but it seems like it's a little overkill when a dwarf disrupts the labor process or breaks a mandate it gets his legs broken by a law enforcer with a silver warhammer. Like... Clearly, America's problems with the criminal justice system are minimal in comparison to the crazy shit my Dwarf Cops get up too.Point 1: So you would rather your legs be broken because you have given that order?
Edit: My legendary miner just got beat to death for what I can only assume was my mistake for having him haul a banned export good to the depot and I traded it off. Whoops. Hot damn, though.
It's either an amazing "feature," or dwarven justice needs a nerf
Point 2: Silver is one of the best materials for bash weapons (war hammers/maces). If you want to have a law enforcer, why to give him such a strong weapon? Give him some wooden hammer, the better from some light wood.
if I gen the world in the older version and then later update, might I be missing out on stuff and just be forced to restart anyway?You'll miss out on, at the bare minimum, the procedurally generated instruments.
But I'm one of those people for whom random bugs and things just not working can quickly drain the fun out of the experience, how ever much they add FUN in the process. As I only have a few days before the holidays anyway, I'm trying to decide if I should start with the newest version or the older, slightly more stable one and then update next month when things are a bit more solid again.As with other bigger updates, 0.42.01 got several big crash issues. But from recent reports, if you don't try to trade mugs/goblets in you generally should be fine crash-wise in 0.42.03 (and that should be now fixed for 0.42.04).
Is anyone else getting a strange bug where removing constructed floors will occasionally transmute the floor to sand?1)
Ditto, I thought saplings couldn't grow on smooth floors even when they are muddy, but they are doing so.
Ditto, I thought saplings couldn't grow on smooth floors even when they are muddy, but they are doing so.
How are you supposed to get dwarves down who climb trees? My militia commander chased a kobold up there, killed it and wouldn't come down. I ordered the tree he was standing on be chopped and she ended up mangling both hands beyond recognition before going to haul items without so much as passing outTry building a staircase, assuming you are playing the latest version (v.42.03). Most of the bugs regarding constructions and trees have been fixed, so that should work fine.
Cross-posting from the adventure mode forum.Likely, but just in case, try to take her pouch away too. You could always try what you said, but if she "reorganizes her possessions" or whatever and the shield is not in her hands (in her pouch then), trade something valuable for her pouch, take out the shield, and trade it to her. You might be able to trade the pouch back to her with no issues, but I'd save before just in case. (Save-scumming's pretty useful).
One of my traveling companions is classified as a spearman, but in all our battles she's only bashed enemies with a tower shield, never once using her spear. It's surprisingly deadly.
If I give her another tower shield and take the spear away, will she dual-wield them?
(Adventure Mode) Is it possible to make companions less scared? Because currently my companions are always mentioning how scary everything is and sometimes they even panic for no reason.. uhh..Give every creature (i.e., playable race) that you will want to (play/have companions from) the [NATURAL_SKILL:DISCIPLINE:5] tag or something like that. The tag should be present on cats for [CLIMB], so use that as a template. Beware that this means that any enemies of that race that you fight will be MUCH more likely to run away!
Press "d" sometime when forging something.
Does his assigned armor fit? If it's a human mercenary he won't be able to wear default dwarf-sized equipment.
I heard somewhere that mercs refuse to change their gear, as a general sort of thing.
Quick question since I can't check the game right now and the wiki doesn't mention it...
Is it really not possible to bind books with leather? That's the first material I'd think of when imagining book bindings.
Am I missing something absolutely obvious?
Sentients go into the corpse pile now.
My Clothesmaker has a mood, the secretive kind. Takes over a Clothier's.Could some items he wants be only in stockpiles that are giving to somewhere else? Or aren't moods also affected by that?
Requests are: Stacked Cloth (2s), Square Blocks (2s), Rough Gems (6s), Forest (2s), Skeletons (2s), in that order.
He picks up two pieces of cloth and I have all kinds, silk, yarn 'n fiber. Then stops. So I assume he's stuck on the blocks part. I had a ton of rock blocks and some wood ones, but apparently those were NG. He likes Marble, but got none of that in the map. He also likes Electrum so I made some electrum blocks and when that doesn't work a few from other metals just to feel good. Nada.
I move to clay, make some earthenware bricks, then in desperation I make some glass blocks. That's all the block types yet he doesn't budge. I got a big pile of raw gems and wood 'n just butchered a yak and a lama so ought not be due to lack of bones either. Am I missing something absolutely obvious?
I think this is the second time in a row with this happening due to blocks. I think the last guy who wanted them eventually went berserk because I didn't baby him. This time it's a legendary crafter so I'm a bit more protective.
Oh and since I'm asking, is there something up with hauling corpses of non citizens? A couple of adventurers started a ruckus as the inn and the dwarves absolutely refused to haul the bodies anywhere even after I waited forever and have a refuse pile for that. Same thing happened with the elven thief who died to a rock trap.
The brawl stuff is a bug in regards to registered fight intensity. The game doesn't register fistfights as anything but brawl, but at the same time it's easily possible to punch someone to death. This causes it not to show up on the justice screen because as far as the dwarves are concerned there was no possibility of it going wrong, therefore murder didn't happen.Here you go: 9286, "Fistfights don't count as crimes" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9286).
It's on mantis somewhere.
Nope.Held weapons don't usually drop, at least in adventure mode.
I haven't actually seen this, but I know that inventory is all dropped upon transformation, stuckins are inventory, and the whole problem of body part isomorphism is still unsolved and the main reason for inventory drops, so I'm very confident the bolt will drop to the ground upon transformation.
What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.See 1371, ""Nemesis Unit Load Failed" (from elves?)" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1371). Your save may be helpful to upload if it comes from pure 0.42.X.
Hm, is there another work around? I get it when loading one particular unit, whether I approach it from the local map or it approaches me. It's very mobile, so when I find a stable tile to travel to, there's always the chance it'll enter and crash me unexpectedly.What's the latest workaround for a nemesis load failure? I remember fixing it with gm-editor, but it's been so long that the data structures have become opaque to me again.See 1371, ""Nemesis Unit Load Failed" (from elves?)" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1371). Your save may be helpful to upload if it comes from pure 0.42.X.
Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?
OK, thanks. I will try than to channel it so I can later reclaim such loose ammo.Can ammo (most importantly, siege ammo) that flies through 1-tile-wide corridor try to fly to sides and be stopped by the walls next to it or will it always fly straight or can it only spread from shooting position, so once it is in this corridor it will always fly straigt, even after corridor ends?
They can and will fly into the walls. ;w;
Is there any way to read about dance/musical forms, etc. from the Legends mode? In previous versions there was an "Art" section in the legends but it's absent in my new 0.42.03 world.
But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.
But my (j)ob list only has 15 listed. Shouldn't it be filled with jobs? I have 2 dwarfs currently idle.I don't see the problem. You've got 15 dwarves hauling, and almost no idlers. Sounds like it's working.
Secondly, does hauling not operate like construction? Construction creates all the individual jobs (like 20 Construct Floor jobs for a 5x4 section) and some will be 'Inactive' until dwarfs are doing it. Does hauling not create jobs?
I have had many jobs which *could* be done yet have 15+ idlers.
Secondly, does hauling not operate like construction? Construction creates all the individual jobs (like 20 Construct Floor jobs for a 5x4 section) and some will be 'Inactive' until dwarfs are doing it. Does hauling not create jobs?
That's correct. The items to be hauled don't all create jobs up front. That would clog the job list with thousands of jobs, and would make every unhauled item untouchable. You wouldn't be able to construct furniture anywhere because every tile would have some TSKed untouchable rubbish on it. It would be extremely inconvenient.
I had a curious thing happen in world gen, between the years of 440 and 460 the age went from myth, to legend, then back to "the second age of myth"
I assumed the parameters in myth/legend status (living force/megabeast count) only depleted from year one on, but im sure one of you wonderful dwarfs can enlighten me as to why this happens.
I had a curious thing happen in world gen, between the years of 440 and 460 the age went from myth, to legend, then back to "the second age of myth"
I assumed the parameters in myth/legend status (living force/megabeast count) only depleted from year one on, but im sure one of you wonderful dwarfs can enlighten me as to why this happens.
Here's a hint. What do male dragons and female dragons do when given a lair and plenty of time alone with each other? o3o
so the caravan from the mountian home spontanisly combusts every year, catching large areas of the map on fire, and killing the merchants. It happend three years in a row now
so the caravan from the mountian home spontanisly combusts every year, catching large areas of the map on fire, and killing the merchants. It happend three years in a row now, resulting in zero exported wealth, but im still getting good migrant waves.
also im incapable of making bookshelfs
also despite having artifacts on in ini, i never get moods or item artifacts, just codex scholars bring
any thoughts?
My world has only one dwarven civilization and it is dead. As soon as I embarked a dwarf became queen. No outpost liaison has appeared. All these things point to us being the last dwarves on the planet.Caravans and made grants get generated from out of nowhere if there's no actual populations for them to be taken from. Just imagine it as dwarves living in human civilizations banding together to get a proper mountaintops once again.
So, tell me why I'm getting migrants and a dwarven caravan who says "Greetings from the Mountainhomes. Your efforts are legendary there. Let us Trade!"
Am I forgetting something?
My world has only one dwarven civilization and it is dead. As soon as I embarked a dwarf became queen. No outpost liaison has appeared. All these things point to us being the last dwarves on the planet.Caravans and made grants get generated from out of nowhere if there's no actual populations for them to be taken from. Just imagine it as dwarves living in human civilizations banding together to get a proper mountaintops once again.
So, tell me why I'm getting migrants and a dwarven caravan who says "Greetings from the Mountainhomes. Your efforts are legendary there. Let us Trade!"
Am I forgetting something?
The outpost liaison is probably hiding out in a cave or abandoned hamlet somewhere. It happens quite often where civilizations die, but a few historical figures stay behind in some odd place.
zero mods, although i have a sneaking suspicion that using the phobous int auto updater messed with my int/raws somehow
Send the child to a burrows, seal it off and make him a scholar so he can sit around reading things when he's not transformed.I didn't know that burrows affected children. TIL, I guess. In future: what about babies?
You should be able to have your military kill the poet. I'm not sure if being a dwarf poet will trigger a loyalty cascade though.That's what I was worried about. Although I managed to lock him in a room and flooded it, which worked.
Also: aside from a single mechanic for making mechanisms, is there any sense having dedicated mechanics now that mechanics has been sped up?
zero mods, although i have a sneaking suspicion that using the phobous int auto updater messed with my int/raws somehow
Graphics sets count as mods. Especially when you install the wrong version of a graphics pack (or when the right version does not exist at all) for your version of DF, and you end up corrupting your raws.
At this point all you can do is reinstall DF (in a new directory). If you are absolutely certain that your preferred graphics pack exists in a version that is compatible with your version of DF, then you can carefully install that... otherwise, don't.
The Phoebus tileset (http://www.bay12forums.com/smf/index.php?topic=137096.0) shows that it was last updated for 0.40.24, 11 months ago. It's just not going to work in 0.42.
My second miner, while helping to build the second story on my garrison, dodged up a tree to try to duck some keas and is now stuck. Any hints on how to get him down? I can live without him if need be, but it's really annoying loosing one of the starting 7 in such a lame way...Units having troubles to navigate from trees and similar places where they didn't see mto have any trouble to get to is a common feature of current version.
Edit: NVM. I went with the classic "set up a hospital to treat injuries after chopping down tree" route, but he only got bruised. Crisis averted!
My second miner, while helping to build the second story on my garrison, dodged up a tree to try to duck some keas and is now stuck. Any hints on how to get him down?
Is there any way to get civilians to wear armor? I don't want them wading into battle, they aren't trained, but I do want them to have the added protection of armor.
All except miners, woodcutters and hunters, yes. Just put them in a squad, and assign a uniform. Don't give that squad a barracks, or any orders (unless you want them to spend time training).
In 0.42 they will replace a cap with a metal helm (OH MY ELFING GOD YES FINALLY), but they won't replace shoes with boots, or gloves with gauntlets. This can be alleviated somewhat by modding in the [SHAPED] tag on shoes and gloves, or by using "replace clothing" rather than "over clothing", but the latter is a bit much for civilians.
Miners, woodcutters and hunters can never ever ever be made to wear a helm while working, by any means whatsoever due to the longstanding "civilian uniform" bug. No workarounds. Nothing.
Is there max distance/time caravan will go to get to depot?
I mean, if they have a path to depot and don't get there in, say, a month, will they just turn around and go away?
How am I supposed to fulfill needs like being away from tradition, lack of abstract thinking and being unable to acquire something? I'm at my starting 7 and I can't find a way to fulfill these. I can't manage a whole fortress' needs if I can't even handle 7 dwarves.
Is there a problem with stockpiles of containers? I'm finding my dwarfs putting plants into barrels of Furniture-->barrels, and Finished goods-->quiver piles are collecting bolts and arrows, and Finished goods-->backpack piles are collecting food.
Stockpile links can help ensure something gets stored in given area/taken only from given area.Is there a problem with stockpiles of containers? I'm finding my dwarfs putting plants into barrels of Furniture-->barrels, and Finished goods-->quiver piles are collecting bolts and arrows, and Finished goods-->backpack piles are collecting food.
I am having a similar problem with bins, sounds related. My carpenter makes bins, they get stored in the furniture stockpile. and even though I have a bar/block stockpile set to accept 600+ bins they dont move them to the stockpile. instead, they just come and drop off bars/blocks in the bins that are still in the furniture stockpile. So I have a bunch of bar/block bins sitting in my furniture stockpile. I mean, wat? Anyone got a work around or explanation?
Also: how do I create a world with only a few z-levels between each cavern and the surface?Fast search (google: "www.bay12forums.com shallow") says Any way to consistently generate a very shallow world? (http://www.bay12forums.com/smf/index.php?topic=99725.msg2936199#msg2936199).
Thanks. I'll have a shot at that then.
Are you often seeing dwarves that are worshippers of more gods but both/all such gods are the same one?Found 3710: Some starting dwarves and immigrants worship the same god... twice (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3710).
Muddy floors can support farms.This includes muddy constructed floors as well as muddy natural floors?
Yes. I have just build some floors on the surface (construction caused removal of natural muddyness of surface tiles so yellow warning turned red), dropped on them some water and thanks toMuddy floors can support farms.This includes muddy constructed floors as well as muddy natural floors?
Wuuuuuuuuuut??????Those have been built just on terrain, I forgot to put them over some hole. Or it maybe was in that muddy ice :D
You can build farms on muddied constructed floors?! That never worked before! The Megadorf needed cast obsidian to make farms! This changes everything!
You can build farms on muddied constructed floors?! That never worked before! The Megadorf needed cast obsidian to make farms!
Pretty sure you have to be an identical species.
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.
Yak hair thread isn't being made into cloth. They're flat-out ignoring it and saying there isn't any, when there's workshop nearby full of it.
That's a big annoyance of mine. You can use it as a suture material guaranteed not to get yoinked to make cloth, but it has no stockpile category associated with it. So you have to manually dump it into your hospital then reclaim it.
So, it just can't be made into cloth at all?
They're ALSO refusing to spin regular cloth. There's a mood hung up by a lack of it, and they're flat-out saying there isn't any when there IS.
I cannot add labors to my initial dwarves after embark, I saw an error at some point that said something to the effect of "cannot add labors for non-citizens". What event has to occur for my dwarves to become citizens?Then you may rather head to Dwarf Therapist thread in Modding forum (http://www.bay12forums.com/smf/index.php?topic=122968.0).
-Just realized I can add labors in DF but not in Dwarf Therapist.
I'm having difficulty with storage bins in stockpiles. The stockpiles seem to fill up with the appropriate items before the bins are moved into it, and then no more items are brought. I could move so much more into it, if the bins would just get in there first.
No human or elven caravans. No human or elven civs in the list. However, humans and elves (and goblins) come to visit to play music and recite poetry.
Is that a sign that they all got stomped by the dwarves in worldgen?
If you're not looking to do stockpile science, and just want a quick answer: make more bins. Make a lot more bins. You don't have enough bins, even if you've counted bins and think that you have enough. Make some more. Then make sure you have lots of idle dwarves. Try taking your military off duty so they can haul stuff. Then wait. Usually after enough internal stockpile cogitation and beard-slave hauling jobs that you've been overlooking, the log jam will suddenly break, and you'll see that a dozen floor tiles are now clear, and the items have been binned. You're perhaps not being patient enough.
Hey guys
I used to play Dwarf Fortress a long time ago, and I always used the DwarfTherapist utility with it. However now that I updated to the newest version I get the message that it isnt compatible. I can also not find a new dwarf therapist utility or anything similar.
Does anyone know of such a utility, which makes it easy to have an overview of the dwarves' tasks, skills, jobs etc.?
Without it I find the game kind of unplayable
is it (still) possible to improve the physical attributes of Dwarves? Because I made a tiny mistake in selecting my militia commander - she's very weak. Not all that much an issue in the actual fight given that Goblins neglect to bring canopeners that can pass through steel but she's horribly slow this way.
Am I mistaken: Can you only manually power pump screws moving water? Can you not use manual power on any other contraption?What contraptions? You can send open/close signals manually via levers on repeat or via some automatic clockwork, say, some sort of minecart timer.
Am I mistaken: Can you only manually power pump screws moving water? Can you not use manual power on any other contraption?What contraptions? You can send open/close signals manually via levers on repeat or via some automatic clockwork, say, some sort of minecart timer.
I think the only places where you get a choice between dwarf power and mechanical power are screw pumps, and querns vs. millstones.
Well... I guess you have to count pushing a minecart vs. rollers too.
P.S. Manual pump operation also works when moving magma, not just water.
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.
(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.
That might be your problem. Are the water buckets "laced with mud"?(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.
7 fluid levels
That might be your problem. Are the water buckets "laced with mud"?(1) I have a well, un-frozen 7-depth water source for well, soap, and doctors. How did a dwarf end up with an infection?When you say 7-depth, do you mean 7 z-levels or 7 fluid-levels? You need 2 z-levels of water to avoid mud.
7 fluid levels
Goblins, goblins, wherefore art thou not arriving? Srsly, last time was like two years ago. Same happened in previous fort same version, one tiny 'siege' and then not a whisper.Sieges can take time as they need to come from real goblin populations. Are they prospering? Are they in war with some other nations? Are you the most tasty target around?
Also my two tamed large rats just upped and died in the caverns it seems.
The other other reason to cook meals is to create ridiculously expensive trade goods.
The other other reason to cook meals is to create ridiculously expensive trade goods.
But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.
The other other reason to cook meals is to create ridiculously expensive trade goods.
But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.
But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.
The other other reason to cook meals is to create ridiculously expensive trade goods.
But that would require trading away perfectly good food. Like ore, that feels un-dwarfy, so I just stick with bone crafts.
But with a high quantity + quality meat industry prepped up additionally with specialised stockpiles (say a single category specific elephant meat pile tied up to 3 kinds of millable and screw pressable goods like whip flour and dwarven syrup etc) can allow it to be managable by adding 'fillers' and moving around the kitchen exports closer to the dining rooms or the trade centre.
But then what do I do with all the bones?
Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)
Bone instruments particularly are quite lucrative, and only require the bone carver profession (which is super easy to level with a big enough pile of bones)
That's 0.40 instruments, which are just crafts with a different set of names. 0.42 instruments are totally different.
Bones can be turned into bolts, which are good for marksdwarfship practice, or actually shooting at lightly armored enemies. Bone crossbows are also really good, since they're lightweight, you can get a nice quality modifier, and the crossbow's material doesn't affect the damage of the bolts you shoot out of it. (They're not as good as metal crossbows for bashing, though, so make sure you don't give bone crossbows to someone who might feel the need to bash an enemy in the face with the crossbow.)
Other than that, you would mostly make "bone crafts" for trading, or decorate furniture with the bones for value enhancement.
Nearly 200 dorfs and a performance troupe to feed, and I had to slaughter the wagon haulers since they were starving to death. No vegetation in 99% of the map until I breached the caverns.
Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.
Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.
Huh, I somehow all this time thought they have value of 0. But it is 1.Is fruit gathering in any way competitive with farming? I just found lately I want to do something different and not manage any crops except for paper production. How many fruits or whatever will they pick up at once and how many might be dropped by a single tree in a season? Are individual fruits tracked or are they just collected from a zone infinately like sand?Fruits can't be taken infinitely, you need to have the right trees and the right season (no pears in winter) but during that time you can gather plants and so. Lots of fruits can be both brewed and eaten raw. Things like peach pits can't be used for planting so just atomsmash them. I guess you can get like a dozen from a fully grown solitary tree so in a decently forested area, one herbalist can easily get enough food for a whole fort of 100+ citizens. For fruits specifically get few stepladders so that herbalists can get up the trees. And have some free haulers around when all those fruits get ripe as herbalists will often just move on a stepladder over an area and toss all picked fruits down on ground for a while.
Just toss them into the trade pile, Caravans are more than willing to buy your useless tree-seeds.
Certain junk seeds like plum pits can't be cooked.
This is why i always build a (no barrel) seed bank for herbalists somewhere close to ground level
OK, yeah. They can gather nuts (non-plantable seeds). But I still don't understand FantasticDorf's "seed bank for herbalists ... with free booze as a byproduct" paragraph at all. Is he just putting a seed stockpile up there so the herbalists can drop off their nuts more quickly, and get back to more gathering? If so, I'm still dubious, because they tend to carry lots of plants/seeds around with them for a long time before dropping them all off en masse. (This isn't like 0.34 where dwarves could only haul one item at a time.)
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?
Yeah, I was mistaken; I thought the clothier's shop could work with it. Forged is the only option for the clothing.This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?
The forged variety is probably *warning spoilers* Candy - Link to the DF wiki for you if you dont understand the abbreviation *warning spoilers* (http://dwarffortresswiki.org/index.php/DF2014:Adamantine) which is a blue/teal colour and metallic (or you are talking about a mod-exclusive, alternative metal clothing). Whereas regular woven clothing would be dyed blue, via dimple dye (or other colours should you have a supply of dye to apply).
You can gather more details about a object by inspecting it with K, and clicking on it with enter from the K screen.
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?
The forged variety is probably *warning spoilers* Candy - Link to the DF wiki for you if you dont understand the abbreviation *warning spoilers* (http://dwarffortresswiki.org/index.php/DF2014:Adamantine) which is a blue/teal colour and metallic (or you are talking about a mod-exclusive, alternative metal clothing). Whereas regular woven clothing would be dyed blue, via dimple dye (or other colours should you have a supply of dye to apply).
You can gather more details about a object by inspecting it with K, and clicking on it with enter from the K screen.
"Adamantine" shows up on every single stockpile and material list in the game. No reason to put it in spoilers.I agree. The obfuscations and euphemisms are a stale running gag by now.
Crundles make good livestock. They aren't grazers and they lay plenty of eggs, and they are extremely common.
I'm disappointed that you can't collect fruit from any underground trees.
Crundles make good livestock. They aren't grazers and they lay plenty of eggs, and they are extremely common.
I'm disappointed that you can't collect fruit from any underground trees.
Crundles.... lay......... eggs????!?!?!
This changes everything.
Also when pressing c to accsess the menu civilizations/world info I only see my own dwarf civilization does that mean I embarked to a too safe place for fun to take place?
6) Are vampires still a Thing? I know they had been made rarer than they were when they were first introduced, but I don't think I've seen a single one in .42I've never had a single vampire in fort mode ever. Now in .42 you can have someone cursed directly via temple desecration. (I think you need to get them to tantrum? Creating a temple zone with a statue and sealing someone in with rotting corpses should probably do the trick. You'll randomly get a vampire or a werebeast.)
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.
Man, I hadn't played in ages, saw a new release and came back. Also hadn't checked the site for a while, so I'm way behind. Some questions I had:
1) I saw in my searchings that books are just sorta barely-implemented, and mostly for entertainment/flavor. What about "poetry" and "dancing" and other things that I'm seeing in my dwaves' descriptions. Do they really do anything?
2) One of my trained emus is now "Distracted," which looking at the wiki is a dwarf personality thing. Anyone know what's up with that, and how to stop it?
3) I've made a few worlds between .04 and now one on .05, but I seem to have a big problem getting an embark with all the neighbors, which I like. (Humans, dwarves, elves, and goblins). I assume turning up the 'civilizations' on the world creation helps, any other suggestions? (I also tried making a slightly younger world than default, but don't know if that helps.)
4) Likewise, for a while now I've noticed that I have no bees that I can find in my embarks. They used to be all over the place in older versions, so that I ended up always having at least one beekeeper and setting aside a default area for hives. But I don't think I've seen a single wild hive or swarm of bees in .42 yet. Is this some sort of bug? Is it some weird biome thing that coincidentally I might have always been in the right biome before, and am not now? Any way to get them if they're not "native" to your embark?
5) Likewise, I've seen that there are junk seeds, like some of the fruit seeds - is there anything you can do with them other than hunt them all down and dump them, somehow?
6) Are vampires still a Thing? I know they had been made rarer than they were when they were first introduced, but I don't think I've seen a single one in .42
ETA:
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.
8) Anything else anyone wants to add that I should really know about, and that isn't obvious, in the newer releases?
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.
I've read it's simply trees suddenly growing under their feet.
7) I meant to add: is there any way to stop getting my dwarves stuck in trees? They keep getting up in there somehow, I'm not even sure how. Not the ones that are picking fruit with a stepladder or anything - like, my patrol dwarves and such. I've had a few die of starvation now before I caught it, and it's getting really old.My theory is it is from climbing a tree to attack a bird and the tree grows/changes and they cannot get back down. Chopping the tree down causes injuries, too.
Yeah, sadly I've lost about 4 or 5 in this fort so far to them getting stuck and me not realizing it in time.Periodical checks of Health page for hungry units help with locating both dwarves in trees and grazer animals without a proper pasture (say, forgotten in cages).
Are all crabs considered vermin? Thieves? Enemies of the State? Is there some explanation for why NPC's show an uncharacteristic hostility toward them?
I have recently picked up Dwarf Fortress again having last played it at the end of 2014, and noticed that in adventure mode dialogue has been completely reworked. While these changes are a drastic improvement, in 0.42.05 I am no longer prompted with a threatening message when I encounter bandit leaders, Titans, Dragons, Bronze Colossi, Forgotten Beasts, Hydras, Night Creatures, or other such foes that used to declare their name and an intention to murder me. Moreover, I am free to wander around tombs to my hearts content without a single threat from their fitfully slumbering denizens, even when I step over their sarcophagus, topple all of the statues nearby, and throw bits of uncooked meat at it. I should note that I am playing as a crab man and using dfhack. Are these dialogues still present in newer versions? Maybe crab men are treated as wilderness creatures?In some worlds of DF multiverse, crabs are praised and everyone tries to get out of their way. In other worlds, they are hunted and face everlasting persecution. Long live the RNG.
I have recently picked up Dwarf Fortress again having last played it at the end of 2014, and noticed that in adventure mode dialogue has been completely reworked. While these changes are a drastic improvement, in 0.42.05 I am no longer prompted with a threatening message when I encounter bandit leaders, Titans, Dragons, Bronze Colossi, Forgotten Beasts, Hydras, Night Creatures, or other such foes that used to declare their name and an intention to murder me. Moreover, I am free to wander around tombs to my hearts content without a single threat from their fitfully slumbering denizens, even when I step over their sarcophagus, topple all of the statues nearby, and throw bits of uncooked meat at it. I should note that I am playing as a crab man and using dfhack. Are these dialogues still present in newer versions? Maybe crab men are treated as wilderness creatures?Be careful. Some tombs are just tombs, but the more Fun variety still exist.
Metal Bars left:
Iron 5/8 (made a few weapons, including one iron pick for my one pick-loving miner to fight with)
Bronze ~13/16 (thinking of making a set of helm, gauntlets & boots to equip at least one dwarf right away; seems good?)
Copper ~10/12 (making copper xbow & pick now, then maybe some bolts)
Silver 4-10/5-16 (1 silver war hammer from 1 galena smelt with 3 tetrahedrite & 1 more galena still unsmelted)
Hi. I'm not getting any caravans.Check your dead units list. If you have 'missing' wagons, they're getting spooked by something and scuttling.
Or, rather, I AM getting caravans...
But they walk right past my depot. They come to it, start unloading their goods, then before they've even come to a stop, immediately leave. No further messages. No "The merchants from X have embarked on their journey." They just walk past.
Is this a glitch, or something I'm missing in the new version?
Do caged prisoners hurt FPS?
Do caged prisoners hurt FPS?
What qualifies as a "great beast" for purposes of satisfying the need to see one?
Just getting into DF 42. so...why should I build a library or tavern. The temples, provide a place for worship. The library....stores books, the tavern is just another meeting hall that can be handled with the traditional great dining hall.
Do the new adventurers/visitors provide money or something other than taking up alcohol and food that my good dwarven workers need.
"See great beast" is one of the needs. I've seen it appear with High Curiosity and max Nature value before, but my adventurer somehow acquired it while in the dungeon of a dark fortress. The need was already "Unfettered", though they always begin with a value of 0.What qualifies as a "great beast" for purposes of satisfying the need to see one?
Educated guess - A animal in a well decorated cage, that is also the dwarf's personal favorite assigned to them preferably for exclusive viewing rights.
I've personally never seen this status. Can you elaborate please?
The only animals present were beak dogs. They're COMMON_DOMESTIC and (Tame) with not very high pet value, size 150k but there are larger livestock animals.What about trolls?
I don't think they qualify, they have CAN_LEARN. Same reason meeting beastfolk won't work.The only animals present were beak dogs. They're COMMON_DOMESTIC and (Tame) with not very high pet value, size 150k but there are larger livestock animals.What about trolls?
I've got several goblin corpses around my entrance areaDo you have Dwarves to haul refuse from outside? It is one of the options 'o'->'r' I think.
I haven't started playing 42. and I'm wondering if you have a nondwarf citizen do they adopt your entity's ethics, i.e. cutting wood, or do they keep their own. So lets say I let an elf stay long term will s/he get mad everytime s/he goes to bed in the wooden bed and uses the wooden shield and wooden training axe, while walking along the wooden draw bridge to the training area which has wood statues.
Also will entity races be the only ones that visit or is it possible to have a [can_learn] [can_speak] visitor.
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.
It's ok, but how can I do that? I remember that DFHack could do the trick, but it's not available in 42.06 yet. Is it the only option?
Warning: it will likely cause bugs, crashes, etc. That's what I got last time I tried to do that.
It's ok, but how can I do that? I remember that DFHack could do the trick, but it's not available in 42.06 yet. Is it the only option?
I think DFTool (http://www.bay12forums.com/smf/index.php?topic=152903.0) lets you embark anywhere, and it's 42.06.
I've got several goblin corpses around my entrance areaDo you have Dwarves to haul refuse from outside? It is one of the options 'o'->'r' I think.
Do you have a corpse pile?
42.06.
1. Founded a tavern, assigned tavern keepers
, got some visitors. After half a month got a message, that my diplomat had been found dead. Near was a human-visitor with local dwarf. Both were unconscious, vomit covered, with trauma of the lungs. There was a tavern keeper and dozen goblets. They died soon, memorial slab said they suffocated. WTF?BuggedToo zealous tavern keeper?
I doubt it, as no crimes will be reported and no punishments assigned. I think. Justice depends on a sheriff existing.
I doubt it, as no crimes will be reported and no punishments assigned. I think. Justice depends on a sheriff existing.
I have a tavern keeper and haven't had anyone die yet; not even humans. As long as you have sufficient population, the keeper isn't likely to serve the same person repeatedly.42.06.
1. Founded a tavern, assigned tavern keepers
Nooooo....!Quote, got some visitors. After half a month got a message, that my diplomat had been found dead. Near was a human-visitor with local dwarf. Both were unconscious, vomit covered, with trauma of the lungs. There was a tavern keeper and dozen goblets. They died soon, memorial slab said they suffocated. WTF?BuggedToo zealous tavern keeper?
Tavern keepers are insidious. Don't use them.
"Here, drink up!"
"Done already? Here, have another!"
"Thirsty? I've got just the thing!"
"Oh, don't quit on me now! The night is young!"
"Have you tried this peach brandy yet?"
Question here about generating new worlds:I recall some people discussing the fact that shallower embarks are found closer to oceans. So reducing partial and full edge ocean number might help, as might bigger worlds.
Using the 'Create New World' option generates deep worlds of ~140-160 depth, but when I use 'Design new world with advanced Parameters' and use one of the stock options like Medium Region or Medium Island, I get very shallow worlds of ~50-60 depth, and I'm not sure what params to change to add more depth to the world. Tips anyone?
Just throw on the raw tag for the sheriff to the local militia commander or squads and they'll do it instead. Its much easier, given that it would probably prevent a nobleman fistfight with sometimes undesirable consequences.
Helps keep the peace in my goblin forts (in the rare instance that there is peace to be kept)
What races are 'visitors' are they any race with an entity, i.e. subterranean animal men, are they any friendly race, any [intelligent] race?
Just throw on the raw tag for the sheriff to the local militia commander or squads and they'll do it instead. Its much easier, given that it would probably prevent a nobleman fistfight with sometimes undesirable consequences.
Helps keep the peace in my goblin forts (in the rare instance that there is peace to be kept)
I figured that might be the most goblin-flavored way to do it. Only thing is that it seems literally the only crime warranting punishment is treason, which is a capital offense. So flavor-wise it'd make more sense for there to be executioners but no law enforcement. ;w;
What races are 'visitors' are they any race with an entity, i.e. subterranean animal men, are they any friendly race, any [intelligent] race?
Do you mean dwarven prisoners or cage-trapped invaders?
Afraid so. There are ways to use mine carts to quantum stockpile stone, but I've never tried it and so don't know the details.Set up the stone stockpile with the wheelbarrows, and then set up a hauling route. You need one track stop, set to dump, and one minecart to sit on top of it. No departure conditions necessary, but you do need to link the route stop to the stone stockpile. Where the track stop dumps to, place a single-tile stockpile.
A few pieces ofpoisonedused thread and clothes (hospital) were mixed with others pieces in bin on cloth stockpile. So, whenewer I need to do some cloth goods, my dwarf spams that he cancels make yarn sock: needs 1 unused yarn cloth. Sometimes he bypasses it and craft without announcement. But it spams really often and annoying.
How to find out where is that used piece of cloth/thread?
Is there a script in new DFHack that fixes it?
I have only one obvious solution, sell/atomsmash everything
wait for caravan with new goods
Also, I remember that medical dwarf ignored supplies in the hospital chest and went to stockpiles. WTF?
A few pieces ofpoisonedused thread and clothes (hospital) were mixed with others pieces in bin on cloth stockpile. So, whenewer I need to do some cloth goods, my dwarf spams that he cancels make yarn sock: needs 1 unused yarn cloth. Sometimes he bypasses it and craft without announcement. But it spams really often and annoying.
A unit of cloth or thread that has been used in medicine is no longer a whole unit. It's a fractional unit, and can't be used for crafting jobs.
...
The cloth and thread that are stored in the hospital are just a reserve, to make sure your clothiers don't take it all and leave none for patients. Doctors don't necessarily use the hospital stores. They use the nearest cloth or thread. They can be really annoying about it, too.
QuoteIs there a script in new DFHack that fixes it?You mean, to create cloth or thread out of nowhere? Probably. It would be cheating of course.
- I had refuse piles outdoors for (in-game) years, worked very well. Then a day came, people stopped to haul refuse things, I had tons of idlers, checked everthing : orders, path, no forbidden things, free space in piles, tried to create new refuse piles outside, garbage dump zone, corpses piles, checked burrows (I don't have any) ... Still no one decided to move this remains that started to cause miasma. Then I created a refuse pile underground, in a locked room ... And everyone started to fill it with refused items !! I repeat, no burrows or locked door to outside (actually dwarves where moving thru the outdoor refuse piles). Can anyone enlight me about this phenomena ?
QuoteIs there a script in new DFHack that fixes it?You mean, to create cloth or thread out of nowhere? Probably. It would be cheating of course.
No, I meant to use some script, which restores, well, from 14500/15000 thread to 15000. So far, haven't found it yet.
Surface fires.... More likely in this version? I'm like five for five. Often arriving without warning. One accompanied by a merchant.
Is there an easy way to make all wooden doors resemble stone doors? Also, if I change the color of wood to grey (how?) will tree trunks and logs also be grey?
How do you wet a area for farming?
I have a underground farm and a above ground farm that I'm trying to get wet for farming... How do I go about get water onto it?
Aside from flooding it etc...
Thanks :)
How do you wet a area for farming?
I have a underground farm and a above ground farm that I'm trying to get wet for farming... How do I go about get water onto it?
Aside from flooding it etc...
Thanks :)
iirc, the pit/pond zone, need a hole to dump water in the lower level
The wiki says that if your dwarfs are wearing chain mail + high boots then you don't need leg armor like greaves. Does that mean that greaves are completely useless in such a situation, or does it still provide an armor bonus?You don't need the leg armour because the boots and mail overlap. You still want it, because it's an extra layer of metal. It's similar to combining a mail shirt with a breastplate -- if you have the materials and your dwarves can still move quickly enough, why not?
Secondly does wearing cloth underclothes or leather over clothes with metal armour provide any bonus to your protection? If so what are the best leather items I can combine with full metal armor besides hood and cloak?
Regular clothing items will provide a small bonus, but 1. It's unlikely that a blow will fall in the tiny gap between 'stopped by armour' and 'hits flesh', and 2. They're a pain in the butt to manage. Either you allow uniforms over civilian clothes and run the risk of dwarves choosing clothes over armour, or you make clothing items a part of the uniform and put up with dwarves complaining about the worn items they won't take off because said items are part of their uniform.
That works just fine. You'll need to restart DF after making changes to the file, but it won't hurt running saves at all.Great, thanks.
Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?
So in that case, it's probably safer to keep the pop cap artificially low with the understanding that it will rise slowly due to reproduction.Though I do wonder what happens if you do this after the fort has exceeded the new cap. Does it just let the surplus die off naturally or do the last additions become sudden strangers?
Far as I can recall, it just stops sending migrants after it realizes its over the population cap. You can and will potentially get a nudge over that limit.
Additionally, far as I know the "strict" population cap only adds births to the values considered, and stops any further conception in the same way that the baby/child cap would. It mostly seems to exist to the instance where being at your population cap without disabling babies/children entirely leads to a steady increase in population anyway.
If you get enough dwarves and wealth somehow, then you'll get sieges regardless of what he population cap is set at. That said, I'm pretty sure there's an init option for turning sieges off too if you're concerned about that. I've never actually turned it off though, so I'm not positive if it works in the current version.I was more worried about accidentally turning sieges off, or seeing how close I could get to the line. Thanks!
Hmm, maybe that's new. Is your custom uniform 'replace clothing' or 'over clothing'?
I forgot how to worldgen :-[ I distintctly remember that in the days of 0.34 a standard world with all default settings would result in normal age-changing. Nowadays, whaterever I do, I can't get the Age to change past the starting one on any standard or large world (and I like large worlds).
Question about designation priority:
I've done mining with different priority but they ignored the priority. I'm assuming 7 is max priority and 1 is minimal priority.
Priority glitch or is the system not really implemented?
Quick question here ! I generated a pretty cool map, but unfortunately the only civs around are gobbos and dwarves. What are the parameters to tweak in worldgen to have some ohter civs (human and elves) if i regenerate it ?
Cheers
Quick question here ! I generated a pretty cool map, but unfortunately the only civs around are gobbos and dwarves. What are the parameters to tweak in worldgen to have some ohter civs (human and elves) if i regenerate it ?Now, I'm not positive on this, but with the world that you like, go into Legends and re-export its map/gen information by pressing the p button. This will generate several text files in the program's main directory (where you'd find the executable). The one you want to for the purposes of this is called "<worlddirectoryname>-world_gen_param.txt" (for a default save directory, it'll typically be something like "region1-world_gen_param.txt" or the like). There are two changes you'll want to make inside this file:
Cheers
EDIT:
Mind you, I'm assuming the reason you don't have humans or elves is because they were created but later went extinct during worldgen. If they weren't created in the first place, you'll need to increase the total number of civilizations to include at least one of each; five is the bare minimum, since the game will aim for at least one civ of each type before creating duplicates. That won't affect anything as long as you don't touch the "Use Seed" or "Seed" values, though. Strictly speaking, you can also get rid of the NAME_SEED and CREATURE_SEED (or just set both and HISTORY_SEED to random using Dwarf Fortress' internal settings screens instead of playing with the text file) if you want to mix those things up as well, also. There are apparently some really finicky changes that may also affect geography that are listed on the Wiki here (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Seed_values), so if you have the geography the way you like it, I don't recommend playing with any of the geography settings further. That is, unless it's for !!SCIENCE!!. :3
Is there anything I can do/try to stop missing "R"epeating or "S"uspended tags in a workshop 'Q' interface? That's really annoying. Something about true type?
EDIT:
Mind you, I'm assuming the reason you don't have humans or elves is because they were created but later went extinct during worldgen. If they weren't created in the first place, you'll need to increase the total number of civilizations to include at least one of each; five is the bare minimum, since the game will aim for at least one civ of each type before creating duplicates. That won't affect anything as long as you don't touch the "Use Seed" or "Seed" values, though. Strictly speaking, you can also get rid of the NAME_SEED and CREATURE_SEED (or just set both and HISTORY_SEED to random using Dwarf Fortress' internal settings screens instead of playing with the text file) if you want to mix those things up as well, also. There are apparently some really finicky changes that may also affect geography that are listed on the Wiki here (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Seed_values), so if you have the geography the way you like it, I don't recommend playing with any of the geography settings further. That is, unless it's for !!SCIENCE!!. :3
Thanks for the answer ! So far i have tried to :
- regenerate with a new history seed
- increase the number of civilizations (from 5 up to 40 )
- changing the numbers of years (from 10 to 500 )
I generated at least 10 worlds and still no elves or humans in sight :( ! Even with a very short world history (like 10 years), so i'm pretty sure that they don't extinct, they are just not generated ... Any clue ?
Is there anything I can do/try to stop missing "R"epeating or "S"uspended tags in a workshop 'Q' interface? That's really annoying. Something about true type?
quick question while I'm away from my personal computer, if you assign a dining room table to a spouse does the other spouse get the table too? I think that's true...Yes, same with bedrooms.
Are savegames compatible between Windows and linux version?
Can I just copy save folder from one to another and expect it to work?
I have a large amount of caged prisoners. I tried to drown them, but it seems that they survived. Can creatures in cages not be drowned?
Not unless you retire your fortress, start an adventurer, then unretire it.
And retiring a fortress can lead to various phenomena including:
- Scattering of all items everywhere
- Releasing of all trapped and maybe caged beasts
- Possible destruction by siege, megabeast, etc
- Massive FPS rise after reclaiming.
Otherwise you'll have to copy the save.
Is it possible to start an adventure mode game on a world you are currently playing a fortress? I am getting bored with my fortress but I would like to come back after exploring the world for a while.
Just to repeat the above (because false information is best countered with a large amount of the truth), retiring fortresses, controlling adventurers, visiting old fortresses, joining your old fortress' militia, unretiring old fortresses (compete with retired adventurers who joined the militia), building loads of fortresses and adventurers throughout the world is a great fun way to fully enjoy dwarf fortress' active world.Is it possible to start an adventure mode game on a world you are currently playing a fortress? I am getting bored with my fortress but I would like to come back after exploring the world for a while.
Yep just retire the fort. You can unretire later and it's fun to go to retired forts and don't worry items WONT get scattered only abandoning does that. And you get to talk to your dwarves.
I seem to have forgotten how to install a tileset. Could anyone help me out with that?1) Save your tileset in data\art
Is showing the water depth on water tiles default setting?
I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.
Turns out the bindings in question are in a bin in a finished goods stockpile.
Is there some reason the dwarves can't access this particular bin?
Personally, I do not use all-inclusive finished goods stockpiles. They cause too many problems. All of your book-industry products will be better off just sitting in the workshops where they were made, until needed.
Probably a dumb question...If someone so much as thinks about doing anything involving the bin, the entire thing becomes unusable until that job completes. Does the bin have mixed contents that dwarves want to take/add? Try forbidding the bin, then possibly unforbidding right as you want the binding job taken (just in case forbidding the bin prevents the contents from being used for binding.) A feeder stockpile or binding-specific stockpile is a more permanent solution.
I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.
Turns out the bindings in question are in a bin in a finished goods stockpile.
Is there some reason the dwarves can't access this particular bin?
Yeah, it was definitely a bin bug. I went through standard un-binning protocol, and once the book bindings were unbound from their bins, the dwarves got binding.Probably a dumb question...If someone so much as thinks about doing anything involving the bin, the entire thing becomes unusable until that job completes. Does the bin have mixed contents that dwarves want to take/add? Try forbidding the bin, then possibly unforbidding right as you want the binding job taken (just in case forbidding the bin prevents the contents from being used for binding.) A feeder stockpile or binding-specific stockpile is a more permanent solution.
I have had the dwarves write on quires. I have had them make book bindings. But when I ask them to bind a book, they insist that no bindings are available.
Turns out the bindings in question are in a bin in a finished goods stockpile.
Is there some reason the dwarves can't access this particular bin?
In other words, what this guy said ^^^.Personally, I do not use all-inclusive finished goods stockpiles. They cause too many problems. All of your book-industry products will be better off just sitting in the workshops where they were made, until needed.
Exactly this. This is a rather useful piece of general advice. Ideally you want:
* A stockpile for mugs, if you have a tavern (ideally in the tavern).
* A stockpile for book-related finished goods, if you have a library (also ideally in the library).
* A stockpile for musical instruments if you have taverns or temples (one in each if you feel like it).
* A stockpile for splints and crutches (also again, guess where best to put them).
* A stockpile for non-armor clothing.
* A stockpile for misc. finished goods you might not want to sell (quivers, ropes, etc).
* And finally, all the useless crap you export.
Can an elephant man become a were-elephant, thereby becoming an elepant-man hybrid that turns into an elephant-man hybrid every full moon?
Do they care that the water is ‘muddy’?Unlikely, iirc. Dwarves will even drink vomit, they'll complain, but not actually not drink it.
What dictates dwarf speed, how does armor effect it? Is does showed down proportional to weight carried, so what is the best protection vs speed?
Hello!
In my next fortress I want to build an archer tower which would serve as an entrance too. My strategy would be stationing archers on the top of the tower, so they can shoot the invaders while they enter in the fortress, inside they would face my melee squads.
My question: will I have any kind of problems with the archers, like jumping off the tower? As far as I know, there is a bug which makes them charge the enemy (The tower would be climber-proof, the only way for them to attack the enemies with melee would be jumping off, in the middle of the battle).
Hi! I am a new player to DF and this forum and I have a few questions regarding gameplay.1) have you tried using "replace clothing" option in the equip menu?
1. My militia dwarves are not equipping helms or some other forms of armor. I have assigned them the metal armor uniform (with some of my random adjustments) and also specifically told them to wear helms, and they are not. This also happens to other forms of armor, and I really feel like I am missing something.
2. There is vomit everywhere. I highly suspect this is from cave adaptation, but I was wondering if 2 years spent mainly underground would case it. (IDK how long it takes for a dwarf to adapt)
3. What are the most important items that I should try trading for? ATM I have been getting food, alcohol, weapons/armor, and some tools for the most part.
Other stuff:
Some of my dwarves are milling about in a random location (strangely they are pretty close to each other) that is not designated as a meeting area. They are standing around, with "No job" and getting thirsty and hungry but not doing anything about it. Some of the dwarves in my military have reverted to there civilian roles and are among these random dwarves, but other militia members are not. None them are insane or anything like it.
Something weird-ish happened. I did the replace option (I had already known about it but I forgot to change it) for one squad, and they all went to get helmets. However, another squad as "Replace Clothing" as well but they do not have helmets.
This behavior sounds like they're burrowed and can't get to food or drink. I think military that are assigned to a barracks outside the burrow also revert to civilian. Check to make you didn't assign a burrow to an active alert. Otherwise no clue.I don't have any burrows that are being used, so damn. I just hope they stop milling about and starving themselves.
I'm pretty sure it wasn't the lack of helms, because I had plenty before I had assigned the squad to "Replace clothing". They were definitely doing something (I think it was training), but I'm not sure if that caused them to not pick up the helms.
(One another note: Hello Random_Dragon, I didn't know you played DF! I remember you from the CDDA forums, btw.)
Having not played since people considered 4 goblins a good siege, what changes to gameplay would affect me making a fort like I would in 34?
i.e.
no traps, 65+% militia, magma forges, clothing shops, farming, etc.
Also, whats all this about recruiting not-dwarfs to my dwarf fort? And sieges are regular/larger now?
Is there a way to specify which wheelbarrows should a stockpile use that does not involve the use of burrows or temporarily forbidding all other wheelbarrows?
Some of my dwarves are milling about in a random location (strangely they are pretty close to each other) that is not designated as a meeting area. They are standing around, with "No job" and getting thirsty and hungry but not doing anything about it. Some of the dwarves in my military have reverted to there civilian roles and are among these random dwarves, but other militia members are not. None them are insane or anything like it.
Apparently it's claimed if you keep the hatches over your pits of glory forbidden, pitters MIGHT be able to dump prisoners safely, but I've yet to test this.
Even then, using built cages and levers is the safest, but most pain-staking, method. You would've had to use that method on fliers and thieves anyway.
but why?
Try replacing your hatches with bridges. Due to a bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8887), dwarves will pit creatures below the bridge even though the bridge itself cannot be opened. I haven't tested it, but the bridge should stop creatures from climbing back up.
Are 'everlasting fucks' like the gobstoppers?
Is there a way to specify which wheelbarrows should a stockpile use that does not involve the use of burrows or temporarily forbidding all other wheelbarrows?
wait.....
Hauling around magma-filled minecarts (http://dwarffortresswiki.org/index.php/Magma#Design_3:_Minimalist_magma_moving) will rapidly destroy non-magma-safe wheelbarrows, for one example.
fireproof wheelbarrowand how would you fill the wheelbarrow?
Id question why magma produces no toxic gas and the intense heat is tolerable for any length of time.Well, it's clearly not molten rock if you can sink in it. Armok's blood is non-toxic and not subject to convection.
1) what token does the kobold civ has that makes it invisible in the neighbor tab in the embark screen?
What are the best things to set perpetual orders for? Will that mean they will smelt steel as flux stones and pig iron become available, with out cancellation spam?
I can't imagine very many jobs I'd want to literally run forever as often as possible.
I can't imagine very many jobs I'd want to literally run forever as often as possible.
Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....
I can't imagine very many jobs I'd want to literally run forever as often as possible.
Magma smelting ores, skulls into totems, milk into cheese, pig iron into steel, maybe iron into pig iron, maybe lye into soap....
Shearing creatures, spinning yarn, rendering fat, processing plants, milking creatures, melting items, assembling instruments, pressing slurry, making quires, pressing honeycomb... generally if there is only one desired use for an item then placing the job on perpetual repeat in a specific workshop makes sense.
Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?
Quick question where I'm not sure where to look, and hesitant to try out - if I go down a single z level and start mining under rooms, is it going to take out the floor above, or is there a kind of buffer between levels?
It won't fall if you just mine.
Awesome, thanks! Sure I used to know this stuff, but it's been a looong time since I played.
This is why the most efficient solution is to quarantine anyone bitten by a werebeast as soon as possible, before it becomes effectively impossible to track the number offtfyvictimsblessings.
How do you go about collecting wood from underground lakes?What about mining from below or side and draining those lakes? You are a dwarf so use that pick of yours.
How do you go about collecting wood from underground lakes?
I just resumed playing after a long break, got a fort up and running, and was pumping out tradegoods like mad... and then I traded a bunch of masterwork crafts to a human caravan. And the moment they left the map, I got a ton of announcements about "A masterwork has been lost" x80... Is this a bug? Or am I really supposed to never sell anything masterwork? Is there a workaround?The caused damage of lost items is supposedly divided by the amount of items that dwarf has crafted. So losing one of three masterworks is much bigger hit then losing 20 arrows from 1000 made by that dwarf.
How bad is the "lost masterwork" bad thoughts for that matter? I haven't had any tantrums yet, but I'm paused right after the masterwork lost spam... I'm worried I'm in for some Fun.
Dwarves are having issues putting on armor, yet again. I've tried disbanding the squad, replacing clothing, exact match, stripping all clothing away and reassigning the armor, and nothing works. There also seems to be no pattern to how much they equip - 5 dwarves have all their equipment, one is only missing greaves, one is missing one high boot, greaves, and a helm, etc. Any fix?
How can I specify the creation of statues of gods? Historical figures?
How can you ensure marksdorfs always have bolts available for combat? How many can a quiver hold?
If you can only train with bone or wood, do you need to sourdough both combat bolts (any) and training bolts? Sick of stationing the marksdorfs and finding they have no ammo.
How many can a quiver hold?
In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?
Well they can. And do in my fortresses. I usally have my starting miners train as a last resort squad. The issues come when they kitout and dekitout.In 42.x as a whole is there still the problem where miners or lumberjacks need 2 picks/axes because one will only be for work and the other only for battle?
Yes, bug 1451 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1451) is still around. But you're miscontruing it. You don't need "2 picks". You simply shouldn't put a Miner in a squad at all. A Miner has to be a full-time civilian, period. If you want to turn him into a military dwarf later, disable his Mining labor. Don't try to make the two things coexist. They can't. Because of the bug.
I have no trouble with miners in my citizen milita. When not mining, they are in uniform, when mining they swap to civilian clothes. The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon. I generally avoid the situation by making miners wrestlers.
I have no trouble with miners in my citizen milita. When not mining, they are in uniform, when mining they swap to civilian clothes. The reason it's said you need two picks per miner is if you assign your miners a pick as a weapon. I generally avoid the situation by making miners wrestlers.
This is actually a bigger problem than the "need two picks" issue. I frequently graduate to giving my civilians basic uniforms instead of clothing, but miners refusing to mine while in uniform prevents me from totally eliminating the need to ever produce replacement clothes.
Can someone link me to the Wiki page for what the Arrows mean? Or tell me what they are called?
Status....duh. Thanks. I was drawing a blank on that one yesterday.Can someone link me to the Wiki page for what the Arrows mean? Or tell me what they are called?
http://dwarffortresswiki.org/index.php/DF2014:Status_icon
Training Weapons....How long have they been training? Are they even set up to train properly (i.e., Active/Train mode, barracks set to train) and not just hoping they'll practice on their own when they feel like it? Do they have the training weapons in their inventory?
I don't have my metal up and running yet so I have my first two squads armed with wood shields and training weapons. Do they NOT learn skills from this?
Also, can they not kill anything with them? I've had one or two kill a kobold thief pretty quickly with no weapons...but they've been beating on a poor emu in a group of eight for almost 80 pages and while there are injuries they've been unable to kill it. WTH?
Training Weapons....How long have they been training? Are they even set up to train properly (i.e., Active/Train mode, barracks set to train) and not just hoping they'll practice on their own when they feel like it? Do they have the training weapons in their inventory?
I don't have my metal up and running yet so I have my first two squads armed with wood shields and training weapons. Do they NOT learn skills from this?
Also, can they not kill anything with them? I've had one or two kill a kobold thief pretty quickly with no weapons...but they've been beating on a poor emu in a group of eight for almost 80 pages and while there are injuries they've been unable to kill it. WTH?
Even if everything's set up properly, training weapons were designed to minimize damage back when sparring hurt. You're probably going to get more damage from their fists than their weapons.
Halp! ;)
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc. I have 12 jewelers and 4 workshops, all 4 idle. I have 10 crafters and the kiln is idle.
Perhaps allowing all those visiting bards residency was a mistake.
0.42.04, lnp
Halp! ;)
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc. I have 12 jewelers and 4 workshops, all 4 idle. I have 10 crafters and the kiln is idle.
Perhaps allowing all those visiting bards residency was a mistake.
0.42.04, lnp
What's the minimum you need to survive the night against Boogeymen as an adventurer? Walls, roof, doors? Floor? Is it possible to wall yourself in?
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc.Unset your taverns, libraries, and temples as active, or un-assign them, etc.
What can I do about my dorfs not doing enough work. There's lots that needs to be done, but everyone available are socializing, listening to stories, etc.Unset your taverns, libraries, and temples as active, or un-assign them, etc.
But aren't their consequences to doing that? Wouldn't I cease to attract mercenaries, scholars, bards(well, i'd be completely okay with that.)
Actually, perhaps unsetting them would be a good idea. I'd probably only do the taverns--there aren't that many dwarves praying nor studying and I wouldn't want to get in the way of either of those activities anyways.
to build the roof
Thanks. Though I went through the file, and can't see where it says which parts of the plant drop seeds.
Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.
When in doubt, it's probably TWBT's multi-level rendering.Are all the third party applications you have up to date with the current spec of the game? Since if you're playing off the latest model of the game which is only a few days old might not be 100% compatible.42.06
Well, its the bundled lazy newb pack, so it contains the version of the game that was working with those utilities at the time of bundling.
Is there a way to get marksdwarves to consistently reuse bolts? Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not. I'm at 694 single unforbidden bolts around the fortress and growing. I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
Is there a way to get marksdwarves to consistently reuse bolts? Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not. I'm at 694 single unforbidden bolts around the fortress and growing. I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.
I would assume that halting bolt production for a while is the only reliable method, as I'm guessing they pick the largest stacks when they have the chance.
Is there a way to get marksdwarves to consistently reuse bolts? Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not. I'm at 694 single unforbidden bolts around the fortress and growing. I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.Go to
He said they were unforbidden.Is there a way to get marksdwarves to consistently reuse bolts? Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not. I'm at 694 single unforbidden bolts around the fortress and growing. I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
Then why are they "waiting for new ones"? Surely they'd be going to get the bolts themselvesHe said they were unforbidden.Is there a way to get marksdwarves to consistently reuse bolts? Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not. I'm at 694 single unforbidden bolts around the fortress and growing. I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
Then why are they "waiting for new ones"? Surely they'd be going to get the bolts themselvesHe said they were unforbidden.Is there a way to get marksdwarves to consistently reuse bolts? Sometimes they'll put 4-5 single bolt stacks in their quiver, but usually not. I'm at 694 single unforbidden bolts around the fortress and growing. I'd like to address it before it becomes an actual fps problem, plus training would go a whole lot faster if they would use them instead of waiting for new ones.Go to [o]rders, and under [F]orbid you'll want to use [p] to set ammunition to "claim" instead of "forbid". It's really much simpler than what these guys are saying.
I'm having a weird problem here...
That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.I've never had problems with bins, only some cancellation spam when it comes to farmers, but a lot of people apparently do. I would consider using one or two bins to compress the stockpile a bit so your dwarves don't have to run ten tiles to get ten shots.
I did use your advice, but it wasn't the root of the problem. Each month I would d-b-c the area with all the single bolts, so they weren't forbidden. Your advice did help there. The problem is that they wouldn't use the singles.
I have since mitigated the problem somewhat, but it would still be nice to find a consistent solution. I set the orders as you suggested and then designated the entire area under/around the targets as a no-bin ammo stockpile. This has helped to some extent, they are now sometimes picking up about 10 single bolts before heading back to the range. But I'm now up over 1000 single unforbidden bolts laying about and all the marksdwarves hanging around the tavern most of the time.
I'm having a weird problem here. I'm not real experienced with the clothing industry, so maybe someone else has a better idea what's going on. OK, so there's a dyer's shop and a clothier's shop, right next to each other, and also a cloth stockpile set to take from the former and give it to the latter. I didn't want to set "Use only dyed cloth" since it seems silly to waste dye on bags and such, so this seemed like the logical way to make sure this clothier uses only dyed cloth. BUT every time I set some clothing to be made (on repeat), they'll usually make one thing (not necessarily the first on the list), cancel a bunch of the jobs (not necessarily all) and then wander away. Supposedly the cancellations are due to lack of materials, but clearly this isn't true in the literal sense. The stockpile contains a mix of wool and plant cloth, and orders for either kind of clothing get canceled. I thought maybe it was due to the glitch where items in a bin briefly become unavailable while it's being filled, but dumping the cloth into a binless stockpile (linked the same way, and yes I reclaimed it) didn't help at all. And just in case this relates in some strange way, the clothier's workshop is Profile-restricted to legendary.Is it set to take them both or have you checked the actual contents of the stockpile to make sure they're there? If they're marked with "TSK" then they are being used for some other task, perhaps being taken to another stockpile because dorfs aren't very smart...
Please help, it's causing a severe shortage of midnight blue pants.
To avoid problems with bins in the clothing industry, I usually set a stockpile of about 40 squares in front respectively of my dyer and clothier shops. Both allow NO bins. The one takes from the dyer, and only takes from links.Well, obviously dye is renewable, but I only started on it recently, so I have a limited supply, whereas I have mountains of undyed cloth.
No problems with cancellations ever, and by making either pile "give to" the clothier, you can control whether you want to use dyed cloth or not. (for me, since dye is a completely renewable resource, and dying a value-adding skill that needs training, I dye absolutely everything).
The system has the added bonus of an at-a-glance stock take of how much dyed and undyed cloth is available.
Dammit, it's a lost cause now. Well moot for the time being anyway. Somehow in my attempts to reorganize the stockpile I let all the dyed cloth get hauled away and mixed with the other cloth. There isn't any way to automatically separate it again, is there? Assuming not I'll probably have to set the "use dyed cloth" order anyway now. At least there shouldn't be any weirdness that way... if there is I'll get back to debugging. Thanks for all your suggestions.I'm a little confused how you avoid wasting dyed cloth by pushing things through a dyed-only stockpile instead of just using the order, but the much simpler way would be to make a second clothier and only use it for things you don't want to use dyed cloth for...
I'm a little confused how you avoid wasting dyed cloth by pushing things through a dyed-only stockpile instead of just using the order, but the much simpler way would be to make a second clothier and only use it for things you don't want to use dyed cloth for...I do have two clothiers. But how would that help without the dyer-linked stockpile?
OK, so automated orders. Say I want to make beds and always have ten in stock. Whenever there are less than ten, make more. I set a perpetual order to make beds, then set conditions to number 10? It adds the order to the workshops but then they won't stop even after ten? Do they need to be stockpiled to count?
So if say, order ten, condition number ten, will it make ten whenever I have less than ten, or make them up to ten?
Also I suppose you could make it respect whether the raw mats are available but that is beyond me.
That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.
That's just it, they're happy to run and grab a fresh stack off the woodcrafters shop, but I don't have them crafting new bolts perpetually.
But you do have new bolts. Newer than the ones they fired.
Advanced Marksdwarf Training Guide (http://dwarffortresswiki.org/index.php/DF2014:Advanced_Marksdwarf_Training_Guide#Quivers_and_Bolts) says they grab the newest bolts first. I'm not 100% convinced that this page is accurate in every detail, but it might be correct in that particular instance.
That's fine if you want to consume all reagents whenever they are available, like your honey example or paper industry. I just want it to always keep a stockpile of furniture on hand whenever the raw material is available.
After there any truly unlimited resources you could set rules for and just leave df running? Food and planting yes but not bags, barrels or pots. Does clay and sand need bags?Sand needs bags, clay doesn't
So then a magma kiln for pots and farms for fruit and veg plus gathering would make you pretty much self sufficient?
So glass is the only recyclable alcohol container?
Only thinking of renewable resources for brewing, you need crops for thread and bags for sand, plus magma for glass? I just want to leave it running without bothering to trade
Wait, are barrels and large pots reusable? We're they always?Yes. And as far as I know, yes again.
Now my new questions,
Is there any purpose to assigning a barracks to an individual? By this I mean the "a: Assign Room" command, not through the military.
Is there any use to sculpture gardens, zoos, well rooms or any other meeting areas since .42? I've made a few but I haven't noticed any positive thoughts or dwarves hanging around them like they use to.
Glazing pots may also inadvertently raise fortress value considerably depending on the skill applied, glazing can also be applied to relevant stone objects too (is that a bug? thats my question personally) which can be a negative thing if you are trying to remain low profile by keeping fortress value down in the planning and infrastructure stages of your fortress.
Is there any purpose to assigning a barracks to an individual? By this I mean the "a: Assign Room" command, not through the military.
To memory, individuals cannot claim barracks defined rooms as they are reserved explicitly for military.
How can I kill a fire snake? It can attack (bite) my dwarves but I can't seem to target it.
But they can be assigned to an individual, completely independent of the military system. The room doesn't show up in the individuals "Holdings" list, but neither does a zoo or sculpture garden. The room itself lists the "Current Owner", and all of the squad assignment menu completely goes away. So is there any purpose or value to this? Is this just one more room for a dwarf to hang around in while not doing anything else? And if so is this a better/worse situation than the dwarf going to their actual squad barracks for training?You know how when you select the weapon rack, it says "make barracks/armory"? My theory is that an individually assigned one would be an armory. But since neither armor stands nor weapon racks currently work for their nominal purpose I would guess this is indeed totally useless. I could easily imagine it as another thing a high-ranking noble might insist on having, but none do currently.
You know how when you select the weapon rack, it says "make barracks/armory"? My theory is that an individually assigned one would be an armory. But since neither armor stands nor weapon racks currently work for their nominal purpose I would guess this is indeed totally useless. I could easily imagine it as another thing a high-ranking noble might insist on having, but none do currently.
This makes a pretty good explanation. I'm going to assign one to a military dwarf for a while and see if anything happens. But I expect you're right, it's just another room that they won't visit.But they can be assigned to an individual, completely independent of the military system. The room doesn't show up in the individuals "Holdings" list, but neither does a zoo or sculpture garden. The room itself lists the "Current Owner", and all of the squad assignment menu completely goes away. So is there any purpose or value to this? Is this just one more room for a dwarf to hang around in while not doing anything else? And if so is this a better/worse situation than the dwarf going to their actual squad barracks for training?You know how when you select the weapon rack, it says "make barracks/armory"? My theory is that an individually assigned one would be an armory. But since neither armor stands nor weapon racks currently work for their nominal purpose I would guess this is indeed totally useless. I could easily imagine it as another thing a high-ranking noble might insist on having, but none do currently.
Does falling generate a combat report?
It helps to understand that falls are modelled within DF by simulating multiple blunt attacks with an object made out of the floor's material. From the dwarf's (or other falling creature's) point of view, a small piece of the terrain has quite literally risen up and smashed into the dwarf. Repeatedly.
You could temporarily activate a civilian alert, or assign the foolish fishers to a new squad and order them to station off the ice.
In the future you can enable zone-only fishing and define the fishing zone to exclude any ice tiles to prevent this problem.
Are bowls listed in the stocks screen? A goblin bowman lost hold of a {copper bowl}, the combat report is long gone, and now I can't find it to melt it down.
Seriously, how do I find and prevent this from happening??
TREES KEEP KILLING MY DWARVES!a) Make walkways down from the trees. Would need 2 blocks for every tree cluster that dwarf can walk across, possible more if they flee multiple z-levels.
Seriously, how do I find and prevent this from happening??
Did wild cavern animals (elk birds, giant rats, troglodytes) always try to path directly into your fort, or is this a new thing?
I'm beginning to think they're trying to go to my temple to meet prayer needs, or something.
A: Does making a meal with dwarf's preferred type of booze and getting them to eat it satisfy the need for decent meals / give happy thought for it?
B: Does a dwarf who doesn't have explicit preference for figurines get happy thoughts from handling them(i.e. carrying from stockpile to stockpile)?
A question of my own, now:Can attackable creatures be fished to begin with?
A floor is a floor. However, brook floor allows fishing, in a way reminiscent of grates. Can the fisherdwarves see creature fishes in the water? Can they fish those creatures? Can those creatures attack them in the process of fishing?
Granted, I think you only get creature fishes in brook if you connect it to a bigger body of water....Or embark on tropical swamp/marsh and dig an opening for crocodiles :p
The system I usually use is to fill a cistern through a grate (from below) using water pressure and then draw water from the cistern with a well.
The system I usually use is to fill a cistern through a grate (from below) using water pressure and then draw water from the cistern with a well.
I usually prefer to source my well water from a river, brook or aquifer tile, and let it fall down into a cistern. But if I can't do that, and instead have to source water from a cavern, I prefer to pump some water from the cavern lake into an isolated cistern, with the well over that. If I'm careful about it, I can arrange for the pump operator to be protected while pumping (remember, pumps can suck through a floor grate even though wells can't drop a bucket through one). There is definitely a period of exposure while initially setting up the pump, though.
There is definitely a period of exposure while initially setting up the pump, though.Oh yeah, now I remember: another method to secure cavern water, if you have the z-levels, is to cave in a hollow plug on top of cistern-to-be. 0 risk to any of your dwarves, who will never have to enter cavern at all.
(d)etails in the reaction screen
Sorry, I'm not sure if this is the right place to ask this.I think you should try asking in Future of the Fortress (http://www.bay12forums.com/smf/index.php?topic=140544.0).
Will animal people be made more viable anytime soon? There's been a couple of quirks surrounding them for quite awhile in both modes of play.
Is pitting or dumping rocks, wood or refuse a reliable execution method for pitted creatures, and what sort of z level drop would you need?It might take many objects, but it should be possible to kill a pitted creature by dropping said objects onto them. Z level-wise, the pit should be as deep as possible, but I would try making it at least 20 levels deep. Make sure to take precautions so whatever you pit doesn't climb back out.
Hello all,
new to the forum, so please be gentle with me :-)
Uncertain if this is the best place to post this - please point me in the right direction if it isn't.
I had a slight magma mishap. Nothing serious, no dwarves were hurt, but magma flowed into an access tunnel I would like to wall shut. The magma flow into the tunnel was shut off and what leaked in has evaporated, but I am still unable to build there. I now get a purple cursor and a "no access to non-economic building material" message. Why? Everything looks OK to me.
Am I being too impatient? Is the rock still too hot and it just needs to cool down a little longer? Or is it a bug?
So, has anyone finally figured out in detail how the new armor damage works? >.o
Is your tunnel still walled off, temperature turned off, are you building aboveground with scorching biome, or have heating underneath?
Sounds like you blocked access to the tunnel when you walled off the magma source, or maybe you still have a few lingering magma puddles blocking the path to where you want to build. If there is a door/hatch, double check you haven't locked it as well.
I built two barracks, one aboveground and one below. My idea was to have the squads alternate months training underground and aboveground to avoid cave adaptation while protecting both the surface and deep fortress.I'm not sure. I personally use a Mixed order like:
Now that I'm trying to schedule it, I'm suddenly not sure that's actually possible. Can you schedule training at a specific barracks, or are your only options "any assigned barracks" or "none"?
I know I could just keep manually reassigning which barracks are available for training for which squads but that's a huge pain in the butt. :-\
How do I re-enable the remove construction (d-n)?
The job of removing a floortile somehow got cancelled and turned red. How do I restart the job? I can't seem to remove it.
I'm running 42.06.
How do I re-enable the remove construction (d-n)?
The job of removing a floortile somehow got cancelled and turned red. How do I restart the job? I can't seem to remove it.
I'm running 42.06.
Turned red implies that what you're looking at is instead a floor that only exists because of a constructed wall underneath it, not a constructed floor. Try building something there.
The outpost liaison played with dwarves in the tavern and left with the only Farash in the fortress.
Is there a workaround to keep instrument from theft?
Can necromancers raise clowns? I've noticed them going in the corpses stockpile and I can't butcher them.
No more clown roasts then.Can necromancers raise clowns? I've noticed them going in the corpses stockpile and I can't butcher them.Pretty sure clowns have the NOT_LIVING tag to make them un-raisable, so you should be safe.
F ☺
g W W
(F=fortificatin, W=wall, g=goblin, ☺=dwarf) F ☺
g W W
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g g W
I believe the topic said that the right-most goblin could be targetted (is that correct?) but said nothing about the left-most.
Archers cannot shoot through floors/walls. I believe the goblin has to be further away.Thanks
I've heard that dwarves will replace equipment when better equipment is produced, but what exactly counts as "better"?
What version and what the hell?
This reminds me of "swarms of giant mosquitoes". Interestingly, it seems fly men have no litter size defined and are adult at birth? Assuming 5 generations from 2,5k to 530k, it'd be *2,9 every generation. Nevertheless, I bet this is linked to vermin spawning on account of not stopping at normal limits, so I'd suggest finding the bugtracker for that bug and uploading the saves.
Is there any way to bury dead invaders? I would like my military dwarves to have tombs filled with the enemies they've slain.
To be buried somewhere is a honor many people who would seek to ursup dwarven civilisation do not deserve.
Anyway, back in older versions at least I usually handled this by digging out burial plots and selectively dumping bodies there, sometimes with a slab used as a headstone. It's very tedious and labor intensive though.
There's no reason they wouldn't be able to reach the workshop with wood.
There's no reason they wouldn't be able to reach the workshop with wood.
Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.
There's no reason they wouldn't be able to reach the workshop with wood.
Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.
There's no wood stockpiles in my fort at all, presently.
There's no reason they wouldn't be able to reach the workshop with wood.
Have you everm, at any point in the fort's history, linked a stockpile to a workshop? First problem that came to mind.
There's no wood stockpiles in my fort at all, presently.
The presence or absence of wood stockpiles is irrelevant to whether you've linked ANY stockpile to the workshop.
My dwarves won't make any wooden instrument pieces even though several of them have woodcrafting enabled. What gives?
My dwarves won't make any wooden instrument pieces even though several of them have woodcrafting enabled. What gives?
A little more diagnostic information would be helpful. Does the job appear in a workshop? Does a dwarf take the job? Is there any job cancellation/error message?
Check that you haven't accidentally enabled "Workshop restrictions" on a civilian alert burrow. It's a "feature" that prevents workshops in the burrow from using resources outside the burrow (like your logs, presumably still lying on the surface), and it's "conveniently" toggled by pressing 'w' twice from the main screen.
Question: what's the best way to ensure that a stockpile is always filled?
I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things.
So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?
Question: what's the best way to ensure that a stockpile is always filled?
Set up a garbage dump on top of it and mark all the appropriate items for dumping?
I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things.
Removing the "other things" that your dwarves are constantly busy with would help. However, assigned wheelbarrows limit the number of active hauling jobs; for more capacity break a big pile into multiple smaller piles, each with its own wheelbarrows.
So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?
Toggle your non-ore stone stockpiles to take from links only? Or just remove them entirely? Burrows probably wouldn't work since dwarves aren't able to operate a wheelbarrow outside their burrow (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6484).
Question: what's the best way to ensure that a stockpile is always filled?
I've got lots of metal ores laying around my fortress, but above ground and underground. I've also set up a stockpile for those ores near my smelters. However, I can't seem to get my dwarves to reliably fill that stockpile with the ores, as most of them are busy with other things. So I set aside an untrained peasant whose only allowed labor is stone hauling, but that guy is also getting distracted by other, non-ore stone. Is there any way to restrict him to hauling ORES instead of every kind of stone? Maybe with creative use of burrows?
That's straightforward :) But those things are pretty important to the survival of the fortress: farming, brewing, hauling food to the respective stockpiles, churning out rock blocks for construction, etc. For some reason, I have pretty serious problems with work managment in this fort. There's too much to do for my 180 dorfs...
Well, just "bring big rocks all the way from mines to the stockpile next to stone mason workshops" can with a long route make decent amount of dwarves quite busy, especially when no wheelbarrows are used.That's straightforward :) But those things are pretty important to the survival of the fortress: farming, brewing, hauling food to the respective stockpiles, churning out rock blocks for construction, etc. For some reason, I have pretty serious problems with work managment in this fort. There's too much to do for my 180 dorfs...
It's nearly inconceivable that you have enough "important" tasks to keep 180 dwarves constantly occupied without stretching "important" to ridiculous extremes. I've built multi-year, site-wide megaprojects with less than half that population without running into work starvation. You may want to check if you have buggy jobs that tie up workers but never complete. But yes, if you give your 180 dwarves 2000 jobs to do, no matter how "important" you think they are, they can't all be done in a reasonable timeframe. In that case, limiting "important" tasks to tasks which are actually important would certainly help.
Well, just "bring big rocks all the way from mines to the stockpile next to stone mason workshops" can with a long route make decent amount of dwarves quite busy, especially when no wheelbarrows are used.
I'm getting a lot of cancellation spam from my dwarves being unable to path to things, including a random tanning job.
I bulk-forbade the entire caverns, but it's still happening. I worry that it's one of the things that's killing my framerate. Any advice?
Resolved.I'm getting a lot of cancellation spam from my dwarves being unable to path to things, including a random tanning job.
I bulk-forbade the entire caverns, but it's still happening. I worry that it's one of the things that's killing my framerate. Any advice?
Check if you have trees growing through your bridges (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7872).
k toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or tattered clothes ("Gather Vermin Remains" must be on for outdoor vermin remains to be collected)
You're not the only one. I've wondered and asked about that exact same question before myself, though I didn't go as far as actually experimenting on one.For all that Dwarf Fortress is and isn't, the fact that mega-beast-like stuff in the legends does all the crazy stuff but in fortress simply gets trashed is something really bothering me.
Mm. Werebeasts do rampage in world gen, but partially since they die of old age and don't kill all the time they have vastly smaller killcounts than vampires. Nonetheless, if it was every creature, you'd have civs get wrecked by them probably. Ogres from evil shrublands already travel across the sea to cut down forest retreats by punching them in the tree.Nah, I was just wondering. I might go adventurer and do some crazy stuff like bringing back necro books to my fort etc.
And no, they're sterile. Though, they can give birth if pregnant. Additionally, if you're modding every creature to have werebeast syndrome anyway, you can additionally mod them to not be sterile by removing that line from the syndrome.
http://dwarffortresswiki.org/index.php/Standing_orders#Refuse_ordersQuotek toggles other refuse not mentioned above, including vermin remains, rotten products, withered plants, damaged furniture, or tattered clothes ("Gather Vermin Remains" must be on for outdoor vermin remains to be collected)
Nope. Visitors/siegers leaving your map may return at later date, though.Will they now?
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?
Probably going to need to alter raws to make dwarves grow up faster...
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?
Probably going to need to alter raws to make dwarves grow up faster...
If you dump the txt files from the site selection or world generation screens, you can investigate them to find out the dwarven population that's left. If it's really low, you can assume the civ is dead and they're just living in random towns.
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead.
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead.
What led you to that conclusion? The size of the first two waves is unaffected by your civilization's population. Many players report "dead" civilizations that aren't really "dead"; if you received a dwarven caravan, liaison, third migrant wave, or an appointed monarch then your civilization is not truly dead. If you receive none of those for multiple years then your civilization might be dead. In the more recent versions (v0.42+), truly dead civilizations occur quite rarely.
Welp, I found out after starting and going on until the second migrant wave that my parent civ in this world is probably dead. Is there any way to enable a tell in the civ select/embark screen that shows whether a parent civ is dead or am I just unobservant?The quickest way to tell is to embark as that civ, and check your 'c'ivilization screen in game. If it is completely empty, gg.
Probably going to need to alter raws to make dwarves grow up faster...
If you dump the txt files from the site selection or world generation screens, you can investigate them to find out the dwarven population that's left. If it's really low, you can assume the civ is dead and they're just living in random towns.This doesn't work, precisely.
Briefly considered seeing if I could bolster the ranks with tavern citizens but reading further it appears you can't control them as well as normal dwarves?From taverns, you can get mercs, which are only for soldiering - not great, but hey - animal men wielding great axes is kind of cool.
What range do megabeasts lairs have (i'm talking about range in which you need to be, in order to be attacked by goblins/humans/elves/someone else)? Because i never got megabeast attacks, i did received semi-megabeasts attacks, however.Are you askking this specifically for the old version?
Are you askking this specifically for the old version?
So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?
So I've had some scattered missing animals and a single missing dwarf. Most of the missing animals were eventually accounted for, dwarf is still missing. What I'm confused about is the latest missing animal, it was a yak pet which means it should be somewhere within view from following its owner yet somehow it went missing. Thoughts?
Odds are it got stuck somewhere and starved to death, where does the owner usually hang out?
On an unrelated note, anyone have a clue what the the "Nearby" trait means in the work order conditionsMaybe a linked stockpile or something similar?
Anyway does the military still need to be rotated to off duty or can you keep them in service permanently?
Anyone know an efficient way to build scaffolding for high constructed walls?
Anyone know an efficient way to build scaffolding for high constructed walls?
Which type of efficiency and which type of construction?
If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.
Anyone know an efficient way to build scaffolding for high constructed walls?
Which type of efficiency and which type of construction?
If materials aren't a concern you can just build a big fleet of stairs as the scaffolding then build the wall next to it. Since the stairs support the wall you can just designate the entire wall in one go and let as many dwarves as you want build in tandem.
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct. fleet of stairs seems good, thanks. (i am too impressed by pyramids i guess and ended up building ramparts with ramps and walls - not really suitable for high walls. i guess it is obvious i rarely construct large buildings above ground. :p )Efficiency and high walls? Remember pyramids and use blocks, not raw stones.
I am missing some details for my water generating plant... I was sure it would work already sketched the automatisation and now this...
How do I prevent freezing water leaving a floor of ice above itself? Or put in another way, is there a way to guarantee a pump above has access to freshly melted water. Floor grate does not work, a floor of ice appears under it.
high wall (think above surface magma reservoir outer wall), efficiency as in easy and cheap and safe to construct and deconstruct.Use bridges. 1x1 stairs spaced 20 tiles apart with a 1x10 bridge on each side. Don't try to support anything with the bridges. Bridge materials should be kept nearby (as they are hauled one at a time by the builder.) Quick and safe to deconstruct.
@wanderingkid: I am building a water generation plant to produce in principle unlimited water out of a limited amount of frozen ocean, slow-mo aquifer generation for when I am stuck without an aquifer, if you will. For that purpose I dropped ice a few z-levels below sea level. (Result: Ice floor and water below.) Removed the initial ice floor to expose the tile below and now it duly refreezes. Built all the magma piping required and when magma flows below it, it duly melts again. Then I take a part of that water to my reservoir and let the remainder refreeze (next melting produces 7 units again). Rinse, repeat. The process works - and this has done manually often enough. The ice floor (that does not stop the refreezing in any way) is merely an inconvenience that makes my initial setup for an automated plant with pumps impossible. I.e. I can melt the source tile of the pump all I want, it has a little ice roof that prevents the pump from working.
This is also the reason caving in that floor once I melt the ice below won't work (it will plunge straight into the magma messing up the whole plant). Flooding both the level above and below with magma while taking a part of the water out of the middle seems like a real pain to accomodate all the tanks and access routes in a confined space. I rather work without water pumps for carrying of a fraction of the water then and leave the ice roof be.
No. You can't dig building squares (which is sometimes real nice with ramps and temporary stockpiles).
For next time with that structure, you can remove constructed tiles under buildings - such as downstairs - to return the tile to open space, floor or dug downstairs.
when I try to create a seed QSP (no bin / barrel), it never seems to work. Seeds are stocked on the first pile, but never hauled and dumped on the final destination stockpile.
But when I try to create a seed QSP (no bin / barrel), it never seems to work. Seeds are stocked on the first pile, but never hauled and dumped on the final destination stockpile.
do filled coffins count as furnature that adds to room value for bedrooms? ive just been putting coffins into bedrooms to save space and i was wondering if that helped with the room value at allYep. Coffins (engraved slabs even more) are considered furniture, and will raise the value of a room, if barely. Jewel-encrusting always helps.
Can someone walk me through the finer points of gravedigging? My dwarves ignore a corpse (visitor, family of one of my dwarves) and don't bury it nor can I assign a tomb to it, while I could engrave a slab. It is within reach and dwarves are not set to ignore corpses.
How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?
Channeling to magma sea and setting animal traps here seems to have no effect. Or it will work only with magma pools in cavern layer?How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?
Baited traps or just have adjacent areas to the magma sea with burrowed animal trappers working there to catch automatically.
Adamantium will stop the lava snakes burning through the trap.
Channeling to magma sea and setting animal traps here seems to have no effect. Or it will work only with magma pools in cavern layer?How to catch a fire snake with animal trap? Meat just rot off, no snakes. Tried diffirent baits - same result. Do I need to pump magma off and set baited animal traps directly in the magma sea?
Baited traps or just have adjacent areas to the magma sea with burrowed animal trappers working there to catch automatically.
Adamantium will stop the lava snakes burning through the trap.
follow up question then, does hauling stuff increase strength?
Does anyone know what happens when a ridden minecart collides with another minecart? (Background: I would like to measure the weight of dwarves.)
You did make sure to set the schedule for those three specific squads under the new alert, right?
It sounds like you set their schedules up under active/training too and then put them on a different new alert - which has no orders by default, making them go to individual combat drills when idle .
Ive got a refuse stockpile and corpse stockpile outside that I wish to dump down my magma chute but I've marked them, tried removing the stockpiles etc but dwarfs wont dump the stuff. There are no burrow restrictions or anything like that which I can see interfering. For other tasks dwarfs happily run outside. I've tried dumping some other stuff, logs, excess furniture and dwarfs successfully.
It is possible to deliver a gelding blow with candy hammer/mace?
Initial thought was to find a guaranteed way to geld enemies without risking killing them in process (I thought about adamantine hammer-loaded weapon traps). Too bad if this is not possible.It is possible to deliver a gelding blow with candy hammer/mace?
If you crush the actual part yes (candy is lightweight and the worst blunt item) which is unlikely unless your opponent is made out of feathers or steam (because its going to hit the target very fast with a tap), but otherwise i think that's a slicing action only.
I'm trying to set up a manager order to automate weapon production if the available unequipped weapon stockpile falls below 10, but I can't seem to find a trait for 'unequipped' or 'in stockpile' or 'available to be equipped' ... something along those lines at least.
Does anyone know of a trait or other method I can use to set up this order?
30 years....It's probably megabeasts dying with default checking setting of 30 years (http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Percentage_of_Megabeasts_and_Titans_Dead_for_Stoppage). I recall IlFedaykin mentioning MWDF races being essentially megabeasts themselves.
Okay I have a really newby question, but does the lazy newb pack come with macros? and if so how do we use itInformation on how to record and play macros is here --> http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps (http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps)
Edit: Besides that how do you butcher your own anima;s
If you pump magma will one pump move magma up a chute or is a stack needed?You need one pump per z-level. This image http://dwarffortresswiki.org/index.php/File:PumpStack2010.png (http://dwarffortresswiki.org/index.php/File:PumpStack2010.png) is from the wiki and shows a good side-view of a pump stack. Here http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Improved_Magma_Pump_Stack (http://dwarffortresswiki.org/index.php/DF2014:Screw_pump#Improved_Magma_Pump_Stack) for magma pumpstacks that do not wreck FPS.
Thanks man :)Okay I have a really newby question, but does the lazy newb pack come with macros? and if so how do we use itInformation on how to record and play macros is here --> http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps (http://dwarffortresswiki.org/index.php/DF2014:Macros_and_Keymaps)
Edit: Besides that how do you butcher your own anima;s
If you are asking if the LNP comes with pre-recorded macros, I do not know. If they exist, you will see them on the "load macro" screen.
To butcher animals, you need a butcher's workshop and a dwarf with Butcher skill enabled, then 'z' for the Stocks screen, 'Enter' to select the Animals screen, find the critter and hit 'b'.
Edit: Besides that how do you butcher your own anima;sFor individual specific animals, you can also do this through v-p mark for slaughter.
I feel as though the latest versions of DF have really notched back the difficulty several rungs.
I'm having real trouble with getting a dangerous enough world for me. My fortress is 7-8 years old now and had one or two ambushes and a few mega beats coming but nothing 'fun'. I've go a lot of wealth both created and imported and exported. Three civs, my own human and goblins and now it looks like the goblins are friendly?Ambushes? You mean goblins? I thought they were removed from the last versions.
An empty gold minecart weights 772 urists. A full one weights over 10000 - which I wouldn't expect to kill everything in a hit at non-derail speed.. A ramp bouncer delivers impacts at up to 35k speed, I believe - while roller does better, obviously. Make of that what you will.
Though interestingly, vertical collisions, no matter how high the fall, don't spill the cargo, so there's that advantage for percussion designs. And you can always nest minecarts.
And *tests* If one is falling through stairs, they will keep falling to the bottom even if they kill a dwarf among the way. A farmer died to bring you this information.
Namely that Urist Mcidiot hauler started to flood my managers and book keepers room with stuff (primarily clothes), is this a bug or did I just dorf up and did something stupid?if the hauler did something like install furniture in the room, his next job might have been to Pickup Equipment to get new clothing, and that job starts with dropping old clothing on the floor.
That said I've been slowly trying to cage anything but have found no luck in actually catching a single thing. Besides using bait (aka the sane way), is it possible to make a bridge-a-pult that will launch something into cage traps without killing anyone unlucky enough to be on the bridge*.If they are wild grazer animals, choose a large open area and make walls (remove natural ramps on hills or build walls), put cage traps in the bottlenecks, wait for it or maybe send a militia squad on a kill order.
What are the negative effects of unmet needs?1. If they are unmet for too long, they become bad thoughts and if they accumlate, they lead to tantrums.
Why won't my scholars and other thinkers in the library leave to do other labors assigned to them if it meets there unmet needs?
Can I convert dwarves to a different religion?
Why won't my military dwarves do any recreation in the tavern if they have a training area assigned to them? (unmet needs due to lack of talking to anyone)
Can dwarves throw parties anymore?
How do I fulfill the need to do a craft if I want to minimize too many items being crafted while keeping the necessary micromanaging low.
How do I fulfill the boring life unmet need? (Or tips to assign dwarves responsibilities to meet needs)
How do I fulfill lack of creativity need?
Do I need my military dwarves to wear socks?
Specifically, check the military squad's Schedule (http://"http://dwarffortresswiki.org/index.php/DF2014:Scheduling") ('m', 's') because if the default schedule was not changed and the squad was told to Train at a barracks, they will be on-duty 24/7 with no time off.Why won't my military dwarves do any recreation in the tavern if they have a training area assigned to them? (unmet needs due to lack of talking to anyone)4.They will only rest (socialize etc.) when they are inactive.
Do I need my military dwarves to wear socks?
How do I get more than 1 person to start filling the pond up?First, make sure you have more than one bucket available. If you have enough buckets and idle dwarves and it still isn't working, try placing an additional pond zone on top of the existing one. You can stack several zones on the same area and toggle through them with v.
Can I change max dwarfs allowed in my fort on an already active save?
My fisherdwarf was bitten by a werebeast AFTER the werebeast tranformed back into a goblin. Does this mean he is infected, or does that only happen if they are still in werebeast form?Probably not, as long as you're sure it had transformed back first. You could quarantine him anyway just to be safe.
Also on embark can you see how close a civ is?With vanilla, you can do the 'p' to export the data to file just after worldgen. Then match up the names from the file with the city names on embark (moving the embark zone over the city to find its name). Not sure about other tools or how to handle the world map changes that will occur as a years go by.
Question: if a coffin becomes an object, and not a building by virtue of the ground it is on collapsing, does the body stay inside the coffin, and does the dwarf still count as being 'put to rest'?
Question: if a coffin becomes an object, and not a building by virtue of the ground it is on collapsing, does the body stay inside the coffin, and does the dwarf still count as being 'put to rest'?
I've not tried a cave-in, but I can confirm that coffins "unbuilt" by a building destroyer do not retain the body and do allow ghosts to appear. You'd probably have to carve memorials for each of your dwarves committed to the fiery heart of the mountain.
I've not tried a cave-in
Whenever I think of adamantine 'wafers,' I always think of these things: http://lh3.ggpht.com/_n3oKJOxRoMw/Sj8txG1TtsI/AAAAAAAAAjk/TZYuhfDtJ_o/07_01_23B38_web%5B4%5D.jpghttps://cdn-consumercrafts.netdna-ssl.com/content/images/product/packaged/MM61750PKG.jpg
[DFHack]# fix/dead-unitsOh, 200ish active units isn't nearly enough to stop migrants entirely. I think it takes a few thousand for that. You've almost certainly fallen victim to the disappearing merchant caravan bug, where they fail to spawn properly, and get stuck invisibly somewhere. Failure to report back then causes migrant failure. There's a thread somewhere about attempts to fix it after the fact through DFHack, but none have been fully successful in all cases to my knowledge. Did you by any chance have a secured trade depot with only very limited areas available to spawn caravans? That seems to be the most common cause. Anyway, check your stocks screen for items that don't belong to you, and zoom to them. If any of them zoom to somewhere at the map edge, with no visible items, then that rather confirms it. How long has it been since your last caravan?
Units removed from active: 0 of 232
Doesn't seem like that did much? It's a shame because the symptoms fit this issue so perfectly.
[DFHack]# fix/dead-unitsOh, 200ish active units isn't nearly enough to stop migrants entirely. I think it takes a few thousand for that. You've almost certainly fallen victim to the disappearing merchant caravan bug, where they fail to spawn properly, and get stuck invisibly somewhere. Failure to report back then causes migrant failure. There's a thread somewhere about attempts to fix it after the fact through DFHack, but none have been fully successful in all cases to my knowledge. Did you by any chance have a secured trade depot with only very limited areas available to spawn caravans? That seems to be the most common cause. Anyway, check your stocks screen for items that don't belong to you, and zoom to them. If any of them zoom to somewhere at the map edge, with no visible items, then that rather confirms it. How long has it been since your last caravan?
Units removed from active: 0 of 232
Doesn't seem like that did much? It's a shame because the symptoms fit this issue so perfectly.
1) That's how it works - I recall seeing it on wiki somewhere, as a tactic to breed elk birds. The eggs have to be undisturbed, not the birds. But usually, why brother?
2) I believe the rooms would be accessible to all residents, due the lack of internal distinction between them, but you could easily check, as the residents claim rooms.
How much stronger / more effective is a vampire dwarf compared to a regular?
I'm planning on creating a super squad, of 10 extremely well trained dwarves with the best attributes and skills possible, turning them all into vampires and sealing them away. they'll have each other to socialise with. Won't need training because the skills and attributes freeze right?
The doubled physical stats means moving something like thrice? as fast, being able to handle much more weight, being much harder to injure, and varying level of bonus to pretty much all skills, which help avoid critical fumbles and hit better, faster, harder - by about 25% baseline to 30% 'critical?', if it matches civilian skills. Furthermore, vampires won't give in to exhaustion, which will prevent enemies killing them by overwhelming with fight duration, an advantage for larger sieges.
At least in adventure mode the attributes are not locked, going by Max™ and wiki. And if skills would be locked the worldgen vampires wouldn't be known for their large skillset.
The hardest part might be keeping them drinking alcohol - tavern-keepers tend to target same dwarf over and over, though this cannot kill a vampire. This is why elven or human vampires would be preferable.
Well, if you're not sure why but pattern-match an icon, this might be useful: DF2014:Status icon - Dwarf Fortress Wiki (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)
I bet it is cave-adaptation causing nausea, though.
Are they crippled? What does their wounds screen say?
It seems to me that many of my dwarves (as many as half, in fact) in the fortress are crawling all the time (I figured it out by their icon and moving speed).
This is very annoying, as it slows down everything very badly.
Is there any known bug like this? Does any solution exist? (I play 43.03).
None of them has any health troubles. Except for occasional being thirsty or drowsy due to their slow crawling around the map.
It seems to me that many of my dwarves (as many as half, in fact) in the fortress are crawling all the time (I figured it out by their icon and moving speed).
This is very annoying, as it slows down everything very badly.
Is there any known bug like this? Does any solution exist? (I play 43.03).
I can't figure out how to settle debts in adventure mode.
I owe a tavern keeper 24 coins, but when I use the Trade/settle debts option and try to give him 24 coins, he says that he's confused and asks me if I wanted something. Both the Trade/settle debts and the Exchange personal items screen show that I owe him 24, so it's not like the debt bugged out and got erased.
Eh, just offer him the mugs. :V
What does their v->w screen say? Does it say prone? Climbing?Are they crippled? What does their wounds screen say?
No, none of them has any health troubles. Except for occasional being thirsty or drowsy due to their slow crawling around the map.
What does their v->w screen say? Does it say prone? Climbing?It says nothing. But it always does so, isn't it? Sleeping dwarves are also prone (they have the same icon background also), but v-w says nothing about it.
It says nothing. But it always does so, isn't it? Sleeping dwarves are also prone (they have the same icon background also), but v-w says nothing about it.Sleeping dwarves say "Unconscious", and there are indicators for distraction, winded, tired. I don't remember if climbing shows up there.
Prone doesn't seem to be on any of them.
The problem seems to be that I can't both offer money and ask that my debt be forgiven in the same transaction. Is it true that you can't use money to pay tavern keepers, or have I encountered a one-off bug?
Last night, I was pushing first season farming. Start to build two 1x3 plots, while the second is being built, assign seeds to the first, while it is being planted, assign seeds to the second, when the last tile is being planted, build two new 1x3 plots, plant first, plant second, repeat. Surface or underground depends on what seed are available to plant at that moment, so what gets brewed, basically. Once it was too late for planting, I just filled all the planned areas with farm plots, occasionally going back to assign planting with shift-enter.If the seeds can grow during the following season, they will still be planted. Plump helmets and dimple cups are winter crops, but they both can also grow in the spring, so they will be planted right up to the end of winter. When it is late summer and heading into autumn, then you will see the sweet pods plots go red and no planting jobs will be generated for them.
In late month 3, I happened to glance at the job list, and was amazed to see dozens of "Plant Seeds" jobs. I watched her, and sure enough, right up to the last day of winter, my Expert Grower was happily planting seeds that would be deleted the very next day. Here it is, 3/28, there are 18 plots with at least some green, most with all 3 green, and once the day rolls over, they will all be gone.
It's probably happened before, but never noticed it because this is the first time I've so aggressively plot-spammed, building much more than I'm going to be able to plant with just one grower.
1. I thought late planting was fixed in DF2014. An answer on about page 11 says so, but has it cropped back up?
2. If it's level-based, how good does she have to get to not make such a rookie gardener mistake? Better than Expert, obviously.
3. How do you deal with it? Forbid seeds at the end of the second month, and repeat as they roll out of the still/farmer's workshop, then release them first day of the next season? Is there anything a little less tedious? I don't really want to take her off farming, but...
EDIT: And I think I´ve chosen the wrong thread for this question, feel free to ignore me. (DF 2014 doesn´t have post world-gen history, whoops)
For my next fortress, I was thinking of building each industry 'sector' to be more independent of each other (farmers would have their own dining hall, sleeping quarters, etc). To this end, I was considering making a separate temple for each of the various dwarven deities.
However, I seem to vaguely recall reading that dedicated temples won't actually be used by dwarves for whatever reason. Is this (or was it ever) true? Or will I be alright as long as there's a temple for each of the dwarven gods my citizens worship?
Every so often a bin or barrel or even workshop will stop being used. Orders that require items stored within won't see them. Orders placed at such a workshop will never be filled. Sometimes forbidding the object and unforbidding it makes dwarves 'see' it again, but I've had to deconstruct workshops and rebuild them to make useable workshops.
Is this a known bug? Is there something obvious going on that has a solution so I can avoid this?
64-bit 43.05 standard install. (I added process to bag tokens to red spinach and bitter vetch, but that shouldn't affect dimple dye barrels, weapons bins, or magma forges - and I had the issue pop up occasionally before I even added those tokens).
Every so often a bin or barrel or even workshop will stop being used. Orders that require items stored within won't see them. Orders placed at such a workshop will never be filled. Sometimes forbidding the object and unforbidding it makes dwarves 'see' it again, but I've had to deconstruct workshops and rebuild them to make useable workshops.
Is this a known bug? Is there something obvious going on that has a solution so I can avoid this?
64-bit 43.05 standard install. (I added process to bag tokens to red spinach and bitter vetch, but that shouldn't affect dimple dye barrels, weapons bins, or magma forges - and I had the issue pop up occasionally before I even added those tokens).
This sounds job related to me. Any job assigned ties up all the objects involved, and their containers, and objects in those containers. So, for example, if you have a loom that produced a piece of thread then a job is created to store that piece of thread in a bin in a thread stockpile. The piece of thread, the bin it's supposed to go into, and every piece of thread in that bin are tied up until the job is completed. For items in a workshop you can see this by looking at the workshop with [t]View items in buildings, they'll have a TSK next to them. In general though, you can check your jobs list and see what jobs are sitting in queue without anyone working on them, and that can help determine why work isn't getting done.
I don't know what would make a workshop unusable, but I still suspect that something in the jobs list is most likely responsible - whether it's a particular job tying things up, or the order itself being very low priority. The three examples you mention are notorious (at least to me) for container problems. I haven't used dye in years because I don't think it's worth the hassle. And weapons bins (including melting jobs in them) can be knocked out of service for a number of reasons - e.g. a miner or woodcutter going on or off duty, or a military dwarf taking his time upgrading to a better weapon. Personally, I make binless stockpiles next to my forges for melting. It takes more management but it's reliable.
I apologize for the over-explanation if you already knew all this and it isn't the problem, but I thought it would be a good reminder for anyone sharing the problem anyway.
This certainly isn't the problem for the workshop issue. Workshop is empty, tasks queued, no one takes them. If I use the manager, that workshop isn't used. (If its the only such workshop, it never gets done. If other workshops can do it, only they get used). The workshop can literally sit for *years* without the tasks getting done, no matter what the other dwarves are doing, and no matter the priority level on the jobs. (Even using 'do now' leaves them sitting forever). Workshops assigned to a single dwarf with this problem remain unused even while that dwarf sits around with 'no job' for months. The only solution is deconstructing and rebuilding the workshop when it happens. If you do that and requeue the tasks, an appropriate idle dwarf instantly gets to work.
This certainly isn't the problem for the workshop issue. Workshop is empty, tasks queued, no one takes them. If I use the manager, that workshop isn't used. (If its the only such workshop, it never gets done. If other workshops can do it, only they get used). The workshop can literally sit for *years* without the tasks getting done, no matter what the other dwarves are doing, and no matter the priority level on the jobs. (Even using 'do now' leaves them sitting forever). Workshops assigned to a single dwarf with this problem remain unused even while that dwarf sits around with 'no job' for months. The only solution is deconstructing and rebuilding the workshop when it happens. If you do that and requeue the tasks, an appropriate idle dwarf instantly gets to work.
Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).
Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.
[work not getting done in some shops]
Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).
Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.
Definitely not profiles, in at least one case, it was a legendary dwarf assigned to a legendary-only workshop (which she had gladly used earlier before the issue occurred). And I tried fiddling with the lower bound permissions just in-case, to no effect.
[work not getting done in some shops]
Workshop profiles could cause that. If you, for instance, set the "maximum skill level" below legendary and assign it to a dwarf, the dwarf will stop using the workshop once he reaches legendary skill. Similar problems occur when setting the minimum skill level then assigning an odd job that no one has the necessary skill for (e.g. metal cabinet).
Of course it could be something entirely different as well. It is rather difficult to accurately diagnose problems based on assumptions of the likely state of your game; if you want a direct answer the best bet is to post a save on DFFD so that someone can investigate the problem.
Definitely not profiles, in at least one case, it was a legendary dwarf assigned to a legendary-only workshop (which she had gladly used earlier before the issue occurred). And I tried fiddling with the lower bound permissions just in-case, to no effect.
Did you remove the lower bound entirely? I've only witnessed it in older versions, but there was never a fix report:
Dwarfs with "rusty" skills are considered as "dabbling" (= level zero) for the purpose of shop profiles, regardless of their actual skill rating. Furthermore, "rusty" will never display for high-level workers (generally for legendaries, but often at a few levels below as well) even when it applies.
If i want to reserve shops for my high-skilled workers, i generally use a personal, never a skill permission.
Anybody have any idea what, if anything, causes "dreams of seeing the great natural places of the world" to be fulfilled?In adventure mode it's fulfilled by finding a river, volcano, cavern, etc.
Anybody have any idea what, if anything, causes "dreams of seeing the great natural places of the world" to be fulfilled?In adventure mode it's fulfilled by finding a river, volcano, cavern, etc.
Might be the same in fort mode, just without the announcement.
Totally unrelated question: is it possible to get the game to pause and recenter when something triggers a cage trap?Looking at this wiki page (http://dwarffortresswiki.org/index.php/DF2014:Announcements.txt), it doesn't seem like it's possible to edit that in. Presumably the best way to be sure is to scope out the actual file and fiddle around with it.
Why are my dwarves designating pet coffins as the resting place of wild plump helmet men who died out in the caverns? (And whose bodies cannot be reached). Seriously, what?
This is going to sound weird but
Do lesbian monitor lizards lay lesbian eggs?
A dwarfs lungs just randomly stopped working and he suffocated. There was no combat report or anything... Does anyone have a clue what it might have been?Alcohol poisoning?
A dwarfs lungs just randomly stopped working and he suffocated. There was no combat report or anything... Does anyone have a clue what it might have been?They choked on their own vomit due to drinking too much, most likely. I have had that happen, but I saved that dwarf through cheating: using the dfhack command clean all removed the vomit from her lungs and she could breathe again. And went right back to drinking.
They choked on their own vomit due to drinking too much, most likely. I have had that happen, but I saved that dwarf through cheating: using the dfhack command clean all removed the vomit from her lungs and she could breathe again. And went right back to drinking.
They choked on their own vomit due to drinking too much, most likely. I have had that happen, but I saved that dwarf through cheating: using the dfhack command clean all removed the vomit from her lungs and she could breathe again. And went right back to drinking.
What? How?! I.. what?
Sorry. I'm still processing that Dwarves aren't actually immune to alcohol...
Yep, if I'm not mistaken those goblets are only used to serve drinks to the patrons by a barkeeper or a performer if you have them appointed.Ah, okay. That's a splendid idea! Of course, if only these now pesky humans would leave the fort..
In my forts, I simply ban mugs and goblets from all finished goods stockpiles. As a result, since the dwarves drop these items when they are done with them, they end up right where they need to be, on the booze stockpiles. ;D
Wild, right?
As far as I know though, this can only happen in taverns with an over-eager tavern keeper who just won't stop serving drinks. You might want to unassign them, or like, assign a dwarf who can't walk or something.
Elves brought some giant animals in their caravan, including a giant alligator. How good this thing is? Should I butcher it or keep?Keep it for eggs if female; butvher for lotsa leather etc if male (or hope for a female next time to set up a breeding stock)
Built ramps have a floor under them, right?If I'm not mistaken, ramps do have floors under them. I believe your design should work.
I'm building the roof of my castle, and trying to figure out if:
WRW
WRW
WRW
WRW
will in fact block flyers from getting in from above. (I have lots of keapeople and harpy problems).
(top down view, W = wall and R = ramp).
Is there a threshold for Tavern/Temple/Library visitors?
My current fort has a gross worth of something like 6M Urists, with easily 500-750k exported, and in 8 years not a single visitor has shown up.
The fort has, at most, 35 people.
Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?IIRC you need to assign some scribes as well as scholars, & make sure they have writing materials available
Thre are 3 civs for each race in the world (human, dwarf, goblin, elf, kobold), and none are dying out. one or two are getting their asses KICKED, but each race has been seen in the embark site (caravan, caravan, siege, caravan, and theiving respectively).I would guess then that they either can't get to your fortress because of some obstacles, or they don't like the fact you have neither books nor scholars assigned to the library.
The fortress sits astride a waterfall that splits into 2 rivers at the bottom (my favored embark)--in the middle of a continent.
Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?
You only need scholars -- scribes copy books that you already have. You might want to have a look through your dwarves to see if any has any scholar skills (philosopher, geographer, and so on; also writer), as those seem to affect how productive a scholar is in writing books. A brand new scholar is wont to write a book about his start as a scholar and then hang around for ages only discussing and pondering.Also, if you start your own library and don't have any books--how do you get your dwarves to write books if nobody comes in and shares a book with you?IIRC you need to assign some scribes as well as scholars, & make sure they have writing materials available
The elves stopped sending trade caravans to my fort foe the last few years. ...
Any idea what happened?
What is the cutting power of glass (metal penetration) compared to metal?See material information in the wiki here (http://dwarffortresswiki.org/index.php/DF2014:Weapon#Material). The equivalence would vary according to the type of weapons (slash verse blunt, etc).
Is it iron, steel, bronze-equivalent, or what?
May be a stupid question, but are pumps (/not/ pump stacks) required to be accessible from the z-level they're built in?If you built it, a pump operator should also be able to access it to access it (building requires Architect then Carpenter or Mason, then you need to 'q' it to start it. At this point you should see the job appear on the Jobs list, even if the job is inactive due to lack of an available pump operator.
I'm trying to build an aqueduct (only needs occasional pumping, so I'm not bothered about stacks) to take muddy water from an aboveground pool to another aboveground swimming/watering pool I've channelled. I've given the pump accessibility thru stairs, floors etc. (both pump tiles have orthogonal access via stairs, then floors) from above, but no pump-enabled worker (including a master with no other significant skill) will come & work the pump for a while.. :(
Dammit I need a temporary job priority to give me a clue as to why the job's failing (if it is)! :)
Two questions. Do elite soldiers still refuse to do their civilian jobs? Productivity went to a hammerlords after Iput all these hammerlords on inactive.
Also I retired a fort, the local dark fortress entriely emptied out its goblin population. There are groups of 20-30 civilian goblins in every nearby hillock saying they are traveling back home to murdergrasps or whatever. Any clue why?
Also possibly related there is talk of a goblin army on the march to my retired fort. Any way I can find and confront this army?I have an adventurer who has just found out an army is on the march to her home world-gen fort. She headed towards the spire they are coming from and ran across a group of goblin civilians that say they're traveling home to the spire. She then got distracted by a nearby dragon. I plan to continue heading towards the spire. She wonders if this is in response to her killing everyone but the children at that dark pits a week or so ago.
The elves stopped sending trade caravans to my fort foe the last few years. ...
Any idea what happened?
There's a known bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9593) with caravans getting stuck outside the map edges; here's a potential workaround (http://www.bay12forums.com/smf/index.php?topic=159297.0).
I noticed that one of the visitors (now a resident) to my fort, was wearing earrings, bracelets and an amulet.Probably. I know they can definitely claim such crafts while hauling them.
will my citizens also now choose to wear these items, depending on their personalities and preferences ?
Fairynuff, but scholars still need writing materials to write books, yes?Yes. They will still come to a library with none, though, and discuss and ponder stuff forever.
I was just reading the great Kisat Dur thread on dwarven martial arts, and this question popped into my mind: Do metal gloves (I know, I know, not gloves, but whatever) act like Knuckle dusters for punching reasons? That is, do they affect unarmed combat at all, or are they just "armor"?Just armor.
Citizens keep getting stuck up trees, and I have to cut the tree down to rescue them, before they die of hunger or dehydration.Build a staircase adjacent to a tree. If there is a cluster of trees, dwarfs will travel from tree to tree to get to the sairs and go down. Of course you can cut them all down instead... and used paved roads or floors to prevent more from growing.
What can I do about this ?
Citizens keep getting stuck up trees, and I have to cut the tree down to rescue them, before they die of hunger or dehydration.Destroy all trees, pave a parking lot.
What can I do about this ?
If you don't mind, reduce the number of caverns, for one. Note that this can cause problems with some underground plants not being available, IIRC.
The other option is to reduce the elevation range in world gen. (Not the number of z levels, but the actual min/max elevation in the section with rainfall / etc.)
Moody dwarf wants bones. I don't have bones from non-sapient creatures. He's not doing anything, but it might be because I don't have any cloth, which he also wants.
Will goblin bones suffice?
Edit: Slaughtered an animal, he got working, so I guess the answer is "no." I would like a definitive answer though, just to be sure.
Typically, an embark zone appears to be about 115-140 z levels deep. Is there a way in advanced world gen to reduce this?
I've been trying to reduce the amount of z levels between cavern layers, and the surface etc to reduce world depth, but to no avail.
Any tips? :)
Moody dwarf wants bones. I don't have bones from non-sapient creatures. He's not doing anything, but it might be because I don't have any cloth, which he also wants.
Will goblin bones suffice?
EDIT 2: so far can't get the world generator to accept elevation maximums below 400.Set 'number of mountain peaks required' to 0 before you lower the elevation maximum. They can only form at elevation 400, IIRC.
Should I play with weighted ranges instead?
Salt water: any reason to build a cistern? Does a well work well enough for all drinking/medical needs?
Salt water: any reason to build a cistern? Does a well work well enough for all drinking/medical needs?
I cannot for the life of me figure out how to UN-SELECT what is grown on a farm. Lets say I don't want plump helmets to grow in spring. What I want is nothing to grow but I can't set the farm plot to nothing, can only switch to some other plant.
I cannot for the life of me figure out how to UN-SELECT what is grown on a farm. Lets say I don't want plump helmets to grow in spring. What I want is nothing to grow but I can't set the farm plot to nothing, can only switch to some other plant.
There is an option to leave the fields fallow in the same menu used to select a season or crop type. Like the f key.
All of the above traps other than Upright Spear use mechanisms in their construction. The quality of the mechanism used impacts weapon traps beyond their value. However, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands. Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.
When making shell helmets, do the kind of shell has an effect on the quality and properties of the helmet? Or is a pond turtle helmet equivalent to a mussel shell helmet?Creature type doesn't affect leather strength, so I'd assume it's the same for shell.
Additional question : Where do shell armor falls in the cloth-leather-metal armor tiers? What should I expect from it?material_template_default.txt says "used bone for all of these, no data" next to IMPACT YIELD and others so it's exactly as protective as bone
Question on hauling optimization;There are two sets of jobs being generated. The stockpile itself creates a separate "single item" hauling job for every empty square on it when there are no bins on the stockpile (you will see a mob of dwarfs each get one item when you create a new stockpile), and if there is a bin on that stockpile then it will create one job to gather a list of items and put them in that bin (you will see one dwarf wander off and collect many items and bring them to the bin). You can see this in the 'j'obs menu by looking for the "store item in Stockpile" and "store item in Bin" jobs, and then hitting 'j' again to see the details of that job (to see what items the job involves). That is the rough of it. The system is different than last version and may change again. :p
I have observed many times that when a (craftsdwarf) workshop is very full of items and a stockpile with space and bins is readily available, dorfs generate a hauling job for every item individually, rather than sending one dorf WITH a bin to collect however many happen to fit in the bin.
Is it possible to stimulate smarter bin usage or is it just not part of the current hauling logic?
My map started off with a large smattering of "brown recluse spider man webs," which I've spun into some average-value cloth.
I'm assuming that if they turn up as a hostile, traditional "imprison and taunt" methods will work. If one of these sentients happens to show up at my tavern, how can I turn them into a silk mill?
How can I go about ensuring that all that blood makes it into the cistern below?
However, you can't build a floor of floor grates without having them connected to anything solid, and if I have solid bits between them all, the blood will be wasted sitting on the floor tiles.
How can I go about ensuring that all that blood makes it into the cistern below?
Blood in Dwarf Fortress is modeled as a contaminant, not a liquid, so blood cisterns are not possible.
Can you encrust artifacts with gems? If you can, do you want to?Probably not. You could test this by locking a dwarf in a room with the workshop, gems and an artifact.
I've got my first fort with a volcano, so I'm attached, but it's in a hot biome with no river, aquifer or murky pools. So no water, but there is rainfall. Is there any way to capture that rainfall? Haven't found the caverns yet, so dig deeper! is the backup plan, but I'm curious about the other.
Can you encrust artifacts with gems? If you can, do you want to?
(http://i.imgur.com/LrlJBTL.png)
My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.
(http://i.imgur.com/LrlJBTL.png)
My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.
How many dwarves in your fortress? 200? should be enough alcohol to satisfy around 40 dwarves for a single season. However, 200? alcohol could be stored in as few as 7 barrels, which would limit the number of simultaneous drink jobs to 7. If you have "clever" stockpile links set up then "barrels targeted for transfer" will also be unavailable for drinking, further limiting the number of simultaneous drink jobs.
If your barrels are stored in a tavern with sufficient goblets available, dwarves should refrain from holding the barrel while they drink, allowing more dwarves access to a limited number of barrels. But the best suggestion would be to brew more alcohol; a good standing supply is 10x per dwarf.
(http://i.imgur.com/LrlJBTL.png)
(http://i.imgur.com/mEEImyw.png)
My dudes continue to drink from the river. No burrows or other weird stuff. All booze is accessible, in stockpile, underground. They have to walk right by it to get to the river.
Try switching that "zone-only drinking" back to "prefer zone drinking" (o-z-d). I believe the "zone" refers to a designated (w)ater source activity zone near actual water, not to your drink stockpiles or dining rooms. (Though I'd love to be educated if I'm wrong.)
When exactly does the yearly autosave happen?
I captured a hydra and tamed it but it reverted back to wild status. I keep it in a cage but I am interested what you guys do with a captured hydra? Is there a way to tame it for good or will it always revert back to wild status? Was looking for an option to slaughter it but didn't find it.
(ex from my (incomplete) notes { 202 scarcity: 700 iron, tetrahedrite, 251 adamantine, 150ish galena, silver, sphalerite, 42 gold, 31 platinum, 9 bismuthine || 6/22/101: reanimating, husking fog, 33 casiterite, 67 gold, 21 rock crystals (if iron was missing would be noted) || 117: 193 kimberlyte, 4 diamond_fy, 6 diamond_fy, 2 ruby-star, 43 rock crystals‼, 500 garnierite, 1000 iron, 300 gold, 200 tetra, 200 silver/galena, 70 platinum, 13 cassiterite, gypsum, bitu, lignite, jet, cinnabar, base 78,67% coverage w/o ogres } )
If you go for very low minerals, i.e. mineral scarcity 80000 world, then your civ needs to spread out a bit from initial 3x3 fort to get more resources available for importing. Base materials available to civs are tracked, but reaction products like bronze and steel are always available. You're not terribly likely to get goblins without iron given the massive area they tend to cover, though.
I remove all removable rejections when doing custom gens, expect perhaps for volcanoes if I use them. Mainly because they're unlike the default gens and very fine-tuned, but also because worlds with rejections generate differently on different platforms. If you haven't changed anything other than mineral scarcity in default parameters, though, it should eventually find a suitable one.
@tapk:
select the book with loo'k' and call gui/gm-editor from dfhack on it. There should be a flag on the book that marks it as belonging to the mothman - unset it.
I can't tell whether this is a bug or an intended effect I can't identify, but I and a companion have had our birth years set back by about 200 years in our unit data, though our histfig records show the correct birth dates. We're both werebeasts with the same curse, camped with 2 vampire companions a few region tiles from a necromancer's tower.
I've got one vampire and one werepangolin walled into rooms, but I can't get this last werepangolin to wall themselves into a room.
How do I control the direction from which they build the wall? I tried setting a wall up on the opposite side I want them to stand and suspending that wall building job, but that doesn't seem to have done the trick.
Make them approach the building site from the inside by placing the material for the construction on the inside prior to designating the job.
You could also just build a lever inside the room, profile it for only your target to operate, and order it pulled NOW on repeat. Then have someone else build the wall sealing them in.
her goes a question: Why by the hammer of Armok can i make all kinds of bone armour, except nothing for the torso?Take a look at this Omsk bone armor (http://siberiantimes.com/science/casestudy/features/warriors-3900-year-old-suit-of-bone-armour-unearthed-in-omsk/). I couldn't find any updated info about the restoration of that armor or the veracity of it. A coat of bone slats looks like a semi-rigid layer that would be used above layers of leather or cloth, similar to how brigandine armor uses metal plates. But it doesn't look like much for protection (I speculate).
So the argument would be that it wouldn't be able to take much abuse, and possibly injure the wearer more then protect him? but that would of course also apply to leggings ect.I'm not sure which reasons are involved in "you can have bone legging but not bone armor" or how each reason was weighted. I just looked around to see what I could find about RL bone armor and speculated how one could craft it using "materials available at that time".
I'm digging out a magma plumbing area for my forges right now, but I'm finding the constant warning pauses about digging cancellations annoying. Is there a way to turn them off? I have DF Hack installed, but I couldn't find anything that seemed to be relevant.
Edit: I'm digging out the plumbing in a different area for now, so this question is more about the next fort.
It's always a minimum of 50% profit to complete the trade.
but that doesn't mean they'd bring 5 pieces of magnetite instead of 4
Elves have [PROGRESS_TRIGGER_TRADE:1], which means you need to have traded at least 500⛭ of exported goods.
Traders can and will accept offers down to 0% profit, depending on trader's mood, your fortress representative's social skills, etc. 50% profit is a "safe" value that is seldom rejected. Larger profits do increase exported wealth faster.I've read that mood had an effect in pre-42.06 versions, but I've never had a trade succeed with any less than 50% profit even with hundreds of 100% profit trades beforehand (coins) or never had my first trade rejected at exactly 50% profit.
Have you gotten a trade through on lower-than-50% profit in DF2016+?
Is there any difference if I have a room with doors + bed + chair + table, and then another one (identical), but set as a bedroom, and then another one identical as bedroom and dormitory YES.
It is within normal limits, assuming more than that number horse-keepers died.Thanks for the answer!
Though it used to be that worlds had horses outnumber humans to massive extent in early DF2014.
Hi,1. Have you set up a still?
I got a dwarf who makes wine, there are plenty barrels to him, and he is thirsty (arrow down). How is it possible?
Hi,http://dwarffortresswiki.org/index.php/DF2014:Still (http://dwarffortresswiki.org/index.php/DF2014:Still)
I got a dwarf who makes wine, there are plenty barrels to him, and he is thirsty (arrow down). How is it possible?
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.
Some things you didn't mention include:
A) the boulders are not forbidden or earmarked for any buildings/constructions
B) the stockpile is set to take from anywhere, not from links only
C) the wheelbarrows aren't already full of stuck items
D) your dwarves aren't restricted from the stockpile, boulders, or their chosen path between the two by burrows
E) your dwarves aren't too busy hauling other boulders to collect the ones you actually want (with wheelbarrows assigned, dwarves only haul using them)
F) you haven't had temperature calculations disabled since your last fire/magma incident
I'm sure there are other possibilities as well. The best way to get an accurate diagnosis is to upload a save to DFFD.
The dwarfs can get down to the metal and adamantine ores to dig, but will not haul them? Test Loci's A, B, and D with these three things:How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.
Some things you didn't mention include:
A) the boulders are not forbidden or earmarked for any buildings/constructions
B) the stockpile is set to take from anywhere, not from links only
C) the wheelbarrows aren't already full of stuck items
D) your dwarves aren't restricted from the stockpile, boulders, or their chosen path between the two by burrows
E) your dwarves aren't too busy hauling other boulders to collect the ones you actually want (with wheelbarrows assigned, dwarves only haul using them)
F) you haven't had temperature calculations disabled since your last fire/magma incident
I'm sure there are other possibilities as well. The best way to get an accurate diagnosis is to upload a save to DFFD.
I just did a couple of tests and here what I got: If I dig just a couple of layers down and get, lets say, Marble stone and there is a stockpile with a wheelbarrows in it- dwarfs will grab it and gather this Marble to the stockpile as I would like them to.
But when I dig in caves or about 10-12+ layers down they literally ignore all my ores. This is especially frustrating when I don't have any metal ores and I finally find it but my dwarfs don't gather it no matter if my stockpile on fortress set to all stones or specifically on Hematite/Magnetite/Limonite.
My only suggestion is that they might be busy with something else but this happens even if I enable Stone Hauling in the Therapist Hack. Still the same situation.
Will tamed cave spiders (the vermin, not the Giant creatures) still bite and pass syndromes to dwarves and pets? If they are assigned to a cage and the cage is deconstructed by lever, will they produce webs as usual?If the cave spider has any dwarf kills, he can rebel spontaneously. Then he will fight your dwarves.
How do I tell my dwarfs to gather the adamantine ore in depths?
1) Stone hauling is enabled to every single one of them
2) Stockpiles with wheelbarrows exist
3) There is a clear path between ores and a stockpiles as well
4) Gathering minerals is enabled on Orders Menu
And I still have about 20+ idlers hanging around. Funny enough when someone is killed in depths, they immediately rush to corpse to haul it to the stockpile.
Adventurer claimed sites will probably register as camps at most, so no, I dont think you could trade with it, and i dont belive it would be listed either. (though you possibly could send a squad there, i dont know about that).
There are many reasons why your dwarves might not me hauling stuff. a stockpile with wheelbarrows will only have as many haulers as wheelbarrows. you ruled out hauling disabled, so thats not a problem... it also depends on the type of hauling job i think: bring item to depot or burring a corpse is almost always done by someone, and so are most linked stockpiles (i think). on that note, check that your stockpiles are linked properly/not linked at all, and that there is nothing scarry or dangerous between the dwarves and the items. thats all I can think of right now.
After searching through the forums without finding anything: what does "exact match" in the uniforms screen do? Do they pick up, say, leather armor even though I specified metal armor if its on "partial match"?partial match means if you said to use iron breastplates but there are no more iron breastplates they will use what ever breastplate is left
Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?If you add the work order at the specific workshop that is linked to those stockpiles, it will be limited to stockpiles/burrows linked to the workshop.
Is that really true? Sounds useful if that is the case, but I have my doubts.Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?If you add the work order at the specific workshop that is linked to those stockpiles, it will be limited to stockpiles/burrows linked to the workshop.
It is not true... I thought it was, because a smelt-it-if-it-arrives-in-the-stockpile system has been working without job-cancel spam.Is that really true? Sounds useful if that is the case, but I have my doubts.Oh, and a second question: When the manager checks to see if, say, there's at least 10 plump helmets available, does that check the entire fortress, or can I limit it to checking stockpiles/burrows linked to the workshop?If you add the work order at the specific workshop that is linked to those stockpiles, it will be limited to stockpiles/burrows linked to the workshop.
Can I send my dwarves out on a raid and have them just massacre everyone they find? The first time I tried the general "raid this site" mission they just went in, freed some prisoners, and came back.
I apologize for the somewhat genocidal question but my latest world has an island entirely populated by elves. I'm sure you understand.
I am embarking in areas where my neighbours are goblins, humans and elves, however in my last two forts I haven't had any goblins turn up at all after several years, and my current fort hasn't had human traders either. Previous forts with tower neighbours have given me undead sieges every time.
Also none of my military dwarves will equip their boots, what's up with that?If you use replace clothing they should equip the boots, it could also be that they already have boots so set a specific [M]aterial instead of just whatever boots they can grab
I believe goblins are slightly bugged in that they don't always attack.
If you use replace clothing they should equip the boots, it could also be that they already have boots so set a specific [M]aterial instead of just whatever boots they can grab
How can I check the age of my caged Minotaur?here are two ways
Assuming I have LazyNewPack with DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
How can I check the age of my caged Minotaur?here are two ways
Assuming I have LazyNewPack with DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
1. check the legends. just look up the name of the minotaur and it should give a birth date
2. build a statue, there is an option to look at specific events the minotaur were in. this should give you a very rough estimate of how old it is
if the minotaur doesn't have a name then you can't check it
Assuming I DFHack enabled, how long do clothes last before entering the first stage of "xWearx"?
How can I check the age of my caged Minotaur?
gui/unit-info-viewer
gui/gm-editor
Is there any way to configure stockpiles to accept only empty bags? I set up a stockpile to accept only bags and only those made of cloth, yarn or leather. The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.The problem is that the seeds travel to empty bags, regardless of where those are. The solution is to create a seed stockpile somewhere and after a bag receives seeds, it will be taken from your bag stockpile and brought to the seed stockpile. Once a seed stockpile has a bag for each seed type, it should be where the seeds are sent to and seeds will stop clogging up your empty bag stockpile.
Is there any way to configure stockpiles to accept only empty bags? I set up a stockpile to accept only bags and only those made of cloth, yarn or leather. The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.
Hey guys ,am playing DF 44.05 and i cant find the way to designate a room as my dining hall from my table,has it changed or been removed ?
Is there any way to configure stockpiles to accept only empty bags? I set up a stockpile to accept only bags and only those made of cloth, yarn or leather. The stockpile ended up filled with bags of seeds, even though seeds are disabled on the stockpile.The problem is that the seeds travel to empty bags, regardless of where those are. The solution is to create a seed stockpile somewhere and after a bag receives seeds, it will be taken from your bag stockpile and brought to the seed stockpile. Once a seed stockpile has a bag for each seed type, it should be where the seeds are sent to and seeds will stop clogging up your empty bag stockpile.
What is the most effective way to dig 1x1 hole across 100 z-levels?
Is there a way to reuse stones in a stone fall trap? Every time one is triggered the mechanic hauls a stone to load the trap, but there is a perfectly good stone already right there.the mechanics just take the stone closest to them when they reload it, if you want to use specific stones or re-use them you have to forbid all of the stone and un-forbid the stone you want to use then they will use that stone only.
Do war animals, and pets in general, have less taxing pathfinding that say a pastured animal?Probably not. A pastured animal stays in the pasture and moves occasionally (more often for grazers that are looking for more food). War animals and pets are following a dwarf and are either constantly path-finding over a short distance, or are following the path laid out by the dwarf (with short-distance pathfinding required if the path is blocked). Which ever method it uses, it is likely to use more FPS due to the constant movement of the dwarf that is being followed. War animals do not need to be assigned and you can put 100 war dogs in a one cage, linked to a lever.
But, what if you use a fortification and grate in succesion? the enemy can't swim through the fortification because there is no place to stand behind the fortification, and the enemy can't destroy the grate because there is no place to stand in front of the grate while destroying it.Two issues:
Quick question about blocking off water channels:
Normally, you can block enemies coming through water by using fortifications. But I've read here on the forum that enemies can sometimes swim through them if they are 7/7 filled.
It is my understanding that enemies can't swim through bars or grates. But these have the problem that they can be destroyed by building destroyers.
So far I've used multi-level siphon designs to prevent building destroyers destroying the grates.
But, what if you use a fortification and grate in succesion? the enemy can't swim through the fortification because there is no place to stand behind the fortification, and the enemy can't destroy the grate because there is no place to stand in front of the grate while destroying it.
Would this allow for a same-level fool-proof barrier?
(Possible addition for ranged building destroyers, having 2 fortifications, going diagonal and back to prevent line of sight to the grate)
Quick question about blocking off water channels:Spoiler (click to show/hide)
*Kool-Aid-Mans through the wall of the thread*
MY TIME HAS COME AGAIN. The third one about Grates is most pertinent to your question, and also involves a famous celebrity.Spoiler: On creating a safely sealed, accessible waterway (click to show/hide)Spoiler: On piercing water sources (click to show/hide)Spoiler: A GREAT diagram for GRATES ah-hah-hah (click to show/hide)
It is also easy to add wells to your underground pipe system. Just make sure that the water flows diagonally from the pressurized pipe to the well area. Your dwarves should have no problem escaping the rapidly filling well area, and the water will not rise above the well level.Spoiler: Visual on diagonal water movement (click to show/hide)
God but I love posting these anytime anyone mentions waterways.
*exits through opposite wall*
WWWWWWW
water source >> 77FWG77 >> to fort
WWWFWWW
WWWWWWW
F = fortification
G = wall grate or vertical bars
Thanks for the images Dunamisdeos. But like I said in my original post, I'm already using these kind of multi z-level siphons, so I was hoping for a simpler same z-level solution (although, is siphon the correct term for it? those swan necks below sinks, English isn't my native language).
The diagonal wasn't meant for water pressure, but for breaking line of sight to the wall grate, like this:Code: [Select]WWWWWWW
water source >> 77FWG77 >> to fort
WWWFWWW
WWWWWWW
F = fortification
G = wall grate or vertical bars
But as Bumber pointed out, that won't work when FB's can sit in fortifications...
z+0
################ # = wall
##########d++++# d = down stairs
##########L#+o++ + = floor
############+++# o = well
################ L = Lever link to flood gate water shut off.
z-1
################ > = water source, 7 = 7/7 water
##########u#777# d = down stairs
>7d#G+GCdfC7777# G = Grate over down stairs
############777# C = Constructed wall
################ f = flood gate
z-2
################ u = up stairs
############777#
##u+u#u+u###777#
############777#
################
Thanks for the images Dunamisdeos. But like I said in my original post, I'm already using these kind of multi z-level siphons, so I was hoping for a simpler same z-level solution (although, is siphon the correct term for it? those swan necks below sinks, English isn't my native language).The swan neck below the sink is called a "trap" or an "S-bend" (https://en.wikipedia.org/wiki/Trap_(plumbing)) in America, and might have other names in other English-speaking countries.
Is there any way to save military uniforms? I mean like the way embark profiles can be saved.This is the closest thing we have
Also is it possible in fortress mode to have a dwarf wear a mail shirt as well as a breastplate?Yes https://imgur.com/a/7jc0B
Does anyone know how to turn off the pause on "Urist has given birth to a girl/boy!"?
Meetings have stopped in my fortress. I'm getting no more petitions, discussions with the outpost liaison or anything like that.I had this problem for a year, somehow it resolved itself. Try reassigning your mayor, unassign/assign office, disable all labors.
I think this started when my first mayor was elected.
Is this a known problem, and can it be resolved?
[POSITION:APh_GUILD_REPRESENTATIVE]
[NAME:Hoardmaster:Hoardmasters]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[PRECEDENCE:40]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? Will the crop wither if they do that? I want to set up some above-ground farms for food, but the problem is that if I cook the plant into a meal, I don't get the seed. What I want is a crop that will stay where it is so it'll keep growing after I harvest the fruit from it, the way it works when you tell your dwarves to gather plants. I just don't want to actually tell them to gather plants, because I want to put the plants in my farm instead of having them scattered across the map where they generated.
Unless things have changed, I'm pretty sure creatures, including FBs, can spawn underwater at the cavern edge. In the past I've always just resorted to walling off entire passages that included water, but it's admittedly not terribly practical for some cavern layouts.I haven't seen it happen. Has anyone else? I have seen FBs spawn on walkable tree or mushroom tiles right against the map edge though.
Sounds like at tree with a gather zone. I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree. Apple cider and apple fruits!
Sounds like at tree with a gather zone. I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree. Apple cider and apple fruits!
Yeah, that's the idea -- but I'd prefer to grow the tree/plant/crop in my farm, rather than having to set the gather zones around where I find the trees when I embark.
Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target.
On the other hand there is a wide variety of plantable crops aboveground and harvestables that pop up yearly inside specific biomes and embarks, all you require to start farming them is to wet a area of outside exposed land. Which can either be a building above-ground if you want to keep it safe, a open air farm or a underground farm with the layers dug out as long as its swept over with water to leave mud to irrigate it.
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? [...]
Sounds like at tree with a gather zone. I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree. Apple cider and apple fruits!
Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target. [...]
If I make a farm plot for an above-ground crop with the [GROWTH_DROPS_OFF] tag on its fruit, is it possible to get my dwarves to just pick up the fruit that falls off and leave the actual crop where it is without harvesting it? [...]Sounds like at tree with a gather zone. I did this 7x7 around the base of an apple tree, but needed 7z to cover/ceiling the top of the tree. Apple cider and apple fruits!Unless you're selective with cutting trees and paving over the wrong types of tree that you want , you can't specifically plant trees to get fruit its just not a feature, it would also take about 10 ingame years of growth to sprout because all trees have a same growth pattern (which isn't really like real trees that are variable). Treefarms are a longstanding development target. [...]
It seems like people are misinterpreting the original question. They're asking if you can mod farm crops to behave like trees.
It seems like people are misinterpreting the original question. They're asking if you can mod farm crops to behave like trees.Currently you can't, however, you can achieve this via dfhack script.
Yeah, I was referring to family members. And thanks, I've been wondering that for years. I guess my available room space just doubled!
Yeah, I was referring to family members. And thanks, I've been wondering that for years. I guess my available room space just doubled!
For some time now, Dwarven honor has been implemented. This means that when a dwarf spots an ongoing fight, they have a strong urge to join in. In my experience, the only way to prevent dwarves from taking the fight to the enemy with their fists is to prevent them from getting line of sight on them.
With my marks dwarves, I've taken to locking them into their burrow.
Has anyone figured out a good way to keep scholars from walking off with your library's books, other than, you know, killing them?
Stock up quires
Do alert burrows work at all?My (melee) militia happily wait inside the fortress in their burrow corridor. Until they see the enemy of course. Then they just can't help themselves but run out to say hi. Trick is to keep them out of line of sight of the oncoming horde.
I guess flooding the area with water could end a fight.
How do I assign war animals to my soldiers? Wiki says they can be assigned, but I can't really find anything about this...
Its on unit preferences (v - p) under w to assign (available) hunting and war animals, wherein they'll become a forced personal pet.I can't see the preferences option, pressing p does nothing, and if I press enter there's no menu either, only a big list of descriptions and thoughts and preferences...
Locate the dwarf you want to assign animals too. ( or find them trough the unit list and zoom to them using z)Ohh I see I was thinking about wrong view thing! Thank you for clearing this up for me! It's working now :)
Then press v - p - e, and your valid animals can be assigned.
You can build a well on an empty channel and bring water later. As for bringing the water and dealing with pressure: DIAGRAMS below
http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876 (http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876)
Oh, and another question in addition to my farming one: My farmer's keep making thread out of hair that I think they get from the refuse pile, and it's not getting stocked in the cloth pile, nor is it labelled correctly - it's not "[Animal] Yarn" but "[Animal] Thread". Is this thread useless and a glitch or something?
So ever since I started playing again I've been constantly harassed by claims of not having any seeds for my plump helmets. What change is it that has led to this trend? It used to be that you'd never run out seeds once you planted a single mushroom (I guess it was pretty broken that way...). Is return rate of spawn now dependent on Plant skill or something, maybe?You can build a well on an empty channel and bring water later. As for bringing the water and dealing with pressure: DIAGRAMS below
http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876 (http://www.bay12forums.com/smf/index.php?topic=169998.msg7723876#msg7723876)
None of your images are working for me.
I plan to build a underground well, but I'm not sure if its flood- and siegeproof
So ever since I started playing again I've been constantly harassed by claims of not having any seeds for my plump helmets. What change is it that has led to this trend?
My farmer's keep making thread out of hair that I think they get from the refuse pile, and it's not getting stocked in the cloth pile, nor is it labelled correctly - it's not "[Animal] Yarn" but "[Animal] Thread". Is this thread useless and a glitch or something?
Thank you very much!
Does it carry syndrome? If it doesn't, I guess that's as mundane as it can get in an evil biome.Rains are coded as individual substances. If you look at an uncompressed save and search for "[INORGANIC:EVIL_RAIN_", you'll find the substance and its accompanying syndrome. This is called later in the file (search "[INTERACTION:REGIONAL_"), the specific line being either [IT_MATERIAL:MATERIAL:INORGANIC:EVIL_RAIN_1:WEATHER_FALLING_MATERIAL] or [IT_MATERIAL:MATERIAL:CREATURE_MAT:ELF:INDEX025:WEATHER_FALLING_MATERIAL] (with the 'evil rain' number and creature changing as appropriate).
I don't know, I abandoned that embark before my dwarves would come in contact with the rain. I was hoping to get a reanimating biome.The region that rained elf blood also reanimated, so those two things aren't mutually exclusive.
The region that rained elf blood also reanimated, so those two things aren't mutually exclusive.
No, they can't. They are both SHAPED - and only one item with this tag can be worn on each bodypart at the same time.
Anyone know how to turn off Aquifers ?If you have a Lazy Newb Pack, there should be a button that sets Aquifers to OFF. If you're playing vanilla, go into the game folder, then the "raw" folder, then the "objects" folder. Using your computer's text editor, open the "inorganic_stone_layer.txt," "inorganic_stone_mineral.txt," and "inorganic_stone_soil.txt" files. Everywhere you see [AQUIFER], change it to (AQUIFER) and save. There's a guide on the wiki here: http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Text_editor_.28All_operating_systems.29
Q: Doctors (or patients) like to leave cloth, thread, and sometimes soap just lying on the floor or bed of the hospital. Does this interfere with the usage of said resources or of the bed or operating table that has stuff on it? Dumping doesn't seem to clear it up. I haven't tried shutting down the hospital, dumping it, claiming it, and then re-opening.It will not interfere with the use of those items and those items will not be used for weaving, bathing, or mitten-making just because they are not in the hospital's storage container. Once the hospital is set up, it "owns" those items even if there is no storage container. The value of a hospital storage container is that the dwarfs put all the items in it, cleaning up the visual clutter and keeping it nearby, but that type of job is probably low on the priority list.
As far as I know you can't sell animals at the caravan yet. Something about dwarves letting said animals out of their cage when told to haul it to the depot. Being big does help in battle so I guess guard duty is the better option if you aren't short on meat/bones.
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death. I built a cage, designated it a jail, for use for justice, great.Some dwarves will loiter around hospitals and jails for some reason.
Now, a bunch of dwarves are hanging around it. I checked to see if it was possibly set as a Meeting Hall, but no, it was not. Do dwarves just like to gather near jails?
I built a cage to serve as a jail after my latest fortress had its first destructive tantrum and I wanted to avoid the vandal being beaten to death. I built a cage, designated it a jail, for use for justice, great.Some dwarves will loiter around hospitals and jails for some reason.
Now, a bunch of dwarves are hanging around it. I checked to see if it was possibly set as a Meeting Hall, but no, it was not. Do dwarves just like to gather near jails?
Is there a way in the stock game to remove a bunch of buildings at once?
Does designating an occupied cage for dumping still strip the occupants of their equipment? It never seems to work for me. I see the items marked for dumping in the stocks page but no one ever comes to take them away. Meanwhile, if I mark a bunch of stones for dumping, the hauling train shows up right on time.Did you claim the equipment? To strip equipment, I usually 'd' 'b' 'c' on the stockpile, then 'd' 'b' 'd' on the stockpile, then go to each cage with 'k' and 'd' to un-dump designate it. This claims all, dumps all, then un-dumps the cages. If that is not working, make sure you have a dump zone. If you create a dump zone first, near to the stockpile, the dwarfs will have a shorter walk to dump it all.
This got some of my dwarves killed on an earlier fortress and I want to make sure I properly strip the goblins naked before opening them up to the firing squad next time.
Did you claim the equipment? To strip equipment, I usually 'd' 'b' 'c' on the stockpile, then 'd' 'b' 'd' on the stockpile, then go to each cage with 'k' and 'd' to un-dump designate it. This claims all, dumps all, then un-dumps the cages. If that is not working, make sure you have a dump zone. If you create a dump zone first, near to the stockpile, the dwarfs will have a shorter walk to dump it all.
Do dragons still sometimes have children in the worldgen?
I noticed that on small maps the dragons are very often same gender as if to prevent this from happening.
I'm using Meph's tileset - including the launcher that comes with it. I'd like to gather fruit since that's what all my early forts have lived off of and I'm hoping for success in the plant-gathering industry here, too.If you are not able to build stepladders, you can also pick directly from trees by putting a plant-gathering zone directly in the tree and providing access to that level of the tree (a staircase or ramp adjacent to the tree). If your dwarfs stop moving in the tree (even though the path down still exists), deactivating the zone will free them.
Trouble is, I don't know how to make a job order for stepladders since searching for stepladders brings up nothing. Are they called pedestals now or something?
Trouble is, I don't know how to make a job order for stepladders since searching for stepladders brings up nothing. Are they called pedestals now or something?
An unmined rock or stone tile is a naturally occurring solid aggregate of minerals.so I'm at a loss here. I'm on a starting embark, so only shale and cinnabar to test here (I want to set a make blocks work).
Now I have a silly question, I do not get the rock versus stone difference?
Turns out I am having humans as a civilization. Which feels a bit strange, but, yeah, the game's messages say humans, and checking the description describes each fortress member as a "Medium-sized creature prone to great ambition". I dunno if those need stepladders to climb trees.
RAW modification ([site controllable]) / buggy RAW collapse cascade or likely some wierd w.g shenanigans.A check of the Civilizations page reveals that the only two civilizations present are both human.
* The difference being that motivations and how wars pan out when the player is active in the world in charge with a fortress or playing as a adventurer differs to world generation. They play much more smoothly, wheras worldgen wars tend to be mosh-pits, so usually its better to play early and for a long time in order to get wars/megabeast attacks that are balanced and fair in terms of how the raiding system works.
I can't say for sure, maybe releasing it as a bugged save on DFFD might help diagnose the problem or running it through the 3rd party legends viewer.
Have you tried moving them to the firing stand? Dwarves don't discern whether they are using melee or ranged weapons when pathing to target(unless that changed in some update), so if they can't get into punching range they think they can't get into shooting range either.
I know this is a very newbie question but... what the hell is going on with how dwarves fail to do anything when it comes to cutting down trees? You designate a dwarf where its highest skill is woodcutting but he still does nothing, even when turning off "labors" and "misc" and have many axes but nothing changes. Just... why?
So... to compensate, should I just make more melee weapons so the archers use that instead of trying to beat things up with bows?
So... to compensate, should I just make more melee weapons so the archers use that instead of trying to beat things up with bows?
You could assign a dwarf both a crossbow and a melee weapon (and no shield), then they will attempt to hit the enemy with both after they have closed into combat. A silver or steel hammer is a good choice.
Is there any way to venture further than the borders of the world? Or are you just "locked in" that square space?
Here is a dwarf with both an axe and a crossbow in combat:You could assign a dwarf both a crossbow and a melee weapon (and no shield), then they will attempt to hit the enemy with both after they have closed into combat. A silver or steel hammer is a good choice.
Dwarves can't multitask like that, the specifics of things being strapped onto them is unknown but generally the crossbow is large enough to always be in the hand, they'd have to drop it to switch. Or never pick up either weapon at all.
I prefer to give them bucklers if anything at all, they least can hold onto those i think in the offhand. A fair amount of doging, archery and crossbow skill and they'll just kite enemies relatively up close.
My dwarfs get their civilian clothing, plus a breastplate and mail shirt on the torso, before they add hand-helds and sometimes food containers, so they do travel much lighter. I would add extra mail shirts but rarely have the metals.
Is there any way to expel an insane dwarf? I don't want him to die of dehydration or something inside my fort's walls.If all else fails, I think you can keep him alive by catching him in a cage trap and having other dwarves take care of him. (You can do this by hitting him with cave-in dust while he's standing on one.) I've heard you can also falsely imprison insane dwarves by sentencing them for a crime someone else committed (e.g., starting brawls, tantruming,) and being insane prevents them from ever being released.
If I "Expel" him via v-p-e he stays in the fortress running around babbling anyway.
Is there any way to expel an insane dwarf? I don't want him to die of dehydration or something inside my fort's walls.
If I "Expel" him via v-p-e he stays in the fortress running around babbling anyway.
GCS aren't hostile, they need a military unit to trigger it. Try using a goblin or some other invader.It says "Hostile" here though -- http://dwarffortresswiki.org/index.php/DF2014:Creature
It says "Hostile" here though -- http://dwarffortresswiki.org/index.php/DF2014:CreatureYeah it does. Some stuff happened back when various levels of seriousness were added to combat and now GCS aren't looking for trouble. They won't try to web creatures not in lethal combat, it seems, and they aren't particularly concerned about civilians. Your soldiers tough are definitely trying to kill it, so the combat level raises and they start webbing.
My guys refuse to equip weapons, specifically halberds.
My guys refuse to equip weapons, specifically halberds.
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Any ideas?
Would people care if I made one? Also, my last fortress was absolutely obliterated by the outbreak of a werelizard. Is it only bites that cause spread it around? Or attacks in general?Bites
Would people care if I made one?Generally speaking on any <>, not much - but there's just not many people who would look. Look for the amount of interest your average mod/utility gathers; a whole handful of different people is probably above average. Do what you want; if others like it its a nice bonus.
And the best way of dealing with bitten people is to put them in a squad and lock them somewhere forever? Killing them once they transform? Can they ever be cured?5) Use them as anti-syndrome warriors, as the transformation cures that (don't let them see each other transform, though).
I'm sorry for this barrage of dumb questions but...I would send my better soldiers to take care of it, assuming the better soldiers are good enough to deal with the threat safely.
If there's an attack going on somewhere in my fort and only not-so-good fighters are trying to fend the enemy off, is my best bet to create a "point" and send my squad there and hope that helps?
If there's an attack going on somewhere in my fort and only not-so-good fighters are trying to fend the enemy off, is my best bet to create a "point" and send my squad there and hope that helps?Because you do not have the knowledge yet to assess if your squad will be able to win the fight, you should assume the worst and both send in the squad and begin walling off the remaining civilians (using every bit of Fleeting Frames's and Ulfarr's posts).
There is a great need for contingency planning in DF.I don't need to setup the bridge before breaching this layer, what's the worst that could be outside this wall anyway?
2). Are these citizen corpses, or non-citizen/animal corpses?These are non-citizen corpses. They're all random animals that jumped in the walls and got killed. I even added extra refuse stockpiles and my dwarves have been walking right past them for months. No matter what I tell the dwarves, the game just keeps going "nope, you can't move them. sucks d0000d."
Citizen corpses will be buried in any available coffin if they are accessible - do you have coffins available?
Non-citizen/animal corpses should be taken to a Corpse or Refuse stockpile. Do you have these stockpiles? Also, are the corpses inside/underground, or outside (check with 'k')? If outside, make sure to set your 'o'rders to allow dwarves to dump outdoor refuse - otherwise they will ignore any refuse-hauling jobs for outdoor items, whether putting them in refuse stockpiles or dumping them.
And re: were-infected dwarves - be wary of killing them, at least with militia, since doing so can start a loyalty cascade.
I also keep the SoundSense command line output open and this allows me to eyeball the text when I want to know specifically what caused a sound, so can see if it is something unimportant like hunting or an FB eating a crundle, or something important like a werecreature killing wildlife on the edge of the map, or that jabberer biting the leg off your web-collector.Announcement Window can also help.
- Have a more obvious target for the enemies they'll die trying to get to.Do platinum statues do the job? I have more than enough of that metal.
I've just set the manager to have around 40 of every type available. This means, there are always at least 40 rings, earrings, scepters, crowns, bracelets, amulets etc. available. Yet most of my dwarves are dejected after not being able to acquire. It's right there next to the central stairway, folks, just grab one...Have you tried tinkering with what labors are enabled for which dwarves? This... sort of helped with some issues I had with dwarves not making very important armor when they're supposed to. Changing stockpiles around never solved anything for me, because if the dwarf is being a doof and ignoring things in front of them, changing the stockpile to the other side of a doorway didn't help.
What are your approaches to this issue? Do you shift your crafts stockpile around the fortress every other week? Do you just ignore the whining for "shiny"? Are there other ways?
Do platinum statues do the job? I have more than enough of that metal.
1.) When I make coins, what am I actually able to do with them..?
2.) How can I prevent climate control in the real world? ={
3.) During military training, are wooden weapons used automatically if they're in reach?
Are level 7 water tiles still dangerous if there's a ramp in the water? I made a moat but forgot to remove the ramps.
The "number of beasts" you can set before generating a world... Can that control werebeasts as well?For a "no weres, no vampires" worldgen, use in init/world_gen.txt
I have two barons in my fortress. Look at this image.So those are the physical rooms... are there room designations inside each one? Did you 'q' a throne and make the room into an office, assign it, etc. Are any of those room designations overlapping? Because that greatly reduces room value (http://dwarffortresswiki.org/index.php/DF2014:Room#Quality). I ask this way because that looks like gold furniture, so you should have seen some boost in room value on the noble's screen. More tips to boost value are in that wiki link.Those two rooms at the sides are a bedroom and dining area. Look how much expensive stuff I put in there, and the room values will not. go. up. What am I doing wrong?Spoiler (click to show/hide)
How useful for siege buildings against incoming enemy sieges? Or are those meant for attacking other civilizations?2011 talk about ballistas versus goblin sieges:
Anyone have any idea how to increase the odds of some hillocks or other sites to spawn as linked to your fort?
When you have caged enemies, do dwarves periodically feed them? How do they stay alive for so long? And yes, I know some creatures don't need food.
It's worth noting that cages effectively work as stasis chambers, as (iirc) they don't breed or breath. Aging to an extent, as I remember puppies aging up, but not many animals dying in cages.
Creatures who don't belong in your fortress won't dehydrate or starve, and this includes caged prisoners or wild grazers.
On "doesn't breed in cage", note that while this is true, already pregnant creatures in cages will give birth (and have the results be inside the cage) as well.
Haven't played since before raiding was introduced but struggle to find a good overview on the subject.Thread on raiding, can attack neighboring dwarf civ also.
How well equipped and trained should a squad be before sending out?
Males in cages do not breed fine. I too have heard the legend of "turkey gobbler cage surrounding 8 nestboxes", but relations-indicator is quite helpful in making sense what actually is happening: The hen gets pregnant beforehand, and will remain pregnant for six months, during the time any eggs they lay under the pet cap will be fertilized regardless of where the gobbler is; I've gotten 2 batches of turkey chicks out of a single gobbler I butchered (along with every other gobbler) before the first set hatched.
But I don't base it on just script; in my 43.03 fort I confirmed it in-game with giant wrens, with caged male (built in center) and uncaged females pastured first, then with nestboxes added, all the resulting eggs were unfertilized. I had to release the male giant wren from cage before I could get fertilized eggs for wren chicks (who I tossed into cage eventually, as they displaced some of my dwarves on top of walls they couldn't get down from).
I'm not sure how item teleporting would affect breeding naked livestock anyway
Can't geld reptiles though.
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed? ::)Diplomacy bug report:
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed? ::)Diplomacy bug report:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11051Spoiler (click to show/hide)
I had this embark next to a lake, just now, and for no reason whatsoever a huge mass of water got generated on the land and swept my dwarves into the lake to drown, immediately. Could it be that the tree trunks were considered an aquifer or something?Your third group? Did it happen for your 1st group, or only for the 2nd and 3rd groups?
EDIT: So it was just really big mass of water - as if lake water was generated in the land. Very strange. My third group got swimming skill for starters just in case and seems to be holding, so far.
Tarqeq: I believe you've found a lake air biome. Merely believe, as oddly, I haven't seen this sort of generation happen myself, but you can check with showbiomes (http://www.bay12forums.com/smf/index.php?topic=160856) dfhack script.Interesting! Never heard of it, before! Thanks for the tip!
All seven drowned... twice, because they always died before the flood ran out of steam, so to speak. Turns out spawning on a peninsula surrounded by lake and large mass of water coming from the land can be detrimental to your health.I had this embark next to a lake, just now, and for no reason whatsoever a huge mass of water got generated on the land and swept my dwarves into the lake to drown, immediately. Could it be that the tree trunks were considered an aquifer or something?Your third group? Did it happen for your 1st group, or only for the 2nd and 3rd groups?
EDIT: So it was just really big mass of water - as if lake water was generated in the land. Very strange. My third group got swimming skill for starters just in case and seems to be holding, so far.
A very newbie question but... Is there ways to help prevent tantrums? I've given dwarves everything they could ever want and there's enough alcohol in my fort to sustain 4 more fortresses. Does the game just decide, "It's time to make everyone insane, R.I.P. the player's fortress. sux d00d!!" or am I doing things wrong?
Also, has the idea of "a dwarf can be a psychologist to help prevent tantrums" been suggested before?
Hi there. I just had a dialogue that I mistook for the yearly elven tree-chopping limit dialogue. So I pressed "a" without reading the dialogue. In the last moment before the screen flashed away I saw the last line of the dialogue was "[...] become legendary", so it wasn't the elven diplomat, but something else.
As far as i can google, this was a nobles' request to retrieve an artifact, but I can't find any mission on my civ screen or a demand on the nobles screen.
Can anyone off the top of their head hint to what that dialogue was and where I can find the details to what I have probably agreed? ::)
A very newbie question but... Is there ways to help prevent tantrums?Using Dwarf Therapist to rename the most stressed citizens, and giving luxury rooms
Niblar Bimbudar renamed to "Carp[enter] hero stres[sed]" or "dig doc depress" or "stres mug mil[itia]" so know to remove them from admin tasks and militia squads.Using Dwarf Therapist to rename the most stressed citizens
What do you mean by this? Just simply renaming John Doe as STRESSED DOE No. 1 or something, so he is easier to identify?
Is there - aside from the Object Testing Arena - a "creative mode/mod" for this game where I can build and spawn anything at a whim? Not exactly for fun, but to better understand the game's mechanics?That is what the Object Arena is for
No, I mean like, able to customize anything. Am I able to add workshops, walls, floors, pumps, all that stuff?Is there - aside from the Object Testing Arena - a "creative mode/mod" for this game where I can build and spawn anything at a whim? Not exactly for fun, but to better understand the game's mechanics?That is what the Object Arena is for
Functionally, the point of smoothing and engraving is largely to give happy thoughts to you (the player).
it's just for pitting creatures against each other with customized skills and equipment, there's no fortress-style building involved. I was really hoping for a pure no-limits "Creative Mode" like Minecraft has.
I was inferring that there's less dwarfpower costly ways to increase room value than engraving, being that the latter is ~equivalent to 1 piece of furniture of same material and quality per tile.I hear ya.
...my dwarfs refuse to attack it when given the kill order. I even stationed my dwarfs next to it and now they are just standing there in the corridor. Next to a giant blob.
Seems so, but them having population and you being what they wish to attack most is also important (though you can amolieorate that with raids in .44). I think fort population also matters, given how there's two "lower tiers" sieger caps in memory based on what you set it at.
Do your dwarves have rooms? I tried a communist fort once, where no one owned anything. It didn’t work too well
Similarly indirectly, if they're crowded together with dogs, the dogs may attack them due overcrowding, and this may make dwarves upset.you won't believe how long it took for me to realize there was a reason my dogs would attack their puppies.
Do animals with shells or really tough hides have sort of realistic more-than-average "immunity" to some damage?Most creatures have layers, of muscle, fat, skin, and some have additional growths (hair, horns, scales, shells). Each layer represents an obstacle to whatever is attempting to damage the creature. You also need to consider the size of the creature, because this effects the thickness of the layers on that creature.
You know when a liaison sets up the "priority" for items they want? Is there a way to go back and check that?It is in the civ screen... 'c', 'c', then pick that civ and look around for the trade agreement info.
I've now produced somewhere of >50 stepladders as they keep getting stolen by birds. How do I get my dwarfs to stop leaving them out there.
Some of my dwarfs ain't quite so happy on all those masterwork pieces being stolen.
Of course, while harvesters are harvesting plants while standing on a stepladder, it is marked TSK to exactly prevent that:
Oof even fucking coinstar's broken. I thought that might replace the spears, which I heard can work out with the right armor and 5 cloaks. I figured I'd do coinstar as everything I saw about the spears (my original go-to due to simplicity) suggested even with armor you're likely to get muscle damage or other injuries that stack over time.When dwarfs are in the tavern with listen to story jobs, they will stop when there is other work to be done, so the problem is with determining why they are not doing those other jobs.
Which is a shame as I was really hoping to give my military training a boost.
May try out that minecart thing, got a link to a general theory/guide on it?
Hm, well the idea is that I would be retiring, creating a new fort and setting that up, retiring that, and going back to the first one. The whole point of it is to get an associated fort that is closer to another civ in the hopes that I can become economically linked to those sites through my secondary holding. I probably am misunderstanding that system entirely.
Currently I'm having some issues. My animal trainers aren't doing much training, my butchers aren't butchering the animals, and my tree-cutters aren't cutting. I also don't seem able to designate one specific tree for cutting which is bothering me, as I thought it might be markers, but no matter what I do the color of the trunk doesn't change to show it's designated. Others change, but I don't think they're actually getting cut down.
People are also really fond of listening to poetry or stories in the tavern. I'm thinking of turning it as a location off, but I don't know if that will help at all.
edit: for the tree thing I'm going to try a mass cube un-designation, but I think I already did one of those through the bulk cutter window
edit2: It worked 🎉🎉🎉
edit3: forgot butchery requires a tamed animal
Do metal wheelbarrows carry more than wooden ones?No. They have the same tool definition and the same
Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal fulfillment jobs generally come in two varieties: low-priority (indicated by green text, e.g. Listen to Poetry), or high-priority (magenta text with an exclamation point, e.g. Pray to Lorsïth!). Low-priority jobs may be cancelled to undertake a fortress job. High-priority jobs will not be cancelled for fortress jobs.
Are "good" biomes the rarest of the three? They appear in generated worlds about 1/6 of the time for me.Same rarity as evil, in vanilla DF. For example: large island worldgen has
Do those minecart rollers need a powered gear assembly on them? I attached one to a roller but nothing happened and now I'm sad. ={A roller needs two power per one length of roller.
You know how the max world size is like 257×257, just out of curiosity, is there any way to make that bigger?Nope. A 257 x 257 world is already the size of Earth's moon, or the state of Maine.
I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.Got enough empty barrels? j-m-q wooden barrel, j-m-q rock pot, the job manager queue commands.
Undwarfy solution: give them water :PI have 4 wells installed, so they have no reason to die of thirst. I solved the problem by just adding more plant gatherers and requesting extreme amounts from anyone I traded with.
I have extremely little alcohol left, and though I do see some plants and such in my stockpiles, I'm not able to brew any more alcohol. I got dwarves plant collecting like hell but still no luck. Is there another solution or am I just boned.Are you using the right brewing job? There's one for tree fruit and one for everything else.
I'm getting very tired of seeing job interruptions being spammed and constantly scaring my animals away. That crap is almost game ruining.Can place animals in a secure soil-cave where cave grasses grow, very safe from critters there. Can dig up from your main food pile, to soil, and park animals & shearing & milking & butchering in the secure soil cave.
Has anyone here had a successful fort (at least for a good chunk of time) in an evil biome?
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Has anyone else had trouble with dwarves getting killed during sparring matches? I have a bunch of Mace Lords sparring, and one of them just dodged only to end up dead:
The Mace Lord's upper body takes the full force of the impact, but it is deflected by the Mace Lord's *bronze breastplate*!
The Mace Lord's throat takes the full force of the impact and the part splits in gore!
A major artery has been opened by the attack!
The Mace Lord stands up.
The Mace Lord is no longer stunned.
'Soldier' Akrulnosing, Mace Lord has been found dead.
He died on the same level as the barracks...
...it's surrounded by double thick walls to prevent dodging through them.
He died on the same level as the barracks...
By that logic, most fatal falls happen in a hospital.
Has anyone here had a successful fort (at least for a good chunk of time) in an evil biome?
Is there a way (either in vanilla or through DFHack) to know before embarking whether the site will have frequent rains?Tropical dry forest might have less rain. https://dwarffortresswiki.org/index.php/DF2014:Biome
I'm not sure if I'm just choosing the wrong sites/biome, but in 9/10 forest biomes it seems to rain endlessly.
edit: Suggestions for other types of biomes are welcomed, my main concern is the availability of trees (without having to open the caverns if possible for RP reasons).
Is there a way (either in vanilla or through DFHack) to know before embarking whether the site will have frequent rains?
... my main concern is the availability of trees...
You know how you can save your own embark setups? Where is that saved? Like, which folder?
Don't worry it's not Zippy spamming this thread again. You know how DFhack tells you which animals are starving? How do I find those exact animals in-game?
Does dead creature set off a pressure plate? Suppose there is a creature restrained on a pressure plate. Can this be used to set off reaction when the creature dies?
Considering beasts and titans (which are beings that physically exist in the world) can be worshipped, would it be possible for a powerful enough dwarf, human, elf or goblin to be worshipped too, given enough time?Not as far as I know.
1.) Are doctors able to operate/heal themselves or does another doctor have to be present?1. No, they just rest if they're injured and a hospital zone exists.
2.) Does having matching deity statues in temples make a difference? I've never seen it mentioned in a dwarves thoughts.
That's true,blocks make smooth walls, which are harder to climb. Even smoothed cave walls.Especially smoothed cave walls. They're completely unclimbable. But sometimes you don't have a natural wall where you need one and is isn't always practical to cast obsidian.
The dwarfs are attempting to haul the kitten to whatever pasture or cage it was assigned to, but they cannot path to it (maybe it is stuck somewhere due to combat?).Most likely climbing up and down the cavern walls just for the lulz.
I'd use military menu civilian alert before that, since that will cancel jobs with forbidden area.I can make him move around a bit by doing that, but the second I put alerts back to normal, the guy goes back to just standing in one spot, obsessing over a job he'll never do - spamming the announcements by the 100's in seconds.
Can you cancel it from the [j]obs screen?I cannot. And hurting him doesn't seem to do anything either.
Have they already been removed? Try building a bed right next to one of those and see if any of the available beds are 1 distance away. I ran into that before, as once they have been removed, if there is no stockpile for them to fit into, they'll just stay put, but still show up with k, though not with q.
When did we lose the native gold floors and such? There used to be hematite floor after you mined out hematite, these days it is just default stone type for the layer.
Is there a reason for the change? Can it be reenabled?
Might be misremembering, but it supposedly is planned to get worked out along with 3d veins later.
The dorfs in my melee squad have a bad habit of not equipping their weapons, even though I just set up a steel weapons-only stockpile not far from their barracks. What can I do about this? (When I check on my squad screen, there is a green checkmark next to each dwarf's weapon, but then I look at them in the barracks and most of them never have a weapon equipped.)
Sorry, I don't know where else to put this. What is the max avatar size on this forum?80x80
Then why is your avatar 100×100?Sorry, I don't know where else to put this. What is the max avatar size on this forum?80x80
Then why is your avatar 100×100?Anything over 80x80 gets scaled down.
Why does the world generator favor single poles over doubles?
Quick question...I would be wary about a wood (or other non-fire safe material) bridge. The center tile of a bridge is susceptible to heat, even when the bridge is closed and that tile becomes open space.
Are constructions made from Non-magma safe materals (like a microcline bridge) safe from magma-mist?
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So my questions are as follows:Climbed a tree, probably. Also stepladder-fruitpickers get stuck in trees and starve. Build ramps for the scaredycat person or cut down the tree.
Why are they apparently starving themselves to death in the cavern?
My staircase was like (all built using "down" stairs). I assumed "down" works for "up" too).Designation menu: d-i dig the "up and down" tile for simplest stairwell (which may slow pathfinding, ramps are faster).
Is a one space stair/ramp enough per level?Yes. You can link 100 levels of fortress using one up/down staircase straight through the middle of it (but it is advised to build floor hatch every few levels due to falling risks). There are more reasons why players build different types of stair/ramp systems, but one per level is enough.
Is there a reason the up/down/both stairs exist separately?Yes. Consider that moving between z-levels requires a "link" in each tile. You need an "up" stairs in the tile below a "down" stairs, to allow a dwarf to walk between the two z-levels. An up/down stairs can allow access between the z-level above and the z-level below.
Is there a reason the up/down/both stairs exist separately?
You can force creative traffic patterns by using only up stairs somewhere, and only downstairs somewhere else.
Hey, does legends viewer still work? is there a new one? and dwarf therapist?
Is there a workaround for the bug where any tile that a tree grows into is marked permanently impassible, even after you cut down the tree? I get this all the time trying to build roofs and other structures on top of buildings. It's worst when the tree leaves logs on top of my walls, because I'm usually designating block construction rapidly and don't realize I've told it to build things out of the logs, which then are never built because there isn't a path...except that there is. Little help?
A few times I had buildings stall during constructions. (a) One time the announcements mentioned the area was not clear. Is that a bush, stone, or other obstacle and how can I clear it?
(b) Another time a carpentry workshop stalled just waying "carpentry" required. I built another one and canceled the original. Was that likely some obstacle in the way or do the dwarves give up on buildings that have some temporary obstruction (skills, needed things of other kinds)?
What should I think about when making staircases down?
My staircase was like (all built using "down" stairs). I assumed "down" works for "up" too).
I tried to make a refuse/garbage tip using the same kind of rectangular selection that works OK for digging i.e. select the start square then move to the end point and select (enter) again. It didn't make a rectangular shape indicating success. Does it work in another way?
I had trouble growing plump helmets in a cave. Is the floor the problem? I guess I should be looking for a muddy floor? or is any floor type OK?
When you guys get a werecreature in your world and you don't feel like dealing with it... do you DFHack exterminate it? Or tough it out and attempt to kill it?
you are my heroHey, does legends viewer still work? is there a new one? and dwarf therapist?
Legends Browser is a great alternative for DF'ers on non-Windows machines.
Should I set up an underground fishing area?
I have a surface pond, one level above ground, close to.my fortress. There are 8-10 squares of water with level up to 3.
Should I somehow dig a sufficiently deep pool under this, with a one level gap, and the breech the pool to fill up my artificial pool?
What is the mechanism for this?
Can I breed cave lobster and cave fish? I brought some with me.
My dogs died before breeding. Sigh...
A migrant turned up with a puppy of the opposite sex of my remaining dog. So fingers crossed.If you create a pasture indoors, and add the puppy and dog to it, they are more likely to survive to breed.
I am trying to irrigate an outside space to make mud for farming. I designated it as a pool. Made loads of buckets, which are still on a stockpile, designated several water collection areas (by making a big area which encompasses natural stagnant water sources) and endured that there are plenty of guys with water hauling without other jobs [I didn't need to do anything as there were already]. But no one is bringing water to that spot. Any ideas?The area designated as a pond needs to be an "empty space", meaning it has to be 1 z-level above the floor where you want the mud. If dwarfs can walk on the tile that has been zoned as a pit/pond, they will not throw water into it. But, are you sure you need the mud to farm? Usually you can just 'b' 'p' to build a farmimg plot in the surface's dirt, and only need to add mud if there is no dirt available in the first place. Check out the wiki (http://dwarffortresswiki.org/index.php/DF2014:Activity_zone#Pit.2FPond) about ponds and about farms (http://dwarffortresswiki.org/index.php/DF2014:Farming).
How do I bring water down near to my hospital? I guess I somehow dig a deep hole, deep enough to hold all the water, and put a well on top?You can do something like that, there are different methods. A "deep hole" method I have used is to 'd' 'h' to designate two tiles for channelling, then '>' to descend a z-level and 'd' 'h' to designate one more tile for channelling. Once it has been dug out, build floor grates on top and zone one of the grated tiles as a pond. Dwarfs should attempt to fill the tiles below with water, providing clean water close to the hospital. There are many variations of how to do this.
How do I bring water down near to my hospital? I guess I somehow dig a deep hole, deep enough to hold all the water, and put a well on top?Basically that, but you will probably want to bring the water with a pump to "clean" it first, since the above ground pools are stagnant water which increase the chance of infection when used to clean wounds.
Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.There is no way. The "altar" tool is for worldgen and adventurer use, like bowl, ladle, cauldron, boning knife, pouch, and helve.
Is there a way to place the new Altar furniture for temples? Do we have to wait until their value reaches a certain threshold? It doesn't show up in any build menus no matter how hard I look. You can craft them but do nothing with them, it seems.There is no way. The "altar" tool is for worldgen and adventurer use, like bowl, ladle, cauldron, boning knife, pouch, and helve.
Hm. Seems very strange you're able to build it in fort mode, then, unlike all those other tools you otherwise need to trade for.
Quote from: clinodevAre altars and dice meant to be adventure only, or for both modes? In fortress mode they can be bought at embark, made in the craftdwarf's workshop, and found in reclaimed worldgen forts, but altars at least cannot be built in fortress mode.They are adventure mode things mainly, the active parts, but I wanted the furniture available for placement in fort mode to get that side of things started (even if dice rolling would be way too disruptive there for now.) Looks like the placement bit is not done then, and that's a bug.
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Ocasionally there is an evil mist in my fortress (part of the region is on a sinister area) but they appear to have no effect upon people and animal caught by it. It is a bug or there is !!FUN!! waiting to happen?
Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?It's used as a requirement for promoting your fort to barony, etc.
Oh, here's one I haven't seen before. What does it mean when a site outside your fortress is "economically linked to you" and apparently relying on your fort for their prosperity and such?One can assign a messenger (like one assigns a temple dancer, locations menu) and request more workers from ally sites. And yeah barony chance comes with such prestige.
I have intelligent undead citizens who play nice and do their jobs, but I cannot edit their labors. Is there any way to change this?Maybe in a few years of residing, they'll get full citizenship status.
Can the player character who has joined a fort be made to marry?[/b]Hi, welcome to the forums!
Can adventurers who belong to a civ that bans using products made from sentients, use their own webs to make silk?
"their own webs" sounds like a modding question.
I guess the silk material does not have [IMPLIES_ANIMAL_KILL] tag.
I don't know if web gathering and past that is possible in adventure mode.Any adventurer that can get on a tile with web, without getting webbed, can then pick it up. (Need an empty grasp or it gets picked up as web. Non-spider creatures can jump onto the tile without getting webbed.) However, they can't then use any thread without a mod.
I didn't test it, but would ask, did you bring less than 100 bolts and if you do 'm' 'f', were your bolts already assigned to the hunters?You hit the mark. They were assigned to hunters, even when I had no hunters. Wasn't aware of that ammunition assignment mechanic before.
Did backpacks in Adventure Mode recently get more realistic limitations? All of the wiki articles imply that you can fit all the stuff you want into a single bagIf both hands are full, picking up another item puts it directly into a worn backpack. There is an ancient bug that doing this ignores the limit of how much a backpack can hold.
If both hands are full, picking up another item puts it directly into a worn backpack. There is an ancient bug that doing this ignores the limit of how much a backpack can hold.
The combined weight of all items will slow you down if it's more than an amount determined by your stats. (Strength mainly.) The more you carry the more it slows you, up to a point at which you can't get any slower. That includes items you are wearing, though the Armor User skill will reduce that some for armor.If both hands are full, picking up another item puts it directly into a worn backpack. There is an ancient bug that doing this ignores the limit of how much a backpack can hold.
But what's causing my speed to so dramatically decrease? A full backpack, or the combined weight of all items? What is the non-bugged limit to the size of one backpack's inventory? None of the wiki pages I can find (I've scoured the pages for adventure mode quickstart, adventure mode gameplay, equipment, backpacks...) even hint at answers to these questions, and the user interface certainly doesn't explain a weight limit. I'm completely lost. My quiver with four stacks of 25 bolts somehow weighs me down more than my backpack full of an entire suit of iron armor and several steel weapons.
Can caged wild animals/animals brought by invaders be sold to merchants?See selling caged creatures (http://dwarffortresswiki.org/index.php/DF2014:Cage#Selling_caged_creatures). :p
Nobody touched on the question of anything in the raws though (maybe raws wasn't the proper term, but I mean in the game's files in general).
Any reaction works.
paper having quality level (that ends up not mattering)
I am so totally confused about Altars/offering places. I have a bunch of dwarves who are pissed they can't worship, so I made and built a number of altars in various spots. But I can't interact with them other than renaming them. is this correct game behavior? Can I designate them for a single deity? How do they work? how are they supposed to work?
I can't find anything about them online either - the df wiki does not have a complete page for them. Thanks!
@Uthimienure: Didn't see the question edited in. Raws are just text files, so you can search them with any text editor I've ever used...But this is probably not what you meant, so you might want to reclarify.
I regularly fill small food stockpiles scattered all over the fort. I just have a main food stockpile by the kitchens, and it's set to give to all the others. As long as the main one is kept from running empty, the rest are always topped off. I also have at least 1 dwarf who only has food hauling enabled.Duh! Why didn't I think of doing the "give" thing? It's something I do in other cases. Thanks!
Edit: The full time food hauler started to prevent prepared meals from rotting in the kitchens, but keeping the other food stocks full is a fairly full time job too.