I found out that while Molemarians may be blood thirsty murderers, both mole men and giant moles are pushovers.So now he's Soul of the Molemen...
Trivial thing: Expedition leaders, it appears, get rechosen at the moment that a dwarf dies, even though the dwarfs don't know about it. A week after a new EL was chosen, the old one got reported as "missing"...
The only thing known to go faster than ordinary light is monarchy, according to the philosopher Ly Tin Wheedle. He reasoned like this: you can't have more than one king, and tradition demands that there is no gap between kings, so when a king dies the succession must therefore pass to the heir instantaneously. Presumably, he said, there must be some elementary particles -- kingons, or possibly queons -- that do this job, but of course succession sometimes fails if, in mid-flight, they strike an anti-particle, or republicon. His ambitious plans to use his discovery to send messages, involving the careful torturing of a small king in order to modulate the signal, were never fully expanded because, at that point, the bar closed.
Trivial thing: Expedition leaders, it appears, get rechosen at the moment that a dwarf dies, even though the dwarfs don't know about it. A week after a new EL was chosen, the old one got reported as "missing"...Quote from: Terry PratchettThe only thing known to go faster than ordinary light is monarchy, according to the philosopher Ly Tin Wheedle. He reasoned like this: you can't have more than one king, and tradition demands that there is no gap between kings, so when a king dies the succession must therefore pass to the heir instantaneously. Presumably, he said, there must be some elementary particles -- kingons, or possibly queons -- that do this job, but of course succession sometimes fails if, in mid-flight, they strike an anti-particle, or republicon. His ambitious plans to use his discovery to send messages, involving the careful torturing of a small king in order to modulate the signal, were never fully expanded because, at that point, the bar closed.
W+++W
W+++W
W+++W
WRRRW
WWWWW
MMMMM
W = wall
+ = floor
R = ramp up
M = magma
You can channel on brooks and the brook tile will disappear. The tile will then become like a normal river.Building a construction (wall, upstairs, etc.) on a brook, and then removing the construction, will leave behind a natural floor (i.e. mud/grass).
So if you want to build a well but you have a brook, just channel on it XD
I discovered that an iron large dagger is actually a pretty respectable weapon against goblins. The one dwarf that had it got about half the kills of the entire military before I was forced to abandon due to the tantrum spiral of losing half my military to a goblin invasion...
I discovered that an iron large dagger is actually a pretty respectable weapon against goblins. The one dwarf that had it got about half the kills of the entire military before I was forced to abandon due to the tantrum spiral of losing half my military to a goblin invasion...So, half of two? :)
It is possible to train war jaguars. My life just got a new meaning.
If only could I put lasers on their heads...
yea I had a war jaguar in my last fort.
I had a cougar, too, but oddly couldn't train that. Also, I couldn't train a kestrel for hunting, which made no sense at all.
On the subject of exotic war beasts, I don't plan to do any unicorn embarks unless I can get trainable unicorns. Since they are good-aligned creatures, do I need to add any extra tags to them?
Does the pet tag have to go above or underneath any specific other tags in the raws, or can you slap it in anywhere?
....I didn't know that migrants were in any way connected to the liaison any more.... I mean, I've had forts where there are two liaisons wandering around waiting for a meeting, meaning two years without any contact home, and yet migrants come and come and come, so I figured that they weren't connected.Just means they haven't heard back, so for all they know it still wants, needs, or is accepting regardless, new residents as far as I can tell. Caravans have probably been less than cooperative too I imagine, as far as bringing crap you needed.
In unrelated news, you can apparently have migrants with no liaison.Civs with no owned sites or only some scattered smaller settlements are still considered "active" in the sense migrants will come or be generated as needed, presumably due to the survivors having moved to unharmed hillocks, human towns, or what have you. Also measn you either lack a king or you dun goofed and need a new one to arrive.
I know it is well known that you can get creatures swimming through fortifications if they are full of water.
I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.
Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.
Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D
With improvements due to being able to clean the water easily!I know it is well known that you can get creatures swimming through fortifications if they are full of water.
I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.
Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.
Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D
seems as though you reinvented the dwarven shower
I created a new marksdwarf squad in 0.40.16. The ammunition page had assigned bolts, thin bolts, long bolts, and short bolts. Seems like a new, unimplemented feature.Nope, it's been there since the 0.40.01 update IIRC... Just fancy names for bolts. They have one for every weapon type, and shields too.
With improvements due to being able to clean the water easily!I know it is well known that you can get creatures swimming through fortifications if they are full of water.
I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.
Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.
Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D
seems as though you reinvented the dwarven shower
I thought the long/thin/short bolts was there in .15, possibly even .14 or before?
Top floor:With improvements due to being able to clean the water easily!I know it is well known that you can get creatures swimming through fortifications if they are full of water.
I have a dorfwash design which includes two fortifications with a pump on top of them, an open space at the outlet, and upramps on the other end, walls around it and filled with 3/7 water you get a handy way to get rid of gunk and clean the water by pumping it.
Sometimes having dorfs sparring on the floor outside of the dorfwash they can teleport entirely through walls (as I can't figure out how they would go up one level and then clamber over the impassable pump tile instead) and get stuck in that square.
Simply ordering someone to pumpclean the water has the added bonus of washing any trapped dorfs back to the ramps so they can leave. :D
seems as though you reinvented the dwarven shower
I thought the long/thin/short bolts was there in .15, possibly even .14 or before?
could you post a snapshot?
Wow, that's super-unrealistic. That would never, ever happen in real life.You mistake my glee for irritation?
He's being sarcastic, seeing as how many times people have gone to war in real life, and it seems to happen rarily in DF.Wow, that's super-unrealistic. That would never, ever happen in real life.You mistake my glee for irritation?
He's being sarcastic, seeing as how many times people have gone to war in real life, and it seems to happen rarily in DF.Wow, that's super-unrealistic. That would never, ever happen in real life.You mistake my glee for irritation?
1) direct promotion from expedition leader to baronThis happened to me... I have an expedition leader and a Baron, just because my pop-cap is only 40 in this fort.
1) direct promotion from expedition leader to baronThis happened to me... I have an expedition leader and a Baron, just because my pop-cap is only 40 in this fort.
Crowded tables used to generate only negative thoughts, but I just saw that a gem cutter who "enjoys the company of of others" became jolly after eating at a crowded table.
A low site, low civ, high savagery pocket world breeds a lot of dead civs and not much else.
Also: My computer can handle an 8x8 embark without slowing down much, but a 16x16 will crash the game when I try to leave the embark screen.
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.
Hey now, them's fightin' words if you're implying DF ain't high end in its own way. Well, not really, but still :P
Crowded tables used to generate only negative thoughts, but I just saw that a gem cutter who "enjoys the company of of others" became jolly after eating at a crowded table.
On the breastplate of caravan guards there is usually an image of the civilization's symbol.
hunh, I thought DF could access 4gb of mem, but I suppose that would be for higher end games.
If it's large address aware (and you're using a 64-bit OS) it can use up to 4GB. However, as far as I know, by default DF is not LAA (there was a mod that enabled it a while back, I have no clue if it's been kept updated or not)
Technically it isn't a mod.
http://www.techpowerup.com/forums/threads/large-address-aware.112556/
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)How did you cut down a tree that was surrounded by water?
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)How did you cut down a tree that was surrounded by water?
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)How did you cut down a tree that was surrounded by water?
Apparently there's a small chance that a woodcutter can break his fucking legs while chopping a tree.
Cutting a cavern tree leaves an empty, not muddy floor tile. EVEN when done in the cavern lake, thus leaving an empty tile separated by invisible walls from adjacent water that won't flow into it. :)
Sounds a bit like this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1981).
I have an unmarried dwarf mom who's got no father listed for her son, and indeed no husband at all, living or dead.Maybe he is destined to bring the balance to the force
Should I be on the lookout for a kid walking across the stream like it's nothing?
How old is your world?
Frankly I'd loose my mind too if I found a river like that.
Frankly I'd loose my mind too if I found a river like that.
Technically, they are known as brooks (http://dwarffortresswiki.org/index.php/DF2014:Brook).
Apparently, Diagnostician trains insanely fast. I enabled the labor on my talented wound dresser/surgeon, and the guy went from no skill whatsoever to adept in one diagnosis operation.That's a bug. A serious one. One that clutters up the medical history list like nothing else can. It basically causes some dwarves to never lose the "Diagnosis request" flag and they will be diagnosed for eternity. This does indeed train diagnosticians incredibly fast though.
And apparently, he's not done diagnosing the poor schmuck.
Maybe her mother was pregnant upon worldgen?How old is your world?
Pretty young, 150 years tops.
Apparently, Diagnostician trains insanely fast. I enabled the labor on my talented wound dresser/surgeon, and the guy went from no skill whatsoever to adept in one diagnosis operation.Its *yet another* bug with the healthcare, where the patient gets stuck in the diagnosis phase and will never get treated
And apparently, he's not done diagnosing the poor schmuck.
Maybe her mother was pregnant upon worldgen?How old is your world?
Pretty young, 150 years tops.
I really do need to get wimpier fortress guard - I was hoping you'd beat up the bad guys, not some innocent farmer who had jack shit to do with not making that one bracelet on time!Dwarven justice at its finest, of course what "bad guys" means is rather subjective...
Anyway, findings:
The victim feels loathing after getting his ass whooped for no reason (and who wouldn't?)
The whooper of said ass felt zealous when it was clobberin' time. (the word was the same color that interest is, if that means anything?)
The mayor is disgusted at the "criminal" not getting jail time, as if possibly being crippled for life wasn't bad enough. And then she has the balls to send out another mandate!
On a similar note to the weasel corpse, I present my trivial finding for the day:
Water buffalo bulls are TOUGH sons of bitches. I'm considering adding the [TRAINABLE] tag to them and training some war buffalo because holy crap.
I have a legendary marksdwarf in the first year; a water buffalo bull has been lying unconscious by the riverside for months now, and my hunter runs up to it, fires all his wooden bolts, and then runs back for more. It has a pulverised skull, but it's no worse than bruised anywhere else. Also, two dogs have been attacking it for three seasons. None of their attacks (hunter included) seem to do more than tear the fat.
Also interesting is that the dogs and the water buffalo are all now "enormous with gigantic muscles," compared to my other dogs which are mostly described as weak or fat, meaning that live training for your war animals could be a thing.
Smoke inhalation is a thing.
Smoke inhalation is a thing.
Must. Weaponize. Just think: A whole new type of trap is within our grasp.
Smoke inhalation is a thing.
Must. Weaponize. Just think: A whole new type of trap is within our grasp.
Also saw more dwarves that were jolly from eating at a crowded table.
I noticed a bed can hold more than one dwarves.
I saw in 40.13 a mother and her child(not baby) sharing a bed.
Or perhaps it was a baby who happened to become a child at that time?
I just got a titan that lives in an evil biome. It has a few differences from regular titans. For one, instead of describing its demeanor, it says it "undulates rhythmically" the way it would for a forgotten beast or demon. Second, it's associated with treachery, the way good-biome titans are identified with stuff like peace or charity (speak of the devil, I've got a hill titan in the Joyous Wilds biome I'm eyeing. Hopefully I'll be able to not bother it.) In a sense, it's presented almost like a FB that walks the surface.
Smoke inhalation is a thing.
Must. Weaponize. Just think: A whole new type of trap is within our grasp.
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?Peace and kindness through overwhelming power
Ftfy.wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?Peace and kindness throughoverwhelming powersuperior firepower.
wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?It's not sentient. It doesn't realize that.
I'm aware of the idiom, but it didn't seem directly applicable without alteration...Ftfy.wait, there are good biome titans? Are they friendly? How can a titan be about peace and kindness while stomping your little Urists' faces in?Peace and kindness throughoverwhelming powersuperior firepower.
Well I notice human caravans sell picks, but they are twice as expensive as those from dwarven caravans.
:o
I just got in a kid who had only a father. Parthenogenesis: not just for women anymore!
Dwarves can walk on water. Don't ask me how!
No I've noticed it too, a dwarf or animal can run across a river if it's not too wide, though it probably only works if the water is a z-level below (more like jumping the river than sprinting across the surface)Dwarves can walk on water. Don't ask me how!
If you mean brooks, then it is normal. Because brooks have a solid surface.
If you "k" the river you'll find there's a downward slope along the bank. It looks like water which is 1-z level below.No I've noticed it too, a dwarf or animal can run across a river if it's not too wide, though it probably only works if the water is a z-level below (more like jumping the river than sprinting across the surface)Dwarves can walk on water. Don't ask me how!
If you mean brooks, then it is normal. Because brooks have a solid surface.
Because of the hole in the lake floor the water level was consistently 5-6/7, and at no time did the miner (while under 6/7 water!) display the "drowning" status in his health screen.
Dwarves don't drown in 6/7 water anyway. It's a useful way to force-train Swimming without them starving if you forget about them. You fill a small rampless pool with a mixture of 6/7 and 7/7 water, and drop them in. The 6/7 tiles allow them to breathe, and the 7/7 tiles allow them to eventually escape. They can't get out at all until they hit Novice level, iirc.It would arguably be safer, if not more work to set up, to drop them into a 3/7 - 4/7 pool. You could do it with buckets or hook it up to a pressure plate.
One of my dwarves made a + roast [4]+:Delicious kenaf seeds and nothingness
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)
He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!
It would arguably be safer, if not more work to set up, to drop them into a 3/7 - 4/7 pool. You could do it with buckets or hook it up to a pressure plate.20 tiles to path out?
But yea, the odds of them getting out prematurely are slim. Its like adventurer mode, where they alternate between flailing about and moving slowly. Remember 20 tiles to path out or they wont even try.
One of my dwarves made a + roast [4]+:
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)
He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!
I was looking for that 'selling dwarves' thread but I now suspect it got nuked . . .Training dummies are hard to come by, especially nigh invincible ones that can take an infinite number of bolts and can't hurt newbie soldiers
You can sell zombies that were considered tame. I dont know if that applies to full zombies or animals, or the conditions of their death/undeath, but the hair is in a cage in the depot, and will get sold by me.
(http://i.imgur.com/2YZDRVZ.png)
Eyes have tears coating them now. Was that always a thing?Only when the critter is upset. Its actually supposed to represent emotional trauma. Or physical, but then again . . .
In my own worlds, I found that brook tiles (the ones above the brooks) move around water. I had a waterfall-brook, and sensibly dammed the half I didn't need for my frames. The bottom half drained of the map, and there are leftover 1/7 water tiles remaining, getting shuffled around by the brook tiles. Im considering removing them or putting roads or floor over them, to see if that stops the effect.
I was looking for that 'selling dwarves' thread but I now suspect it got nuked . . .Training dummies are hard to come by, especially nigh invincible ones that can take an infinite number of bolts and can't hurt newbie soldiers
You can sell zombies that were considered tame. I dont know if that applies to full zombies or animals, or the conditions of their death/undeath, but the hair is in a cage in the depot, and will get sold by me.
(http://i.imgur.com/2YZDRVZ.png)
Apparently dwarves who are "put off by authority and tradition" actually get an unhappy thought if they talk to nobles. That's... potentially troublesome."Aw damn, the man just told me to calm down, who does he think he is?"
Apparently dwarves who are "put off by authority and tradition" actually get an unhappy thought if they talk to nobles. That's... potentially troublesome."Aw damn, the man just told me to calm down, who does he think he is?"
"The mayor? The guy who's job it is to make sure nobody goes berserk?"
"Man, fuck that"
*Urist McAnarchist has gone berserk*
(http://puu.sh/e986j/cd8a61a0f3.png)This asked to be sigged.
Yup, thanks for that.
Does anyone know if soil walls will lace water with mud?I don't think so.
Ooooh! I've got an extra trivial and weird finding for all of you today!magma?
I think it would be more fun to tell you how to replicate it, though.
Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.
Guess what happens? :D
magma?
One of my dwarves made a + roast [4]+:This is a pretty common problem, but thankfully clever stockpile management can fix it. Provide 4 1x1 stockpiles, with different food types enabled at each, and barrels disallowed so there can only be one stack of food at each stockpile, Link these piles to give to the kitchen, and take from the main food stockpile. When he tries to make a meal, he only has 4 ingredients to choose from, all different. This can be used to force the creation of very specific meals.
(http://i1183.photobucket.com/albums/x463/triopsman/Roast_zps4c7f8230.png)
He also refuses to make lavish meals out of different things! I've got 236 cookable ingredients of 23 different types, and most of my prepared meals are made out of 4 of one ingredient! ARGH!
Ooooh! I've got an extra trivial and weird finding for all of you today!You know, maybe this could be used for player-activated cave-in traps. Remove the stockpile, and the floor collapses if you've mined out the area below it.
I think it would be more fun to tell you how to replicate it, though.
Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.
Guess what happens? :D
You know, maybe this could be used for player-activated cave-in traps. Remove the stockpile, and the floor collapses if you've mined out the area below it.
Ooooh! I've got an extra trivial and weird finding for all of you today!
I think it would be more fun to tell you how to replicate it, though.
Step 1. Make a stockpile, and get it filled with stuff (not too heavy - I used a refuse stockpile)
Step 2. Dig down one Z-level near the stockpile.
Step 3. Dig under half the stockpile with the 'Up-ramp' designation.
Guess what happens? :D
A bugbat went to my dinning room and became "overcome by terror"Looks like you were it's ...
Sweet reply.Have I mentioned how much I love this forums?
Are you sure they're not just trying to either destroy the hatch or attack the tiger through the hatch?Well, if they are trying - but unable to - attack then that's just as good. I don't think it is possible to destroy hatches from below, unless there is an alternative route to above the hatch.
I can confirm hatches can be destroyed from belowWith or without potential access via a different route?
FBs often don't beeline for them like they would a door or chest.
I can confirm hatches can be destroyed from belowWith or without potential access via a different route?
That happens around magma pipes. It's not just the irregular circle of the pipe that generates magma spurts, it's the entire 48x48 embark tile that the pipe is located in.
This is a pretty common problem, but thankfully clever stockpile management can fix it. Provide 4 1x1 stockpiles, with different food types enabled at each, and barrels disallowed so there can only be one stack of food at each stockpile, Link these piles to give to the kitchen, and take from the main food stockpile. When he tries to make a meal, he only has 4 ingredients to choose from, all different. This can be used to force the creation of very specific meals.
Unfortunately, you need some extremely prompt hauling to refill the feeder stockpiles before the chef wants more ingredients, if he's any good, so if you leave cooking on repeat you will get cancellations. You could make sure that there are dedicated food haulers on hand, burrowed so they will be close by, but that's kinda a pain.
You can also make a larger number of small stockpiles, since there are more than 4 ingredient types, or use 1x2 and 1x3 stockpiles if you don't mind a few duplicate ingredients making their way in occasionally.
Dwarven wine is a little bit like good chicken soup: solid at room temperature.siged
This is a neat idea, I'm going to try it. It might increase the chance of a dwarf grabbing a meal with a preferred ingredient, unless they're coded to do that anyway.Huh, hadn't thought about using the manager for that. The manager so frustrating for so many labors that I usually ignore it, but I suppose it's almost perfect for cooking and brewing (though if you try to have separate kitchens and chefs for roast production and fat rendering, you might run into problems).
Regardless, you can get past the cancellation spam by using a manager and work orders. You'll still get the spam messages but the jobs will automatically re-queue themselves until the order is finished.
Thanks, i think that's the first time that's ever happened to me.Dwarven wine is a little bit like good chicken soup: solid at room temperature.siged
Seen this a few times with one of my world gen parameter setups where I had the volcano tube open to the caverns, thus allowing fun stuff to climb out if you don't smooth the wall around the tube, and after you embark there is a short period where the magma level starts to rise up the tube some distance before it settles to a more stable state.That happens around magma pipes. It's not just the irregular circle of the pipe that generates magma spurts, it's the entire 48x48 embark tile that the pipe is located in.
Hmm, could be related to
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7632
and
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8730
do you think?
Severe blistering can pulp body parts, to the point of UB/LB mangling, i.e. death.
Watching the process with
[CE_BLISTERS:SEV:10:PROB:100:START:462:PEAK:1189:END:3619:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:SIZE_DILUTES]
It is terrifying. Any part with blood starts to moistly peel away slowly; in a painful way. Each step you take causes the boils to burst from the pressure, and every move you take is a reminder that your own immune system fluid is slowly skinning you.
You start to vomit, because your stomach and guts rot away before your very eyes, which are only protected by your bloated, oozing eyelids. Your hands become limp, pustulating lumps of skin, and you drop your tools before your legs give out on you; unable to sustain your weight any more. Eventually, death comes in the form of your body disintegrating into a goopy pile of skin and oozing pus.
Yeah, they literally have no sex there (no MALE or FEMALE token). You could also have determined that by not seeing a male or female sign next to their creature name.I didn't see that back when I completely over-engineered a custom were-beast interaction (http://www.bay12forums.com/smf/index.php?topic=132175.msg5258831#msg5258831).
You can't pump water from a tile with an up/down stairway in it.
When does that happen? Do you have to embark in such a way that the wagon lands precisely on a mountain peak or something?I'd imagine you'd see it if you tell your dwarves to deconstruct the wagon and then cancel it when it's about half-deconstructed.
Through modding, I've discovered that Dwarves refuse to stockpile inorganic wood logs or any object made of inorganic wood. The next thing to check up on is animal wood.Is wagon wood considered animal wood?
I just made a new embark and deconstructed the wagon. Got 3 (willow logs). So... organic wood, I'd say.Through modding, I've discovered that Dwarves refuse to stockpile inorganic wood logs or any object made of inorganic wood. The next thing to check up on is animal wood.Is wagon wood considered animal wood?
Ah, but your embark wagon isn't a real wagon. It's just a pretend wagon. The real wagons roam the plains free and wild. When you retire a fortress, all the wagons come to visit and sit pretending to be buildings. Until you hit one, then it runs around without any animal pulling it. If you kill a real wagon you get 'wagon wood'. If you make a chair from wagon wood, you don't get a "wagon wood chair" you get a "wagon wooden throne".Is wagon wood considered animal wood?I just made a new embark and deconstructed the wagon. Got 3 (willow logs). So... organic wood, I'd say.
Going by the raws, wagon wood is defined as "local_creature_mat", while wood from trees has "local_plant_mat", which i guess means wagon wood counts as animal (organic) material.I'm talking about wood logs associated with a particular animal. "Ent Wood", maybe.
Going by the raws, wagon wood is defined as "local_creature_mat", while wood from trees has "local_plant_mat", which i guess means wagon wood counts as animal (organic) material.I'm talking about wood logs associated with a particular animal. "Ent Wood", maybe.
In Fortress Mode, however, wagons dismantle into tree-based wood logs
Ah, but your embark wagon isn't a real wagon.
and there exists no entry for Wagon Wood in the stockpile.
Animal trapping is the new fishing. (Got live cave fish in an animal trap.)
Not so much a finding as much as something I've noticed for a long time: river/lake/pool animals only spawn once, right when you first embark. I've never seen otters or mink afterwards unless the elves bring them. It feels like a bug, but considering how sadistic a game DF is, it's probably intentional.
Once you breach cavern layer, crunddles start spawning on the surface? Same thing with creepy crawlers. Is this a bug?
Crundles and GCS? You modded your version? Either way tge crundle militia amuses me and GCS terrifies me.I'm using the All Races Playable mod, and the Giant Cave Spider recruit was suitably lethal.
I didn't think GCS were able to be brought along. But I have yet to experience a 40.xx siege.Crundles and GCS? You modded your version? Either way tge crundle militia amuses me and GCS terrifies me.I'm using the All Races Playable mod, and the Giant Cave Spider recruit was suitably lethal.
Goblins have [USE_CAVE_ANIMALS] and [USE_EVIL_ANIMALS]. Wouldn't that include Giant Cave Spiders?
I didn't think GCS were able to be brought along. But I have yet to experience a 40.xx siege.Technically, these weren't sieges as I was in adventurer mode. The GCS recruit just paid a visit to my fortress and decided to kill my adventurer while it was there (along with a couple of other dwarves).
Well, then they may not be involved with the goblins so much as been enemies of a (likely your) civ.
New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
Do spike traps jam? I almost exclusively use them for aesthetics.New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
No, but the body will be unreachable unless the spikes are retracted. The spike trap itself will still work.Do spike traps jam? I almost exclusively use them for aesthetics.New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
No, but the body will be unreachable unless the spikes are retracted. The spike trap itself will still work.Do spike traps jam? I almost exclusively use them for aesthetics.New trivial finding: Corpses can get impaled on spike traps. This turns them sort-of invisible, and unable to be dragged to the refuse pile. You can see them with "View i't'ems in building" and they still rot and release miasma.Not so trivial, bodies get stuck in traps and until a dwarf does the "clean trap" labor the trap is useless.
Pics or it didn't happen ;P
I've just had a glassmaker become attached to his mountain goat leather cap. I knew Hunters/soldiers could become attached to their weapons/shields, but a civilian to his hat?
It is possible he was using the hat as a weapon at the time, even if it was just to kill something small. If he has no other weapon than a hat, that's what he'll use.
Apparently Dwarves are that thick that they'll fish in the same 1/7 water that they just threw into a pond.
Dwarf Fortress proves Spontaneous Generation (http://en.wikipedia.org/wiki/Spontaneous_generation) to be right after all!Apparently Dwarves are that thick that they'll fish in the same 1/7 water that they just threw into a pond.You know how the first mouse came into being? A dwarf put a big wheel of cheese in a chest.
The official euphemism for testicles is "geldables". As in "the geldables have been torn away!".I find this highly amusing.
What size would that be?
[CV_NEW_TAG:CHANGE_BODY_SIZE_PERC:200]
[CV_NEW_TAG:CHANGE_FREQUENCY_PERC:50]
The official euphemism for testicles is "geldables". As in "the geldables have been torn away!".
The part about there being no testicles is correct. The part about gelding females is not. Or at least not when I tried.The official euphemism for testicles is "geldables". As in "the geldables have been torn away!".
It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
Okay, I know nothing about advanced mathematics (including that ^-stacking stuff), but what if it was g(8g(g)) (http://wikipedia.com/wiki/Graham's Number)?What size would that be?
Depends on the way "giant giant" is defined. Assuming 8x as fitting "giant" multiplier for an alligator, it could be
giant + giant -> 16x
giant x giant -> 64x
giant ^giant -> ~ 16Mio.x
giant ^^ giant -> x ~ way too many to express in a meaningful fashion
A (8,8) -> absurdly larger than the last
I think you have to generate a new world for gelding changes, my world generated before gelding was implemented couldn't do it at all...The part about there being no testicles is correct. The part about gelding females is not. Or at least not when I tried.The official euphemism for testicles is "geldables". As in "the geldables have been torn away!".
It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
The part about there being no testicles is correct. The part about gelding females is not. Or at least not when I tried.The official euphemism for testicles is "geldables". As in "the geldables have been torn away!".
It's because gelding isn't actually tied to the testicles, IIRC. You could make a female geldable by including the [GELDABLE] tag somewhere in the body plan.
Does ballistaing a tree give wood?No.
I dont think the game generates migrants on-site unless it has no choice. Your adventurers, for example, are far from standard dwarves. You cant count them as normal civilians because they themselves were procedurally genned.I'm pretty sure the game regularly generates new dwarves for migrants. There seem to be two categories of migrants. Historical migrants, with a random selection of skills and skill levels and a smattering of social skills, and generic migrants, which I suspect are generated on the spot, which have semilogical sets of skills, usually no social skills, ad within a particular skill, all "generated" migrants have the same skill level if they have the skill. For instance, most dwarves that have a melee weapon skill have competent in that skill, a lesser level (plain x in dwarf therapist's glyph display mode. Adequate, maybe?) in assorted generic combat skills, like fighter, dodger, and armor user, and no social skills. Marksdwarves seem to be more commonly "historical", since they are usually hunters, which is a fairly common profession in worldgen, and arrive with recorded kills, more random skill levels and types, and often some social skills. It seems to me, though I may be imagining it, that "historical" migrants make up a much much larger portion of the migrant pool in 40.x than before. For instance, I got an adequate lasher with one recorded dwarf kill the other day. I really want to know whathappened in that dwarf's past, I should hunt him down in legends mode, but I have never gotten a lasher or other foreign weapon skill (aside from miner, of course) from migrants in any previous version since dwarf therapist was released. He also was only an adequate lasher. Previously, migrant melee weapon skill was competent or nothing. Now I'm gettig a smattering of both higher and lower weapon skills, almost always corresponding with presence of social skills and a more random distribution of other skills. But I still get a lot of migrants (seemingly more on low dwarf population worlds, though I may be imagining it) that are generic migrants, with predictable skill levels and no social skills.
Best would be getting an almost dead civ with only a few sites and tracking pops
I dont think the game generates migrants on-site unless it has no choice. Your adventurers, for example, are far from standard dwarves. You cant count them as normal civilians because they themselves were procedurally genned.I'm pretty sure the game regularly generates new dwarves for migrants. There seem to be two categories of migrants. Historical migrants, with a random selection of skills and skill levels and a smattering of social skills, and generic migrants, which I suspect are generated on the spot, which have semilogical sets of skills, usually no social skills, ad within a particular skill, all "generated" migrants have the same skill level if they have the skill. For instance, most dwarves that have a melee weapon skill have competent in that skill, a lesser level (plain x in dwarf therapist's glyph display mode. Adequate, maybe?) in assorted generic combat skills, like fighter, dodger, and armor user, and no social skills. Marksdwarves seem to be more commonly "historical", since they are usually hunters, which is a fairly common profession in worldgen, and arrive with recorded kills, more random skill levels and types, and often some social skills. It seems to me, though I may be imagining it, that "historical" migrants make up a much much larger portion of the migrant pool in 40.x than before. For instance, I got an adequate lasher with one recorded dwarf kill the other day. I really want to know whathappened in that dwarf's past, I should hunt him down in legends mode, but I have never gotten a lasher or other foreign weapon skill (aside from miner, of course) from migrants in any previous version since dwarf therapist was released. He also was only an adequate lasher. Previously, migrant melee weapon skill was competent or nothing. Now I'm gettig a smattering of both higher and lower weapon skills, almost always corresponding with presence of social skills and a more random distribution of other skills. But I still get a lot of migrants (seemingly more on low dwarf population worlds, though I may be imagining it) that are generic migrants, with predictable skill levels and no social skills.
Best would be getting an almost dead civ with only a few sites and tracking pops
TL;DR: I'm pretty sure I've been seeing "generated" migrants in every world, even ones with lots of surviving large dwarven civilizations. But I might be making up imaginary distinctions, I'm not quite sure...
Hen they won't stop beating it up even as civillians, use the civilian retreat m then a thingy to make them run off.Indeed. The civilians seems considerably more violent this time around. I've had a few instances of the civvies going out of their way to beat on wild animals with their bare hands rather than fleeing in panic like I'm used to.
Animals can't be trained in a constructed cage, even if planted in an animal training activity zone. But an elephant can be trained in the week it takes to haul the cage across the map to the kennel, even if the hauler and trainer never meet.
Hen they won't stop beating it up even as civillians, use the civilian retreat m then a thingy to make them run off.They can keep going for a while, as they'll be brought food and drink. Eventually they'll get drowsy, and sometimes they stop just inside viewing distance and blank out completely, not triggering any food or water jobs. I'll have to see if a civilian alert unsticks them. Nice tip.
wild animals can be trained in cages, but that "training" only consists of the trainer bribing the animal with some meat/fish/plant. after that the animal will be semi wild or tame and becomes trap avoidant. any further training wont happen until the beast falls back to becoming wild. for further training you have to release the beast from its cage (i advise you to take them to an abandones mineshaft or such that you can easily shut off/flood with magma) there you can train it further to become a raging beast of war... i really advise you further to pasture certain dangerous species in that mining shaft (things like hydras, rocs and dragons) cause these things tend to go on a rampage without forgetting their training, but somehow isolating them in a room here no dwarf goes except the trainer kinda seems to work for me
Today I found out that you can designate tree fruit and nuts to be picked up from the ground without using zones. Yeah, sometimes I'm kinda slow on the uptake.Woah what? How? Do they do something silly like start at the NW corner of the map and have to walk a long ways? If so, zones around the entrance might still be more practical.
If they're wounded enough, their own babies would probably end up killing them. And they'll probably get at least some wounds each time they try to kill their own babies, so over time, wounds will stack up and the babies will win, and, if both of the initial stock are chained and you have some militiadwarves standing around to dispose of the remaining parent, you can probably breed enemy mounts.It's more practical to have the babies drop down a floor. Greater survival rate and you don't have to kill the parents. I think there's a design for it somewhere.
Non-sapient invader mounts can be tamed, but it's exceptionally dangerous to do so because even tame, they retain their status as enemies of your fort and civ. They'll still attack your civilians, but you can't send your militia to kill them without inciting a loyalty cascade since they are sort of members of your fort.I'll have to try this. It sounds really RP appropriate to capture enemy mounts and breed them in isolation, and then rear their young away from them.
What you can do, though, is chain them up in a room whose only exit is cage-trapped, then capture and tame their spawn. Take inspiration from Sphalerite's sea serpent separation scheme.
Non-sapient invader mounts can be tamed, but it's exceptionally dangerous to do so because even tame, they retain their status as enemies of your fort and civ. They'll still attack your civilians, but you can't send your militia to kill them without inciting a loyalty cascade since they are sort of members of your fort.
What you can do, though, is chain them up in a room whose only exit is cage-trapped, then capture and tame their spawn. Take inspiration from Sphalerite's sea serpent separation scheme.
Sometimes dwarves with high humor will have for a thought "Have you heard the one about the [ANIMAL] and the [OTHER_ANIMAL]?":o
Minecart stops can now be set to dump in different directions after they are built.DFHack.
Minecart stops can now be set to dump in different directions after they are built. So I set up a simple "dump refuse into the volcano" setup by setting up a minecart QSP next to a hatch with the stop set to "no dump". Then once it is filled up, open the hatch and set the stop to dump that direction and it dumps it into the hole. Also dumps cages of beasties I don't want just as easily, without messing with garbage dumping zones.OOOOOOOOH
RRSR
RRH
With R being the refuse piles and H the hatch. The dwarfs load up the minecart as if it was going to dump into the recieving pile, but it ends up getting dumped in the volcano instead. And it gets dumped at my will after I lock the room so no one decides to go lava surfing (and nothing flies in from outside because of the hatch). I'm not sure if dwarves look into minecarts as they are loading them, so I'm not sure if it is cutting down on "was terrified seeing a goblin die" from seeing corpses or not.
Oh, then yay for DFHack!Minecart stops can now be set to dump in different directions after they are built.DFHack.
Not even magma crabs? I bet they're tasty.
Not even magma crabs? I bet they're tasty.
(http://i.imgur.com/cUcUFJL.png)
Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?
EDIT: Fire works too. This is huge, guys.
Does this also apply in adventure mode? (That would actually make zombies somewhat killable)
(http://i.imgur.com/cUcUFJL.png)
Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?
EDIT: Fire works too. This is huge, guys.
How fitting that you would be the one to make this finding.
Does this also apply in adventure mode? (That would actually make zombies somewhat killable)
Does this also apply in adventure mode? (That would actually make zombies somewhat killable)
How would you apply magma in adventure mode? Also, I find zombies perfectly killable in adventure mode. I admit that to be able to fend off a big scale zombie wave it's better to be a vampire (or similar) than a mortal, but that's mainly due to exertion. A single GCS is far more formidable than a squad of zombies to me.
The fact that they "died in the heat" means that they died of heat damage, not cuts (and yes, heat damage is a thing).Heat itself pulps?
Yeah, though you could die in the heat in previous versions too.Not zombies. I once jumped into a volcano as a husk and lived.
Heat itself pulps?Yep. Go chuck a goblin into magma and look at its description a little before death.
I noticed three dorfs can spar together.To highlight this, non-soldiers can be drawn into sparring. Even animals, if they wander into the training area. Put a weapon rack in a high-volume area and watch your troops take random (practice) whacks at whoever happens to be nearby.
The broker + another axedwarf vs The militia commander
##########
═▲═▲═▲═▲═▲
All ramps with NS track
(http://i.imgur.com/cUcUFJL.png)Yes, it was my primary defense in a recent fort against zombies. Absolutely liquified dozens of them at a time.
Holy shit. Magma now kills zombies. Can someone test this in a fort? Maybe with husks, too?
EDIT: Fire works too. This is huge, guys.
They can see a death happen from the site of death, even if it was 3 years ago, as if it were just occurring.
On the subject of tents, they don't count as indoors.Interesting. So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation. Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right? I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.
On the subject of tents, they don't count as indoors.Interesting. So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation. Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right? I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.
Goblins are green, also different from their tile.
If it's "light" then cave adaptation stops getting worse. If it's "outdoors" then cave adaptation actually starts wearing off (which may involve puking).On the subject of tents, they don't count as indoors.Interesting. So, correct me if I'm wrong, but cave adaptation is prevented by being outdoors, regardless of lighting, while normal roofed constructions are light but indoors, so do not prevent cave adaptation. Therefor, tents are a potential way (maybe the only way) to make a secure, roofed (they're roofed right? I think I remember them having roofs) outdoor meeting area to prevent cave adaptation.
I think so long as the tile is considered light, it won't cause cave adaptation.
At any rate, they do have roofs but paradoxically they're considered outdoors and thus useless for anything but raw materials (as you can't put beds/tables and chairs in them.)
I'm going to see if I can have a worker walk on one. If I can, then free walls, just add a new roof for shelter!
So, if you can embark on a camp, the build walls around a tent and set things up so that your main corridor (i.e. the one that leads to the living quarters) is through a tent, deconstructing tent "walls" when necessary, you can undo cave adaptation?
If it's "light" then cave adaptation stops getting worse. If it's "outdoors" then cave adaptation actually starts wearing off (which may involve puking).So yes, it should work. However, you'll need to make sure the dwarves spend at least some specific fraction of their time in an outside tile, or they will still get cave adaptation and just puke every time they go in the tent. A recent thread presented a specific number, I think either 1:10 or 1:100. Putting a corridor through it may not be enough, you might have to use it as a meeting area, though I think it would probably be a tad cramped (how big do tents get?).
Oh my god I never thought to try to deconstruct a tent with advfort, yet I've dug out the entire space under a necro tower and collapsed it into a pit (upside: it kills the necros and scatters the indestructible artifact books around, while pulverizing the fake ones and many of the undead... strangely not all) and this honestly never struck me to try.But can you engrave fortifications in the tent?
About fortifications, I had a dorf do this (actually in the thread where the parkfour full plate dwarves comment came from) and tested it with an adventurer.
Bridges frozen in ice are not jammed.
No, it works the same way as when it was in the water. Ice can't be smashed, so the bridge just passes through.Bridges frozen in ice are not jammed.
Wat. So you can raise and lower a bridge encased in solid ice? Does it not atom smash the ice? Next step is to see if it a still atom smashes creatures encased in the ice in front of it or on top of it.
Also it is possible to have some mossy tile above ground after reclaiming a fort.yea, it even grows in fort mode. None of us have had a fort that long, so we never noticed.
(http://i.imgur.com/4IFsg7h.png)
Dorfs really love loincloth.
I wonder why they pick up foreign XX(loincloth)XX even if they have their own pants...
Maybe the cleanowned command didn't do a good job confiscating foreign items?
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die
I have observed the first behavior, yes. The second, however... nope.
Cultures that greatly value martial prowess will result in far, far more people wanting to be soldiers, and a civilization whose residents respond much less drastically to seeing sapients die
I have observed the first behavior, yes. The second, however... nope.
Well I base it on only two residents in 90-something responding negatively in an overt way (Overwhelmed by horror!) with any regularity. The rest registered the bad thought, but continued working on removing/being near corpses of trogs, elves, and the like regardless. If I could recall who specifically it was, then I could see if they happened to be a bit on the cowardly side.
I've seen a goblin troll 'wallow in misery' while I was taking it to a rope to be FB bait. I did catch the FB, but not with that troll.
Are there any differences between the types of terror? I think there are, I've seen some types of terror cause running and some laying on the ground.
The [HUNTS_VERMIN] tag does not play nicely with the [CIV_CONTROLLABLE] tag. It ends up with your people randomly going No Job when there's work to be done, even to the exclusion of eating or drinking til it clears. They'll even walk all over the food stockpile without eating, even if they're starving. I never lost anyone to it, but when you intentionally keep your population below twenty (I experiment with natural growth forts), you cannot afford to have six or seven people going hungry and loafing around.
useless hammerer. ::)
useless hammerer. ::)
Wait, wait, wait.
Aren't all hammerers supposed to be useless? I mean isn't a useless hammerer an oxymoron that means they kill every victim?
Digging into a brook from below leaves the "invisible covering" on it intact. This allows you to have a surface water supply that's safe from intruding hostiles.
Digging into a brook from below leaves the "invisible covering" on it intact. This allows you to have a surface water supply that's safe from intruding hostiles.
unless swimming hostiles spawn in the water. does that ever happen?
I saw some giant tree frogs spawned inside the brook.
Oh, correction: not giant frogs, just one giant frog.I saw some giant tree frogs spawned inside the brook.
That's funny; I have never seen any creatures inside the actual brook tiles, even when the fisherdwarves keep getting fish from them. I thought that wasn't even possible. Time to rethink the water supply then...
[ITEM_WEAPON:ITEM_WEAPON_BLUNDERBUSS]
[ITEM_AMMO:ITEM_AMMO_SHOT_1]
[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN]
[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN_SAWN_OFF]
[ITEM_AMMO:ITEM_AMMO_SHOT_2]
[ITEM_AMMO:ITEM_AMMO_GRAPESHOT]
[NAME:grapeshot:grapeshot cartridges]
[CLASS:SHOT_1]
[SIZE:600]
[ATTACK:EDGE:100:2000:pierce:pierces:NO_SUB:4000]
[ATTACK_PREPARE_AND_RECOVER:20:2]
[ITEM_AMMO:ITEM_AMMO_BUCKSHOT]
[NAME:buckshot:buckshot cartridges]
[CLASS:SHOT_2]
[SIZE:600]
[ATTACK:EDGE:100:1500:pierce:pierces:NO_SUB:4000]
[ATTACK_PREPARE_AND_RECOVER:20:2]
[ITEM_AMMO:ITEM_AMMO_BIRDSHOT]
[NAME:birdshot:birdshot cartridges]
[CLASS:SHOT_2]
[SIZE:600]
[ATTACK:EDGE:150:1000:pierce:pierces:NO_SUB:4000]
[ATTACK_PREPARE_AND_RECOVER:20:2]
Trivial finding about minecarts: If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move. You have to dump the 'bad' contents manually, or switch to an empty cart.
-snip-
Yeah, it'll fix itself eventually, but my haulers need to be kept busy.Trivial finding about minecarts: If you have one set to move at 100%, and it has materials in it that don't match the list of materials it will accept, it will never reach 100% and will never move. You have to dump the 'bad' contents manually, or switch to an empty cart.
That's why I have two options:
1) Move when full of contents
2) Move in n days always
Another trivial finding:They are landing on a stockpile and not just empty floor, right? It's not like designated dumping. If they don't land somewhere valid they'll be moved.
Wagon wood can be put in minecart. But they are not accepted by the quantum stockpile for some reason and the dwarves will haul them back to their original stockpile, creating a hauling loop.
Wagons used to be their own special kind of wood. Now days they all seem to be pear wood.You're probably mistaking the lowly embark wagon building with the majestic roaming wagon. Only the roaming kind are actually alive and made of wagon wood.
I could have sworn someone modded the embark wagon into moving, though. A small change caused it to dump all its contents and start attacking people and groundhogs before it caught on a rock and was scuttled.Impossible without DFHack, and probably nearly impossible with it. The embark wagon is a building, not a unit; wild wagons are units, not buildings.
I remember now... They modded the trader's wagons. They went crazy when the caravan appeared.
I would love to play as a wagon.
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.
That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :o
Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.
That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :o
Only if you burn the tree afterward, or carve it into crafts and offer them to the elves. It's the only way to sanctify the area.Tree roots create an aquifer-less area in the next level underneath them. This hole in the aquifer will stay even if the tree is cut down.
That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :O
That could be a really interesting way of breaking through aquifers. Now we can "grow" through them. :O
Only if it's masterwork, surely?Nah, it is normal quality.
Nah, it is normal quality.I'm pretty sure that's it because every image of my civ's crests are of the same quality- not necessarily masterwork.
Maybe the symbol itself is masterfully designed in natual.
Yup, in the guts of the artwork entries you'll find you can get stuff like a crappy rendition of a masterfully designed image of something, masterful renditions of crappy images, images of artists making the image they're in, and so forth.Only if it's masterwork, surely?Nah, it is normal quality.
Maybe the symbol itself is masterfully designed in natual.
Yup, in the guts of the artwork entries you'll find you can get stuff like a crappy rendition of a masterfully designed image of something, masterful renditions of crappy images, images of artists making the image they're in, and so forth.I wound have expected a dwarf with a tattoo of a human getting a tattoo of a dwarf getting a tattoo of a human getting a tattoo of ...
If we ever get the ability to tattoo our dorfs you should expect them to have tattoos of them getting the tattoo with a smaller tattoo inside it that has them showing off the main tattoo to someone.
In 40.xx, the best way to dig empty vertical shafts is to designate a full up/down staircase, then to channel it out from the top one square at a time. The old way, via channeling, no longer works because miners will climb out after channeling the first few squares.That's not trivial
Woodcutting doesnt train axe skill. Woodcutters gain axe skill by occasionally fighting wild animal with their axe when they are working outside.
Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".I remember solid blood not working in 0.34. In 0.40, I was able to give a creature MUD blood (which the game treats as a solid) with no apparent ill effects. Of course, since they are non-grazer animals they don't really eat anything anyway so the too-hot/too-cold issue might remain.
Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
latias, you're not using any mods, are you? I've never seen that myself.I've screwed around with the raws a bit, I was testing my own mod (which was why I had iron crafts ordered, they're cheap), but I have no mods that I think will affect the way workshops operate. I also think there was something strange with the first job, but I forgot what it was.
As long as they involve different labors, multiple jobs can be active on a single workshop. So far I've observed 2 jobs 1 shop.
After I havemelt some lead minecarts in magma
Spoiler: What? (click to show/hide)
74 alligators involved in the 7th rampage?
Also noting that the gobos are so powerful they were able to build 2 towers :\
After I havemelt some lead minecarts in magma
When I was young I made the trivial discovery that lead melts on a stove-top (which is not very hot, compared to magma).
I also discovered that it does not all pour out of frying pans.
(I was pleased at the first discovery, my mother was not pleased at the second, and my father was rather amused at both.)
I have read about using heavy lead minecarts in defense and using minecarts in tranportation of magma. It seems combining two good uses (into using lead minecarts to transport magma) you can't always get new good one.
Best use I've found for lead is for floor bars. It's too heavy and low-value to be practical for anything else.
I have read about using heavy lead minecarts in defense and using minecarts in tranportation of magma. It seems combining two good uses (into using lead minecarts to transport magma) you can't always get new good one.
I learned today that by viewing your civ and [tab]ving over a few times you can view trade agreements. O.oYep. Try to also see how is your trade going with Goblin civilization :D .
critters can make babies through cages so long as they are within 1 tile of each other O.O
Lastly I had a dwarf become restless due to stress from getting good rest.
In the meantime, I realized just now that the critter list for the animal stockpiles is in order of the raw files.
Well no, they're read alphabetically, arent they?
Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".I remember solid blood not working in 0.34. In 0.40, I was able to give a creature MUD blood (which the game treats as a solid) with no apparent ill effects. Of course, since they are non-grazer animals they don't really eat anything anyway so the too-hot/too-cold issue might remain.
Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
The issue does still remain. I tested it today.I wasn't able to find it among already reported issues (http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php) so please go on and report it yourself (http://www.bay12games.com/dwarves/mantisbt/my_view_page.php) in the Mantis. Ideally also add a link to save (uploaded zipped region folder at http://dffd.bay12games.com) with some blood vapor that crashes the game on examining.
Additionally, if you make blood a vapor in the current version, trying to examine it will crash the game outright! o.o
Thanks, I had a back-burner idea to make a sentient version of the mud-blooded creature, and this bug would complicate things considerably.Changing a creature's blood to a gas or a solid, at least in 0.34, will render that creature unable to eat or drink anything. If a solid, everything will be "too hot to eat". If a gas, everything will be "too cold".I remember solid blood not working in 0.34. In 0.40, I was able to give a creature MUD blood (which the game treats as a solid) with no apparent ill effects. Of course, since they are non-grazer animals they don't really eat anything anyway so the too-hot/too-cold issue might remain.
Which is a shame, because it's quite cool to see a cloud of blood fly out of people who get cut.
The issue does still remain. I tested it today.
Necromancers write lots of books. Especially in old worlds. It is almost worth building a library.Can we do that yet?
You can make a big hall, put in some cabinets, tables and chairs and via dumping put some books on those table I guess. Not sure how to make dwarves put something they don't own inside a furniture piece.Necromancers write lots of books. Especially in old worlds. It is almost worth building a library.Can we do that yet?
Carve out a giant shelf system, one book each tile.With minecart rails. We have so many books they don't all fit in the shelves but you can order a book from our storage and soon it will be brought to you.
CE_BODY_TRANSFORMATION defaults to toads because toads are the first creature in the raws.
6) I'm not sure If I can get the body to melt after, or otherwise dissipate.Use a CORPSE_ITEM that melts/boils at room temperature.
Thanks, I had a back-burner idea to make a sentient version of the mud-blooded creature, and this bug would complicate things considerably.
Too bad, too, because a creature with mud for blood actually muddies tiles when bleeding. You know, because hauling water to your farm is much less convenient than luring hostile wild animals there.
They're supposed to be erudite over-civilized jerks, vegan would fit them perfectly :)Thanks, I had a back-burner idea to make a sentient version of the mud-blooded creature, and this bug would complicate things considerably.
Too bad, too, because a creature with mud for blood actually muddies tiles when bleeding. You know, because hauling water to your farm is much less convenient than luring hostile wild animals there.
Actually, I did some more (accidental) tests with solid blood. Creatures with solid blood appear to be able to eat plants and nothing else. I'm not sure if they can drink water, but they can drink booze.
Rather odd.
And they will absolutely not eat meat.
So if you're willing to risk whatever bizarre nuances are bound to happen, you could probably create an entirely vegan civilization by making their blood solid. Dunno how crash-prone that might make things, but I know for certain that if blood is still inside the creatures in question, the save's raws can be harmlessly edited if you change your mind.
Rain will stop a wildfire dead in its tracks (on grass) - even when everything is the temperature of Dragonfire.
Dragonfire is only dragonfire-hot when it's shooting out the mouth of a dragon.If even then.
Dwarves will generally not gain any conversation experience, and seem to not get married in-fort, but through the power of parties they can still gain 'friends', 'friendly-terms' and I even saw a 'gruduge' formed between 2 of my S7s.
"Baby" is a type of strange mood. So is insanity. Babies have the same pathing as melancholy dwarves, and will try to "commit suicide" if not held.Wait, what?
I dont know about that. Ive have plenty of pre 40.x babbies hanging out at meeting zones after being orphaned.Or like stark raving dwarves.
They seem to act more like unpastured grazers than depressed dwarves :|
(http://i.imgur.com/GJRAx0z.png)
Demons can breed, as long as the demon in question has both genders and stays on the map long enough to complete a pregnancy. The children are born fully grown, like any other creature lacking a child tag.
I am far, far more disturbed by this than I should be.I'm going to build a demon farm eventually.
I think the Flame was the worst and best person to discover this.The only reason I was the one who found this is because I think I'm the only one running 0.40 capable of caging demons. Loud Whispers can do it, but he's running 0.34.
Hey, hands up here who thinks Toady didn't randomize the breeding speeds and litter sizes to go from decadal only children to seasonal nonodecatuplets?Without any kind of litter tag, litters range from 1-3 babies with each number weighted equally.
I hate to rain on this sentiment, Its literally letting them walk into webs you drop down a hallway. A bridge plus a silk farm gives you instant non-webslinging, non-inferno demons in a box.
The only reason I was the one who found this is because I think I'm the only one running 0.40 capable of caging demons. Loud Whispers can do it, but he's running 0.34.
I hate to rain on this sentiment, Its literally letting them walk into webs you drop down a hallway. A bridge plus a silk farm gives you instant non-webslinging, non-inferno demons in a box.If it was that easy, everyone would be able to do it.
I hate to rain on this sentiment, Its literally letting them walk into webs you drop down a hallway. A bridge plus a silk farm gives you instant non-webslinging, non-inferno demons in a box.If it was that easy, everyone would be able to do it.
Triplets, ofc.My guess is that demons lack the MULTIPLE_LITTERS_RARE tag.
A goblin fortress is trading with a human town . . . ?Is it real trading or just a sort of kidnapping relationship?
The Dark fortress is firmly goblin, in composition, loeadership, site-name and leadergroup name, and even 3rd party utilities agree, but its trading with the humies and I dont know why.
The larger goblin sites do seem to do this, Ive noticed a few weird trade routes when I export them.
Wagons are apparently allowed to go through 1 hatch cover. :vThey can fit through any 1 tile wide space. It's just that the wagon accessibility map tells them not to do it. All bets are off in adventure mode.
The hatch is in the middle of 3 ramp tiles.Wouldn't the hatch just swing out of the way, then?
Thats been my experience. Those times I do make hatchway entrances.The hatch is in the middle of 3 ramp tiles.Wouldn't the hatch just swing out of the way, then?
Edit: Are you implying they can't go through more than one?
Fire men melt unmined ice, turning it into liquid (usable) water. Kinda neat for a glacial surface volcano.che?
A Ballista bolt will not hit a target if they're on the ground. The first bolt took out a forgotten beasts legs, all subsequent ballista bolts passed straight over. Tested this numerous times with consistent results.This holds true for arrows as well (according to adventure mode.) Or at least it's very difficult.
This is also true for material emission projectiles, so if you're designing a creature with a machinegun, it's best to make their bullets light, like porcelain, instead of dense, like slade, or the first bullet will knock them down, and the rest will pass by harmlessly. And that's just no fun.A Ballista bolt will not hit a target if they're on the ground. The first bolt took out a forgotten beasts legs, all subsequent ballista bolts passed straight over. Tested this numerous times with consistent results.This holds true for arrows as well (according to adventure mode.) Or at least it's very difficult.
You: Come, join me on my adventuressss!
Human Bowyer: I would ...rather not.
A dwarf with an assigned bedroom will choose to idle there instead of in the meeting hall.
This is useful to me since I'm playing with Natural Growth forts and this lets me manipulate the system and encourage couples by designating beds as 1x1 bedrooms and placing two side by side with specific dwarves assigned.
If you add [INDIV_CONTROLLABLE] to [ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES] you can play as several different animal people in adventure mode.Pretty neat. I wonder what tags determine this....
If you choose a serpent man you will lisp when you talk to people.QuoteYou: Come, join me on my adventuressss!
Human Bowyer: I would ...rather not.
Does that show as an accessible depot? Do they also path when the spikes are... spiking?
Literally just [LISP]. Not complicated.<Insert reference to LISP programming language here>
Can you make the caste fanciful?Not by adding the DOES_NOT_EXIST tag. Whether or not creatures with POP_RATIO:0 can be depicted generically in art, I do not know.
[CREATURE:HUMAN]
[CASTE:MALE]
[NADS]
[CASTE:FEMALE]
[OTHER_NADS]
[CASTE:SUPERMAN]
[NADS][FANCIFUL]
my bad. [DOES_NOT_EXIST] is what I mean.
The wiki wasn't kidding: given sufficient booze and food as well as insufficient stress, dwarven heterosexual married couples will actually produce offspring every 9 or so months. It seems that dwarves do not have any postpartum infertility. Also, I've had pregnancies occur long before I've even built any beds.
just man up and give nails a healrate of 5k
just man up and give nails a healrate of 5kAlso lower is better for heal rate (I set it to 1, fully healed in about 5 seconds.)
"Ow! I broke a nail! Ow! Oh, wait, nevermind."just man up and give nails a healrate of 5kAlso lower is better for heal rate (I set it to 1, fully healed in about 5 seconds.)
Yeah, lower is better but that's also OP. The bug is related to tissues which lack any heal rate. :)
Taming already trained infants contributes very little to the training level of a species. Perhaps if training levels did anything this wouldn't be so trivial.Training levels help your animal trainers train creatures to higher levels. Even a legendary animal trainer can only get an animal to about superior if your civ hasn't encountered that animal before.
EDIT: Oh! Another thing: If non-historical figures stand around and talk long enough, they can become historical. I don't know why, though.
Oh, I see. Well, upkeep training contributes less to training level than training straight from the wild (it's possible that the amount contributed to training level is dependent on the difference between the training levels of the animal before and after training), and pet value seems to have an effect as well (the higher an animal's pet value is, the less of them you have to train to advance through the training levels).Taming already trained infants contributes very little to the training level of a species. Perhaps if training levels did anything this wouldn't be so trivial.Training levels help your animal trainers train creatures to higher levels. Even a legendary animal trainer can only get an animal to about superior if your civ hasn't encountered that animal before.
Obsidian casting below a constructed floor leaves an "open space" after removal of the floor while obsidian casting in truly "open space" would leave a walkable floor (on the z level above as long as the obsidian wall is in place). If you designate this open space above the newly cast wall as pond you can fill the WALL with water. Already known are water-filled doors (doors always leave an open space above, when the floor there was removed). This only works with water put directly into it - normal water flow above is unobstructed and does not enter doors (or walls) below regardless of floor situation.So you can put water in walls without floor above them or into doors with buckets? What happens when you then deconstruct the wall/door, will it spill given water around? Can it serve as a little well, aka do dwarves drink from such thing?
Subtlehammers, Hydraulic Engineering Department
Elves... use parchment.
If you didn't know, parchment is ANIMAL SKIN.
"The Art Of Animal Diseases was a legendary parakeet parchment scroll. Written on the item is a manual entitled The Art of Animal Diseases, authored by Imimi Motherbear. It concerns the diseases of creatures. [Duh.] The writing gives a feeling of compassion here and there. Overall, the prose is passable."
Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.Not trivial but a bug.
The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.
The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
Fortress can have more than one baron/count/duke, because dwarves can inherit positions in far away lands. The additional nobles have normal requirements and demands, which can be infuriating sometimes. They also can perform meetings. This can happen before earning the barony in normal way.Not trivial but a bug.
The trivial finding number one is, the additional nobles are promoted together with the land (baron->duke for example), so basically the nobles are indistinguishable from each other, except on civ screen.
The trivial finding number two is the additional noble can actually "usurp" the title, and on the civ screen will be listed as the proper one (duke of MyAwesomeFortress), while the rightful one, the one you recommended, will be listed as just duke. This happens during land promotion. So before promotion it is Urist McProper, baron of MyAwesomeFortress, and Urist McPauper, baron of MiddleOfNowhere. After it is (or can be) Urist McProper, duke, and Urist McPauper, duke of MyAwesomeFortress. I cannot decide if this is a bug, or the awful class system of dwarves is just royally messed up.
7OOOOO
7OO#X_
7777OO
7 = Water, O = Wall, X = Drawbridge, # = Floor grateAs some of us are discovering, volcanoes slowly overtop these days. If you catch it early, it's not hard to solve that:Spoiler (click to show/hide)
The magma sea also has the same problem, now -- but without any lower place to drain it, you're kind of screwed. Build pumps to raise magma so you don't have to stay on the dangerous part, and wait until it fills enough to start diverting it.
NOT. TRIVIAL.
SHIT WHAT HOW THE HELL DID THAT HAPPEN RED ALERT MAGMA OVERFLOW
Is this verifiable and reproducible in every embark? DOES IT EVER END??
If water loses flow it can lose pressure:Code: [Select]7OOOOO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate
7OO#X_
7777OO
The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)
Reset the pressure with a diagonal. That way it won't overflow.If water loses flow it can lose pressure:This is causing me constant headache, because depending on flow (or lack of it) my wells either overflow when filling or are filled safely. Thus I need to save before each filling, since changes of flow in my setup are semi-random.Code: [Select]7OOOOO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate
7OO#X_
7777OO
The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)
If water loses flow it can lose pressure:Code: [Select]7OOOOO
7 = Water, O = Wall, X = Drawbridge, # = Floor grate
7OO#X_
7777OO
The intake is from beneath a brook. I shut the bridge for maintenance, and when I opened it again the water refused to flow up through the grate. This might only apply when the water has another escape route (e.g., the brook to the map edge.)
This is causing me constant headache, because depending on flow (or lack of it) my wells either overflow when filling or are filled safely. Thus I need to save before each filling, since changes of flow in my setup are semi-random.
I just got a titan that lives in an evil biome. It has a few differences from regular titans. For one, instead of describing its demeanor, it says it "undulates rhythmically" the way it would for a forgotten beast or demon. Second, it's associated with treachery, the way good-biome titans are identified with stuff like peace or charity (speak of the devil, I've got a hill titan in the Joyous Wilds biome I'm eyeing. Hopefully I'll be able to not bother it.) In a sense, it's presented almost like a FB that walks the surface.
Titans are just surface-dwelling forgotten beasts. Associations don't really mean anything here--it's basically just local superstition.
Findings: I can't stun cage capture an "FB made of steam that flies and a webber"
Setup: [Raising Bridge] [cage trap] [cave-in spot] [cage trap] [statue with 2 adjacent doors] ... [upstairs]
Above cave-in spot, [floor], and above this, natural floor held by support and linked to lever.
Above upstairs, [hatch] toggled to forbid.
FB got in, and stands on cage trap. Bridge is raised so it's trapped while busy destroying statue and doors.
Hatch is set to forbid, and pull the lever to support.
Cave-in happens, dusts happens, FB is unaffected. Not stunned, Not even propelled away but dust.
It can't be right, so I tried again.
DFhacked obsidian wall on hole of cave-in floor, and 2 more tiles above that, so I am able to dig floor, and set support to lever again.
Next chance, FB standing on 2nd cage trap, trying to kill the hatch from below.
Another cave-in, dusts, etc, and FB is not affected. Of well.
Apparently beating people to death with a minecart trains the mining skill. Who knew?This sounds like a much dwarfier training method than hollowing out soil layers.
If a goblin survives getting a limb rotted in a fight with a necrotising creature (helmet snake in this case) if it survives infection then there will be no subsequent ill effects to walking around with a rotten limb. Tests are ongoing though.Don't infections decrease blood? They might slowly bleed to death if they can't recover fast enough.
Apparently, its possible to have negative "items".It's a bug caused by adv mode "branch" items, fixed for the next version. (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9801)
(http://i.imgur.com/v9uKgTM.png)
I have no idea what the hell this is, and if it actually exists, it'll probably cause the poor sod assigned to hauling it to spontaneously vanish in a puff of logic.
EDIT: Nevermind, it's gone.
(http://i.imgur.com/owx82cy.png)
If a goblin survives getting a limb rotted in a fight with a necrotising creature (helmet snake in this case) if it survives infection then there will be no subsequent ill effects to walking around with a rotten limb. Tests are ongoing though.Don't infections decrease blood? They might slowly bleed to death if they can't recover fast enough.
If you're wearing armor on only part of your body, enemies will go for the unarmored parts.Not trivial.
If a minecart is immersed in magma, and contains magma, you can dump water on it to form obsidian, dig out the minecart, and have the magma in the cart perfectly intact.
(knowledge)
But does the minecart have [833] magma, [833] water, or obsidian inside?
If a minecart is immersed in magma, and contains magma, you can dump water on it to form obsidian, dig out the minecart, and have the magma in the cart perfectly intact.
But does the minecart have [833] magma, [833] water, or obsidian inside?
I once had the idea of trying to melt a river by magmacart stationing.(knowledge)
But does the minecart have [833] magma, [833] water, or obsidian inside?
[833] magma. The liquids in the carts are apparently unaffected if the cart is full.
I wonder if putting a magma-filled cart in a pool of water would make it generate steam from the heat, if it exists.
E2: And why are humans exhibiting wilderness creature behaviour by going round and devouring their pets and livestock?Those are werebeasts. Look closely.
SMR floatsThe fact that this is trivial is genuinely hilarious to me.
Items can block the construction of floors.I thought everyone knew that.
Engraving frozen lakes is fun.
What personality trait determines whether a creature gets a good or bad thought from being confined?Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
They don't have a preference for the chain material, do they?What personality trait determines whether a creature gets a good or bad thought from being confined?Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
- low violence
- high perseverance (value)
- high perseverance (trait)
Or maybe even all of those.
The thought is "he felt [emotion] after being confined", with [emotion] being something like patience, repentance, etc.I've seen repentance near the end of one's sentence.
What personality trait determines whether a creature gets a good or bad thought from being confined?Despite finding several creatures with good thoughts from being chained, I still haven't made much progress. It's either:
- low violence
- high perseverance (value)
- high perseverance (trait)
Or maybe even all of those.
with 600 elves on library embark,What a heap of leather!
DFHack plugin: embark-tools ; enable embark anywhere. There were about 10000? books according to my bookkeeper, and despite being marked as hostile, no conflicts with either civilians or stationed military. They didn't visit my new library either though, sadly.with 600 elves on library embark,What a heap of leather!
How do you embarked on the library?
it is possible to make engravings that crash the game when viewed.
It is an engraving of Toadyone creating an artifact doom toy - dwarf fortress.it is possible to make engravings that crash the game when viewed.
Such as?
It is an engraving of Toadyone creating an artifact doom toy - dwarf fortress.it is possible to make engravings that crash the game when viewed.
Such as?
I retire a fortress with 100 pop that is equipped with steel armor and weapons except the miners who just use steel pick.
Then I embark a new fortress to an adjacent region. Sure enough,
- I got migrants from the first fortress with nicknames intact.
- Migrant that came from the first fortress are wearing civilian clothes.
- Miner migrants from the first fortress bring their steel pick, and some have decorations like turkey bones even though I did not decorate them in the first fort.
- Military Migrant that came from the first fortress did not bring their steel equipment, or foreign weapons like whips and large knives.
- Axedwarfs Migrants that came from the first fortress did not bring their steel axes equipment, perhaps I should have set them as wood cutters before retiring.
- Markdwarfs Migrants that came from the first fortress did not bring their steel crossbow equipment, perhaps I should have set them as hunters before retiring.
I retire a fortress with 100 pop that is equipped with steel armor and weapons except the miners who just use steel pick.
Then I embark a new fortress to an adjacent region. Sure enough,
- Miner migrants from the first fortress bring their steel pick, and some have decorations like turkey bones even though I did not decorate them in the first fort.
If you had reclaimed the fort all of their steel armor would have decorations as well (and possibly be changed to base quality). Everyone must get a sudden urge to bedazzle their stuff when a fort gets retired.
I really hope this isn't true and I'm just missing something, but......Thanks for this. I asked how to turn priorities back off way back when they were first introduced and nobody had an answer, so I've avoided using them ever since because it was too annoying. Now I can finally actually use them.
If you set your designations to show priorities, you can't go back to not showing them without manually turning them off every time you open the designate panel...
Edit: Ignore this, you can get it to go back to default if you don't have any designations set somewhere. Not sure if it's just designations with priorities that need to be removed or all of them though.
Though, that is interesting way to satisfy the need for martial arts in every dwarf. Is it bin or loose item striking them?
Hospitalizing: On 27th Malachite, mysterious injury on Asmel, yet again.
(https://i.imgur.com/GTz7y4J.png)
Was she standing on a hatch while Thob went through it?
(https://i.imgur.com/JmGxyVw.png)
It's that giant coati again!
(https://i.imgur.com/LXf2rXd.png)
Striking against her once more from beyond the grave!
Dunno if it it's me...Wait wait that means that the volume of the object and motion of the hatch opening are actually model?
But if you designate a goods/armor stockpile on upstairs and there's (naturally downstairs or X-stairs) hatch cover above it. Somehow, if loose items end up in same tile with a pin in that very exact spot of stockpile, it begins to infrequently generate combat logs messages of
It strikes Urist McHatchopener in X part, but it is deflected by clothing.
I believe that is the reason every dwarf I have has atleast dabbling in dodging xD
If your fortress has a high enough death rate (I believe that's what's causing this) when migrants arrive, you get this message:Image doesn't show for me. At first I thought you meant it gave a completely blank message. (Or possibly "« Last Edit: Today at 02:06:11 pm by ☼Another☼ »".)
(https://lh3.googleusercontent.com/-IK2ODjVnD0s/V9nJNHDwOII/AAAAAAAAAEQ/QiEFpZHLkJso3mdrYJteZUbKZVFq93-GQCL0B/w530-d-h22-p-rw/2016-09-14%2B%25288%2529.png)
That's strange, but it says "Some migrants have decided to brave this terrifying place, knowing it may be their tomb."I've never seen that before, but then my fortresses have never been especially fun, except at their end.
That's strange, but it says "Some migrants have decided to brave this terrifying place, knowing it may be their tomb."Trying to visit the link attempts to download a .webp file.
Apparently werebeasts of the same species and description are not, in fact, always neutral to each other.I've noticed that werebeasts don't necessarily change on the same frame. So a werebeast would try to attack a dwarf that hasn't turned. The attacks would continue until even if the dwarf turns.
Poor guy. I thought I was doing him a favor, giving him some friends to talk to. :(
Was looking upon different ways to minimize injuries in most compact way in minecart stone quarry systems
Trivial thing.To get even more trivial, Snow White is older than Tolkien, so it's actually Snow White and the Seven Dwarfs. But I think your reasoning is correct about the reference.
You know how you always start with 7 dwarves?
I recently figured out it's probably a reference to Snow White and the SEVEN DWARVES.
Probably.
Trogledyte dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...You need to remove the hands/feet first. The nails make it so the limbs don't decay into bones. Or you could cheat and mod the nails away.
Troll shot with bolts, reanimated, captured and dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...
Research on using reanimation to turn bits into bones without butchery is ongoing...
Trogledyte dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...You need to remove the hands/feet first. The nails make it so the limbs don't decay into bones. Or you could cheat and mod the nails away.
Troll shot with bolts, reanimated, captured and dropped 30 z's. Splatters. Arms and legs rot but no bones, only fleshless legs...
Research on using reanimation to turn bits into bones without butchery is ongoing...
Mud titans are apparently made out of dried mud: they can suffer fractured or chipped body parts.The game considers mud to be a solid. If you contrive some situation where it ought to be a liquid, it is called "n/a" like any other material with an undefined state.
You can rename a dead dwarf using the 'relationship' screen of another dwarf still alive.stop your dark arts, heretic necromancer!
From this screen, press 'v' while hovering the dead to access the dead dwarf's 'Status' screen.
From there you can rename him post mortem.
- You can also access the 'thoughts' screen and see that, most of the time, his upper body is gone
From this screen, you can get an idea of what your dwarf was feeling when he died.
There is btw a bug in this screen. The age displayed is the age as if they where not dead.
Eg : "He is 101yo, born on the first of granite 99", although my dwarf died in 180, and was 81.
- In the 'health' screen, the dwarf will have Cannot breathe, Vision lost, Ability to stand lost and Ability to grasp lost
Believe it or not, most of that is vanilla behavior. Animal man necromancers do that a lot.
If you offer goblins a pantheon, they will have a cheery range of animal and goblin based gods relevant to their evil desires. (gods of rumours, gambling trickery and deaaath), animal gods are common and nearly consistently fire imps are really common themes (i gave them intelligence and pet exotic in the hopes of one day catching some and enrolling them into my civ), though sometimes you will get overlapping gods with values of other cultures into new gods.PTW. It's needed some sciense!
Upcoming part VERY BUGGY
In my vanilla but modded world, a animal man goblin citizen (Nubpo BreachedBolts the wolf woman mathmatician, and one hit technology wonder turning evil presumably due to her advanced knowledge of how to mathmatically draw a ritual circle, i still have the save) was chosen after committing to 'worship' my almighty death god and was summarily granted a slab of necromancy (the phantom of burying) to go practice necromancy (this was a legends recorded event between the both of them)
(http://puu.sh/rRRCH/eec98f30ff.png)
Ngbo then went foward and started setting up goblin groups during her residency becoming the cheifteness, before using those groups to build factionally aligned towers (im literally not kidding, there were 2 'goblin' towers and 1 dwarven group tower because Nubpo was moving around) leaving behind bandit camps full of animated zombies actually living on site. No idea if the towers contribute in wars, but they are always well staffed.Spoiler: "legends images" (click to show/hide)
Lessons learnt.
> Travelling scholar necromancers with banditry enabled can make undead bandit camps if they are goblins/have banditry enabled, because of conflicting travelling/settling arrangements
> Travelling scholar necromancers can also build additional towers (manned by corpses) by exploiting bandit camp group positions
> 3 towers got built within 60 years which is terrifying.
> "'Arch Deacon' Nubpo" since she's practically the most evil and smartest entity on my world literally blessed by unholy gods only ever had 1 personal apprentice, a human, who she soon kicked out of the nest and inhibits a tower to himself going along the typical path of writing necromantic books and training MANY apprentices under him, she has 1 spare tower to herself and currently is leading a bandit gang probably prospecting or raising funds/corpses to go build another tower.Spoiler: "my relevant modifications" (click to show/hide)
PTW.
PTW.
This is probably a stupid question but I'm outdated on my forum lingo. What does PTW mean? I've seen it all over the place.
PTW.
This is probably a stupid question but I'm outdated on my forum lingo. What does PTW mean? I've seen it all over the place.
Posting to watch. Took me ages to find out too, means other stuff elsewhere but natively here it means that.
PTW.
This is probably a stupid question but I'm outdated on my forum lingo. What does PTW mean? I've seen it all over the place.
Posting to watch. Took me ages to find out too, means other stuff elsewhere but natively here it means that.
I am positive that it means poke the wombat.Pass the weed.
I am positive that it means poke the wombat.Pass the weed.
Interesting.
Sorry about the lack of iron on the site I made for you. I tried really hard for it to have everything, but until DFHack gets updated for the current version in a proper way, I cant use prospect to better narrow it down. I got nearly everything else though.
Dead dwarves viewed from the relationships screen of another dwarf have no injuries except: "Her upper body is gone", which they all have.This is because the upper body is the "root" to which all other bodyparts attach. DF is smart enough to know that anything attached to a missing part is also missing (when the right arm is missing, you don't see reports of the right hand or right thumb).
Dead dwarves viewed from the relationships screen of another dwarf have no injuries except: "Her upper body is gone", which they all have.This is because the upper body is the "root" to which all other bodyparts attach. DF is smart enough to know that anything attached to a missing part is also missing (when the right arm is missing, you don't see reports of the right hand or right thumb).
What you are looking at indirectly is the unit associated with the dead dwarf, which is where the ghost would appear if needed. The corpse is generated upon death as a separate object, and moving the corpse does not move the unit.
> Using exploits you can look at a 'alive itemcorpse' through the relationship screen of people who knew the person who died, the thoughts will be stopped because they are no longer a unit, but the interface will continue to update. You can even assign a tomb post-death and watch your worker's holdings update and their health while they rot
> Ethics are tied to itemcorpses, if its alive and part of your faction it will be checked, non-intelligent wild animal corpses are never checked (because they are counted as huntable and need to be butchered once shot and hauled) except for circumstances (see below point)
> As long as the item corpse is alive, it will retain ownership over all of its bp anatomy (hair and skin (and edibles) dont count because of [ANIMAL_PRODUCTS])) after death, so zombies can rise from being entombed/ghosts manifest if there is a loose tooth representing that unit still on the map. This is why ivory and horn crafting is bugged because it still belongs to their itemcorpse unit state. Turning into a zombie resets it state to huntable & wild and it can be butchered, but the ethics will still be broken from the 'zombie' or the original creature's ID still existing (not sure which), which in theory fixes pet butchering. (I've heard of it being done, can't recall if i've seen it myself)
> A technicality with slaughtering means that you can't use living corpses, (slaughtering living pets works fine because of ethics running checks) but even slaughtering intelligent pets is forbidden, as the slaughter will execute, but the still living 'id' of the destroyed sentient creature's products will be unusable (not forbidden - unusable, both inedible and unworkable, immediately shifted to the refuse pile that will take it) because it is a illegitimate ethical kill, even if all your ethics are correctly aligned. There's no way around it even if you mod in sentients to slaughter.
> Theoretically a were-'s limb or BP part that is cut off then grows back is seperate ID or all the same associated with the were-'s identity state despite growing back to replace it, claiming ownership of a uh, additional arm.
> When you die, you sit inside your owned holdings of a tomb and slowly feel your eyesight and ability to stand and grasp release from you as you rot, all the while you never have the necessity to breathe. You are alive in one sense of the word, the entire time as you turn into a skeleton and you can keep monitoring it from there on forever.
Night of the living dead, Spooky
I got all excited when a hamsterman necromancer dropped a scroll related to the secret.
Well, it's not the book, so no necro fort.
However, I am trying to figure out how to retrieve said scroll as it will not allow dump, but can be forbid.
I have a library, a book case, but it is not being hauled in.
I will try to make the tile it dropped on (outside) part of the library.
So it should be possible for a book binder to grab the scroll?
But it's a scroll, so it cannot be made into a book?
I got all excited when a hamsterman necromancer dropped a scroll related to the secret.
Well, it's not the book, so no necro fort.
However, I am trying to figure out how to retrieve said scroll as it will not allow dump, but can be forbid.
I have a library, a book case, but it is not being hauled in.
I will try to make the tile it dropped on (outside) part of the library.
So it should be possible for a book binder to grab the scroll?
But it's a scroll, so it cannot be made into a book?
I guess checking your (R) refuse and (F) forbid on the (O) order screen for dwarves is relevant if its aboveground, items dropped by invaders might be restricted or just generally you've forgotten to set collection for aboveground things.
Codices in the finished goods menu handles books and such so make a codice pile near or inside your library to get it in if you have a spare bin.
Teeth can start fires.This seems incredibly non-trivial. If you build an entirely fire-safe room, trap Elves within in, then drop these super teeth from above, will said teeth ignite the Elves? We know about weaponizing breath and syndromes, but not such specific body parts. This could be a whole new field of !SCIENCE!.
In 129 the swamp titan Ino Inoganuk, a flying fire-breathing ceratops visited my fort. Thankfully, he spent the first half of his assault in the yak pasture within my above-ground fort. As the fields burned around him, my marksdwarves rained steel bolts down upon him. He shrugged them off until all the Yaks lay mangled and burning, then he turned his attention upon the crossbow pillbox. Sadly it was only partially complete. Ten brave Marksdwarves looked on in horror as the ceratops flew up and squeezed in with them, through a poorly conceived hatch upon the roof.
The resulting battle within the pillbox was difficult to follow, hidden in great gouts of flame and billowing smoke. Somehow, only three dwarves fell, one of which was incinerated so badly he left no corpse. Before this happened, however, he was bit in the mouth by Ino and left behind 4 of his teeth as a result. Ino himself was in bad shape when he entered the pillbox, and the hail of steel from the marksdwarves somehow managed to open his belly and spill his guts, bleeding him out.
Weeks after, as the dwarves mopped up, the fires finally dwindled out in the pastures topside, and a butcher took on the monumental task of carving up Ino, I was shocked to find my entire underground fort on fire. I had spent so much time building above-ground that my dwarves were still living in a temporary level within the soil, the grand fortress in the granite far beneath still in the planning stages. They had opened the 1st cavern, so this soil was covered in moss and what not. I was at a complete loss as to how the fire got started. Thankfully, the season had just turned, so I had a save file - and on loading it the fire literally broke out from some coffins the moment I unpaused. The contents of the coffin:Spoiler (click to show/hide)Spoiler (click to show/hide)
336°C is about the melting point of lead. :D
I also must attempt to figure out where the good/evil border actually exists, since clearly it is not defined as I saw in the world map.DFhack's probe?
Might be quicker using Showbiomes. http://www.bay12forums.com/smf/index.php?topic=160856.0 (http://www.bay12forums.com/smf/index.php?topic=160856.0)I also must attempt to figure out where the good/evil border actually exists, since clearly it is not defined as I saw in the world map.DFhack's probe?
Also, revealed map often shows regions with different layer minerals.
Immortal-D, it's pretty trivial when lignite is easier to obtain, ignite and hits harder :PFair point, lol. And yeah, I just realized the biome difference this morning on the train. The ocean biome includes the shoreline, which extends a good 20 tiles or so inland. At least now I have a clearly defined zone of reanimation. The question then becomes not so much 'how do I weaponize this?' as 'where do I start?'.
As for your reanimation, it is always evil in my experience. However ocean biome extends beyond just where the water is, and can also be in air even if ground is good, bringing reanimation with it.
I switched galena ore to be usable when my stonecrafter procced a strange mood. He proceeded to bring one galena and one copper bar to the craftshop he'd claimed, and the end result was... an iron crown? This has to be a bug, right? Mostly I'm double checking because I haven't seen this posted in the bug tracker yet and it's so absurd that I'm kind of confused right now.Sounds like: http://www.bay12games.com/dwarves/mantisbt/view.php?id=5625
Something that happened to me a long time ago (i dont have exact words)I think this bug has since been fixed. It came up when an NPC tried to refer to a non-historical (or culled historical) figure. So read it as "[Sometime before year 1] I fought [some unimportant dude]."
npc animal guy talking to other animal guy:
In a time before time i fought myself.
This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.You can keep it forbidden after you smelt it.
They'll still want it, though. Forbidding just keeps them from claiming it.This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.You can keep it forbidden after you smelt it.
Even if it's forbidden before the mood starts?They'll still want it, though. Forbidding just keeps them from claiming it.This means if you were wanting a platinum (or silver/gold/rose gold/electrum) blunt weapon, you're best off either making sure you get it early on in your fort's lifetime (before you start mining candy) or you ought to only smelt candy as you need it, at least until you get the artifact you wanted to get.You can keep it forbidden after you smelt it.
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.
When two civilizations are in war with each other, the tension shows even in visiting diplomats. A human law-giver and an elven diplomat have been locked in a messy spitting match for several weeks now, right in the middle of my tavern. Neither seems interested in doing any actual diplomacy while the other is in the fortress.Ha, I don't think this is trivial. It is a good feature. :P
I discovered that copper blunt vs. zombies is worse than useless, despite the recent nerf to the latter. Copper warhammers work decently enough against living targets, since the pain is enough to incapacitate. However, because zombies feel no pain, you need near-constant headshots to detroy it. So if you find yourself with only copper vs. undead, either hope for a stabbing attack with swords, or turtle up. 8 aspiring hammerdwarves perished to bring us this information :(
Ha, I don't think this is trivial. It is a good feature. :P
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.Nah.
That said... can a civy dual-wield axe & pick?No, you can't have more than one of mining/woodcutter/hunter enabled on the same dwarf.
Watch as some dwarves fulfill their dreams of creating great works of art and mastering a skill while pretty much working as slaves. lolAfter drowning in artifact furniture in a generational fortress, I've discovered YMMV on this.
will settle on the eastmost sub-coordinates of their tiles and need to start all over again once power returns
Wow @NonconsensualSurgery those are super non-trivial! Cool :o I wonder if you could use routes to discourage dwarfs from using the trapped door.The
Wow @NonconsensualSurgery those are super non-trivial! Cool :o I wonder if you could use routes to discourage dwarfs from using the trapped door.Thesaferless !FUN! option would be to simply lock the door until such time as baddies are in the vicinity. Assuming your Dwarves are burrowed properly, you can then unlock the door for your guests.
In order to be 'laced with blood,' a tile of water must have a 'pool of blood.' Spatterings and smears are not enough. From one z-level above, the tile will appear as a red ≈.
This is important for vampirizing your entire fort with a contaminated well.
Magma can only fall into a tile occupied by a door from above when the door is opened. This is a pretty good trap for whoever opens the door.
Magma can only fall into a tile occupied by a door from above when the door is opened. This is a pretty good trap for whoever opens the door.
If you trigger the door by pressure plate and ride a minecart through it you can make it past the magma before it falls down :) Now, if you add some water to the floor the tunnel seals itself with obsidian.
The fort can become mountainhome without becoming a barony.In my latest Fort, i had a mayor, then suddenly i had a King and we became mountainhome without ever having any barons. even one year later there were no barons at the Fort.
My current fort has a king, a count and two barons, and it became the mountainhome without a problem.
Although they are not MY barons, they still prevent the fort from becoming a barony.
Insect colonies appear to have no restrictions on location for spawning. I have a colony of termites on the top rim of my volcano, on bare obsidian, some 10 tiles away from the nearest plant life of any kind in all directions including vertically.
It seems also, that colonies don't obey the laws of gravity. I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.Build a bridge that ends adjacent to the colony, build a floor over the colony, then deconstruct the floor and then the bridge.
Had a thought. Earrings are the lightest thing, and featherwood is the lightest material. Why not test coinstar in 43.03?In another thread, you mentioned segfaults with earring/coinstar testing in 43.05. Do heavier items also cause the segfaults? I'm wondering if this is the inverse of the issue causing the unkillable wool. Rather than (0 divided by some number), you are getting (some number divided by 0), which would crash a program. There may be one "applied force verse volume/mass" formula used for both.
@oldmansuttonIt seems also, that colonies don't obey the laws of gravity. I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.Build a bridge that ends adjacent to the colony, build a floor over the colony, then deconstruct the floor and then the bridge.
@oldmansuttonIt seems also, that colonies don't obey the laws of gravity. I caved in a section of ground to punch through an aquifer, and now have a colony of ants hovering in midair for the past 7 years (gametime), and no way to get rid of it.Build a bridge that ends adjacent to the colony, build a floor over the colony, then deconstruct the floor and then the bridge.
Yeah, it'd cause a cave-in. Just flooring over and deconstructing is enough.The idea of using the bridge was for ease of deconstruction, since you don't want to deconstruct a 1-wide floor with one order (dwarf deconstructs floor that other dwarf is standing on). Ah well.
Anyway, I'm thinking the twisting forces are perhaps also at play here - with items that have no force causing the faults.Did those two dwarfs have a different type of head cover? If the items causing the segfault are all light items and you can estimate what items will cause a segfault and what will not, then it should narrow it down enough for a bug report. The "force applied" formula's result was probably so low compared to "struck location's mass/volume" that it falls below significant digits and is effectively rounded to zero, triggering the segfault somehow. It may be that the bracelet hitting ears didn't trigger a segfault because the ear is a small mass/volume area, while the "bend to the head" did.
Yeah, it'd cause a cave-in. Just flooring over and deconstructing is enough.The idea of using the bridge was for ease of deconstruction, since you don't want to deconstruct a 1-wide floor with one order (dwarf deconstructs floor that other dwarf is standing on). Ah well.
Depressed vampires can be cheered up by socializing through glass windows.
The crystal glass vampire observation booth and adjacent necro-numismatics chamber have been designated a tavern. She is somewhat less depressed to have socialized, performed, and told stories. Come one, come all, see the amazing vampire story-teller!
You could designate the are under the floating ant colony as a temple?
Wild animals don't fight each other in crammed rooms. Dug rampway from river into aquifer to flood 4 Tigerfish in (because once they leave the map, can't get them again), and they bred peacefully
(https://i.imgur.com/7YsoowA.png)
(https://i.imgur.com/EqkGVdA.png)
(The blood was washed down from elsewhere.)
On triplet of test embarks, seemed tavern to be better for reducing distraction while temple better for reducing stress, and only getting strongly stressed with neither and no friends (oddly, it seems even after years, one won't necessarily make friends - unless a tavern is added, when they will). Not rigorous, since different dwarves.
Also, seems you can experience wonder learning the values of commerce without a location zone or book.
Mist in itself does not do anything. No happy thoughts, no cleaning, no nothing.Er, yes it does - "He is content being near to a waterfall" (or "He was comforted by a lovely waterfall lately." if you're playing 0.34 or earlier).
Fighting with a gold nugget trains macedwarf skill.You should probably report that on the bug tracker if you're certain it's really happening - that's supposed to train "Misc. Object User" and "Fighter", nothing else.
Pigs aren't grazers.
Weapon traps with silver weapons can be destroyed by a hot target.They can be melted down for 1/10 of a bar of silver, I believe. Unfortunately, they are also considered contaminants and as such, your dwarves will eagerly clean them up, while leaving your grand dining hall coated in blood and vomit.
And silver weapons become silvers (weight 6, basic value 10).
Bunch of worldgen stuff:How does werebeast number affect evil biomes? How does number of secrets affect placement of civs? Why do these things happen?
Werebeast number affects what you find in evil biomes.
Secret number affects the placement of civs.
If you have 0 passage Density and any openness at all your caverns will always have some open spaces.
Disturbance interaction count doesn't seem to affect history.
But lots of factors that affect something only do it occasionally, i.e. cavern water and available plants.
Cavern and magma sea layouts are affected by same parameters, though sadly magma sea can remain wide open even at minimal openness.
If you had more than minimum zs between layers, you can sometimes move the entire cavern up or town a bit without changing mineral layouts, up to a variable limit.
What clouds or reanimation you get on evil embark is affected by either number.
Though a clown car spawns limited type of demons, you can get more types as "wild animal packs" by increasing demon number - to a slow and nonlinear extent (8 in region-pops with 11 → 12 with 50).
If cavern parameter minimum values are greater than max values, it defaults to max.
E: giant alligators drown in lava.
~snip~How does werebeast number affect evil biomes? How does number of secrets affect placement of civs? Why do these things happen?
You can fish pond turtles in a digged well in the cavern, for some reason.In an ocean biome, you can fish ocean-y fish from a freshwater aquifer layer.
You can fish pond turtles in a digged well in the cavern, for some reason.In an ocean biome, you can fish ocean-y fish from a freshwater aquifer layer.
Both those instruments require to be placed in a room or meeting area (with bards assigned to somewhere or nowhere imparticular) to be played (hence they are stationary placeable objects)They've both been constructed in my tavern for years.
Yeah, lack of performers with the appropriate instrument skills or musical forms probably explains it. Honestly, I don't even know if I've got a single capable instrumentalist in my fort, almost all of my resident and visiting performers are poets, and most of them are goblins or elves besides. I'll have to check through my dwarves to see if any of them have the necessary skills.
can't really choose the music available to you
My population just went from 4. to 134. How? Well. I reclaimed a fort that had greater fire imps(those things in Fortress Defense, might be wrong name), who were apparently already reclaiming it. After reclaiming it, and killing some of the imps, I retired it. I unretired it, went to others in the unit list to see if there were any imps. weren't any, so I went to citizen, and discovered 130 fire imps on my side. Now I have a mayor. Considering that I had 4 dwarves, and dwarvish civs were dead, this is good. Haven't tested to make sure they'll do jobs.Hm. Interesting - Did you succumb to invasion when greater fire imps were sieging it?
They didn't siege my fort. It wasn't my fort. I retired a different fort, went to legends, noticed that fire imps had recently reclaimed a fort, went to fort mode, noticed I could reclaim the same fort, Fought some of the imps, retired, unretired, and suddenly I had a lot of fire imps.My population just went from 4. to 134. How? Well. I reclaimed a fort that had greater fire imps(those things in Fortress Defense, might be wrong name), who were apparently already reclaiming it. After reclaiming it, and killing some of the imps, I retired it. I unretired it, went to others in the unit list to see if there were any imps. weren't any, so I went to citizen, and discovered 130 fire imps on my side. Now I have a mayor. Considering that I had 4 dwarves, and dwarvish civs were dead, this is good. Haven't tested to make sure they'll do jobs.Hm. Interesting - Did you succumb to invasion when greater fire imps were sieging it?
Could be interesting way to get troll or ogre citizens - get them to siege you, succumb, reclaim, retire, unretire. Ogres may be short-lived (20-30 old age) slow learners, but they're over twice as large as elephant man.
Did your civilization remain the same? Do imps and dwarves have different groups of allegiance?
Trolls also store fat on their skulls separately.I recall a group of dwarfs passing out from exhaustion while trying to kill a troll with fists.
Trolls also store fat on their skulls separately.I recall a group of dwarfs passing out from exhaustion while trying to kill a troll with fists.
A human who had a dozen of cats died this year.Did they really loose their names? or it just meant that they "became" butcherable?
And for some reason, at first I could only butcher 2 of the cats. Then more and more cats lost their owner property, until all of them were butcherable.
The message showed: <cat name here> has become a Stray Cat.
Foreign made items can have images of artifacts made in your fortress in them.
Did they really loose their names? or it just meant that they "became" butcherable?They keep their names, but become cageable/butcherable once again.
River fish are terrified of 'dangerous terrain' water and will not leave for the opposite end of a river (which is the defined migration exit point) without it first being drained to 3/7'ths (which is of course dangerous to fish and they lose the capacity to swim meaning they never make it)That sounds like a bug.
tha sounds like an unintentional misfortune in defining a certain behaviour...River fish are terrified of 'dangerous terrain' water and will not leave for the opposite end of a river (which is the defined migration exit point) without it first being drained to 3/7'ths (which is of course dangerous to fish and they lose the capacity to swim meaning they never make it)That sounds like a bug.
Members of goblin civilizations can and will murder their spouses.Did not know that.
Yep. Even if you don't have any at all. If you have ever made adamantine in your fort, that's all your metalsmiths will work with.Nah.
This
(https://i.imgur.com/YmIF581.png)
Was created before this
(https://i.imgur.com/gmCgJbA.png)
I'm probably at risk of repeating something, but my expedition leader in a terrifying biome was just attacked by undead wagon wood that was reanimated by the biome. The round lime wood logs that attacked him weren't listed in the Units menu.
Also, a prepared slug eye attacked a miner. I thought prepared meat wasn't supposed to attack.
Elephants happily move around in tree branches.
(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).
Elephants happily move around in tree branches.
(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).
Climbing is a strength-based skill. Elephants are very strong. Why are you surprised? :p
Elephants happily move around in tree branches.I've heard of trees being destroyed by balista bolts and fire. It's just likely that DF doesn't check that a surface can support the weight sitting upon it. Larger caverns might collapse if it did
(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).
Climbing is a strength-based skill. Elephants are very strong. Why are you surprised? :p
I'm surprised the tree doesn't break xP. I know, trees are probably like constructions, and impervious to anything, but elephants out on tree limbs, really?
All cheer modern factory farming ;-)Meh, it's just not the same without the ponds full of excrement.
Elephants happily move around in tree branches.
(I don't know that they climbed the trees - mountainside, so there were tree branches adjacent to ground from a tree at a lower z-level).
*snip*
The only downside is that I couldn't find a way to put pets in cages or on restraints. However, I *think* grazer pets will be fed by their owners if pastured (will try that...)
Edit: They will not feed their grazer pets. Watched the owner of a lamb sit "no job" in the same room as his pet lamb that was starving to death... :-P That kind of sucks because there seems to be no way to feed them without pasturing them.
(http://vignette3.wikia.nocookie.net/muppet/images/8/8b/312-12.jpg/revision/latest/scale-to-width-down/250?cb=20110314133424)
I spent way to long on a tangent watching Swedish Chef videos
I have this great image of the Urist McSwedishChef attacking the corpse, singing a jolly tune as the meat reanimates while he is cooking it (https://youtu.be/ZTHiPs4Hms8?t=46s).
(http://vignette3.wikia.nocookie.net/muppet/images/8/8b/312-12.jpg/revision/latest/scale-to-width-down/250?cb=20110314133424)
I spent way to long on a tangent watching Swedish Chef videos
I have this great image of the Urist McSwedishChef attacking the corpse, singing a jolly tune as the meat reanimates while he is cooking it (https://youtu.be/ZTHiPs4Hms8?t=46s).
I'm sure you mean this one? https://www.youtube.com/watch?v=L-dzu7-YHLo :) (edit, or this one: https://www.youtube.com/watch?v=Lfafno4HND4)
Today I learned:But is the corpse still inside the coffin? I ask b/c I'm wondering if you could move a coffin outside without building it, and somehow encourage a kobold or gobbo thief to steal it.
You can deconstruct coffins and nothing bad happens.
Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.
Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
Nah, the body gets dumped on the ground.Today I learned:But is the corpse still inside the coffin? I ask b/c I'm wondering if you could move a coffin outside without building it, and somehow encourage a kobold or gobbo thief to steal it.
You can deconstruct coffins and nothing bad happens.
Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.
Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
Nah, the body gets dumped on the ground.Today I learned:But is the corpse still inside the coffin? I ask b/c I'm wondering if you could move a coffin outside without building it, and somehow encourage a kobold or gobbo thief to steal it.
You can deconstruct coffins and nothing bad happens.
Note to self: Once Blacksmith becomes Legendary, create Masterwork coffins, and replace the ones already in use.
Also, you can move the first guy to die from the temporary dining room when yo're ready. And into a proper tomb.
I had observed that minecarts with a "ride" command sometimes end up heavier after a ride, as though the rider was still inside. But curiously, this doesn't always happen. So i fiddled with it in .43.05 and it appears that
whether or not a cart retains its rider's weight after a ride depends on whether or not the cart's weight was observed during the ride.
I had observed that minecarts with a "ride" command sometimes end up heavier after a ride, as though the rider was still inside. But curiously, this doesn't always happen. So i fiddled with it in .43.05 and it appears that
whether or not a cart retains its rider's weight after a ride depends on whether or not the cart's weight was observed during the ride.
This is cool. What happens when you put new riders on the "ghost-ridden" carts and repeat the process?
Elephants happily move around in tree branches.They are swinging around with their trunks :D
Elephants happily move around in tree branches.They are swinging around with their trunks :D
After browsing the DeviantArt and other tubes I have not managed to find any usable depiction of this situation.Elephants happily move around in tree branches.They are swinging around with their trunks :D
immediately had this in mind:After browsing the DeviantArt and other tubes I have not managed to find any usable depiction of this situation.Elephants happily move around in tree branches.They are swinging around with their trunks :D
That meant I had to do it myself:Spoiler (click to show/hide)
In case you haven't figured it out yet, digging under a cut tree or cutting a tree above a mined-out area will result in an open space where the tree was. If you don't build floors over these holes, they may compromise your defenses (e.g. a werebeast jumping into your stockpiles like in Joel's Vinefort streams).
An easy workaround is to dig out your fort at least 2 z-levels below the surface instead of 1, so as to not even have to bother with roots.
Also, roots do not count as walls for doors.
Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?
So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.
The good news is it only seems to be through 1-thick walls. I had a fort where the barracks was 1-wall thickness away from the volcano. My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad. The good news is I found the magma sea fairly quickly after that. This is why now my barracks have at least a 2-thickness wall.
Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?
So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.
The good news is it only seems to be through 1-thick walls. I had a fort where the barracks was 1-wall thickness away from the volcano. My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad. The good news is I found the magma sea fairly quickly after that. This is why now my barracks have at least a 2-thickness wall.
It is caused by charge attacks, apparently. It is one of the more reported issues: see all those duplicate posts (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444).Hey, where's that Axedwarf? She was here just moment ago. Why do those craftsdwarves lament their lost masterworks?
So it turns out soldiers can teleport through walls while sparring. I'd better move the barracks so it won't have a magma pipe right behind the wall.
The good news is it only seems to be through 1-thick walls. I had a fort where the barracks was 1-wall thickness away from the volcano. My artifact wearing Militia Commander teleported through (I believe it happens on a dodge), and it was very sad. The good news is I found the magma sea fairly quickly after that. This is why now my barracks have at least a 2-thickness wall.
I found this out the hard way as well. I think I lost a half-dozen to drowning before finding out what was happening. Now I'm the same way, 2 tile thick walls except to the weapon/ammo/armor stockpiles I keep attached to my barracks.
TIL that, contrary to the wiki, dwarves can indeed remarry if their spouse is abducted and transformed by a night troll:Was Ilral still alive when the second marriage happened?
(http://i.imgur.com/b8qOObN.png)
Apparently, ants can start colonies on ice.No, but the colonies turn red and float in midair.
Wouldn't surprise me if the game crashed when the ice thaws.
No, but the colonies turn red and float in midair.Do you know if this happened to a honeybee colony, would it still be usable provided it's on the edge of the river? This happens to be the case with my ant colony.
No. Beekeepers have to be on the same tile as the colony in order to harvest it.No, but the colonies turn red and float in midair.Do you know if this happened to a honeybee colony, would it still be usable provided it's on the edge of the river? This happens to be the case with my ant colony.
If a dwarf gives birth to a child while climbing a stepladder to get fruit out of a tree, they will not pick up the baby because of dangerous terrain. The baby will be left in the tree.
Fireproofing children is considered a must for the more dwarvenly Dwarven Day Cares (http://dwarffortresswiki.org/index.php/v0.34:Stupid_dwarf_trick#Day_Care).
If a dwarf gives birth to a child while climbing a stepladder to get fruit out of a tree, they will not pick up the baby because of dangerous terrain. The baby will be left in the tree.
Amazing. Does the baby die or does he get picked up ?
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!
...I am disappointed. I had a whole bunch of worn clothing underneath a bridge, for the purpose of atom smashing. Turns out, a soap bridge with no walls to either side will no longer atom smash, it just FLINGS clothing everywhere.Does this work with other things under a soap bridge? Or any bridge with no walls?
Now I have to make a new one in a tunnel somewhere...
...I am disappointed. I had a whole bunch of worn clothing underneath a bridge, for the purpose of atom smashing. Turns out, a soap bridge with no walls to either side will no longer atom smash, it just FLINGS clothing everywhere.Are you sure it was a raising bridge and not a retracting one? It sounds like a coinstar room (http://dwarffortresswiki.org/index.php/DF2014:Danger_room#Coinstar_room).
Now I have to make a new one in a tunnel somewhere...
Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!
I have seen weres walled in their hospital rooms to destroy everything in the room, including the door. It usually takes them several transformation cycles but eventually there's only a naked and confused were-infected dwarf in an otherwise empty room.
Maybe it takes longer than those few full moon days to destroy a quality door? Even FB:s and clowns seem to take a while at it.
I think there is some buggy thing with building destroyers, where they target something that is they are already adjacent to, they will not start the demolition process. Evil biome embark, three wandering ogres in the first month or two, one leg-broken dwarf was left outside outside, the other dwarfs died inside, then the ogres flipped some beds and got stuck. They were there until migrants arrived, at least a month or two. Occasionally trolls would do the same thing. I don't know about were's and doors because I wall them in without doors.Werecreatures don't seem to want to destroy locked doors. They will wreck all the workshops and other constructions they can reach, but if they step in a room with a door, I can lock the door and they will stay trapped forever, despite being perfectly capable of destroying doors.Hmm.. in my current 43.05 play burrowed weredwarves won't destroy locked doors.. but once they change back & can path to something they will!?!
I have seen weres walled in their hospital rooms to destroy everything in the room, including the door. It usually takes them several transformation cycles but eventually there's only a naked and confused were-infected dwarf in an otherwise empty room.
Maybe it takes longer than those few full moon days to destroy a quality door? Even FB:s and clowns seem to take a while at it.
Based on a bunch of accidental testing with werepandas it appears that they destroy exactly 1 furniture item per transformation. Maybe there is a coded limit so the spend some of the time mauling people or maybe it is cause building destruction is no longer instant and it just takes them too long to break more than one.
Best use I've found for lead is for floor bars. It's too heavy and low-value to be practical for anything else.
Oh no, such precious warminecart material and shotgun ammo getting wasted on toys and trade items...Best use I've found for lead is for floor bars. It's too heavy and low-value to be practical for anything else.
Toys for the elven children, and mugs for the elven nobles
Best use I've found for lead is for floor bars. It's too heavy and low-value to be practical for anything else.
Toys for the elven children, and mugs for the elven nobles
Apparently, werecreatures can die of thirst. Because I just had it happen.Usually there's not enough time before transformation. What were the circumstances? Was it a hot embark?
Apparently, werecreatures can die of thirst. Because I just had it happen.Usually there's not enough time before transformation. What were the circumstances? Was it a hot embark?
That alone was not enough to kill it, but I also learned that gorlak corpes can be tough opponent. (I'm almost prospering in a reanimating biome, the said gorlak, that was originally killed by the beetle, murdered it back, gained a name in the process and it took more than one page combat log for my legendary+5 hammerdwarf squad to get rid of it)Beware the reanimated dralthas.
If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages.
1: Lolokral, "Granitesilvers", fortressThe biggest in numbers that I've seen, though hardly the most ridiculous in population/time.
Owner: The Nets of Heaviness, dwarves
Parent Civ: The Immortal Helm, dwarves
1353 plump helmet men
1393 gorlaks
9 dwarves
39 humans
40 white stork men
1 goblin
111 magpie men
199 snail men
22: Thiwacovema, "Bowedjungles", forest retreatBoth of those are in same 4200 year world gen, along with another less-ridiculous retreat and and hamlet (for hamlets and fortresses, seen them in other worlgens as well). I'm unsure what's the cause.
Owner: The Deer of Infamy, elves
Parent Civ: The Sun of Ransacking, elves
3973 goblins
1 dwarf
88 elves
673 goblin outcasts
5 elf outcasts
A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink, and some armor stands. His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.
Someone reported death by thirst in a hot climate.A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink, and some armor stands. His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.
They actually do not need food and drink. They change form faster than they starve or dehydrate.
Just a month ago (http://www.bay12forums.com/smf/index.php?topic=145317.msg7455797#msg7455797).Someone reported death by thirst in a hot climate.A dwarf was infected with lycanthropy, a were-antelope, so I dug out a room and sealed him in with food, drink, and some armor stands. His pet goose followed him in but I didn't have time to do anything about that. I expected he would kill the goose and destroy the armor stand when he turned. Instead, he kept right on training in were-form, for several months now.
They actually do not need food and drink. They change form faster than they starve or dehydrate.
E: Oh yeah, another one I forgot:
To solve the issue of "I want every z of my aboveground fortress have engraved obsidian floors, but when I dig cast obsidian it replaces that z with natural floor", you can cast above, dig away and then cave-in on top of a constructed floor resting on top of a support, replacing the constructed floor. Then you can deconstruct the support, keeping the obsidian floor on z-level right below.
before after final
z+1 ### x,, x,, #=obsidian using dfhack liquids
z+0 ### x,, x,, x=stairs ,=dirt floor when casted obsidian is dug
z-1 ### xh, x.. h = channel, .=open space
z-2 ### xS, x,+ S=support +=obsidian floor
z0 z+1
═▲0 ═▼+▲0
visible
══0 ═.+═0
Track
z(2k+1) z(2k)
0▲+▼▲▲0 0▲▲▼+▲0
visible
0 0
0═+▼╚═0→ ←0═╝▼+═0
track
Carts enter levels from the down ramp, leave to the next higher level in the direction of the arrow. .WW.
═╠╣═
.WW.
No matter whether a cart comes from east or west, it will at least maintain its speed; if it enters at less than ~70k, it'll accelerate a bit.You can ride a multi-embark/multi-world-tile minecart track in adventure mode, provided you properly constructed it in fort.There was a project to combine this with a succession fort but with other things that got included (pick a dead dwarf civilization) the final pie was just too big to chew and the project soon died:
It may be that further injuring a limb with nerve damage can restore its function when the latter wound heals.Motor nerves and sensory nerves are different, is it the sensory nerve? Severed motor nerves are what result in a useless limb, but severed sensory nerves only mean that the dwarf can't feel anything with that limb.
I had a dwarf with a severed leg nerve and status "Ability to stand lost" who managed to break a bone in the same leg. He was patched up in the hospital and issued a new crutch even when he was already using one, and away he went. I didn't give more thought on the matter, until I saw the same dwarf returning his crutch to a stockpile few weeks later. He still has nerve damage but his ability to stand was restored when the broken bone healed.
Motor nerves and sensory nerves are different, is it the sensory nerve? Severed motor nerves are what result in a useless limb, but severed sensory nerves only mean that the dwarf can't feel anything with that limb.
Quester visitors can receive information about the location of artifacts from your animals.Known issue. If you have any more details to add to this please do so in 0010356, "Animals reveal presence of artifacts to outsiders" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10356).
One of my war dogs both somehow knew the location of an artifact in another site and was able to convey it to a random quester at my fort.
Yams can only be eaten when cooked, and they can't be brewed or processed; as far as I can tell there's no way to get seeds from them, so they can't be farmed. Is this intended?
Root crops across the board seem hard. It's tempting to add yam beer, potato vodka, and onion wine (a real thing, btw, a nice sweet dessert wine, in fact. The onion sharpness evaporates before the yeast even gets going.)
I don't think I took any pictures, but in my last fort of 44.02 (where there were waaaaay too many visitors), the large numbers + a large dance floor ended up with some truly impressive displays of singing and dancing, like in large circles circling around.When I decide to dance in Adventure Mode, I always do it in a crowded market. Everyone joins in. I like it.
I don't think I took any pictures, but in my last fort of 44.02 (where there were waaaaay too many visitors), the large numbers + a large dance floor ended up with some truly impressive displays of singing and dancing, like in large circles circling around.When I decide to dance in Adventure Mode, I always do it in a crowded market. Everyone joins in. I like it.
(https://i.imgur.com/40Aklxd.png)See report 9768, "Name does not appear during performance" (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9768).
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"
The command will still kill the creature though
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"
The command will still kill the creature though
I read over this a few times in an attempt to parse it. In all readings, I somehow thought it applied specifically to female ducks.
Where the hell did I get 'duck' from?
My speardwarf is leading a sword demonstration. With only his spear as a prop...Did somebody bring the book "Teaching by Negative Example" to your fort? :D
Lesson 1. How to recognise your sword.My speardwarf is leading a sword demonstration. With only his spear as a prop...Did somebody bring the book "Teaching by Negative Example" to your fort? :D
... there are many weapons that are my weapon, but this is not. with this weapon i'm nothing and this weapon is nothing with me.Lesson 1. How to recognise your sword.My speardwarf is leading a sword demonstration. With only his spear as a prop...Did somebody bring the book "Teaching by Negative Example" to your fort? :D
This is not a sword. Repeat after me 'this is not my weapon...'
When using the 'exterminate him' command on a female with DFHack, it will give a message "It's a she!"Try "exterminate her", instead. For gender-less creatures, "exterminate it".
The command will still kill the creature though
Try "exterminate her", instead. For gender-less creatures, "exterminate it".My mother language has no gender-less pronouns or forms, so masculine is the default for gender-less.
There already is potato wine, also, what yam are you referring to? Yams on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Yam) the dfwiki doesn't seem to say anything about this, but I know that it can be wrong.
Not sure if it has been observed before, but I just found out that you can carve upward stairways out of nothing in an unrevealed magma sea by first constructing a downward staircase on a natural floor tile directly above the unrevealed magma sea, and then designate the tile below for mining into an upward staircase. After that the magma sea will be revealed.Sounds like the "mine through slade" exploit. You can mine straight through unrevealed slade that way.
Welp, this is a new one:
(https://i.imgur.com/6FKHVmW.png)
Edit: And she is now a mercenary in my fort. Man, I put her in a squad, but I'm tempted to take her back out. I don't want her to die! If I had a male gorlak she might eventually have baby gorlaks with, or if she could eventually petition to become a full citizen, I'd pull her out and let her cool her heels for the next two years. Hmm.
It's still my old world, but the thing is, it didn't happened in worldgen, it happened during gameplay. Civ was wiped out during worldgen, and regenerated as I was doing a sweet and eventless adventurer travel. But I can give you the current save if you want
Oh, a story?Thisis my pet project, it will probably never be finished. So far I recorded the period between the end of worldgen (125) to 142.
Link me to it when it's done!
I figured out that you could use stockpiles as survey markers when doing large projects. Just pick a stockpile type you aren't likely to use, and you can lay them down 31 tiles at a time. I did that to mark out the moat on my current project, a hillfort-style above ground human settlement designed to raise and equip an army for raiding the local elves. It doesn't have a high wall, just a wide moat with a covered gallery overhanging the inside edge by two tiles to prevent climbers while giving me a chance to shoot back. Three drawbridges provide access, with the fourth wall holding my keep. The whole thing is 100x100 in area, providing ten thousand tiles to play with on each level.
damn, i always used p-c for that purpose... at least when aboveground.I figured out that you could use stockpiles as survey markers when doing large projects. Just pick a stockpile type you aren't likely to use, and you can lay them down 31 tiles at a time. I did that to mark out the moat on my current project, a hillfort-style above ground human settlement designed to raise and equip an army for raiding the local elves. It doesn't have a high wall, just a wide moat with a covered gallery overhanging the inside edge by two tiles to prevent climbers while giving me a chance to shoot back. Three drawbridges provide access, with the fourth wall holding my keep. The whole thing is 100x100 in area, providing ten thousand tiles to play with on each level.
Press 'm' when designating things to activate marker mode. ;D
You can then switch it to normal designations with... Alt-M, I think?
Im quite definitely sure that they need to make contact first, then brood over it.this is what i did: create room with a few nestboxes, create zone n N assign all feathery stuff there - and before even one animal was within the room, a dwarf brought 5 guineafowl eggs from the nestbox to the food stockpile.
Is this in regards to egg laying sentients?
Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.
Vanilla DF dwarves only have Feed Patients/Prisoners and Recovering Wounded enabled by default.Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.
All dwarves have healthcare labours enabled automatically i think, just disable it. Ill probably make a bug report.
Vanilla DF dwarves only have Feed Patients/Prisoners and Recovering Wounded enabled by default.Dwarves that learn medicine in libraries auto activate Healthcare jobs in the dabbling skills they just learn, and then kill your dwarves in the hospital. I hope it is a bug, or Toady really hates us. I dont use therapist and there must dozens of dwarves in this situation.
All dwarves have healthcare labours enabled automatically i think, just disable it. Ill probably make a bug report.
Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.
Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.
Are you using dfhack? It has various auto-labour things that will mess stuff up if you enable them by mistake.Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.
Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.
I didnt assigned job roles for them. I only assigned them as scholars, but somehow the healthcare jobs got assigned automatically when they start learning from other scholars. This is the issue.
There are workarounds, sure.
How does unskilled doctor kill the patient?just like in Reallife.
Are you using dfhack? It has various auto-labour things that will mess stuff up if you enable them by mistake.Ah i see the issue, you assigned the job roles so that they would train up that specialty field but can't control them now that dabbling is applicable to them to start trying it practically.
Why not make a burrow especially for trainee doctors to keep them away from labors in the hospital.
I didnt assigned job roles for them. I only assigned them as scholars, but somehow the healthcare jobs got assigned automatically when they start learning from other scholars. This is the issue.
There are workarounds, sure.
If not, then definitely one for the bug tracker. You don't want automatic skill enablement. Especially if you don't play with something like Therapist where you can quickly spot it.
Like amputating head for scratched ear? That must be fun...Actually, I think it's more like taking a very long time to complete the operation, allowing the patient to bleed out, even though there's a much more skilled surgeon idling nearby.
Dwarf babies can read as soon as they're born. Mom was in the library; gave birth. Baby began to read. I do not know if reading increases any skills, but the thought of little dwarf babies reading at their mother's teat breaks the stereotype of dwarves not caring for intellectual pursuits.
If I knew how to include a screenshot, I would.
@trib, this could be influenced by their discipline skill.
I wonder whether the threat of starvation could... gently persuade... dwarves to learn to swim
According to my seed-stockpile, any number of seeds can fit in a single bag, and any number of bags can fit in a single barrel.Huh this requires !!science!!
I mention this because years ago this was not so, and the wiki still says there's a limit on the most recent seed page.
Huh this requires !!science!!this always make me shudder and i think of suffering dorfs...
built a floor to the edge of the map, one above ground level -- and that wound up splitting invaders from wildlife. animals would only appear 'upstairs'. didn't run that fort too long, but hey.neat
Non-domesticated animals will lose one training level every three months. Also, eggs take exactly three months to hatch.If they revert to wild-form while incubating the eggs, do the eggs not hatch?
They do hatch. I've had elk birds starve to death and their eggs still hatch. The only thing that eggs need is to be in a nest box.Non-domesticated animals will lose one training level every three months. Also, eggs take exactly three months to hatch.If they revert to wild-form while incubating the eggs, do the eggs not hatch?
Are you sure it's a true trio of sparring, not a pair bumping hitting someone else by mistake, as is quite common?I've seen it myself. Definitely three people sparring, though I'm not sure if was a melee or 2-vs-1.
Just noticed that dwarves can spar in trios.This might be something new. It was not the result of one missing a charge and hitting a bystander, right?
I don't know why I thought they couldn't it makes all the sense.
It looks like they are all attacking each other.
No, I believe that has been a thing for some time, at least since .40.something. I have seen it sometimes with large squads, all three participants trading blows equally.Just noticed that dwarves can spar in trios.This might be something new. It was not the result of one missing a charge and hitting a bystander, right?
I don't know why I thought they couldn't it makes all the sense.
It looks like they are all attacking each other.
This might be something new. It was not the result of one missing a charge and hitting a bystander, right?Oh, sorry for the long delay.
Apparently, dwarves can get alcohol tolerance.That is one of the most terrifying things I have ever seen in this game.
(https://i.imgur.com/TF5dof0.png)
He is properly drunk, as indicated by his temporary personality changes.
He had the same thought for eating a "pretty decent" meal.
Apparently, dwarves can get alcohol tolerance.Maybe he is thinking "nothing in life is important anymore" because his kid or lover died or something. What are the rest of his thoughts?
(https://i.imgur.com/TF5dof0.png)
He is properly drunk, as indicated by his temporary personality changes.
He had the same thought for eating a "pretty decent" meal.
Maybe he is thinking "nothing in life is important anymore" because his kid or lover died or something. What are the rest of his thoughts?Her husband and only son are still alive. Within the last season, she has dwelled upon three memories which have caused anger, exasperation, and annoyance. So maybe she doesn't remember anything good.
Apparently, dwarves can get alcohol tolerance.That is one of the most terrifying things I have ever seen in this game.
(https://i.imgur.com/TF5dof0.png)
He is properly drunk, as indicated by his temporary personality changes.
He had the same thought for eating a "pretty decent" meal.
So actual Depression and PTBS coming to the game? Are they planning to add results to trauma like drug abuse (alcoholism), SelfInjury etc.? Having Dorfs going through puberty falling in love and being committed to that person for a year and trying to impress them and going through pain when being ignored? i can almost see the tantrum spirals coming. "i just embarked and luckily i had no minors on site, so finally no tantrum spiral within the first 3 days."
Can a wolf get a werewolf curse?I don't think animals can get cursed, can they?
I'm fairly certain that lycanthropy requires [CAN_LEARN], so critters are a no-go. Same reason why it works on certain SMBs but not MBs.Can a wolf get a werewolf curse?I don't think animals can get cursed, can they?
A wolf-man probably can though.
Half-wolfman, half werewolf. Scary. I think...
Half-wolfman, half werewolf. Scary. I think...And werewolf literally means "manwolf".
Half wolf-woman, half manwolf.Half-wolfman, half werewolf. Scary. I think...And werewolf literally means "manwolf".
A dwarf gets hauled into the hospital and is "diagnosed with inebriation." No treatment is prescribed and the dwarf immediately gets up and goes to work further on his inebriation. Yes, that sounds realistic, but why bother with dwarves?
In vanilla game inebriation has [SYN_NO_HOSPITAL] flag, which should prevent it from being treated. Maybe the dwarf had other problem, and was dragged to the hospital because of that other problem, and then diagnosed with inebriation just because he happen to have it too.
That's strange, I've observed dwarves being hauled off to hospital after too much to drink fairly often. Maybe being unconscious triggers rescue attempts overriding the syndrome settings. Seems to keep dorfs alive having a hospital near the tavern. Shame about the visitors...A dwarf gets hauled into the hospital and is "diagnosed with inebriation." No treatment is prescribed and the dwarf immediately gets up and goes to work further on his inebriation. Yes, that sounds realistic, but why bother with dwarves?
In vanilla game inebriation has [SYN_NO_HOSPITAL] flag, which should prevent it from being treated. Maybe the dwarf had other problem, and was dragged to the hospital because of that other problem, and then diagnosed with inebriation just because he happen to have it too.
Exporting local image will also export worldgen parameters, allowing access to them without having to retire the fort or use quicksave, open-legends, die.If you're in open-legends you can just hit ESC to get back out of it. No need to kill the game.
Um, no. No you can't (well you can, but if you save...), unless you want to chance ruining your save with terrain regeneration, spontaneous caveins, hfs self-uncorking or dozens of merchant wagons spontaneously appearing.I've never had that happen, so I didn't know about it.
No, it isn't fixed (http://www.bay12forums.com/smf/index.php?topic=164123.msg7812136#msg7812136).
That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.Can you convict a dwarf who's already insane?
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
You can convict dead dwarves, animals, invaders, or anything else that has died at your site, so I would expect that you could. I wonder if you could convict a scuttled wagon?That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.Can you convict a dwarf who's already insane?
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
I wonder if you could convict a scuttled wagon?That's how you get a revolution on your hands. He's a hero to his people.
That's the other interesting thing (although i've already seen it in .34.11, where it was irrelevant because of the bug that prevented give food/water triggering more than once per imprisonment) - *all* hungry/thirsty caged/chained units will be provided with food and water, including the insane. The mad dwarf's rope is effectively her asylum cell.Can you convict a dwarf who's already insane?
I can't find a related bug report (dwarf gone mad while justly imprisoned is not released), this case might warrant one.
Obviously that's simple, but I'm wondering if they'll still keep them in prison after the sentence is up. They'll die of thirst if they're free, so if they're released afterwards it would make any sizable sanitarium unfeasible.Can you convict a dwarf who's already insane?Keep some "unsolved" crimes around for arising need for convicting people.
sentimental value only I guess.
Oh of course, did't think of loved ones as this one didn't have any.
Is death of sleep deprivation a thing in df?Pretty sure it just drives them insane; which is, of course, a moot point.
I've seen merchants and migrants appear in red like that, when I commit changes while the migrants are not in DT yet (example: you have some changes ready to commit, then migrants arrive and you think, "I will commit these changes so I can process migrants!", and as you click commit, the migrants appear in red, and if you click Read, it will show them properly).i never do any changes in DT without pausing the game first, then reading, then making changes, applying them, and the last step is unpausing.
A dwarf with profession Monster Slayer came in with the latest wave of migrants. Actually he is a Legendary Stone Crafter and appears among the craftsdwarves in the unit list, but apparently Monster Slayer overrides any ordinary title. His character color is also yellow, despite any changes to his status.It's a bug. He was a spying (for your civ), then when the game (incorrectly) picked him to migrate to your fortress, he retained his fake name and profession. If he has a spouse, she'll most likely note his real name in her thoughts (and the fake name in her relationships list).
It's a bug. He was a spying (for your civ), then when the game (incorrectly) picked him to migrate to your fortress, he retained his fake name and profession. If he has a spouse, she'll most likely note his real name in her thoughts (and the fake name in her relationships list).
So, although he says he's a monster slayer, please keep him away from the caverns...
[snip]made me laugh more than it should :D
It wouldn't be useful using him in anything fighting related anyway: he's so weak he can barely carry his own clothes without slowing down.
(On my PC at least)What does Alt+PrtScr (screenshot active window) do? (Not sure what OS you're using. Might be Windows only.)
Pushing PrtSc fails to take a screenshot of Dwarf Fortress when playing Fullscreen in Standard Printmode. It takes a picture of whatever is behind dwarf fortress (desktop, other apps, etc) instead.
Switching to 2D Printmode enables PrtSc to see my Dwarf Fortress screen.
Playing in windowed modes Just Works.
Windows 10.(On my PC at least)What does Alt+PrtScr (screenshot active window) do? (Not sure what OS you're using. Might be Windows only.)
Pushing PrtSc fails to take a screenshot of Dwarf Fortress when playing Fullscreen in Standard Printmode. It takes a picture of whatever is behind dwarf fortress (desktop, other apps, etc) instead.
Switching to 2D Printmode enables PrtSc to see my Dwarf Fortress screen.
Playing in windowed modes Just Works.
Enemy soldiers will often have the symbol of their civilisation on some part of their armour.i hope that doesnt lead to confusion on the battlefield when you equip your dorfs with the armour of a previous defeated attacking party.
Some will have it on their helmet, others on their breastplate. Not sure if it's a civilisation-level thing, like, every soldier from X civilisation will have their helmet decorated, while every soldier from Y civ has their breastplate decorated.
Pretty neat, I thought.
Enemy soldiers will often have the symbol of their civilisation on some part of their armour.i hope that doesnt lead to confusion on the battlefield when you equip your dorfs with the armour of a previous defeated attacking party.
Some will have it on their helmet, others on their breastplate. Not sure if it's a civilisation-level thing, like, every soldier from X civilisation will have their helmet decorated, while every soldier from Y civ has their breastplate decorated.
Pretty neat, I thought.
Moody dwarves will reshape already-cut gems when setting them into their artifacts.as far as i know, the symbols on an artifact or the picture chiseled into a wall are chosen at random when you first look at them instead of in the moment they are made.
I had a mason begin acting unusually secretively; he holed up in a shop down in the quarries and began scrawling pictures of gemstones on the floor. So I told the manager to shape a couple emeralds; he chose to do so with a radiant-style cut. The mason grabbed them--
"This is a native gold armor stand. All craftsdwarfship is of the highest quality. It is encircled with... emerald cut emeralds."
Makes you wonder why they insist so vehemently on the gemstones being pre-cut, eh?
Don't engravings show their subject matter on the tile they're displayed on?then it was only the artifacts and other items. the description of the item is first created when the item is inspected. that way dorfs can even have made pictures of events even before those events happened.
I've kind of had a mouse brute (beware its dust) take over the world and destroy all civilization apart from my own. It was a tiny island, but it counts.
I've kind of had a mouse brute (beware its dust) take over the world and destroy all civilization apart from my own. It was a tiny island, but it counts.
Is this a metaphor for the monopolization of the entertainment industry by disney corp?
Dropping dwarves few Z-levels seems to cure tantruming. I don't know why that works, but so far three out of three tantrumers have snapped out of it after falling on their heads from a retracting bridge. I have to try if it cures depression and obliviousness as well.
An old one, I think from early v34.x:heavy metal boots might pump him up though :D
First siege in a new fortress. Quickly conscript a militia, one dwarf sprints out notably faster than the others, meets the leading goblin, immediately falls unconscious from blood loss.
Though the other militiadwarves eventually ran them off, he spent the next season in the hospital. Once he finally get up, he heads back to the barracks and refuses to do anything but train.
The next siege, he again sprints out far ahead of the others, meets a whole squad of gobbos, and swiftly reduces them to red smears and showers of teeth. They turn right back around and flee.
So I honor him by issuing him the best armor in the fortress and an artifact weapon, which he cancels picking up. 'Not enough hands'.
Turns out that in the first siege his blood loss was caused by getting both arms neatly lopped off at the shoulder. And his training had made him a legendary kicker.
So siege #2 had been routed by a single dwarf literally kicking so much goblin ass.
heavy metal boots might pump him up though :DIf this happens again, you better believe they will.
*all the other kids with their pumped up kicks...*
Loot counts as imported wealth, regardless of whether you're the raider or the raidee.
Loot counts as imported wealth, regardless of whether you're the raider or the raidee.
Dwarf Fortress: euphemism simulator
I picture Urist McRaider, sheathed in blood and tears and steel, striding into the tavern and slamming a bag full of goblin innards and other spoils right in the middle of the +prickle berry seed roast+. His mien is terrible and also covered with prickle berry seeds. The Kat shaker drops his block, the dancing lurches to a halt, and every bleary bloodshot eye in the room is on him.
"Imported weath!" is what he bellows, leering through his beard at every staring face.
And the room's timbers shake with the fell dwarven laughter from every dwarven throat. Someone throws him a kaolinite mug of carrot wine, and he downs it in a gulp. Then the announcer comes on and it turns out to be ANOTHER stupid carrot wine commercial. Quaff Carrotwine to slake your bloodiest after-raid thirst! Christ, I hope the dwarven economy never comes back.
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
If you can embark on hidden sites, does that mean you could embark on a vault?
i mostly cannot embark if all embark squares are on high mountains.I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
If you can embark on hidden sites, does that mean you could embark on a vault?
Right, but I'm talking about squares you could otherwise embark on.i mostly cannot embark if all embark squares are on high mountains.I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
If you can embark on hidden sites, does that mean you could embark on a vault?
No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
Today one of my Goblin citizens gave birth to a Goblin baby! First time in the history of me playing DF has a non-Dwarven citizen given birth in my Fortress. I didn't actually even know it was possible. I will be keeping a close eye on her development as she integrates into the Dwarven society.
I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
If you can embark on hidden sites, does that mean you could embark on a vault?
The dwarven checkerboard might work on them. On the other hand, they might not be as actively malevolent as clowns, and fail to strive ever upward. This calls for some !!SCIENCE!!.That one time I tried a vault embark, they did seem to behave exactly like clowns, or maybe like invading megabeasts. All of them seemed to supernaturally home in towards the wagon immediately after embark. Very high quality fun, 5/5 would get horribly eviscerated again.
Are you sure that wasn't a demonic fortress instead?I got a new computer so I wanted to see how far I could push it with embark size. I embarked in an 8x8 area, and immediately got a notification that I had found a cave. Looking in the units list I found a gremlin and a Hydra. Didn't know you could embark ON a megabeast. I then tried to zoom in on a unit from the unit list and the game immediately crashed.No; in fact, one of the methods for finding a Vault's specific square is to go to its coordinates and find the square you can't embark on.
If you can embark on hidden sites, does that mean you could embark on a vault?
Wait, you can't embark on angel vaults anymore? I remember pitting my military against the vault once so that I could use the ☼candy short sword☼ in the middle. This was several major versions ago, though...(back when taking the weapon just opened the circus)
Today one of my Goblin citizens gave birth to a Goblin baby! First time in the history of me playing DF has a non-Dwarven citizen given birth in my Fortress. I didn't actually even know it was possible. I will be keeping a close eye on her development as she integrates into the Dwarven society.
It all makes sense.
Tavern brawls can generate Curses if the Tavern & Temple share a tile. You can also get Cursed by knocking over a bookcase in a Library-Temple combo.
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it. This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.Self-operated danger room?
If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it. This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.Self-operated danger room?
The Fort in which I made this discovery is semi-serious, but I will definitely create a test Fort to get more data.If a Route Stop begins on a ramp, the Dwarves will have insufficient momentum to push it, resulting in the cart immediately rolling back over the tile and injuring anything in its' path, including the Dwarf who tried to push it. This situation can lead to very fast !FUN!, since the Dwarves will immediately attempt to push the cart again, until they injure themselves to the point where they can't walk.Self-operated danger room?
Yea, is it possible to do a little more !!SCIENCE!! ?, does this traumatic event train any skills or attributes?
Keep us posted on that.
Would a loaded iron minecart cause damage through armor? An empty wood one train dodging and armor use?
I miss how I remember danger rooms working.
I just found a 4 deep water pond freezes in a block of ice that melts in a 7 deep pond of water.
I'm channeling new sections of dirt next to the pond every winter and now it's grown into a small lake.
I just found a 4 deep water pond freezes in a block of ice that melts in a 7 deep pond of water.
I'm channeling new sections of dirt next to the pond every winter and now it's grown into a small lake.
Severe swelling can lead to necrosis. I had a FB with swelling-inducing blood, and some of my warriors' faces started melting.
Of course if you get bitten by a were gila monster you have more serious problems than your body rotting.
Were gila monster bites apply necrosis. The wiki says gila monster bites just causes swelling and pain. Either the wiki info on gila monsters is incomplete, or lycanthropy seems to be able to somehow exacerbate syndrome effects in some cases.Actually, the truth is even stranger! Each time a weregila monster is generated, it gets a random FB-like syndrome applied to its bite. It's not the same every time.
Engravings don’t get admired. They simply increase the value of rooms. The contents of engravings are thus presumably immaterial, except for role playing purposes.
• You can't craft clothes for troll, but Moose men cloths will fit them like a charm
• The mongols are best known for periodically going north and south the great wall of china. This is why, in DF, "Monggol" means "Nation of the wall"
I found a dead werebeast cursed dwarf doesn't turn into a ghost until it's back into dwarven form.
I got something like
"ghostly fish dissector turned into a dwarf!"
"ghostly fish dissector is haunting the fortress!"
Apparently they keep turning into beasts and back even dead, until someone memorializes them. The guy died in his flooded quarantine cell the moment he turned into a beast again, and I didn't recover the body.
I found a dwarf with a prefference for "citron wood wood" in my fortress today.This is normal. When fruit-bearing trees were added, their descriptions had "wood" added to them, probably to differentiate from their fruits (because "peach wood barrel" is clear but "peach barrel" could be confusing).
Edit:
Found another one with prefference for "coffee wood wood". Is my game corrupted or is this normal?
I wonder what causes a megabeast in captivity to go insane, exactly?
It turns out that cage traps do not work on merchants. Dammit.They should if you use cave-in dust to stun.
I was looking for ways to take an elven caravan's stuff under two conditions:
1. Don't let them leave. (pisses off the elven civ, don't really want war yet)
2. Don't kill them. (corpses are traumatizing to dwarves, pain in the ass to deal with)
There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.Will that method piss off the elves if the merchants leave?
For some reason Elves don't seem to care about having their stuff stolen. Or indeed about being slaughtered.There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.Will that method piss off the elves if the merchants leave?
It will piss them off, because the game calculates loss based on how much more money they make when leaving.For some reason Elves don't seem to care about having their stuff stolen. Or indeed about being slaughtered.There's a glitch in the game where you disassemble the Trade Depot and you get all their stuff.Will that method piss off the elves if the merchants leave?
But touch their sacred trees...
Atom smasher it is, then. Or does that also piss them off?Unfortunately it does. As long as they are leaving with less money than they had, (or if they never leave ;) ) they get a bit pissed. But elves are resistant anyway and it's hard to get them to attack you anyway, so don't worry.
Just use dfhack to turn the diplomat back on, then insult him repeatedly, before killing him. :PWhen the elven armies come, just tell them that it was just a prank.
See if you can set it to melt. Then setting a forge to melt objects.
It is possible to build a door when there are walls on all 4 sides. But if there is an item on the ground, the dwarf will suspend the job claiming there's no path.And thus was the dwarven revolving door invented.
Although it does mention that butchering things like elk-birds can yield a renewable source of them.Notably, it lists crocs and gators as yielding gizzard stones. Engineer a crocsplosion, and you could have a very nice source of decorating supplies... and think of the training bolts!
It is possible to build a door when there are walls on all 4 sides. But if there is an item on the ground, the dwarf will suspend the job claiming there's no path.I have a bunch of Quickfort blueprints on my computer that I made myself, and they all rely on diagonal doorways. It's something to do with minimizing the distance that my dwarves have to walk, but I don't know if that actually works.
While assigning a weapon to one of my dwarves, I saw this:
(https://i.imgur.com/vbTjWvF.png)
What do they mean by foreign?
This also means that your fortress mode game will treat picks as weapons from another civilization, same as whips that you loot off goblin invaders, despite you being able to craft them yourself.I'm not sure if that actually amounts to anything. Maybe that they don't appear as weapon categories for squad equipment? (I don't have DF installed to double check if whips show up there. I know picks don't.)
I found a quarter on the floor today. It's trivial, but also, I found it.Do we need a "Trivial things you found today" thread for General Discussion now, too? :P
Why not? "Small, yet interesting things I found out today" sounds like an interesting thread.I found a quarter on the floor today. It's trivial, but also, I found it.Do we need a "Trivial things you found today" thread for General Discussion now, too? :P
Cannot expel:Yup. An unfortunate bug caused by the game checking to see if a baby is being carried by a parent on a mission. Bug causes it to check the whole world for existing spouse/children.
Child is
not present
Can't expel a dwarf striken by melancholy, because his children are not here.
Goblins don't attack visitors, for some reason.They usually do. The mass of visitor bodies to deal with after turtling for a season against goblins is often enough to break a fort.
Today, I have reached page 100 of a Thread ::)
One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.No doctor listed on the history, though. Odd.
maybe he treated those wounds himself, lying in bed, licking his wounds.One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.No doctor listed on the history, though. Odd.
There was a doctor listed when he was in the old fort. I guess the doctor listed is stored on the doctor, rather than the patient.maybe he treated those wounds himself, lying in bed, licking his wounds.One fort later, and his medical history's intact. In other words, medical history appears to be kept per dwarf, rather than per fort. Neat.No doctor listed on the history, though. Odd.
If a squad successfully demands the surrender of a site and then occupies it, the former leader will be beheaded, sliced into bits, or other various forms of execution.Usually, but occasionally not. Not sure what causes that, don't remember the circumstances.
As an example, I had one of my miners injured in a mining accident, and a smear of her blood was on a platform. I removed the platform, which removed the blood, because the platform was now an open space tile. Just now, I built a bridge over the same place, and lo and behold, that smear of blood re-appeared.
While very niche, I found something mildly not trivial!i can confirm that they go insane if you don't own any cloth.
After a little !!SCIENCE!!, I have discovered a cool bug with artifacts. If you forbid the main ingredient of the artifact while your moody dwarf is working on it, the artifact will be made from iron.
If you forbid all ingredients, then the moody dwarf will "work" for the entirety of their mood timer and then go insane.
There are practical applications for this, like if your moody weaponsmith who likes warhammers goes off and grabs some candy, you can forbid the candy to not only save the wafer but also to produce a not useless artifact. It can also be used on moody children to create useless iron artifacts rather than useless bone or wood artifacts, which can help your wealth or at least make the artifact feel a little less useless. Note that they will still train the original skill and not metalcrafting, unfortunately.
This needs more !!SCIENCE!! of course, since I have a sample size of one, which was a moody child destined to make a wooden cup. I'm still curious about several things, like how a clothesmaker's mood might be influenced by this. If anybody gets a moody clothesmaker, I'd be very interested to hear what happens if you forbid all the cloth they gather.
While very niche, I found something mildly not trivial!This is because iron is the first material defined in the raws. If you go into inorganic_metal and swap the positions of iron and adamantine, this trick will yield adamantine artifacts instead. I have no idea what will happen if you do the swap in an established fort.
After a little !!SCIENCE!!, I have discovered a cool bug with artifacts. If you forbid the main ingredient of the artifact while your moody dwarf is working on it, the artifact will be made from iron.
If you forbid all ingredients, then the moody dwarf will "work" for the entirety of their mood timer and then go insane.
There are practical applications for this, like if your moody weaponsmith who likes warhammers goes off and grabs some candy, you can forbid the candy to not only save the wafer but also to produce a not useless artifact. It can also be used on moody children to create useless iron artifacts rather than useless bone or wood artifacts, which can help your wealth or at least make the artifact feel a little less useless. Note that they will still train the original skill and not metalcrafting, unfortunately.
This needs more !!SCIENCE!! of course, since I have a sample size of one, which was a moody child destined to make a wooden cup. I'm still curious about several things, like how a clothesmaker's mood might be influenced by this. If anybody gets a moody clothesmaker, I'd be very interested to hear what happens if you forbid all the cloth they gather.
Sweet, can ya get a save for us to send Toady? Does it happen every time?
I have discovered, or rather confirmed a suspicion I had, dunno if it was before, that the negative vengeful thought, stacks per ally involved in a given fight - be it against enemies or wildlife. If you have 10 dwarves and three dogs in a fight against an enemy, they get hit with 12 strength 4 (fairly strong, but not "horrified" level strong) negative thoughts that can send someone from perfectly content to tantrumming in an instant, made worse if it keeps happening (such as by buzzards making repeated attempts on a trade depot, causing everyone in view of the birds when they interrupt someone to get hammered per other dwarf or livestock nearby that can also see the birds.)I've had babies killing cave crocodiles like it ain't no thing.
I found this out when a bunch of buzzards attacked my depot and I suddenly had three haggard dwarves despite them not being the ones attacked (the one who got attacked was a kid who proceeded to break one's neck and slam another into a roof so hard by its wing that it's lower body split in half,) and them floating at 0 + or - 1-200 stress for several years.
I can also confirm dwarf children are bloodthirsty psychos who will relentlessly try to kill anything and everything not belonging to thier home that shows even the slightest ill intent - from werebeasts that tower over adult dwarves, to harmless buzzards, to giant badgers that rage and go for them, to invaders.
It's a goblin siege.Spoiler (click to show/hide)
Actually, if it is a gobin siege, you don't need literal goblins to get goblinite. But, elves in iron, oh, that's a scary thought. Hope none of them have decent skills.It's a goblin siege.Spoiler (click to show/hide)
Horrible! You won't get any goblinite at all!
(http://i67.tinypic.com/fu6u0g.png)
<sniff>That's poetry, man.
Expelling a dwarf when they are hauling something may cause the message "a thief has stolen a xxx" to appear.I wonder what happens if we steal an artifact, then have it sent to another site.
If you send someone to raid a site while they have a baby, the baby will go with them and also gain Ambusher skill. No idea if the baby increases combat strength or carries loot, thoughthe baby learns quickly to not cry and give a away their position.
I'm very interested as well.Yes, I may venture out there to see what there is to see.
I was looking at the world in the Civ screen. My world has been a haze of constant war between the Dwarves in their tiny mountain range they call home, which is surrounded on two sides by Goblin lands, one Dark fortress even has a population of 7500, which’ll cause plenty of fun later on. Hpwever, I found out two things: The Swamp which surrpunds the mountain on all sides, seperating the Dwraves and the Gpblins, is called the Murk of Blockading, and the range itself is called the Mountain of combating. As a last little detail, the hilly region seperating Dwarven and Human land is called The Hills of Trading.
The Elves are long dead and gone, but as a last little detail, one of their three solitary ruined Forest retreats is called Punchnut.
There’s also the Beak of Volcanoes, which is slightly east of the only Volcano in the world, the Teeth of Prison, home to the two ruins of the other Dwarven Civ, the Flrtress of Auraship and the Hillocks of Weavermine.
There’s an artefact book called The Farm, My Life, but the toast has to go to the Hillocks of Merchantsingle, where someone has written the Books Understanding shapes, The Wizard’s guide to the Shape, The Line My Love, and the Book Of The Shape.
There’s also one in a Goblin pit called Choose The Pits.
There’s Tundra called The Blizzard of Tweeting, a Good swamp called The Murk of Style, another place called The Prarie of Style, and finally, the Sensual Lakes.
Figure this is one for here...it could aswell fit the facepalm thread :D
Found an artifact called can the Elves save the world? It's location? In a goblin controlled forest retreat! XD
Figure this is one for here...The answer was no.
Found an artifact called can the Elves save the world? It's location? In a goblin controlled forest retreat! XD
We seem to forget the most important lesson again and again.and it keeps them from making children - for the sake of sanity.
It's not a bug, it's a feature.
I ordered a marble statue for a fallen warrior, looking for him as historical fig. The statue was named after another person, and I was puzzled for a while, until I read the description. Turns out it was about the wife of the warrior AND the warrior, embracing, relating to their marriage day. So touching.Yes, it gets very confusing when you're trying to make a statue of a god and all you end up with is statues of dwarves writing rude poems (in order to worship said god).
So, sculptors sometimes use the historical figs as secondary characters for their works, ˇkeep an eye on that!
Yes, it gets very confusing when you're trying to make a statue of a god and all you end up with is statues of dwarves writing rude poems (in order to worship said god).
All male ghosts are like that. Strictly speaking they don't have any body parts, so they don't have that body part either. DF logic.
and it keeps them from making children - for the sake of sanity.
All male ghosts are like that. Strictly speaking they don't have any body parts, so they don't have that body part either. DF logic.
That explains it! I couldn't find the gelding strike on him in the combat logs.and it keeps them from making children - for the sake of sanity.
*cursor drifts toward raws*
The first fractal creation I've seen from a dwarf so far:the exact description of an item such as this is created the very moment it is first looked at in detail. This means the pool of images etc. now includes the item or can even include events that happened after its creation, making it look like the creator had some creepy insight.
Shukarthun, "The Tall Dominion", a silver war hammer.
This is a silver war hammer. All craftsdwarfship is of the highest quality. It is decorated with pig tail and encircled with bands of almond wood. This object menaces with spikes of chalk. On the item is an image of The Tall Dominion, the silver war hammer in silver.
Surprisingly practical as well!
The first fractal creation I've seen from a dwarf so far:the exact description of an item such as this is created the very moment it is first looked at in detail. This means the pool of images etc. now includes the item or can even include events that happened after its creation, making it look like the creator had some creepy insight.
Shukarthun, "The Tall Dominion", a silver war hammer.
This is a silver war hammer. All craftsdwarfship is of the highest quality. It is decorated with pig tail and encircled with bands of almond wood. This object menaces with spikes of chalk. On the item is an image of The Tall Dominion, the silver war hammer in silver.
Surprisingly practical as well!
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?if he ever had that job active and one of your miners dropped their pick and he took it to start mining, that could be the reason.
if he ever had that job active and one of your miners dropped their pick and he took it to start mining, that could be the reason.
Merchants can path through 6/7 water areas.
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?
My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?
Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.
That would explain it! Plenty of large pots around, he was probably trying to beat a kea to death with it.My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?
Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.
Urist McCarpenter hits Urist McMason with a xxFinely made chairxx
The xxwooden chairxx breaks!
Urist McCarpenter: "I have improved my woodcutting, that was satisfying"
Urist McCarpenter: "I attacked my Urist McMason my grudge, that was grimly satisfying"
One of my starting Dwarves has a grudge with two of the other starting Dwarves. One of them also has a grudge, but the other is friends with Dwarf A. He’s the person who hangs around someone else and considers them a friend, even though the object of friendship hates him. I sympathise.reminds me of the four kids of southpark and their "friend" Eric Cartman
It seems the embark wagon is placed in the biome that's in focus when the embark order is given. This means that in an embark with multiple biomes you can have some control over which part the wagon starts in. To clarify: I'm talking about the F1, F2, ... selection of biomes in the embark area.
i always wondered, why it sometimes isn't in the center. nice :)It seems the embark wagon is placed in the biome that's in focus when the embark order is given. This means that in an embark with multiple biomes you can have some control over which part the wagon starts in. To clarify: I'm talking about the F1, F2, ... selection of biomes in the embark area.
Whereas you get 4 stone blocks for every 1 stone, you only get 1 wood block for every wood. Considering the time it takes to haul wood to the carpenter's shop, and then to turn it into a block, there is not only no material advantage to building with wood blocks, but I would argue that there is also not even a hauling time advantage.
This is mostly with regard to surface construction projects. Like a Marksdwarf Tower on the other side of a river from a goblin siege. Setting my wood stockpiles to take from links only, then cutting down all the trees near the tower leaves all the logs where they fall. This seems to be the quickest method. Hopefully quick enough to be ready for the next siege!
Many modifications address this already with reactions attached to buildings that more efficiently split blocks like wood into guranteed threes or some variable amount. Raw wood can also be climbed easily compared to stone and metal blocks so isn't really suitable unless that archery tower has a overhang to prevent soldiers getting inside.
Also, this particular setup has an impassable riverDon't count on that. Goblins are capable of swimming, and may do so if they see a target on the other side of the river.
Hunters will shoot bolts at carps in a river. They won't recover the dead fish, though.
[/quotwhat if you dig a hole near the water and have it run into the hole? draining it so they can recover the fish and bolts?
In the bottom right of the screen is a counter that shows how many happy, neutral and unhappy dwarves are in your fort.That one's a DFHack feature.
In the bottom right of the screen is a counter that shows how many happy, neutral and unhappy dwarves are in your fort.That one's a DFHack feature.
That was in .40.something though; I don't know if it still applies. I think the theory at the time was that using anything from "Tool" category as a weapon trains Mining skill. Pots and picks do it, wheelbarrows, nest boxes and bookcases for instance should qualify as well.My starting mason is a dabbling miner somehow, but I know I've never enabled that labor much less have a third pick lying around. Is there non-mining labor that will increase that skill?
Staalo reported (http://www.bay12forums.com/smf/index.php?topic=15096.msg6711179#msg6711179) that parrying with pots inexplicably trains mining.
Solved by making a writing library for visitors and then a reading library for citizens. I think.it's a little bit more complicated, but that's the plan.
Probably mentioned elsewhere, but noticed minecarts' shotgunning is checked before too high velocity penalty is applied (in-water collisions with crossed distance above 0,45 but below 0,55 tiles/step).Do you mean that stuff traveled further underwater than above water?
In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2. I didn't let it play out to see how far it would repeat. I bet eventually one of the zombies would kill the fell dwarf and break the cycle.Sounds like a good way to train a bone carver
How? The fell mood dwarf never gets trained, and I don't know for sure, but I would assume none of the killed dwarves are good for regular bone carving.In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2. I didn't let it play out to see how far it would repeat. I bet eventually one of the zombies would kill the fell dwarf and break the cycle.Sounds like a good way to train a bone carver
When a fell dwarf makes an artifact, they either become a legendary bone carver or legendary butcher and you can keep selling the artifacts that the fell dwarf createsHow? The fell mood dwarf never gets trained, and I don't know for sure, but I would assume none of the killed dwarves are good for regular bone carving.In a reanimating biome, dwarves killed by one in a fell mood, will reanimate from the butcher's shop, causing the fell dwarf to kill another dwarf, or 2. I didn't let it play out to see how far it would repeat. I bet eventually one of the zombies would kill the fell dwarf and break the cycle.Sounds like a good way to train a bone carver
Designating "Smooth Stone" over an area only marked for another designation will automatically toggle that one from marker to standard.the same happens with digging markers when your dorfs start channeling above: the marker gets turned on with a higher priority than the channeling - which caused my two initial miners to die from the cavein.
Like, say, you once wanted to channel out something (or just paint some measurements and use "marker channel" for that) and marked it, but then found you'd rather keep the floor and just smoothen it. Designating a large area for smoothing is done quickly, hardly worth a look at the keyboard let alone the screen... d-s-enter-shift_right*2-shift_down-enter-esc. Maybe, say, an area above your livingroom area that, maybe, has a basin somewhere. While they're smoothening the floor (yawn, you wouldn't wanna observe *that* closely, would you?) check some progress in another section of the fortress. Come back some time later and watch how the effect of your trivial finding has unraveled.
On a separate note, while exploring a dark fortress I noticed that trolls aren't deterred from wearing troll-fur clothing. Goblin civilization truly is depraved.I don't think the definition of 'depraved' is 'wearing clothes'.
Depraved being wearing the skin of your kind as clothingOn a separate note, while exploring a dark fortress I noticed that trolls aren't deterred from wearing troll-fur clothing. Goblin civilization truly is depraved.I don't think the definition of 'depraved' is 'wearing clothes'.
They shave the trolls like sheep to get their fur, its not a pelt.Ah, I don’t know how trolls work. Thank you
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
No Problemo.They shave the trolls like sheep to get their fur, its not a pelt.Ah, I don’t know how trolls work. Thank you
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
No Problemo.They shave the trolls like sheep to get their fur, its not a pelt.Ah, I don’t know how trolls work. Thank you
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
Leopard people will wear little leopard-size socks and shoes... on their hands.Spoiler (click to show/hide)
Tiny little kitty booties
On their hands
This is just the most adorable thing
I am so happy right now
Oh. ...Oh.
That's... disappointing. :-\
But tiny little leopard mittens are still adorable
That is a legitimate finding
They shave the trolls like sheep to get their fur, its not a pelt.
Its just like giving a sheep a wool sweater.
Skin would be troll leather clothing, which I don't think goblins have but I could be wrong.
How about if you can burn some hemp, and have dorfs inhale that? Or maybe it would only work on humans?Smoke inhalation is a thing.
Must. Weaponize. Just think: A whole new type of trap is within our grasp.
I've seen two miles in a row that were asexual (the two mules I've seen at all since I figured out the gaydar) and both were asexual. Since asexuality is so rare, I have hypothesized that all mules are asexual. Not that it really matters, since they're all male anyway...
Dwarves can apparently cancel sleep due to being miserable.just like me.
My brain cancels sleep due to thirst, do dwarves cancel sleep due to thirst?Dwarves can apparently cancel sleep due to being miserable.just like me.
I think not. I have seen dwarves to force feed a sleeping dwarf. They'll just burst in, stuff water of food down the sleeper's gullet and leave, while the sleeping dwarf never even wakes up.My brain cancels sleep due to thirst, do dwarves cancel sleep due to thirst?Dwarves can apparently cancel sleep due to being miserable.just like me.
Dwarves must be heavy sleepers. Imagine if you had food or water shoved down your throat while asleep, you’d probably wake up in the processI think not. I have seen dwarves to force feed a sleeping dwarf. They'll just burst in, stuff water of food down the sleeper's gullet and leave, while the sleeping dwarf never even wakes up.My brain cancels sleep due to thirst, do dwarves cancel sleep due to thirst?Dwarves can apparently cancel sleep due to being miserable.just like me.
Dwarves must be heavy sleepers. Imagine if you had food or water shoved down your throat while asleep, you’d probably wake up in the processYes, there aren't really many things to wake them up once they decide it's time for their monthly(ish) few days of sleep:
Axe Lord Dastot Lanternpassed and Swordmaster Sazir Boundrelic, two of my most elite warriors, were sparring in the barracks, striking, dodging parrying... the usual. At one point Dastot decided to have a nap and went to sleep in a nearby bed. Sazir obviously wasn't done with sparring and followed Dastot to the bed and started bashing sleeping Axe Lord's helmet with his adamantine short sword. He has been at it for a whole day now; at what point I can expect hearing loss or brain damage?
EDIT: I didn't notice it earlier but Monom Bowflags the militia commander is also participating in the steel helmet stress testing, banging at it with his artifact electrum war hammer. They've been at it for two days in a row now. I'm starting to feel sorry for poor Dastot.
EDIT 2: When Dastot finally woke up after sleeping for two full days she had a thought: "I had a sparring session. How exhilarating!"
Swinging bags (definitely with, but maybe without coins) as weapons seems to increase Macedwarf skill. No idea how to do research that might confirm that, but I might look around.
Can't arm creatures with objects that aren't technically weapons in arena mode.Swinging bags (definitely with, but maybe without coins) as weapons seems to increase Macedwarf skill. No idea how to do research that might confirm that, but I might look around.
You could arm a bunch of dwarves in arena mode with bags and let them whale on some unarmored unarmed goblins. After a bit, check their macedwarf skill.
A visiting speardwarf whacked a giant olm with an anatomy book so long that he turned into a macedwarf.
Apparently fighting with a book now trains Mace instead of Misc. object like in earlier versions.
Oh, yea. Boy yea. Don't do that.
The embark screen allows all existing skills to be improved. ALL. This means you can train your starting dwarves in crutch walking, misc. object using or alchemy.Actually I think there's some skills like Druid that can't be raised at embark. But then again you aren't supposed to raise them anywhere, they're unused.
Also probably a well known thing but one of my dwarves is wearing like 4 crowns at once.
I retired a fort and founded a new one in the same world. The first migrant wave brought one of my former founding seven, happily married to a mercenary residing in the same fort. Apparently romances can progress very fast outside of fortress mode.
I wonder if friends will get married if they are offsite guarding your holdings? (not that there'd be any way to know). But this generally matches up to the experience that you will recieve nearly all of your married (though i did rarely have one when i burrowed two dwarves together for their safety) citizens in a pre-existing arrangement from immigrants.It seems to me that the game will just randomly marry two dwarves together if the algorithm comes up with suitable numbers, disregarding preferences or any pre-existing relationship statuses.
Huh. Wonder if that's because she still has her old squad assignment set in a different part of the world? Does she have .military.squad_id set?As it happens, she has. So it looks like a special case bug where it doesn't reset when non-citizen mercenaries marry and migrate.
A wombat was hit by flying magma three times and got thrown considerable distances, but was apparently never actually exposed to magmatic contact.Not that I doubt your findings but that might just be a very accurate simulation of real life wombats. AFAIK they can just shrug off things like collisions with pickup trucks and simply walk away from the smoking wreckage.
Fruit tree seeds. They can not be cooked, and Dwarves love filling random bags up with them. If only there was a way to easily get rid of all of them at once...Disallow all of them on your food stockpile and any new fruit tree seeds will be left on the ground and eaten by vermin.
Fruit tree seeds. They can not be cooked, and Dwarves love filling random bags up with them. If only there was a way to easily get rid of all of them at once...
More of an observation than a finding, but it seems that, for all intents and purposes, the high ground in DF is a disadvantage, and an "inverted hill" is a better defensive design overall. Jumping down is more punishing than climbing up (no coverage from missiles, falling damage and stun), line of sight and ranged combat work the same in both directions, and building a defensive structure from the low ground up allows it to have fortifications on the base ground level (thus, allowing for siege engines and maximum range on marksdwarves).:( so my forts have always been a huge failure when built like medieval cities, castles, forts?
Hm, I'm now imaging a defensive hallway where the sides are covered by bridges - when the invaders come, the bridges retreact, and they get attacked by dwarves, crocodiles, etc.
Well, it's not all bad - tall walls still prevent invaders from waltzing into your living grounds, especially if they are made unclimbable. It's just that marksdwaves cover less ground when positioned up high (because max shooting angle is 45 degrees), siege engines are hard to place, and invaders don't suffer as much as they could. Building up is not optimal, but neither it is useless - imo, it's definitely more aesthetic.
Hm, I'm now imaging a defensive hallway where the sides are covered by bridges - when the invaders come, the bridges retreact, and they get attacked by dwarves, crocodiles, etc.
Reminds me of that Phobos Anomaly level from the Doom Roguelike.
Maybe it is a bug of Toady, but it is a feature to me, and I'm curious how to make it happen (and make a script that makes it happen in worldgen if need be; ditto for ...Oh I just got an idea of manually adding groups to necromancers as well as looking at the one lone case where a necromancer did leave their tower, over 1900 years in.). It's probably not something to do with the kidnapper's values (due different one being here), and I haven't seen it before (though have seen rulers be kidnapped before fairly often - I'd guess because they're always historical and night troll wants someone like that.).
Any mods; game version?
It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12. :-\
It might have something to do with mountains being where plates collideIt seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12. :-\
it's rather rare in our world too to have them in mountain regions.
I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.
Cave blobs can be butchered.Spoiler: This yields a skin (click to show/hide)Spoiler: that can be subsequently processed (click to show/hide)Spoiler: into leather. (click to show/hide)
When a militia-dwarf is told to "station" itself somewhere, it will pick a random location within a 7-by-7 square centered around the chosen station spot.
When enough militia-dwarves are told to station themselves around the same point... a formation emerges.
(https://imgur.com/xFSPJla.png)
Order from chaos.
I had this werebeast-cursed dwarf tantruming and sowing chaos in his human form (after toppling a temple statue in his anger), so my guard capt decided to jail him. He transformed mid-arrest, but she just kept dragging him to his cage, like it wasn't a big deal. Ha! Currently trying to figure out how to move the cage to a safe location, and wall it up, before his sentence is over.
Picking up a cage causes it to open. Dig a room below the prison, wall it up, then collapse the floor around the werecreature so he drops down into the walled-in room.
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.Urist McPrisoner hears a voice from the walls
I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.Good idea, actually! That way his sanity would be more secured. If not and he loses his mind, I'll arrange an arena for him to "entertain" the invaders.
I'd imagine his jailmates will get pretty annoyed, as he has nothing to do but pray! Guess that's a way to keep dwarves in line.I think you can maybe designate the space his cage is on as a temple, so he'll pray. Might be worth a try.Urist McPrisoner hears a voice from the walls
Worship Cagor, god of cages, statues, and screams, and worship Regalia, goddess of gems, blood and futility
Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.That should proooobably be reported as a bug. Maybe. ;)
Due to how easy it is to hit any given body part on a zombie, and due to how how long it takes to kill a zombie with any given strike, undead sieges result in, far, far more tooth cleanup than usual.Just use magma
However... for whatever reason, the sight of dead necro-zombies don't seem to cause dwarves any emotional trauma. So it all kind of balances out. ???
Getting sent on an exploration or raiding mission counts as community service in the dwarven justice system. At the same moment when the criminal dwarf exits the map, their sentence turns into "No Sentence Pending." This status will remain after the dwarf comes back from the mission.That should proooobably be reported as a bug. Maybe. ;)
Honestly given the high chance of death, getting lost, or being captured by enemy forces, it sounds more like an actual valid "punishment" of sorts.I'm just exploiting the hell out of it by sending all production order violators on exploration missions to a completely harmless cave nearby. Take that, queen Onol "I like amulets, flasks and low boots" Strokemined!
It's a bit of a pity that unretiring is so buggy, because there's a bunch of cool things that can be done through hybrid play. I've for example noticed that when I got an assignment from the sheriff as member of the fortress guard, and then later unretired the fort, the mission she assigned in adv-mode was in the mission screen...
This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact.If you somehow manage to get a carved stair tile designated for smoothing (the only way to do that that I know of is designating smoothing before designating stair carving and managing to create a situations that causes the stairs to be finished before the floor is smoothed), pretty much the same thing happens.
currently on 44.09, it doesnt work anymore, but on 44.06 or something, i accidently removed already carved stairs by smoothing the area.This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact.If you somehow manage to get a carved stair tile designated for smoothing (the only way to do that that I know of is designating smoothing before designating stair carving and managing to create a situations that causes the stairs to be finished before the floor is smoothed), pretty much the same thing happens.
If a hidden ambusher happens to be unconscious when discovered, the announcement reads "There is a [creature] hidden away here." instead of the usual "A [creature] has sprung from ambush!"That makes sense since unconscious entities can’t really s[ring from ambush
currently on 44.09, it doesnt work anymore, but on 44.06 or something, i accidently removed already carved stairs by smoothing the area.This is probably something I should have learned years ago, but constructing down stairs on a natural floor allows things to pass downward...but deconstructing them doesn't leave a hole. The floor remains intact.If you somehow manage to get a carved stair tile designated for smoothing (the only way to do that that I know of is designating smoothing before designating stair carving and managing to create a situations that causes the stairs to be finished before the floor is smoothed), pretty much the same thing happens.
So uh
(https://imgur.com/lx3eDql.png)
apparently dwarves can worship a lot of stuff at once now.
I have a issue report up for this here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=11345) prophets like to walk around even when they're not supposed to as atheists and make up crackpot religions on the spot which catch on quick.
Don’t know where else to stick this, but I found a God with the spheres Cnildren, birth, pregnancy, creation, rebirth, and death. Her name is Ibruk the funeral of passions; a name of many possible interpretations courtesy of the Randon Number God.Huh, sounds like a norse god. They often had spheres close to death and life like that.
I found a deity that had two separate entries with slightly different spheres, depending on which dwarven civilization was worshiping it. I seem to recall that it appeared to one as a male dwarf, and as a female to the other.Are you sure it wasn't just a coincidence with two deities of the same name?
A human citizen of mine worships 23 different gods.
Someone must have discovered this already, but if a dwarf falls in an open caldera that goes down to the magma sea, even if he's already dead, you may discover the magma sea at some point afterwards, apparently even if the body no longer exists. I also found the adamantine this way. I'm not sure if actually catapulting the dwarf in there on purpose is the reason or why that would make a difference (I was increasing the net happiness of the fort by removing a member with negative happiness who refused to be expelled because of the family bug).
You can buy parchment made out of a zombie. Scaledflowers was a dog, as I also bought Dog of Scaleflowers Leather from a caravan.
How do you even make parchment out of a creature?
Trying to interrogate a merchant can cause a wagon to fall apart.
Unintelligent smaller experiments without [TRAP_AVOID] you can probably breed on a chain once captured sell for 2000 dwarf bucks each (according to the wiki-at least)Can you actually sell creatures though? I don't think I've been successful with tries.
If a little red "C" appears near the upper left hand corner of the map border, it means that combat is ongoing somewhere on the map.An "H" indicates hunting action.
Edit: and a blue "S" indicates sparring somewhere on the map.
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military
My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.
To add my own trivial finding, my intelligent undead militia commander shot up (literally) 15 levels in wrestling and fighting in the space of a minute. She was alone and got webbed by a giant cave spider who proceeded to gnaw on her head until reinforcements arrived. IntDead are fucking TOUGH, but full iron armor probably didn't hurt. She survived and got sewed up, and her most recent thoughts are "Didn't feel anything after improving/mastering wrestling/fighting." I guess fending off a GCS with headbutts is good exercise.
Third: IntDead cannot be assigned to military or jobs. They continue job assignments before upgrade though. Don't know about military
My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.
To add my own trivial finding, my intelligent undead militia commander shot up (literally) 15 levels in wrestling and fighting in the space of a minute. She was alone and got webbed by a giant cave spider who proceeded to gnaw on her head until reinforcements arrived. IntDead are fucking TOUGH, but full iron armor probably didn't hurt. She survived and got sewed up, and her most recent thoughts are "Didn't feel anything after improving/mastering wrestling/fighting." I guess fending off a GCS with headbutts is good exercise.
I have read your post. Entertaining, to say at least.
Mine didn't petitioned after year or so and I have no idea why.
To add yet another thing - throats cannot be mended. The last IntDead in my fort got strike into throat and he started bleeding. He cannot die, but surgeries don't help. From 1st Malachite to 14th Galena he has about 40 "Bleeding stopped" in his medical history for each day.
He doesn't seem to bleed anything though. There is some spattering on him, but you would think that bed and surgeons should be covered in his blood. Not sure if this bug.
My fort is full of intelligent undead citizens who were citizens in their first life. In my experience they re-petition for citizenship pretty quickly and can then be fully worked/militarized. I did a whole write-up on my undead fort if you're interested.Please do tell.
My neighbours the human civ have two people appointed as master of the beasts. One is a ranger (as you might expect) the other is apparently a "goblin hunter". Cool, never seen that profession before.
Damn, that would be disappointing. :)My neighbours the human civ have two people appointed as master of the beasts. One is a ranger (as you might expect) the other is apparently a "goblin hunter". Cool, never seen that profession before.
Could it have been a hunter that was a goblin?
Despite being immortal, turns out intelligent undead can read slabs and become necromancers. I did it in adventure mode and was able to raise zombies and use my intdead powers. Retired him in my fort and am going to try it out in fort mode.I mean, vampires can so this isn't that surprising. Still good to know.
As opposed to my previous assumption, shield (and buckler) weight do scale with creatures size, meaning a troll's shield is nigh-unwieldable for a dwarf. That said, trolls do not make shields themselves, and goblin-sized shields don't seem any less effective when used by a troll.
Her thoughts conclude "She is getting used to tragedy". Don't think I've noticed that before either.
Pretty sure it's at least been since the tavern release.Her thoughts conclude "She is getting used to tragedy". Don't think I've noticed that before either.
I noticed that for the first time in one of my dwarves recently. I wonder if it's new.
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?I’m thinking she might use the baby, but maybe babies are smaller and she would need more material and look for a larger dwarf for the required materials
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?I'm not sure whether fell moods choose their victim as soon as they claim a workshop, or if the victim can change while the fell mood dwarf is moving. I DO remember an old quote in which a mother made a pickaxe out of her one month old baby, so it can happen.
... do i need to wonder what will happen if a mother gives birth while looking for materials for a fell mood, or is that obvious suddenly?I'm not sure whether fell moods choose their victim as soon as they claim a workshop, or if the victim can change while the fell mood dwarf is moving. I DO remember an old quote in which a mother made a pickaxe out of her one month old baby, so it can happen.
I'm not sure whether fell moods choose their victim as soon as they claim a workshop, or if the victim can change while the fell mood dwarf is moving. I DO remember an old quote in which a mother made a pickaxe out of her one month old baby, so it can happen.
You know how fluid pressure doesn't get transmitted through a diagonal opening?
It doesn't work if the diagonal opening is at the top. Whoops. Sorry Urist McDrowningdwarf.
Animal don't like their gelders. They will kick and scratch at them when they get the chance.
This is a stray war elephant. He is muscular and fat. He has a grey skin and brown eyes. He has been masterfully gelded by Urist McNutjob.
If you drop a lead cage into magma, it doesn't disintegrate. It turns into a blob of molten lead, which is apparently magma-safe.
Your starting 7 are not drawn from historical figures, they are randomly generated. So yeah, with short history worlds, you will see dwarves born before the beginning of time.But, also, in general, historical figures existing in year 1 are not all babies. Many are born in a Time before Time.
Minecarts record kills in their descriptions!Question, how would a Minecraft kill someone?
I guess it's not that surprising given that the same is true of hand-held weapons, but it still makes me extremely happy.
Question, how would a Minecraft kill someone?Minecraft? They get obsessed with the game. They neglect relationships and personal hygiene. They lose their job, turn to drugs. Oh, wait.
Question, how would a Minecraft kill someone?
Question, how would a Minecraft kill someone?
By giving them a rage-induced heart attack after a creeper blows up their house.
Yes, minecart. It seems my IPad thinks minecart isn’t a valid wordQuestion, how would a Minecraft kill someone?Minecraft? They get obsessed with the game. They neglect relationships and personal hygiene. They lose their job, turn to drugs. Oh, wait.
Minecart? With pure kinetic energy.
Yes, minecart. It seems my IPad thinks minecart isn’t a valid wordEven guided minecarts can kill if a dwarf is standing underneath them when they roll down a ramp. And free-rolling minecarts make excellent weapons. Load them up with something heavy, like water, and smash them into the enemy. Then there are the more elaborate setups that involve hurling things out of minecarts, but I've never tried them.
Minecarts record kills in their descriptions!
I guess it's not that surprising given that the same is true of hand-held weapons, but it still makes me extremely happy.
I refuse to use minecarts because they so gratuitously kill kitties. The kitty kill count is not something I can excuse, no matter how useful these devices might otherwise be.Surprisingly I haven't had a single minecart-related cat death yet, despite being overrun by the things. It probably helps that I keep them in a pen/pasture zone quite far away from danger, and that I only turn on the minecart grinder when I've got the "Stay Inside!" civilian alert active.
Sand pear cider enthusiasts?Im, already enthusiasted to the limit
On an ocean embark, if your fisherdwarfs are fishing in the caverns, and fishing from a water area that is connected to the side of the map the ocean is on, your dwarfs will catch ocean fish, including shell-bearing nautilus. In this case, the dwarf was fishing directly below the ocean, 100z down. I'm not sure if what he might catch from the same body of water if he were moved to fish from a location directly below the land mass.This is incredible. I'd go so far as to say it qualifies beyond 'trivial'. I'm curious if setting an Animal Trap within the cavern water would allow you to catch larger fauna (sharks) from the relative safety of underground.
On an ocean embark, if your fisherdwarfs are fishing in the caverns, and fishing from a water area that is connected to the side of the map the ocean is on, your dwarfs will catch ocean fish, including shell-bearing nautilus. In this case, the dwarf was fishing directly below the ocean, 100z down. I'm not sure if what he might catch from the same body of water if he were moved to fish from a location directly below the land mass.This is incredible. I'd go so far as to say it qualifies beyond 'trivial'. I'm curious if setting an Animal Trap within the cavern water would allow you to catch larger fauna (sharks) from the relative safety of underground.
This is incredible. I'd go so far as to say it qualifies beyond 'trivial'. I'm curious if setting an Animal Trap within the cavern water would allow you to catch larger fauna (sharks) from the relative safety of underground.
@muldrake and @Immortal-D
Someone would have noticed sharks fighting cave crocs by now if this was the case :p
You can still do that, it will just take a bit more effort.@muldrake and @Immortal-D
Someone would have noticed sharks fighting cave crocs by now if this was the case :p
So much for my idea of a pit dug below the caverns full of zombie giant sperm whales to drop forgotten beasts into.
Apparently you can sell and trade berserk and insane dwarves and visitors that have been captured or arrested and kept in a cage. I haven't been able to successfully haul a berserk dwarf to the trade depot but I have been able to haul a melancholic one. I need to try and see if banishing a captured dwarf will also make them able to be brought to the trade depotSpoiler (click to show/hide)
I wonder how the ethic got disabled for my fort then or if something else is at play.
BTW, how do you guys deal with unfulfilled dwarven needs and distraction?Meet a couple of their needs. They're soon not distracted.
Stress is harder, and suffers from a fair amount of balance issues right now. Just deal with it until game gets another stress system update (theoretically there's one coming before Steam).
Elves and goblins won't suspect immortal undead of being immortal.
You can interrogate criminals after killing them, at least intelligent undead.Maybe their soul lingers a bit as a side effect of the spell that made them undead?
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.You should probably report the first one to the bug tracker
I think this is actually a bug and works with anyone, at least if you set them to be interrogated before they die. I don't know if convicting someone who dies before they get sentenced causes dwarves to get disillusioned tho.
It’s not a bug per-se; iirc the heart is just a really vascular body part, meaning it bleeds a lot but holds no further function. Could probably still report it in good faith though.A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.You should probably report the first one to the bug tracker
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.
A completely rotten heart won't actually kill you, while a bleeding one can make you drop dead in several steps.
I seem to remember a post from an earlier version in which a dwarf had their brain surgically removed and not only survived but showed no difference in ability compared to the way they were before the surgery.
That's what the beard is for.The beard actually is the Dwarf; the rest of the body is just a decoy [/absurdtheorising]
And yet skewering their brain will kill them instantly.They have the time to transfer their conciousness to the beard during a surgery. During combat they don't.
Surgeries are weird though, they dont count as causing injuries it seems
Human grand treasurers may arrive at your fort and negotiate trade agreements. Sometimes.Trufax. I have had it happen. I don't know if this is mod-related because I had never had humans negotiate a trade agreement before.
I got it in an unmodded but bugged world. Seemingly random layer distribution (sedimentaries below gabbro), random crashes, unloadable save after something happened.Human grand treasurers may arrive at your fort and negotiate trade agreements. Sometimes.Trufax. I have had it happen. I don't know if this is mod-related because I had never had humans negotiate a trade agreement before.
I found a surprisingly useful feature.So can you like dig a massive pit just under the tree (while sparing the roots) that goes to your food stockpile to automate fruit picking for, say, cherries?
Roots of a tree can spawn twigs and fruits of the tree around them if there's space. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.
I found a surprisingly useful feature.So can you like dig a massive pit just under the tree (while sparing the roots) that goes to your food stockpile to automate fruit picking for, say, cherries?
Roots of a tree can spawn twigs and fruits of the tree around them if there's space. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.
Sounds like something that needs testing. Maybe if someone embarked on one of those lairs with like six night creatures?Good suggestion.
Gelding adult black bears is dangerous.
Gelding adult black bears is dangerous.
"I would like to keep those thank youuu"
I just found out that butchered war dogs yield war dog bones. And from them you can make war dog bone crossbow bolts. Also, every artifact looks better adorned with spikes of war dog bone. War bear bones would definitely be a step up from here.I tested trolls and shearing. Fur of named (or even with profession) troll is named too, but spinned thread isn't named.
H Prepared meal heated state is dependent on random material in the list. Heated up some radish wine roast made with some camel cheese (as first ingredient, but this doesn't always hold - roasts of tallows picked third ingredient), andAnd if dfhack (or made by custom reaction) meal without solid ingredient (I tested meal made out of only powders), it cause crash.
|(https://i.imgur.com/FYJdlAV.png)|
Quickly removing it from magma and cooling it down returned it to non-melted cheese - however, as a cleanable glob item, not edible raw item. Still cookable, though, so using this exploit repeatedly could multiply some rare ingredients or just let you make more valuable meals via increasing stack size.
Keeping cheese in magma for longer made it catch fire around 10350°U.
Other roasts can behave differently - seems roasts containing seeds or milling products always catch fire instead; probably based on weakest ingredient.
Probably not really new to anyone who made ice cream, but cool nonetheless.
I also believe these might be the first fondue meals made, through I cheated with autodump :P
|(https://i.imgur.com/nGOUbHo.png)
|(https://i.imgur.com/I7ISL25.png)|
I also found melted meal cheese isn't cookable - needs to cool down to solid first.
Black Bears seem to be helpless against Parrots.Do you have the log? Could you please show us this bloodthirsty parrot?
Black bear makes no responseBecause it was petrified with fear!
okay, it probably sounds like him bullshitting here but one of my first forts (about my 6th) was nestled in a mountain range made of a material called liquid cloth. it functioned the same as any other mountain and the map was completely normal aside from that. all my previous embarks were in warm to hot places, this one being temperate, so when winter came around i was completely unprepared for the river freezing and my dwarves ironically going down from thirst. it mustve been a very bizarre bug. idk if this qualifies for this thread thoughSounds like a case of raw duplication, or something of that ilk. "Liquid cloth" is a procedurally generated material, used for spoilery purposes.
I've bought liquid-cloth bagpipes from the elves. Similar to any other set of bagpipes, but very much more expensive. I can only assume the Elves have been having a very !Fun! time playing bagpipes at the Circus, least I could do was give them some volcano-metal equipment to continue their tasks. Better them than me.liquid cloth is a spoiler material you get from surface HFS. angels wear it sometimes, depending on their sphere
In 47.05dry, there was a change to stockpile logic... Dwarfs will now take items out of stockpile containers to place them on a stockpile. This means that a binned/barrelled stockpile can feed a non-container stockpile.
Do you have to lock them in their bunker? Or is a "defend burrows" order required to make marksdwarves stay put?They're not locked in, there's a ladder down and passage to their barracks and the bolt pile. If they were determined they could work out a path to the fortress entrance where the bad guys are, but they don't. They reload, then come on back to the bunker.
Seems knocked-away hfs shell isn't valid option for decorate with shell job :<
Been going through a number of pages on this thread and added what I could find to the wiki when relevant. It would be nice if everyone who posted in this thread did the same and posted whatever they found to the wiki in addition to posting it here.It would be, but you won't get many more posts here if that becomes a requirement. Right now this is a fun thread where anyone can just type out a quick Oh wow, that's a thing! message as they play (regardless of how many times it's been posted before). As opposed to stopping play to search the wiki to see if the information is there already, and then adding a new entry, which is considerably more time consuming.
Seems knocked-away hfs shell isn't valid option for decorate with shell job :<
Would this be because it's technically a corpse fragment instead of a butchered, prepared material, or because it came from a sapient being? Sounds like experiments are required.
I was worried at first having messed up picking embark critters, but war dogs will in fact breed with hunting dogs.
I found out that a dwarf can be thrown, by a combat opponent, through fortifications that they otherwise wouldn't be able to breach. Kind of interesting.
The girl in the iron maskYour image embed was broken so I took the liberty of fixing it.Spoiler (click to show/hide)
When dwarfs from old fortresses immigrate, they will also frequently bring some of their armor from the old fort (and also their emotional baggage).Not in 47.05. Unless the fix to remove their emotional baggage didn't work.
The trick appears to be to use the 'b' (box select) option
I'm not convinced its always their parents bedrooms, but any unoccupied space with a few beds and a chest tends to get overrun by my forts kids. I tend to make a nice wellroom away from danger with its own beds and chests and the kids just gravitate towards it. I've also repeatedly seen kids in bedrooms that do not belong to a member of their family, so perhaps your forts children are more obedient than mine.Children like to play in their parents' bedroom. I found this out in a fort where I lock my married couples in a bedroom together for a couple weeks every year to make sure I can grow my population. Although adults never get involved, I find that children frequently end up idling in the room with their parents. And it is always an older child of that specific couple. I don't know if this is because the child spent time in this room as a baby when his mother was sleeping or from some other mechanic.The children in my fortress make a point of playing in places where a battle has taken place or in the caves, their sense of self preservation is amazing, despite this none of them have died.
In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.Were they children? I recall a thread quite a while back on how to remove children from their parents using a similar method. :)
They promptly drowned in the drain tunnel. Time for a design tweak :)
No, they were members of my best melee squad.In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.Were they children? I recall a thread quite a while back on how to remove children from their parents using a similar method. :)
They promptly drowned in the drain tunnel. Time for a design tweak :)
So... does this count as calling these specific dwarves... short?No, they were members of my best melee squad.In my swimming chamber, two trainees were swept through the vertical metal bars placed in front of the drain channel for their protection.Were they children? I recall a thread quite a while back on how to remove children from their parents using a similar method. :)
They promptly drowned in the drain tunnel. Time for a design tweak :)
An endless supply of glass pots was an easy thing to set up on a volcano and sand embark.
Now I don't have to make so many stone pots, and can save the stone for more useful items.
Here’s a related Trivial Finding I’ve been meaning to post: if you dig your underground farm plots in a clay layer, you can use your farm plot as an indoor clay gathering zone.
I wish there was a way to keep the upper non-stone levels of the fortress clear of underground plants without constantly having it be furrowed, the ugly cave moss and dead spore trees are ugly and are one of the petty reasons I don't like exposing the cavern layers.
Here’s a related Trivial Finding I’ve been meaning to post: if you dig your underground farm plots in a clay layer, you can use your farm plot as an indoor clay gathering zone.I wonder if that also works with the kiln itself.
I wish there was a way to keep the upper non-stone levels of the fortress clear of underground plants without constantly having it be furrowed, the ugly cave moss and dead spore trees are ugly and are one of the petty reasons I don't like exposing the cavern layers.
You could build stone floors or paved roads over them.
TIF there's a death message stating that a Dwarf has been 'Found dead, badly crushed'. I'm not a hundred percent sure what the exact conditions for it to occur are, though, since I didn't see the dwarf die and only found his corpse when I zoomed to it.
Trees never cross mid-level tiles (embark squares; 48x48 tile areas.) If one grows near the border, it will be cut off at the border and horizontally stunted overall.
Discovered this after reverse engineering some code used in tree chopping, and realized it would fall apart if the checked tile crossed the boundary.
Trees never cross mid-level tiles (embark squares; 48x48 tile areas.) If one grows near the border, it will be cut off at the border and horizontally stunted overall.
...
In real life bucklers are basically small shields, that allow for higher mobility, in real life they would be terrible against arrows and such, but very good to defend yourself against a sword attack or something like that, basically better in one-on-one combat. (I don't know much about this, somebody else who understands more about medieval weaponry can probably explain their purpose better).
But how do you even drown people? Did she toss them into a river?
But how do you even drown people? Did she toss them into a river?
Not so much a finding. But I have been out of the loop for a few years. I made a world and saw two necro towers going white, which means they were conquered and the necromancers possibly killed.
So I opened legends and found one of the necromancers was drowned by a dwarf. She was quite a badass, drowning multiple people. But how do you even drown people? Did she toss them into a river?
(https://i.postimg.cc/Zn09VDQy/kdkfhgiutgh.png)
I'm not convinced its always their parents bedrooms, but any unoccupied space with a few beds and a chest tends to get overrun by my forts kids. I tend to make a nice wellroom away from danger with its own beds and chests and the kids just gravitate towards it. I've also repeatedly seen kids in bedrooms that do not belong to a member of their family, so perhaps your forts children are more obedient than mine.Children like to play in their parents' bedroom. I found this out in a fort where I lock my married couples in a bedroom together for a couple weeks every year to make sure I can grow my population. Although adults never get involved, I find that children frequently end up idling in the room with their parents. And it is always an older child of that specific couple. I don't know if this is because the child spent time in this room as a baby when his mother was sleeping or from some other mechanic.The children in my fortress make a point of playing in places where a battle has taken place or in the caves, their sense of self preservation is amazing, despite this none of them have died.
Has anyone else noticed dragons reproduce during world gen?
I thought it was pretty neat.
On the otherFTFYfootcrawling head
Embarked in a Scorching biome and was left in the sun for like a week. I imagine my Dwarves had to scrape it out of the gravel at that point ::)I just learned the melted cheese is still viable for cooking.How did you get that?
(https://i.redd.it/mhieoozzfob71.jpg)
Mmm Cheese flavored rock, My FaVoRiTe! ((Sarcasm, do not ingest rocks, probably known that it’s sarcasm, but just to be sure there is no confusion, I’m leaving the motif here. Side note, O turned off autocorrupt after finally learning how to do so, so any errors in posts I make are going to be completely my fault. This also means I’m hopefully not confusing it for if AI ever turn it back on…it doesn’t still watch even when off, right? Am not quite sure how thst works))Embarked in a Scorching biome and was left in the sun for like a week. I imagine my Dwarves had to scrape it out of the gravel at that point ::)I just learned the melted cheese is still viable for cooking.How did you get that?
(https://i.redd.it/mhieoozzfob71.jpg)
looks like autocorrupt was keeping your posts uncorrupted, up til nowMmm Cheese flavored rock, My FaVoRiTe! ((Sarcasm, do not ingest rocks, probably known that it’s sarcasm, but just to be sure there is no confusion, I’m leaving the motif here. Side note, O turned off autocorrupt after finally learning how to do so, so any errors in posts I make are going to be completely my fault. This also means I’m hopefully not confusing it for if AI ever turn it back on…it doesn’t still watch even when off, right? Am not quite sure how thst works))Embarked in a Scorching biome and was left in the sun for like a week. I imagine my Dwarves had to scrape it out of the gravel at that point ::)I just learned the melted cheese is still viable for cooking.How did you get that?
(https://i.redd.it/mhieoozzfob71.jpg)
Talking to anybody in adventure mode causes them to become Historical Figures.I have noticed the same; immigrating dwarves even have memories of your adventurers in their thoughts & relations screens after they've met them.
authoring dwarves often somehow manage to destroy their works when they migrate to a player fortress:
How hard would it be to make dragons literate? Why can't dragons read anyway? They're sapient creatures, aren't they?
How hard would it be to make dragons literate? Why can't dragons read anyway? They're sapient creatures, aren't they?
In my current world there is a goblin named Klaplorbin. Yes, that's a kobold name. He is a member of Stleelgus, a kobold religious cult centered in human town of Whiskerbottled and worshipping Idgag the Ace Father, the dwarven god of thralldom.interesting
Apparently when RNG rolls things just right, the game just happily mixes and matches races like that.
I've never seen kobold cults before. I didn't know kobolds could become religious, even if they migrated to human cities.It may be rare but it does seem to happen. In this world there are 54 kobold cults (out of 1260 total) all formed by migrant kobolds in some town, dark fortress or hillock somewhere. Curiously they all worship dwarven gods.
I knew dwarf kids play with the fort's toys, but I didn't know they also get thoughts for it.Wait, if these memories are stored in long-term memory (I am not sure they do, iirc it’s restricted to certain types of memories), then Dwarf Fortress simulates childhood nostalgia.
(https://i.imgur.com/Dw5jFMZ.png)
Wait, if these memories are stored in long-term memory (I am not sure they do, iirc it’s restricted to certain types of memories), then Dwarf Fortress simulates childhood nostalgia.
Tell me dragon necromancers wouldn't be awesome.How hard would it be to make dragons literate? Why can't dragons read anyway? They're sapient creatures, aren't they?
They wouldnt use it without being necromancers of some sort, some natural skill towards reading technically makes them literate but being part of a civ in fortress mode makes them interested at all in reading books.
I was reverse engineering DF code and found a function that takes a longitude and returns a time. Looks like time zones exist in DF.How much difference is there from one side of the world to the other? Does it vary with different world sizes?
How much difference is there from one side of the world to the other? Does it vary with different world sizes?
int32_t getLocalTime(int16_t region_x)
{
int32_t world_width = world->world_data->world_width;
if (gametype == DWARF_ARENA || gametype == ADVENTURER_ARENA)
return world->arena_settings->time;
else
return ( (region_x - world_width/2 + cur_year_tick%10 + cur_season_tick*10 + 1200) % 1200 )*2
}
Pocket (17): 0.32 hours
Smaller (33): 0.64 hours
Small (65): 1.28 hours
Medium (129): 2.56 hours
Large (257): 5.12 hours
The earth would be width 1200, or 4.67 times a large world width. I'll have to see if that lines up with what's known about DF world sizes.After years of playing DF, I finally figured out that the dwarves will put away their owned items if you build them cabinets. I had always just built chests in every bedroom, and cursed the dwarves for their slovenly housekeeping practices. But in recent games I have discovered that building a cabinet in each bedroom is actually necessary for the dwarves to put away their owned items. The wiki does not make this very clear, FWIW.
After years of playing DF, I finally figured out that the dwarves will put away their owned items if you build them cabinets. I had always just built chests in every bedroom, and cursed the dwarves for their slovenly housekeeping practices. But in recent games I have discovered that building a cabinet in each bedroom is actually necessary for the dwarves to put away their owned items. The wiki does not make this very clear, FWIW.huh i Always build both. But for what ist the chest?
If it does, then the DF world is at a much closer orbit than Earth would be
Actually she's right, if the day is 1/18th the length of Earth's and there are 336 days in a DF year, then the DF year is about 5.1% as long as Earth's. Which is a much shorter and thus closer orbit.If it does, then the DF world is at a much closer orbit than Earth would be
No, just spinning on its axis faster. Jupiter has the shortest in our solar system, with a 10 earth-hour day. DF planet has a 1⅓ earth-hour day.
I think they all appear to get to drink out of the same bucket when it comes around and they're in the same hospital bed (it doesn't appear to return to the well between patients taking a drink like it has when they are all in seperate beds). So faster and more efficient room service. But slower medical help, as every time it's happened to me, they have recovered more slowly than the dorfs in a seperate bed. More experimentation needed, that said, as all too often I'm in a situation where I need to quarantine my hospitalisations due to werebeast infections.If you don't have enough beds in your hospital, patients can share a bed.I wonder if there's any consequence for patients sharing beds, this could be a new breakthrough that helps on saving wood and space, two very important resources in this game.
(I have 11 resting in one bed, and they stay there even after other beds become available.)
Elves get mad and leave if you try to sell them a papyrus quire.Yes, since it was made with plants or plant products, which they don’t like.
Yes, since it was made with plants or plant products, which they don’t like.
Yes, since it was made with plants or plant products, which they don’t like.
They seem to take no issue with harvested plants (i.e. plant corpses) or cloth made of plants. On a more technical level, papyrus sheets directly use the papyrus sedge structural material and as such shouldn't have any additional tokens that upset the elves.
My guess is it may have been decorated with wood, or used a wooden roller. Perhaps the random roller (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9249) can be made of wood?
.....and I thought the elves only got upset with wooden products, not plant products in general ?Yep, I've sold them apples, cherries, hemp bags full of apricot pits, strawberry wine and vegetable roasts (in elf-friendly stone containers) so yeah, they don't usually care about plant products, just care about wood products, as far as I know.
Somehow, I have 9 [water] stored somewhere.
If you establish contact with a few dozen civilizations you might want to make your depot inaccessible to wagons. You don't want six different human civs sending 20 wagons all at once, getting into a massive traffic jam and causing all these wagons to scuttle.
If you want your artifacts to remain unstolen, and don't want to wall them in to a room, then chain any animal next to the artifact. War dogs, a spider monkey, a rooster.... All seem to be totally capable of preventing the artifact from being stolen, for the price of a chain and a pedestal and a good animal husbandry programme.
Babies born to Human parents that are citizens of your fort can have dwarven first names.Now that's interesting. I've always wanted to try breeding citizens of other races, but I've never managed to make it work.
It was a complete surprise, they did it all on their own! Baby boy born with 1st name Sakzul to human bard (father, employed as a woodcutter for 9 years) and human bard (mother, employed as our tavern performer for 12 years).Babies born to Human parents that are citizens of your fort can have dwarven first names.Now that's interesting. I've always wanted to try breeding citizens of other races, but I've never managed to make it work.
The ones with dwarven names will also have dwarven values rather than human values!
What's really odd, though is that only some human babies born in a dwarven fortress will have dwarven names and values, while others will have human names and values, and I was completely unable to pinpoint any factor that was correlated with or otherwise seemed to explain which direction it went.
Did you check whether their parents were still members of the human civs? I do not know how exactly petitions for citizenship work, but I would assume it sets the deciding factor.All the human parents in questions had joined my dwarven civ but remained members of their human civ also. So it's not that simple.
Can someone check if this happens without dfhack? It might just be a result of dfhack's expanded nicknames not being sanitized.
Dwarves whose highest weapon skill is Marksdwarf will have their opponents listed as "shot and killed" during a raid, despite belonging to a melee squad and having only melee equipment.
If you have no iron on your map, and your civilization apparently has no access to iron ores, steel anvils may be your only source of steel and are, so far as I can tell, the cheapest thing to purchase made of steel. I suppose there's goblinite, but the only "vile force of darkness" I've had are those "invasions" where a couple of the horde show up on the very edge of the map and immediately disappear again, presumably because they're actually on their way somewhere else.
EDIT: Decided to do an experiment.
After locking the stressed dwarf into a small room together with her friend, this discussion happened about once every two days. The friend gained related social skills each time, mainly Pacifier. Unfortunately these discussions weren't enough to relieve stress faster than it was gained.
EDIT2: Of course, after some time the stressed dwarf and her friend became lovers, and these discussions were then labeled as "discussing their problems with a lover." Being lovers did not change the frequency or effectiveness of the discussions.
Maybe they were platonic lovers... Or sex is not implemented yet. You would think that it should relieve stress more than just some babbling.If they did something more than discussing, DF didn't log it.
Interestingly in weird results I've had with turning animals intelligent: an intelligent female can become pregnant with the child of an unintelligent male, and an intelligent male can impregnate unintelligent females. But two compatible mates that have both become intelligent must marry before having children, and I have never witnessed any TAME creatures marry, despite being intelligent, no matter how long they're locked up together (like pastured by a door and forgotten for years.) However, dwarves can and do form relationships with pets-made-intelligent, so presumably the pets also form relationships with dwarves, and each other. There's so.ething in there about being flagged as [TAME] that's preventing them from forming romantic relationships, or at least preventing them from getting married.
If they've married, they're almost certainly going to have kids. But yeah, getting pregnant amounts to standing adjacent to a compatible non-gelded male if they're unintelligent or standing adjacent to and being married to a compatible non-gelded male if they're intelligent.Have you tried adding [CAN_SPEAK] to your intelligent tame animals? Talking is probably required to form a relationship.
Interestingly in weird results I've had with turning animals intelligent: an intelligent female can become pregnant with the child of an unintelligent male, and an intelligent male can impregnate unintelligent females. But two compatible mates that have both become intelligent must marry before having children, and I have never witnessed any TAME creatures marry, despite being intelligent, no matter how long they're locked up together (like pastured by a door and forgotten for years.) However, dwarves can and do form relationships with pets-made-intelligent, so presumably the pets also form relationships with dwarves, and each other. There's so.ething in there about being flagged as [TAME] that's preventing them from forming romantic relationships, or at least preventing them from getting married.
ducks shouting fortress secrets out loud
Have you tried adding [CAN_SPEAK] to your intelligent tame animals? Talking is probably required to form a relationship.
There are sieges when invaders show up and then leave immediately. But recently I noticed sieges, where they don't even show up, nor the SIEGE markes shows - and I noticed them only thanks to dfhack and soundsense. I paused and used a script to check what kind of invaders they were and what number. I have six towers nearby, and in four years had only one goblin siege, all other were tower sieges. This time there were about eight experiments, who were off-map, and before entering the map they decided to leave the siege. My dwarves would never know about this "siege".
In this case it was a drowning chamber 120+ tiles long, that filled in one second or so. Did some math and assuming one tile is 1m2, then the water travelled at more than 400 km/h (speed of sound is 343km/h).The speed of sound is actually about 343 m/s which equals 1235 km/h.
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?Yes, I suppose you'd end up with an adult-sized baby since growth is calculated constantly but these stage-of-life changes are apparently handled only on birthdays.
Unicode 6.0 emojis are compatible with notepad .txt files, so you can use a bunch of additional emoji lettering for DF and commented out notes theoretically.
🔎 for example could be very useful for visually enhancing descriptions.
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?I'd be just like the movie The Baby (https://en.wikipedia.org/wiki/The_Baby_(film)).
You're telling me I could send a baby raiding for his birthday every year and end up with a 30-year-old baby?I'd be just like the movie The Baby (https://en.wikipedia.org/wiki/The_Baby_(film)).
Don’t know where to put this, but…
Assuming my calculations are correct, the total area of the largest possible DF world (including both land and water) is slightly larger than the State of Georgia in the United States of America.
Don’t know where to put this, but…
Assuming my calculations are correct, the total area of the largest possible DF world (including both land and water) is slightly larger than the State of Georgia in the United States of America.
Interesting... I count 129 x 129 world tiles on the largest map, each of which has a 16 x 16 grid to choose from. I did a 16 x 1 embark, and counted it to be 768 tiles wide. Which (assuming no buffer zones between world tiles) gives an approximate world measurement of 99,072 tiles. If 1 tile = 3 feet, that is 297,216 ft, or 56 miles. So a square with 56 mile wide edges, giving a total area of about 3,169 square miles. That's about 20 times smaller than GA, so my assumptions are probably inaccurate. I chose 1 tile equal to 3 ft because that's about the standard width of a door, and doors take up an entire tile.
I suppose 1 tile could be 10 ft rather than 3, since a lot can fit in there. That would produce an edge length of 187 miles, and an area of 35,207 sq miles. A buffer zone between each of the 129 world tiles of 2,360 ft (or 236 regular tiles) would make up for the 20,000 sq mile shortage in area. Assuming no buffer zone, a 13 foot wide tile (as the Dwarf stands on it) would give a total large map area of 59,500 sq miles.
Are you using the 1-tile is approximately x size method, or some kind of astronomical method? I'd be curious to see how the results compare between the 2. Also, my tile count is based on fortress mode, perhaps adventure mode could produce a more accurate count and eliminate the buffer zone uncertainty.
Wiki also claims (http://dwarffortresswiki.org/index.php/DF2014:Tile) that one tile is about 2,4m x 2,4m (8ft x 8ft), so the maximum area would be about the size of the United Kingdom.
I’m using information from the wiki (https://dwarffortresswiki.org/index.php/DF2014:World_generation#World_size) that states that a large region is 257x257. 129x129 would be a medium region.
I’m using the “1-tile is approximately x size” method, and assuming that 1 tile is 2m x 2m, each embark tile is 48 x 48, and each region tile is 16 x 16, and a large region is 257 x 257. I
I’m using information from the wiki (https://dwarffortresswiki.org/index.php/DF2014:World_generation#World_size) that states that a large region is 257x257. 129x129 would be a medium region.
I’m using the “1-tile is approximately x size” method, and assuming that 1 tile is 2m x 2m, each embark tile is 48 x 48, and each region tile is 16 x 16, and a large region is 257 x 257. I
That makes sense, I was using the wrong world size. Given 1 tile is 2m x 2m, the large 257 x 257 region would be about 300 miles on each side. That's about 1.5 times the state of Georgia! I suppose I should be more patient with how long world generation takes for large regions.
Makes me wonder if a jeweler can wind up having a strange mood and make a lapis lazuli shield. Or even a gem sword, that would be really cool too.
Nope (https://dwarffortresswiki.org/index.php/DF2014:Strange_mood). The list of things a Jeweler can make is limited - only raw-definable options being toys and instruments.
Perfect gem‡, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
only raw-definable optionswhich corresponds to
{I added a new type of shield to the raws}
You missed this bitQuoteonly raw-definable optionswhich corresponds toQuote{I added a new type of shield to the raws}
Nope (unless you count toys and instruments :P). The point being that the artifact list on the wiki does not provide information about raw-definable possibilities which was the additional and conclusive thing fleeting frames had to say.Oh, that makes sense then.
In other discoveries, assigning trolls to a pit that is not directly adjacent to their cage in the stockpile appears to be impossible. I'm currently at 10 out of 10 escaping and having to be put down by the guards... A few more to go on this test, maybe 1 will make it to the pit?
edit: I saw a couple trolls get dragged to the pit, but I think they're climbing back out. I'm not sure yet what's going on tbh. I saw the last of the trolls get sent into the pit, and then disappear. Either it climbed out, or the guards stabbed it from the z-level above. Well, either way, the animal cage stockpile is empty now, so I suppose it doesn't matter too much (there were no casualties).
The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.
The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.I once had a drain to get rid of the water from a waterfall (fed by a brook on the surface) going all the way down to the first cavern layer. It had a grate on top of it. So there was a constant waterfall down about 50 z layers. I had a troll swim up the entire thing and smash open the grate. I didn't know they can do that if they could access the top. The troll was in pretty bad shape with a page long list of minor injuries when he got to the top but it was impressive.
The trolls were presumably casualties. Note: Trolls can climb. Seen the bastards climb up into an open window cavity I had high on a natural cliff wall. They don't climb as well as goblins though.I once had a drain to get rid of the water from a waterfall (fed by a brook on the surface) going all the way down to the first cavern layer. It had a grate on top of it. So there was a constant waterfall down about 50 z layers. I had a troll swim up the entire thing and smash open the grate. I didn't know they can do that if they could access the top. The troll was in pretty bad shape with a page long list of minor injuries when he got to the top but it was impressive.
Never seen this sort of message at embark:
(https://i.imgur.com/I2Danzl.png)
I guess it's because I'm really close to a Necro tower?
Meanwhile, my paraplegic legendary engraver is getting used to tragedy every time he drinks; ...snip...because the alcohol slightly injures his lungs...snip... His best engravings are masterworks of himself engraving masterworks about chinchillas being butchered.Love it.
I once managed to geld someone with a bite in adventure mode
TIL: if you have an artifact cage, any other art (including other artifacts) that references that cage will mention what animals are currently in it, if any. dwarves are capable of creating magically self-updating art!That's very interesting.
had mine show up as "Defectshoot the giant tortoise cage (tea wood)" on another artifact, took the tortoises out to check and it was just "Defectshoot the tea wood cage". maybe i should find something more interesting to shove in it? :-\
Gelding can happen to any mammal other than monotremes (echidna, platypus) and cetaceans (sperm whale, orca, narwhal). The only "civilized" race that cannot be gelded are kobolds because they aren't mammals.
I once managed to geld someone with a bite in adventure mode
Echidnas, the other extant monotremes besides platypi, have a "pouch" though. apparently not a permanent pouch like marsupials, but they can carry an egg around on their belly by contacting their abdominal muscles. Both males and females. Amazing abs apparently. Could kobolds have a pouch?
I have a goblin citizen in my settlement. Assigned him to armor making. Took me a while to notice that all the armor he's produced is sized for goblins.
Don't goblins use the same size as dwarfs do?
No, they use ''narrow'' stuff as armor and clothing, as DF calls them.
Damn, they haven't worn narrow clothing for over 10 years :PDon't goblins use the same size as dwarfs do?
No, they use ''narrow'' stuff as armor and clothing, as DF calls them.
https://dwarffortresswiki.org/index.php/DF2014:Water_wheel#Micro_Water_Reactor
Check out this micro water reactor. I made one the same as the one in the first graph. It's been working for years. I haven't tried multiple reactors linked together yet.
Forbidding a cage trap's mechanism will not stop dwarves from reloading it. It will, however, stop dwarves from deconstructing the trap if you order it removed.
==Dwarven ice cream==
Milk has a [[temperature|freezing point]] of 10000 °U, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become "frozen ''{animal}'''s milk". Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Attempting to dump the barrel to a [[garbage dump]] indoors carelessly may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended.
To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping.
....So, if the milk that is thawed before it is hauled, can it then be used for cheese?Sure, if summer rolls around, or, let's say, you pump flowing magma on the tile underneath for long enough...
This is, I think, all known behavior, but it's not in the wiki. I wrote this up to add to the wiki but apparently nothing I do, up to and including downloading a new browser, will allow me to see the captcha and therefore be able to post this on the wiki. Would somebody mind adding this section to Milk (https://dwarffortresswiki.org/index.php?title=DF2014:Milk)?...Verbatim,you mean? cause this does seem to need some finessing as is.Code: [Select]==Dwarven ice cream==
Milk has a [[temperature|freezing point]] of 10000 °U, the same as [[water]]. If milk is left in conditions below this temperature, even on a tile marked [[tile attributes|inside]], it will freeze, and become "frozen ''{animal}'''s milk". Frozen milk is treated as a cookable solid {{Bug|2787}}, and may show up as an ingredient in your roasts--at 1/10th of the value of cheese, if the roasts do not just melt entirely. There is no entry for frozen milk in stockpile menus, so dwarves will not haul a frozen milk barrel to any type of stockpile. {{Bug|3398}} Attempting to dump the barrel to a [[garbage dump]] indoors carelessly may result in dwarves hauling the frozen milk and the barrel separately, resulting in a puddle of milk when it thaws. Dwarves will not make cheese out of frozen milk. For these reasons, milking industries should be set up underground, as Armok intended.
To move frozen milk to an indoor garbage dump without spilling it, do not use the [[Designations Menu]]. Instead, use {{k|k}}-{{k|d}} to mark just the barrel for dumping.
It's a wiki, edit it if you want. It's not like I can do anything about it, is it?
...Verbatim,you mean? cause this does seem to need some finessing as is.
It's a wiki, edit it if you want. It's not like I can do anything about it, is it?
...Verbatim,you mean? cause this does seem to need some finessing as is.
If you make a soil floor cave in, the floor that's created at the bottom does not depend on the nature of the caved-in soil, but on the landing layer. It means that it is impossible to have more than one soil floor in the cavern layer, as they all get converted to fire clay. Could be an useful exploit if all caverns are dry and you have no fire clay, however...It gets converted to whatever the natural bottom layer of soil (or whatever the natural soil type is on the layer it lands on) is in that biome, it won't always be fire clay everywhere. The same thing happens when creating soil in caverns with tiletypes in DFHack.
I think I've found my favorite unmodded deity so far.
(https://imgur.com/wwJzpdG.png)
go ahead, it's all yoursThank you, it can now be shown (occasionally) on the main page. :)
*How to make monster hunters apply for citizenship: I have tried this twice successfully:
1) Accept petition from monster hunter
2) Send monster hunter to another holding
3) Eventually monster hunter returns, under a different profession
4) Monster hunter will now apply for citizenship two years after return
(https://imgur.com/1jTCXKV.png)
Funniest I encountered so far. It's a dwarven deity too.
(https://imgur.com/84fzUeX.png)
Forget about the lungfish, check this out.
(https://imgur.com/1jTCXKV.png)
Funniest I encountered so far. It's a dwarven deity too.
(https://imgur.com/84fzUeX.png)Now, is there some hidden connection between amphibious beings (like the lungfish) and spheres of the watery kind, and flying creatures and the wind?
Forget about the lungfish, check this out.
(https://imgur.com/1jTCXKV.png)
Funniest I encountered so far. It's a dwarven deity too.(https://imgur.com/84fzUeX.png)Now, is there some hidden connection between amphibious beings (like the lungfish) and spheres of the watery kind, and flying creatures and the wind?
Forget about the lungfish, check this out.
Caged males are still capable of breeding, assuming the female can approach the cage.
Elves can bring some cool stuff to trade:
Liquid darkness canira strings
It is made from liquid darkness cloth.
The canira strings vibrate, causing the instrument to produce sound.
Zombified severed arms/hands can climb.
Gods of death can sometimes create a second slab, if enough time passes. I'm not sure of the exact mechanics, but it seems to have happened several times in the world I just generated. The second slab creation was always at least 700 years after the first one.
It is made from liquid darkness cloth.
Gods of death can sometimes create a second slab, if enough time passes. I'm not sure of the exact mechanics, but it seems to have happened several times in the world I just generated. The second slab creation was always at least 700 years after the first one.
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer. I'm not sure how the ice got in there, but cold beer is never a bad thing.Water in containers freezes into ice. I guess he put some water in there to water some plump helmets or something.
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer. I'm not sure how the ice got in there, but cold beer is never a bad thing.
One of the guards has both dwarven beer, and ice in his waterskin, and is still able to drink the beer. I'm not sure how the ice got in there, but cold beer is never a bad thing.